1,721,275 research outputs found
Empowering end users to customize their smart environments: model, composition paradigms and domain-specific tools
Research on the Internet of Things (IoT) has devoted many efforts to technological aspects. Little social and practical benefits have emerged so far. IoT devices, so-called smart objects, are becoming even more pervasive and social, leading to the need to provide non-technical users with innovative interaction strategies for controlling their behavior. In other words, the opportunities offered by IoT can be amplified if new approaches are conceived to enable non-technical users to be directly involved in “composing” their smart objects by synchronizing their behavior. To fulfil this goal, this article introduces a model that includes new operators for defining rules combining multiple events and conditions exposed by smart objects, and for defining temporal and spatial constraints on rule activation. The article also presents the results of an elicitation study that was conducted to identify possible visual paradigms for expressing composition rules. Prototypes implementing the resulting visual paradigms were compared during a controlled experiment and the one that resulted most relevant for our goals was used in a study that involved home automation experts. Finally, the article discusses some design implications that came out from the performed studies and presents the architecture of a platform supporting rule definition and execution
Organizing the multimedia content of an m-learning service through Fedora Digital Objects
In this paper a software infrastructure is presented, developed in the ambit of the CHAT (“Cultural Heritage fruition & e-learning applications of new Advanced (multimodal) Technologies”) research project to provide context-sensitive services accessible through thin clients such as cellular phones or PDAs. We propose a client/server architecture. On the server side, software modules implement the algorithms to manage the “dialogue” with the user. The client application displays the multimedia contents sent by the server and captures user interaction and contextual data registered by the mobile device carried by the user and/or received from other sensors in the surrounding environment. The multimedia contents are organized through Digital Objects managed by the Fedora open-source content management software. An additional system component, the Authoring Tool, allows end users lacking computer programming expertise to develop multimedia contents for the different services provided. Exploiting the wide applicability of the infrastructure, we have designed an m-learning service, called Explore!, that supports and enhances middle school students' experience of a visit to an archaeological par
DEG: Involving end users and domain experts in design of educational games
Designing educational games is an arduous task that requires a multidisciplinary team, whose components must be provided with tools allowing them to actively participate in the creation of such games. This first edition of the DEG Workshop aims at providing researchers interested in this area the possibility to share and discuss their experiences. This workshop is addressed to researchers and practitioners, involved in the design and evaluation of technology-supported games, to discuss their experience in relation to means for involving end users as well as experts in the process, before, during and after the product has been completed. Issues such as how the technology affects the process, in particular in terms of game genres and technologies used (e.g. city games, mobile games, educational games, games on multitouch displays etc.), are examined. Special attention is given to scenarios that affect the expected user experience, measuring factors like pleasure, learning outcome, etc. and the effect of end-user involvement on them
Interaction with large displays: a survey
Large interactive displays are increasingly placed in public (or semi-public) locations, including museums, shops, various city settings and offices. This article discusses the evolution of such displays by looking at their use and analyzing how they are changing the concept of human-computer interaction through new modalities. By surveying the literature on systems using these displays, relevant features were identified and used as classification dimensions. The analysis provided may inform the design and development of future installations. A discussion on research challenges concludes the article
“Isn’t This Archaeological Site Exciting!”: a Mobile System Enhancing School Trips
Explore! is an m-learning system that aims to improve young visitors' experience of historical sites. It exploits the imaging and multimedia capabilities of the latest generation cell phone, creating electronic games that support learning of ancient history during a visit to historical sites. Explore! consists of two main components: 1) the Game Application running on cellular phones, to be used during the game and 2) the Master Application running on a notebook, used by the game master (i.e. a teacher) to perform a reflection phase, which follows the game. Having the Game Application been described in previous papers, in this work we mainly illustrate the Master Application
How do archaeologists work? A multimedia digital object to learn their investigation process
The aim of the CHAT ("Cultural Heritage fruition & e-learning applications of new Advanced (multimodal) Technologies") research project was to provide on smartphones context-sensitive multimedia services accessible through several interaction modalities. The multimedia content of such services was implemented as Digital Objects managed by the Fedora web service. In this paper, we present a multimedia digital object that, through images, videos, 3D reconstructions, sounds, informs people about the scientific value of the archaeological investigation and about the complexity of the overall archaeological research process. Archaeologists follow a rigorous method, called stratigraphic excavation, to reconstruct the past civilizations lifestyles. People tend to think that the archaeologist work consists only in the excavation and research of valuable elements, while it has its scientific rigor. By exploiting the CHAT infrastructure, the multimedia digital object about the archaeologist work can be accessed in difTerent context on several device
Organizing the multimedia content of an m-learning service through Fedora Digital Objects
In this paper a software infrastructure is presented, developed in the ambit of the CHAT (“Cultural Heritage fruition & e-learning applications of new Advanced (multimodal) Technologies”) research project to provide context-sensitive services accessible through thin clients such as cellular phones or PDAs. We propose a client/server architecture. On the server side, software modules implement the algorithms to manage the “dialogue” with the user. The client application displays the multimedia contents sent by the server and captures user interaction and contextual data registered by the mobile device carried by the user and/or received from other sensors in the surrounding environment. The multimedia contents are organized through Digital Objects managed by the Fedora open-source content management software. An additional system component, the Authoring Tool, allows end users lacking computer programming expertise to develop multimedia contents for the different services provided. Exploiting the wide applicability of the infrastructure, we have designed an m-learning service, called Explore!, that supports and enhances middle school students' experience of a visit to an archaeological par
CHAT – Towards a general-purpose infrastructure for multimodal situation-adaptive user assistance
On the Importance of the User Interface for E-Learning Systems Quality
E-learning is the most recent way to achieve distance education, carried out by distributing learning material and processes over the Internet. This paper refines the concept of quality of e-learning systems and proposes a new framework, called TICS (Technology, Interaction, Content, Services), which focuses on the most important aspects to be considered when designing or evaluating an e-learning system. Our proposal emphasizes user-system interaction as one such important aspect. Based on TICS framework, design guidelines and evaluation patterns are derived
Addressing Usability and UX in Call for Tender for IT Products
A body of research in literature has demonstrated the benefits for software companies of adopting methods to address usability and user experience. However, as revealedby the very poor usability of many software systems,companies very often do not consider such methods in their development practices. From our previous studies it emerged that one of the reason is that usability and UX are quality requirements not formally established in the Call for Tender (CfT) for developing software products to which they respond. Therefore, they do not commit resourcesto satisfy usability and UX requirements. In this paper, we reporta systematic reviewof 44national and international CfTsfor IT products, whichaimed atinvestigatingwhether and how usability requirements are mentioned
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