1,721,007 research outputs found

    A personality based adaptive approach for information systems

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    In every context where the objective is matching needs of the users with fitting answers, the high-level performance becomes a requirement able to allow systems being useful and effective. The personalization may affect different moments of computer–humans interaction routing the users to the best answers to their needs. The most part of this complex elaboration is strictly related with the needs themselves and the residual is independent from it. It is what we may face by getting personality traits of the users. In this paper, we describe an approach that is able to get the personality of the users by inferring it from the social activities they do in order to drive them to the interactive processes they should prefer. This may happens in a wide set of situations, when they are deepened in a collaborative learning experience, in an information retrieval problem, in an e-commerce process or in a general searching activity. We defined a complete model to realize an adaptive system that may interoperate with information systems and that is able to instantiate for all the users the processes and the interfaces able to give them the best feeling and to the system the highest possible performance

    Grid based software solutions to manage the lifecycle of collaborative learning environments

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    In this paper the authors present two software solutions, developed in the context of the Business Experiment in GRID project (BEinGRID), and discuss on their applicability in the creation and management of distributed collaborative learning environments. In particular, the presented solutions are deemed useful to complete the current tools for the creation and management of these environments by addressing gaping issues like trust management and ensuring quality of service. The software solutions have been validated in the context of a concrete case study related to the creation of a collaborative environment to support the execution and provision of Massive Multiplayer Online Games. As a case study, this paper will provide a description of the way the presented solutions can be applied to create collaborative learning environments, like for example the Virtual Learning Community defined in the context of the European Learning Grid Infrastructure project

    A smart methodology to improve the story-building process

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    Museum narratives are created from a conceptualization of events that can be structurally organized and referred to as the story. Therefore, the main process of developing a museum narrative is one of story-building. This paper presents a methodology to enrich the creation of stories for digital storytelling. The methodology is at the basis of a smart authoring system that supports authors of digital storytelling in the identification of contents from external repositories and their automatic mapping on different narrative structures, according to syntactic and semantic rules and well-defined narrative structures. Furthermore, the methodology leverages on semantic models and technologies such as ontologies, clustering and text analysis, and supports the development of a smart environment for creation of stories starting from a set of pictures. We have validated our methodology for a specific narrative structure, i.e. the Dramatic Arc, for the creation of an educational storytelling related to the museum exhibition about Second World War. © 2015, Giunti. All rights reserved

    New modalities for enhancing cultural heritage experience. The enabling role of digital technologies

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    Purpose of the paper: Starting from an overview of current trends, the aim of the present study is to identify models of cultural heritage enhancement in terms of consumer enjoyment from a new temporal and cognitive perspective. Methodology: The paper starts with a theoretical-conceptual analysis inherent to the main evolutionary stages of cultural heritage enhancement. It follows with the reporting of findings based on the Scenario Based Design (SBD) method relative to industrial research and experimental development in the context of the FIBAC project. Findings: The research evidences the empirical nature of the theoretical analysis carried out, identifying key elements relative to the visitor’s experiential dimension and highlighting innovative modalities of cultural experience. Research limits: The focus of the research addresses empirical evidence resulting from a specific scenario, however to enable the generalization of the findings in terms of validity and reliability, a more widespread analysis would be necessary. Practical implications: The logic underlying the experimental element of the project envisages the full involvement and participation of the visitors and represents a stimulus for exalting the managerial potential of cultural institutions (in particular museums) from the perspective of service management. Originality of the paper: This lies in the resorting to SBD methodology, relative to the development of customized technologies in the specific context of the cultural heritage experience, above all from an interdisciplinary point of view. Furthermore, given the state of the art, the study represents the first concrete experience carried out within the museum context

    Self-regulated learning with approximate reasoning and situation awareness

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    We present a decision support system for seamless and self-regulating learning. The decision support system presents a degree of novelty in supporting learners since it allows to: (1) understand the concepts that a learner may have acquired during her/his daily life activities, and (2) make the learner aware of these concepts and enforcing learning paths. Two key ideas are behind our results. The first idea relates to the identification of classes of indiscernible competences, and comes from the intuition that some real-world activities can lead to the acquisition of sets of competences (not always easy to discriminate) which can be considered as good approximations of competences related to a specific concept. Classes of indiscernible competences are building blocks that our decision support system uses to understand, with a certain degree of approximation, the concepts that a learner may have acquired, and this is an added value with regard to the self-awareness of a learner. The second idea is to allow our decision support system to identify incremental learning situations, which are situations in which a learning path is enforced or modified by the recognition that some concepts may have been learned, also during the execution of daily life activities. The decision support system grounds on three-way decisions and situation awareness. An evaluation of the system following the SAGAT approach has been done and reported in the paper

    Artificial bees for improving resilience in a sensor middleware for situation awareness

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    Resilience is the capability of a system to absorb and mitigate unexpected faults and risks. This paper describes a resilient middleware for sensor network management for supporting Situation Awareness in security scenarios. The proposed middleware implements an approach based on two main approaches: Quality of Service and Artificial Bee Colony for identifying disturbances, incompleteness and uncertainty in raw data coming from physical sensors and reacting to them. In particular, an algorithm based on Artificial Bee Colony has been defined to discover association rules used to handle the absence of significant observations in the monitored environment and continue working and supporting higher architectural layers
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