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This paper proposes a topic model-based recommendation system that predicts a user's rating score of a searched media unit for media re-creation service. The purpose of the proposed recommender is to perform a context-aware recommendation of suitable media units for a user's purpose and context. For this purpose, it uses a topic vector based on the metadata of the media to compare the similarity of...
Undoubtedly, educational Games figure among the most exciting learning objects. Their features, which involve motivational issues, interaction, attractive graphics and ludic activities, would empower them to become perhaps the most effective type of educational resource available. However, research has shown that current educational games' impact are far from expected, due to a vary of factors that...
This paper examines the case of a Danish Entrepreneurial organization as it moved from Ärhus StartUp weekend in 2012 to Singularity University in 2015. The focus is on the communication activities as they moved from local to regional to international levels in terms of first, second and third order activity systems. Findings offer a macro-perspective on entrepreneurship communication in global contexts.
The inclusion of people with disabilities in regular schools needs to be effective. Therefore, appropriated teaching methods, materials and capacitated teachers are indispensable factors. By using learning objects, it is necessary to ensure that they were built considering the needs of people with disabilities, which means the possibility of using accessibility resources. In this work, only visual...
Whether or not readers successfully process a text so that they can make appropriate decisions in a high risk environment depends on whether writers have considered the context in which the documents will be read and the pattern in which readers will read the messages. A problem exists when the context, especially one involving a potential or real crisis situation, may not be conducive to clarity...
The extensive diffusion of social media innovation has dramatically transformed traditional media content creation and dissemination with the effect of creating more user awareness. Citizens are increasingly becoming integral part of media content creation and dissemination and thus empowering citizens in the exercise of their informational self-determination. Ironically, in spite of the progress...
This paper attempted to investigate antecedent factor of consumer attitudes toward three advertising media, i.e. SMS, e-mail and social media. The research model adapted Ducoffe's model and Brackett&Carr's model. The analysis is based on a survey conducted in Indonesia. As many as 208 questionnaires have been collected to test 12 hypotheses through two-tailed test with significance level between...
Considering public opinion has always been a necessity for most people including governments and politicians. This information provides more direct means in determining public views which important for their decision-making process. With technology and the Internet nowadays, people are able to assess public opinion by using opinion mining or sentiment analysis. There are several known methods for...
We report on the second design cycle of Acropolis, a social computing platform that allows citizens to build and share their own narratives about long-running news stories. A key goal of this research project is to explore the following design opportunity: how can we re-design news stories in order to engage citizens in their reading and curation? In this paper, we describe an asymmetric collaboration...
This article posits reflections from the author's mature body of work that resulted in sizeable national (Denmark) and international (European) funded projects, a patent, commercial product, and a Serious Games company. Main focus is on sharing a two-stage in-action and on-action emergent model for evaluating the use of ICT (serious games and creative expression) in healthcare and learning intervention...
The proliferation of social media has increased the competition among different memes, which can be free texts, trending catchphrases, or micro media. As human attention is limited, these memes compete with each other, and go in and out of popularity at a rapid pace, sometimes even faster than we can recognize. Popular memes often shape the mindsets of online communities, and also shed light on their...
Storytelling is widely recognized as a powerful tool to enhance learning, because of its support to meaning making and to the development of expressive (possibly multimodal) skills. An interesting variant to storytelling-based learning activities is the construction of storyworlds apt to support the development of interactive stories. This differs from the design of traditional story plots in that...
Semantic computing is one of the important and indispensable approaches to analyze various kinds of environmental phenomena and its changes in the real world. In this paper, we present “A Seawater-Quality Analysis Semantic-Space in Hawaii-Islands with Multi-Dimensional World Map System” to realize a global and environmental analysis for ocean environment with the multi-dimensional world map system...
This project focuses on creating a participatory mixed reality space, situated in social contexts within urban smart cities. This study explores audiences' social interactions and experiences with tactile engagements from their smart devices and a form of interactive media façade. The association between NodeJS, Websocket.io-to-OSC and TouchDesigner designs integrated with the developed computer projection...
Virtual agents are artificial intelligent artifacts that mimic natural conversations with users. The media equation posits that human-agent interaction mirrors the social cues prevalent in human-to-human relationship. As such, personality adaptation-convergence (similarity-attraction) and divergence (complementary-attraction) in human-agent interaction have been explored, particularly in the context...
While large retailers utilize social commerce to increase consumer trust and online sales, a variety of online transactions take place among social networking users. These new forms of e-business models often conceptualized as C2C s-commerce have become one of the most popular methods for consumer online trading. The article proposes four phases of C2C s-commerce (i.e., ad-hoc, empowered, organized,...
Customizing content according to preferences of the user and the current context is a key issue in electronic media. Audio content has some advantages over written text and video. Yet, apart from music playlists, little previous work has been performed on customizing audio content, i.e. speech-music playlist generation. The presented work makes a number of recommendations for speech-music playlist...
This paper presents a preliminary communication maturity model named C2M. The C2M model aims to help organizations to identify the maturity of communication-related aspects and processes providing a tool to reveal what practices need to be improved. The model is composed of three maturity areas respectively organized into factors, goals, and practices. It has been preliminarily evaluated in two steps...
Although reports on big data success stories have been accumulating in the media, most organizations dealing with high-volume, high-velocity and high-variety information assets still face challenges. Only a thorough understanding of these challenges puts organizations into a position in which they can make an informed decision for or against big data, and, if the decision is positive, overcome the...
The decline in the number of women in computer science and engineering courses is well documented at each level of advancement, and disparities are greater when considering minority women. Decisions about participation are often made early and have been linked to factors such as prior experience, interest, and sense of fit with community. To address these issues we developed Digital Youth Divas, a...
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