Preliminary research on the design of an ambient intelligence application utilizing the exploitation of landmarks for the promotion of ancient greek technology exhibits.

Konstantinos I. Kotsopoulos, Konstantinos G. Kotsanas, Asimina N. Mitsomponou, Theofanis Alexandridis
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引用次数: 0

Abstract

A preliminary research is presented about development of a platform where storytelling can be created and managed through portable technology devices taking place outside the exhibition premises of Kotsanas Museum in Greece or abroad aiming to attract new visitors. An ambient intelligence approach is utilized where tourists of Athens during their walks in the historical center of Athens can discover with the use of a mobile application 3d visualized parts of ancient Greek technology inventions and after collecting them to watch 3D simulations of their usage in augmented reality. The user’s preferences will be acquired through multiple ways (gamification, points of interests, rule base system combining interests of users and ancient inventions) and the right story for the users will be suggested to the user. Soft computing techniques such as fuzzy cognitive maps will be used for setting initially the reasoning rules.
利用地标性建筑促进古希腊科技展览的环境智能应用设计初探
初步研究提出了一个平台的发展,在这个平台上,故事讲述可以通过便携式技术设备在希腊Kotsanas博物馆或国外的展览场所外进行,旨在吸引新游客。利用环境智能方法,雅典的游客在雅典历史中心散步时可以使用移动应用程序发现古希腊技术发明的3d可视化部分,并在收集它们后观看3d模拟它们在增强现实中的使用。通过多种方式(游戏化、兴趣点、结合用户兴趣和古代发明的规则库系统)获取用户的偏好,并向用户推荐适合用户的故事。模糊认知地图等软计算技术将用于初步设置推理规则。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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