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Reseach Article

Semantic and Contextual Proximities for Informal Learning: The Case Study of Museum Visits

by Pierre-yves Gicquel, Dominique Lenne
International Journal of Computer Applications
Foundation of Computer Science (FCS), NY, USA
Volume 69 - Number 26
Year of Publication: 2013
Authors: Pierre-yves Gicquel, Dominique Lenne
10.5120/12134-8410

Pierre-yves Gicquel, Dominique Lenne . Semantic and Contextual Proximities for Informal Learning: The Case Study of Museum Visits. International Journal of Computer Applications. 69, 26 ( May 2013), 10-17. DOI=10.5120/12134-8410

@article{ 10.5120/12134-8410,
author = { Pierre-yves Gicquel, Dominique Lenne },
title = { Semantic and Contextual Proximities for Informal Learning: The Case Study of Museum Visits },
journal = { International Journal of Computer Applications },
issue_date = { May 2013 },
volume = { 69 },
number = { 26 },
month = { May },
year = { 2013 },
issn = { 0975-8887 },
pages = { 10-17 },
numpages = {9},
url = { https://ijcaonline.org/archives/volume69/number26/12134-8410/ },
doi = { 10.5120/12134-8410 },
publisher = {Foundation of Computer Science (FCS), NY, USA},
address = {New York, USA}
}
%0 Journal Article
%1 2024-02-06T21:31:21.061702+05:30
%A Pierre-yves Gicquel
%A Dominique Lenne
%T Semantic and Contextual Proximities for Informal Learning: The Case Study of Museum Visits
%J International Journal of Computer Applications
%@ 0975-8887
%V 69
%N 26
%P 10-17
%D 2013
%I Foundation of Computer Science (FCS), NY, USA
Abstract

This work aims to instrument situations of museum visit using mobile devices. The main objective is then to adapt activities and interactions seamlessly for the visitor, according to his desires, his physical location and psychological context. This adaptation involves a detailed model of the learning domain and of the visitor's situation as well as the design of adaptation mechanisms to provide information or activities appropriately during the visit. To this end, semantic models of the learning domain (Cultural Heritage) and of the visitor's context are proposed. These models allow the computation of semantic and contextual proximities, which enables to generate learning activities (recommendations, self-assessment games) while assessing the adequation of these activities to the visitor context.

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Index Terms

Computer Science
Information Sciences

Keywords

Ubiquitous learning Semantic proximity Context Semantic modelsifx