Table 1 - uploaded by Damianos Gavalas
Content may be subject to copyright.
Features of mobile applications authoring tools (Flash Lite, Navipocket) and development platforms (J2ME and .NET Mobile).

Features of mobile applications authoring tools (Flash Lite, Navipocket) and development platforms (J2ME and .NET Mobile).

Source publication
Article
Full-text available
This paper identifies authoring tools requirements for the development of cultural applications tailored for deployment on mobile devices: Personal Digital Assistants (PDAs) and mobile phones. To address this issue it recognizes and evaluates the development and design facilities provided by state-of-the-art multimedia application development tools...

Contexts in source publication

Context 1
... skills) required by designers; familiarity of designers with the tool's workspace provision of tools for designers and developers that allow a new level of expressiveness, efficiency and interactivity for multimedia content creation and intuitive UI design, personalized according to the user profile (such design could exceed customer expectations and optimize content delivery) support for a broad range of mobile devices (ideally, support for PDAs, smart phones and mobile phones) restriction on the resource overhead posed by the run-time environment (supporting libraries, APIs, etc.) seamless connectivity of applications to services with minimal programming effort platform independence of applications from underlying devices hardware and operating systems capability for parsing and handling any content type format potential for developing entirely new content and services that overcome the restriction set by rigidly defined content templates capability for dynamic customization and over-the-air update of existing applications content and functionality increased deployment base of tools' runtime environments, i.e. management software and media players installed by the major device manufacturers minimization of cost for both the designer tools and the runtime environments support for location-based services, i.e. availability of resources and services depending on the end user's physical location support for 'push model', namely for pushing content to mobile terminals with minimal user intervention the moment an important event occurs support for disconnected operation, i.e. ability to run applications in standalone mode even when the mobile terminal is out of any network's coverage area need for large development community base, which may assist the exchange of development experiences (e.g. through developer forums) availability of add-on application libraries, which may accelerate the implementation of custom services. Table 1 at the end of this paper summarizes the features of the available development tools (Flash Lite, Navipocket, J2ME and .NET Mobile Platform) within respect to the above listed set of requirements. ...
Context 2
... synopsis of Table 1 proves that the choice of the appropriate development technology is not a straightforward task, since the four reviewed technologies vary significantly in terms of their merits and weaknesses. In particular, the selection of a candidate development technology should depend on user and application needs, such as: ...

Citations

... Moreover, the authoring tools can have different characteristics, such as leveraging open and structured data to create CH activities [29], combining multiple types of resources [30], and supporting co-designing [31,32] with varying types of CH stakeholders (e.g., curators, educators, content providers, visitors). Finally, the authoring tools can be used to produce CH activities in varying technological contexts such as mobile devices [33], location-aware contexts [34], augmented reality [35], and virtual reality [36]. The aforementioned research attempts support CH designers in creating CH activities, but they do not support personalization, which is a desideratum in the CH domain [37]. ...
Article
Full-text available
Cultural heritage (CH) institutions attract wide and heterogeneous audiences, which should be efficiently supported and have access to meaningful CH content. This introduces numerous challenges when delivering such experiences, given that people have different cognitive characteristics which influence the way we process information, experience, behave, and acquire knowledge. Our recent studies provide evidence that human cognition should be considered as a personalization factor within CH contexts, and thus we developed a framework that delivers cognition-centered personalized CH activities. The efficiency and the efficacy of the framework have been successfully assessed through two user studies, but non-technical professionals (e.g., CH designers) may face difficulties when attempting to use it and create personalized CH activities. In this paper, we present DeCACHe, which supports CH designers in creating cognition-centered personalized CH activities throughout different phases of the design lifecycle. We also report a user study with seventeen professional CH designers, who used our tool to design CH activities for people with different cognitive characteristics.
... Some tools facilitate the composition of the digital content for the personalisation of audio (Petrelli et al. 2000) or context-aware video (Pan et al. 2002) on mobile platforms. Other forms of authoring include the creation of a collection of multimedia pages organised in a tree-like structure (Linaza et al. 2008), the filling of visual templates with contents from heterogeneous sources (Ardito et al. 2012), and the authoring of complete mobile applications instead of its content alone (Economou et al. 2008). Editing tools have been developed for outdoor settings (Weal et al. 2006) as well as for indoor ones, possibly integrating mobiles with stationary screens, projections (Ghiani et al. 2009) or tabletops (Sprengart et al. 2009). ...
Article
Full-text available
This paper presents an authoring environment, which supports cultural heritage professionals in the process of creating and deploying a wide range of different personalised interactive experiences that combine the physical (objects, collection and spaces) and the digital (multimedia content). It is based on a novel flexible formalism that represents the content and the context as independent from one another and allows recombining them in multiple ways thus generating many different interactions from the same elements. The authoring environment was developed in a co-design process with heritage stakeholders and addresses the composition of the content, the definition of the personalisation, and the deployment on a physical configuration of bespoke devices. To simplify the editing while maintaining a powerful representation, the complex creation process is deconstructed into a limited number of elements and phases, including aspects to control personalisation both in content and in interaction. The user interface also includes examples of installations for inspiration and as a means for learning what is possible and how to do it. Throughout the paper, installations in public exhibitions are used to illustrate our points and what our authoring environment can produce. The expressiveness of the formalism and the variety of interactive experiences that could be created was assessed via a range of laboratory tests, while a user-centred evaluation with over 40 cultural heritage professionals assessed whether they feel confident in directly controlling personalisation.
Article
Information and Communication Technologies (ICT) have changed the society, including the recreational experiences. ICTs have created new spaces for the recreational participation, which often only recreate the same experiences on virtual spaces. These technological advances are one of the main drivers of the cultural and creative production. As people use ICTs in different activities of their daily life, such as home entertainment, they demand a higher sophistication level in cultural heritage applications. This paper describes the implementation of a software framework to generate cultural experiences, aiming at their integration in current flows of creative processes; semantic standardized access to different distributed knowledge sources; flexible integration of services; and content oriented visualization. It is worth highlighting that this platform will allow users without a technology background (content producers, education departments of cultural institutions) to generate new experiences based on reusing existing multimedia contents and designing the stories they want to tell.