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Personalized and context-aware experiences

     
     
  • Ahmed Dahroug, Andreas Vlachidis, Antonios Liapis, Antonis Bikakis, Martín López-Nores, Owen Sacco, José Juan Pazos-Arias (2019), "Using dates as contextual information for personalised cultural heritage experiences", Journal of Information Science
 

We present semantics-based mechanisms that aim to promote reflection on cultural heritage by means of dates (historical events or annual commemorations), owing to their connections to a collection of items and to the visitors’ interests. We argue that links to specific dates can trigger curiosity, increase retention and guide visitors around the venue following new appealing narratives in subsequent visits. The proposal has been evaluated in a pilot study on the collection of the Archaeological Museum of Tripoli (Greece)...

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  • Sylvain Castagnos, Florian Marchal, Alexandre Bertrand, Morgane Colle and Djalila Mahmoudi (2019), "Inferring Art Preferences from Gaze Exploration in a Museum", 10th Workshop on Personalized Access to Cultural Heritage (PATCH2019), in conjunction with the 27th ACM Conference on User Modelling, Adaptation and Personalization UMAP2019. Larnaca, Cyprus, June 2019
 

This paper is a first step towards identifying the links between the characteristics of gaze behaviour and visitor preferences in a museum. In the long term, the real-time analysis of visitors' gaze should allow a fine estimation of their interest for the different artworks exhibited and should replace the fastidious and time-consuming elicitation of preferences commonly used in traditional recommender systems. To study these links, we carried out a user study at the Nancy Museum of Fine Arts in the North-East of France...

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  • Pierre-Edouard Osche, Sylvain Castagnos, Anne Boyer (2019)"From Music to Museum: Applications of Multi-Objective Ant Colony Systems to Real World Problems"11th Workshop on Adaptive and Learning Agents (ALA 2019), in conjunction with the ACM International Conference on Autonomous Agents and Multiagent Systems AAMAS 2019. Montreal, Canada, May, 2019
 

Recommender systems are a flourishing domain in computer science for almost 30 years now. This rising popularity follows closely the number of data collected all around the world. Each and every internet user produces a huge amount of content during his lifetime. Recommender systems proactively help users to navigate these pieces of information by gathering, and selecting the items to users' needs. In this paper, we discuss the possibility and interest of applying our Multi-Objective Ant Colony System called AntRS to recommend items in different application domains...

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  • Nyoman Juniarta, Miguel Couceiro, et Amedeo Napoli. Application des Pattern Structures à la découverte de biclusters à changements de signes cohérents, in Actes de la Conférence Extraction et Gestion des connaissances (EGC), Marie-Christine Rousset et Lydia Boudjeloud-Assala éditeurs, RNTI E-35, Hermann-Éditions, pages 285-290, 2019.
 

Biclustering plays a crucial role in many real world applications. Related to clustering, which groups similar rows in a matrix (data table), biclustering aims at simultaneously grouping similar rows and columns, i.e. to find submatrices which exhibit a correlation among their respective cells. There are many types of biclustering based on a similarity criterion. In this paper we are interested in constant-column (CC) biclustering...

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  • Nyoman Juniarta, Victor Codocedo, Miguel Couceiro, and Amedeo Napoli. Biclustering Based on FCA and Partition Pattern Structures for Recommendation Systems, in Workshop on New Frontiers in Mining Complex Patterns (NFMCP-2018, co-located with ECML-PKDD 2018, Dublin), Annalisa Appice, Michelangelo Ceci, Corrado Loglisci, Giuseppe Manco and Elio Masciari and Zbigniew W. Ras editors, 2018.
 

Presentation.

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  • Nyoman Juniarta, Victor Codocedo, Miguel Couceiro, and Amedeo Napoli. Biclustering Based on FCA and Partition Pattern Structures for Recommendation Systems, in Proceedings of the 6th International Workshop "What can FCA do for Artificial Intelligence"? co-located with   International Joint Conference on Artificial Intelligence and European Conference on Artificial Intelligence (IJCAI/ECAI 2018), Stockholm, Sweden, Sergei O. Kuznetsov, Amedeo Napoli, and Sebastian Rudolph editors, CEUR Workshop Proceedings 2149 (CEUR-WS.org), pages 105-116, 2018.
 

This paper focuses on item recommendation for visitors in a museum within the framework of European Project CrossCult about cultural heritage. We present a theoretical research work about recommendation using biclustering. Our approach is based on biclustering using FCA and partition pattern structures. First, we recall a previous method of recommendation based on constant-column biclusters...

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  • Nyoman Juniarta, Miguel Couceiro, Amedeo Napoli and Chedy Raïssi. Sequential Pattern Mining using FCA and Pattern Structures for Analyzing Visitor Trajectories in a Museum, in Proceedings of the Fourteenth International Conference on Concept Lattices and Their Applications (CLA), Olomouc, Czech Republic, Dmitry I. Ignatov and Lhouari Nourine editors, CEUR Workshop Proceedings 2123 (CEUR-WS.org), pages 231-242, 2018.
 

This paper presents our work about mining visitor trajectories in Hecht Museum (Haifa, Israel), within the framework of CrossCult European Project about cultural heritage. We present a theoretical and practical research work about the characterization of visitor trajectories and the mining of these trajectories as sequences. The mining process is based on two approaches in the framework of FCA, namely the mining of rare general subsequences and the mining of frequent contiguous subsequences...

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  • Nyoman Juniarta, Miguel Couceiro, Amedeo Napoli and Chedy Raïssi.Sequence Mining within Formal Concept Analysis for Analyzing Visitor Trajectories, in Proceedings of the 13th International Workshop on Semantic and Social Media Adaptation and Personalization (SMAP), Zaragoza, Spain, IEEE, pages 19-24, 2018.
 

This paper presents our work about mining visitor trajectories, within the framework of CrossCult European Project about cultural heritage. We present a theoretical and practical research work about the characterization of visitor trajectories and the mining of these trajectories as sequences. The mining process is based on two approaches, namely the mining of subsequences without any constraint and the mining of...

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  • Daniel Karavolos, Antonios Liapis and Georgios N. Yannakakis: "Using a Surrogate Model of Gameplay for Automated Level Design" in Proceedings of the IEEE Conference on Computational Intelligence and Games, 2018
 

This paper describes how a surrogate model of the interrelations between different types of content in the same game can be used for level generation. Specifically, the model associates level structure and game rules with gameplay outcomes in a shooter game...
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  • Daniel Karavolos, Antonios Liapis and Georgios N. Yannakakis: "Pairing Character Classes in a Deathmatch Shooter Game via a Deep-Learning Surrogate Model" in Proceedings of the FDG Workshop on Procedural Content Generation, 2018 
 

This paper introduces a surrogate model of gameplay that learns the mapping between different game facets, and applies it to a generative system which designs  ew content in one of these facets. Focusing on the shooter game...
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  • David Melhart, Konstantinos Sfikas, Giorgos Giannakakis, Georgios N. Yannakakis and Antonios Liapis: "A Study on Affect Model Validity: Nominal vs Ordinal Labels" in Proceedings of the IJCAI workshop on AI and Affective Computing, 2018
 

The question of representing emotion computationally remains largely unanswered: popular approaches require annotators to assign a magnitude (or a class) of some emotional dimension, while an alternative is to focus on the relationship between two or more options...
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  • Antonios Liapis: "Piecemeal Evolution of a First Person Shooter Level", in Applications of Evolutionary Computation. Springer, 2018
 

his paper describes an iterative process for generating game levels by means of interlocking rooms evolved individually. The process is highly controllable by a human designer who can specify the entrances to this room as well as its size, its distribution of game objects and its architectural patterns. The small size of each room allows for computationally fast evaluations of several level qualities, but these rooms can be combined into a much larger game level. While the focus of this paper was on shooter game levels with two floors, the approach could be expanded to any generative process which is led by a designer. More ambitiously, the work could be led by a curator who can specify the details of a room and can then allow the generator to populate the digital version of this room with content particular to the intended play experience...
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  • Daniele Gravina, Antonios Liapis and Georgios N. Yannakakis: "Coupling Novelty and Surprise for Evolutionary Divergence"In Proceedings of the Genetic and Evolutionary Computation Conference, 2017
 

This paper combines two popular divergent search approaches in evolutionary computation (novelty search and surprise search) to better explore the space of possible solutions. The hypothesis is that an evolutionary process that rewards both novel and surprising solutions will be able to handle deception in a better fashion and lead to more successful solutions faster. The results in maze navigation show that the combined novelty-surprise search is superior to individual algorithms, allowing the controller to better exploit its surroundings and be better aware of the context of its movement...
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  • Antonios Liapis: "Multi-segment Evolution of Dungeon Game Levels"In Proceedings of the Genetic and Evolutionary Computation Conference, 2017
 

This paper presents a two-step generative approach for game levels, providing with either a human or a computational designer a way to define a high-level overview of a map. Then the computational designer can populate the details of each cell in the high-level overview with game content. While the focus of this paper is on dungeons, which are popular for a number of game genres, the work could be expanded for generation of maps intended for urban gameplay. The high-level overview of the map, for example, could be made available for curators to allow them to define the experience that they would wish the generator to offer within their intended play locale...
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  • Daniele Gravina, Antonios Liapis and Georgios N. Yannakakis: "Exploring Divergence in Soft Robot Evolution", in Proceedings of the Genetic and Evolutionary Computation Conference Companion. ACM, 2017
  This poster presents how the locomotion of soft robots, which consist of different materials, is affected by different divergent search approaches. Findings indicate that novelty search and surprise search favor different robot morphologies, which in turn lead the robots to move and explore their surroundings in different ways...
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  • Daniel Karavolos, Antonios Liapis and Georgios N. Yannakakis: "Learning the Patterns of Balance in a Multi-Player Shooter Game", In Proceedings of the FDG workshop on Procedural Content Generation in Games, 2017
 

This paper introduces a computational model which can classify the gameplay outcomes of a game using only information on the initial state of the game rules and game level. The computational model uses convolutional neural networks to learn how game balance is affected by the level, represented as an image, and each team's weapon parameters. The deep learning approach shows the possibilities of a computational designer to be aware of the spatial context (i.e. game level) and parametric context (i.e. rules) when making a creative decision...
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  • Bourlakos, M. Wallace, A. Antoniou, C. Vassilakis, G. Lepouras and A.V. Karapanagiotou, Formalization and visualization of the narrative for museum guides, 3rd International KEYSTONE Conference (IKC 2017), Gdańsk, Poland, 11-12 September 2017
 

There is a wide range of metadata standards for the documentation of museum related information, such as CIDOC-CRM; these standards focus on the description of distinct exhibits. In contract, there is a lack of standards for the digitization and documentation of the routes followed and information provided by museum guides. In this work we propose the notion of "narrative'', which can be used to model a guided museum visit...
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  • Louis Deladiennée and Yannick Naudet, "A Graph-based Semantic Recommender Approach for a Personalised Museum Visit", In 12th International Workshop on Semantic and Social Media Adaptation and Personalization. Bratislava, Slovakia : IEEE
  Offering personalised recommendations to visitors of a museum is a complex problem inherent to physical spaces. When at the same time specific applicative or museum objectives have to be taken into account, this becomes even more complicated. We introduce here a graph-based semantic recommender approach relying on ontological formalisation of knowledge about manipulated entities to solve the multi-dimensional recommendation problem encountered in museums...
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  • Dahroug, A., López Nores, M.Pazos Arias, J. J., González Soutelo, S., Reboreda Morillo, S. M. & Antoniou, A. (2017), "Exploiting Relevant Dates to Promote Serendipity and Situational Curiosity in Cultural Heritage Experiences", In 12th International Workshop on Semantic and Social Media Adaptation and Personalization. Bratislava, Slovakia : IEEE
  The goal of this paper is to motivate the development and sketch an early design of the "Relevant dates" component of the CrossCult platform, which is intended to discover and recommend temporal-spatial relationships linking items or collections of cultural heritage to the current date. The selection of certain semantic resources is explained, and some usage examples in the contexts of pilot 2 and 3 are given...
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  • Antonios Liapis: "Mixed-initiative Creative Drawing with webIconoscope" In Proceedings of the 6th International Conference on Computational Intelligence in Music, Sound, Art and Design (EvoMusArt), vol. 10198, LNCS. Springer, 2017
 

This  paper  presents  the webIcononscope tool  for  creative drawing,  which  allows  users  to  draw  simple  icons  composed  of  basic shapes and colors in order to represent abstract semantic concept. To complement the creativity of the human users attempting to create novel icons, several computational assistants provide suggestions...
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  • S. Bampatzia, I. Bourlakos, A. Antoniou, C. Vassilakis, G. Lepouras, M. Wallace, "Serious games: Valuable tools for cultural heritage", Games and Learning Alliance Conference (GALA 2016), Dec 5-8, 2016, Utrecht, The Netherlands
 

Wishing to connect cultural heritage, games and social networks, this work describes mini games to be used in CrossCult. For the purposes of supporting the museum visit, before, during and after, 5 games were designed for social networks to accomplish user profiling, to promote the museum and the application through social network dissemination, to introduce museum items and themes and to also function as visit souvenirs...
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  • Osche, P.-E., Castagnos, S., Napoli, A. and Naudet, Y. (2016), "Walk the Line: Toward an Efficient User Model for Recommendations in Museums", 11th International Workshop on Semantic and Social Media Adaptation and Personalization (SMAP 2016), October 20-21, 2016, Thessaloniki, Greece
 

Contrary to many application domains, recommending items within a museum is not only a question of preferences. Of course, the visitors expect suggestions that are likely to interest or please them. However, additional factors should be taken into account. Recent works use the visiting styles or the shortest distance between items to adapt the list of recommendations. But, as far as we know, no model of the literature aims at inferring in real time an holistic user model which includes variables such as the crowd tolerance, the distance tolerance, the expected user control, the fatigue, the congestion points...

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  • Daniele Gravina, Antonios Liapis and Georgios N. Yannakakis: "Constrained Surprise Search for Content Generation", in Proceedings of the IEEE Conference on Computational Intelligence and Games (CIG). 2016
 

This paper applies a divergent evolutionary search  method  based  on  surprise  to  the  constrained  problem  of generating balanced and efficient sets of weapons for the Unreal Tournament III shooter game. The proposed constrained surprise search  algorithm  ensures  that  pairs  of  weapons  are  sufficiently balanced  and  effective  while  also  rewarding  unexpected  uses  of these  weapons  during  game  simulations  with  artificial  agents...
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  • Daniel Karavolos, Antonios Liapis and Georgios N. Yannakakis: "Evolving Missions to Create Game Spaces", in Proceedings of the IEEE Conference on Computational Intelligence and Games (CIG). 2016
 

This paper describes a search-based generative method which creates game levels by evolving the intended player experience rather than their spatial layout. The proposed approach evolves graphs where nodes representing player actions are linked to form one or more ways in which a mission can be completed ...
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  • Phil Lopes, Antonios Liapis and Georgios N. Yannakakis: "Framing Tension for Game Generation", in Proceedings of the International Conference on Computational Creativity. 2016
 

This  paper  explores how an autonomous computational designer can create frames of tension which guide the procedural creation of levels and their soundscapes in a digital horror game.  Using narrative concepts, the autonomous designer can describe an intended experience that the automated level generator must adhere to...
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  • Phil Lopes, Antonios Liapis, and Georgios N. Yannakakis. “Sonancia: A Multi-Faceted Generator for Horror”, Proceedings of the IEEE Computational Intelligence in Games Conference. 2016
 

his paper presents a playable demonstration of the Sonancia system, a multi-faceted content generator for 3D horror games, with the capability of generating levels and their corresponding soundscapes...
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