2013
DOI: 10.1145/2448116.2448120
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Interacting with social networks of intelligent things and people in the world of gastronomy

Abstract: This article introduces a framework for creating rich augmented environments based on a social web of intelligent things and people. We target outdoor environments, aiming to transform a region into a smart environment that can share its cultural heritage with people, promoting itself and its special qualities. Using the applications developed in the framework, people can interact with things, listen to the stories that these things tell them, and make their own contributions. The things are intelligent in the… Show more

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Cited by 21 publications
(17 citation statements)
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“…9. The field study (Console et al 2013;Marcengo et al 2012) was conducted on a sample recruited by asking participants to try a novel application for the fair. On the basis of our previous usability test, we segmented the sample in four subgroups through the dimensions of age and attitude towards the new technologies of communication.…”
Section: Discussion and Guidelinesmentioning
confidence: 99%
See 2 more Smart Citations
“…9. The field study (Console et al 2013;Marcengo et al 2012) was conducted on a sample recruited by asking participants to try a novel application for the fair. On the basis of our previous usability test, we segmented the sample in four subgroups through the dimensions of age and attitude towards the new technologies of communication.…”
Section: Discussion and Guidelinesmentioning
confidence: 99%
“…We tested our methodology on WantEat (Console et al 2013), a social application prototype in food domain. We decided to gamify the here described field evaluation, since we tried to evaluate WantEat social features by means of a usability test and of a field trial but without success.…”
Section: A Mobile Social Media Application: Wanteatmentioning
confidence: 99%
See 1 more Smart Citation
“…Over the last 10 years, novel design solutions have been explored to allow a serendipitous navigation through data [35,36] or content [37][38][39], and gamification techniques [40][41][42][43][44] have been employed to enhance users' motivation [45] or change individuals' behavior [46,47], foreseeing the use of game design elements in personal informatics context [48]. Building on these attempts for making content and data exploration and management more enjoyable, we here propose the use of tangible interaction to involve people in self-reporting their emotional states.…”
Section: Emotions and Moodmentioning
confidence: 99%
“…This framework is being implemented and tested in the field of traditional gastronomy, with the goal to promote the cultural heritage of the involved territory (the Piedmont region in the north-west of Italy). As a part of this project, the WantEat suite of applications [7] has been developed. The mobile application in WantEat allows users to browse the enhanced social network starting from the objects they have at hand, navigating their relationships and thereby discovering the territory they come from, or are visiting.…”
Section: Introductionmentioning
confidence: 99%