Papers by marina geymonat
In this demo we propose some of the results of a 3-year project run in the research labs of Telec... more In this demo we propose some of the results of a 3-year project run in the research labs of Telecom Italia, called “DynamicTV”. It is a new paradigm for iTV, whose drivers, user experience and user interface design are described in [1],[2]. We demonstrate the user experience by a hi-fidelity prototype of the interface, while the system’s end-to-end architecture will be simulated locally. DynamicTV Immersive User Interface allows the user to navigate among media contents simply by using a remote control as it happens in a normal interaction with TV device, albeit a huge number of contents are available, both “on demand ” and live on television channels.
User Modeling, Adaptation, and Personalization, 2012
The Mobile Operators European market is likely one of the most competitive arenas, and even big t... more The Mobile Operators European market is likely one of the most competitive arenas, and even big telecommunication companies are continuously tuning their marketing strategies to contrast the aggressive campaigns of old and new competitors. This paper presents a visual analytics solution developed for supporting one of the decision making processes of TIM (Telecom Italia Group), the biggest Italian provider of telecommunications services with over 30M active mobile subscribers (at September 2014). The proposed system uses information coming from both public open data and internal TIM data, mapping them on the Italian hierarchy of 20 regions and 110 provinces. The system has been designed together with TIM analysts and allows for selecting an optimal set of provinces on which to focus marketing campaigns, according to the campaign goals, the available market, the local economy, the actual traffic, and the actual TIM penetration.
In this paper we introduce the idea of interaction with networks of socially intelligent objects ... more In this paper we introduce the idea of interaction with networks of socially intelligent objects as a way of supporting tourists and introducing them to the culture of a territory and as a way of maintaing the cultural heritage of a territory alive. We illustrate this idea with an application we designed in the field of gastronomy. Socially intelligent objects are able to maintain and aggregate knowledge about themselves and their world and are able to establish social relations with other objects and people. In this way they become hubs which allow tourists to get in touch with the world of the objects which is made of a territory, its culture and traditions, people and other objects. We support natural forms of interaction without requiring any electronic infrastructring of the objects. In particular, we designed an interaction paradigm supporting a playful enhancing experience when interacting with objects. We also support a continuum of experience in the real and virtual world.
2019 23rd International Conference Information Visualisation (IV)
Universal Access in Human–Computer Interaction. Human and Technological Environments
The paper describes the design-centered methodology and the design guidelines that guided the res... more The paper describes the design-centered methodology and the design guidelines that guided the research and the development phase within the collaboration between the Architecture and Design Department of the Polytechnic of Turin and the Research Lab of TIM. The research wants to investigate how to expand boundaries of the wearable devices through the work of an interdisciplinary team and following the systemic design approach, a methodology that focuses on relations. Starting from an holistic diagnosis and the analysis of trends, the team define six personas, useful to write down essential guidelines and the two new concept. According to behaviours, habits and requirements, these concepts put human at the center of the whole process and the design gives a particular attention to the sustainability. In this perspective sustainability is defined as the creation of positive relations among people, able to generate and encourage the development of well-being conditions with results on the community as a whole.
Lecture Notes in Computer Science, 2016
Technologies and Applications, 2000
Lecture Notes in Computer Science, 2014
This paper describes the process that led to the design of the Specch.io framework. Specch.io is ... more This paper describes the process that led to the design of the Specch.io framework. Specch.io is a platform for seamless data collection, mash-up, visualization and exploration of personal data. The project is part of an internal research track focused on the usage of technology to promote and foster individual well-being from a biopsychosocial (BPS) perspective. The objective of Specch.io, is to reveal and raise awareness on individual life patterns, generating integration and meaning about aspects of the "self" that can hardly be captured from a subjective point of view.
NOMS 98 1998 IEEE Network Operations and Management Symposium, 1998
This paper gives an overview on the interface between management systems (Operation Support Syste... more This paper gives an overview on the interface between management systems (Operation Support Systems-OSSs) belonging to different domains (i.e. Telecommunications Network Operators or Carriers). In the ITU-T recommendations, the TMN (Telecommunications Management Network) definition of this management interface is known as the X-Interface. There are five main areas in which management interactions need to take place between such management systems in order to effectively manage the underlying network resources, i.e. Configuration, Fault, Performance, Accounting and Security. The underlying managed network considered is a cross-connected ATM network spanning across domain boundaries. For the management of such inter-domain networks two specifications have been recently standardized by the ETSI, covering configuration and fault management areas. Further studies are being done in Europe to address the remaining areas such as performance, accounting and security. Both the existing standards and the studies which are currently addressed by the EURESCOM project P708 are presented in this paper, with emphasis on issues and solutions related to performance management. Accounting management and security of the TMN X-Interface are also activities being pursued in the project
Lecture Notes in Computer Science, 2008
Traditional TV was based on a time-dependent and passive paradigm of use: the availability of aud... more Traditional TV was based on a time-dependent and passive paradigm of use: the availability of audiovisual contents was pre-defined by a rigid scheduling, and user's role was to choose among limited alternatives. A potential for active TV experience is now available: users should be allowed to access contents that fit their attitudes at any time, while being encouraged to discover new domains of interest. This paper outlines the basic elements of the new Inter-tainment paradigm, which builds on an active role of the user and on attitude-centred fruition. Successful applications of the new paradigm require flexible and reconfigurable structures of navigation: the development stages of an Inter-tainment system are reported here.
Proceedings of the third ACM conference on Recommender systems - RecSys '09, 2009
A geographically homogeneous group of citizens shares much common knowledge, characteristics of t... more A geographically homogeneous group of citizens shares much common knowledge, characteristics of their culture and history. This knowledge is captured for the use in an item-based recommender system that uses textual information, by introducing bias corpora: newspaper articles that represent the shared knowledge. We present a technique for incorporating and quickly replacing bias corpora in a case study of recommendation
Frontiers in Artificial Intelligence and Applications, 2012
WantEat is about interacting with everyday objects that become intelligent hubs for accessing and... more WantEat is about interacting with everyday objects that become intelligent hubs for accessing and sharing the cultural heritage of a territory. Objects are smart in the sense that they share knowledge with users, interact with them in a personalized way and maintain social relationships with users and other objects. When interacting with an object, a user can share information with it and is also introduced to the social network of its friends; the user can explore this network to discover new interesting information, services, objects, people. The objects we consider belong to the realm of gastronomy, including food items, shops, restaurants, cooks, recipes, etc. On the one hand, this allows people to get in touch with the deep culture of a territory, making people aware of their traditions and supporting a sustainable gastronomy; on the other hand, the approach supports networking and the promotion of local quality productions and economy. In the paper we (i) present the framework and applications we developed, (ii) discuss the peculiar mix of AI technologies we exploited to create social intelligence and embed it into everyday objects, (iii) discuss the innovative interaction approach we developed aiming at natural interaction with no infra-structuring and (iv) report on the field trial we performed using the suite of applications we developed.
ACM Transactions on Interactive Intelligent Systems, 2013
Technologies and Applications, 2007
In this demo we propose some of the results of a 3-year project run in the research labs of Telec... more In this demo we propose some of the results of a 3-year project run in the research labs of Telecom Italia, called "DynamicTV". It is a new paradigm for iTV, whose drivers, user experience and user interface design are described in (1),(2). We demonstrate the user experience by a hi-fidelity prototype of the interface, while the system's end-to-end architecture will be simulated locally. DynamicTV Immersive User Interface allows the user to navigate among media contents simply by using a remote control as it happens in a normal interaction with TV device, albeit a huge number of contents are available, both "on demand" and live on television channels.
Lecture Notes in Computer Science, 2013
ABSTRACT In this paper we highlight how small producers of quality food, depositary of traditions... more ABSTRACT In this paper we highlight how small producers of quality food, depositary of traditions that nowadays are running the risk of being lost, could be included in the benefits provided by digital technologies, through an interactive system that could enhance their old communication habits. Within PIEMONTE Project we adopted a co-design process to include these social actors in the design development. The result is an interactive system that, based on three technological pillars (a visual recognition algorithm, an ontology based knowledge manager, and a social network engine) and a vision of intelligent objects as a mean to promote the access and the interconnection in the world of quality food, tries to keep alive the cultural heritage of a territory.
Wanteat is a framework and a suite of applications which allow users to interact with and explore... more Wanteat is a framework and a suite of applications which allow users to interact with and explore mixed social networks of smart objects and people in the gastronomy domain, thus promoting the cultural heritage of a territory. Wanteat interaction model is based on the concept of a "wheel" [1].
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Papers by marina geymonat