Semantic and Contextual Proximities for Informal Learning: The Case Study of Museum Visits
Résumé
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 that end, a semantic model 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 adequacy of these activities to the visitor's context.
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