Location-based games have the power to transform specific environments into thematic learning experiences. However, their learning content is often managed only by developers and users cannot create their own content, or customize existing ones. This issue ...
In recent years, the use of 3D digital content becomes widespread in various industrial and scientific domains. However, content creation still remains a costly task as extensive manual work is often required. As such, one of the core research topics in co ...
Social buttons are now widespread in social media apps. They are used to assign weight to user content and trigger user engagement. They come in different shapes (e.g., thumb in Facebook, arrows in Reddit or StackOverflow, plus one in Google+) but very lit ...
We present an eye-tracking study where we augment a Massive Open Online Course (MOOC) video with the gaze information of the teacher. We tracked the gaze of a teacher while he was recording the content for a MOOC lecture. Our working hypothesis is that dis ...
This paper introduces a new dataset and compares several methods for the recommendation of non-fiction audio visual material, namely lectures from the TED website. The TED dataset contains 1,149 talks and 69,023 profiles of users, who have made more than 1 ...
Blogs are one of the most prominent means of communication on the web. Their content, interconnections and influence constitute a unique socio-technical artefact of our times which needs to be preserved. The BlogForever project has established best practic ...