Italy is rich in cultural attractions, many known worldwide, others more hidden and unrecognized. Cultural attractions include tangible cultural assets (works of art, archaeological excavations, and churches) and intangible ones (music, poetry, and art). Today, given the pervasive diffusion of “smart” devices, the intelligent use of modern technologies could play a crucial role in changing the habit of consulting and visiting cultural heritage mainly with traditional methodologies, making little or no use of the advantages coming from the more and more availability of digitalized resources. A realm of particular interest is “experiential learning” when applied to cultural heritage, where tourists more and more ask to be helped in discovering the richness of sites they explore. In this article, we will present an innovative chatbot-based system, called HeriBot, that supports experiential tourism. Our system has been developed and experimented with a research effort for applying ICT technologies to enhance the knowledge, valorization, and sustainable fruition of the Cultural Heritage related to the Archaeological Urban Park of Naples (PAUN—Parco Archeologico Urbano di Napoli). Our article starts exploiting the ontological approach based on a purpose ontology describing the Park Heritage. Using such an ontology, we designed a chatbot that can identify the specific characteristics and motivations of the tourist, defining language, tone, and visitable scenarios and, through the ontology, allows the visit to be transformed into a personalized educational opportunity. The system has been validated in terms of dialogue effectiveness and training efficiency by a panel of experts, and we present and discuss obtained results.
Our "information-oriented" society shows an increasing exigency of life-long learning. In such framework, the e-learning approach is becoming an important tool to allow the flexibility and quality requested by such a kind of learning process. In the recent past, a great number of online platforms have been introduced on the market showing different characteristics and services. With a plethora of e-learning providers and solutions available in the market, there is a new kind of problem faced by organizations consisting in the selection of the most suitable e-learning suite. This paper proposes a model for describing, characterizing and selecting e-learning platform. The e-learning solution selection is a multiple criteria decision-making problem that needs to be addressed objectively taking into consideration the relative weights of the criteria for any organization. We formulate the quoted multi criteria problem as a decision hierarchy to be solved using the analytic hierarchy process (AHP). In this paper we will show the general evaluation strategy and some obtained results using our model to evaluate some existing commercial platforms
Edutainment is a neologism that expresses the marriage of education and entertainment. In particular edutainment is a form of entertainment designed to educate as well as to amuse and typically seeks to instruct or socialize its audience by embedding lessons in some familiar form of entertainment: television programs, computer and video games, films, music, Websites or multimedia software. On the other hand, the design and the implementation of not boring or repetitive edutainment are not trivial or easy tasks. In this paper we propose a new approach for the design of an edutainment for medical education. The proposed environment "translates" the storyboards of the games in a dynamic Bayesian networks that are the extension of Bayesian networks for modelling times-series data. The Bayesian approach allows a dynamic adaptation of the game to the user's profile and the establishment of several paths in the same game. We furnish some results obtained by the use of a first prototype of our tool in real academic courses