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Graz, Austria

The increasing amount and importance of user-generated content that is available in the web necessitates methods of its effective and efficient utilization. In this paper a system is presented that enables automated classification of user reviews concerning the usage motives mentioned in the reviews. Four possible applications of the system are discussed in detail in the course of this paper: a learning environment for mobile app development, a download prognosis mechanism, an app prizing decision support system, and a recommendation system. These applications are evaluated concerning state-of-the-art methods that currently address the challenge as well as advantages of the implementation of a motive-based system in the particular business processes. Source

Hable R.,Evolaris | Aglassinger T.,Raiffeisen Informatik Center Steiermark GmbH
Proceedings - 27th International Conference on Advanced Information Networking and Applications Workshops, WAINA 2013

Data quality is a key factor in the successful application of customer relationship management (CRM) software, especially when the data is used for mobile real-time communication with customers. Based on information from literature, strategies and measures for data quality improvements have been selected, applied and evaluated during the introduction and operation of a mobile CRM platform for a major Austrian bank. This platform was implemented five years ago and has been improved regularly since then to provide customers with services like information messages, automatic appointment reminders, and two-way communication via SMS (short message service) and e-mail messages between customers and their bank advisors. Our experiences with stand-alone methods and overall strategies during this case study provide insights into the specific problems and applicable solutions when dealing with mobile CRM systems and the corresponding data quality issues. © 2013 IEEE. Source

The research project Smart Ski Goggles investigated how to enhance visitor experience while skiing on a mountain by delivering real-time information and a navigation system using state-of-the-art data ski goggles (Oakley Airwave). Information about lifts, slopes, weather, hospitality, social media and even navigation (e.g. to huts and lifts) were integrated into a single application allowing users to explore the region according to their interests. Additionally, as the software was developed for a fairly new kind of device with no established app distribution channel, business model scenarios were generated to explore possibilities how to reach marketability for the software together with the data ski goggles. A co-creation approach was used to develop a tailor-made solution right from the end users' needs and requirements. Source

Marneanu I.,University of Graz | Ebner M.,University of Graz | Rossler T.,Evolaris
International Journal of Interactive Mobile Technologies

Augmented Reality (AR) is the evolution of the concept of Virtual Reality (VR). Its goal is to enhance a person's perception of the surrounding world. AR is a fast growing state of the art technology and a variety of implementation tools thereof exist today. Due to the heterogeneity of available technologies, the choice of the appropriate framework for a mobile application is difficult to make. These frameworks implement different tracking techniques and have to provide support to various constraints. This publication aims to point out that the choice of the appropriate framework depends on the context of the app to be developed. As expected, it is accurate that no framework is entirely the best, but rather that each exhibits strong and weak points. Our results demonstrate that given a set of constraints, one framework can outperform others. We anticipate our research to be the starting point for testing of other frameworks, given various constraints. The frameworks evaluated here are opensource or have been purchased under Academic License. Source

Putz T.,Evolaris
Proceedings of the European Conference on Games-based Learning

The specific aim of the project "mobile game-based learning" - supported by the EU within the 6th framework programme - was to design, develop and pilot a prototype game platform that might be used to efficiently develop games for m-learning. The basic idea is to use the mobile phone to implement games bridging the real and virtual world. These games are firstly intended to directly support learning via opportunities to develop knowledge and cognitive skills in an exciting and inspiring - and hence in a highly emotional - way, and secondly to indirectly motivate users to refer to other media for learning purposes. In general, all students liked the games and also the mGBL platform. All indicators show that students like to use the games in a real tertiary education environment. Some of the students requested usage of the resource in other university courses. Many of them pointed out the efficiency, flexibility and ease of use of the platform. The new experience, fun and playability of the games gave them additional motivation. More than half of the students stressed that they learned more by playing the games, paid more attention while playing the games, and were more engaged when using the "learning by playing" method. Source

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