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Showing papers by "Marco Furini published in 2016"


Proceedings ArticleDOI
27 Jun 2016
TL;DR: This paper considers the gamification approach to sentimentally classify tweets and proposes TSentiment, a game with a purpose that uses human beings to classify the polarity of tweets and their sentiment and obtained results showed that the game approach was well accepted.
Abstract: Social media platforms contain interesting information that can be used to directly measure people' feelings and, thanks to the use of communication technologies, also to geographically locate these feelings. Unfortunately, the understanding is not as easy as one may think. Indeed, the large volume of data makes the manual approach impractical and the diversity of language combined with the brevity of the texts makes the automatic approach quite complicated. In this paper, we consider the gamification approach to sentimentally classify tweets and we propose TSentiment, a game with a purpose that uses human beings to classify the polarity of tweets (e.g., positive, negative, neutral) and their sentiment (e.g., joy, surprise, sadness, etc.). We created a dataset of more than 65,000 tweets, we developed a Web-based game and we asked students to play the game. Obtained results showed that the game approach was well accepted and thus it can be useful in scenarios where the identification of people' feelings may bring benefits to decision making processes.

31 citations


Journal ArticleDOI
TL;DR: The evaluation shows that the accuracy of the obtained transcripts is higher than the one obtained by speech recognition technologies and also shows that participants like the game approach, and ALGA can be considered a reasonable, feasible and affordable solution to produce transcripts from video lectures.

27 citations


Book ChapterDOI
30 Nov 2016
TL;DR: The IoT scenario is described in simple terms, what can be done with current technologies, what are the main obstacles that limit the success and the wide use of IoT and the directions that can make IoT a true reality are highlighted.
Abstract: It’s been many years since media began talking about the wonders of the IoT scenario, where a smart fridge checks the milk expiration date and automatically compiles the shopping list, but in the real life how many people have this smart fridge in the kitchen? Yet the interest around the IoT scenario is growing every day, so in this paper we try to figure out if IoT is science fiction or a real revolution. In particular, we describe in simple terms the IoT scenario, what can be done with current technologies, what are the main obstacles that limit the success and the wide use of IoT and we highlight directions that can make IoT a true reality.

21 citations


Proceedings ArticleDOI
27 Jun 2016
TL;DR: PlayTheCityRE is a location-based storytelling system that merges private film memories shot from 1940 to 1989 with modern communication technologies to tell the story of the authors' past while walking in city streets, allowing them to walk through history.
Abstract: Within social media we find many stories that tell us the world that is around us. Unfortunately, we tend to forget what happened in the past and the young generations are losing a cultural heritage passed down for generations. In the attempt of preserving memories and of intercepting the attention of the new generations, in this paper we propose PlayTheCityRE, a location-based storytelling system that merges private film memories shot from 1940 to 1989 (e.g., 8mm, super8mm) with modern communication technologies to tell the story of our past while walking in city streets. The system is provided with a mobile application that allows people to explore an unusual city through the eyes of amateur film sequences (now historic) and to select different routes that will bring them in the same city places where they were filmed. By merging film memories with modern technologies, our system engages different audiences in specific ways and on multiple levels, allowing them to walk through history. Therefore, our storytelling system may help fostering historical consciousness within our society.

6 citations


Proceedings Article
25 Nov 2016
TL;DR: A multi channel architecture that couples the usage of the mobile phone network with the free-of-charge communication technologies provided in cellphones to distribute music in the mobile environment and is provided with a security mechanism that prevents illegal contents distribution is proposed.
Abstract: Despite the increasing number of e-music downloads and the large use of mobile devices, the mobile music market is slowly taking off. Prices seem to be the main burden: compared to the wired environment, a song is twice or three times more expensive. Furthermore, mobile network transfer data rate causes the download time to be very long. In this paper we propose Bluemusic, a multi channel architecture that couples the usage of the mobile phone network with the free-of-charge communication technologies provided in cellphones (e.g., bluetooth or Wi-Fi) to distribute music in the mobile environment. To protect digital contents, Bluemusic is provided with a security mechanism that prevents illegal contents distribution. An evaluation of our approach shows that Bluemusic can be helpful to the expansion of the mobile music market.