36,793 research outputs found
Strategies and challenges to facilitate situated learning in virtual worlds post-Second Life
Virtual worlds can establish a stimulating environment to support a situated learning approach in which students simulate a task within a safe environment. While in previous years Second Life played a major role in providing such a virtual environment, there are now more and more alternativeāoften OpenSim-basedāsolutions deployed within the educational community. By drawing parallels to social networks, we discuss two aspects: how to link individually hosted virtual worlds together in order to implement context for immersion and how to identify and avoid āfakeā avatars so people behind these avatars can be held accountable for their actions
Foundations, Properties, and Security Applications of Puzzles: A Survey
Cryptographic algorithms have been used not only to create robust ciphertexts
but also to generate cryptograms that, contrary to the classic goal of
cryptography, are meant to be broken. These cryptograms, generally called
puzzles, require the use of a certain amount of resources to be solved, hence
introducing a cost that is often regarded as a time delay---though it could
involve other metrics as well, such as bandwidth. These powerful features have
made puzzles the core of many security protocols, acquiring increasing
importance in the IT security landscape. The concept of a puzzle has
subsequently been extended to other types of schemes that do not use
cryptographic functions, such as CAPTCHAs, which are used to discriminate
humans from machines. Overall, puzzles have experienced a renewed interest with
the advent of Bitcoin, which uses a CPU-intensive puzzle as proof of work. In
this paper, we provide a comprehensive study of the most important puzzle
construction schemes available in the literature, categorizing them according
to several attributes, such as resource type, verification type, and
applications. We have redefined the term puzzle by collecting and integrating
the scattered notions used in different works, to cover all the existing
applications. Moreover, we provide an overview of the possible applications,
identifying key requirements and different design approaches. Finally, we
highlight the features and limitations of each approach, providing a useful
guide for the future development of new puzzle schemes.Comment: This article has been accepted for publication in ACM Computing
Survey
Media Culture 2020: collaborative teaching and blended learning using social media and cloud-based technologies
The Media Culture 2020 project was considered to be a great success by all the partners, academics and especially the students who took part. It is a true example of an intercultural, multidisciplinary, blended learning experience in higher education that achieved it goals of breaking down classroom walls and bridging geographical distance and cultural barriers. The students with different skills, coming from different countries and cultures, interacting with other enlarges the possibilities of creativity, collaboration and quality work. The blend of both synchronous and asynchronous teaching methods fostered an open, blended learning environment, one that extended the traditional boundaries of the classroom in time and space. The interactive and decentralized nature of digital tools enabled staff and students to communicate and strengthen social ties, alongside participation in the production of new knowledge and media content. For students and lecturers, the implementation of social media and cloud platforms offered an innovative solution to both teaching and learning in a collaborative manner. By leveraging the interactive and decentralised capabilities of a range of technologies in an educational context, this model of digital scholarship facilitates an open and dynamic working environment. Blended teaching methods allow for expansive collaboration, whereby information and knowledge can be accessed and disseminated across a number of networked devices
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