36,381 research outputs found
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Teaching UbiComp with Sense
Modern computer science education has to take account of the recent changes towards smart ubiquitous computing devices. In addition, existing programming languages are needlessly difficult for novice programmers to learn concepts. We have developed Sense, an extension to the graphical programming language Scratch, and an associated sensor/actuator board. Together, these will allow novice undergraduate students to quickly develop their own smart devices while learning the fundamentals of programming. Students will first study with Sense in 2011 but developmental feedback has been positive
Teaching UbiComp with Sense
Modern computer science education has to take account of the recent changes towards smart ubiquitous computing devices. In addition, existing programming languages are needlessly difficult for novice programmers to learn concepts. We have developed Sense, an extension to the graphical programming language Scratch, and an associated sensor/actuator board. Together, these will allow novice undergraduate students to quickly develop their own smart devices while learning the fundamentals of programming. Students will first study with Sense in 2011 but developmental feedback has been positive
JXTA-Overlay: a P2P platform for distributed, collaborative, and ubiquitous computing
With the fast growth of the Internet infrastructure and the use of large-scale complex applications in industries, transport, logistics, government, health, and businesses, there is an increasing need to design and deploy multifeatured networking applications. Important features of such applications include the capability to be self-organized, be decentralized, integrate different types of resources (personal computers, laptops, and mobile and sensor devices), and provide global, transparent, and secure access to resources. Moreover, such applications should support not only traditional forms of reliable distributing computing and optimization of resources but also various forms of collaborative activities, such as business, online learning, and social networks in an intelligent and secure environment. In this paper, we present the Juxtapose (JXTA)-Overlay, which is a JXTA-based peer-to-peer (P2P) platform designed with the aim to leverage capabilities of Java, JXTA, and P2P technologies to support distributed and collaborative systems. The platform can be used not only for efficient and reliable distributed computing but also for collaborative activities and ubiquitous computing by integrating in the platform end devices. The design of a user interface as well as security issues are also tackled. We evaluate the proposed system by experimental study and show its usefulness for massive processing computations and e-learning applications.Peer ReviewedPostprint (author's final draft
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Introducing TU100 ‘My Digital Life’: Ubiquitous computing in a distance learning environment
In this paper we describe the Open University’s progress towards delivering an introduction to ubiquitous computing within a distance-learning environment. Our work is strongly influenced by the philosophy of learning-through-play and we have taken technologies originally designed for children’s education and adapted them for adult learners, many of whom will have no formal experience of computer science or information technology.
We will introduce two novel technologies; Sense, a drag-and-drop programming language based on Scratch; and the SenseBoard, an inexpensive hardware device that can be connected to the student’s computer, through which they can sense their environment and display outputs.
This paper is not intended as a detailed discussion of individual technologies (they will follow in time), rather it should serve as an introduction to the Open University’s method of teaching and how we hope to continue to recruit new computer scientists and engineers using novel technologies
Mobile application platform heterogeneity: Android vs Windows phone vs iOS vs Firefox OS
Modern smartphones have a rich spectrum of increasingly sophisticated features, opening opportunities for software-led innovation. Of the large number of platforms to develop new software on, in this paper we look closely at three platforms identified as market leaders for the smartphone market by Gartner Group in 2013 and one platform, Firefox OS, representing a new paradigm for operating systems based on web technologies. We compare the platforms in several different categories, such as software architecture, application development, platform capabilities and constraints, and, finally, developer support. Using the implementation of a mobile version of the tic-tac-toe game on all the four platforms, we seek to investigate strengths, weaknesses and challenges of mobile application development on these platforms. Big differences are highlighted when inspecting community environments, hardware abilities and platform maturity. These inevitably impact upon developer choices when deciding on mobile platform development strategies
Sensing and visualizing spatial relations of mobile devices
Location information can be used to enhance interaction with mobile devices. While many location systems require instrumentation of the environment, we present a system that allows devices to measure their spatial relations in a true peer-to-peer fashion. The system is based on custom sensor hardware implemented as USB dongle, and computes spatial relations in real-time. In extension of this system we propose a set of spatialized widgets for incorporation of spatial relations in the user interface. The use of these widgets is illustrated in a number of applications, showing how spatial relations can be employed to support and streamline interaction with mobile devices
A self-regulated learning approach : a mobile context-aware and adaptive learning schedule (mCALS) tool
Self-regulated students are able to create and maximize opportunities they have for studying or learning. We combine this learning approach with our Mobile Context-aware and Adaptive Learning Schedule (mCALS) tool which will create and enhance opportunities for students to study or learn in different locations. The learning schedule is used for two purposes, a) to help students organize their work and facilitate time management, and b) for capturing the users’ activities which can be retrieved and translated as learning contexts later by our tool. These contexts are then used as a basis for selecting appropriate learning materials for the students. Using a learning schedule to capture and retrieve contexts is a novel approach in the context-awareness mobile learning field. In this paper, we present the conceptual model and preliminary architecture of our mCALS tool, as well as our research questions and methodology for evaluating it. The learning materials we intend to use for our tool will be Java for novice programmers. We decided that this would be appropriate because large amounts of time and motivation are necessary to learn an object-oriented programming language such as Java, and we are currently seeking ways to facilitate this for novice programmers
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