87,077 research outputs found
Mobile technologies: prospects for their use in learning in informal science settings
Recent developments in mobile technologies have offered the potential to support learners studying a variety of subjects. In this paper we explore the possibilities related to science learners and in particular focus on science learners in informal settings and reflect on a number of recent projects in order to consider the prospects for such work. The debate on informal learning acknowledges the complexity of the area and the difficulty of defining informal learning. One view is to consider the settings in which learning takes place as a continuum from formal settings, e.g. university, to social structures, e.g. friendship groups (Sefton-Green, 2004). The literature on science learning with mobile devices at this very 'informal' end of the spectrum is currently sparse and so in the paper we reflect on some projects and possibilities across the continuum. Our main focus is how mobile devices can support informal learning in science and research possibilities. Some of the recent research on mobile learning has used an activity theoretical perspective, including one of the case studies we discuss and in the final part of the paper we highlight the influence of activity theory in helping us to consider the complexity of the learning settings
Fast parallel volume visualization on cuda technology
In the medical diagnosis and treatment planning, radiologists and surgeons rely
heavily on the slices produced by medical imaging scanners. Unfortunately, most of
these scanners can only produce two dimensional images because the machines that
can produce three dimensional are very expensive. The two dimensional images from
these devices are difficult to interpret because they only show cross-sectional views
of the human structure. Consequently, such circumstances require highly qualified
doctors to use their expertise in the interpretation of the possible location, size or
shape of the abnormalities especially for large datasets of enormous amount of slices.
Previously, the concept of reconstructing two dimensional images to three
dimensional was introduced. However, such reconstruction model requires high
performance computation, may either be time-consuming or costly. Furthermore,
detecting the internal features of human anatomical structure, such as the imaging of
the blood vessels, is still an open topic in the computer-aided diagnosis of disorders
and pathologies. This study proposed, designed and implemented a visualization
framework named SurLens with high performance computing using Compute
Unified Device Architecture (CUDA), augmenting the widely proven ray casting
technique in terms of superior qualities of images but with slow speed. Considering
the rapid development of technology in the medical community, our framework is
implemented on Microsoft .NET environment for easy interoperability with other
emerging revolutionary tools. The Visualization System was evaluated with brain
datasets from the department of Surgery, University of North Carolina, United
States, containing 109 datasets of MRA, T1-FLASH, T2-Weighted, DTI and
T1-MPRAGE. Significantly, at a reasonably cheaper cost, SurLens Visualization
System achieves immediate reconstruction and obvious mappings of the internal
features of the human brain, reliable enough for instantaneously locate possible
blockages in the brain blood vessels without any prior segmentation of the datasets
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Education in the Wild: Contextual and Location-Based Mobile Learning in Action. A Report from the STELLAR Alpine Rendez-Vous Workshop Series
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Introduction to location-based mobile learning
[About the book]
The report follows on from a 2-day workshop funded by the STELLAR Network of Excellence as part of their 2009 Alpine Rendez-Vous workshop series and is edited by Elizabeth Brown with a foreword from Mike Sharples. Contributors have provided examples of innovative and exciting research projects and practical applications for mobile learning in a location-sensitive setting, including the sharing of good practice and the key findings that have resulted from this work. There is also a debate about whether location-based and contextual learning results in shallower learning strategies and a section detailing the future challenges for location-based learning
A dual device scenario for informal language learning: interactive television meets the mobile phone
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Augmenting the field experience: a student-led comparison of techniques and technologies
In this study we report on our experiences of creating and running a student fieldtrip exercise which allowed students to compare a range of approaches to the design of technologies for augmenting landscape scenes. The main study site is around Keswick in the English Lake District, Cumbria, UK, an attractive upland environment popular with tourists and walkers. The aim of the exercise for the students was to assess the effectiveness of various forms of geographic information in augmenting real landscape scenes, as mediated through a range of techniques and technologies. These techniques were: computer-generated acetate overlays showing annotated wireframe views from certain key points; a custom-designed application running on a PDA; a mediascape running on the mScape software on a GPS-enabled mobile phone; Google Earth on a tablet PC; and a head-mounted in-field Virtual Reality system. Each group of students had all five techniques available to them, and were tasked with comparing them in the context of creating a visitor guide to the area centred on the field centre. Here we summarise their findings and reflect upon some of the broader research questions emerging from the project
Rewiring strategies for changing environments
A typical pervasive application executes in a changing environment: people, computing resources, software services and network connections come and go continuously. A robust pervasive application needs adapt to this changing context as long as there is an appropriate rewiring strategy that guarantees correct behavior. We combine the MERODE modeling methodology with the ReWiRe framework for creating interactive pervasive applications that can cope with changing environments. The core of our approach is a consistent environment model, which is essential to create (re)configurable context-aware pervasive applications. We aggregate different ontologies that provide the required semantics to describe almost any target environment. We present a case study that shows a interactive pervasive application for media access that incorporates parental control on media content and can migrate between devices. The application builds upon models of the run-time environment represented as system states for dedicated rewiring strategies
The Forking Paths revisited: experimenting on interactive film
Based on the triad film-interactivity-experimentation, the applied research project The
Forking Paths, developed at the Centre for Research in Arts and Communication
(CIAC), endeavours to find alternative narrative forms in the field of Cinema and,
more specifically, in the subfield of Interactive Cinema. The films in the project The
Forking Paths invest in the interconnectivity between the film narrative and the
viewer, who is given the possibility to be more active and engaged. At same time, the
films undertake a research on the development of audio-visual language. The project
is available at an online platform, which aims to foster the creation and web hosting
of other Interactive Cinema projects in its different variables. This article focusses on
the three films completed up to the moment: Haze, The Book of the Dead, and Waltz.info:eu-repo/semantics/publishedVersio
Activity-Centric Computing Systems
• Activity-Centric Computing (ACC) addresses deep-rooted information management problems in traditional application centric computing by providing a unifying computational model for human goal-oriented ‘activity,’ cutting across system boundaries. • We provide a historical review of the motivation for and development of ACC systems, and highlight the need for broadening up this research topic to also include low-level system research and development. • ACC concepts and technology relate to many facets of computing; they are relevant for researchers working on new computing models and operating systems, as well as for application designers seeking to incorporate these technologies in domain-specific applications
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