227 research outputs found

    Ubiquitous computing and knowledge management

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    MOBIlearn is a large European research project to develop a mobile learning system to facilitate formal, non formal and informal learning. The project has two primary objectives: • Develop a methodology for creating mobile learning scenarios and producing learning objects to implement them. • Develop the technology to deliver the learning objects to users via mobile computing devices. This paper will concentrate the MOBIlearn health care domain. One of this applications main objectives is managing and sharing of tacit knowledge. Using the system participants discuss case studies and alternative approaches to specific problems are evaluated and documented. This is then used and extended in future case studies. In a mobile learning environment, individual health workers can use the system to either advanced their skills, or in a ‘live’ incident, use it for reference and indeed call for backup.</p

    Personalizing Course Design, Build and Delivery Using PLErify

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    [[alternative]]Enhancing On-Line Learning Using Standards and Web 2.0 Technologies---Using Multimedia Course as an Example

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    計畫編號:NSC96-2524-S032-001研究期間:200708~200807研究經費:4,080,000[[sponsorship]]行政院國家科學委員

    On the Development of Adaptive and User-Centred Interactive Multimodal Interfaces

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    Multimodal systems have attained increased attention in recent years, which has made possible important improvements in the technologies for recognition, processing, and generation of multimodal information. However, there are still many issues related to multimodality which are not clear, for example, the principles that make it possible to resemble human-human multimodal communication. This chapter focuses on some of the most important challenges that researchers have recently envisioned for future multimodal interfaces. It also describes current efforts to develop intelligent, adaptive, proactive, portable and affective multimodal interfaces

    Plataforma educativa ZERA: modelo de adaptación de contenidos sensible al contexto

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    El creciente auge de las tecnologías móviles y su incorporación en la educación han provocado un impactado en los procesos de enseñanza-aprendizaje, dando lugar a un nuevo paradigma denominado m-learning. Debido a la diversidad de dispositivos móviles, la mayoría de los recursos educativos diseñados para estaciones de trabajo convencionales  no  son apropiados para redes de ancho de banda pequeño y dispositivos con limitación de recursos y procesamiento, afectado además por la diversidad de dispositivos. La adaptación de contenidos a las capacidades de los dispositivos es una técnica muy utilizada en los últimos años. El presente artículo tiene como objetivo realizar una revisión del estado del arte en cuanto a la adaptación de contenidos según el contexto de los usuarios. Se describen las principales técnicas de inteligencia artificial aplicadas en este campo, profundizando en algoritmos para crear contenidos adaptados al contexto de los estudiantes  de forma dinámica. Se concluye con la representación de un modelo personalizado a la plataforma educativa ZERA, desarrollada en la Universidad de las Ciencias Informáticas. El modelo propone dos capas de adaptación e incorpora  un motor de adaptación ajustado a las 30 tipologías de recursos gestionados en la plataforma ZERA, la adaptación tiene en cuenta las preferencias de los usuarios, el contexto del usuario y los contenidos ajustados al estilo de aprendizaje del estudiante. Este proceso permite que ZERA pueda incorporarse al paradigma m-learning.

    Universal Design for Learning at the Toledo Museum of Art: Mobile Learning Guide

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    The purpose of this project was to create a mobile learning guide based on Universal Design for Learning (UDL) principles that would help the casual visitor understand and engage with objects or exhibits located in the Toledo Museum of Art’s Classic Court. Adhering to the UDL principles (i.e., providing multiple means of representation, action and expression, and engagement), the guide showcased four artifacts in the gallery. The contents of the mobile learning guide included an orientation to the guide and the four artifacts highlighted within, an introduction to visual literacy, and a chapter for each artifact, containing information organized thematically. Two evaluations were conducted to qualify and quantify the success of this mobile learning guide. Feedback was positive for both, including suggestions for refinement and further application, which has been reviewed in the body of the report. Constructive suggestions recommended adding an iBook tutorial, more interactive content, and language that supported varied levels of ability. Results showed that the guide was ultimately successful in facilitating learning as identified by the Generic Learning Outcomes outlined by Hooper-Greenhill (2007)
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