91,339 research outputs found

    The Knowledge in Automotive Field Representation with Modern Technologies

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    Modern technologies have changed the way of presenting information in archives. This makes it possible to introduce new services, which was unimaginable a few years ago. Digitalization, security and virtual presentation of objects in the sphere of motoring by application of technologies, based on knowledge about how to create digital resources is the theme of this project. The aim of AutoKnow project is to carry out a research and create a multi- media digital archive AutoKnow and Experimental Virtual Motor Laboratory (EVML) with Motor Library (ML) from digital multi-media patterns from a selected group of objects in the sphere of automobile technology, presented by NMU. This makes it possible to widely apply multi-media collections in automobile engineering, teaching, research work in that sphere and serve the interests of a large number of auto-amateurs as well in Bulgaria. The research and development of АutoKnow is in the following mutually related fields: - Creation and annotation of collections of objects in the sphere of automobiles; - Creation, analysis and security of a digital archive AutoKnow; - Design and creation of Digital Motor Library; - Socially-oriented applications in education, scientific studies and Experimental Virtual Motor Laboratory; - Informational System for teaching and testing of knowledge in the sphere of automobiles MindCheck

    Game Based Learning for Safety and Security Education

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    Safety and security education are important part of technology related education, because of recent number of increase in safety and security related incidents. Game based learning is an emerging and rapidly advancing forms of computer-assisted instruction. Game based learning for safety and security education enables students to learn concepts and skills without the risk of physical injury and security breach. In this paper, a pedestal grinder safety game and physical security game have been developed using industrial standard modeling and game development software. The average score of the knowledge test of grinder safety game was 82%, which is higher than traditional lecture only instruction method. In addition, the survey of physical security game shows 84% average satisfaction ratio from high school students who played the game during the summer camp. The results of these studies indicated that game based learning method can enhance students' learning without potential harm to the students

    To enhance collaborative learning and practice network knowledge with a virtualization laboratory and online synchronous discussion

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    This work is licensed under a Creative Commons Attribution 4.0 Internatinal License.Recently, various computer networking courses have included additional laboratory classes in order to enhance students' learning achievement. However, these classes need to establish a suitable laboratory where each student can connect network devices to configure and test functions within different network topologies. In this case, the Linux operating system can be used to operate network devices and the virtualization technique can include multiple OSs for supporting a significant number of students. In previous research, the virtualization application was successfully applied in a laboratory, but focused only on individual assignments. The present study extends previous research by designing the Networking Virtualization-Based Laboratory (NVBLab), which requires collaborative learning among the experimental students. The students were divided into an experimental group and a control group for the experiment. The experimental group performed their laboratory assignments using NVBLab, whereas the control group completed them on virtual machines (VMs) that were installed on their personal computers. Moreover, students using NVBLab were provided with an online synchronous discussion (OSD) feature that enabled them to communicate with others. The laboratory assignments were divided into two parts: Basic Labs and Advanced Labs. The results show that the experimental group significantly outperformed the control group in two Advanced Labs and the post-test after Advanced Labs. Furthermore, the experimental group's activities were better than those of the control group based on the total average of the command count per laboratory. Finally, the findings of the interviews and questionnaires with the experimental group reveal that NVBLab was helpful during and after laboratory class

    An Experimental Nexos Laboratory Using Virtual Xinu

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    The Nexos Project is a joint effort between Marquette University, the University of Buffalo, and the University of Mississippi to build curriculum materials and a supporting experimental laboratory for hands-on projects in computer systems courses. The approach focuses on inexpensive, flexible, commodity embedded hardware, freely available development and debugging tools, and a fresh implementation of a classic operating system, Embedded Xinu, that is ideal for student exploration. This paper describes an extension to the Nexos laboratory that includes a new target platform composed of Qemu virtual machines. Virtual Xinu addresses two challenges that limit the effectiveness of Nexos. First, potential faculty adopters have clearly indicated that even with the current minimal monetary cost of installation, the hardware modifications, and time investment remain troublesome factors that scare off interested educators. Second, overcoming the inherent complications that arise due to the shared subnet that result in students\u27 projects interfering with each other in ways that are difficult to recreate, debug, and understand. Specifically, this paper discusses porting the Xinu operating systems to Qemu virtual hardware, developing the virtual networking platform, and results showing success using Virtual Xinu in the classroom during one semester of Operating Systems at the University of Mississippi

    A Web-Based Distributed Virtual Educational Laboratory

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    Evolution and cost of measurement equipment, continuous training, and distance learning make it difficult to provide a complete set of updated workbenches to every student. For a preliminary familiarization and experimentation with instrumentation and measurement procedures, the use of virtual equipment is often considered more than sufficient from the didactic point of view, while the hands-on approach with real instrumentation and measurement systems still remains necessary to complete and refine the student's practical expertise. Creation and distribution of workbenches in networked computer laboratories therefore becomes attractive and convenient. This paper describes specification and design of a geographically distributed system based on commercially standard components

    The cyber security learning and research environment

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    This report outlines the design and configuration of the Cyber Security Learning and Research Environment (CLARE). It explains how such a system can be implemented with minimal hardware either on a single machine or across multiple machines. Moreover, details of the design of the components that constitute the environment are provided alongside sufficient implementation and configuration documentation to allow for replication of the environment
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