11,222 research outputs found
Horizon Report 2009
El informe anual Horizon investiga, identifica y clasifica las tecnologías emergentes que los expertos que lo elaboran prevén tendrán un impacto en la enseñanza aprendizaje, la investigación y la producción creativa en el contexto educativo de la enseñanza superior. También estudia las tendencias clave que permiten prever el uso que se hará de las mismas y los retos que ellos suponen para las aulas. Cada edición identifica seis tecnologías o prácticas. Dos cuyo uso se prevé emergerá en un futuro inmediato (un año o menos) dos que emergerán a medio plazo (en dos o tres años) y dos previstas a más largo plazo (5 años)
Leading Undergraduate Students to Big Data Generation
People are facing a flood of data today. Data are being collected at
unprecedented scale in many areas, such as networking, image processing,
virtualization, scientific computation, and algorithms. The huge data nowadays
are called Big Data. Big data is an all encompassing term for any collection of
data sets so large and complex that it becomes difficult to process them using
traditional data processing applications. In this article, the authors present
a unique way which uses network simulator and tools of image processing to
train students abilities to learn, analyze, manipulate, and apply Big Data.
Thus they develop students handson abilities on Big Data and their critical
thinking abilities. The authors used novel image based rendering algorithm with
user intervention to generate realistic 3D virtual world. The learning outcomes
are significant
Security, Privacy and Safety Risk Assessment for Virtual Reality Learning Environment Applications
Social Virtual Reality based Learning Environments (VRLEs) such as vSocial
render instructional content in a three-dimensional immersive computer
experience for training youth with learning impediments. There are limited
prior works that explored attack vulnerability in VR technology, and hence
there is a need for systematic frameworks to quantify risks corresponding to
security, privacy, and safety (SPS) threats. The SPS threats can adversely
impact the educational user experience and hinder delivery of VRLE content. In
this paper, we propose a novel risk assessment framework that utilizes attack
trees to calculate a risk score for varied VRLE threats with rate and duration
of threats as inputs. We compare the impact of a well-constructed attack tree
with an adhoc attack tree to study the trade-offs between overheads in managing
attack trees, and the cost of risk mitigation when vulnerabilities are
identified. We use a vSocial VRLE testbed in a case study to showcase the
effectiveness of our framework and demonstrate how a suitable attack tree
formalism can result in a more safer, privacy-preserving and secure VRLE
system.Comment: Tp appear in the CCNC 2019 Conferenc
Online Store Locator: An Essential Resource for Retailers in the 21st Century
Most retailers use their websites and social media to increase their visibility, while potential customers get information about these retailers using the Internet on electronic devices. Many papers have previously studied online marketing strategies used by retailers, but little attention has been paid to determine how these companies provide information through the Internet about the location and characteristics of their stores. This paper aims to obtain evidence about the inclusion of interactive web maps on retailers’ websites to provide information about the location of their stores. With this purpose, the store locator interactive tools of specialty retailers’ websites included in the report “Global Powers of Retailing 2015” are studied in detail using different procedures, such as frequency analysis and word clouds. From the results obtained, it was concluded that most of these firms use interactive maps to provide information about their offline stores, but today some of them still use non-interactive (static) maps or text format to present this information. Moreover, some differences were observed among the search filters used in the store locator services, according to the retailer’s specialty. These results provided insight into the important role of online store locator tools on retailers’ websites
Recommended from our members
The THREAT-ARREST Cyber-Security Training Platform
Cyber security is always a main concern for critical infrastructures and nation-wide safety and sustainability. Thus, advanced cyber ranges and security training is becoming imperative for the involved organizations. This paper presets a cyber security training platform, called THREAT-ARREST. The various platform modules can analyze an organization’s system, identify the most critical threats, and tailor a training program to its personnel needs. Then, different training programmes are created based on the trainee types (i.e. administrator, simple operator, etc.), providing several teaching procedures and accomplishing diverse learning goals. One of the main novelties of THREAT-ARREST is the modelling of these programmes along with the runtime monitoring, management, and evaluation operations. The platform is generic. Nevertheless, its applicability in a smart energy case study is detailed
Integrating Game Engines into the Mobile Cloud as Micro-services
Game engines have been widely adopted in fields other than games, such as data visualization and game-based education. As the number of mobile devices owned by each person increases, extra resources are available in personal device clouds, expanding typical learning space to outside of the classroom and increasing possibilities for teacher-student interactions.
Owning multiple devices poses the problem of how to make use of idle resources on devices that are slightly dated or lack portability compared to newer models. Such resources include CPU power, display, and data storage.
In order to solve this problem, an architecture is proposed for mobile applications to access these resources on various mobile devices. The main approach used here is to divide an application into several modules and distribute them over a personal device cloud (formed by same-user-owned devices) as micro-services. In this architecture, game engines will be incorporated as a render module to tap in its rendering capability. Additionally, modules will communicate using CoAP which has minimal overhead.
To evaluate the feasibility of such architecture, a prototype is implemented and deployed over a mobile device, and tested in a modest context that is similar to real life settings
- …