10,150 research outputs found
Block-Based Development of Mobile Learning Experiences for the Internet of Things
The Internet of Things enables experts of given domains to create smart user experiences for interacting with the environment. However, development of such experiences requires strong programming skills, which are challenging to develop for non-technical users. This paper presents several extensions to the block-based programming language used in App Inventor to make the creation of mobile apps for smart learning experiences less challenging. Such apps are used to process and graphically represent data streams from sensors by applying map-reduce operations. A workshop with students without previous experience with Internet of Things (IoT) and mobile app programming was conducted to evaluate the propositions. As a result, students were able to create small IoT apps that ingest, process and visually represent data in a simpler form as using App Inventor's standard features. Besides, an experimental study was carried out in a mobile app development course with academics of diverse disciplines. Results showed it was faster and easier for novice programmers to develop the proposed app using new stream processing blocks.Spanish National Research Agency (AEI) - ERDF fund
Conceptualizing the Co-Existence of Formal and Informal Institutions Within Planning
Conceptualizing the Co-Existence of Formal and Informal
Institutions Within Planning
Hazem Abu-Orf
Faculty of Applied Engineering and Urban Planning, University of Palestine, Gaza, PalestineThe background to this study is addressing how formal and informal institutions might intersect in planning. This
article has at its aim addressing not only the effects that formal and/or informal institutions have but also how both shape each
other. In fulfilling this aim, analysis in this study adopts qualitative research methods, including qualitative interviewing, direct
observation and archival records, which are applied to the Nicosia Master Plan that is considered in this study as a particular
case study because it arguably helps this study to fulfill its aims. The perspective of formal/informal âdialecticsâ, marked by a
âmutual-shapingâ exercise, is applied to this case study. Its application reveals several arguments as follow. First, formal
institutions are found in this study to be blocked from mobilizing any development, however, remain the key determinant. The
second argument concerns informal institutions that have been found to adopt strategies capable of mobilizing development,
nevertheless, these strategies could not obviate the central role of formal institutions. Thirdly, formal institutions formalize
informal institutions by âabsorbingâ the latter into their hierarchy while equally denying any degree of autonomy, nor a role
assigned, to informal institutions. Altogether, the findings revealed in this study stress the importance of the political and
economic contexts of power that are key to how the formal/informal âdialecticsâ occur.University of Palestine, www.up.edu.p
The usefulness of an Augmented Reality-based Interactive 3D Furniture Catalog as a Tool to Aid Furniture Store Sales Operations
The global crisis, that has resulted from the outbreak of Covid-19, influences all aspects of daily life. Due to the people's poor purchasing power, several major stores, such as Furniture Store-XYZ, were forced to close several branches. To counter this, it will be required to adopt unique initiatives that will assist attract visitors and enhance sales while still adhering to the established health protocols. AR-Furniture is the ideal technology to solve this problem. AR-Furniture is an Augmented Reality-based technology that enables a 3D furniture catalog to present a complete picture of a piece of furniture in a virtual form that appears natural and identical to the original. The MDLC development process used in the AR-Furniture Mobile App. According to the study's findings, 100% of respondents agree that AR-Furniture helps to sell and to buy process be done effectively and productively and gives the users innovative ideas. 70% of respondents strongly agree that AR-Furniture makes it easier for users to reach their goals and that AR-Furniture allows users to do whatever they want. 100% of respondents strongly believe that AR-Furniture is helpful and that shoppers can save time while picking the right furniture. Furthermore, AR-Furniture makes it simple for consumers to select preferred furniture without engaging with shopkeeper workers
Augmented reality tools and learning practice in mobile-learning
There are many augmented reality (AR) applications available that can be used to create educational contents for these mobile devices. This paper surveys the most popular augmented reality applications and we select AR eco-systems to be used in daily teaching activities which are user friendly, do not require programming skills and are free. Different augmented reality technologies are explored in this paper to create teaching activities with animations, videos and other information to be shown on top of interactive documents. It is presented the creation of a novel augmented reality book that was developed with teachers and students. Several examples are also presented that are used in educational activities, from kindergarten to elementary and secondary schools, to improve reading, comprehension and learning of music.info:eu-repo/semantics/publishedVersio
InfoInternet for Education in the Global South: A Study of Applications Enabled by Free Information-only Internet Access in Technologically Disadvantaged Areas (authors' version)
This paper summarises our work on studying educational applications enabled
by the introduction of a new information layer called InfoInternet. This is an
initiative to facilitate affordable access to internet based information in
communities with network scarcity or economic problems from the Global South.
InfoInternet develops both networking solutions as well as business and social
models, together with actors like mobile operators and government
organisations. In this paper we identify and describe characteristics of
educational applications, their specific users, and learning environment. We
are interested in applications that make the adoption of Internet faster,
cheaper, and wider in such communities. When developing new applications (or
adopting existing ones) for such constrained environments, this work acts as
initial guidelines prior to field studies.Comment: 16 pages, 1 figure, under review for a journal since March 201
Creating learning activities using augmented reality tools
There is an increasing number of students usingsmartphones and tablets in schools. Mobile devices gained pop-ularity as an educational tool and there are many schools thatused them frequently in educational activities to improve learning.There are many augmented reality (AR) applications availablethat can be used to create educational contents for these mobiledevices. This paper surveys the most popular augmented realityapplications. Our goal is to select AR eco-systems, for educationalpurposes, that are user friendly, that do not require programmingskills and are free, so that they can be used in daily teachingactivities. We also present teaching activities created with thesetools that use different augmented reality technologies for creatinganimations, 3D models and other information to be shown ontop of interactive documents. The examples presented are used ineducational activities in kindergarten and to improve the learningof music and orthographic views in elementary and secondaryschools.info:eu-repo/semantics/publishedVersio
A MOBILE PLATFORM FOR LOCATION-BASED SERVICE APPLICATIONS USING AUGMENTED REALITY: ONLINE MAP, TRACKING AND NAVIGATION ON GOOGLE ANDROID SMARTPHONE DEVICE (TOC, Abstract, Chapter 1 and Reference only)
This project paper is about Augmented Reality (AR) using location-based visualization and
implementation on the smartphone devices. That is partly because smartphone comes packed with built-in
sensors have grown and become popular over the years. This will explore the interactive and interaction
Location Based Services that AR allows on Android devices. The use of mobile applications and
advancement in mobile technology such as Global Positioning System (GPS), compass and accelerometer
sensors are able to identify and determine the location and orientation of the device, location-based
applications with augmented reality views are possible. AR combines the real world with virtual, the
integration of information in the user's environment in real time, the user interaction techniques of
representing rich, intuitive information data of the real world. The AR application which typically takes
the image of the integrated camera, positioning location as a representation of the real world and project
objects on top of this image to create the AR view. The research was initiated by exploring and reviewing
literature related domain and existing AR application available on Android devices. There are a number
of AR applications available and the rapid development of Android smartphone devices has provided an
improved platform for the application of mobile AR technologies. Developing application will help the
researcher explore the topic while going through this technology. The aim of this study is to develop a
combination of location-based information and AR features by blending both visual, map-based and nonmap
based elements like live projection of a nearby landmark on camera preview on mobile devices,
utilizing free and open source software development tools. In the context of this paper a prototype
application, based on the Android platform and Mixare engine library is developed. This paper showed
the initial thoughts on this application and overall process that leads to the final system development. This
report describes MyARTGuide, a prototype application of augmented reality designed to be run over
Android based smartphone. The user can now look through their phone as if taking a picture to look at the
augmented world which leads to a better user experience. MyARTGuide is developed for experiment,
simulation and to test the AR functionality of these project objectives is not a fully functional product.
Thus, there are still more areas that can be improved and new features can be added. With the use of AR
and Andorid technology it is possible to spread the experience which will be shown in this report. (ABSTRACT BY AUTHOR
Image-Based Virtual Clothing
Online shopping has found speedy growth for the fast-paced world in the present situation. Precisely garments shopping are one of the most exciting parts especially for ladies. The continuous changing fashion and newly designed outfits motivates customers for shopping. New online shopping stores have added an ease for shopping your desired products by removing the constraints of places and time limits. As far as garments are concerned, predicting the appropriate size and imaging the real life look of that garment just by viewing its image is a challenging task.
The project introduces an easy and feasible solution for the online shopping try-on scenario by introducing an app with a digital try-on feature. It can enhance online shopping experience. In this project, we propose an idea for fitting a given 3D garment model on a person. We will use 3d models of the clothes that will fit on the image of the user and enable a user to see himself/herself wearing virtual clothes. The 3D models of the clothes are stored in the system. On opening the application, user can view the clothes available and by using the mobileâs camera the user can get an idea of how the garment will fit on him/her. This way the user can have a fair idea about the look of the garment
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