224,664 research outputs found
A Survey on Multi-Resident Activity Recognition in Smart Environments
Human activity recognition (HAR) is a rapidly growing field that utilizes
smart devices, sensors, and algorithms to automatically classify and identify
the actions of individuals within a given environment. These systems have a
wide range of applications, including assisting with caring tasks, increasing
security, and improving energy efficiency. However, there are several
challenges that must be addressed in order to effectively utilize HAR systems
in multi-resident environments. One of the key challenges is accurately
associating sensor observations with the identities of the individuals
involved, which can be particularly difficult when residents are engaging in
complex and collaborative activities. This paper provides a brief overview of
the design and implementation of HAR systems, including a summary of the
various data collection devices and approaches used for human activity
identification. It also reviews previous research on the use of these systems
in multi-resident environments and offers conclusions on the current state of
the art in the field.Comment: 16 pages, to appear in Evolution of Information, Communication and
Computing Systems (EICCS) Book Serie
Implementing Learning Design by lams to improve teaching and learning
Learning Design has the potential to revolutionize e-learning by capturing the process of education, rather than simply content. By
describing sequences of collaborative learning activities, Learning Design offers a new approach to re-use in e-learning.
E-learning has a well developed approach to the creation and sequencing of content-based, single learner, self-paced learning objects. While
definitions of Learning Design vary, the main elements tend to include greater focus on context dimensions of e-learning, a more activity
based view of e-learning, and greater recognition of the role of multi-learner environments. While Learning Design does not exclude single
learner, self-paced modes of e-learning, it draws attention to a wider range of collaborative e-learning approaches in addition to single learner
approaches.
This paper shows an example, which is applied to speciality of economic and rural development agricultural engineer at University of
Debrecen and its implementation in the Learning Activity Management System. We created a learning design was implemented at this
speciality with LAMS, which is a learning design editing and play back tool that puts the learning process, rather than
collections of content, at the heart of e-learning
MOSDEN: A Scalable Mobile Collaborative Platform for Opportunistic Sensing Applications
Mobile smartphones along with embedded sensors have become an efficient
enabler for various mobile applications including opportunistic sensing. The
hi-tech advances in smartphones are opening up a world of possibilities. This
paper proposes a mobile collaborative platform called MOSDEN that enables and
supports opportunistic sensing at run time. MOSDEN captures and shares sensor
data across multiple apps, smartphones and users. MOSDEN supports the emerging
trend of separating sensors from application-specific processing, storing and
sharing. MOSDEN promotes reuse and re-purposing of sensor data hence reducing
the efforts in developing novel opportunistic sensing applications. MOSDEN has
been implemented on Android-based smartphones and tablets. Experimental
evaluations validate the scalability and energy efficiency of MOSDEN and its
suitability towards real world applications. The results of evaluation and
lessons learned are presented and discussed in this paper.Comment: Accepted to be published in Transactions on Collaborative Computing,
2014. arXiv admin note: substantial text overlap with arXiv:1310.405
Implementing learning design by LAMS to improve teaching and learning
Learning Design has the potential to revolutionize e-learning by capturing the process of
education, rather than simply content. By describing sequences of collaborative learning
activities, Learning Design offers a new approach to re-use in e-learning.
E-learning has a well developed approach to the creation and sequencing of content-based,
single learner, self-paced learning objects. While definitions of Learning Design vary, the
main elements tend to include greater focus on context dimensions of e-learning, a more
activity based view of e-learning, and greater recognition of the role of multi-learner
environments. While Learning Design does not exclude single learner, self-paced modes of elearning,
it draws attention to a wider range of collaborative e-learning approaches in
addition to single learner approaches.
This paper shows an example, which is applied to speciality of economic and rural
development agricultural engineer at University of Debrecen and its implementation in the
Learning Activity Management System. We created a learning design was implemented at this
speciality with LAMS, which is a learning design editing and play back tool that puts the
learning process, rather than collections of content, at the heart of e-learnin
Mixed reality participants in smart meeting rooms and smart home enviroments
Human–computer interaction requires modeling of the user. A user profile typically contains preferences, interests, characteristics, and interaction behavior. However, in its multimodal interaction with a smart environment the user displays characteristics that show how the user, not necessarily consciously, verbally and nonverbally provides the smart environment with useful input and feedback. Especially in ambient intelligence environments we encounter situations where the environment supports interaction between the environment, smart objects (e.g., mobile robots, smart furniture) and human participants in the environment. Therefore it is useful for the profile to contain a physical representation of the user obtained by multi-modal capturing techniques. We discuss the modeling and simulation of interacting participants in a virtual meeting room, we discuss how remote meeting participants can take part in meeting activities and they have some observations on translating research results to smart home environments
Building Collaborative Capacities in Learners: The M/cyclopedia Project Revisited
In this paper we trace the evolution of a project using a wiki-based learning environment in a tertiary education setting. The project has the pedagogical goal of building learners’ capacities to work effectively in the networked, collaborative, creative environments of the knowledge economy. The paper explores the four key characteristics of a ‘produsage’ environment and identifies four strategic capacities that need to be developed in learners to be effective ‘produsers’ (user-producers). A case study is presented of our experiences with the subject New Media Technologies, run at Queensland University of Technology, Brisbane, Australia. This progress report updates our observations made at the 2005 WikiSym conference
Structured evaluation of virtual environments for special-needs education
This paper describes the development of a structured approach to evaluate experiential and communication virtual learning environments (VLEs) designed specifically for use in the education of children with severe learning difficulties at the Shepherd special needs school in Nottingham, UK. Constructivist learning theory was used as a basis for the production of an evaluation framework, used to evaluate the design of three VLEs and how they were used by students with respect to this learning theory. From an observational field study of student-teacher pairs using the VLEs, 18 behaviour categories were identified as relevant to five of the seven constructivist principles defined by Jonassen (1994). Analysis of student-teacher behaviour was used to provide support for, or against, the constructivist principles. The results show that the three VLEs meet the constructivist principles in very different ways and recommendations for design modifications are put forward
Efficient Opportunistic Sensing using Mobile Collaborative Platform MOSDEN
Mobile devices are rapidly becoming the primary computing device in people's
lives. Application delivery platforms like Google Play, Apple App Store have
transformed mobile phones into intelligent computing devices by the means of
applications that can be downloaded and installed instantly. Many of these
applications take advantage of the plethora of sensors installed on the mobile
device to deliver enhanced user experience. The sensors on the smartphone
provide the opportunity to develop innovative mobile opportunistic sensing
applications in many sectors including healthcare, environmental monitoring and
transportation. In this paper, we present a collaborative mobile sensing
framework namely Mobile Sensor Data EngiNe (MOSDEN) that can operate on
smartphones capturing and sharing sensed data between multiple distributed
applications and users. MOSDEN follows a component-based design philosophy
promoting reuse for easy and quick opportunistic sensing application
deployments. MOSDEN separates the application-specific processing from the
sensing, storing and sharing. MOSDEN is scalable and requires minimal
development effort from the application developer. We have implemented our
framework on Android-based mobile platforms and evaluate its performance to
validate the feasibility and efficiency of MOSDEN to operate collaboratively in
mobile opportunistic sensing applications. Experimental outcomes and lessons
learnt conclude the paper
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