5,222 research outputs found
An adaptive control system to deliver Interactive Virtual Environment content to handheld devices
Wireless communication advances have enabled emerging video streaming applications to mobile handheld devices. For example, it is possible to display and interact with complex 3D virtual environments on mobile devices that don't have enough computational and storage capabilities (e.g. smart phones, PDAs) through remote rendering techniques, where a server renders 3D data and streams the corresponding image flow to the client. However, due to fluctuations in bandwidth characteristics and limited mobile device CPU capabilities, it is extremely challenging to design effective systems for streaming interactive multimedia over wireless networks. This paper presents a novel approach based on a controller that can automatically adjust streaming parameters basing on feedback measures from the client device. Experimental results prove the effectiveness of the proposed solution in coping with bandwidth changes, thus providing high Quality of Service (QoS) in remote visualization
An Architectural Framework for Collaboration of Heterogeneous Communication Devices Using WAP and Mobile Device Augmented(MDA)Gateway Integration
Within the last couple of years, the challenge of displaying collaborative multimedia
information has become very important with the large diversity of communication devices
such as Personal Computers, laptops, notebooks and handheld devices. The shared data
and information may be presented with different views depending on the communication
device used by a particular collaborator. The use of various web tools (HTML, WML etc)
offers some solutions to the problem but if the target application requires more complex
features such as rich multimedia data than is manageable using HTML or WML format,
something else need to be done. In this paper, we propose a framework that integrates WAP
and MDA Gateway to support collaboration among virtual teams and nomadic workers
using heterogeneous communication devices. We then discuss an approach for augmenting
mobile device small screen capabilities with surrounding large screen display device
Emerging technologies for learning (volume 1)
Collection of 5 articles on emerging technologies and trend
Managing evolution and change in web-based teaching and learning environments
The state of the art in information technology and educational technologies is evolving constantly.
Courses taught are subject to constant change from organisational and subject-specific reasons. Evolution
and change affect educators and developers of computer-based teaching and learning environments alike â
both often being unprepared to respond effectively. A large number of educational systems are designed
and developed without change and evolution in mind. We will present our approach to the design and
maintenance of these systems in rapidly evolving environments and illustrate the consequences of evolution
and change for these systems and for the educators and developers responsible for their implementation and
deployment. We discuss various factors of change, illustrated by a Web-based virtual course, with the
objective of raising an awareness of this issue of evolution and change in computer-supported teaching and
learning environments. This discussion leads towards the establishment of a development and management
framework for teaching and learning systems
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Education in the Wild: Contextual and Location-Based Mobile Learning in Action. A Report from the STELLAR Alpine Rendez-Vous Workshop Series
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Introduction to location-based mobile learning
[About the book]
The report follows on from a 2-day workshop funded by the STELLAR Network of Excellence as part of their 2009 Alpine Rendez-Vous workshop series and is edited by Elizabeth Brown with a foreword from Mike Sharples. Contributors have provided examples of innovative and exciting research projects and practical applications for mobile learning in a location-sensitive setting, including the sharing of good practice and the key findings that have resulted from this work. There is also a debate about whether location-based and contextual learning results in shallower learning strategies and a section detailing the future challenges for location-based learning
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Mobile-assisted language learning [Revised and updated version]
Mobile-assisted language learning (MALL) is the use of smartphones and other mobile technologies in language learning, especially in situations where portability and situated learning offer specific advantages. A key attraction of mobile learning is the ubiquity of mobile phones. Typical applications can support learners in reading, listening, speaking and writing in the target language, either individually or in collaboration with one another. Increasingly, MALL applications relate language learning to a personâs physical context when mobile, primarily to provide access to location-specific language material or to enable learners to capture aspects of language use in situ and share it with others. Mobile learning can be formal or informal, and mobile devices may form a bridge connecting in-class and out-of-class learning. When learning takes place outside the classroom, it is often beyond the reach and control of the teacher. This can be perceived as a threat, but it is also an opportunity to revitalize and rethink current approaches to teaching and learning. Mobile learning appeals to a wide range of people for a variety of reasons. It may exclude some learners but it is often a mechanism for inclusion. It is likely that the next generation of mobile learning will be more ubiquitous, which means that there will be smart systems everywhere for digital learning. Mobile learning is proving its potential to address authentic learner needs at the point at which they arise, and to deliver more flexible models of language learning
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Augmenting the field experience: a student-led comparison of techniques and technologies
In this study we report on our experiences of creating and running a student fieldtrip exercise which allowed students to compare a range of approaches to the design of technologies for augmenting landscape scenes. The main study site is around Keswick in the English Lake District, Cumbria, UK, an attractive upland environment popular with tourists and walkers. The aim of the exercise for the students was to assess the effectiveness of various forms of geographic information in augmenting real landscape scenes, as mediated through a range of techniques and technologies. These techniques were: computer-generated acetate overlays showing annotated wireframe views from certain key points; a custom-designed application running on a PDA; a mediascape running on the mScape software on a GPS-enabled mobile phone; Google Earth on a tablet PC; and a head-mounted in-field Virtual Reality system. Each group of students had all five techniques available to them, and were tasked with comparing them in the context of creating a visitor guide to the area centred on the field centre. Here we summarise their findings and reflect upon some of the broader research questions emerging from the project
Evaluating the development of wearable devices, personal data assistants and the use of other mobile devices in further and higher education institutions
This report presents technical evaluation and case studies of the use of wearable and mobile computing mobile devices in further and higher education. The first section provides technical evaluation of the current state of the art in wearable and mobile technologies and reviews several innovative wearable products that have been developed in recent years. The second section examines three scenarios for further and higher education where wearable and mobile devices are currently being used. The three scenarios include: (i) the delivery of lectures over mobile devices, (ii) the augmentation of the physical campus with a virtual and mobile component, and (iii) the use of PDAs and mobile devices in field studies. The first scenario explores the use of web lectures including an evaluation of IBM's Web Lecture Services and 3Com's learning assistant. The second scenario explores models for a campus without walls evaluating the Handsprings to Learning projects at East Carolina University and ActiveCampus at the University of California San Diego . The third scenario explores the use of wearable and mobile devices for field trips examining San Francisco Exploratorium's tool for capturing museum visits and the Cybertracker field computer. The third section of the report explores the uses and purposes for wearable and mobile devices in tertiary education, identifying key trends and issues to be considered when piloting the use of these devices in educational contexts
Personalization in cultural heritage: the road travelled and the one ahead
Over the last 20 years, cultural heritage has been a favored domain for personalization research. For years, researchers have experimented with the cutting edge
technology of the day; now, with the convergence of internet and wireless technology, and the increasing adoption of the Web as a platform for the publication of information, the visitor is able to exploit cultural heritage material before, during and after the visit, having different goals and requirements in each phase. However, cultural heritage sites have a huge amount of information to present, which must be filtered and personalized in order to enable the individual user to easily access it. Personalization of cultural heritage information requires a system that is able to model the user
(e.g., interest, knowledge and other personal characteristics), as well as contextual aspects, select the most appropriate content, and deliver it in the most suitable way. It should be noted that achieving this result is extremely challenging in the case of first-time users, such as tourists who visit a cultural heritage site for the first time (and maybe the only time in their life). In addition, as tourism is a social activity, adapting to the individual is not enough because groups and communities have to be modeled and supported as well, taking into account their mutual interests, previous mutual experience, and requirements. How to model and represent the user(s) and the context of the visit and how to reason with regard to the information that is available are the challenges faced by researchers in personalization of cultural heritage. Notwithstanding the effort invested so far, a definite solution is far from being reached, mainly because new technology and new aspects of personalization are constantly being introduced. This article surveys the research in this area. Starting from the earlier systems, which presented cultural heritage information in kiosks, it summarizes the evolution of personalization techniques in museum web sites, virtual collections and mobile guides, until recent extension of cultural heritage toward the semantic and social web. The paper concludes with current challenges and points out areas where future research is needed
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