1,471 research outputs found

    Mapping web personal learning environments

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    A recent trend in web development is to build platforms which are carefully designed to host a plurality of software components (sometimes called widgets or plugins) which can be organized or combined (mashed-up) at user's convenience to create personalized environments. The same holds true for the web development of educational applications. The degree of personalization can depend on the role of users such as in traditional virtual learning environment, where the components are chosen by a teacher in the context of a course. Or, it can be more opened as in a so-called personalized learning environment (PLE). It now exists a wide array of available web platforms exhibiting different functionalities but all built on the same concept of aggregating components together to support different tasks and scenarios. There is now an overlap between the development of PLE and the more generic developments in web 2.0 applications such as social network sites. This article shows that 6 more or less independent dimensions allow to map the functionalities of these platforms: the screen dimensionmaps the visual integration, the data dimension maps the portability of data, the temporal dimension maps the coupling between participants, the social dimension maps the grouping of users, the activity dimension maps the structuring of end users–interactions with the environment, and the runtime dimensionmaps the flexibility in accessing the system from different end points. Finally these dimensions are used to compare 6 familiar Web platforms which could potentially be used in the construction of a PLE

    Global Diffusion of the Internet XV: Web 2.0 Technologies, Principles, and Applications: A Conceptual Framework from Technology Push and Demand Pull Perspective

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    Web 2.0, the current Internet evolution, can be described by several key features of an expanded Web that is more interactive; allows easy social interactions through participation and collaboration from a variety of human sectors; responds more immediately to users\u27 queries and needs; is easier to search; and provides a faster, smoother, realistic and engaging user search capability, often with automatic updates to users. The purpose of this study is three-fold. First, the primary goal is to propose a conceptual Web 2.0 framework that provides better understanding of the Web 2.0 concept by classifying current key components in a holistic manner. Second, using several selective key components from the conceptual framework, this study conducts case analyses of Web 2.0 applications to discuss how they have adopted the selective key features (i.e., participation, collaboration, rich user experience, social networking, semantics, and interactivity responsiveness) of the conceptual Web 2.0 framework. Finally, the study provides insightful discussion of some challenges and opportunities provided by Web 2.0 to education, business, and social life

    Situational Enterprise Services

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    The ability to rapidly find potential business partners as well as rapidly set up a collaborative business process is desirable in the face of market turbulence. Collaborative business processes are increasingly dependent on the integration of business information systems. Traditional linking of business processes has a large ad hoc character. Implementing situational enterprise services in an appropriate way will deliver the business more flexibility, adaptability and agility. Service-oriented architectures (SOA) are rapidly becoming the dominant computing paradigm. It is now being embraced by organizations everywhere as the key to business agility. Web 2.0 technologies such as AJAX on the other hand provide good user interactions for successful service discovery, selection, adaptation, invocation and service construction. They also balance automatic integration of services and human interactions, disconnecting content from presentation in the delivery of the service. Another Web technology, such as semantic Web, makes automatic service discovery, mediation and composition possible. Integrating SOA, Web 2.0 Technologies and Semantic Web into a service-oriented virtual enterprise connects business processes in a much more horizontal fashion. To be able run these services consistently across the enterprise, an enterprise infrastructure that provides enterprise architecture and security foundation is necessary. The world is constantly changing. So does the business environment. An agile enterprise needs to be able to quickly and cost-effectively change how it does business and who it does business with. Knowing, adapting to diffident situations is an important aspect of today’s business environment. The changes in an operating environment can happen implicitly and explicitly. The changes can be caused by different factors in the application domain. Changes can also happen for the purpose of organizing information in a better way. Changes can be further made according to the users' needs such as incorporating additional functionalities. Handling and managing diffident situations of service-oriented enterprises are important aspects of business environment. In the chapter, we will investigate how to apply new Web technologies to develop, deploy and executing enterprise services

    TechNews digests: Jan - Nov 2009

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    TechNews is a technology, news and analysis service aimed at anyone in the education sector keen to stay informed about technology developments, trends and issues. TechNews focuses on emerging technologies and other technology news. TechNews service : digests september 2004 till May 2010 Analysis pieces and News combined publish every 2 to 3 month

    Web 2.0 and its impact on knowledge and business organizations

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    Today, information overload and the lack of systems that enable locating employees with the right knowledge or skills are common challenges that large organisations face. This makes knowledge workers to re-invent the wheel and have problems to retrieve information from both internal and external resources. In addition, information is dynamically changing and ownership of data is moving from corporations to the individuals. However, there is a set of web based tools that may cause a major progress in the way people collaborate and share their knowledge. This article aims to analyse the impact of ‘Web 2.0’ on organisational knowledge strategies. A comprehensive literature review was done to present the academic background followed by a review of current ‘Web 2.0’ technologies and assessment of their strengths and weaknesses. As the framework of this study is oriented to business applications, the characteristics of the involved segments and tools were reviewed from an organisational point of view. Moreover, the ‘Enterprise 2.0’ paradigm does not only imply tools but also changes the way people collaborate, the way the work is done (processes) and finally impacts on other technologies. Finally, gaps in the literature in this area are outlined

    BioMeRSA: The Biology media repository with semantic augmentation

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    With computers now capable of easily handling all kinds of multimedia files in vast quantity, and with the Internet now well-suited to exchange these files, we are faced with the challenge of organizing this data in such a way so as to make the information most useful and accessible. This holds true as well for media pertaining to the field of biology, where multimedia is particularly useful in education, as well as in research. To help address this, a software system with a Web-based interface has been developed for improving the accuracy and specificity of multimedia searching and browsing by integrating semantic data pertaining to the field of biology from the Unified Medical Language System (UMLS). Using the Biology Media Repository with Semantic Augmentation (BioMeRSA) system, users who are considered to be `experts\u27 can associate concepts from UMLS with multimedia files submitted by other users to provide semantic context for the files. These annotations are used to retrieve relevant files in the searching and browsing interfaces. A wide variety of image files are currently supported, with some limited support for video and audio files

    Semantic modelling of user interests based on cross-folksonomy analysis

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    The continued increase in Web usage, in particular participation in folksonomies, reveals a trend towards a more dynamic and interactive Web where individuals can organise and share resources. Tagging has emerged as the de-facto standard for the organisation of such resources, providing a versatile and reactive knowledge management mechanism that users find easy to use and understand. It is common nowadays for users to have multiple profiles in various folksonomies, thus distributing their tagging activities. In this paper, we present a method for the automatic consolidation of user profiles across two popular social networking sites, and subsequent semantic modelling of their interests utilising Wikipedia as a multi-domain model. We evaluate how much can be learned from such sites, and in which domains the knowledge acquired is focussed. Results show that far richer interest profiles can be generated for users when multiple tag-clouds are combine

    Web management system for serious game in internal medical practice

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    The project is to develop a web management system for serious game in internal medicine practice. The objective of this project is to develop a web management system for managing user’s data in serious game for internal medicine practice. In addition, the web management system can be functional in register, login, and logout, forgot password, change password, manage user, create patient profile, assign patient, delete patient profile and view log. There are some databases required for the web management system that is register table, patient table and assign table. XAMPP is the main software to develop the web management system. The web management system is using PHP as a server-side language and MySQL as database. The admin enables to use the web management system to manage user’s data in the serious game

    Revista Economica

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