733 research outputs found

    Web Service Testing and Usability for Mobile Learning

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    Based on the summary of recent renowned publications, Mobile Learning (ML) has become an emerging technology, as well as a new technique that can enhance the quality of learning. Due to the increasing importance of ML, the investigation of such impacts on the e-Science community is amongst the hot topics, which also relate to part of these research areas: Grid Infrastructure, Wireless Communication, Virtual Research Organization and Semantic Web. The above examples contribute to the demonstrations of how Mobile Learning can be applied into e-Science applications, including usability. However, there are few papers addressing testing and quality engineering issues – the core component for software engineering. Therefore, the major purpose of this paper is to present how Web Service Testing for Mobile Learning can be carried out, in addition to re-investigating the influences of the usability issue with both quantitative and qualitative research methods. Out of many mobile technologies available, the Pocket PC and Tablet PC have been chosen as the equipment; and the OMII Web Service, the 64-bit .NET e-portal and the GPS-PDA are the software tools to be used for Web Service testing

    Application of virtual reality in a learning experience

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    The project is an application that allows users to interact in a virtual environment via web interface, in which models are in three dimensions to simulate different activities. The application focuses on education through the use of virtual reality technology, enriching the student’s perception through the interaction with objects in an artificial world, facilitating their learning. For this purpose a website was built on which the application can be executed directly in the web browser with the help of a plugin or downloaded and run as a native application. The user navigates in the virtual environment containing a three-dimensional replica of one of the laboratories of the Polytechnic School U.N.E. The tests consisted of running the model and laboratory simulations. The results obtained from forms show that the use of virtual reality is valid, accepted and helps understanding the context of the simulations.XIII Workshop Tecnología Informática Aplicada en Educación (WTIAE)Red de Universidades con Carreras en Informática (RedUNCI

    Application of virtual reality in a learning experience

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    The project is an application that allows users to interact in a virtual environment via web interface, in which models are in three dimensions to simulate different activities. The application focuses on education through the use of virtual reality technology, enriching the student’s perception through the interaction with objects in an artificial world, facilitating their learning. For this purpose a website was built on which the application can be executed directly in the web browser with the help of a plugin or downloaded and run as a native application. The user navigates in the virtual environment containing a three-dimensional replica of one of the laboratories of the Polytechnic School U.N.E. The tests consisted of running the model and laboratory simulations. The results obtained from forms show that the use of virtual reality is valid, accepted and helps understanding the context of the simulations.XIII Workshop Tecnología Informática Aplicada en Educación (WTIAE)Red de Universidades con Carreras en Informática (RedUNCI

    Towards an institutional PLE

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    PLEs in their broader sense (the ad-hoc, serendipitous and potentially chaotic set of tools that learners bring to their learning) are increasingly important for learners in the context of formal study. In this paper we outline the approach that we are taking at the University of Southampton in redesigning our teaching and learning infrastructure into an Institutional PLE. We do not see this term as an oxymoron. We define an Institutional PLE as an environment that provides a personalised interface to University data and services and at the same time exposes that data and services to a student’s personal tools. Our goal is to provide a digital platform that can cope with an evolving learning and teaching environment, as well as support the social and community aspects of the institution

    Interactive 3D Visualization of a Large University Campus over the Web

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    Nowadays, with the rise and generalized use of web applications and graphical hardware evolution, one of the most interesting problems deals with realistic real-time visualization of virtual environments on web browsers. This paper shows an on-line application to dynamically visualize a large campus on the World Wide Web. The application focuses on a smooth walk through a large 3D environment in real-time as an alternative way to index geographically related information. This way, contents are continuously filtered based on viewpointÂżs position. This can be made thanks to the availability of different models corresponding to different levels of detail (LOD) for each modeled building. A server storage model has been purposed including all models, compound of meshes, textures and information. The technique is based on an algorithm that performs a progressive refining of the models, according to the distance from the viewpoint.Vendrell Vidal, E.; Sanchez Belenguer, C. (2011). Interactive 3D Visualization of a Large University Campus over the Web. International Journal of Computer Information Systems and Industrial Management Applications. 3:514-521. http://hdl.handle.net/10251/35020S514521

    New Trends in Using Augmented Reality Apps for Smart City Contexts

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    The idea of virtuality is not new, as research on visualization and simulation dates back to the early use of ink and paper sketches for alternative design comparisons. As technology has advanced so the way of visualizing simulations as well, but the progress is slow due to difficulties in creating workable simulations models and effectively providing them to the users. Augmented Reality and Virtual Reality, the evolving technologies that have been haunting the tech industry, receiving excessive attention from the media and colossal growing are redefining the way we interact, communicate and work together. From consumer application to manufacturers these technologies are used in different sectors providing huge benefits through several applications. In this work, we demonstrate the potentials of Augmented Reality techniques in a Smart City (Smart Campus) context. A multiplatform mobile app featuring Augmented Reality capabilities connected to GIS services are developed to evaluate different features such as performance, usability, effectiveness and satisfaction of the Augmented Reality technology in the context of a Smart Campus

    Application of virtual reality in a learning experience

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    The project is an application that allows users to interact in a virtual environment via a web interface, in which models are in three dimensions to simulate different activities. The application focuses on education with virtual reality technology, enriching the student's perception through the interaction with objects in an artificial world, facilitating their learning. A website was designed for this purpose, on which the application can be executed directly in the web browser with the help of a plugin or downloaded and run as a native application. The user navigates in the virtual environment containing a three-dimensional replica of one of the laboratories of the Polytechnic School UNE. The tests consisted of running the model and laboratory simulations. The results obtained from forms show that the use of virtual reality is valid, accepted and helps understanding the context of the simulations.Facultad de Informátic

    Considerations on Designing a Geo-targeted AR Application

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    AbstractWhen designing an AR application for mobile devices there are some factors to take into account such as gyroscope drift and device orientation, compass noise and six axis or accelerometer and GPS sensors accuracy. This work focuses on Geo- targeted Augmented Reality applications. We expose the procedure followed to design an AR framework almost from scratch from the software design point of view. We have also detailed the technical difficulties encountered during the development of the application and how they were addressed. Finally we propose some guidelines and recommendations for future work and improvements which can also serve as a common pattern design for Geo-tagging AR applications

    Application of virtual reality in a learning experience

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    The project is an application that allows users to interact in a virtual environment via a web interface, in which models are in three dimensions to simulate different activities. The application focuses on education with virtual reality technology, enriching the student's perception through the interaction with objects in an artificial world, facilitating their learning. A website was designed for this purpose, on which the application can be executed directly in the web browser with the help of a plugin or downloaded and run as a native application. The user navigates in the virtual environment containing a three-dimensional replica of one of the laboratories of the Polytechnic School UNE. The tests consisted of running the model and laboratory simulations. The results obtained from forms show that the use of virtual reality is valid, accepted and helps understanding the context of the simulations.Facultad de Informátic
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