49,684 research outputs found

    Advanced security infrastructures for grid education

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    This paper describes the research conducted into advanced authorization infrastructures at the National e-Science Centre (NeSC) at the University of Glasgow and their application to support a teaching environment as part of the Dynamic Virtual Organisations in e-Science Education (DyVOSE) project. We outline the lessons learnt in teaching Grid computing and rolling out the associated security authorisation infrastructures, and describe our plans for a future, extended security infrastructure for dynamic establishment of inter-institutional virtual organisations (VO) in the education domain

    Advanced security infrastructures for grid education

    Get PDF
    This paper describes the research conducted into advanced authorization infrastructures at the National e-Science Centre (NeSC) at the University of Glasgow and their application to support a teaching environment as part of the Dynamic Virtual Organisations in e-Science Education (DyVOSE) project. We outline the lessons learnt in teaching Grid computing and rolling out the associated security authorisation infrastructures, and describe our plans for a future, extended security infrastructure for dynamic establishment of inter-institutional virtual organisations (VO) in the education domain

    Advanced Security Infrastructures for Grid Education

    Get PDF
    This paper describes the research conducted into advanced authorization infrastructures at the National e-Science Centre (NeSC) at the University of Glasgow and their application to support a teaching environment as part of the Dynamic Virtual Organisations in e-Science Education (DyVOSE) project. We outline the lessons learnt in teaching Grid computing and rolling out the associated security authorisation infrastructures, and describe our plans for a future, extended security infrastructure for dynamic establishment of inter-institutional virtual organisations (VO) in the education domain

    Conceptualising teachers' professional learning with Web 2.0

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    Purpose – This paper seeks to identify and develop an exploratory framework for conceptualising how teachers might use the affordances of Web 2.0 technologies to support their own professional learning. Design/methodology/approach – The paper draws on a large corpus of literature and recent research evidence to identify the principal elements and features of professional learning and the underlying affordances of Web 2.0 technologies and applications. It generates an exploratory conceptual framework based on the emerging findings from this review using a socio‐cultural theoretical perspective. The framework is explored through three individual illustrations which are drawn from a much larger case study which the author is undertaking within a newly established Academy in the North of England. Findings – The findings indicate that there is potential value in exploring professional learning with Web 2.0 technologies in the ways described. The framework offers an exploratory instrument to examine how professional learning for teachers could be supported with Web 2.0 technologies in ways that might have significant benefits over traditional methods of continuing professional development (CPD). Originality/value – The potential value and affordances of Web 2.0 technologies for teachers' professional learning are largely unexplored and under‐theorised, and this work seeks to establish a framework for further discussion and empirical exploration

    Touch Screen Avatar English Learning System For University Students Learning Simplicity

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    This paper discusses on touch screen avatar for an English language learning application system. The system would be a combination of avatar as Animated Pedagogical Agent (APA) and a touch screen application that adapt the up to date gesture-based computing which is found as having potential to change the way how we learn as it could reduce the amount of Information Communication Technology (ICT) devices used during teaching and learning process. The key here is interaction between university students and touch screen avatar intelligent application system as well as learning resources that could be learned anytime anywhere twenty four hours in seven days 24/7 based on their study time preference where they could learn at their own comfort out of the tradition. The students would be provided with a learning tool that could help them learn interactively with the current trend which they might be interested with based on their own personalization. Apart from that, their performance shall be monitored from a distance and evaluated to avoid disturbing their learning process from working smoothly and getting rid of feeling of being controlled. Thus, the students are expected to have lower affective filter level that may enhance the way they learn unconsciously. Keywords: Gesture-Based Computing, Avatar, Portable Learning Tool, Interactivity, Language Learnin

    Yxilon: Designing The Next Generation, Vertically Integrable Statistical Software Environment

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    Modern statistical computing requires smooth integration of new algorithms and quantitative analysis results in all sorts of platforms such as webbrowsers, standard and proprietary application software. Common statistical software packages can often not be adapted to integrate into new environments or simply lack the demands users and especially beginners have. With Yxilon we propose a vertically integrable, modular statistical computing environment, providing the user a rich set of methods and a diversity of different interfaces, including command-line interface, web clients and interactive examples in electronic books. This architecture allows the users to rely upon only one environment in order to organize data from a variety of sources, analyse them and visualize or export the results to other software programs. The design of Yxilon is inspired by XploRe, a statistical environment developed by MD*Tech and Humboldt-UniversitÀt zu Berlin. Yxilon incorporates several ideas from recent developments and design principles in software engineering: modular plug-in architecture, platform independence, and separation of user interfaces and computing engine. --Java,Client/Server,XploRe,Yxilon,electronic publishing,e-books

    Teaching and learning in virtual worlds: is it worth the effort?

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    Educators have been quick to spot the enormous potential afforded by virtual worlds for situated and authentic learning, practising tasks with potentially serious consequences in the real world and for bringing geographically dispersed faculty and students together in the same space (Gee, 2007; Johnson and Levine, 2008). Though this potential has largely been realised, it generally isn’t without cost in terms of lack of institutional buy-in, steep learning curves for all participants, and lack of a sound theoretical framework to support learning activities (Campbell, 2009; Cheal, 2007; Kluge & Riley, 2008). This symposium will explore the affordances and issues associated with teaching and learning in virtual worlds, all the time considering the question: is it worth the effort
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