4,603 research outputs found

    A gentle transition from Java programming to Web Services using XML-RPC

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    Exposing students to leading edge vocational areas of relevance such as Web Services can be difficult. We show a lightweight approach by embedding a key component of Web Services within a Level 3 BSc module in Distributed Computing. We present a ready to use collection of lecture slides and student activities based on XML-RPC. In addition we show that this material addresses the central topics in the context of web services as identified by Draganova (2003)

    Personalization in cultural heritage: the road travelled and the one ahead

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    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

    Common Educational Teleoperation Platform for Robotics Utilizing Digital Twins

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    The erratic modern world introduces challenges to all sectors of societies and potentially introduces additional inequality. One possibility to decrease the educational inequality is to provide remote access to facilities that enable learning and training. A similar approach of remote resource usage can be utilized in resource-poor situations where the required equipment is available at other premises. The concept of Industry 5.0 (i5.0) focuses on a human-centric approach, enabling technologies to concentrate on human–machine interaction and emphasizing the importance of societal values. This paper introduces a novel robotics teleoperation platform supported by the i5.0. The platform reduces inequality and allows usage and learning of robotics remotely independently of time and location. The platform is based on digital twins with bi-directional data transmission between the physical and digital counterparts. The proposed system allows teleoperation, remote programming, and near real-time monitoring of controlled robots, robot time scheduling, and social interaction between users. The system design and implementation are described in detail, followed by experimental results

    SID 04, Social Intelligence Design:Proceedings Third Workshop on Social Intelligence Design

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    CSILM: Interactive Learning Modules For Computer Science

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    CSILM is an online interactive learning management system designed to help students learn fundamental concepts of computer science. Apart from learning computer science modules using multimedia, this online system also allows students talk to professors using communication mediums like chat and implemented web analytics, enabling teachers to track student behavior and see student’s interest in learning the modules,. Integrating social media in to the existing portal also makes it possible for students to share the modules they have created, helping students work together

    Design, implementation and validation of a Europe-wide pedagogical framework for e-learning

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    This work has been carried out within the project UNITE 026964: Unified e-Learning environment for the school, partially supported by the European Community under the Information Society Technologies (IST) priority of the 6th Framework Programme for R&D. The research has also been supported within the Project 177-0361994-1998 Usability and Adaptivity of Interfaces for Intelligent Authoring Shells funded by the Ministry of Science, Education and Sports Technology of the Republic of Croatia.Within the context of a Europe-wide project UNITE, a number of European partners set out to design, implement and validate a pedagogical framework (PF) for e- and m-Learning in secondary schools. The process of formulating and testing the PF was an evolutionary one that reflected the experiences and skills of the various European partners and secondary schools involved in the project. The framework involved pedagogies which underpin the teaching of subject matter in a number of European secondary schools as well as the ways in which learning is delivered and assessed. The PF represents an essential part of the e-Learning system conceptualization and development and offers sound concepts for the development of learning scenarios in order to enhance the learning experience of students in secondary schools. A five-component framework which, by means of its constituents, drives and guides the creation of e-Learning scenarios was designed and tested. It is composed of the pedagogical framework context, pedagogical approaches, assessment techniques, teacher education and national specifics and current pedagogical practices implemented in national curricula. A series of learning scenarios were created to test the PF in classrooms. A detailed exemplar of a scenario in practice is offered. An evaluation of the scenarios based on [Reeves, T. C., 1994. Evaluating what really matters in computer-based education. In M. Wild, D. Kirkpatrick (Eds.), Computer education: new perspectives (pp. 219–246). Perth, Australia: MASTEC] pedagogical dimensions revealed that UNITE is based on constructivist and cognitive foundations. With increased experience of the system the teachers’ implementation of the pedagogical framework developed into increased mastery in the school context. Teachers from the second validation phase became more confident in their application of the framework principles and evaluated more positively the outcomes. This helped them to become more aware of the opportunities offered by the framework in their secondary school teaching. In order to bring this about the supports for change were put into place at the levels of pedagogical design, administrative support and the provision of the required resources and appropriate continuing professional development. The project has sought to create this support structure to ensure maximal benefits of the system for teaching and learning. Such a pedagogical support PF has offered scope for both collaborative and autonomous learning which have brought about value-added teaching and learning effects in the Europe-wide network of schools.peer-reviewe

    Accessibility evaluation of chats and forums in e-learning environments

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    Proceedings of: 2013 International Conference on Frontiers in Education: Computer Science & Computer Engineering (FECS'13): WORLDCOMP'13, July 22-25, 2013, Las Vegas, Nevada (USA)Collaborative learning is useful for students in their learning process. Nowadays, most e-learning systems include Computer Supported Collaborative Learning (CSCL) tools like chats and forums; however, are they accessible for everybody? This paper presents a heuristic evaluation of accessibility of two CSCL tools (chat and forum) in four web-based, open-source Learning Content Management Systems (LCMS): Moodle, ATutor, dotLRN and Claroline. The evaluation results show that the CSCL tools evaluated present accessibility barriers which are a handicap for many students who want to use the LCMSs Moreover, some recommendations are offered in order to improve the accessibility of the evaluated tools. Considering these recommendations in the development of the evaluated tools, all students could participate actively in the collaborative tasks proposed by teachersThis research work has been supported by the Regional Government of Madrid under the Research Network MA2VICMR (S2009/TIC-1542) and by the Spanish Ministry of Economy under the project MULTIMEDICA (TIN2010-20644-C03-01)Publicad

    Challenging the Computational Metaphor: Implications for How We Think

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    This paper explores the role of the traditional computational metaphor in our thinking as computer scientists, its influence on epistemological styles, and its implications for our understanding of cognition. It proposes to replace the conventional metaphor--a sequence of steps--with the notion of a community of interacting entities, and examines the ramifications of such a shift on these various ways in which we think
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