206,018 research outputs found
JXTA-Overlay: a P2P platform for distributed, collaborative, and ubiquitous computing
With the fast growth of the Internet infrastructure and the use of large-scale complex applications in industries, transport, logistics, government, health, and businesses, there is an increasing need to design and deploy multifeatured networking applications. Important features of such applications include the capability to be self-organized, be decentralized, integrate different types of resources (personal computers, laptops, and mobile and sensor devices), and provide global, transparent, and secure access to resources. Moreover, such applications should support not only traditional forms of reliable distributing computing and optimization of resources but also various forms of collaborative activities, such as business, online learning, and social networks in an intelligent and secure environment. In this paper, we present the Juxtapose (JXTA)-Overlay, which is a JXTA-based peer-to-peer (P2P) platform designed with the aim to leverage capabilities of Java, JXTA, and P2P technologies to support distributed and collaborative systems. The platform can be used not only for efficient and reliable distributed computing but also for collaborative activities and ubiquitous computing by integrating in the platform end devices. The design of a user interface as well as security issues are also tackled. We evaluate the proposed system by experimental study and show its usefulness for massive processing computations and e-learning applications.Peer ReviewedPostprint (author's final draft
The e-learning grid: integrating e-pedagogy with novel technologies
In this paper we present the approach taken by the European E-Learning Grid consortium in building learning Grids. We focus on combining collaborative and peer-to-peer approaches with the relevant pedagogical paradigms where we can arrive at the E-Learning Grid. We present a framework that supports the creation of multi-user collaborative sessions, allowing users to self-organise and communicate, share tasks, workloads, and content, and interact across multiple different computing platforms and are aiming for heterogeneity in terms of both network and operating system platforms centred on fundamental technologies
Implementation of A Collaborative E-Learning Environment On A Linux Thin-Client System
The advances in electronic technology have created opportunities for new instructional designs to be developed. Since Knowledge is expanding at a tremendous rate, these designs make it easy to impact the necessary knowledge (both practical) on people to enable them survive in a competitive environment. The Collaborative E-Learning Environment as an important group learning mode sets a goal of convenience and an adaptation into our technologically advanced society. It emphasizes the communication and information sharing among group members. Implementing this collaborative e-learning environment on a Linux thin-client system makes it possible for this environment to be available in most schools and companies because the Linux thin-clients are less expensive than other conventional computing systems. Developing a Collaborative E-Learning Environment on a Linux Thin-Client System provides a means of delivering an improved quality of education in our society. This paper involves the setting-up of Linux Thin-Client system, installing the appropriate applications necessary for this environment, and developing the interactive portal that will enable registered users to have access to the appropriate collaborative tools.
Keywords: Bandwidth, Collaborative learning, E-learning, Linux, Thin-clien
A Web-Based Collaborative e-Learning Environment Based on a Model of Social Cognitive Development Theories
Putting all powerful Web technologies like Cloud Computing and Web 2.0 technologies together in an e-learning environment maximizes the opportunity for learners to acquire knowledge and skills in an interactive, collaborative and social manner and decreases technical efforts and financial burdens on educational institutions. This research proposes a collaborative e-learning model that consists of six levels and six tasks based on four social cognitive development theories which are: Connectivism, Social Cognitive Development, Social Interdependence and Cognitive Elaboration Perspectives. The proposed collaborative e-learning model levels are: Networking, Contribution, Cognitive Disequilibrium, Origination of Social Interaction, Knowledge Evolving, and Cognitive Equilibrium. The tasks of the proposed collaborative e-learning model are: Knowledge Feeding, Knowledge Self-Reflection, Knowledge Negotiation, Knowledge Elaboration, Knowledge Accommodation and Knowledge Shifting. A rich Web-based collaborative e-learning environment called ShareSpace is developed as a realization of the proposed collaborative e-learning model. ShareSpace is evaluated based on the proposed collaborative e-learning model, on a framework for evaluating computer supported collaborative learning and on an adaptable usability heuristic checklist for online courses. ShareSpace is an interactive and flexible social collaborative e-learning environment which can be utilized by educational institutes and contributes to the overall goal of learning process which is maximizing the learning outcome
CoLeP: An Agent-based Collaborative System for Pervasive Learning
[[abstract]]Collaborative learning is one of the intense topics from electronic learning (e-learning) to pervasive learning (p-learning) based on the diverse technology. This study attempts to shift the paradigm from e-learning to p-learning by combining pervasive computing technology. We consider students around the campus need to learn anytime anywhere except formal learning in the classroom. Consequently, this paper proposes an informal learning system called CoLeP to support pervasive learning. CoLeP system overcomes the existing learning problems such as learning in the fixed locations, teaching students accordingly with their aptitude, and interacting with limited devices. Finally, this work identifies three major contributions: (1) sharing knowledge immediately, (2) discussing collaboratively, and (3) learning anytime and anywhere.[[conferencetype]]國際[[conferencedate]]20080407~20080409[[iscallforpapers]]Y[[conferencelocation]]Las Vegas, Nevada, US
Using e-Learning to extend access to new populations of students and reduce cost of programme delivery
This paper evaluates the Global Campus e-learning programmes offered by the School of Computing. The programmes are delivered to students at seven collaborative partner institutions located in China, Cyprus, Egypt, Hong Kong and Singapore. The same programmes are also delivered to students at our London campus. All programmes employ the same course management assessment and quality-control procedures so that all students ahave an equivalent learning experience. These procedures comply with the standards laid down by the Quality Assurance Agency (QAA) of the Higher Education Funding Council of of England (HEFCE). Recently a sustainability analysis was completed correlating programme income with staff salary costs for all programmes offered by the University. Using these figures we have been able to estimate the benefits of delivering the programmes with Global Campus e-learning materials in terms both of learning enhancement and cost reduction
Collaborative Learning Models on Distance Scenarios with Learning Design: A Case Study
6 págs, 1 fig.-- Publicado en la Sección: "Artículos seleccionados de IEEE ICALT" (ICALT'2008 - Eighth IEEE International Conference on Advanced Learning Technologies, Santander, Cantabria, Spain, Jul 1-5, 2008).Previamente publicado como ponencia (en inglés) en: Proceedings ICALT'08 - Eighth IEEE International Conference on Advanced Learning Technologies, 2008, p. 278-282, http://e-archivo.uc3m.es/handle/10016/8964Collaborative learning models are widely used in educational institutions. These models require a high interaction level among students and are mainly oriented towards in-class scenarios. But when collaborative models are deployed in a distant scenario, user expressiveness is significantly reduced thus creating a gap that hinders the effectiveness of this collaboration. A computer-supported model provides a set of tools to compensate for the distant scenario and reduce this gap. This paper presents the issues and solutions derived from the design and deployment of a complex collaborative model in a distant scenario. The course structure was captured using the Learning Design specification, and an architecture based on Virtual Network Computing was used to provide the required collaborative tools. The course was included as part of a regular undergraduate program in three higher educational institutions.Trabajo parcialmente financiado por el Programa Nacional de Tecnologías de la Información y de las Comunicaciones, Proyectos MOSAIC (TSI2005-08225-C07-02/04) y LEARN3 (TIN2008-05163/TSI).Publicad
Accessibility and tangible interaction in distributed workspaces based on multi-touch surfaces
[EN] Traditional interaction mechanisms in distributed digital spaces often fail to consider the intrinsic properties of action, perception, and communication among workgroups, which may affect access to the common resources used to mutually organize information. By developing suitable spatial geometries and natural interaction mechanisms, distributed spaces can become blended where the physical and virtual boundaries of local and remote spaces merge together to provide the illusion of a single unified space. In this paper, we discuss the importance of blended interaction in distributed spaces and the particular challenges faced when designing accessible technology. We illustrate this discussion through a new tangible interaction mechanism for collaborative spaces based on tabletop system technology implemented with optical frames. Our tangible elements facilitate the exchange of digital information in distributed collaborative settings by providing a physical manifestation of common digital operations. The tangibles are designed as passive elements that do not require the use of any additional hardware or external power while maintaining a high degree of accuracy.This work was supported by the Spanish Ministry of Economy and Competitiveness and the European Regional Development Fund, through the ANNOTA Project (Ref. TIN2013-46036-C3-1-R).Salvador-Herranz, G.; Camba, J.; Contero, M.; Naya Sanchis, F. (2018). Accessibility and tangible interaction in distributed workspaces based on multi-touch surfaces. Universal Access in the Information Society. 17(2):247-256. https://doi.org/10.1007/s10209-017-0563-7S247256172Arkin, E.M., Chew, L.P., Huttenlocher, D.P., Kedem, K., Mitchell, J.S.B.: An efficiently computable metric for comparing polygonal shapes. IEEE Trans. Acoust. Speech Signal Process. 13(3), 209–216 (1991)Benyon, D.: Presence in blended spaces. Interact. Comput. 24(4), 219–226 (2012)Bhalla, M.R., Bhalla, A.V.: Comparative study of various touchscreen technologies. Int. J. Comput. Appl. 6(8), 12–18 (2010)Bradski, G., Kaehler, A.: Learning OpenCV: Computer Vision with the OpenCV Library. O’Reilly Media Inc., Newton (2008)Candela, E.S., Pérez, M.O., Romero, C.M., López, D.C.P., Herranz, G.S., Contero, M., Raya, M.A.: Humantop: a multi-object tracking tabletop. Multimed. Tools Appl. 70(3), 1837–1868 (2014)Cohen, J., Withgott, M., Piernot, P.: Logjam: a tangible multi-person interface for video logging. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 128–135. ACM (1999)Couture, N., Rivière, G., Reuter, P.: Geotui: a tangible user interface for geoscience. In: Proceedings of the 2nd International Conference on Tangible and Embedded Interaction, pp. 89–96. ACM (2008)de la Guía, E., Lozano, M.D., Penichet, V.R.: Cognitive rehabilitation based on collaborative and tangible computer games. In: 2013 7th International Conference on Pervasive Computing Technologies for Healthcare (PervasiveHealth), pp. 389–392. IEEE (2013)Dietz, P., Leigh, D.: Diamondtouch: a multi-user touch technology. In: Proceedings of the 14th Annual ACM Symposium on User Interface Software and Technology, pp. 219–226. ACM (2001)Falcão, T.P., Price, S.: What have you done! the role of ‘interference’ in tangible environments for supporting collaborative learning. In: Proceedings of the 9th International Conference on Computer Supported Collaborative Learning-Volume 1, pp. 325–334. International Society of the Learning Sciences (2009)Fallman, D.: Wear, point and tilt. In: Proceedings of the Conference on Designing Interactive Systems: Processes, Practices, Methods, and Techniques, pp. 293–302. ACM Press (2002)Fishkin, K.P., Gujar, A., Harrison, B.L., Moran, T.P., Want, R.: Embodied user interfaces for really direct manipulation. Commun. ACM 43(9), 74–80 (2000)Fitzmaurice, G.W., Buxton, W.: An empirical evaluation of graspable user interfaces: towards specialized, space-multiplexed input. In: Proceedings of the ACM SIGCHI Conference on Human Factors in Computing Systems, pp. 43–50. ACM (1997)Fitzmaurice, G.W., Ishii, H., Buxton, W.A.: Bricks: laying the foundations for graspable user interfaces. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 442–449. ACM Press (1995)Graham, R.L., Yao, F.F.: Finding the convex hull of a simple polygon. J. Algorithms 4(4), 324–331 (1983)Hartigan, J.A., Wong, M.A.: Algorithm as 136: a k-means clustering algorithm. J. R. Stat. Soc.: Ser. C (Appl. Stat.) 28(1), 100–108 (1979)Higgins, S.E., Mercier, E., Burd, E., Hatch, A.: Multi-touch tables and the relationship with collaborative classroom pedagogies: a synthetic review. Int. J. Comput. Support. Collab. Learn. 6(4), 515–538 (2011)Hinckley, K., Pausch, R., Goble, J.C., Kassell, N.F.: Passive real-world interface props for neurosurgical visualization. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 452–458. ACM (1994)Hinske, S.: Determining the position and orientation of multi-tagged objects using RFID technology. In: 5th Annual IEEE International Conference on Pervasive Computing and Communications Workshops, 2007. PerCom Workshops’07, pp. 377–381. IEEE (2007)Hornecker, E.: A design theme for tangible interaction: embodied facilitation. In: ECSCW 2005, pp. 23–43. Springer (2005)Hoshi, K., Öhberg, F., Nyberg, A.: Designing blended reality space: conceptual foundations and applications. In: Proceedings of the 25th BCS Conference on Human–Computer Interaction, pp. 217–226. British Computer Society (2011)Ishii, H.: Tangible User Interfaces. CRC Press, Boca Raton (2007)Ishii, H., Ullmer, B.: Tangible bits: towards seamless interfaces between people, bits and atoms. In: Proceedings of the ACM SIGCHI Conference on Human Factors in Computing Systems, pp. 234–241. ACM (1997)Jacob, R.J., Girouard, A., Hirshfield, L.M., Horn, M.S., Shaer, O., Solovey, E.T., Zigelbaum, J.: Reality-based interaction: a framework for post-wimp interfaces. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 201–210. ACM (2008)Jetter, H.C., Dachselt, R., Reiterer, H., Quigley, A., Benyon, D., Haller, M.: Blended Interaction: Envisioning Future Collaborative Interactive Spaces. ACM, New York (2013)Jin, X., Han, J.: Quality threshold clustering. In: Sammut, C., Webb, G.I. (eds.) Encyclopedia of Machine Learning, pp. 820–820. Springer, Boston, MA (2011)Jordà, S., Geiger, G., Alonso, M., Kaltenbrunner, M.: The reactable: exploring the synergy between live music performance and tabletop tangible interfaces. In: Proceedings of the 1st International Conference on Tangible and Embedded Interaction, pp. 139–146. ACM (2007)Kaltenbrunner, M., Bovermann, T., Bencina, R., Costanza, E.: Tuio: a protocol for table-top tangible user interfaces. In: Proceedings of the 6th International Workshop on Gesture in Human–Computer Interaction and Simulation, pp. 1–5 (2005)Kirk, D., Sellen, A., Taylor, S., Villar, N., Izadi, S.: Putting the physical into the digital: issues in designing hybrid interactive surfaces. In: Proceedings of the 23rd British HCI Group Annual Conference on People and Computers: Celebrating People and Technology, pp. 35–44. British Computer Society (2009)Marques, T., Nunes, F., Silva, P., Rodrigues, R.: Tangible interaction on tabletops for elderly people. In: International Conference on Entertainment Computing, pp. 440–443. Springer (2011)Müller, D.: Mixed reality systems. iJOE 5(S2), 10–11 (2009)Newton-Dunn, H., Nakano, H., Gibson, J.: Block jam: a tangible interface for interactive music. In: Proceedings of the 2003 Conference on New Interfaces for Musical Expression, pp. 170–177. National University of Singapore (2003)Patten, J., Recht, B., Ishii, H.: Audiopad: a tag-based interface for musical performance. In: Proceedings of the 2002 Conference on New Interfaces for Musical Expression, pp. 1–6. National University of Singapore (2002)Patten, J., Recht, B., Ishii, H.: Interaction techniques for musical performance with tabletop tangible interfaces. In: Proceedings of the 2006 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, p. 27. ACM (2006)PQLabs: Inc. http://multitouch.com/ . Retrieved on 16 October 2016Ryokai, K., Marti, S., Ishii, H.: I/o brush: drawing with everyday objects as ink. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, CHI’04, pp. 303–310. ACM, New York (2004). doi: 10.1145/985692.985731Salvador, G., Bañó, M., Contero, M., Camba, J.: Evaluation of a distributed collaborative workspace as a creativity tool in the context of design education. In: 2014 IEEE Frontiers in Education Conference (FIE) Proceedings, pp. 1–7. IEEE (2014)Salvador-Herranz, G., Contero, M., Camba, J.: Use of tangible marks with optical frame interactive surfaces in collaborative design scenarios based on blended spaces. In: International Conference on Cooperative Design, Visualization and Engineering, pp. 253–260. Springer (2014)Salvador-Herranz, G., Camba, J.D., Naya, F., Contero, M.: On the integration of tangible elements with multi-touch surfaces for the collaborative creation of concept maps. In: International Conference on Learning and Collaboration Technologies, pp. 177–186. Springer (2016)Schöning, J., Hook, J., Bartindale, T., Schmidt, D., Oliver, P., Echtler, F., Motamedi, N., Brandl, P., von Zadow, U.: Building interactive multi-touch surfaces. In: Müller-Tomfelde, C. (ed.) Tabletops-Horizontal Interactive Displays, pp. 27–49. Springer, London, UK (2010)Shaer, O., Hornecker, E.: Tangible user interfaces: past, present, and future directions. Found. Trends Hum. Comput. Interact. 3(1–2), 1–137 (2010)Shen, C., Everitt, K., Ryall, K.: Ubitable: Impromptu face-to-face collaboration on horizontal interactive surfaces. In: International Conference on Ubiquitous Computing, pp. 281–288. Springer (2003)Suzuki, H., Kato, H.: Algoblock: a tangible programming language, a tool for collaborative learning. In: Proceedings of 4th European Logo Conference, pp. 297–303 (1993)Suzuki, H., Kato, H.: Interaction-level support for collaborative learning: Algoblockan open programming language. In: The 1st International Conference on Computer Support for Collaborative Learning, pp. 349–355. L. Erlbaum Associates Inc. (1995)Terrenghi, L., Kirk, D., Richter, H., Krämer, S., Hilliges, O., Butz, A.: Physical handles at the interactive surface: exploring tangibility and its benefits. In: Proceedings of the Working Conference on Advanced Visual Interfaces, pp. 138–145. ACM (2008)Veltkamp, R.C.: Shape matching: similarity measures and algorithms. In: SMI 2001 International Conference on Shape Modeling and Applications, pp. 188–197. IEEE (2001)Weinberg, G., Gan, S.L.: The squeezables: Toward an expressive and interdependent multi-player musical instrument. Comput. Music J. 25(2), 37–45 (2001)Weiser, M.: Some computer science issues in ubiquitous computing. Commun. ACM 36(7), 75–84 (1993)Wilson, F.: The hand: how its use shapes the brain, language, and human culture. Vintage Series. Vintage Books (1998). https://books.google.es/books?id=l_Boy_-NkwUCZuckerman, O., Arida, S., Resnick, M.: Extending tangible interfaces for education: digital montessori-inspired manipulatives. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 859–868. ACM (2005
Autonomic service-oriented grid to enhance E-learning experiences
Grid environments were initially intended to deal with issues surrounding computing-intensive applications. Today, however, the use of Grids has evolved to tackle new horizons such as managing large amounts of data and running business applications that support consumers and casual users. In particular, this evolution towards a general-purpose, Grid service-based infrastructure allows educational institutions to enhance e-learning technologies and innovate in e-learning experiences through the provision and mutualisation of various services. Grid technologies will likely become the Information and Communication Technologies backbone of tomorrow\u27s elearning programmes due to their ability to handle and process data from a multitude of resources (i.e., sensors, data warehouses, etc.) and offer new learning experiences which do not exist without the Grid capabilities. To face these new challenges, we propose a service-oriented Grid architecture capable to deliver services that can be used in collaborative learning processes and virtual learning environments. The architecture not only supports the provision of basic e-learning services but also provides infrastructure services (e.g., storage, computational resources, and security services), which can be combined to build on-demand and customized e-learning scenarios. The architecture is self-managed and exhibits autonomic behaviour to adapt itself to environment changes and exempt non-IT people from managing technical issues. ©2009 IEEE
A task-driven design model for collaborative AmI systems
Proceedings of the CAISE*06 Workshop on Ubiquitous Mobile Information and Collaboration Systems UMICS '06. Luxemburg, June 5-9, 2006.The proceedings of this workshop also appeared in printed version In T. Latour and M. Petit (eds), Proceedings of Workshops and Doctoral Consortium, The 18th International Conference on Advanced Information Systems Engineering - Trusted Information Systems (CAiSE'06), June 5-9, 2006, Presses Universitaires de Namur, 2006, ISBN 2-87037-525.Also published online by CEUR Workshop Proceedings (CEUR-WS.org, ISSN 1613-0073)Ambient intelligence (AmI) is a promising paradigm for humancentred
interaction based on mobile and context-aware computing, natural
interfaces and collaborative work. AMENITIES (a conceptual and
methodological framework based on task-based models) has been specially
devised for collaborative systems and is the starting point for a
new design proposal for application to AmI systems. This paper proposes
a task-based model for designing collaborative AmI systems, which
attempts to gather the computational representation of the concepts involved
(tasks, laws, etc.) and the relationships between them in order
to develop a complete functional environment in relation with the features
of AmI systems (collaborative, context-aware, dynamic, proactive,
etc.). The research has been applied to an e-learning environment and is
implemented using a blackboard model.This research is partially supported by a Spanish R&D Project TIN2004-03140, Ubiquitous Collaborative Adaptive Training (U-CAT)
- …