44,626 research outputs found
Combining Web 2.0 and Web Services in Collaborative Working Environments
Collaborative applications offer significant benefits in business sector. Usually, team members need to use several systems to carry out their tasks. What these users need is an environment which permits them to carry out these tasks automatically, considering the flow of information between the different systems and offering interoperability and composition features. Nowadays, Web Services have gained their prominence in providing these both features. On the other hand, the use of Web 2.0 allows to create web applications in which the user constitutes a key element. What we propose in this paper is the combination of both approaches for creating a Collaborative Working Environment (CWE)
Collaborative pedagogy and digital scholarship: a case study of 'Media Culture 2020'
This paper presents an educational case study of âMedia Culture 2020â, an EU Erasmus
Intensive Programme that utilised a range social media platforms and computer software
to create open, virtual spaces where students from different countries and fields could
explore and learn together. The multi-disciplinary project featured five universities from
across Europe and was designed to develop new pedagogical frameworks to encourage
collaborative approaches to teaching and learning in the arts. The main objective of
the project was to break down classroom and campus walls by creating digital learning
environments that facilitated new forms of production, transmission and representation of
knowledge. Media Culture 2020 was designed to pilot a novel mode of âblended learningâ,
demonstrating a number of ways in which âWeb 2.0â networked technologies might be
adopted by academics to encourage open and collaborative modes of practice. The project
utilised a number of social media platforms (including Facebook, Twitter, Google+, Google
Hangout, Google Docs and Blogger) to enhance the learning experiences of a diverse set
of students from different cultural and international contexts. In doing so, Media Culture
2020 enabled participants with a diverse range skills and cultural experiences to develop
new working practices that respond to the convergence of digital media and art, as well
as the internationalisation of media production and business, through the use of open,
interactive software
Cloud-Based Collaborative 3D Modeling to Train Engineers for the Industry 4.0
In the present study, Autodesk Fusion 360 software (which includes the A360 environment) is used to train engineering students for the demands of the industry 4.0. Fusion 360 is a tool that unifies product lifecycle management (PLM) applications and 3D-modeling software (PDLMâproduct design and life management). The main objective of the research is to deepen the studentsâ perception of the use of a PDLM application and its dependence on three categorical variables: PLM previous knowledge, individual practices and collaborative engineering perception. Therefore, a collaborative graphic simulation of an engineering project is proposed in the engineering graphics subject at the University of La Laguna with 65 engineering undergraduate students. A scale to measure the perception of the use of PDLM is designed, applied and validated. Subsequently, descriptive analyses, contingency graphical analyses and non-parametric analysis of variance are performed. The results indicate a high overall reception of this type of experience and that it helps them understand how professionals work in collaborative environments. It is concluded that it is possible to respond to the demand of the industry needs in future engineers through training programs of collaborative 3D modeling environments
Conceptualising teachers' professional learning with Web 2.0
Purpose â 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 â 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 socioâcultural 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 â 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 â The potential value and affordances of Web 2.0 technologies for teachers' professional learning are largely unexplored and underâtheorised, and this work seeks to establish a framework for further discussion and empirical exploration
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A literature review of the use of Web 2.0 tools in Higher Education
This review focuses on the use of Web 2.0 tools in Higher Education. It provides a synthesis of the research literature in the field and a series of illustrative examples of how these tools are being used in learning and teaching. It draws out the perceived benefits that these new technologies appear to offer, and highlights some of the challenges and issues surrounding their use. The review forms the basis for a HE Academy funded project, âPeals in the Cloudâ, which is exploring how Web 2.0 tools can be used to support evidence-based practices in learning and teaching. The project has also produced two in-depth case studies, which are reported elsewhere (Galley et al., 2010, Alevizou et al., 2010). The case studies focus on evaluation of a recently developed site for learning and teaching, Cloudworks, which harnesses Web 2.0 functionality to facilitate the sharing and discussion of educational practice. The case studies aim to explore to what extent the Web 2.0 affordances of the site are successfully promoting the sharing of ideas, as well as scholarly reflections, on learning and teaching
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NoTube â making TV a medium for personalized interaction
In this paper, we introduce NoTubeâs vision on deploying semantics in interactive TV context in order to contextualize distributed applications and lift them to a new level of service that provides context-dependent and personalized selection of TV content. Additionally, lifting content consumption from a single-user activity to a community-based experience in a connected multi-device environment is central to the project. Main research questions relate to (1) data integration and enrichment - how to achieve unified and simple access to dynamic, growing and distributed multimedia content of diverse formats? (2) user and context modeling - what is an appropriate framework for context modeling, incorporating task-, domain and device-specific viewpoints? (3) context-aware discovery of resources - how could rather fuzzy matchmaking between potentially infinite contexts and available media resources be achieved? (4) collaborative architecture for TV content personalization - how can the combined information about data, context and user be put at disposal of both content providers and end-users in the view of creating extremely personalized services under controlled privacy and security policies? Thus, with the grand challenge in mind - to put the TV viewer back in the driver's seat â we focus on TV content as a medium for personalized interaction between people based on a service architecture that caters for a variety of content metadata, delivery channels and rendering devices
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