2,455 research outputs found
Integration of Motion Sensing intoMobile Learning Applications
The use of mobile devices in education has greatly increased during the last decade. At the same time, technology advances have opened new spaces and possibilities for the field of mobile-based education in the form of entertainment—where learners can achieve their learning goals whilst having fun. Games on mobile phones have also become an important part of education experienced by young people. With the advancement in technology, utilizing motion-sensors in mobile learning systems have started to evolve. Research indicates that the potential of using motion-sensors in game-based learning could achieve maximum benefits from mobile technology in game-based learning activities, as well as improving this form of e-learning entertainment technology. This paper discusses our ongoing research that aims to improve current learning mobile technologies by integrating a new innovative motion-sensing feature. These advancements are reviewed and evaluated for integration and use in a motion-sensing edutainment mobile application
Development of an Educational Game : Augmented Reality Approach to Edutainment
In this paper, the authors examine the problems, capabilities, and benefits of implementing
augmented reality technologies in higher education and integrating them into formal e-learning in the form of
edutainment. The main goal is to design and develop an educational interactive game that features
augmented reality and would enrich the teaching process with interesting content as well as motivate
students and stimulate their acquisition of knowledge. The developed game is based on current internet
mobile technologies, with AR aspects realized through the use of the Vuforia platform, and is implemented
as a part of a smart classroom. It includes a web application for teachers to create tasks, small parts of the
curriculum that are being tested, a mobile application that students use to interact with the game and solve
tasks, an augmented reality module that supports distance learning and a component for integration with
Moodle LMS. This paper will focus on the AR aspects of the game and the benefits that can be gained with
its use in education. The game has been implemented within the educational process at Faculty of Organizational Sciences, University of Belgrade
Computational Intelligence and Human- Computer Interaction: Modern Methods and Applications
The present book contains all of the articles that were accepted and published in the Special Issue of MDPI’s journal Mathematics titled "Computational Intelligence and Human–Computer Interaction: Modern Methods and Applications". This Special Issue covered a wide range of topics connected to the theory and application of different computational intelligence techniques to the domain of human–computer interaction, such as automatic speech recognition, speech processing and analysis, virtual reality, emotion-aware applications, digital storytelling, natural language processing, smart cars and devices, and online learning. We hope that this book will be interesting and useful for those working in various areas of artificial intelligence, human–computer interaction, and software engineering as well as for those who are interested in how these domains are connected in real-life situations
Performance evaluation of a distributed integrative architecture for robotics
The eld of robotics employs a vast amount of coupled sub-systems. These need to interact
cooperatively and concurrently in order to yield the desired results. Some hybrid algorithms
also require intensive cooperative interactions internally. The architecture proposed lends it-
self amenable to problem domains that require rigorous calculations that are usually impeded
by the capacity of a single machine, and incompatibility issues between software computing
elements. Implementations are abstracted away from the physical hardware for ease of de-
velopment and competition in simulation leagues. Monolithic developments are complex, and
the desire for decoupled architectures arises. Decoupling also lowers the threshold for using
distributed and parallel resources. The ability to re-use and re-combine components on de-
mand, therefore is essential, while maintaining the necessary degree of interaction. For this
reason we propose to build software components on top of a Service Oriented Architecture
(SOA) using Web Services. An additional bene t is platform independence regarding both
the operating system and the implementation language. The robot soccer platform as well
as the associated simulation leagues are the target domain for the development. Furthermore
are machine vision and remote process control related portions of the architecture currently
in development and testing for industrial environments. We provide numerical data based on
the Python frameworks ZSI and SOAPpy undermining the suitability of this approach for the
eld of robotics. Response times of signi cantly less than 50 ms even for fully interpreted,
dynamic languages provides hard information showing the feasibility of Web Services based
SOAs even in time critical robotic applications
Rethinking the role of ICTs - Digital transformation and Culture enjoyment continuity
This document will analyse recent trends and evolution of the use of ICTs in the field of cultural heritage from a different standpoint, the service provision in the age of digital transition and pandemic. The initial focus is on the usual approach in the field of goods, proper design to elicit a positive feeling by potential customers. Recently a new type of good has been identified, service. Services grown up incredibly in the pandemic, goods delivery, food delivery, and more. So, thinking at services like a good we must design them to better the appreciation by customers as since the early XX century the people did with objects and merchandise. Appling the same approach to digital services a design phase is required together with all the different components that will provide a positive feedback from the user, this means to deal with interaction design, user centred approach, usability guidelines and the overall concept of positive user experience. Recent trends and reborn technologies like the path from edutainment to serious games and gamification, the new approach to immersive interactive technologies in a nonintrusive format. Last but relevant the need to take the momentum to ensure the culture enjoyment continuity in case of crisis
A SHARED INFORMATION SYSTEM FOR TOURISM ENTERPRISES IN DEVELOPING ECONOMIES
In a developing economy's business environment, introduction of new technology creates a large potential for more effective and streamlined production of tourism services. This study shows guidelines of design of an inter-organizational information system for small tourism enterprises. The entrepreneurial goal is to support strategic alliances in order to obtain better market-fit and sustainable competitive advance. This requires that the enterprises are capable of evaluating their existing processes, identify and outline improvements, and implement them. More than that, enterprises have to execute profound strategic changes in their business processes. For this change, study shows that adaption of supportive information system can be a key factor to satisfy these demands.
Firstly, using systematic literature review the study identifies global trends of e-tourism. Secondly the trends are compared with the reality of small tourism enterprises in Nicaraguan Caribbean coast. With interview and brain storming sessions with hotel managers and local tourism specialists, desired state of e-tourism enhanced business processes is defined. Performance gaps and solutions are identified and outlined in order to reach new customer segments and better customer satisfaction with use of inter-organizational information system. With help of shared information system, enterprises search for sustainable economic growth and more stable business environment for their activities.
The scientific domain of research is Information systems science. The method used for data collection and interpretation is systematic literature review and human and institutional capacity development -method. As result, the research identifies critical business processes when implementing e-Tourism services into tourism enterprises in developing economies. Strategic solutions for sustainable improvements in business processes supported by use of shared information system are outlined. As a practical result, the study lists required steps in order to reach desired changes in tourism enterprises with e-tourism initiative. Specification of requirements for information system is made. The implementation process and construction of information system is left out from this research and it requires later its own case study.fi=Opinnäytetyö kokotekstinä PDF-muodossa.|en=Thesis fulltext in PDF format.|sv=Lärdomsprov tillgängligt som fulltext i PDF-format
Mobile edutainment in the city
Touring around a City can sometimes be frustrating rather than an enjoyable experience. The scope of the Virtual Mobile City Guide (VMCG) is to create a mobile application which aims to provide the user with tools normally used by tourists while travelling and provides them with factual information about the city. The VMCG is a mash up of different APIs implemented in the Android platform which together with an information infrastructure provides the user with information about different attractions and guidance around the city in question. While providing the user with the traditional map view by making use of the Google maps API, the VMCG also employs the Wikitude® API to provide the user with an innovative approach to navigating through cities. This view uses augmented reality to indicate the location of attractions and displays information in the same augmented reality. The VMCG also has a built in recommendation engine which suggests attractions to the user depending on the attractions which the user is visiting during the tour and tailor information in order to cater for a learning experience while the users travel around the city in question.peer-reviewe
Retailtainment: Popota fun experience
This project was developed in the context of master thesis, and it has the objective to develop a strategic marketing plan.
In this respect, and applying the knowledge acquired over the last four years, it is developed the “Popota Fun Experience”, a retail toys store of a well-known character by Portuguese population.
Popota Fun Experience is a retail store target to children and it is based in two important concepts: entertainment and education. Having said that, the main objective is to educate children while they are playing. It is a new retail store concept with a different positioning from the main competitors and that will stimulate the market growth.
In order to support the opening of Popota Store, it is defined a marketing strategy and it is designed the retailing-mix variables.Este projecto foi desenvolvido no âmbito da tese de mestrado e tem como objectivo o desenvolvimento de um plano de marketing a nĂvel estratĂ©gico.
Neste contexto, e aplicando os conhecimentos adquiridos ao longo dos últimos quatro anos, é desenvolvida a “Popota Fun Experience”, a loja de brinquedos de retalho de uma personagem bastante conhecida pelos portugueses.
A Popota Fun Experience é uma loja de brinquedos orientada para as crianças e tem como base dois importantes conceitos: entretenimento e educação. Desta forma, tem como principal objectivo educar as crianças enquanto brincam. É um novo conceito de loja com um posicionamento diferente dos principais concorrentes e que vai dinamizar e estimular o crescimento do mercado.
De forma a suportar a abertura da loja da Popota, é definida a estratégia de marketing e são desenvolvidas as variáveis do retailing-mix
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