8 research outputs found
A Real time ZigBee Based Locating System
Embedded Systems based on ARM processors are used extensively in mobile devices like PDAās and MP3 players.ARM is 32bit Reduced Instruction Set Computer(RISC).Windows CE is real time, multi-task operating system that works on a 32-bit processor. This paper suggests Windows CE embedded operating system, and how to build a platform for Windows CE operating system embedded in a LS5310 ARM11 microprocessor S3C6410 and also the design of Windows CE embedded applications based on Embedded VC++ 4.0. Here we are employing RS232 serial port of ARM 11 processor and ZigBee wireless data communications module to design an application for a ZigBee location system with an easy-to-use interface. It performs multiple functions like information and data receiving, saving, processing and display. It has advantages of high performance, low cost, and low power consumption and is an important component of the network locating system
The Framework for the Rational Analysis of Mobile Education (Frame) Model: An Evaluation of Mobile Devices for Distance Education
Supervisor:
Dr. Mohamed AllyMobile technology is a new and promising area of research in distance education. Currently, there are few if any descriptive models of mobile learning that can be used to develop appropriate pedagogical practices. This thesis has two main purposes: to develop a theoretical model of mobile learning and to use the model to evaluate a set of mobile devices. The Framework for the Rational Analysis of Mobile Education (FRAME) model describes mobile learning as a process resulting from the convergence of mobile technologies, human learning characteristics, and social interaction. The devices included in this study were equipped with wireless networking capacity, but varied in size, weight, processing power, interface design, portability, as well as input and output capabilities. This study is both theoretical and evaluative, relying on a small panel of experts to review the devices. During the first phase of data collection, the experts individually evaluated each device. In the second phase, they shared their observations in a face-to-face discussion. All questionnaires and discussion questions were based on the FRAME model. The study culminates in a discussion of some of the most significant factors likely to affect mobile device usability in distance education. It also outlines other areas of research suggested by the FRAME model
Biometrics
Biometrics-Unique and Diverse Applications in Nature, Science, and Technology provides a unique sampling of the diverse ways in which biometrics is integrated into our lives and our technology. From time immemorial, we as humans have been intrigued by, perplexed by, and entertained by observing and analyzing ourselves and the natural world around us. Science and technology have evolved to a point where we can empirically record a measure of a biological or behavioral feature and use it for recognizing patterns, trends, and or discrete phenomena, such as individuals' and this is what biometrics is all about. Understanding some of the ways in which we use biometrics and for what specific purposes is what this book is all about
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Development of virtual network computing (VNC) environment for networking and enhancing user experience
Virtual Network Computing (VNC) is a thin client developed by Real VNC Ltd, Formerly of Olivetti Research Ltd/AT&T labs Cambridge and can be used as a collaborative environment, therefore it has been chosen as the basis of this research study. The purpose of this thesis is to investigate and develop a VNC based environment over the network and to improve the usersā Quality of Experience (QoE) of using VNC between networked groups by the incorporation of videoconferencing with VNC and enhancing QoE in Mobile environments where the network status is far from ideal and is prone to disconnection.
This thesis investigates the operation of VNC in different environments and scenarios such as wireless environments by investigating user and device mobility and ways to sustain their seamless connection when in motion. As part of the study I also researched all groups that implement VNC like universities, research groups and laboratories and virtual laboratories. In addition to that I identified the successful features and security measures in VNC in order to create a secure environment. This was achieved by pinpointing the points of strength and weakness in VNC as opposed to popular thin clients and remote control applications and analysing VNC according to conforming to several security measures.
Furthermore, it is reasonable to say that the success of any scheme that attempts to deliver desirable levels of Quality of Service (QoS) of an effective application for the future Internet must be based, not only on the progress of technology, but on usersŹ¹ requirements. For instance, a collaborative environment has not yet reached the desired expectation of its users since it is not capable of handling any unexpected events which can result from a sudden disconnection of a nomadic user engaged in an ongoing collaborative session; this is consequently associated with breaking the social dynamics of the group collaborating in the session. Therefore, I have concluded that knowing the social dynamics of applicationās users as a group and their requirements and expectations of a successful experience can lead an application designer to exploit technology to autonomously support the initiating and maintaining of social interaction. Moreover, I was able to successfully develop a VNC based environment for networked groups that facilitates the administration of different remote VNC sessions. In addition to a prototype that uses videoconferencing in parallel to VNC to provide a better userās QoE of VNC. The last part of the thesis was concerned with designing a framework to improve and assess QoE of all users in a collaborative environment where it can be especially applied in the presence of nomadic clients with their much frequent disconnections. I have designed a conceptual algorithm called Improved Collaborative Quality of Experience (ICāQoE), an algorithm that aims to eliminate frustration and improve QoE of users in a collaborative session in the case of disconnections and examined its use and benefits in real world scenarios such as research teams and implemented a prototype to present the concepts of this algorithm. Finally, I have designed a framework to suggest ways to evaluate this algorithm
Wii like to play too : computer gaming habits of older adults
This thesis introduces the innovative idea of the use of computer games and interactive entertainment by second-and third-age adults, specifically in the area of game content and interaction. This form of entertainment and technologies has become varied recently, with increased and widening participation of groups such as older adults of differing ages. The purposes of using technology involve well-being, intergenerational relationships and learning; these are some aspects primarily associated with the study of gerontology and game studies. This investigation encompassed two phases. Phase One examined the type of computer games older adults would like to play relating to hobbies, dreams and interests. Qualitative and quantitative data was collected in a step-by-step approach enabling participants to design their own game idea in an informal, jargon-free environment allowing for ease of understanding and coherence. Phase Two of the investigation involved older adults playing one of two consoles (Wii and PS-2). The games chosen were from the sports genre (golf, tennis and boxing) and were required to play for 15 minutes each. Results from Phase One indicated that participants were able to devise and design a number of game genres, and having prior knowledge of gaming did not necessarily aid when trying to design a game concept. Results from Phase Two indicated participantsā playing on the Wii was easier due to the nature of the console pad, rather than the traditional game pad used on the PS-2. Qualitative and quantitative data analysis interaction mechanism was far more influential on participantsā experience of flow than content. Extensive technological developments have enabled audiences in recent years to interact with gaming platforms easier than before, using motion sensor and natural body movement during game play. Preliminary design guidelines established from this investigation stipulate a multitude of aspects relating to interaction and content to enhance the experience of gaming for older adults.EThOS - Electronic Theses Online ServiceGBUnited Kingdo
Bowdoin Orient v.139, no.1-26 (2009-2010)
https://digitalcommons.bowdoin.edu/bowdoinorient-2010s/1000/thumbnail.jp