8 research outputs found

    A Real time ZigBee Based Locating System

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    Embedded Systems based on ARM processors are used extensively in mobile devices like PDAā€™s 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

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    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

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    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

    Wii like to play too : computer gaming habits of older adults

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    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)

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    https://digitalcommons.bowdoin.edu/bowdoinorient-2010s/1000/thumbnail.jp
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