30,028 research outputs found
Fast parallel volume visualization on cuda technology
In the medical diagnosis and treatment planning, radiologists and surgeons rely
heavily on the slices produced by medical imaging scanners. Unfortunately, most of
these scanners can only produce two dimensional images because the machines that
can produce three dimensional are very expensive. The two dimensional images from
these devices are difficult to interpret because they only show cross-sectional views
of the human structure. Consequently, such circumstances require highly qualified
doctors to use their expertise in the interpretation of the possible location, size or
shape of the abnormalities especially for large datasets of enormous amount of slices.
Previously, the concept of reconstructing two dimensional images to three
dimensional was introduced. However, such reconstruction model requires high
performance computation, may either be time-consuming or costly. Furthermore,
detecting the internal features of human anatomical structure, such as the imaging of
the blood vessels, is still an open topic in the computer-aided diagnosis of disorders
and pathologies. This study proposed, designed and implemented a visualization
framework named SurLens with high performance computing using Compute
Unified Device Architecture (CUDA), augmenting the widely proven ray casting
technique in terms of superior qualities of images but with slow speed. Considering
the rapid development of technology in the medical community, our framework is
implemented on Microsoft .NET environment for easy interoperability with other
emerging revolutionary tools. The Visualization System was evaluated with brain
datasets from the department of Surgery, University of North Carolina, United
States, containing 109 datasets of MRA, T1-FLASH, T2-Weighted, DTI and
T1-MPRAGE. Significantly, at a reasonably cheaper cost, SurLens Visualization
System achieves immediate reconstruction and obvious mappings of the internal
features of the human brain, reliable enough for instantaneously locate possible
blockages in the brain blood vessels without any prior segmentation of the datasets
Location-based technologies for learning
Emerging technologies for learning report - Article exploring location based technologies and their potential for educatio
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Landscape Study in Wireless and Mobile Learning in the post-16 sector
In the post-16 sector (further and higher education, and adult and community learning) there is a need to understand how wireless and mobile technologies can contribute to improving the student experience of learning, and help institutions fulfil their missions in an age of incomparably fast technological change. In the context of this interest and growing need, a Landscape Study project was commissioned by JISC through the Innovation strand of the JISC e-Learning Programme in 2004-5. Our project aims were to take a birds-eye view of developments and practice in the UK and internationally, and to communicate our findings to a broad and varied audience. The Summary report is accompanied by 3 associated reports on 'Current Uses', 'Potential Uses' and 'Strategic Aspects'. (The four reports are available in one single document here.
Innovation in Mobile Learning: A European Perspective
In the evolving landscape of mobile learning, European researchers have conducted significant mobile learning projects, representing a distinct perspective on mobile learning research and development. Our paper aims to explore how these projects have arisen, showing the driving forces of European innovation in mobile learning. We propose context as a central construct in mobile learning and examine theories of learning for the mobile world, based on physical, technological, conceptual, social and temporal mobility. We also examine the impacts of mobile learning research on educational practices and the implications for policy. Throughout, we identify lessons learnt from European experiences to date
Learning cultures on the move: where are we heading?
The paper analyzes the globally recognized cultural move towards a more learner-centred education and discusses the implications for the adoption of mobile technologies and design for learning. Current expectations vis-Ã -vis learner attributes, skills and competences are explored. The pervasiveness of mobile technologies is precipitating these developments, whilst also generating a distinct mobile culture where learners take mobility and context-awareness as starting points and become more visible as innovators, creators and producers. Language learning, one of the most popular application areas of mobile learning, provides fertile ground for the growth of this phenomenon. The paper reviews several innovative language learning applications and concludes by indicating the directions in which we are heading
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The genesis and development of mobile learning in Europe
In the past two decades, European researchers have conducted many significant mobile learning projects. The chapter explores how these projects have arisen and what each one has contributed, so as to show the driving forces and outcomes of European innovation in mobile learning. The authors identify context as a central construct in European researchers’ conceptualizations of mobile learning and examine theories of learning for the mobile world, based on physical, technological, conceptual, social and temporal mobility. The authors also examine the impacts of mobile learning research on educational practices and the implications for policy. Finally, they suggest future challenges for researchers, developers and policy makers in shaping the future of mobile learning
Updating the art history curriculum: incorporating virtual and augmented reality technologies to improve interactivity and engagement
Master's Project (M.Ed.) University of Alaska Fairbanks, 2017This project investigates how the art history curricula in higher education can borrow from and incorporate emerging technologies currently being used in art museums. Many art museums are using augmented reality and virtual reality technologies to transform their visitors' experiences into experiences that are interactive and engaging. Art museums have historically offered static visitor experiences, which have been mirrored in the study of art. This project explores the current state of the art history classroom in higher education, which is historically a teacher-centered learning environment and the learning effects of that environment. The project then looks at how art museums are creating visitor-centered learning environments; specifically looking at how they are using reality technologies (virtual and augmented) to transition into digitally interactive learning environments that support various learning theories. Lastly, the project examines the learning benefits of such tools to see what could (and should) be implemented into the art history curricula at the higher education level and provides a sample section of a curriculum demonstrating what that implementation could look like. Art and art history are a crucial part of our culture and being able to successfully engage with it and learn from it enables the spread of our culture through digital means and of digital culture
Integration of informal music technologies in secondary school music lessons
date-added: 2011-08-12 11:03:06 +0100 date-modified: 2011-08-12 11:03:38 +0100date-added: 2011-08-12 11:03:06 +0100 date-modified: 2011-08-12 11:03:38 +0100This project was supported by EPSRC grant EP/I001832/1, ‘Musicology for the masses’
YouTube as a repository : the creative practice of students as producers of Open Educational Resources
In this paper we present an alternative view of Open Educational Resources (OERs). Rather than focusing on open media resources produced by expert practitioners for use by peers and learners, we examine the practice of learners as active agents, producing open media resources using the devices in their pockets: their mobile phones. In this study, students are the producers and operate simultaneously as legitimate members of the YouTube community and producers of educational content for future cohorts. Taking an Action Research approach we investigated how student’s engagement with open media resources related to their creativity. Using Kleiman’s framework of fives conceptual themes which emerged from academics experiences of creativity (constraint, process, product, transformation, fulfillment), we found that these themes revealed the opportunities designed into the assessed task and provided a useful lens with which to view students’ authentic creative experiences.
Students’ experience of creativity mapped on to Kleiman’s framework, and was affected by assessment. Dimensions of openness changed across platforms, although the impact of authenticity and publication on creativity was evident, and the production of open media resources that have a dual function as OERs has clear benefits in terms of knowledge sharing and community participation.The transformational impacts for students were evident in the short term but would merit a longitudinal study. A series of conclusions are drawn to inform future practice and research
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