13,124 research outputs found

    A Conceptual Framework for Mobile Learning

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    Several technology projects have been launched to explore the opportunities that mobile technologies bring about when tackling issues of democratic participation and social inclusion through mobile learning. Mobile devices are cheaper than for instance a PC, and their affordance, usability and accessibility are such that they can potentially complement or even replace traditional computer technology. The importance of communication and collaboration features of mobile technologies has been stressed in the framework of ICT-mediated learning. In this paper, a theoretical framework for mobile learning and e-inclusion is developed for people outside the conventional education system. The framework draws upon the fields of pedagogy (constructivist learning in particular), mobile learning objects and sociology.Mobile Learning, Digital Divide, Constructivist Pedagogy, Forms Of Capital

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Web 2.0 technologies for learning: the current landscape – opportunities, challenges and tensions

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    This is the first report from research commissioned by Becta into Web 2.0 technologies for learning at Key Stages 3 and 4. This report describes findings from an additional literature review of the then current landscape concerning learner use of Web 2.0 technologies and the implications for teachers, schools, local authorities and policy makers

    Hybrid Recommender Systems: A Systematic Literature Review

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    Recommender systems are software tools used to generate and provide suggestions for items and other entities to the users by exploiting various strategies. Hybrid recommender systems combine two or more recommendation strategies in different ways to benefit from their complementary advantages. This systematic literature review presents the state of the art in hybrid recommender systems of the last decade. It is the first quantitative review work completely focused in hybrid recommenders. We address the most relevant problems considered and present the associated data mining and recommendation techniques used to overcome them. We also explore the hybridization classes each hybrid recommender belongs to, the application domains, the evaluation process and proposed future research directions. Based on our findings, most of the studies combine collaborative filtering with another technique often in a weighted way. Also cold-start and data sparsity are the two traditional and top problems being addressed in 23 and 22 studies each, while movies and movie datasets are still widely used by most of the authors. As most of the studies are evaluated by comparisons with similar methods using accuracy metrics, providing more credible and user oriented evaluations remains a typical challenge. Besides this, newer challenges were also identified such as responding to the variation of user context, evolving user tastes or providing cross-domain recommendations. Being a hot topic, hybrid recommenders represent a good basis with which to respond accordingly by exploring newer opportunities such as contextualizing recommendations, involving parallel hybrid algorithms, processing larger datasets, etc

    The (new) nature and essence of the firm

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    Extant explanations of the nature and scope of firms, such as transaction costs, property rights, metering and “resources” can be integrated into a more general (capability based) theory of the nature and essence of the firm that recognizes the importance to the firm of creating (and capturing) value from innovation. We note that the appropriability of returns from creative and innovative activity often requires the entrepreneurial creation and co-creation of markets. Accordingly, market failure and transaction costs approaches need to be revamped to capture the essence of entrepreneurial and managerial activity that extends beyond the mere exercise of authority. We suggest that the nature and objective of the firm in an economy with innovation and incomplete markets is to capture value (profit) from its advantages and actions; and that the way in which the firm tries to achieve this (by establishing quasisustainable competitive advantage) is its essence. This is non-separable from its nature and objectives.firm, nature, essence, innovation, dynamic capabilities
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