19,898 research outputs found
Collaboration in the Semantic Grid: a Basis for e-Learning
The CoAKTinG project aims to advance the state of the art in collaborative mediated spaces for the Semantic Grid. This paper presents an overview of the hypertext and knowledge based tools which have been deployed to augment existing collaborative environments, and the ontology which is used to exchange structure, promote enhanced process tracking, and aid navigation of resources before, after, and while a collaboration occurs. While the primary focus of the project has been supporting e-Science, this paper also explores the similarities and application of CoAKTinG technologies as part of a human-centred design approach to e-Learning
Mobile support in CSCW applications and groupware development frameworks
Computer Supported Cooperative Work (CSCW) is an established subset of the field of Human Computer Interaction that deals with the how people use computing technology to enhance group interaction and collaboration. Mobile CSCW has emerged as a result of the progression from personal desktop computing to the mobile device platforms that are ubiquitous today.
CSCW aims to not only connect people and facilitate communication through using computers; it aims to provide conceptual models coupled with technology to manage, mediate, and assist collaborative processes. Mobile CSCW research looks to fulfil these aims through the adoption of mobile technology and consideration for the mobile user. Facilitating collaboration using mobile devices brings new challenges. Some of these challenges are inherent to the nature of the device hardware, while others focus on the understanding of how to engineer software to maximize effectiveness for the end-users. This paper reviews seminal and state-of-the-art cooperative software applications and development frameworks, and their support for mobile devices
A case study of MMO2's Madic: A framework for creating mobile internet systems
Mobile Internet applications on ubiquitous mobile networks allows real-time, anywhere, anytime connectivity to services. Due to its scalability and potential cost savings, mobile communication is being increasingly applied in the business and consumer communities to create innovative data and voice application, which run over the Internet infrastructure. This paper reports on a case study at an organisation that created an innovative approach to developing mobile applications developed by third party independent developers. A conceptual wireless reference model is presented that was used to define the various system components required to create effective mobile applications
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Combining knowledge mapping and videoconferencing for open sensemaking communities
The Open Educational Resources (OER) movement has been growing rapidly, opening up new opportunities for widening participation (Willinsky, 2006). OpenLearn is an OER pilot project developed by the UK Open University (OU) [http://www.open.ac.uk/openlearn], and launched in October 2006, supported by the William and Flora Hewlett Foundation. OpenLearn has published 3371 hours in the LearningSPace and 5194 in the LabSpace of OERs designed specifically for distance learning (the OUâs core business), and covers a range of subjects from arts and history to science and nature. There are more than 300 units at all study levels from access to higher education, graduation and postgraduation.
Our current work is to investigate how these tools can be used to foster open sensemaking communities (Buckingham Shum, 2005) around the OERs, that is, the interpretative work that must take place around any resource for learning to take place. How can we support this critical activity in an OER context when learners must find and engage with peers themselves, if they do not wish to study alone?
This paper introduces the e-learning environment that has been developed after the first year of OpenLearn, focusing on the uses made of two sensemaking support tools, Compendium for knowledge mapping, and FlashMeeting for videoconferencing
MOBILE MARKETING FUTURE TRENDS
The present article proposes an introspection into the field of a new marketing specialization â mobile marketing. The concept mainly refers to all marketing activities related to the new communication channel â Short Message Service, Multimedia Messaging Service, and internet access from mobile phone. The article provides, at the same time, a marketing perspective about future trends of mobile marketing and mobile media, and also a technical perspective related to the future mobile communication technologies in the field â the LTE (Long Term Evolution) â cellular communication system optimized to support packet-switched data services to enable mobile broadband. The conclusions of the article focus on the relevance of mobile marketing, techniques efficiency related to brand promotion, changing consumers attitude and the development of such techniques imposed by the new mobile communication systemmobile marketing; long term evolution; broadband; brand awareness; consumer attitude
Transforming pedagogy using mobile Web 2.0
Blogs, wikis, podcasting, and a host of free, easy to use Web 2.0 social software provide opportunities for creating social constructivist learning environments focusing on student-centred learning and end-user content creation and sharing.
Building on this foundation, mobile Web 2.0 has emerged as a viable teaching and learning tool, facilitating engaging learning environments that bridge multiple
contexts. Todayâs dual 3G and wifi-enabled smartphones provide a ubiquitous connection to mobile Web 2.0 social software and the ability to view, create, edit,
upload, and share user generated Web 2.0 content. This article outlines how a Product Design course has moved from a traditional face-to-face, studio-based learning
environment to one using mobile Web 2.0 technologies to enhance and engage students in a social constructivist learning paradigm.
Keywords: m-learning; Web 2.0; pedagogy 2.0; social constructivism; product desig
Middleware Technologies for Cloud of Things - a survey
The next wave of communication and applications rely on the new services
provided by Internet of Things which is becoming an important aspect in human
and machines future. The IoT services are a key solution for providing smart
environments in homes, buildings and cities. In the era of a massive number of
connected things and objects with a high grow rate, several challenges have
been raised such as management, aggregation and storage for big produced data.
In order to tackle some of these issues, cloud computing emerged to IoT as
Cloud of Things (CoT) which provides virtually unlimited cloud services to
enhance the large scale IoT platforms. There are several factors to be
considered in design and implementation of a CoT platform. One of the most
important and challenging problems is the heterogeneity of different objects.
This problem can be addressed by deploying suitable "Middleware". Middleware
sits between things and applications that make a reliable platform for
communication among things with different interfaces, operating systems, and
architectures. The main aim of this paper is to study the middleware
technologies for CoT. Toward this end, we first present the main features and
characteristics of middlewares. Next we study different architecture styles and
service domains. Then we presents several middlewares that are suitable for CoT
based platforms and lastly a list of current challenges and issues in design of
CoT based middlewares is discussed.Comment: http://www.sciencedirect.com/science/article/pii/S2352864817301268,
Digital Communications and Networks, Elsevier (2017
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