44,676 research outputs found
An internet of laboratory things
By creating âan Internet of Laboratory Thingsâ we have built a blend of real and virtual laboratory spaces that enables students to gain practical skills necessary for their professional science and engineering careers. All our students are distance learners. This provides them by default with the proving ground needed to develop their skills in remotely operating equipment, and collaborating with peers despite not being co-located. Our laboratories accommodate state of the art research grade equipment, as well as large-class sets of off-the-shelf work stations and bespoke teaching apparatus. Distance to the student is no object and the facilities are open all hours. This approach is essential for STEM qualifications requiring development of practical skills, with higher efficiency and greater accessibility than achievable in a solely residential programme
IoT Sentinel: Automated Device-Type Identification for Security Enforcement in IoT
With the rapid growth of the Internet-of-Things (IoT), concerns about the
security of IoT devices have become prominent. Several vendors are producing
IP-connected devices for home and small office networks that often suffer from
flawed security designs and implementations. They also tend to lack mechanisms
for firmware updates or patches that can help eliminate security
vulnerabilities. Securing networks where the presence of such vulnerable
devices is given, requires a brownfield approach: applying necessary protection
measures within the network so that potentially vulnerable devices can coexist
without endangering the security of other devices in the same network. In this
paper, we present IOT SENTINEL, a system capable of automatically identifying
the types of devices being connected to an IoT network and enabling enforcement
of rules for constraining the communications of vulnerable devices so as to
minimize damage resulting from their compromise. We show that IOT SENTINEL is
effective in identifying device types and has minimal performance overhead
A FRAMEWORK FOR INTELLIGENT VOICE-ENABLED E-EDUCATION SYSTEMS
Although the Internet has received significant attention in recent years, voice is still the most convenient and natural way of communicating between human to human or
human to computer. In voice applications, users may have different needs which will require the ability of the system to reason, make decisions, be flexible and adapt to
requests during interaction. These needs have placed new requirements in voice application development such as use of advanced models, techniques and methodologies which take into account the needs of different users and environments. The ability of a system to behave close to human reasoning is often mentioned as one of the major requirements for the development of voice applications.
In this paper, we present a framework for an intelligent voice-enabled e-Education application and an adaptation of the framework for the development of a prototype Course Registration and Examination (CourseRegExamOnline) module. This study is a preliminary report of an ongoing e-Education project containing the following modules: enrollment, course registration and examination, enquiries/information, messaging/collaboration, e-Learning and library.
The CourseRegExamOnline module was developed using VoiceXML for the voice user interface(VUI), PHP for the web user interface (WUI), Apache as the middle-ware and MySQL database as back-end. The system would offer dual access modes using the VUI and WUI.
The framework would serve as a reference model for developing voice-based e-Education applications. The e-Education system when fully developed would meet the
needs of students who are normal users and those with certain forms of disabilities such as visual impairment, repetitive strain injury (RSI), etc, that make reading and
writing difficult
Internet of Things-aided Smart Grid: Technologies, Architectures, Applications, Prototypes, and Future Research Directions
Traditional power grids are being transformed into Smart Grids (SGs) to
address the issues in existing power system due to uni-directional information
flow, energy wastage, growing energy demand, reliability and security. SGs
offer bi-directional energy flow between service providers and consumers,
involving power generation, transmission, distribution and utilization systems.
SGs employ various devices for the monitoring, analysis and control of the
grid, deployed at power plants, distribution centers and in consumers' premises
in a very large number. Hence, an SG requires connectivity, automation and the
tracking of such devices. This is achieved with the help of Internet of Things
(IoT). IoT helps SG systems to support various network functions throughout the
generation, transmission, distribution and consumption of energy by
incorporating IoT devices (such as sensors, actuators and smart meters), as
well as by providing the connectivity, automation and tracking for such
devices. In this paper, we provide a comprehensive survey on IoT-aided SG
systems, which includes the existing architectures, applications and prototypes
of IoT-aided SG systems. This survey also highlights the open issues,
challenges and future research directions for IoT-aided SG systems
Measuring the Affordances of Studying in a Virtual World
There has been much interest at the University of Hertfordshire in the teaching and learning in virtual worlds such as Second Life. The School of Computer Science has established a virtual campus within this system where a broad range of learning and teaching activities take place. These include presenting textual, audio and video learning and teaching materials, delivering virtual lectures, providing simulations and group working areas. Recently there has been a great deal of controversy over such initiatives, for example at my own university lecturers are divided as to the efficacy of such an approach. Some see the initiative as an interesting addition to the range of teaching and learning strategies available, likely to motivate learners. Others see it as a trivial attempt to jump on the latest band wagon, with little pedagogical benefit or justification. My own past research in this area, over several years has related to an estimation of the cognitive load imposed by desktop virtual environments and how this affected learning. Several important variables have been identified in several years of research and their effects measured. In the study presented here, a group of 80 final year computer science students used the Second Life virtual environment in order to support their practical project work. Groups of four learners used the university virtual campus especially modified for this purpose to hold meetings and to manage their software development projects. This study reports on how the group areas were established and used by the learners, the types of activities that took place and the effectiveness of the approach in this context. Quantitative and qualitative research was undertaken and it was found that there were benefits to be had by the use of such virtual environments. Recommendations are made as to the affordances of the Second Life virtual environment for teaching and learning in this context and also discussed are the potential problems inherent in this initiative related to individual differences and the cognitive burden imposed on learners.Peer reviewe
Virtual reality in theatre education and design practice - new developments and applications
The global use of Information and Communication Technologies (ICTs) has already established new approaches to theatre education and research, shifting traditional methods of knowledge delivery towards a more visually enhanced experience, which is especially important for teaching scenography. In this paper, I examine the role of multimedia within the field of theatre studies, with particular focus on the theory and practice of theatre design and education. I discuss various IT applications that have transformed the way we experience, learn and co-create our cultural heritage. I explore a suite of rapidly developing communication and computer-visualization techniques that enable reciprocal exchange between students, theatre performances and artefacts. Eventually, I analyse novel technology-mediated teaching techniques that attempt to provide a new media platform for visually enhanced information transfer. My findings indicate that the recent developments in the personalization of knowledge delivery, and also in student-centred study and e-learning, necessitate the transformation of the learners from passive consumers of digital products to active and creative participants in the learning experience
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Knowledge Cartography: Software tools and mapping techniques
Knowledge Cartography is the discipline of mapping intellectual landscapes.The focus of this book is on the process by which manually crafting interactive, hypertextual maps clarifies oneâs own understanding, as well as communicating it.The authors see mapping software as a set of visual tools for reading and writing in a networked age. In an information ocean, the primary challenge is to find meaningful patterns around which we can weave plausible narratives. Maps of concepts, discussions and arguments make the connections between ideas tangible and disputable.
With 17 chapters from the leading researchers and practitioners, the reader will find the current stateâof-the-art in the field. Part 1 focuses on educational applications in schools and universities, before Part 2 turns to applications in professional communitie
Accessible user interface support for multi-device ubiquitous applications: architectural modifiability considerations
The market for personal computing devices is rapidly expanding from PC, to mobile, home entertainment systems, and even the automotive industry. When developing software targeting such ubiquitous devices, the balance between development costs and market coverage has turned out to be a challenging issue. With the rise of Web technology and the Internet of things, ubiquitous applications have become a reality. Nonetheless, the diversity of presentation and interaction modalities still drastically limit the number of targetable devices and the accessibility toward end users. This paper presents webinos, a multi-device application middleware platform founded on the Future Internet infrastructure. Hereto, the platform's architectural modifiability considerations are described and evaluated as a generic enabler for supporting applications, which are executed in ubiquitous computing environments
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