119,788 research outputs found
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Human Factors and Innovation with Mobile Devices
Advancements in technology are a significant driving force in educational innovation, but a strong focus on technology means that human aspects and implications may not be given the attention they deserve. This chapter examines usability issues surrounding the use of mobile devices in learning. A key aim is to empower educators and learners to take control of personal devices and realise their potential in relation to teaching and learning. The background section reviews the development of usability studies and explores why mobile device usability presents specific new challenges. The impact of changing requirements in education, and new visions for ways of thinking and competences that learners should be acquiring, are also examined. Finally, the chapter provides a set of concepts that can inform conversations between educators and learners, mobile system engineers, developers, support staff, and others
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
Approaches for Future Internet architecture design and Quality of Experience (QoE) Control
Researching a Future Internet capable of overcoming the current Internet limitations is a strategic
investment. In this respect, this paper presents some concepts that can contribute to provide some guidelines to
overcome the above-mentioned limitations. In the authors' vision, a key Future Internet target is to allow
applications to transparently, efficiently and flexibly exploit the available network resources with the aim to
match the users' expectations. Such expectations could be expressed in terms of a properly defined Quality of
Experience (QoE). In this respect, this paper provides some approaches for coping with the QoE provision
problem
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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
Learning and Management for Internet-of-Things: Accounting for Adaptivity and Scalability
Internet-of-Things (IoT) envisions an intelligent infrastructure of networked
smart devices offering task-specific monitoring and control services. The
unique features of IoT include extreme heterogeneity, massive number of
devices, and unpredictable dynamics partially due to human interaction. These
call for foundational innovations in network design and management. Ideally, it
should allow efficient adaptation to changing environments, and low-cost
implementation scalable to massive number of devices, subject to stringent
latency constraints. To this end, the overarching goal of this paper is to
outline a unified framework for online learning and management policies in IoT
through joint advances in communication, networking, learning, and
optimization. From the network architecture vantage point, the unified
framework leverages a promising fog architecture that enables smart devices to
have proximity access to cloud functionalities at the network edge, along the
cloud-to-things continuum. From the algorithmic perspective, key innovations
target online approaches adaptive to different degrees of nonstationarity in
IoT dynamics, and their scalable model-free implementation under limited
feedback that motivates blind or bandit approaches. The proposed framework
aspires to offer a stepping stone that leads to systematic designs and analysis
of task-specific learning and management schemes for IoT, along with a host of
new research directions to build on.Comment: Submitted on June 15 to Proceeding of IEEE Special Issue on Adaptive
and Scalable Communication Network
The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification
The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the 'videogames' industry, and an emerging 'serious games' industry. The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The 'serious games' industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors. This emerging industry is are trying to develop knowledge, products, services and a market for the use of digital games, and products inspired by digital games, for a range of non-leisure applications. This report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution they could make to exploiting digital games for empowerment and social inclusion. Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.JRC.J.3-Information Societ
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