3,582 research outputs found

    Wearable learning tools

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    In life people must learn whenever and wherever they experience something new. Until recently computing technology could not support such a notion, the constraints of size, power and cost kept computers under the classroom table, in the office or in the home. Recent advances in miniaturization have led to a growing field of research in ‘wearable’ computing. This paper looks at how such technologies can enhance computer‐mediated communications, with a focus upon collaborative working for learning. An experimental system, MetaPark, is discussed, which explores communications, data retrieval and recording, and navigation techniques within and across real and virtual environments. In order to realize the MetaPark concept, an underlying network architecture is described that supports the required communication model between static and mobile users. This infrastructure, the MUON framework, is offered as a solution to provide a seamless service that tracks user location, interfaces to contextual awareness agents, and provides transparent network service switching

    Applications used in workgroup information systems. Group collaboration in business

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    Individuals in a business usually do not work entirely alone, but instead in teams, committees, departments, and other types of workgroups. To collaborate on common tasks, workgroup members can have meetings, talk on the telephone, send faxes, and distribute memos. Group members can also use workgroup information systems to help them collaborate. This type of system is also called a group support system because it supports the work of people in a group. This article looks at applications used in workgroup information systems, and shows how these applications affect group collaboration in businesses. First, we explain how workgroup information systems encourage group collaboration. Then we examine the characteristics of group collaboration and describe common workgroup applications and the software used for these applications, and finally we discuss about office automation and the virtual work environment.group collaboration, workgroups, office automation, virtual environment

    USDLA: An Instructional Media Selection Guide For Distance Learning

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    Purpose and Use of the Media Selection Guide Increasingly, educators and trainers are challenged within their respective organizations to provide for the efficient distribution of instructional con-tent using instructional media. The appropriate selection of instructional media to support distance learning is not intuitive and does not occur as a matter of personal preference. On the contrary, instructional media selec-tion is a systematic sequence of qualitative processes based on sound in-structional design principles. Although media selection is often mentioned when studying the discipline of instructional technology or Instructional Systems Design (ISD), it is sometimes overlooked when applying the se-lection process in a distance-learning environment. It is our intent, there-fore, for this guide to highlight the essentials of good media selection. We hope to present an instructionally sound and systematic approach to se-lecting the most appropriate media for the delivery of content at a dis-tance

    An experiment in remote manufacturing using the advanced communications technology satellite

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    The goal of the completed project was to develop an experiment in remote manufacturing that would use the capabilities of the ACTS satellite. A set of possible experiments that could be performed using the Advanced Communications Technology Satellite (ACTS), and which would perform remote manufacturing using a laser cutter and an integrated circuit testing machine are described in detail. The proposed design is shown to be a feasible solution to the offered problem and it takes into consideration the constraints that were placed on the experiment. In addition, we have developed two more experiments that are included in this report: backup of rural telecommunication networks, and remote use of Synthetic Aperture Radar (SAR) data analysis for on-site collection of glacier scattering data in the Antarctic

    Refining personal and social presence in virtual meetings

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    Virtual worlds show promise for conducting meetings and conferences without the need for physical travel. Current experience suggests the major limitation to the more widespread adoption and acceptance of virtual conferences is the failure of existing environments to provide a sense of immersion and engagement, or of ‘being there’. These limitations are largely related to the appearance and control of avatars, and to the absence of means to convey non-verbal cues of facial expression and body language. This paper reports on a study involving the use of a mass-market motion sensor (Kinect™) and the mapping of participant action in the real world to avatar behaviour in the virtual world. This is coupled with full-motion video representation of participant’s faces on their avatars to resolve both identity and facial expression issues. The outcomes of a small-group trial meeting based on this technology show a very positive reaction from participants, and the potential for further exploration of these concepts

    A movable image-based rendering system and its application to multiview audio-visual conferencing

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    Image-based rendering (IBR) is an emerging technology for rendering photo-realistic views of scenes from a collection of densely sampled images or videos. It provides a framework for developing revolutionary virtual reality and immersive viewing systems. This paper studies the design of a movable image-based rendering system based on a class of dynamic representations called plenoptic videos. It is constructed by mounting a linear array of 8 video cameras on an electrically controllable wheel chair with its motion being controllable manually or remotely through wireless LAN by means of additional hardware circuitry. We also developed a real-time object tracking algorithm and utilize the motion information computed to adjust continuously the azimuth or rotation angle of the movable IBR system in order to cope with a given moving object. Due to the motion of the wheel chair, videos may appear shaky and video stabilization technique is proposed to overcome this problem. The system can be used in a multiview audio-visual conferencing via a multiview TV display. Through this pilot study, we hope to develop a framework for designing movable IBR systems with improved viewing freedom and ability to cope with moving object in large environment. ©2010 IEEE.published_or_final_versionThe 10th International Symposium on Communications and Information Technologies (ISCIT 2010), Tokyo, Japan, 26-29 October 2010. In Proceedings of 10th ISCIT, 2010, p. 1142-114

    The LAB@FUTURE Project - Moving Towards the Future of E-Learning

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    This paper presents Lab@Future, an advanced e-learning platform that uses novel Information and Communication Technologies to support and expand laboratory teaching practices. For this purpose, Lab@Future uses real and computer-generated objects that are interfaced using mechatronic systems, augmented reality, mobile technologies and 3D multi user environments. The main aim is to develop and demonstrate technological support for practical experiments in the following focused subjects namely: Fluid Dynamics - Science subject in Germany, Geometry - Mathematics subject in Austria, History and Environmental Awareness – Arts and Humanities subjects in Greece and Slovenia. In order to pedagogically enhance the design and functional aspects of this e-learning technology, we are investigating the dialogical operationalisation of learning theories so as to leverage our understanding of teaching and learning practices in the targeted context of deployment

    The use of hypermedia to increase the productivity of software development teams

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    Rapid progress in low-cost commercial PC-class multimedia workstation technology will potentially have a dramatic impact on the productivity of distributed work groups of 50-100 software developers. Hypermedia/multimedia involves the seamless integration in a graphical user interface (GUI) of a wide variety of data structures, including high-resolution graphics, maps, images, voice, and full-motion video. Hypermedia will normally require the manipulation of large dynamic files for which relational data base technology and SQL servers are essential. Basic machine architecture, special-purpose video boards, video equipment, optical memory, software needed for animation, network technology, and the anticipated increase in productivity that will result for the introduction of hypermedia technology are covered. It is suggested that the cost of the hardware and software to support an individual multimedia workstation will be on the order of $10,000

    Design and Implementation of a Virtual Machine Video Conferencing Application

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    Videoconferencing today is faced with the challenge of limited number of participants per time, and also the need for large and fully equipped conference rooms. This might not be a problem to a large enterprise, but for the small to medium-sized business, access to a videoconferencing facility involves either a very costly rental fee or is completely impossible. The aim of this work is to design and implement a videoconferencing prototype (OpenMeeting) with added functionalities which will solve problems facing the traditional way of conducting meetings
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