125,892 research outputs found

    The design and implementation of a distributed web document database

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    [[abstract]]Distance learning has become a very important mechanism for virtual university operation. In order to realize such an operation smoothly, it is necessary to consider distance learning from three perspectives: administration, awareness, and assessment. We are currently implementing a virtual university environment according to these guidelines. In this paper, we propose a new Web documentation database as a supporting environment of the Multimedia Micro-University project. The design of this database facilitates a Web documentation development paradigm that we have proposed earlier. From a script description, to its implementation as well as testing records, the database and its interface allow the user to design Web documents as virtual courses to be used in a Web-savvy virtual library. The database supports object reuse and sharing, as well as referential integrity and concurrence. In order to allow real-time course demonstration, i.e. also propose a simple course distribution mechanism, which allows the pre-broadcast of course materials. The System is implemented as a three-tier architecture which runs under MS Windows and other platforms[[notice]]補正完畢[[conferencetype]]國際[[conferencedate]]19990921~19990921[[conferencelocation]]Aizu-Wakamatsu, Japa

    KNOWLEDGE STOCK EXCHANGES: A CO-OPETITIVE CROWDSOURCING MECHANISM FOR E-LEARNING

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    Modern information and communication technologies (ICT) provide numerous opportunities to support e-learning in higher education. Recent devlopments such as Massive Open Online Courses (MOOCs) utilize the scalabiltiy and interactivity of the ICT to broaden the accessibility of university education. However, the potential of ICT in enhancing students´ learning experience and success is far from being fully utilized. One potential area for the development of new e-learning mechanisms is at the intersection of collective intelligence and crowdsourcing mechanisms: The knowledge-disseminating ability of a collective intelligence platform combined with the interactivity and participative nature of crowdsourcing knowledge from fellow students may enhance motiviation and acceptance of students´ learning. Following a crowd-based approach we present a prototype that offers a highly collaborative and competitive learning environment to improve the mutual exchange of knowledge as well as to encourage the development of a knowledge community. Our approach draws upon the principle of virtual stock markets (also prediction markets ), a well-known collective intelligence mechanism which we enhanced with crowdsourcing elements. We describe the proposed system architecture, evaluate the practical feasibility of our prototype in the field and provide implications for future research

    Agents for educational games and simulations

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    This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications

    Growing the use of Virtual Worlds in education : an OpenSim perspective

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    The growth in the range of disciplines that Virtual Worlds support for educational purposes is evidenced by recent applications in the fields of cultural heritage, humanitarian aid, space exploration, virtual laboratories in the physical sciences, archaeology, computer science and coastal geography. This growth is due in part to the flexibility of OpenSim, the open source virtual world platform which by adopting Second Life protocols and norms has created a de facto standard for open virtual worlds that is supported by a growing number of third party open source viewers. Yet while this diversity of use-cases is impressive and Virtual Worlds for open learning are highly popular with lecturers and learners alike immersive education remains an essentially niche activity. This paper identifies functional challenges in terms of Management, Network Infrastructure, the Immersive 3D Web and Programmability that must be addressed to enable the wider adoption of Open Virtual Worlds as a routine learning technology platform. We refer to specific use-cases based on OpenSim and abstract generic requirements which should be met to enable the growth in use of Open Virtual Worlds as a mainstream educational facility. A case study of a deployment to support a formal education curriculum and associated informal learning is used to illustrate key points.Postprin

    IAMS framework: a new framework for acceptable user experiences for integrating physical and virtual identity access management systems

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    The modern world is populated with so many virtual and physical Identity Access Management Systems (IAMSs) that individuals are required to maintain numerous passwords and login credentials. The tedious task of remembering multiple login credentials can be minimised through the utilisation of an innovative approach of single sign-in mechanisms. During recent times, several systems have been developed to provide physical and virtual identity management systems; however, most have not been very successful. Many of the available systems do not provide the feature of virtual access on mobile devices via the internet; this proves to be a limiting factor in the usage of the systems. Physical spaces, such as offices and government entities, are also favourable places for the deployment of interoperable physical and virtual identity management systems, although this area has only been explored to a minimal level. Alongside increasing the level of awareness for the need to deploy interoperable physical and virtual identity management systems, this paper addresses the immediate need to establish clear standards and guidelines for successful integration of the two medium
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