272,515 research outputs found

    Cellular

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    Tracks the evolution of the international cellular industry from the late 1970s to the present. The development of the mobile-phone industry into what we know today required remarkable cooperation between companies, governments, and industrial sectors. Companies developing cellular infrastructure, cellular devices, cellular network services, and eventually software and mobile semiconductors had to cooperate, not simply compete, with each other. In this global history of the mobile-phone industry, Daniel D. Garcia-Swartz and Martin Campbell-Kelly examine its development in the United States, Europe, Japan, and several emerging economies, including China and India. They present the evolution of mobile phones from the perspective of vendors of telephone equipment and network operators, users whose lives have been transformed by mobile phones, and governments that have fostered specific mobile-phone standards. Cellular covers the technical aspects of the cellphone, as well as its social and political impact. Beginning with the 1980s, the authors trace the development of closed (proprietary) and open (available to all) cellular standards, the impact of network effects as cellular adoption increased, major technological changes affecting mobile phone hardware, and the role of national governments in shaping the industry. The authors also consider the changing roles that cellular phones have played in the everyday lives of people around the world and the implications 5G technology may have for the future. Finally, they offer statistics on how quickly the cellular industry grew in different regions of the world and how firms competed in those various markets

    Tagging amongst friends: an exploration of social media exchange on mobile devices

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    Mobile social software tools have great potential in transforming the way users communicate on the move, by augmenting their everyday environment with pertinent information from their online social networks. A fundamental aspect to the success of these tools is in developing an understanding of their emergent real-world use and also the aspirations of users; this thesis focuses on investigating one facet of this: the exchange of social media. To facilitate this investigation, three mobile social tools have been developed for use on locationaware smartphone handsets. The first is an exploratory social game, 'Gophers' that utilises task oriented gameplay, social agents and GSM cell positioning to create an engaging ecosystem in which users create and exchange geotagged social media. Supplementing this is a pair of social awareness and tagging services that integrate with a user's existing online social network; the 'ItchyFeet' service uses GPS positioning to allow the user and their social network peers to collaboratively build a landscape of socially important geotagged locations, which are used as indicators of a user's context on their Facebook profile; likewise 'MobiClouds' revisits this concept by exploring the novel concept of Bluetooth 'people tagging' to facilitate the creation of tags that are more indicative of users' social surroundings. The thesis reports on findings from formal trials of these technologies, using groups of volunteer social network users based around the city of Lincoln, UK, where the incorporation of daily diaries, interviews and automated logging precisely monitored application use. Through analysis of trial data, a guide for designers of future mobile social tools has been devised and the factors that typically influence users when creating tags are identified. The thesis makes a number of further contributions to the area. Firstly, it identifies the natural desire of users to update their status whilst mobile; a practice recently popularised by commercial 'check in' services. It also explores the overarching narratives that developed over time, which formed an integral part of the tagging process and augmented social media with a higher level meaning. Finally, it reveals how social media is affected by the tag positioning method selected and also by personal circumstances, such as the proximity of social peers

    Imssap: after-school interactive mobile learning student support application

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    06.03.2018 tarihli ve 30352 sayılı Resmi Gazetede yayımlanan “Yükseköğretim Kanunu İle Bazı Kanun Ve Kanun Hükmünde Kararnamelerde Değişiklik Yapılması Hakkında Kanun” ile 18.06.2018 tarihli “Lisansüstü Tezlerin Elektronik Ortamda Toplanması, Düzenlenmesi ve Erişime Açılmasına İlişkin Yönerge” gereğince tam metin erişime açılmıştır.Bu araştırmada, dünya çapında m-öğrenme geliştirme sürecine giriyoruz. M-öğrenme aracımızı tasarlarken sosyal ve pedagojik faktörler kullanılmaktadır. Popülerlik odaklı bir kültürde, kullanıcılar arasındaki etkileşim tartışmaları zenginleştirir ve bilgi paylaşımını teşvik eder. Uygulama android yazılım geliştirme seti ve java programlama dili kullanılarak tasarlandı ve oluşturuldu. Google bulut depolama, verileri kaydetmek için gerçek zamanlı bir veritabanı altyapısı kullanıldı. Test ve geribildirim için Sakarya Üniversitesi, Türkiye. Anket tanıtılmadan önce, öğrenme sürecinin kavramı tartışılmıştır. Uygulamayı kullandıktan sonra, öğrenciler anketi cevapladılar. Anket üç ana noktayı yansıtıyordu: performans, kazanç ve mobil öğrenmenin kabulünü etkileyen sosyal faktörler. Popülerlik, öğrencileri mobil öğrenmeyi benimsemeye teşvik eden en önemli faktörlerden biridir. Anahtar Kelimeler: mühendislik, eğitim, etkileşimli yazılım, sınıf gösterimi, lisans eğitimi.In this research, we are engaging in the process of developing m-learning around the world. Social and pedagogical factors are being used while designing our m- learning tool. In a popularity-driven culture, interaction between users enriches discussions and promotes knowledge share. The application was designed and created using android software development kit and java programming language. Google cloud storage a real-time database infrastructure was used to save data. The application was offered to students in different majors in engineering departments in Sakarya University, Turkey, for testing and feedback. Before conducting the questionnaire we introduced mobile learning concept to students and explained its importance in their own learning process. After using the application, students answered the questionnaire. The questionnaire reflected three major points: performance, gain and the social factors effecting mobile learning acceptance. Popularity is one of the top factors that motivated learners to adopt mobile learning. Keywords: Engineering, Education, Interactive Software, classroom Demonstration, Undergraduate Education

    Technology for Good: Innovative Use of Technology by Charities

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    Technology for Good identifies ten technologies being used by charitable organizations in innovative ways. The report briefly introduces each technology and provides examples of how those technologies are being used.Examples are drawn from a broad spectrum of organizations working on widely varied issues around the globe. This makes Technology for Good a unique repository of inspiration for the public and private sectors, funders, and other change makers who support the creation and use of technology for social good

    A Review of the Open Educational Resources (OER) Movement: Achievements, Challenges, and New Opportunities

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    Examines the state of the foundation's efforts to improve educational opportunities worldwide through universal access to and use of high-quality academic content

    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

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    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

    Human computer interaction for international development: past present and future

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    Recent years have seen a burgeoning interest in research into the use of information and communication technologies (ICTs) in the context of developing regions, particularly into how such ICTs might be appropriately designed to meet the unique user and infrastructural requirements that we encounter in these cross-cultural environments. This emerging field, known to some as HCI4D, is the product of a diverse set of origins. As such, it can often be difficult to navigate prior work, and/or to piece together a broad picture of what the field looks like as a whole. In this paper, we aim to contextualize HCI4D—to give it some historical background, to review its existing literature spanning a number of research traditions, to discuss some of its key issues arising from the work done so far, and to suggest some major research objectives for the future

    Emerging technologies for learning (volume 2)

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