2,626 research outputs found
Services surround you:physical-virtual linkage with contextual bookmarks
Our daily life is pervaded by digital information and devices, not least the common mobile phone. However, a seamless connection between our physical world, such as a movie trailer on a screen in the main rail station and its digital counterparts, such as an online ticket service, remains difficult. In this paper, we present contextual bookmarks that enable users to capture information of interest with a mobile camera phone. Depending on the userâs context, the snapshot is mapped to a digital service such as ordering tickets for a movie theater close by or a link to the upcoming movieâs Web page
Mobilizing learning: mobile Web 2.0 scenarios in tertiary education
Based upon three years of mobile learning (mlearning) projects, a major implementation project has
been developed for integrating the use of mobile web 2.0 tools across a variety of departments and
courses in a tertiary education environment. A participatory action research methodology guides and
informs the project. The project is based upon an explicit social constuctivist pedagogy, focusing on
student collaboration, and the sharing and critique of student-generated content using freely available
web 2.0 services. These include blogs, social networks, location aware (geotagged) image and video
sharing, instant messaging, microblogging etc⊠Students and lecturers are provided with either an
appropriate smartphone and/or a 3G capable netbook to use as their own for the duration of the
project. Keys to the projects success are the level of pedagogical and technical support, and the level
of integration of the tools into the courses â including assessment and lecturer modelling of the use of
the tools. The projects are supported by an intentional community of practice model, with the
researcher taking on the role of the âtechnology stewardâ. The paper outlines three different scenarios
illustrating how this course integration is being achieved, establishing a transferable model of mobile
web 2.0 integration and implementation. The goal is to facilitate a student-centred, collaborative,
flexible, context-bridging learning environment that empowers students as content producers and
learning context generators, guided by lecturers who effectively model th
Web Tracking: Mechanisms, Implications, and Defenses
This articles surveys the existing literature on the methods currently used
by web services to track the user online as well as their purposes,
implications, and possible user's defenses. A significant majority of reviewed
articles and web resources are from years 2012-2014. Privacy seems to be the
Achilles' heel of today's web. Web services make continuous efforts to obtain
as much information as they can about the things we search, the sites we visit,
the people with who we contact, and the products we buy. Tracking is usually
performed for commercial purposes. We present 5 main groups of methods used for
user tracking, which are based on sessions, client storage, client cache,
fingerprinting, or yet other approaches. A special focus is placed on
mechanisms that use web caches, operational caches, and fingerprinting, as they
are usually very rich in terms of using various creative methodologies. We also
show how the users can be identified on the web and associated with their real
names, e-mail addresses, phone numbers, or even street addresses. We show why
tracking is being used and its possible implications for the users (price
discrimination, assessing financial credibility, determining insurance
coverage, government surveillance, and identity theft). For each of the
tracking methods, we present possible defenses. Apart from describing the
methods and tools used for keeping the personal data away from being tracked,
we also present several tools that were used for research purposes - their main
goal is to discover how and by which entity the users are being tracked on
their desktop computers or smartphones, provide this information to the users,
and visualize it in an accessible and easy to follow way. Finally, we present
the currently proposed future approaches to track the user and show that they
can potentially pose significant threats to the users' privacy.Comment: 29 pages, 212 reference
A Simple Web Platform Solution for M-Learning
Nowadays the role of educational platforms is more than obvious, thanks to websites and modern platforms like Microsoft SharePoint designed for e-learning. We consider that the next generation of learning platforms will be m-learning platforms. These kind of platforms offer first of all mobility for the potential users of PDAs, pocket PCs, smart phones and other modern mobile devices, discovered and developed in last years. One of the most important aspect of these manners of e-learning is the display mode. Classic systems like personal computers have a bigger screen, modern portable devices have a few inches screens and the problem is to adapt the structure of websites and platforms for pocket PC screens and in the same time to develop the capability to produce same experience and usefulness to all users.Platform, M-learning, Discussion Forum, Search Engine, JavaScript, IIS, Port Forwarding
Fog-enabled Edge Learning for Cognitive Content-Centric Networking in 5G
By caching content at network edges close to the users, the content-centric
networking (CCN) has been considered to enforce efficient content retrieval and
distribution in the fifth generation (5G) networks. Due to the volume,
velocity, and variety of data generated by various 5G users, an urgent and
strategic issue is how to elevate the cognitive ability of the CCN to realize
context-awareness, timely response, and traffic offloading for 5G applications.
In this article, we envision that the fundamental work of designing a cognitive
CCN (C-CCN) for the upcoming 5G is exploiting the fog computing to
associatively learn and control the states of edge devices (such as phones,
vehicles, and base stations) and in-network resources (computing, networking,
and caching). Moreover, we propose a fog-enabled edge learning (FEL) framework
for C-CCN in 5G, which can aggregate the idle computing resources of the
neighbouring edge devices into virtual fogs to afford the heavy delay-sensitive
learning tasks. By leveraging artificial intelligence (AI) to jointly
processing sensed environmental data, dealing with the massive content
statistics, and enforcing the mobility control at network edges, the FEL makes
it possible for mobile users to cognitively share their data over the C-CCN in
5G. To validate the feasibility of proposed framework, we design two
FEL-advanced cognitive services for C-CCN in 5G: 1) personalized network
acceleration, 2) enhanced mobility management. Simultaneously, we present the
simulations to show the FEL's efficiency on serving for the mobile users'
delay-sensitive content retrieval and distribution in 5G.Comment: Submitted to IEEE Communications Magzine, under review, Feb. 09, 201
Enhanced Virtuality: Increasing the Usability and Productivity of Virtual Environments
Mit stetig steigender Bildschirmauflösung, genauerem Tracking und fallenden Preisen stehen Virtual Reality (VR) Systeme kurz davor sich erfolgreich am Markt zu etablieren. Verschiedene Werkzeuge helfen Entwicklern bei der Erstellung komplexer Interaktionen mit mehreren Benutzern innerhalb adaptiver virtueller Umgebungen. Allerdings entstehen mit der Verbreitung der VR-Systeme auch zusĂ€tzliche Herausforderungen: Diverse EingabegerĂ€te mit ungewohnten Formen und Tastenlayouts verhindern eine intuitive Interaktion. DarĂŒber hinaus zwingt der eingeschrĂ€nkte Funktionsumfang bestehender Software die Nutzer dazu, auf herkömmliche PC- oder Touch-basierte Systeme zurĂŒckzugreifen. AuĂerdem birgt die Zusammenarbeit mit anderen Anwendern am gleichen Standort Herausforderungen hinsichtlich der Kalibrierung unterschiedlicher Trackingsysteme und der Kollisionsvermeidung. Beim entfernten Zusammenarbeiten wird die Interaktion durch Latenzzeiten und Verbindungsverluste zusĂ€tzlich beeinflusst. SchlieĂlich haben die Benutzer unterschiedliche Anforderungen an die Visualisierung von Inhalten, z.B. GröĂe, Ausrichtung, Farbe oder Kontrast, innerhalb der virtuellen Welten. Eine strikte Nachbildung von realen Umgebungen in VR verschenkt Potential und wird es nicht ermöglichen, die individuellen BedĂŒrfnisse der Benutzer zu berĂŒcksichtigen.
Um diese Probleme anzugehen, werden in der vorliegenden Arbeit Lösungen in den Bereichen Eingabe, Zusammenarbeit und Erweiterung von virtuellen Welten und Benutzern vorgestellt, die darauf abzielen, die Benutzerfreundlichkeit und ProduktivitĂ€t von VR zu erhöhen. ZunĂ€chst werden PC-basierte Hardware und Software in die virtuelle Welt ĂŒbertragen, um die Vertrautheit und den Funktionsumfang bestehender Anwendungen in VR zu erhalten. Virtuelle Stellvertreter von physischen GerĂ€ten, z.B. Tastatur und Tablet, und ein VR-Modus fĂŒr Anwendungen ermöglichen es dem Benutzer reale FĂ€higkeiten in die virtuelle Welt zu ĂŒbertragen. Des Weiteren wird ein Algorithmus vorgestellt, der die Kalibrierung mehrerer ko-lokaler VR-GerĂ€te mit hoher Genauigkeit und geringen Hardwareanforderungen und geringem Aufwand ermöglicht. Da VR-Headsets die reale Umgebung der Benutzer ausblenden, wird die Relevanz einer Ganzkörper-Avatar-Visualisierung fĂŒr die Kollisionsvermeidung und das entfernte Zusammenarbeiten nachgewiesen. DarĂŒber hinaus werden personalisierte rĂ€umliche oder zeitliche Modifikationen vorgestellt, die es erlauben, die Benutzerfreundlichkeit, Arbeitsleistung und soziale PrĂ€senz von Benutzern zu erhöhen. Diskrepanzen zwischen den virtuellen Welten, die durch persönliche Anpassungen entstehen, werden durch Methoden der Avatar-Umlenkung (engl. redirection) kompensiert. AbschlieĂend werden einige der Methoden und Erkenntnisse in eine beispielhafte Anwendung integriert, um deren praktische Anwendbarkeit zu verdeutlichen.
Die vorliegende Arbeit zeigt, dass virtuelle Umgebungen auf realen FĂ€higkeiten und Erfahrungen aufbauen können, um eine vertraute und einfache Interaktion und Zusammenarbeit von Benutzern zu gewĂ€hrleisten. DarĂŒber hinaus ermöglichen individuelle Erweiterungen des virtuellen Inhalts und der Avatare EinschrĂ€nkungen der realen Welt zu ĂŒberwinden und das Erlebnis von VR-Umgebungen zu steigern
Verifly: A drone-supported First Aid system for Ashesi University
Applied project submitted to the Department of Computer Science, Ashesi University, in partial fulfillment of Bachelor of Science degree in Management Information Systems, April 2019Drones are autonomous vehicles that have been beneficial to humans since their creation. Drones are considered to carry out activities efficiently. In the last ten years, drones are becoming a common sight. Filming for TV and Movies, surveillance, delivery, and hobby flight are some tasks which make use of drones. The potential of drones is slowly, but surely being uncovered and yet we`ve just scratched the surface. Companies like Amazon use drones to make deliveries more efficient.
Drones can make standard services efficient, like in healthcare, public security, etc. This project utilizes drones for deploying emergency healthcare and uses technologies like GPS location, mobile applications, web services, drones, and ground control stations. The system is designed to aid first responders to an incident or injured people. This project also introduces a drone policy to govern the use of drones at Ashesi University.Ashesi Universit
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