889,413 research outputs found

    Evaluating the development of wearable devices, personal data assistants and the use of other mobile devices in further and higher education institutions

    Get PDF
    This report presents technical evaluation and case studies of the use of wearable and mobile computing mobile devices in further and higher education. The first section provides technical evaluation of the current state of the art in wearable and mobile technologies and reviews several innovative wearable products that have been developed in recent years. The second section examines three scenarios for further and higher education where wearable and mobile devices are currently being used. The three scenarios include: (i) the delivery of lectures over mobile devices, (ii) the augmentation of the physical campus with a virtual and mobile component, and (iii) the use of PDAs and mobile devices in field studies. The first scenario explores the use of web lectures including an evaluation of IBM's Web Lecture Services and 3Com's learning assistant. The second scenario explores models for a campus without walls evaluating the Handsprings to Learning projects at East Carolina University and ActiveCampus at the University of California San Diego . The third scenario explores the use of wearable and mobile devices for field trips examining San Francisco Exploratorium's tool for capturing museum visits and the Cybertracker field computer. The third section of the report explores the uses and purposes for wearable and mobile devices in tertiary education, identifying key trends and issues to be considered when piloting the use of these devices in educational contexts

    TwiddleNet: Smartphones as Personal Servers

    Get PDF
    TwiddleNet uses smartphones as personal servers to enable instant content capture and dissemination for firstresponders. It supports the information sharing needs of first responders in the early stages of an emergency response operation. In TwiddleNet, content, once captured, is automatically tagged and disseminated using one of the several networking channels available in smartphones. TwiddleNet pays special attention to minimizing the equipment, network set-up time, and content capture and dissemination effort. It can support small operations of emergency responders in the first 48-72 hours of an emergency response by using handheld devices based infrastructure and scale up to handle hundred of users with more robust backend infrastructure

    Wearable and mobile devices

    Get PDF
    Information and Communication Technologies, known as ICT, have undergone dramatic changes in the last 25 years. The 1980s was the decade of the Personal Computer (PC), which brought computing into the home and, in an educational setting, into the classroom. The 1990s gave us the World Wide Web (the Web), building on the infrastructure of the Internet, which has revolutionized the availability and delivery of information. In the midst of this information revolution, we are now confronted with a third wave of novel technologies (i.e., mobile and wearable computing), where computing devices already are becoming small enough so that we can carry them around at all times, and, in addition, they have the ability to interact with devices embedded in the environment. The development of wearable technology is perhaps a logical product of the convergence between the miniaturization of microchips (nanotechnology) and an increasing interest in pervasive computing, where mobility is the main objective. The miniaturization of computers is largely due to the decreasing size of semiconductors and switches; molecular manufacturing will allow for “not only molecular-scale switches but also nanoscale motors, pumps, pipes, machinery that could mimic skin” (Page, 2003, p. 2). This shift in the size of computers has obvious implications for the human-computer interaction introducing the next generation of interfaces. Neil Gershenfeld, the director of the Media Lab’s Physics and Media Group, argues, “The world is becoming the interface. Computers as distinguishable devices will disappear as the objects themselves become the means we use to interact with both the physical and the virtual worlds” (Page, 2003, p. 3). Ultimately, this will lead to a move away from desktop user interfaces and toward mobile interfaces and pervasive computing

    Online behavior from desktop and mobile devices are connected

    Get PDF
    Cell phones and other mobile devices are used to access the Internet even at home and at work where computers are easily available. They are no longer a mere backup to the computer. This means that it makes little sense to study Internet access from mobile devices separate from other Internet access. We need new methods that encompass online behavior from desktop computers and mobile devices as well as stationary and mobile online behavior

    Morpes: A Model for Personalized Rendering of Web Content on Mobile Devices

    Full text link
    With the tremendous growth in the information communication sector, the mobile phones have become the prime information communication devices. The convergence of traditional telephony with the modern web enabled communication in the mobile devices has made the communication much effective and simpler. As mobile phones are becoming the crucial source of accessing the contents of the World Wide Web which was originally designed for personal computers, has opened up a new challenge of accommodating the web contents in to the smaller mobile devices. This paper proposes an approach towards building a model for rendering the web pages in mobile devices. The proposed model is based on a multi-dimensional web page segment evaluation model. The incorporation of personalization in the proposed model makes the rendering user-centric. The proposed model is validated with a prototype implementation.Comment: 10 Pages, 2 Figure
    corecore