1,540 research outputs found

    Proporcionar experiencias de aprendizaje ubicuo mediante la combinaciĂłn de Internet de las Cosas y los estĂĄndares de e-Learning

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    [ES]Actualmente, el aprendizaje estĂĄ teniendo lugar con mayor frecuencia en cualquier lugar y en cualquier momento. Esto implica que los ambientes del aprendizaje electrĂłnico se expandan desde los entornos de aprendizaje solo virtuales a entornos que implican espacios fĂ­sicos. Gracias a la evoluciĂłn de Internet, las TIC (TecnologĂ­as de la InformaciĂłn y ComunicaciĂłn) y a la Internet de las Cosas, se pueden experimentar nuevos escenarios de aprendizaje por parte de los estudiantes, ya sea individualmente o en colaboraciĂłn. Estos escenarios de aprendizaje ubicuos, permiten compaginar tanto ambientes virtuales como ambientes fĂ­sicos. Por tanto, estas experiencias se caracterizan por las interacciones posibles del estudiante con el entorno fĂ­sico, la detecciĂłn de los datos contextuales, y tambiĂ©n la adaptaciĂłn de las estrategias pedagĂłgicas y de los servicios segĂșn el contexto. Este artĂ­culo pretende aprovechar esta tendencia y sustentarla en las normas existentes de aprendizaje electrĂłnico como IMS LD y LOM. La soluciĂłn propuesta es extender los modelos de normas de aprendizaje electrĂłnico como IMS LD y LOM para soportar Internet de las Cosas y para aportar un enfoque de adaptaciĂłn de las actividades de aprendizaje segĂșn el contexto del estudiante y su huella digital utilizando la API eXperience. En este contexto y con el fin de permitir las capacidades de razonamiento y la interoperabilidad entre los modelos propuestos se proponen representaciones ontolĂłgicas y una implementaciĂłn de la soluciĂłn. AdemĂĄs, se plantea una arquitectura tĂ©cnica que resalta los componentes de software necesarios y sus interacciones. Y, por Ășltimo, se implementa y se evalĂșa un escenario de aprendizaje ubicuo

    Pervasive Gaming: Testing Future Context Aware Applications

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    More and more technical research projects take place that weave together elements of real and virtual life to provide a new experience defined as pervasive. They bank on the development of mobile services to drive the expansion of pervasive applications and in particular pervasive games. Using geolocalisation, local networks and short range radio frequencies technologies like RFID or other tagging technologies, pervasive games rely on a close relationship to the environment and thus explore the space between fiction and reality. This is their main quality but possibly their main weakness as the development relies on the production of specific contents in relation to the context of use. In this article, we propose to explore what this entirely new paradigm for game design implies in terms of production and how to overcome the limitations due to this dependency of contents and context. Based on our experience of three pervasive games developed within research projects on adhoc wifi (ANR-Safari and ANRTranshumance) and RFID networks (ANR-PLUG), this paper presents different options to reducing the cost of content production relying on either traditional editors or grass root contributions.pervasive games, content production, game design, geolocalised technologies.

    Topologies for combining the Internet of Things and Serious Games

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    Serious Games have been established over recent years as a means of utilising gaming for applications other than entertainment.With the emergence of the Internet of Things (IoT) paradigm, a new direction for serious games arises, where data gathered from the physical environment can be utilised towards new novel applications. This literature survey uncovers existing topologies that can be applied for combining IoT with Serious Games. This paper presents findings from extensive research into IoT, Serious Games, Pervasive Games and Gamification, IoT topologies and Wireless Sensor Networks (WSN), to identify the requirements of a topology for Serious Games and IoT. By understanding the topological requirements for combining IoT and Serious Games, the development process is reduced, allowing for the advancement in the mentioned field. Three topologies are presented for combining IoT with Serious Games and a detailed topology for developing a Serious Game that monitors student attendance is presented. Also included, is an insight into the new paradigm of Smart Serious Games (SSGs). This paper will aid future research and development in SSGs determine effective network topologies

    T4Tags 2.0: a tool to support the serendipitous use of domestic technologies

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    The authors present an iterative design exploration to support serendipitous uses of technology: quick reconfigurations of the domestic environment to address inhabitants' current needs, whether they are transient and ephemeral or more habitual. As a result of this exploration, the authors developed T4Tags 2.0, an open-ended toolkit for programming Web-connected and versatile physical tokens embedded with different sensing technologies (including near field communication, physical buttons, and motion and environmental sensors) and can be easily integrated with existing artifacts. The design of the toolkit was informed by fieldwork that provided design drivers for domestic technologies that can be repurposed or appropriated through features such as end-user programming of device behavior and crowd-fueled appropriation by sharing "recipes" of programmed tokens. A user study with three families provides insights into system usefulness and the recipe-sharing functionality. The authors also discuss opportunities and challenges, reflecting on the tradeoffs of an open system in terms of user engagement, creative input, and real-world deployment. This article is part of a special issue on domestic pervasive computing.This research has been partially funded by the 2015 UC3M Post-Doc Mobility Scholarship and by the Academy of Finland (286440, Evidence

    Tap it again, Sam: Harmonizing personal environments towards lifelong learning

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    The increasing number of mobile vendors releas- ing NFC-enabled devices to the market and their prominent adoption has moved this technology from a niche product to a product with a large market-share. NFC facilitates natural interactions between digital world and physical learning environments. The scaffolding of learning ecologies is a key aspect for lifelong learners in their challenge to integrate learning activities into busy daily life. The contribution of this manuscript is twofold: first, a review of scientific litera- ture in which NFC has been used with a direct or indirect purpose to learn is presented, and potential uses for learners are classified according to their type of interaction; based on these findings the NFC MediaPlayer is presented as an instantiation of an ecology of resources (EoR) in a lifelong learning context. Finally, shortcomings and best practices are highlighted in the conclusions, and future work is discussed

    ENHANCING USERS’ EXPERIENCE WITH SMART MOBILE TECHNOLOGY

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    The aim of this thesis is to investigate mobile guides for use with smartphones. Mobile guides have been successfully used to provide information, personalisation and navigation for the user. The researcher also wanted to ascertain how and in what ways mobile guides can enhance users' experience. This research involved designing and developing web based applications to run on smartphones. Four studies were conducted, two of which involved testing of the particular application. The applications tested were a museum mobile guide application and a university mobile guide mapping application. Initial testing examined the prototype work for the ‘Chronology of His Majesty Sultan Haji Hassanal Bolkiah’ application. The results were used to assess the potential of using similar mobile guides in Brunei Darussalam’s museums. The second study involved testing of the ‘Kent LiveMap’ application for use at the University of Kent. Students at the university tested this mapping application, which uses crowdsourcing of information to provide live data. The results were promising and indicate that users' experience was enhanced when using the application. Overall results from testing and using the two applications that were developed as part of this thesis show that mobile guides have the potential to be implemented in Brunei Darussalam’s museums and on campus at the University of Kent. However, modifications to both applications are required to fulfil their potential and take them beyond the prototype stage in order to be fully functioning and commercially viable

    An RFID-enabled framework to support Ambient Home Care Services

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    The growing number of elderly in modern societies is encouraging advances in remote assistive solutions to enable sustainable and safe ‘ageing in place’. Among the many technologies which may serve to support Ambient Home Care Systems, RFID is offering a set of differential features which make it suitable to build new interaction schemes while supporting horizontal system’s features such as localization. This paper details the design of a passive RFID-based AHCS, composed by an infrastructure of mobile and static tags and readers controlled by a SOA (service oriented architecture) middleware. The technology possibilities, its drawbacks and integration problems in this application domain are described from a practical approach
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