95 research outputs found

    TechNews digests: Jan - Nov 2008

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    TechNews is a technology, news and analysis service aimed at anyone in the education sector keen to stay informed about technology developments, trends and issues. TechNews focuses on emerging technologies and other technology news. TechNews service : digests september 2004 till May 2010 Analysis pieces and News combined publish every 2 to 3 month

    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.

    Mobile applications approaches using near field communication support

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    Nowadays, the society is constantly evolving technologically and new products and technologies appears every day. These technologies allow the well-being of societies and their populations. Mobile gadgets evolution, mainly the smartphones, has always been at the forefront, everyday new devices appear and with them, more recent technologies. These technologies provide a better quality of life of everybody who uses them. People need to have at their disposal a whole array of new features that make their life increasingly more easily. The use of gadgets to simplify the day-to-day is growing and for this people use all disposal types of devices, such as computers, laptops, file servers, smartphones, tablets, and among of others. With the need to use all these devices a problem appears, the data synchronization and a way to simplify the usage of smartphones. What is the advantage of having so much technology available if we need to concern about the interoperability between all devices? There are some solutions to overcome these problems, but most often the advantage brought by these technologies has associated some setup configurations and time is money. Near field communication (NFC) appeared in 2004 but only now has gained the market dominance and visibility, everybody wants to have a NFC based solution, like Google, Apple, Microsoft and other IT giants. NFC is the best solution to overcome some problems like, file synchronization, content sharing, pairing devices, and launch applications without user interaction. NFC arises as a technology that was forgotten, but it has everything to win in every global solutions and markets. In this dissertation two based solutions are presented, an application to transfer money using NFC and an application launcher. Both solutions are an innovation in market because there are nothing like these. A prototype of each application was build and tested. NFC Launcher is already in Android Market. NFC Launcher and Credit Transfer were built, evaluated and are ready for use

    The survey on Near Field Communication

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    PubMed ID: 26057043Near Field Communication (NFC) is an emerging short-range wireless communication technology that offers great and varied promise in services such as payment, ticketing, gaming, crowd sourcing, voting, navigation, and many others. NFC technology enables the integration of services from a wide range of applications into one single smartphone. NFC technology has emerged recently, and consequently not much academic data are available yet, although the number of academic research studies carried out in the past two years has already surpassed the total number of the prior works combined. This paper presents the concept of NFC technology in a holistic approach from different perspectives, including hardware improvement and optimization, communication essentials and standards, applications, secure elements, privacy and security, usability analysis, and ecosystem and business issues. Further research opportunities in terms of the academic and business points of view are also explored and discussed at the end of each section. This comprehensive survey will be a valuable guide for researchers and academicians, as well as for business in the NFC technology and ecosystem.Publisher's Versio

    Near Field Communication Applications

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    Near Field Communication (NFC) is a short-range, low power contactless communication between NFC-enabled devices that are held in the closed proximity to each other. NFC technology has been moving rapidly from its initial application areas of mobile payment services and contactless ticketing to the diversity of new areas. Three specific NFC tags highlighted in the thesis have different structures in terms of memory, security and usage in different applications. NFC information tags exploit the data exchange format NDEF standardized by NFC Forum. NFC applications are rapidly stepping into novel and diverse application areas. Often they are deployed in combination with different devices and systems through their integrability and adaptability features. The diverse application areas where NFC tags and cards are used cover smart posters, contactless ticketing, keys and access control, library services, entertainment services, social network services, education, location based services, work force and retail management and healthcare. In designing different NFC applications, it is necessary to take into consideration different design issues such as to choosing the NFC tools and devices according to the technical requirements of the application, considering especially the memory, security and price factors as well as their relation to the purpose and usage of the final product. The security aspect of the NFC tags is remarkably important in selecting the proper NFC device. The race between hackers attacking and breaking the security systems of programmable high level products and manufacturers to produce reliable secure systems and products seems to never end. This has proven to be case, for example, for trying MIFARE Ultralight and DESFire MF3ICD40 tags. An important consideration of studying the different applications of NFC tags and cards during the thesis work was to understand the ubiquitous character of NFC technology.LÀhitunnistus yhteys tekniikka (NFC) on lyhyen tÀhtÀimen, pienitehoinen, kontaktiton yhteydenpito NFC yhteensopivien laitteiden vÀlillÀ, jossa laitteet pidetÀÀn toistensÀ vÀlittömÀssÀ lÀheisyydessÀ tiedon siirtÀmiseksi niiden vÀlillÀ. NFC-teknologia on siirtynyt nopeasti sen alkuperÀisiltÀ toimialueilta eli mobiili maksupalvelujen ja kontaktittomien lippujen sovellusalueilta moninaisille uusille alueille. Kolmella NFC tagillÀ, joita on kÀsitelty tÀssÀ tutkielmassa, on muistin, turvallisuuden ja kÀytön kannalta erilaisiÀ rakenteita, joita kÀytetÀÀn eri sovelluksissa. NFC-tagit kÀyttÀvÀt tiedonvÀlityksessÀ NFC Forumin standardoimaa NDEF-tiedonvaihtoformaattia. NFC sovellukset esiintyvÀt yhÀ enenevÀssÀ mÀÀrin nopeasti kehyttyvillÀ, uudenlaisilla ja monipuolisilla sovellusalueilla, usein yhdessÀ eri laitteiden ja jÀrjestelmien kanssa. NFC on kÀytettÀvissÀ erinÀisten laitteiden kanssa erilaisissa jÀrjestelmÀympÀristöissÀ. Monipuoliset sovellusalueet, joissa muun muassa NFC-tagejÀ ja -kortteja kÀytetÀÀn sisÀltÀvÀt seuraavanlaisia sovelluksia: ÀlykkÀÀt julisteet, kontaktittomat liput, avaimet ja pÀÀsynvalvonta, kirjastopalvelut, viihdepalvelut, sosiaalisen verkoston palvelut, kasvatukseen ja koulutukseen liittyvÀt palvelut, sijaintiperustaiset palvelut, työvoiman ja vÀhittÀiskaupan hallinto-palvelut ja terveyspalvelut. Erilaisten NFC-sovelluksien suunnittelussa on vÀistÀmÀtöntÀ ottaa erilaisia suunnitteluasioita huomioon kuten valita NFC-työkalut ja laitteet sovelluksen teknisten vaatimusten mukaan. Erilaiset tÀrkeÀt tekijÀt kuten muisti, tietoturvallisuusominaisuudet ja hinta ja niiden kaikkien toimivuus lopputuotteen kannalta on otettava huomioon. TietoturvallisuusnÀkökohta on erityisen tÀrkeÀ oikean NFC laitteen valitsemisessa, sillÀ kÀynnissÀ on loputon kilpajuoksu hakkerien, jotka yrittÀvÀt rikkoa ohjelmoitavien korkeatasoisten laitteiden ja tuotteiden tietoturvajÀrjestelmiÀ, ja valmistajien, jotka pyrkivÀt tuottamaan luotettavia varmoja jÀrjestelmiÀ, vÀlillÀ. Tietoturvariskiin liittyviÀ ongelmia on löydetty esimerkiksi MIFARE Ultralight ja DESFire MF3ICD40 tageista. TÀrkeÀ havainto, joka saatiin erilaisten NFC sovelluksien tutkimisesta, oli oivaltaa NFCteknologian potentiaalinen kaikkialle ulottuva, yleiskÀyttöinen luonne

    Emerging technologies for learning report (volume 3)

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    Towards a Service-Oriented Architecture Framework for Educational Serious Games

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    Producing educational serious games can be costly and time-consuming. The Service-Oriented Architecture (SOA) approach of software development can offer a solution to reduce costs and foment serious games development. In this work, we apply a model called Activity Theory-based Model of Serious Games (ATMSG) for identifying existing relevant components that can be reused for different educational serious games. We apply the derived structure to classify the elements of an existing game and to identify how it can be refactored and expanded following the SOA paradigm

    More playful user interfaces:interfaces that invite social and physical interaction

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    Developing and evaluating the feasibility of an active training game for smart-phones as a tool for promoting executive function in children

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    Executive function (EF) comprises a series of interrelated cognitive and self-regulatory skills which are required in nearly every facet of everyday life, particularly in novel circumstances. EF skills begin developing from birth and continue to grow well into adulthood but are most crucial for children as they are associated with academic and life success as well as mental and physical health. There is now strong evidence that these skills can be trained through targeted intervention in a diverse range of approaches, such as computer games, physical activity, and social play settings. This thesis presents the process of the design and evaluation of an active EF-training game (BrainQuest) for smart-phones, in participation with end-users: a group of 11-12-year-old children from a local Primary School. The design process placed emphasis on creating an engaging user experience, a phenomenon which has eluded many serious games, by building upon motivational game design theory and satisfying end-user requirements. However, in the pursuit of promoting particular executive functions: working memory; inhibitory control; planning and strategizing, the design integrated aspects of a cognitive assessment while also utilizing a range of alternative approaches for training EF, including physical activity and social play. Following an iterative design process which included many single session prototype evaluations, a mixed methods evaluation was undertaken during a 5-week study with twenty-eight 11-12-year-old school children. The study gathered exploratory qualitative and quantitative evidence regarding the game’s potential benefits which was evaluated by triangulating a range of data sources: multi-observer observations notes, interviews with children and teachers, game performance data and logs, and cognitive assessment outcomes. The analysis describes the statistical relationships between game and executive function ability, before exploring user experiences and evidence of cognitive challenge during gameplay through a series of triangulated case studies and general whole-class observations. The analysis presents the game to be engaging and enjoyable throughout the study and, for most children, able to generate a sustainable challenge. Though there were initial difficulties in understanding the complex game rules and technology, the game became increasingly usable and learnable for the target user group and created opportunities for goal setting. It also encouraged feelings of pride and self-confidence as well as facilitating positive social interactions and requiring regulation of emotion, which are considered to be pathways to developing executive functions (Diamond, 2012). There was also promising initial evidence that the game’s variable difficulty level system was able to challenge executive functions: planning and strategizing, working memory, and inhibitory control. Most notably, the game appeared to support improvements in strategizing ability by demanding increasing strategic complexity in response to evolving and increasingly difficult task demands. Supporting BrainQuest’s cognitive challenge, several statistical relationships emerged between executive function ability and game performance measures. However, the game’s ability to significantly improve cognitive outcomes could not yet be concluded. Nevertheless, these findings have implications for both the future design and evaluation practices undertaken by cognitive training researchers. From a design perspective, less credence should be paid to simply gamifying cognitive assessments while greater emphasis should be placed on integration of formal game design and motivational theories. With regards to evaluation, researchers should understand the importance of establishing first whether CTGs can remain engaging over time as well as the feasibility of their challenge to cognitive functions
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