9,881 research outputs found

    Towards FollowMe User Profiles for Macro Intelligent Environments

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    We envision an Ambient Intelligent Environment as an environment with technology embedded within the framework of that environment to help enhance an users experience in that environment. Existing implementations , while working effectively, are themselves an expensive and time consuming investment. Applying the same expertise to an environment on a monolithic scale is very inefficient, and thus, will require a different approach. In this paper, we present this problem, propose theoretical solutions that would solve this problem, with the guise of experimentally verifying and comparing these approaches, as well as a formal method to model the entire scenario

    USAge of Groupware in Software Engineering Education at the Cscw Laboratory of University Duisburg-essen: Possibilities and Limitations

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    This paper analyzes the application level in CSCW laboratory there are Electronic meeting rooms, Video Conferencing, Desktop Conference (Passenger), and BSCW system which conducting in The University Duisburg – Essen Germany. This analysis included short analysis and discussion about possibilities and limitation of each experiment followed by outlook how this lab can be further developed.Multi-user to Multipoint Videoconferences is introduced to cover all of devices join to the conferences. A computer network, PSTN (Public Switched Telephone Network), ISDN Phone, Wireless Infrastructures (accessed by laptop, smart phone, PDA) and videoconferences systems is proposed to be integrate

    Smart Collaborative Platform for eLearning with Application in Spatial Enabled Society

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    AbstractSpatially Enabled Society enables new educational opportunities and perspectives, by introducing integrative and multi-disciplinary approach in different scientific domains interconnected on a real time information platform. The paradigm proposed here is to learn at work place by doing and by collaborating at level of technology, information and the level of involved personal. As case study, we propose to develop an educational platform in urban planning field, are aiming to provide a real time data base, a network based on interchanges generated by different scientific stakeholders. Creating such a platform to build a bridge between academia and the private sector as well as interfaces between different disciplines and specialists and every citizen is still a challenge

    IoT-Enhanced Learning Environment Optimization and Student Outcome

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    This proposed system leverages Internet of Things (IoT) technology to enhance the learning environment in educational settings through two synergistic techniques. Firstly, a search-based optimization algorithm, driven by a genetic-based approach, is implemented for scheduling courses and faculty within each department to improve overall student performance and departmental percentages. Secondly, a classification task is performed to predict student outcomes, employing Neural Networks (NN) including ResNet 50, ResNet34, and a hybrid ResNet34 and ResNet50 model. The classification is based on eye-gaze monitoring during active student engagement in class, using input video samples as training and testing datasets. The system integrates optimization, activity monitoring, and classification to create a comprehensive approach aimed at improving the overall learning environment and student outcomes in educational institutions

    A Novel Reinforcement-Based Paradigm for Children to Teach the Humanoid Kaspar Robot

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    © The Author(s) 2019. This is the final published version of an article published in Psychological Research, licensed under a Creative Commons Attri-bution 4.0 International License. Available online at: https://doi.org/10.1007/s12369-019-00607-xThis paper presents a contribution to the active field of robotics research with the aim of supporting the development of social and collaborative skills of children with Autism Spectrum Disorders (ASD). We present a novel experiment where the classical roles are reversed: in this scenario the children are the teachers providing positive or negative reinforcement to the Kaspar robot in order for the robot to learn arbitrary associations between different toy names and the locations where they are positioned. The objective of this work is to develop games which help children with ASD develop collaborative skills and also provide them tangible example to understand that sometimes learning requires several repetitions. To facilitate this game we developed a reinforcement learning algorithm enabling Kaspar to verbally convey its level of uncertainty during the learning process, so as to better inform the children interacting with Kaspar the reasons behind the successes and failures made by the robot. Overall, 30 Typically Developing (TD) children aged between 7 and 8 (19 girls, 11 boys) and 6 children with ASD performed 22 sessions (16 for TD; 6 for ASD) of the experiment in groups, and managed to teach Kaspar all associations in 2 to 7 trials. During the course of study Kaspar only made rare unexpected associations (2 perseverative errors and 1 win-shift, within a total of 272 trials), primarily due to exploratory choices, and eventually reached minimal uncertainty. Thus the robot's behavior was clear and consistent for the children, who all expressed enthusiasm in the experiment.Peer reviewe

    ERASMUS: Efficient Remote Attestation via Self- Measurement for Unattended Settings

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    Remote attestation (RA) is a popular means of detecting malware in embedded and IoT devices. RA is usually realized as an interactive protocol, whereby a trusted party -- verifier -- measures integrity of a potentially compromised remote device -- prover. Early work focused on purely software-based and fully hardware-based techniques, neither of which is ideal for low-end devices. More recent results have yielded hybrid (SW/HW) security architectures comprised of a minimal set of features to support efficient and secure RA on low-end devices. All prior RA techniques require on-demand operation, i.e, RA is performed in real time. We identify some drawbacks of this general approach in the context of unattended devices: First, it fails to detect mobile malware that enters and leaves the prover between successive RA instances. Second, it requires the prover to engage in a potentially expensive (in terms of time and energy) computation, which can be harmful for critical or real-time devices. To address these drawbacks, we introduce the concept of self-measurement where a prover device periodically (and securely) measures and records its own software state, based on a pre-established schedule. A possibly untrusted verifier occasionally collects and verifies these measurements. We present the design of a concrete technique called ERASMUS : Efficient Remote Attestation via Self-Measurement for Unattended Settings, justify its features and evaluate its performance. In the process, we also define a new metric -- Quality of Attestation (QoA). We argue that ERASMUS is well-suited for time-sensitive and/or safety-critical applications that are not served well by on-demand RA. Finally, we show that ERASMUS is a promising stepping stone towards handling attestation of multiple devices (i.e., a group or swarm) with high mobility

    Bibliographic and Text Analysis of Research on Implementation of the Internet of Things to Support Education

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    The Internet of Things (IoT) has pervaded practically all aspects of our lives. In this exploratory study, we survey its applications in the field of education. It is evident that technology in general, and, in particular IoT, has been increasingly altering the educational landscape. The goal of this paper is to review the academic literature on IoT applications in education to provide an understanding of the transformation that is underway. Using topic modeling and keyword co-occurrence analysis techniques, we identified five dominant clusters of research. Our findings demonstrate that IoT research in education has mainly focused on the technical aspects; however, the social aspects remain largely unexplored. In addition to providing an overview of IoT research on education, this paper offers suggestions for future research

    tiphys an open networked platform for higher education on industry 4 0

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    Abstract Objective of Tiphys project is building an Open Networked Platform for the learning of Industry 4.0 themes. The project will create a Virtual Reality (VR) platform, where users will be able to design and create a VR based environment for training and simulating industrial processes but they will be able to study and select among a set of models in order to standardize the learning and physical processes as a virtual representation of the real industrial world and the required interactions so that to acquire learning and training capabilities. The models will be structured in a modular approach to promote the integration in the existing mechanisms as well as for future necessary adaptations. The students will be able to co-create their learning track and the learning contents by collaborative working in a dynamic environment. The paper presents the development and validation of the learning model, built on CONALI learning ontology. The concepts of the ontology will be detailed and the platform functions will be demonstrated on selected use cases

    JXTA-Overlay: a P2P platform for distributed, collaborative, and ubiquitous computing

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    With the fast growth of the Internet infrastructure and the use of large-scale complex applications in industries, transport, logistics, government, health, and businesses, there is an increasing need to design and deploy multifeatured networking applications. Important features of such applications include the capability to be self-organized, be decentralized, integrate different types of resources (personal computers, laptops, and mobile and sensor devices), and provide global, transparent, and secure access to resources. Moreover, such applications should support not only traditional forms of reliable distributing computing and optimization of resources but also various forms of collaborative activities, such as business, online learning, and social networks in an intelligent and secure environment. In this paper, we present the Juxtapose (JXTA)-Overlay, which is a JXTA-based peer-to-peer (P2P) platform designed with the aim to leverage capabilities of Java, JXTA, and P2P technologies to support distributed and collaborative systems. The platform can be used not only for efficient and reliable distributed computing but also for collaborative activities and ubiquitous computing by integrating in the platform end devices. The design of a user interface as well as security issues are also tackled. We evaluate the proposed system by experimental study and show its usefulness for massive processing computations and e-learning applications.Peer ReviewedPostprint (author's final draft

    Metaverse: A Vision, Architectural Elements, and Future Directions for Scalable and Realtime Virtual Worlds

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    With the emergence of Cloud computing, Internet of Things-enabled Human-Computer Interfaces, Generative Artificial Intelligence, and high-accurate Machine and Deep-learning recognition and predictive models, along with the Post Covid-19 proliferation of social networking, and remote communications, the Metaverse gained a lot of popularity. Metaverse has the prospective to extend the physical world using virtual and augmented reality so the users can interact seamlessly with the real and virtual worlds using avatars and holograms. It has the potential to impact people in the way they interact on social media, collaborate in their work, perform marketing and business, teach, learn, and even access personalized healthcare. Several works in the literature examine Metaverse in terms of hardware wearable devices, and virtual reality gaming applications. However, the requirements of realizing the Metaverse in realtime and at a large-scale need yet to be examined for the technology to be usable. To address this limitation, this paper presents the temporal evolution of Metaverse definitions and captures its evolving requirements. Consequently, we provide insights into Metaverse requirements. In addition to enabling technologies, we lay out architectural elements for scalable, reliable, and efficient Metaverse systems, and a classification of existing Metaverse applications along with proposing required future research directions
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