8,833 research outputs found

    Human computer interaction for international development: past present and future

    Get PDF
    Recent years have seen a burgeoning interest in research into the use of information and communication technologies (ICTs) in the context of developing regions, particularly into how such ICTs might be appropriately designed to meet the unique user and infrastructural requirements that we encounter in these cross-cultural environments. This emerging field, known to some as HCI4D, is the product of a diverse set of origins. As such, it can often be difficult to navigate prior work, and/or to piece together a broad picture of what the field looks like as a whole. In this paper, we aim to contextualize HCI4D—to give it some historical background, to review its existing literature spanning a number of research traditions, to discuss some of its key issues arising from the work done so far, and to suggest some major research objectives for the future

    The History of the iPad

    Get PDF
    The purpose of this paper is to review the history of the iPad and its influence over contemporary computing. Although the iPad is relatively new, the tablet computer is having a long and lasting affect on how we communicate. With this essay, I attempt to review the technologies that emerged and converged to create the tablet computer. Of course, Apple and its iPad are at the center of this new computing movement

    M-health review: joining up healthcare in a wireless world

    Get PDF
    In recent years, there has been a huge increase in the use of information and communication technologies (ICT) to deliver health and social care. This trend is bound to continue as providers (whether public or private) strive to deliver better care to more people under conditions of severe budgetary constraint

    FOTE 2008 Conference Report

    Get PDF
    A report prepared by JA.Net and ULCC about the Future of Technology in Education (FOTE 2008) conference, Imperial College, 3rd October 2008. It covers the main speakers, themes and presentations: Cloud Computing, Second Life, Portability, Personalisation, Shared Services, Campus of the Future, Mobile Technology, Creativity and Media Production, Social Collaboration Tools for Staff and Students

    MANAGING IT INFRASTRUCTURE FOR INFORMATION SOCIETY DEVELOPMENT. THE ALBANIAN CASE

    Get PDF
    Information has become an important element without which society cannot achieve its objectives. The term “information society” is increasingly used nowadays, instead of the terms “production” or “consumption society”, because of the importance and necessity of information in today's dynamic environment. Since IT became commercial in the early 1990s, it has diffused rapidly in developed countries but generally slowly in developing ones. The ICT development requires preparation, largely in the form of investment in network infrastructure, skills and regulatory frameworks. So the physical infrastructure of information systems is one of the important components of the information society. The aim of this paper is to identify ICT infrastructure indicator and to find what factors Albania need to take in consideration for managing ICT infrastructure to compare with other countries for building an information society. Many technological changes have brought new developments in IT infrastructure, such as data and digitalization, packet switching and broadband networks, as well as increased role of wireless and Internet. Albania, as a developing country have tried do benefit in maximum from these developments, focusing in the IT infrastructure management as one of the elements for building information society.ICT, physical infrastructure, e-readiness, IT services

    Strategies and challenges to facilitate situated learning in virtual worlds post-Second Life

    Get PDF
    Virtual worlds can establish a stimulating environment to support a situated learning approach in which students simulate a task within a safe environment. While in previous years Second Life played a major role in providing such a virtual environment, there are now more and more alternative—often OpenSim-based—solutions deployed within the educational community. By drawing parallels to social networks, we discuss two aspects: how to link individually hosted virtual worlds together in order to implement context for immersion and how to identify and avoid “fake” avatars so people behind these avatars can be held accountable for their actions

    POLICY OF NATIONALISM GUIDANCE THROUGH IN TRADITIONAL MARKET MANAGEMENT IN CENTRAL JAVA

    Get PDF
    A research on policy nationalism guidance through in traditional markets management in the province of Central Java is implemented in “Pasar Gede Solo” with qualitative methods. The reason for selecting “Pasar Gede Solo” because of Solo City has a lot of cultural heritages that are still held strong until today. The cultural heritage is the local identity. The Local identity can develop into the province identity, then to be the national identity. A strong national identity shows high Nationalism which reflected from loyalty, passion and pride of the nation itself. The number of local identities in “Pasar Gede Solo” is likely to evolve into national identity should be encouraged to preserve the Government's policy to strengthen Indonesia Nationalism

    Blowtooth: a provocative pervasive game for smuggling virtual drugs through real airport security

    Get PDF
    In this paper we describe a pervasive game, Blowtooth, in which players use their mobile phones to hide virtual drugs on nearby airline passengers in real airport check-in queues. After passing through airport security, the player must find and recover their drugs from the innocent bystanders, without them ever realizing they were involved in the game. The game explores the nature of pervasive game playing in environments that are not, generally, regarded as playful or “fun”. This paper describes the game’s design and implementation as well as an evaluation conducted with participants in real airports. It explores the players’ reactions to the game through questionnaire responses and in-game activity. The technologies used in Blowtooth are, intentionally, simple in order for the enjoyment of the game to be reliant more on the physical environment rather than the enabling technologies. We conclude that situating pervasive games in unexpected and challenging environments, such as international airports, may provide interesting and unique gaming experiences for players. In addition, we argue that pervasive games benefit most from using the specific features and nature of interesting real-world environments rather than focusing on the enabling technologies
    corecore