1,119 research outputs found
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Mobile collaborative video
The emergence of pico projectors as a part of future mobile devices presents unique opportunities for collaborative settings, especially in entertainment applications, such as video playback. By aggregating pico projectors from several users, it is possible to enhance resolution, brightness, or frame rate. In this paper we present a camera-based methodology for the alignment and synchronization of multiple projectors. The approach does not require any complicated ad hoc network setup among the mobile devices. A prototype system has been set up and used to test the proposed techniques
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Education in the Wild: Contextual and Location-Based Mobile Learning in Action. A Report from the STELLAR Alpine Rendez-Vous Workshop Series
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Introduction to location-based mobile learning
[About the book]
The report follows on from a 2-day workshop funded by the STELLAR Network of Excellence as part of their 2009 Alpine Rendez-Vous workshop series and is edited by Elizabeth Brown with a foreword from Mike Sharples. Contributors have provided examples of innovative and exciting research projects and practical applications for mobile learning in a location-sensitive setting, including the sharing of good practice and the key findings that have resulted from this work. There is also a debate about whether location-based and contextual learning results in shallower learning strategies and a section detailing the future challenges for location-based learning
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Augmenting the field experience: a student-led comparison of techniques and technologies
In this study we report on our experiences of creating and running a student fieldtrip exercise which allowed students to compare a range of approaches to the design of technologies for augmenting landscape scenes. The main study site is around Keswick in the English Lake District, Cumbria, UK, an attractive upland environment popular with tourists and walkers. The aim of the exercise for the students was to assess the effectiveness of various forms of geographic information in augmenting real landscape scenes, as mediated through a range of techniques and technologies. These techniques were: computer-generated acetate overlays showing annotated wireframe views from certain key points; a custom-designed application running on a PDA; a mediascape running on the mScape software on a GPS-enabled mobile phone; Google Earth on a tablet PC; and a head-mounted in-field Virtual Reality system. Each group of students had all five techniques available to them, and were tasked with comparing them in the context of creating a visitor guide to the area centred on the field centre. Here we summarise their findings and reflect upon some of the broader research questions emerging from the project
Major requirements for building Smart Homes in Smart Cities based on Internet of Things technologies
The recent boom in the Internet of Things (IoT) will turn Smart Cities and Smart Homes (SH) from hype to reality. SH is the major building block for Smart Cities and have long been a dream for decades, hobbyists in the late 1970s made Home Automation (HA) possible when personal computers started invading home spaces. While SH can share most of the IoT technologies, there are unique characteristics that make SH special. From the result of a recent research survey on SH and IoT technologies, this paper defines the major requirements for building SH. Seven unique requirement recommendations are defined and classified according to the specific quality of the SH building blocks
Abstraction, Visualization, and Evolution of Process Models
The increasing adoption of process orientation in companies and organizations has resulted in large process model collections. Each process model of such a collection may comprise dozens or hundreds of elements and captures various perspectives of a business process, i.e., organizational, functional, control, resource, or data perspective. Domain experts having only limited process modeling knowledge, however, hardly comprehend such large and complex process models. Therefore, they demand for a customized (i.e., personalized) view on business processes
enabling them to optimize and evolve process models effectively.
This thesis contributes the proView framework to systematically create and update process views (i.e., abstractions) on process models and business processes respectively. More precisely, process views abstract large process models by hiding or combining process information. As a result, they provide an abstracted, but personalized representation of process information to domain experts. In particular, updates of a process view are supported, which are then propagated to the related process model as well as associated process views. Thereby, up-to-dateness and consistency of all process views defined on any process model can be always ensured. Finally, proView preserves the behaviour and correctness of a process model.
Process abstractions realized by views are still not sufficient to assist domain experts in comprehending and evolving process models. Thus, additional process visualizations are introduced that provide text-based, form-based, and hierarchical representations of process models. Particularly, these process visualizations allow for view-based process abstractions and updates as well. Finally, process interaction concepts are introduced enabling domain experts to create and evolve process models on touch-enabled devices. This facilitates the documentation of process models in workshops or while interviewing process participants at their workplace.
Altogether, proView enables domain experts to interact with large and complex process models as well as to evolve them over time, based on process model abstractions, additional process visualizations, and process interaction concepts. The framework is implemented in a proof-ofconcept prototype and validated through experiments and case studies
Learning Spaces
Edited by Diana G. Oblinger.
Includes a chapter by former College at Brockport Faculty member Joan K. Lippincott: Linking the Information Commons to learning.
Space, whether physical or virtual, can have a significant impact on learning. Learning Spaces focuses on how learner expectations influence such spaces, the principles and activities that facilitate learning, and the role of technology from the perspective of those who create learning environments: faculty, learning technologists, librarians, and administrators. Information technology has brought unique capabilities to learning spaces, whether stimulating greater interaction through the use of collaborative tools, videoconferencing with international experts, or opening virtual worlds for exploration. This e-book represents an ongoing exploration as we bring together space, technology, and pedagogy to ensure learner success.https://digitalcommons.brockport.edu/bookshelf/1077/thumbnail.jp
TechNews digests: Jan - Mar 2010
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
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