631 research outputs found

    Quality assessment technique for ubiquitous software and middleware

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    The new paradigm of computing or information systems is ubiquitous computing systems. The technology-oriented issues of ubiquitous computing systems have made researchers pay much attention to the feasibility study of the technologies rather than building quality assurance indices or guidelines. In this context, measuring quality is the key to developing high-quality ubiquitous computing products. For this reason, various quality models have been defined, adopted and enhanced over the years, for example, the need for one recognised standard quality model (ISO/IEC 9126) is the result of a consensus for a software quality model on three levels: characteristics, sub-characteristics, and metrics. However, it is very much unlikely that this scheme will be directly applicable to ubiquitous computing environments which are considerably different to conventional software, trailing a big concern which is being given to reformulate existing methods, and especially to elaborate new assessment techniques for ubiquitous computing environments. This paper selects appropriate quality characteristics for the ubiquitous computing environment, which can be used as the quality target for both ubiquitous computing product evaluation processes ad development processes. Further, each of the quality characteristics has been expanded with evaluation questions and metrics, in some cases with measures. In addition, this quality model has been applied to the industrial setting of the ubiquitous computing environment. These have revealed that while the approach was sound, there are some parts to be more developed in the future

    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

    The Development of a Modular Framework for Serious Games and the Internet of Things

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    The combination of Serious Games and the Internet of Things is a recent academic domain of research. By combining the software and gaming advantages of Serious Games with the interconnected hardware and middleware driven ecosystem of the Internet of Things, it is possible to develop data-driven games that source data from the local or extended physical environment to progress in the virtual environment of gaming. The following thesis presents research into Serious Games and the Internet of Things, focusing on the development of a modular framework that represents the combination of the two technologies. Current research in the domain of Smart Serious Games omits a modular framework that is application independent and outlines the software and hardware interaction between Serious Games and the Internet of Things, therefore this thesis is the first to introduce one. By developing such a framework, this thesis contributes to the academic domain and encourages new and innovative real-world applications of Smart Serious Games that include healthcare, education, simulation and others. Further to the framework, this thesis presents a survey into the network topologies for Serious Games and the Internet of Things and a computer algorithm that provides a measure of student engagement, integrated into a Smart Serious Game developed as part of the undertaken research named Student Engagement Application (SEA). This thesis utilises a semester-long experiment and the techniques of control groups and randomised controlled trials to investigate and compare the measures of engagement obtained through SEA and self-reflection questionnaires, and the measure of student engagement against academic performance, respectively. After statistical analysis, the data presented strong confidence in the measure of engagement through SEA, validating the effectiveness of the proposed framework for Smart Serious Games

    THE DEVELOPMENT OF A MODULAR FRAMEWORK FOR SERIOUS GAMES AND THE INTERNET OF THINGS

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    The combination of Serious Games and the Internet of Things is a recent academic domain of research. By combining the software and gaming advantages of Serious Games with the interconnected hardware and middleware driven ecosystem of the Internet of Things, it is possible to develop data-driven games that source data from the local or extended physical environment to progress in the virtual environment of gaming. The following thesis presents research into Serious Games and the Internet of Things, focusing on the development of a modular framework that represents the combination of the two technologies. Current research in the domain of Smart Serious Games omits a modular framework that is application independent and outlines the software and hardware interaction between Serious Games and the Internet of Things, therefore this thesis is the first to introduce one. By developing such a framework, this thesis contributes to the academic domain and encourages new and innovative real-world applications of Smart Serious Games that include healthcare, education, simulation and others. Further to the framework, this thesis presents a survey into the network topologies for Serious Games and the Internet of Things and a computer algorithm that provides a measure of student engagement, integrated into a Smart Serious Game developed as part of the undertaken research named Student Engagement Application (SEA). This thesis utilises a semester-long experiment and the techniques of control groups and randomised control trials to investigate the compare the measures of engagement obtained through SEA and self-reflection questionnaires, and the measure of student engagement against academic performance, respectively. After statistical analysis, the data presented strong confidence in the measure of engagement through SEA, validating the effectiveness of the proposed framework for Smart Serious Games

    Current trends on ICT technologies for enterprise information s²ystems

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    The proposed paper discusses the current trends on ICT technologies for Enterprise Information Systems. The paper starts by defining four big challenges of the next generation of information systems: (1) Data Value Chain Management; (2) Context Awareness; (3) Interaction and Visualization; and (4) Human Learning. The major contributions towards the next generation of information systems are elaborated based on the work and experience of the authors and their teams. This includes: (1) Ontology based solutions for semantic interoperability; (2) Context aware infrastructures; (3) Product Avatar based interactions; and (4) Human learning. Finally the current state of research is discussed highlighting the impact of these solutions on the economic and social landscape

    Enhanced Living Environments

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    This open access book was prepared as a Final Publication of the COST Action IC1303 “Algorithms, Architectures and Platforms for Enhanced Living Environments (AAPELE)”. The concept of Enhanced Living Environments (ELE) refers to the area of Ambient Assisted Living (AAL) that is more related with Information and Communication Technologies (ICT). Effective ELE solutions require appropriate ICT algorithms, architectures, platforms, and systems, having in view the advance of science and technology in this area and the development of new and innovative solutions that can provide improvements in the quality of life for people in their homes and can reduce the financial burden on the budgets of the healthcare providers. The aim of this book is to become a state-of-the-art reference, discussing progress made, as well as prompting future directions on theories, practices, standards, and strategies related to the ELE area. The book contains 12 chapters and can serve as a valuable reference for undergraduate students, post-graduate students, educators, faculty members, researchers, engineers, medical doctors, healthcare organizations, insurance companies, and research strategists working in this area
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