202,843 research outputs found

    Mobile Online Gaming via Resource Sharing

    Full text link
    Mobile gaming presents a number of main issues which remain open. These are concerned mainly with connectivity, computational capacities, memory and battery constraints. In this paper, we discuss the design of a fully distributed approach for the support of mobile Multiplayer Online Games (MOGs). In mobile environments, several features might be exploited to enable resource sharing among multiple devices / game consoles owned by different mobile users. We show the advantages of trading computing / networking facilities among mobile players. This operation mode opens a wide number of interesting sharing scenarios, thus promoting the deployment of novel mobile online games. In particular, once mobile nodes make their resource available for the community, it becomes possible to distribute the software modules that compose the game engine. This allows to distribute the workload for the game advancement management. We claim that resource sharing is in unison with the idea of ludic activity that is behind MOGs. Hence, such schemes can be profitably employed in these contexts.Comment: Proceedings of 3nd ICST/CREATE-NET Workshop on DIstributed SImulation and Online gaming (DISIO 2012). In conjunction with SIMUTools 2012. Desenzano, Italy, March 2012. ISBN: 978-1-936968-47-

    The Tabletop is Dead? - Long Live the Table's Top!

    Get PDF
    Research with interactive tabletop displays has shown much promise for collaborative scenarios. However, tabletops never became a commercial success and rarely exist outside the research community. Being relatively expensive, heavy and immobile hardware, and only limited availability of commercial applications were some of the reasons that these systems never made it into our offices or living rooms. The timing with the introduction of multi-touch smartphones and tablets, with their smaller form factor, better mobility, support for multi touch interaction, and an app-ecosystem, made large interactive surfaces look bulky and outdated. There is, however, a shift to an increasing number of mobile and ad-hoc scenarios, where mobile devices are used on a table’s top

    Mobilizing learning: mobile Web 2.0 scenarios in tertiary education

    Get PDF
    Based upon three years of mobile learning (mlearning) projects, a major implementation project has been developed for integrating the use of mobile web 2.0 tools across a variety of departments and courses in a tertiary education environment. A participatory action research methodology guides and informs the project. The project is based upon an explicit social constuctivist pedagogy, focusing on student collaboration, and the sharing and critique of student-generated content using freely available web 2.0 services. These include blogs, social networks, location aware (geotagged) image and video sharing, instant messaging, microblogging etc… Students and lecturers are provided with either an appropriate smartphone and/or a 3G capable netbook to use as their own for the duration of the project. Keys to the projects success are the level of pedagogical and technical support, and the level of integration of the tools into the courses – including assessment and lecturer modelling of the use of the tools. The projects are supported by an intentional community of practice model, with the researcher taking on the role of the “technology steward”. The paper outlines three different scenarios illustrating how this course integration is being achieved, establishing a transferable model of mobile web 2.0 integration and implementation. The goal is to facilitate a student-centred, collaborative, flexible, context-bridging learning environment that empowers students as content producers and learning context generators, guided by lecturers who effectively model th

    Introduction to cross LAK 2016: Learning analytics across spaces

    Full text link
    For the LAK (Learning Analytics and Knowledge) community, it is highly important to pay attention to the development and deployment of learning analytics solutions for blended learning scenarios where students work at diverse digital and physical learning spaces and interact in different modalities. This workshop has been a first attempt in gathering the sub-community of LAK researchers, learning scientists and researchers from other communities, interested in ubiquitous, mobile and/or face-to-face learning analytics. It was clear for all the attendees that a key concern that has not been deeply explored yet is associated with the mechanisms to integrate and coordinate learning analytics to provide continued support to learning across digital and physical spaces. The two main goals of the workshop were to share perspectives and identify a set of guidelines that could be offered to teachers, researchers or designers to create and connect Learning Analytics solutions according to the pedagogical needs and contextual constraints to provide support across digital and physical learning spaces

    Treating childhood pneumonia in hard-to-reach areas: A model-based comparison of mobile clinics and community-based care

    Get PDF
    BACKGROUND: Where hard-to-access populations (such as those living in insecure areas) lack access to basic health services, relief agencies, donors, and ministries of health face a dilemma in selecting the most effective intervention strategy. This paper uses a decision mathematical model to estimate the relative effectiveness of two alternative strategies, mobile clinics and fixed community-based health services, for antibiotic treatment of childhood pneumonia, the world's leading cause of child mortality. METHODS: A "Markov cycle tree" cohort model was developed in Excel with Visual Basic to compare the number of deaths from pneumonia in children aged 1 to 59 months expected under three scenarios: 1) No curative services available, 2) Curative services provided by a highly-skilled but intermittent mobile clinic, and 3) Curative services provided by a low-skilled community health post. Parameter values were informed by literature and expert interviews. Probabilistic sensitivity analyses were conducted for several plausible scenarios. RESULTS: We estimated median pneumonia-specific under-5 mortality rates of 0.51 (95% credible interval: 0.49 to 0.541) deaths per 10,000 child-days without treatment, 0.45 (95% CI: 0.43 to 0.48) with weekly mobile clinics, and 0.31 (95% CI: 0.29 to 0.32) with CHWs in fixed health posts. Sensitivity analyses found the fixed strategy superior, except when mobile clinics visited communities daily, where rates of care-seeking were substantially higher at mobile clinics than fixed posts, or where several variables simultaneously differed substantially from our baseline assumptions. CONCLUSIONS: Current evidence does not support the hypothesis that mobile clinics are more effective than CHWs. A CHW strategy therefore warrants consideration in high-mortality, hard-to-access areas. Uncertainty remains, and parameter values may vary across contexts, but the model allows preliminary findings to be updated as new or context-specific evidence becomes available. Decision analytic modelling can guide needed field-based research efforts in hard-to-access areas and offer evidence-based insights for decision-makers

    MOSAIC vision and scenarios for mobile collaborative work related to health and wellbeing

    Get PDF
    The main objective of the MOSAIC project is to accelerate innovation in Mobile Worker Support Environments by shaping future research and innovation activities in Europe. The modus operandi of MOSAIC is to develop visions and illustrative scenarios for future collaborative workspaces involving mobile and location-aware working. Analysis of the scenarios is input to the process of road mapping with the purpose of developing strategies for R&D leading to deployment of innovative mobile work technologies and applications across different domains. This paper relates to one specific domain, that of Health and Wellbeing. The focus is therefore is on mobile working environments which enable mobile collaborative working related to the domain of healthcare and wellbeing services for citizens. This paper reports the work of MOSAIC T2.2 on the vision and scenarios for mobile collaborative work related to this domain. This work was also an input to the activity of developing the MOSAIC roadmap for future research and development targeted at realization of the future Health and Wellbeing vision. The MOSAIC validation process for the Health and Wellbeing scenarios is described and one scenario – the Major Incident Scenario - is presented in detail

    The Quest for a Killer App for Opportunistic and Delay Tolerant Networks (Invited Paper)

    Get PDF
    Delay Tolerant Networking (DTN) has attracted a lot of attention from the research community in recent years. Much work have been done regarding network architectures and algorithms for routing and forwarding in such networks. At the same time as many show enthusiasm for this exciting new research area there are also many sceptics, who question the usefulness of research in this area. In the past, we have seen other research areas become over-hyped and later die out as there was no killer app for them that made them useful in real scenarios. Real deployments of DTN systems have so far mostly been limited to a few niche scenarios, where they have been done as proof-of-concept field tests in research projects. In this paper, we embark upon a quest to find out what characterizes a potential killer applications for DTNs. Are there applications and situations where DTNs provide services that could not be achieved otherwise, or have potential to do it in a better way than other techniques? Further, we highlight some of the main challenges that needs to be solved to realize these applications and make DTNs a part of the mainstream network landscape
    corecore