29,124 research outputs found
Effective Teaching and Learning: Using ICT
Mellar, H., Kambouri, M., Logan, K., Betts, S., Nance, B., Moriarty, V. (2007) Effective Teaching and Learning: Using ICT. London: NRDC. Available at: http://www.nrdc.org.uk/uploads/documents/doc_3347.pdfResearch report for NRDCFindings and recommendations on effective teaching practice - with the aim of providing material for improving the quality of teaching and learning and for informing developments in initial teacher education and continuing development. (http://www.nrdc.org.uk/uploads/documents/doc_3347.pdf
Security in Pervasive Computing: Current Status and Open Issues
Million of wireless device users are ever on the move, becoming more dependent on their PDAs, smart phones, and other handheld devices. With the advancement of pervasive computing, new and unique capabilities are available to aid mobile societies. The wireless nature of these devices has fostered a new era of mobility. Thousands of pervasive devices are able to arbitrarily join and leave a network, creating a nomadic environment known as a pervasive ad hoc network. However, mobile devices have vulnerabilities, and some are proving to be challenging. Security in pervasive computing is the most critical challenge. Security is needed to ensure exact and accurate confidentiality, integrity, authentication, and access control, to name a few. Security for mobile devices, though still in its infancy, has drawn the attention of various researchers. As pervasive devices become incorporated in our day-to-day lives, security will increasingly becoming a common concern for all users - - though for most it will be an afterthought, like many other computing functions. The usability and expansion of pervasive computing applications depends greatly on the security and reliability provided by the applications. At this critical juncture, security research is growing. This paper examines the recent trends and forward thinking investigation in several fields of security, along with a brief history of previous accomplishments in the corresponding areas. Some open issues have been discussed for further investigation
Usability and feasibility of consumer-facing technology to reduce unsafe medication use by older adults
Background
Mobile health technology can improve medication safety for older adults, for instance, by educating patients about the risks associated with anticholinergic medication use.
Objective
This study's objective was to test the usability and feasibility of Brain Buddy, a consumer-facing mobile health technology designed to inform and empower older adults to consider the risks and benefits of anticholinergics.
Methods
Twenty-three primary care patients aged ≥60 years and using anticholinergic medications participated in summative, task-based usability testing of Brain Buddy. Self-report usability was assessed by the System Usability Scale and performance-based usability data were collected for each task through observation. A subset of 17 participants contributed data on feasibility, assessed by self-reported attitudes (feeling informed) and behaviors (speaking to a physician), with confirmation following a physician visit.
Results
Overall usability was acceptable or better, with 100% of participants completing each Brain Buddy task and a mean System Usability Scale score of 78.8, corresponding to “Good” to “Excellent” usability. Observed usability issues included higher rates of errors, hesitations, and need for assistance on three tasks, particularly those requiring data entry. Among participants contributing to feasibility data, 100% felt better informed after using Brain Buddy and 94% planned to speak to their physician about their anticholinergic related risk. On follow-up, 82% reported having spoken to their physician, a rate independently confirmed by physicians.
Conclusion
Consumer-facing technology can be a low-cost, scalable intervention to improve older adults’ medication safety, by informing and empowering patients. User-centered design and evaluation with demographically heterogeneous clinical samples uncovers correctable usability issues and confirms the value of interventions targeting consumers as agents in shared decision making and behavior change
Collaboration in the Semantic Grid: a Basis for e-Learning
The CoAKTinG project aims to advance the state of the art in collaborative mediated spaces for the Semantic Grid. This paper presents an overview of the hypertext and knowledge based tools which have been deployed to augment existing collaborative environments, and the ontology which is used to exchange structure, promote enhanced process tracking, and aid navigation of resources before, after, and while a collaboration occurs. While the primary focus of the project has been supporting e-Science, this paper also explores the similarities and application of CoAKTinG technologies as part of a human-centred design approach to e-Learning
The New York City Health and Hospitals Corporation: Transforming a Public Safety Net Delivery System to Achieve Higher Performance
Describes the results of the public benefit corporation's improvement initiatives -- a common clinical information system for continuity, coordination on chronic disease management, teamwork and continuous innovation, and access to appropriate care
Examining Emotional Responses to Effective Versus Ineffective Virtual Buddies
The purpose of this research study was to explore the impact of virtual character design on user emotional experience and user behavior in a simulated environment. With simulation training increasing in popularity as a tool for teaching social skills, it is essential that social interactions in virtual environments provide authentic opportunities for practice (Swartout et al., 2006). This study used Interactive Performance Theory (Wirth, 2012) to examine the effect of designing a virtual buddy character with ineffective traits instead of effective or expert traits. The sample population for this study (n = 145) consisted of first year university students enrolled in courses in the fall of 2013 at the University of Central Florida. Data on participant emotional experience and behavior were collected through questionnaires, researcher observations, and physiological signal recording that included participant heart rate and galvanic skin response. Data were analyzed using multivariate analysis of variances (MANOVA), Kruskal-Wallis one-way analysis of variance, and qualitative thematic coding of participant verbal behavior and written responses. Results of the analysis revealed that participants who interacted with an ineffective virtual buddy character had statistically significant higher averages of verbal statements to the antagonist in the simulated environment and statistically significant lower perceptions of antagonist amiability than participants who interacted with an effective virtual buddy. Additionally, participants who interacted with a virtual buddy of the opposite gender gave statistically significant higher ecological validity scores to the simulated environment than participants who interacted with a virtual buddy of the same gender. Qualitative analysis also revealed that participants tended to describe the female buddy character with more ineffective traits than the male buddy character even though effective and ineffective design conditions were equally divided for both groups. Further research should be conducted on the effect of virtual buddy character design in different types of simulation environments and with different target audiences
Iowa Health Focus, March 2003
Monthly newsletter for Iowa Department of Public Healt
Forensic Analysis of the ChatSecure Instant Messaging Application on Android Smartphones
We present the forensic analysis of the artifacts generated on Android
smartphones by ChatSecure, a secure Instant Messaging application that provides
strong encryption for transmitted and locally-stored data to ensure the privacy
of its users.
We show that ChatSecure stores local copies of both exchanged messages and
files into two distinct, AES-256 encrypted databases, and we devise a technique
able to decrypt them when the secret passphrase, chosen by the user as the
initial step of the encryption process, is known.
Furthermore, we show how this passphrase can be identified and extracted from
the volatile memory of the device, where it persists for the entire execution
of ChatSecure after having been entered by the user, thus allowing one to carry
out decryption even if the passphrase is not revealed by the user.
Finally, we discuss how to analyze and correlate the data stored in the
databases used by ChatSecure to identify the IM accounts used by the user and
his/her buddies to communicate, as well as to reconstruct the chronology and
contents of the messages and files that have been exchanged among them.
For our study we devise and use an experimental methodology, based on the use
of emulated devices, that provides a very high degree of reproducibility of the
results, and we validate the results it yields against those obtained from real
smartphones
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