5,561 research outputs found

    Collaborative learning in multi-user virtual environments

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    Multi-user virtual environments (MUVEs) have captured the attention and interest of educators as remote collaborative learning environments due to their immersion, interaction and communication capabilities. However, productive learning interactions cannot be considered a given and careful consideration of the design of learning activities and organizational support must be provided to foster collaboration. In this paper, a model to support collaborative learning in MUVEs is presented. This model enables the scaffolding of learning workflows and organizes collaborative learning activities by regulating interactions. Software architecture is developed to support the model, and to deploy and enact collaborative learning modules. A user-centered design has been followed to identify successful strategies for modeling collaborative learning activities in a case study. The results show how interactions with elements of 3D virtual worlds can enforce collaboration in MUVEs.Publicad

    Iphone Bookshelf

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    The iPhone is a line of Internet- and multimedia-enabled smartphones designed and marketed by Apple Inc. The first iPhone was unveiled by Apple CEO Steve Jobs on January 9, 2007, and released on June 29, 2007. An iPhone can function as a video camera (video recording was not a standard feature until the iPhone 3GS was released), a camera phone, can send texts and receive visual voicemail, a portable media player, and an Internet client with email and web browsing capabilities, and both Wi-Fi and 3G connectivity. The user interface is built around the device's multi-touch screen, including a virtual keyboard rather than a physical one. Third-party as well as Apple application software is available from the App Store, which launched in mid-2008 and now has over 350,000 "apps" approved by Apple. These apps have diverse functionalities, including games, reference, GPS navigation, social networking, e-books... To create applications for this device it’s use the APPLE SDK.Escuela Técnica Superior de Ingeniería de TelecomunicaciónUniversidad Politécnica de Cartagen

    Iphone Book

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    The iPhone is a line of Internet- and multimedia-enabled smartphones designed and marketed by Apple Inc. The first iPhone was unveiled by Apple CEO Steve Jobs on January 9, 2007, and released on June 29, 2007. An iPhone can function as a video camera (video recording was not a standard feature until the iPhone 3GS was released), a camera phone, can send texts and receive visual voicemail, a portable media player, and an Internet client with email and web browsing capabilities, and both Wi-Fi and 3G connectivity. The user interface is built around the device's multi-touch screen, including a virtual keyboard rather than a physical one. Third-party as well as Apple application software is available from the App Store, which launched in mid-2008 and now has over 350,000 "apps" approved by Apple. These apps have diverse functionalities, including games, reference, GPS navigation, social networking, e-booksEscuela Técnica Superior de Ingeniería de TelecomunicaciónUniversidad Politécnica de Cartagen

    [Subject benchmark statement]: computing

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    The educational research-practice interface revisited

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    The question of how the realms of research and practice might successfully relate to one another is a persisting one, and especially so in education. The article takes a fresh look at this issue by using the terminology of collaboration scripts to reflect upon various forms of this relationship. Under this perspective, several approaches towards bridging the research/ practice gap are being described with regard to the type and closeness of interaction between the two realms. As different focuses and blind spots become discernible, the issue is raised concerning which 'script' might be appropriate depending upon the starting conditions of research interacting with practice

    1957-2007: 50 Years of Higher Order Programming Languages

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    Fifty years ago one of the greatest breakthroughs in computer programming and in the history of computers happened – the appearance of FORTRAN, the first higher-order programming language. From that time until now hundreds of programming languages were invented, different programming paradigms were defined, all with the main goal to make computer programming easier and closer to as many people as possible. Many battles were fought among scientists as well as among developers around concepts of programming, programming languages and paradigms. It can be said that programming paradigms and programming languages were very often a trigger for many changes and improvements in computer science as well as in computer industry. Definitely, computer programming is one of the cornerstones of computer science. Today there are many tools that give a help in the process of programming, but there is still a programming tasks that can be solved only manually. Therefore, programming is still one of the most creative parts of interaction with computers. Programmers should chose programming language in accordance to task they have to solve, but very often, they chose it in accordance to their personal preferences, their beliefs and many other subjective reasons. Nevertheless, the market of programming languages can be merciless to languages as history was merciless to some people, even whole nations. Programming languages and developers get born, live and die leaving more or less tracks and successors, and not always the best survives. The history of programming languages is closely connected to the history of computers and computer science itself. Every single thing from one of them has its reflexions onto the other. This paper gives a short overview of last fifty years of computer programming and computer programming languages, but also gives many ideas that influenced other aspects of computer science. Particularly, programming paradigms are described, their intentions and goals, as well as the most of the significant languages of all paradigms

    A knowledge base browser using hypermedia

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    A hypermedia system is being developed to browse CLIPS (C Language Integrated Production System) knowledge bases. This system will be used to help train flight controllers for the Mission Control Center. Browsing this knowledge base will be accomplished either by having navigating through the various collection nodes that have already been defined, or through the query languages

    Coding policies for secure web applications

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    ECA Perspectives - Requirements, Applications, Technology

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    In the last years we have developed a platform for the realization of embodied (conversational) agents, in a distributed logic programming framework. In this paper we will present an overview of our work, by discussing the requirements that acted as our guidelines for design decisions during development, some of the applications that have served as target demonstrators for developing and testing new functionality, and the (distributed logic programming) technology which we used for the realization of the platform and the implementation of our STEP scripting language. Although the focus of our paper will primarily be our own DLP+X3D platform, we believe that our discussion along the perspectives of requirements, applications and technology might be more generally worthwhile in establishing the relative merits of the operational use of ECA-technology. At the end of this paper, we will moreover provide some hints of how to approach the experimental validation of the (possible) benefits of embodied conversational agents in user applications
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