710 research outputs found

    The LAB@FUTURE Project - Moving Towards the Future of E-Learning

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    This paper presents Lab@Future, an advanced e-learning platform that uses novel Information and Communication Technologies to support and expand laboratory teaching practices. For this purpose, Lab@Future uses real and computer-generated objects that are interfaced using mechatronic systems, augmented reality, mobile technologies and 3D multi user environments. The main aim is to develop and demonstrate technological support for practical experiments in the following focused subjects namely: Fluid Dynamics - Science subject in Germany, Geometry - Mathematics subject in Austria, History and Environmental Awareness – Arts and Humanities subjects in Greece and Slovenia. In order to pedagogically enhance the design and functional aspects of this e-learning technology, we are investigating the dialogical operationalisation of learning theories so as to leverage our understanding of teaching and learning practices in the targeted context of deployment

    JXTA-Overlay: a P2P platform for distributed, collaborative, and ubiquitous computing

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    With the fast growth of the Internet infrastructure and the use of large-scale complex applications in industries, transport, logistics, government, health, and businesses, there is an increasing need to design and deploy multifeatured networking applications. Important features of such applications include the capability to be self-organized, be decentralized, integrate different types of resources (personal computers, laptops, and mobile and sensor devices), and provide global, transparent, and secure access to resources. Moreover, such applications should support not only traditional forms of reliable distributing computing and optimization of resources but also various forms of collaborative activities, such as business, online learning, and social networks in an intelligent and secure environment. In this paper, we present the Juxtapose (JXTA)-Overlay, which is a JXTA-based peer-to-peer (P2P) platform designed with the aim to leverage capabilities of Java, JXTA, and P2P technologies to support distributed and collaborative systems. The platform can be used not only for efficient and reliable distributed computing but also for collaborative activities and ubiquitous computing by integrating in the platform end devices. The design of a user interface as well as security issues are also tackled. We evaluate the proposed system by experimental study and show its usefulness for massive processing computations and e-learning applications.Peer ReviewedPostprint (author's final draft

    Resource Aware Application for Mobile Device In An Ad Hoc Wireless Network Environment

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    Ad hoc wireless networks can be applied in a collaborative computing in which the requirements of a temporary communication infrastructure for quick communication with minimal configuration between a group of people in a conference or gathering. The main purpose of this research is to develop an application that allows mobile nodes in a collaborative environment to share files among nodes. For this project, the application will be implemented on nodes in an ad hoc wireless network that have a strong incentive to collaborate and share resources. This paper presents the results of our preliminary study which are based on the previous research. It is divided into five sections where in the first section is an introduction of ad-hoc wireless network, then in the next section is regarding motivation of doing research in this area. In section four and five, the paragraphs focused on the evaluation for Mobile Ad Hoc Networking and related works respectively

    Implementing a mobile campus using MLE Moodle

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    Mobile learning is considered the next step of online learning by incorporating mobility as a key requirement. Indeed, the current wide spread of mobile devices and wireless technologies brings an enormous potential to e-learning, in terms of ubiquity, pervasiveness, personalization, flexibility, and so on. For this reason, Mobile Learning is attracting significant research efforts covering a fairly variety of learning settings, from schools and universities to workplaces and cities. This research has evidenced that mobile technology can offer new opportunities for learners to learn inside and beyond the traditional instructor-oriented educational paradigm. However, mobile technologies are still in its infancy and many challenges arise. In this paper we analyze, from both learning and technological perspectives, the development of learning applications using mobile devices. To this end, proxy and proxy less architectures are considered as way to extend traditional virtual campuses with mobile clients. The objective is twofold: to access learning materials and to support learning activities. A prototype of a Virtual Campus is developed using MLE-Moodle -the Mobile Learning module of Moodle. The proposed Virtual Campus enables mobile clients to perform online learning activities and is a step towards achieving the “anytime, anywhere” paradigm.Peer ReviewedPostprint (published version

    Identifying immersive environments’ most relevant research topics: an instrument to query researchers and practitioners

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    This paper provides an instrument for ascertaining researchers’ perspectives on the relative relevance of technological challenges facing immersive environments in view of their adoption in learning contexts, along three dimensions: access, content production, and deployment. It described its theoretical grounding and expert-review process, from a set of previously-identified challenges and expert feedback cycles. The paper details the motivation, setup, and methods employed, as well as the issues detected in the cycles and how they were addressed while developing the instrument. As a research instrument, it aims to be employed across diverse communities of research and practice, helping direct research efforts and hence contribute to wider use of immersive environments in learning, and possibly contribute towards the development of news and more adequate systems.The work presented herein has been partially funded under the European H2020 program H2020-ICT-2015, BEACONING project, grant agreement nr. 687676.info:eu-repo/semantics/publishedVersio

    Hybrid client-server and P2P network for web-based collaborative 3D design

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    National audienceOur proposed research project is to enable 3D distributed visualization and manipulation involving collaborative effort through the use of web-based technologies. Our project resulted from a wide collaborative application research fields: Computer Aided Design (CAD), Building Information Modeling (BIM) or Product Life Cycle Management (PLM) where design tasks are often performed in teams and need a fluent communication system. The system allows distributed remote assembling in 3D scenes with real-time updates for the users. This paper covers this feature using hybrid networking solution: a client-server architecture (REST) for 3D rendering (WebGL) and data persistence (NoSQL) associated to an automatically built peer-to-peer (P2P) mesh for real-time communication between the clients (WebRTC). The approach is demonstrated through the development of a web-platform prototype focusing on the easy manipulation, fine rendering and light update messages for all participating users. We provide an architecture and a prototype to enable users to design in 3D together in real time with the benefits of web based online collaboration

    Collaborative geographic visualization

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    Dissertação apresentada na Faculdade de Ciências e Tecnologia da Universidade Nova de Lisboa para a obtenção do grau de Mestre em Engenharia do Ambiente, perfil Gestão e Sistemas AmbientaisThe present document is a revision of essential references to take into account when developing ubiquitous Geographical Information Systems (GIS) with collaborative visualization purposes. Its chapters focus, respectively, on general principles of GIS, its multimedia components and ubiquitous practices; geo-referenced information visualization and its graphical components of virtual and augmented reality; collaborative environments, its technological requirements, architectural specificities, and models for collective information management; and some final considerations about the future and challenges of collaborative visualization of GIS in ubiquitous environment

    Collaborative Working Environments : Group Needs Approach to Designing Systems for Supporting Spatially Distributed Groups

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    Collaboration in spatially distributed groups requires technological support for mediating collaborative activities and members’ interactions over time and distance. Technology provides multiple tools for supporting individual, social and task requirements of collaborative groups. Nevertheless, many aspects of computer-mediated interactions are not sufficiently explained and creating an effective computer-supported environment for collaborative groups as a combination of these tools remains a challenge. Meeting this challenge requires taking into consideration different aspects of collaborative interactions from both social and technological perspectives. This thesis discusses the social and technical aspects of collaboration in spatially distributed groups and introduces a design approach for collaborative working environments. Firstly, it presents a comprehensive overview of research on collaborative groups, summarizing three interrelated elements under the umbrella of the group needs approach: individual, task and group maintenance needs. Secondly, it proposes a design approach for collaborative working environments on the basis of group needs and thus presents an alternative for designing computer-supported environment for collaborative groups. This research considers two main types of systems for supporting collaborative groups – groupware and social software – and discusses functionalities originating from these systems. It introduces the Quality Function Deployment method and utilizes its House of Quality concept in order to develop and initially evaluate the First-Stage Prototype – the prototypical implementation of the collaborative working environment combining these two main types. The presented framework is used as a benchmarking tool on the basis of which selected existing platforms for supporting collaboration are evaluated. This research contributes to the area of the Computer-Supported Cooperative Work and discusses actual trends in development of collaborative systems related to the application of new social tools for purposes of computer-supported collaboration.Kollaborative Arbeitsumgebungen – der Gruppenbedürfnisansatz zur Entwicklung von Systemen für die Unterstützung räumlich verteilter Gruppen Die Zusammenarbeit in räumlich verteilten Gruppen erfordert technologische Unterstützung um Interaktionen innerhalb der Gruppen über Zeit und Distanz zu ermöglichen. Dabei bieten heutige Technologien verschiedene Tools zur Unterstützung von individuellen, sozialen und aufgabenorientierten Anforderungen der Gruppen. Allerdings sind viele Aspekte von computervermittelten Interaktionen nicht ausreichend erforscht und die Gestaltung von effektiven computerunterstützten Umgebungen für zusammenarbeitende Gruppen als eine Kombination dieser Tools bleibt eine Herausforderung. Die Erfüllung dieser Anforderungen erfordert die Berücksichtigung unterschiedlicher Aspekte der Gruppeninteraktionen sowohl aus sozialer als auch aus technologischer Perspektive. Die vorliegende Arbeit untersucht die sozialen und technischen Aspekte der Zusammenarbeit in räumlich verteilten Gruppen und präsentiert einen Entwicklungsansatz für Systeme zur Unterstützung der Zusammenarbeit. Zum einen gibt sie einen umfassenden Überblick über den aktuellen Forschungsstand zum Thema kooperative Gruppen und fasst dabei die drei verbundenen Elemente individuelle Bedürfnisse, Aufgabenbedürfnisse und Bedürfnisse zur Aufrechterhaltung der Gruppen unter dem Dach des Gruppenbedürfnisansatzes zusammen. Zum anderen präsentiert die Arbeit ein Entwicklungskonzept für kooperative Arbeitsumgebungen auf Grundlage dieses Ansatzes und somit eine Alternative für die Gestaltung von computerunterstützten Umgebungen für kollaborative Gruppen. Für diese Forschungsarbeit werden im Wesentlichen zwei Arten von Systemen sowie deren Funktionalitäten zur Unterstützung von kollaborativen Gruppen diskutiert – Groupware und Social Software. Um eine prototypische Implementierung einer kollaborativen Arbeitsumgebung zu entwickeln und eine erste Evaluation durchzuführen, wird die Quality Function Deployment Methode und das damit verbundene House of Quality Konzept verwendet. Die Forschungsergebnisse leisten einen Beitrag auf dem Gebiet der computerunterstützten Gruppenarbeit (Computer-Supported Cooperative Work) und diskutieren aktuelle Trends im Bereich der Entwicklung kollaborativer Arbeitsumgebungen, die sich mit der Integration von neuen sozialen Tools zum Zweck computerunterstützter Zusammenarbeit beschäftigen
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