70,829 research outputs found

    Weblogs in Higher Education - Why Do Students (Not) Blog?

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    Positive impacts on learning through blogging, such as active knowledge construction and reflective writing, have been reported. However, not many students use weblogs in informal contexts, even when appropriate facilities are offered by their universities. While motivations for blogging have been subject to empirical studies, little research has addressed the issue of why students choose not to blog. This paper presents an empirical study undertaken to gain insights into the decision making process of students when deciding whether to keep a blog or not. A better understanding of students' motivations for (not) blogging may help decision makers at universities in the process of selecting, introducing, and maintaining similar services. As informal learning gains increased recognition, results of this study can help to advance appropriate designs of informal learning contexts in Higher Education. The method of ethnographic decision tree modelling was applied in an empirical study conducted at the Vienna University of Technology, Austria. Since 2004, the university has been offering free weblog accounts for all students and staff members upon entering school, not bound to any course or exam. Qualitative, open interviews were held with 3 active bloggers, 3 former bloggers, and 3 non‑ bloggers to elicit their decision criteria. Decision tree models were developed out of the interviews. It turned out that the modelling worked best when splitting the decision process into two parts: one model representing decisions on whether to start a weblog at all, and a second model representing criteria on whether to continue with a weblog once it was set up. The models were tested for their validity through questionnaires developed out of the decision tree models. 30 questionnaires have been distributed to bloggers, former bloggers and non‑ bloggers. Results show that the main reasons for students not to keep a weblog include a preference for direct (online) communication, and concerns about the loss of privacy through blogging. Furthermore, the results indicate that intrinsic motivation factors keep students blogging, whereas stopping a weblog is mostly attributable to external factors

    Map++: A Crowd-sensing System for Automatic Map Semantics Identification

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    Digital maps have become a part of our daily life with a number of commercial and free map services. These services have still a huge potential for enhancement with rich semantic information to support a large class of mapping applications. In this paper, we present Map++, a system that leverages standard cell-phone sensors in a crowdsensing approach to automatically enrich digital maps with different road semantics like tunnels, bumps, bridges, footbridges, crosswalks, road capacity, among others. Our analysis shows that cell-phones sensors with humans in vehicles or walking get affected by the different road features, which can be mined to extend the features of both free and commercial mapping services. We present the design and implementation of Map++ and evaluate it in a large city. Our evaluation shows that we can detect the different semantics accurately with at most 3% false positive rate and 6% false negative rate for both vehicle and pedestrian-based features. Moreover, we show that Map++ has a small energy footprint on the cell-phones, highlighting its promise as a ubiquitous digital maps enriching service.Comment: Published in the Eleventh Annual IEEE International Conference on Sensing, Communication, and Networking (IEEE SECON 2014

    Mining large-scale human mobility data for long-term crime prediction

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    Traditional crime prediction models based on census data are limited, as they fail to capture the complexity and dynamics of human activity. With the rise of ubiquitous computing, there is the opportunity to improve such models with data that make for better proxies of human presence in cities. In this paper, we leverage large human mobility data to craft an extensive set of features for crime prediction, as informed by theories in criminology and urban studies. We employ averaging and boosting ensemble techniques from machine learning, to investigate their power in predicting yearly counts for different types of crimes occurring in New York City at census tract level. Our study shows that spatial and spatio-temporal features derived from Foursquare venues and checkins, subway rides, and taxi rides, improve the baseline models relying on census and POI data. The proposed models achieve absolute R^2 metrics of up to 65% (on a geographical out-of-sample test set) and up to 89% (on a temporal out-of-sample test set). This proves that, next to the residential population of an area, the ambient population there is strongly predictive of the area's crime levels. We deep-dive into the main crime categories, and find that the predictive gain of the human dynamics features varies across crime types: such features bring the biggest boost in case of grand larcenies, whereas assaults are already well predicted by the census features. Furthermore, we identify and discuss top predictive features for the main crime categories. These results offer valuable insights for those responsible for urban policy or law enforcement

    IMPROVING SMART GRID SECURITY USING MERKLE TREES

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    Abstract—Presently nations worldwide are starting to convert their aging electrical power infrastructures into modern, dynamic power grids. Smart Grid offers much in the way of efficiencies and robustness to the electrical power grid, however its heavy reliance on communication networks will leave it more vulnerable to attack than present day grids. This paper looks at the threat to public key cryptography systems from a fully realized quantum computer and how this could impact the Smart Grid. We argue for the use of Merkle Trees in place of public key cryptography for authentication of devices in wireless mesh networks that are used in Smart Grid applications

    ViotSOC: Controlling Access to Dynamically Virtualized IoT Services using Service Object Capability

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    Virtualization of Internet of Things(IoT) is a concept of dynamically building customized high-level IoT services which rely on the real time data streams from low-level physical IoT sensors. Security in IoT virtualization is challenging, because with the growing number of available (building block) services, the number of personalizable virtual services grows exponentially. This paper proposes Service Object Capability(SOC) ticket system, a decentralized access control mechanism between servers and clients to effi- ciently authenticate and authorize each other without using public key cryptography. SOC supports decentralized partial delegation of capabilities specified in each server/- client ticket. Unlike PKI certificates, SOC’s authentication time and handshake packet overhead stays constant regardless of each capability’s delegation hop distance from the root delegator. The paper compares SOC’s security bene- fits with Kerberos and the experimental results show SOC’s authentication incurs significantly less time packet overhead compared against those from other mechanisms based on RSA-PKI and ECC-PKI algorithms. SOC is as secure as, and more efficient and suitable for IoT environments, than existing PKIs and Kerberos

    Ambient Gestures

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    We present Ambient Gestures, a novel gesture-based system designed to support ubiquitous ‘in the environment’ interactions with everyday computing technology. Hand gestures and audio feedback allow users to control computer applications without reliance on a graphical user interface, and without having to switch from the context of a non-computer task to the context of the computer. The Ambient Gestures system is composed of a vision recognition software application, a set of gestures to be processed by a scripting application and a navigation and selection application that is controlled by the gestures. This system allows us to explore gestures as the primary means of interaction within a multimodal, multimedia environment. In this paper we describe the Ambient Gestures system, define the gestures and the interactions that can be achieved in this environment and present a formative study of the system. We conclude with a discussion of our findings and future applications of Ambient Gestures in ubiquitous computing

    The urban screen as a socialising platform: exploring the role of place within the urban space

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    In this paper we explore shared encounters mediated by technologies in the urban space. We investigate aspects that influence the interactions between people and people and people and their surroundings when technology is introduced in the urban space. We highlight the importance of space and the role of place in providing temporal and spatial mechanisms facilitating different types of social interactions and shared encounters. An emperical experiment was condeucted with a prototype that was implemented in the form of a digital screen, embeded in the physical surrounding in selected locations with low, medium and high pedestrian flows in the heritage City of Bath, UK. The aim is to create a novel urban experience that triggers shared encounters among friends, observers or strangers. Using the body as an interaface, the screen acted as a non-traditional interface and a facilitator between people and people and people and their surrounding environment. Here we outline early findings from deploying the digital screen as a socialiasing platform in a city context. We describe the user experience and demonstrate how people move, congregate and socialize around the digital surface. We illustrate the impact of the spatial and syntactical properties on the type of shared interactions in and highlight related issues. The initial findings indicated that introducing a digital platform as a public interactive installation in the urban space may provide a stage for emergent social interactions among various people and motivate users to actively and collaboratively play with the media. However, situating the digital platform in various locations, and depending on the context, might generate diverse and unpredicted social behaviours designers might be unaware of. In this respect we believe that the final experience is shaped by interconnection of structural, social, cultural, temporal and perhaps personal elements. We conclude by mentioning briefly our on going work
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