3,036 research outputs found

    Connecting to Educational Resources Online with QR Codes

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    Quick Response (QR) codes are two-dimensional barcodes which can be scanned with web-enabled mobile devices. These codes connect directly to a website, video, phone number, or text message, providing instant access to information resources whenever and wherever needed. This paper will examine to what extent QR codes are currently being used in schools, and will explore the possibilities of integrating QR codes in school settings. Embedded in this discussion are descriptions of the next evolution of this form of technology

    Emerging technologies for learning (volume 2)

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    Augmented Reality: A Review of available Augmented Reality packages and evaluation of their potential use in an educational context

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    A Review of available Augmented Reality packages and evaluation of their potential use in an educational contextJIS

    Smart Indoor Positioning/Location and Navigation: A Lightweight Approach

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    In this paper a new location indoor system is presented, which shows the position and orientation of the user in closed environments, as well as the optimal route to his destination through location tags. This system is called Labelee, and it makes easier the interaction between users and devices through QR code scanning or by NFC tag reading, because this technology is increasingly common in the latest smartphones. With this system, users could locate themselves into an enclosure with less interaction

    Implementation of an experimental platform for the social internet of things

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    The convergence of the Internet of Things (IoT) technologies with the social networking concepts has led to a new paradigm called the Social Internet of Things (SIoT), where the objects mimic the human behavior and create their own relationships based on the rules set by their owner. This is aimed at simplifying the complexity in handling the communications between billions of objects to the benefits of the humans. Whereas several IoT platforms are already available, the SIoT paradigm has represented only a field for pure research and simulations, until now. The aim of this paper is to present our implementation of a SIoT platform. We begin by analyzing the major IoT implementations, pointing out their common characteristics that could be re-used for our goal. We then discuss the major extensions we had to introduce on the existing platforms to introduce the functionalities of the SIoT. We also present the major functionalities of the proposed system: how to register a new social object to the platform, how the system manages the creation of new relationships, and how the devices create groups of members with similar characteristics. We conclude with the description of possible simple application scenarios
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