363,023 research outputs found
Inverse Relationship between the Volume of Intra-City Travel Pattern and the Use of Global System Mobile Commmunication (GSM) in Lagos, Nigeria
Telecommunication is the growing enabler of activities at a distance. Its highest value is in helping us allocate our limited time and attention with the associated requirement of movement between various locations. Telecommunication facilitates a better level of proximity to the people and places we care about. However, this only happens when we consciously focus our use of telecommunication facility like GSM on deciding where and with whom we should be physically close. In spite of the widespread use of the Global System for Mobile Communication (GSM), its influence on various aspects of the society is yet to be empirically investigated. In particular, the inverse relationship between the volume of intra-city trip patterns and the use of Global System for Mobile Communication of the Lagos residents. Data were collected from primary and secondary sources. A survey design was adopted. The study sample consisted of 2,500 households in Lagos metropolis. The questionnaire was administered in direct proportion to the population size of each of Local Government Areas (LGAs). Systematic sampling technique was used to select every tenth building on the identified streets. In a multi-family dwelling, random sampling was used to select one household. The household head or his/her representative was interviewed on intra-city trip patterns of GSM-owners of the household. The data collected were analyzed using simple linear regression and Analysis of Variance (ANOVA) .The usage of GSM generated almost two (ÎČ=l.72) trips per call and there was a significant relationship between the volume of trips and GSM usage (F113=5.72, p†0.05).  It is therefore recommended that transport planners in Lagos need to develop alternative intra-city transport systems. This can be achieved through a shift to the development of other land transport systems by policy makers.   Key Words:    Travel patterns, Global System for Mobile Communication, Intra-city trips, Policy makers, Lagos
Knowing Your Population: Privacy-Sensitive Mining of Massive Data
Location and mobility patterns of individuals are important to environmental
planning, societal resilience, public health, and a host of commercial
applications. Mining telecommunication traffic and transactions data for such
purposes is controversial, in particular raising issues of privacy. However,
our hypothesis is that privacy-sensitive uses are possible and often beneficial
enough to warrant considerable research and development efforts. Our work
contends that peoples behavior can yield patterns of both significant
commercial, and research, value. For such purposes, methods and algorithms for
mining telecommunication data to extract commonly used routes and locations,
articulated through time-geographical constructs, are described in a case study
within the area of transportation planning and analysis. From the outset, these
were designed to balance the privacy of subscribers and the added value of
mobility patterns derived from their mobile communication traffic and
transactions data. Our work directly contrasts the current, commonly held
notion that value can only be added to services by directly monitoring the
behavior of individuals, such as in current attempts at location-based
services. We position our work within relevant legal frameworks for privacy and
data protection, and show that our methods comply with such requirements and
also follow best-practice
Theorising the design-reality gap in ICTD: matters of care in mobile learning for Kenyan community health workers
This thesis examines the sociomaterial relations of âdesign practiceâ in order to advance new perspectives on success and failure in Information and Communication Technology for Development (ICTD). I conduct an ethnographic case study of an academic research intervention and update the widely-cited theory of design-reality gaps (Heeks, 2002). Using methods from classic actor-network theory and post-structural material-semiotic tools, the analysis: 1) disentangles the entwined sociomaterial practices around design, production, and use of technology; and 2) integrates these insights into more elaborate conceptualisations of gaps, sustainability, scalability, and project failure. In doing so, my study answers the research question: What are the sociomaterial relations of âdesign practiceâ in a globally-distributed, multi-stakeholder, and technologicallymediated ICTD project for poverty alleviation? My research narrative describes how an array of humans and non-humans participated as designers in a transnational, interdisciplinary Participatory Action Research project to train Kenyan health workers using mobile phones. At least six different patterns of sociomaterial relations operated through a given set of people and things, enacting the material-discursive apparatuses (Barad, 1998) of educational research, healthcare, the market, the state, and the local community. I assert that in this Participatory Action Research project for mobile learning, the design-reality gap was not so much a matter of geographic or socio-cultural divides, but was instead constituted as fluid space (Mol, 2002) separating the educational researchersâ designerly practices from the multiplicity of ways in which health workers, mobile phones, and other actors lived in relation to one another. I conclude that these ontological politics enacted design as an empirical matter of care â an affective and morally-charged sociomaterial practice with an ethico-political commitment to the marginalised (Puig de la Bellacasa, 2011). I therefore present a conceptual model of success and failure in participatory ICTD projects that explicitly incorporates the affective and material dimensions of care, and conceptualises social justice â not solely in terms of universal claims or global standards â but as embodied, sociomaterial enactments
Domain-Specific Modeling and Code Generation for Cross-Platform Multi-Device Mobile Apps
Nowadays, mobile devices constitute the most common computing device. This
new computing model has brought intense competition among hardware and software
providers who are continuously introducing increasingly powerful mobile devices
and innovative OSs into the market. In consequence, cross-platform and
multi-device development has become a priority for software companies that want
to reach the widest possible audience. However, developing an application for
several platforms implies high costs and technical complexity. Currently, there
are several frameworks that allow cross-platform application development.
However, these approaches still require manual programming. My research
proposes to face the challenge of the mobile revolution by exploiting
abstraction, modeling and code generation, in the spirit of the modern paradigm
of Model Driven Engineering
Kaleidoscope JEIRP on Learning Patterns for the Design and Deployment of Mathematical Games: Final Report
Project deliverable (D40.05.01-F)Over the last few years have witnessed a growing recognition of the educational potential of computer games. However, it is generally agreed that the process of designing and deploying TEL resources generally and games for mathematical learning specifically is a difficult task. The Kaleidoscope project, "Learning patterns for the design and deployment of mathematical games", aims to investigate this problem. We work from the premise that designing and deploying games for mathematical learning requires the assimilation and integration of deep knowledge from diverse domains of expertise including mathematics, games development, software engineering, learning and teaching. We promote the use of a design patterns approach to address this problem. This deliverable reports on the project by presenting both a connected account of the prior deliverables and also a detailed description of the methodology involved in producing those deliverables. In terms of conducting the future work which this report envisages, the setting out of our methodology is seen by us as very significant. The central deliverable includes reference to a large set of learning patterns for use by educators, researchers, practitioners, designers and software developers when designing and deploying TEL-based mathematical games. Our pattern language is suggested as an enabling tool for good practice, by facilitating pattern-specific communication and knowledge sharing between participants. We provide a set of trails as a "way-in" to using the learning pattern language. We report in this methodology how the project has enabled the synergistic collaboration of what started out as two distinct strands: design and deployment, even to the extent that it is now difficult to identify those strands within the processes and deliverables of the project. The tools and outcomes from the project can be found at: http://lp.noe-kaleidoscope.org
Considering the User in the Wireless World
The near future promises significant advances in communication capabilities, but one of the keys to success is the capability understanding of the people with regards to its value and usage. In considering the role of the user in the wireless world of the future, the Human Perspective Working Group (WG1) of the Wireless World Research Forum has gathered input and developed positions in four important areas: methods, processes, and best practices for user-centered research and design; reference frameworks for modeling user needs within the context of wireless systems; user scenario creation and analysis; and user interaction technologies. This article provides an overview of WG1's work in these areas that are critical to ensuring that the future wireless world meets and exceeds the expectations of people in the coming decades
Emotions in context: examining pervasive affective sensing systems, applications, and analyses
Pervasive sensing has opened up new opportunities for measuring our feelings and understanding our behavior by monitoring our affective states while mobile. This review paper surveys pervasive affect sensing by examining and considering three major elements of affective pervasive systems, namely; âsensingâ, âanalysisâ, and âapplicationâ. Sensing investigates the different sensing modalities that are used in existing real-time affective applications, Analysis explores different approaches to emotion recognition and visualization based on different types of collected data, and Application investigates different leading areas of affective applications. For each of the three aspects, the paper includes an extensive survey of the literature and finally outlines some of challenges and future research opportunities of affective sensing in the context of pervasive computing
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