2,726 research outputs found
Using Technology Enabled Qualitative Research to Develop Products for the Social Good, An Overview
This paper discusses the potential benefits of the convergence of three recent trends for the design of socially beneficial products and services: the increasing application of qualitative research techniques in a wide range of disciplines, the rapid mainstreaming of social media and mobile technologies, and the emergence of software as a service. Presented is a scenario facilitating the complex data collection, analysis, storage, and reporting required for the qualitative research recommended for the task of designing relevant solutions to address needs of the underserved. A pilot study is used as a basis for describing the infrastructure and services required to realize this scenario. Implications for innovation of enhanced forms of qualitative research are presented
Looking to the future: M-learning with the iPad
Might Appleâs new iPad gain unprecedented traction in education, or is just another example of the over-hyping of new devices in a time of technological determinism (Postman, 2000)? This paper explores the potential affordances and limitations of the Apple iPad in the wider context of emergent mobile learning theory, and the social and economic drivers that fuel technology development. Against the background of effective teaching and learning, the functionality offered by the iPad, and its potential uses for learning, are discussed. A critical review of the way the iPad may support learning, that draws on learning theory, contemporary articles and e-learning literature, suggests that the device may offer an exciting platform for consuming and creating content in a collaborative, interactive way. However, of greater importance is that effective, evidence-driven, innovative practices, combined with a clear-sighted assessment of the advantages and limitations of any product, should take priority over the device itself
PinMe: Tracking a Smartphone User around the World
With the pervasive use of smartphones that sense, collect, and process
valuable information about the environment, ensuring location privacy has
become one of the most important concerns in the modern age. A few recent
research studies discuss the feasibility of processing data gathered by a
smartphone to locate the phone's owner, even when the user does not intend to
share his location information, e.g., when the Global Positioning System (GPS)
is off. Previous research efforts rely on at least one of the two following
fundamental requirements, which significantly limit the ability of the
adversary: (i) the attacker must accurately know either the user's initial
location or the set of routes through which the user travels and/or (ii) the
attacker must measure a set of features, e.g., the device's acceleration, for
potential routes in advance and construct a training dataset. In this paper, we
demonstrate that neither of the above-mentioned requirements is essential for
compromising the user's location privacy. We describe PinMe, a novel
user-location mechanism that exploits non-sensory/sensory data stored on the
smartphone, e.g., the environment's air pressure, along with publicly-available
auxiliary information, e.g., elevation maps, to estimate the user's location
when all location services, e.g., GPS, are turned off.Comment: This is the preprint version: the paper has been published in IEEE
Trans. Multi-Scale Computing Systems, DOI: 0.1109/TMSCS.2017.275146
A Pedagogy for Original Synners
Part of the Volume on Digital Young, Innovation, and the UnexpectedThis essay begins by speculating about the learning environment of the class of 2020. It takes place entirely in a virtual world, populated by simulated avatars, managed through the pedagogy of gaming. Based on this projected version of a future-now-in-formation, the authors consider the implications of the current paradigm shift that is happening at the edges of institutions of higher education. From the development of programs in multimedia literacy to the focus on the creation of hybrid learning spaces (that combine the use of virtual worlds, social networking applications, and classroom activities), the scene of learning as well as the subjects of education are changing. The figure of the Original Synner is a projection of the student-of-the-future whose foundational literacy is grounded in their ability to synthesize information from multiple information streams
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