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The challenges of adopting agile software development methods vary from one context to another. This work investigates how the European and Asian cultural backgrounds may impact agile practices adoption. The focus is on three countries: Belgium, Malaysia and Singapore. We gathered data about practices, challenges and impediments encountered by software development teams from interviews of 19 practitioners...
Children use Internet in a daily activity both at home and school. Despite the benefits that Internet might has for children, there are risks surrounded children that we must recognise and be careful of it. Internet use has serious risks including child sexual harassment and child pornography. Unfortunately, cyber criminals take advantages of technological advancement and exposed young people as they...
In 2016, Digital Public Library of America is celebrating the third year of its cultural heritage metadata aggregator service. Since its launch, the DPLA collection has grown to represent over 13 million objects and over 1900 institutions, from small historical societies to large research libraries. With onramps, or hubs, in over 20 states, DPLA is well on its way to complete the coverage map by the...
CrossCult (www.crosscult.eu) is a 3-year H2020 research project, which started in March 2016. It involves 11 European institutions and 14 associated partners from the areas of Computer Science, History and Cultural Heritage. The goal is to spur a change in the way European citizens appraise History, fostering the re-interpretation of what they may have learnt in the light of cross-border interconnections...
This paper presents a research on the design and development of a serious game called EU-Topia. This serious game aims to raise students' awareness of interculturality during job mobility. EU-Topia is developed through an approach based on participatory design. After design and development phases, the serious game has been assessed by users as generally satisfactory which, in our opinion, can be inherent...
Inclusiveness, namely the process of proving all learners equal educational opportunities, is a major challenge for many educational systems worldwide. In order to address this issue, frameworks have been proposed from (a) a pedagogical perspective such as the Universal Design for Learning (UDL) and (b) teachers' required competences perspective such as the Competence Framework for Inclusive Teachers...
In 2007 the Italian Ministry of Education identified the need of raising a new Humanism: students must receive adequate tools for knowledge, but must also understand and be able to handle the increasingly frequent transitions and changes they have to face as citizens and individuals. Orientation during the developmental phase must, hence, allow students to acquire all those key and context-independent...
The presented communication explores the challenges facing learning in the 21st century and describe the role of European research in technology enhanced learning in this changing context. Experience has revealed the importance of giving equal weight to the technologies, to the learning and to the improvements in learning and this balance is at the core of technology-enhanced learning.
As humanoid robots will have to behave socially adequate in a future society, we started to investigate laughter as an important para-verbal signal influencing relationships among humans quite easily. As a first step we investigate, how humanoid robots might laugh within a situation, which is suitable for laughter. Given the variety of human laughter, do people prefer a certain style for a robot's...
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