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Education is recognized as one of the most powerful aspects for human development. Scope of education includes dispersal of knowledge, logical thinking, flourishing skills, refining habits, and sharing values. Accordingly, basic or primary education is a fundamental right for every citizen of a country. Studies provide sufficient evidence that individuals lacking primary education are incapable of...
The following topics are dealt with: Internet; crowdsourcing; software engineering; cyber security; successive iterative decoding; correlated Rayleigh fading envelope; pseudorandom phase generation; nonuniform signal constellation; network coding; mobile Web service; mobile Web services; fault tolerant architecture; context aware approach; arabic language processing; smart grid; video techniques;...
Advances in databases, computational intelligence, and pervasive computing, which allow “anytime, anywhere” transparent access to information, provide fertile ground for radical changes in pedagogy. Cyberinfrastructure leveraging these technological advances can yield improvements in both instruction and learning, supporting a networked curricular model, facilitating collaboration within and among...
A university campus offers the perfect example of a user community that, although it has many ties with the outside world, has fairly well-defined boundaries. In this paper, we briefly present the opportunities for and challenges of promoting an energy-aware (i.e. “green”) attitude through personalized carbon-accounting. We argue that state-of-the-art pervasive technology can help students learn how...
The use of games in the teaching-learning process has been proved to be useful, not only for a better understanding of the concepts, but also for students motivation through solving challenges and for developing the right professional aptitudes. In this paper the use of an ubiquitous game is proposed, this game is based in Near Field Communication technology, that it brings together the characteristics...
The SHELL project aims at implementing state of art technologies in the domains of Wireless Sensor Networks, Ambient Intelligence, Context Awareness, Automated Learning, in order to design a new concept for assisting people affected by mental diseases or living alone. The goal to achieve is a modular device kit system, easy to deploy and to use, which will be able to learn to peculiar habits of the...
The presence of new technologies on distance education generates a cloud of learning environments with high presence of multimedia contents and mobility capabilities. The widespread use of mobile technologies, digital TV and Internet enables ubiquitous learning environments that allow students to learn anywhere anytime. However, the diversity of computational and display capabilities of the current...
In this paper, we introduce a u-SPACE service robot, designed to help children who may be left alone while their caregivers are away from home. In order to protect children from indoor dangers, this service robot provides customized guiding messages taking into account the location information and behavioral patterns of a child, after the detection of dangerous objects and situations. And these guiding...
During the last years mobile phones provide a ubiquitous platform; most of mobile phones have the ability to communicate over Bluetooth in ad hoc manner. It provides a great opportunity to develop m-learning applications. However, m-learning applications developed so far, usually see mobile phones as simple terminals, and they simply add it to old e-learning applications developed. The main challenge...
The following topics are dealt with: human-computer interaction; user-centered design; social computing; social intelligence; ubiquitous computing; mobile system; gaming; computer-assisted learning; cognition; privacy; security; trust management; human-centered evaluation; information visualization; visual analytics; and semantic systems.
U-learning (ubiquitous learning) systems, which deliver learning materials anytime and anywhere, allow learners to watch live lectures on PDAs, tablet PCs and notebook computers via broadband and wireless Internet. These systems have various problems. The USB-based terminal system based on the OSGi(Open Services Gateway Initiative) service platform was designed as a ubiquitous system, in order to...
This paper proposes an efficient ubiquitous teaching and learning model in Economics and Management Specialty of the University. Recent educational environment is growing to ubiquitous learning (u-Learning).This paper analysis the current condition of the u-learning model applied with modern information technology that used in the field of economics and management experimental teaching, and points...
In an enterprise context, competencies are often dispersed across different teams. A specific need within the enterprise could not be satisfied only because of a lack of awareness about real competencies owned by employees. The aforementioned problem involves two main critical aspects: the difficulty to manage employees' competencies in order to constantly keep them up-to-date and the ability to agilely...
This study analyzed students' self-report on their intention to use an ubiquitous video game-based learning system. Participants were 30 college students in Taiwan. They completed a questionnaire measuring their responses to six constructs which formed a research model based on Technology Acceptance Model. Structural Equation Modeling was used as the technique for data analysis. Results showed that...
This paper describes the design and implementation of a ubiquitous learning system called prête-à-apprendre+. The system is based on e-textile components and consists of shirts and fabric pads that communicate through the Zigbee wireless protocol. A simple tag game based on this ubiquitous platform is described.
This paper presents the results of our innovative approach for the realization of a model driven development framework for modeling context-aware adaptive learning activities within Context-aware and adaptive learning environments. Its core element consists of a domain specific visual modeling language called CAAML (Context-aware Adaptive Activities Modeling Language). After, we present the developed...
This paper addresses questions of contextual learning experience sharing among users in personal learning environments. As learning environments has become personal and user oriented, a user can acquire knowledge and learning experiences anywhere and anytime by reading public or personal online learning resources aggregated by a set of provided tools. In this paper, we propose a system allowing a...
The following topics are dealt with: advanced learning technology; computer aided instruction; handicapped aid learning; ubiquitous learning;and computer game.
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