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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...
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...
A ubiquitous learning environment provides an interoperable, pervasive and seamless learning architecture to connect, integrate, and share three major dimensions of learning resources: learning collaborators, learning contents, and learning services. Ubiquitous learning is characterized by providing intuitive ways for identifying right learning collaborators, right learning contents and right learning...
The paper intensively analyzed and researched video playing technology in virtual education environment, which is an application of Pervasive Computing focusing on demand for some important application field with visual technology, proposed a suit of effective settlement making use of decoding, data compressing, texture mapping and the GPU's parallel computing ability which improved the efficiency...
In this article, the authors present an approach for context-aware and QoS-enabled learning content provisioning, one of the essential elements in ubiquitous learning. The essence of the system is recommending the right content, in the right form, to the right learner, based on a wide range of user context information and QoS requirements. To facilitate knowledge interoperability and sharing, they...
This paper proposes a framework for a virtual classroom application based on a virtual collaboration system (VCS), which is being developed under the VISNET II network of excellence (NoE), and discusses adaptation technologies that enable seamless access to classroom sessions while intellectual property and digital rights are managed. The proposed virtual classroom framework enables academic institutions...
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