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The industry that has been benefitted the most by the developments in VLSI technology is that of mobile phones. Modern day mobile handsets are referred to as smartphones and have reached to the hands of every person even in the remote corners of the world. Yet another revolutionary research was the development of the Android open source mobile OS which has made the mobile phones smarter. So, we decided...
In road networks, k-Range Nearest Neighbor (kRNN) queries locate the k-nearest neighbors for every point on the road segments that are within a given query region, based on the network distance. This is an important task, because the user's location information may not be accurate, furthermore, users may be unwilling to reveal their exact location for privacy reasons. Therefore, in this specific situation,...
Learner requirements derived through learning experiences plays a major role in any e-learning environment as it has the potential to retrieve the most appropriate Learning Objects (LO) for the learners. With the help of specifications like experience API (xAPI), the e-learning environments these days are capable of recording the learning experiences of the learners both inside and outside the Leaning...
Mobile users access location services from a location based server. While doing so, the user's privacy is at risk. The server has access to all details about the user. Example the recently visited places, the type of information he accesses. We have presented synergetic technique to safeguard location privacy of users accessing location-based services via mobile devices. Mobile devices have a capability...
Video content creation on mobile devices has rapidly increased during the last years, whereas the on-site mobile post-production capability has not yet followed this trend. On-the-fly video editing is not a common approach among amateur or professional content producers. This paper presents a proof-of-concept mobile application for video trimming that is practicable and efficient. The implementation...
With the acceleration of mobile applications, mobile cloud computing is envisioned to be the best fit solution to make a compromise between users' and service providers' benefits. An extension of mobile cloud computing, vehicular cloud computing, provides another viable solution, by consolidating the benefits of mobile cloud computing and vehicular communications. Among several challenges in this...
Mobile applications are widely used in many research areas as well as in current daily life. Applications on smart phones are closely related to the physical device. An application may run differently on different mobiles. It is hard and expensive for college students to adapt and test their applications on several types of smart phones. This paper presents a work in progress on the development of...
We Chat was published in China by Ten cent company since Jan. 21st 2011. After 100 million users in Mar. 2012, Ten cent announced that the number of We Chat's users reached 300 million in Jan 15th 2013. We Chat has become one of the most heated topics within the last 2 years and its every move is attracting attention from various academia, industries, and enterprises. This study selected 50 university...
For more than two decade now, the Brussels Regional Informatics Centre (BRIC) has been focusing on transforming the Brussels-Capital Region into a smart city by organizing, promoting and spreading the use of information and communication technologies (ICT) for the benefit of Brussels citizens, authorities, administrations, businesses and visitors. The strategy of this public interest agency is exposed...
Computer games have been exploited in educational procedures, since they help in fostering creativity, in familiarization with technology, and develop problem-solving, logical thinking, communication, and collaborative skills (Sicart 2009). Games is a symptom of our societies and offer learning and strong educational advantages, as they fully motivate and engage students. The term “game” refers to...
Technology has created a number of ethical dilemmas that institutions at all educational levels must face, since the extended use of ICT and mobile devices in education has made easier the copy of other people's work. This study aims to explore teachers' views on plagiarism and cheating. Results are presented from a sample of 46 Greek secondary education teachers and show that more than half of the...
Attention Deficit Hyperactivity Disorder (ADHD) is one of the most common psychiatric conditions in childhood. Observation of the behavior of the young person plays a key role in Cognitive-Behavioural (CB) approaches to the treatment of ADHD, but traditional pen and pen-and-paper based methods have a number of disadvantages which inhibit their use in realworld situations. The WHAAM mobile application...
This article focuses on the issue of the use of mobile technologies, especially on online Laboratories, as a support to professional development of adults in the work situation in Senegal. More specifically, how mobile learning can be a solution to access to education for nomadic professionals working specifically in the area of computer networks? This issue is at the heart of a doctoral research...
The proliferation of Internet and technology triggered exponential growth in adoption of e-learning by many organizations worldwide. E-learning offers many benefits including ease of access, availability, re-usability and rich learning resources. With advances is technology, learning methods and objects have evolved from conventional text based content to multimedia and interactive knowledge objects...
Plagiarism and cheating are critical issues that jeopardize quality assurance in higher education. When it comes to e-learning and m-learning, fair use of information becomes even more crucial. This case study is an attempt to imprint academics' knowledge, beliefs and strategies regarding plagiarism and cheating. It was found that most of academics were well informed but they did not spend time in...
Using mobile devices for entertainment, knowledge transfer, and learning has been an important development in recent years. The use of mobile games as pedagogical tools has also become more and more popular. The mobility of the devices can enhance applications with location-based information. Why not combine these aspects to create mobile, location-based learning games to make users aware of their...
The use of mobile devices as learning aids is increasing due to availability and affordability of mobile phones, smartphones and tablets among students. Many learners use their handheld devices not only for calling and texting, but also for educational purposes. Some promoters and developers of mobile learning in universities are developing and delivering learning content and instructions on mobile...
The paper presents an inquiry-based research approach designed and conducted in accordance with an educational model which uses weSPOT inquiry workflow engine, smartphones and tablets. Presented study shows how mobile technologies are able to support teaching and learning. It also discusses challenges from teacher's point of view for using mobile technologies in general and weSPOT environment in particular.
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