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The present paper discusses a new collaborative TERAKOYA learning system for remedial education. TERAKOYA learning system provides both an interactive lesson and a small private school just like the 18th-century Japanese basic school called TERAKOYA. This system helps students study actively anywhere on campus, and it provides an interactive evening lesson in the dormitory using Tablet PCs on a WLAN...
Users can have access to resources and obtain services at anytime and anywhere in ubiquitous computing environment. By virtue of behavior experience in human society, according to dynamic evolution discipline of the contradiction between the lag of trust and the anteriority of service, and the self-organization, distributed computing and regenerative feedback characteristics of ant colony algorithm,...
To conquer the problems existing in access control mechanisms available nowadays, such as how to manage the access authorities of the users and the protected resources, and how to keep the confidential data from visiting and modifying illegally, a new access control mechanism called multi-device TBPM-RBAC (MD-TBPM-RBAC) is proposed in this paper. According to the demand for unified users management...
It is important that the training time of the Support Vector Machine (SVM) is shortened and storage space requirement is reduced for high-speed and large-scale network. An intrusion detection method based on parallel SVM is proposed and a detection model system is constructed in this paper. First, original training dataset gained from network is divided into three subsets according to the network...
Ubiquitous learning is one of fields utilizing widespread ubiquitous technologies and gives learners more effective and personalized education than the traditional one. Safety education is necessary for children since accidents and crimes against them happen increasingly in recent years. The children might need to protect them from dangers by themselves. Though it is important for the children to...
Wireless sensor networks have received a lot of attention in the past decade partially because WSNs can be viewed as the forerunners of ubiquitous computing solutions that are sure to emerge in the following decades. However the development of WSNs has not been as fast as expected, which is to a large extent due to the rigid architecture of the current WSN solutions. We are lacking solutions for creating...
Over the past decade, tabletop systems are becoming more popular. However, prior works on tabletop system have mostly focused on supporting user interactions with digital contents on one single tabletop display, which are not easily extendable. In this paper we present a new scalable distributed tabletop system consisted of master/slave computer and tangible interfaces to provide high-resolution interactive...
Cyber-Individual, with a short term 'Cyber-I', is a real individual's counterpart in cyberspace. It is closely related to human-centric computing ideology which focuses on placing human in the center of computing. The study on Cyber-I tries to re-examine and analyze human essence in the digital era. Cyber-I's vision is to create a unique, digital, comprehensive description for every real person being...
Context-aware computing is an emerging computing paradigm that provides intelligent context-aware application. Its core idea is to have computers understand the real world so that human-computer interactions can happen at a much higher abstraction level, hence to make the interactions much more pleasant or transparent to human users. Context-awareness is the key to achieve this goal. It entails a...
Cognitive stimulation (CS) is a non-pharmacological intervention to treat individuals with mild to moderate dementia. CS aims to improve and maintain overall cognitive functions through activities in sessions of active stimulation. Results of an empirical study and an observational study of CS sessions show that (1) the interaction mechanisms to perform assisted CS activities can leverage the benefits...
With the development of ICT technologies, such as ubiquitous computing, and semantic Web etc., group-oriented large-scale cooperation environment used for special domains is needed. In e-learning, the environment can be used as infrastructure for large-scale collaborative e-learning facility. In this infrastructure, awareness service is the key. The paper focuses on the research of innovative awareness...
Learning is an important aspect of life through which humans stay in tune with their biological and physical environment through which that environment is allowed to take shape around them. The complexity and the occurrence of variation in an environment help generate new experiences and provide the humans the opportunity to learn something new. This paper presents an analysis of the change that is...
The increasing demand for services for mobile customers has resulted in the need to develop Web services clients that could be used from mobile devices as well as from PCs, which to date has been the main focus for developers. In this paper we propose an aspect-oriented approach which allows services to be invoked ubiquitously from different type of devices without modifying the structure and encapsulation...
This paper presents an infrastructure for building and operating context-aware services in ambient computing environments. The system is managed in a non-centralized manner and provides users with agents and detects the locations of users and deploys multiple location-aware service-provider agents at distributed computers by using active RFID-tags and mobile agent technology. For example, when a user...
Computer architecture has been a core topic in computer science since the 1950s. It is taught in most universities offering CS degrees and features in IEEE CS/ACM computing curricula. Interest in computer architecture has fallen. The number of innovative books on computer architecture has declined, as well as the number of papers on computer architecture education. This work in progress describes...
In this paper we demonstrate an attack scenario in which Bluetooth enabled computers are remotely controlled by an attacker without any security software detecting the connection. We describe in detail the methods to deliver malware, evade detection, elevate permissions, and transport critical information out of the network via Bluetooth connections. A prototype system using state-of-the-art operating...
Efficient requirements engineering activities are essential in order to develop software systems that properly satisfy end-user needs. End-users lack knowledge about requirements engineering techniques or computation in general, and it is very important that they actively participate in the requirements elicitation process because they are the "owners" of the problem. In this paper, we present...
Our social life is characterised by norms that manifest as attitudinal and behavioural uniformities among people. With greater awareness about our social context, we can interact more efficiently. Any theory or account of human interaction that fails to include social concepts could be suggested to lack a critical element. This paper identifies social concepts that need to be supported by future context-aware...
We are soon approaching the pervasive-era of computing, where computers are embedded into objects and the environment in order to provide new services to users. Significant levels of data are required in order for these services to function as intended, and it is this collection of data which we refer to as ubiquitous monitoring. Existing monitoring techniques have often been known to cause undesirable...
This paper describes the pervasive game unexceptional.net. Unexceptional.net is a unique pervasive game that is story-driven where the story evolves through multiple media channels interacting with the player. The game interacts with the user on a cellphone and a PC, and the game provides unique gaming experience by introducing gameplay elements through comics, web hacks, Blogs, a 3D-client, a database...
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