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This chapter describes our current research efforts related to the contextualization of learners in mobile learning activities. Substantial research in the field of mobile learning has explored aspects related to contextualized learning scenarios. However, new ways of interpretation and consideration of contextual information of mobile learners are necessary. This chapter provides an overview regarding the state of the art of innovative approaches for supporting contextualization in mobile learning. Additionally, we provide the description of the design and implementation of a flexible multi-dimensional vector space model to organize and process contextual data together with visualization tools for further analysis and interpretation. We also present a study with outcomes and insights on the usage of the contextualization support for mobile learners. To conlcude, we discuss the benefits of using contextualization models for learners in different use-cases. Moreover, a description is presented in order to illustrate how the proposed contextual model can easily be adapted and reused for different use-cases in mobile learning scenarios and potentially other mobile fields.
Resource Usage in Online Courses: Analyzing Learner’s Active and Passive Participation Patterns
(2015)
The paper analyzes the experience with an open university course for a very heterogeneous target group in which MOOC-like materials and activities were used. The course was conducted in a specifically prepared and extended Moodle environment. The analysis involves questionnaires as well as performance data that reflect the resource access on the learning platform. A special focus is put on the participants’ acceptance and usage of student-generated versus teacher-provided learning content. Network analysis techniques have been used to identify "interest clusters" of students around certain resources.
Social networking sites (SNSs) are an integral part of our daily life. With the evermore increasing appearance of SNSs, their users spend considerable time producing of different forms everyday (e.g. text, videos, photos, links, etc.) or browsing the varieties of contents in different SNSs. In this paper, we propose an architectural perspective on a framework that provides a unified environment through which users can produce and browse different contents of SNSs from one place.
This paper discusses the efforts carried out related to the design and development of a web-based framework that allows designing, deploying and executing mobile data collecting applications. Furthermore, it also allows analyzing and presenting the data that is generated during the mentioned process. The fact that the framework is completely web-based provides a platform independent execution of the mobile application on any mobile device with a web-browser. As a result that the whole life-cycle of creating, executing and discussing a mobile learning activity is implemented in pure web-based manner separates this work from similar efforts. In the course of this work, the current state of development of two of the components, the authoring tool and the mobile application is presented. This framework was introduced to teachers in an activity to follow up an initial study. On the basis of a workshop with teachers, we performed an explorative study regarding the technology acceptance and usability of two components of the proposed framework. The results are discussed and analyzed in this paper.
With the spread of mobile devices among both, men and women, app-based games also become more popular. While traditionally, digital games are more famous among men, women seem to spend more time and money on mobile gaming. There are a lot of open questions with regard to women and gaming in general; research on gender differences in app-based mobile gaming is almost nonexistent. Taking an exploratory perspective, our study investigates gender differences in general usage patterns, attachment towards the game and motivational differences for choosing to play the famous QuizClash app. Also, we identify differences in reported and actual performance in specific categories and capture anticipation of success as well as likeliness of choosing specific knowledge categories depending on the opponents’ performance profile.
The influence of national culture on knowledge sharing has important implications for all organizations. However, the existing frameworks only cover a subset of relevant factors or limit the research of the framework to either organizational or national level. Hence, a more encompassing framework is needed. The question this articles answers is how does national culture influence knowledge sharing. Based on extensive literature review and interviews carried out in Finland and Japan, this article sets forth a foundation for a new framework. The framework details how national culture influences individual level and organizational level factors and technical tools. Additionally, the framework includes a new dimension, time-dimension, which is usually disregarded in knowledge sharing research. For researchers and practitioners, the derived framework provides key insight on relevant factors on knowledge sharing and national culture. Finally, future research directions are discussed.
The continuous evolution of learning technologies combined with the changes within ubiquitous learning environments in which they operate result in dynamic and complex requirements that are challenging to meet. The fact that these systems evolve over time makes it difficult to adapt to the constant changing requirements. Existing approaches in the field of Technology Enhanced Learning (TEL) are generally not addressing those issues and they fail to adapt to those dynamic situations. In this chapter, we investigate the notion of an adaptive and adaptable architecture as a possible solution to address these challenges. We conduct a literature survey upon the state of the art and state of practice in this area. The outcomes of those efforts result in an initial model of a Domain-specific architecture to tackle the issues of adaptability and adaptiveness. To illustrate these ideas, we provide a number of scenarios where this architecture can be applied or is already applied. Our proposed approach serves as a foundation for addressing future ubiquitous learning applications where new technologies constantly emerge and new requirements evolve.
This chapter describes our research efforts related to the design of mobile learning (m-learning) applications in cloud-computing (CC) environments. Many cloud-based services can be used/integrated in m-learning scenarios, hence, there is a rich source of applications that could easily be applied to design and deploy those within the context of cloud-based services. Here, we present two cloud-based approaches—a flexible framework for an easy generation and deployment of mobile learning applications for teachers, and a flexible contextualization service to support personalized learning environment for mobile learners. The framework provides a flexible approach that supports teachers in designing mobile applications and automatically deploys those in order to allow teachers to create their own m-learning activities supported by mobile devices. The contextualization service is proposed to improve the content delivery of learning objects (LOs). This service allows adapting the learning content and the mobile user interface (UI) to the current context of the user. Together, this leads to a powerful and flexible framework for the provisioning of potentially ad hoc mobile learning scenarios. We provide a description of the design and implementation of two proposed cloud-based approaches together with scenario examples. Furthermore, we discuss the benefits of using flexible and contextualized cloud applications in mobile learning scenarios. Hereby, we contribute to this growing field of research by exploring new ways for designing and using flexible and contextualized cloud-based applications that support m-learning.
Detection of influential actors in social media plays an important role for increasing the quality and efficiency of work and services in many fields such as education, marketing, etc. This work aims to introduce a new approach for the characterization of influential actors in online social media, such as Twitter. We present on a model of influence of an actor that is based on the attractiveness of the actor in terms of the number of other new actors with which he or she has established relations over time. We have used this concept and measure of influence to determine optimal seeds in a simulation of influence maximization using two empirically collected social networks for the underlying graphs.
In the field of magnetic inductance tomography,
signal processing is a real challenge. This is due to the divergent
nature of magnetic fields. The sensitivity, i.e. the change in the
receiving signal by means of an electrically conductive sample
in a measuring volume depends strongly on the positioning
of the sample. Objects that are located near the transmitting
or receiving coils are very well locatable, where objects in
larger distance are hard to detect. In this paper an approach
is presented that improves the topology of the magnetic fields
in the ”magnetic induction tomography” (MIT) by changing
geometric constructions and current patterns of coils so far,
as to allow a sharper localization of objects within the space.
The aim is to level the distribution of the sensitivity in the
measuring volume, so that electrically conductive objects with
a larger distance between transmitting and receiving unit can
be detected with almost the same signal intensity as objects
close to the transmitting and receiving unit. The simulation tool
Comsolic is used for the geometric modeling making a finite
element analysis (FEA). The subsequent signal processing and
analysis of the simulation results are implemented in Matlabic .
Within this FEA the coil geometries and current patterns are
changed numerically, so that the minimum object size, that is
still detectable, is, compared to the known MIT, reduced and the
sensitivity of the system is improved. To validate the simulation in
Comsolic , first simulation results are compared with analytical
models and analyses.
This contribution demonstrates the efficient embedding of a single depth-camera into the automotive environment making mid-air gesture interaction for mobile applications viable in such a scenario. In this setting a new human-machine interface is implemented to give an idea of future improvements in automation processes in industrial applications. Our system is based on a data-driven approach by learning hand poses as well as gestures from a large database in order to apply them on mobile devices. We register any movement in a nearby driver area and crop data efficiently with the means of PCA transforming it into so-called feature vectors which present the input for our multi-layer perceptrons (MLPs). After MLP classification, the interpretation of user input is sent via WiFi to a tablet PC mounted into the car interior visualizing an infotainment system which the user is able to interact with. We demonstrate that by this setup hand gestures as well as hand poses are easily and efficiently interpretable insofar as that they become an intuitive and supplementary means of interaction for automotive HMI in mobile scenarios realizable in real-time.
Global software development changes the requirements in terms of soft competency and increases the complexity of social interaction by including intercultural aspects. While soft competency is often seen as crucial for the success of global software development projects, the concrete competence requirements remain unknown. Internationalization competency represents one of the first attempts to structure and describe the soft competence requirements for global software developers. Based on the diversity of tasks, competence requirements will differ among the various phases of software development. By conducting a survey on the importance of internationalization competences for the different phases of global software development, we identified differences in terms of competence importance and requirements in the phases. “Adaptability” (of one's working style) and “Cultural Awareness” were the main differences. “Cultural Awareness” distinguishes requirements engineering and software design from testing and implementation while “Adaptability” distinguishes implementation and software design from requirements engineering and testing.
Immer mehr ältere Menschen leben von ihren Angehörigen getrennt und können über Kommunikationsmedien wie Telefon und Skype nur eingeschränkt gemeinsame Erlebnisse erzeugen. In diesem Paper wird die technische Umsetzung eines Konzeptes vorgestellt, das es Familienmitgliedern ermöglicht über das Internet gemeinsam „Mensch-ärgere-dich-nicht“ zu spielen. Durch Videotelefonie und eine besondere Anordnung der Hardware werden die Spieler trotz räumlicher Trennung virtuell an einen Tisch gebracht und dadurch ein gemeinsames Erlebnis erzeugt. Die Clientanwendung wird dabei als plattformunabhängiger Webservice und die Videotelefonie mittels verschiedener Standards und Server realisiert.
In this work we report the first quasi-continuous in-situ photoluminescence study of growing InGaN LED structures inside an industrial-grade metal-organic vapor phase epitaxy (MOVPE) reactor at growth temperature. The photoluminescence spectra contain information about temperature, thickness and composition of the epitaxial layers. Furthermore, the in-situ spectra – even at an early stage of the growth of the active region – can be used to predict the photoluminescence emission wavelength of the structure at room temperature. In this study an accuracy of this predicted wavelength in the range of ± 1.3 nm (2σ) is demonstrated. This technique thus appears suitable for closed-loop control of the emission wavelength of InGaN LEDs already during growth.
Der Bedarf an feuerverzinkten Stahlbändern ist besonders in der Automobilindustrie sehr groß und es werden zugleich immer höhere Qualitäten gefordert. Hierbei bildet vor allem die Homogenität der Zinkschichtdicke ein entscheidendes Qualitätsmerkmal. Um das Stahlband ausreichend vor Umwelteinflüssen zu schützen, muss eine, vom Kunden spezifizierte, Mindestzinkschichtdicke aufgetragen werden. Beim hier angewandten Verzinkungsverfahren durchläuft das Band ein Zinkbad und anschließend wird das überschüssige Zink berührungs-los mittels sogenannten Abblasdüse so abgetragen, sodass eine möglichst homogene Zinkschicht erhalten bleibt. Hierzu ist es notwendig den Abstand zwischen Band und Airknife konstant zu halten. Störende Bandbewegungen führen zu inhomogene Zinkschichtdicken, welche die Qualität der Verzinkung vermindern. Diese Qualitätsverminderung und der erhöhte Zinkeinsatz soll durch geeignete Maßnahmen verringert werden. Bisher eingesetzte berührungslose Bandstabilisatoren können die Bandbewegung im Allge-meinen dämpfen, jedoch treten noch Betriebszustände auf, in denen eine inhomogene Zinkschicht sichtbar ist. Die Ursache dieser Inhomogenitäten liegt in anlagenbedingten dominanten Schwingungen des Bandes, deren Ursache zu klären ist. Im vorliegenden Beitrag wird ein Modell der Bandbewegung vorgestellt, das durch die theore-tische Modellbildung und experimentelle Identifikation erstellt worden ist. Das Modell beschreibt die Bewegung des Bandes bezüglich ausgewählter Freiheitsgrade und ermöglicht die Analyse der kritischen Betriebszustände. Darüber hinaus soll dieses Modell zur Stabilisierung des Bandes in einer modellgestützten Reglung verwendet werden.