Refine
Year of publication
- 2012 (20) (remove)
Document Type
- Conference Proceeding (14)
- Article (4)
- Book (2)
Has Fulltext
- no (20)
Is part of the Bibliography
- no (20)
Keywords
- Adolescents (1)
- Career Exploration (1)
- Computer Science (1)
- Foreign Countries (1)
- Usability (1)
Institute
- Fachbereich 1 - Institut Informatik (20) (remove)
Knowledge of fundamentals of human-computer interaction resp. usability engineering is getting more and more important in technical domains. However this interdisciplinary field of work and corresponding degree programs are not broadly known. Therefore at the Hochschule Ruhr West, University of Applied Sciences, a program was developed to give teen-aged pupils insights into this area in a project-based learning environment with professional tools. Within the last 18 month this project was successfully conducted several times with participants of different age.
In recent years, the number of reasonable powerful mobile devices increased. In 2011, the number of smartphones(e.g.)increased to more than 300 million units. A lot of research has already been conducted with respect of mobile devices acting as Cloud Service consumers, but
still not much effort is put on mobile devices in the role of Cloud Service providers. Therefore, this paper presents an approach that allows to utilize mobile devices like smart phones or tablets as Cloud Service providers. In order to make this a reasonable approach, some of the occurring problems are discussed and it is shown how the presented architecture is able to overcome these problems. Last
but not least, this paper
describes some performance
tests of the chosen implementa
tion for mobile Web Services.
In recent years the diversity and the ownership of mobile devices steadily increased while the prices for this kind of devices decreased to a level that allows many students to own reasonably powerful devices. As mobile devices are also being used in learning scenarios, the challenge of today is the integration of multiple heterogeneous devices into existing and upcoming learning scenarios. This paper describes an architecture that allows easy integration of various kinds of mobile and non-mobile devices. The presented architecture will be exemplified by a group discussion scenario in a heterogeneous learning environment. The paper concludes with the description of a pilot study using the described system.
The term “Cloud Computing” does not primarily specify new types of core technologies but rather addresses features to do with integration, interoperability and accessibility. Although not new, virtualization and automation are core features that characterize Cloud Computing. In this paper, we intend to explore the possibility of integrating cloud services with educational scenarios without re-defining neither the technology nor the usage scenarios from scratch. Our suggestion is based on certain solutions that have already been implemented and tested for specific cases.
Collaboration and Technology
(2012)
This book constitutes the proceedings of the 18th Collaboration Researchers' International Working Group Conference on Collaboration and Technology, held in Raesfeld, Germany, in September 2012. The 9 revised papers presented together with 12 short papers were carefully reviewed and selected from numerous submissions. They are grouped into five themes that represent collaborative learning, social media analytics, conceptual and design models, formal modeling and technical approaches and collaboration support in emergency scenarios.
Applications and research efforts in Mobile Learning constitute a growing field in the area of Technology Enhanced Learning. However, despite a permanent increase of mobile internet accessibility and availability of mobile devices over the past years, a mobile learning environment that is easy to use, widely accepted by teachers and learners, uses widespread off-the-shelf software, and that covers various application scenarios and mobile devices, is not yet available. In this paper, we address this issue by presenting an approach and technical framework called "Mobile Contributions" ("MoCo"). MoCo supports learners to create and send contributions through various channels (including third-party solutions like Twitter, SMS and Facebook), which are collected and stored in a central repository for processing, filtering and visualization on a shared display. A set of different learning and teaching scenarios that can be realized with MoCo are described along with first experiences and insights gained from qualitative and quantitative evaluation.
Innovationen im Fahrzeug inkl. der Bedienschnittstelle halten oft zunächst in den Oberklassefahrzeugen Einzug und werden gemäß der Erwartungen der entsprechenden Zielgruppe, zumeist 45 Jahre und älter entwickelt. Auf der anderen Seite gehen im Mobilgerätebereich die Innovationen von technisch interessierten Menschen, meist Jugendlichen aus. In dieser Arbeit wurde versucht, die Entwicklung eines Autocockpits für junge Menschen von eben diesen in vier Stufen der nächsten 20 Jahre gestalten zu lassen unter eigener Einschätzung der technischen Möglichkeiten.