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Nowadays, teachers and students utilize different ICT devices for conducting innovative and educational activities from anywhere at any time. The enactment of these activities relies on robust communication and computational infrastructures used for supporting technological devices enabling better accessibility to educational resources and pedagogical scaffolds, wherever and whenever necessary. In this paper, we present EDU.Tube: an interactive environment that relies on web and mobile solutions offered to teachers and students for authoring and incorporating educational interactions at specific moments along the time line of occasional YouTube video-clips. The teachers and students could later experience these authored artefacts while interacting from their stationary or mobile devices. We describe our efforts related to the design, deployment and evaluation of an educational activity supported by the EDU.Tube environment. Furthermore, we illustrate the specific teachers’ and students’ efforts practiced along the different phases of this educational activity. The evaluation of this activity and results are presented, followed by a discussion of these findings, as well as some recommendations for future research efforts further elaborating on EDU.Tube’s aspects in relation to learning analytics.
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.
Web based security applications have become increasingly important in the past years. Especially in times of blockchain based crypto currencies, user authentication is a critical aspect for the overall security, integrity and acceptance of such systems. While blockchain technologies provide a decentralized approach, the client side still largely relies on centralized security approaches. Those centralized approaches are easier to implement, but at the same time bear the risk of usual security flaws. Therefore, this paper presents a decentralized approach for increasing the security by adding a decentralized two-factor authentication mechanism to the execution of
operations.
In recent times, a lot of attacks against central server infrastructures have been recognized. Those infrastructures have seen attacks ranging from attacks against Internt of Things (IoT) infrastructures, via attacks against public infrastructure to attacks against cryptocurrency exchanges and blockchain based infrastructures themselves, e.g., the already almost legendary Decentralized Autonomous Organization (DAO) hack. Measured by press coverage, attacks against cryptocurrency exchanges and infrastructures seem to be among the most prominently reported attacks, probably due to the large amount of money that is stolen during those attacks and the great (but obviously still quite risky) potential (and financial involvement) of the blockchain technology. Naturally, attacks like the ones we have seen recently in crease the notion of uncertainty of blockchain technologies among the people,mreflected in lower values of cryptocurrencies in general. Obviously, this demands for an overall increase of security of cryptocurrency based technologies. Therefore, this paper provides an architectural approach, based on a proxy,to increase security of publicly available nodes of a blockchain based technology. Furthermore, it provides a first evaluation of the approach based on the results of an extensive community test of a new cryptocurrency.
This paper deals with the question how to integrate smart devices in Java appli-
cations. It will outline how different smart devices can be used to enrich learning
environments, we will point to some of the problems one has to face while dealing
with smart devices, a differentiation of smart devices will be done and we will give an
overview about existing Java Virtual Machines available for different smart devices.
Furthermore we will tackle the question of the communication between different smart
devices and also between different kinds of smart devices. An outlook to the future
work will also be given at the end of this work
One of the most stressing challenges in our culture is the demographic change. On the one hand, people become older and older, at the same time less young people are available in order to support the elderly. Currently, this fact already provides a number of social impacts that need to be solved in the near future. This paper concentrates on the integration of mobile devices in scenarios that allow elderly people to age successfully. Here, the term "aging successfully" refers to broad range of aspects from health to social life of elderly people. A special focus of this paper lies in the question whether services deployed to a mobile device provide advantages in the area of aging successfully. In order to answer this question, both technical challenges are explained and solved by example architectures, and scenarios that benefit from services deployed to mobile devices are explained.
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.
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.
Mobile devices, in the form of smartphones, are endowed with rich capabilities in terms of multimedia, sensors and connectivity. The wide adoption of these devices allows using them across different settings and situations. One area in which mobile devices become more and more prominent is within the field of mobile learning. Here, mobile devices provide rich possibilities for the contextualization of the learner, by using the set of sensors available in the device. On the one hand, the usage of mobile devices enables participation in learning activities independent of time and space. Nevertheless, developing mobile learning applications for the heterogeneity of mobile devices available in the market becomes a challenge. Not only this is a problem related to form factor aspects, but also the large number of different operating systems, platforms and app infrastructures (app stores) are aspects to be considered. In this paper we present our initial efforts with regard to the development of cross-platform mobile applications to support the contextualization of learning content.
In diesem Artikel stellen wir ein System zur Synchronisierung beliebiger, in Java geschriebener, Anwendungen vor. Nach einer kurzen Diskussion der Vor- und Nachteile von replizierter Datenhaltung – wie sie in unserem System verwendet wird – werden wir am Beispiel einer komplexen Diskussions- und Modellierungsumgebung
zeigen, wie man mit unserer Architektur Anwendungen partiell koppeln kann und somit flexible Kooperationsmöglichkeiten technisch unterstützen kann.
Positive Computing umfasst Design, Realisierung und Bewertung von Anwendungssystemen und deren Einflüsse mit dem Ziel, Lebensqualität und Wohlbefinden von Menschen zu verbessern und sie bei der Entfaltung ihrer Potenziale zu unterstützen. Das Institut Positive Computing (IPCo) an der Hochschule Ruhr West soll dieses neue Paradigma in einem inter- und transdisziplinären Ansatz erschließen, untersuchen und umsetzen. Das Paradigma ist anwendbar auf nahezu alle Bereiche des privaten und beruflichen Lebens. Die Forschung des IPCo fokussiert zunächst jedoch auf die positive Nutzung von Informations- und Kommunikationstechnologien (IKT) für generationenübergreifende Herausforderungen. Hierzu sollen technologische Lösungen unter kontinuierlicher Einbeziehung menschlicher Bedürfnisse und sozialer Fragestellungen erarbeitet
werden.
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.
Anonymity-preserving Methods for Client-side Filtering in Position-based Collaboration Approaches
(2017)
Technologie die beflügelt
(2016)
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.