Search results for "Mobile devices"

showing 10 items of 15 documents

Learning Research Methods and Processes via Sharing Experience in a BLOG

2006

The goal is to increase knowledge about different research methods that have been employed in the information technology field by supporting the information exchange, collaboration, and cooperation between researchers. Well-designed, well-told stories can help others learn from past situations to respond more effectively in future situation. A blog is presented where PhD students and researchers are invited to collaborate by providing their stories, reading and commenting existing stories. This infrastructure allows researchers and PhD students to write the contents posing questions and finding answers on the relationship between research process and research results.

Computer sciencebusiness.industrymedia_common.quotation_subjectInformation technologyE-learningResearch processField (computer science)mobile learningWorld Wide WebReading (process)Mobile devicesInformation systemThe InternetbusinessPhd studentsInformation exchangeExperience sharing; PhD research courses; Research methods; Storytelling;media_common
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Estudio interuniversitario en estudiantes de Ciencias de la Salud: uso de los dispositivos móviles con fines educativos

2021

[EN] The use of smartphones, despite being mainly social, has begun to be implemented in the university environment as a tool for working in class and for communication between students regarding teaching material. However, before creating teaching methodologies that use these devices, it is important to know the opinion that the students have of them. Our objective was to analyze the personal and academic use of Smartphones by Health Sciences students from different Universities. With this objective, a form was created consisting of sociodemographic questions and the Questionnaire on perceptions and attitudes towards learning through mobile devices (CPAAM). Subsequently, a descriptive anal…

Innovación educativaSmartphonesInnovaciónDispositivos móvilesEducación superiorHealth SciencesComputingMilieux_COMPUTERSANDEDUCATIONMobile devicesCiencias de la SaludEnseñanza superiorTecnologías y educaciónInnovation
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Seamless Learning Environments in Higher Education with Mobile Devices and Examples

2016

The use of seamless learning environments that have the potential to support lifelong learning anytime and anywhere has become a reality. In this sense, many educational institutions have started to consider introducing seamless learning environments into their programs. The aim of this study is to analyze how various educational university programs implement the design elements for seamless learning environments with mobile devices. For that purpose, three cases involved in a Finnish teaching development project are explored by conducting semi-structured interviews with key participants. The themes of the interviews were related to the theoretical background for (mobile) seamless learning …

Semi-structured interviewseamless learning environmentsGeneral Computer ScienceHigher educationComputer scienceLifelong learningmeaningful learningsulautuva opetuscomputer.software_genreEducationWorld Wide Webmobile devicesMeaningful learningmobiililaitteetta516CurriculumWeb 2.0 tools060201 languages & linguisticspersonal learning environmentsMultimediabusiness.industry05 social sciencesEducational technology050301 education06 humanities and the artsblended learningBlended learninghigher education0602 languages and literaturebusiness0503 educationMobile devicecomputer
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Treating cockroach phobia using a serious game on a mobile phone and augmented reality exposure: A single case study

2011

In vivo exposure has proved its efficacy in the treatment of specific phobias; however, not all patients benefit from it. Communication and information technologies such as Virtual Reality (VR) and Augmented Reality (AR) have improved exposure treatment adherence and acceptance. Serious games (SG) could also be used in order to facilitate exposure treatment. A line of research on SG is emerging which focuses on health issues. We have developed a SG for the treatment of cockroach phobia that uses a mobile phone as the application device. This work examines results of an N = 1 study about whether the use of this mobile game can facilitate treatment of this specific phobia preparing her for th…

Serious gamesEXPRESION GRAFICA EN LA INGENIERIAApplied psychologyAugmented realitySingle-subject designVirtual realityMobile gamesSpecific phobiaTelephone setsArts and Humanities (miscellaneous)In-vivomedicineMobile phonesSession (computer science)ArgonGeneral PsychologyPhobiasPhobiasResearchExposure treatmentHomework assignmentsmedicine.diseaseTelephoneHuman-Computer InteractionMobile telecommunication systemsMobile phoneMobile devicesHealth issuesAugmented realityPsychologyMobile deviceSocial psychologyAnxiety disorderComputers in Human Behavior
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A Multimodal Guide for the Augmented Campus

2007

The use of Personal Digital Assistants (PDAs) with ad-hoc built-in information retrieval and auto-localization functionalities can help people navigating an environment in a more natural manner compared to traditional audio/visual pre-recorded guides. In this work we propose and discuss a user-friendly, multi-modal guide system for pervasive context-aware service provision within augmented environments. The proposed system is adaptable to the user needs of mobility within a given environment; it is usable on different mobile devices and in particular on PDAs, which are used as advanced adaptive HEI (human-environment interaction) interfaces. An information retrieval service is provided that…

Service (systems architecture)Multimodal guides pervasive services mobile devices human environment interfacesMultimediaComputer scienceCommonsense reasoningUSablecomputer.software_genreChatbotBasic skillsHuman–computer interactionNatural (music)computerMobile deviceSpoken language
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Automatic image representation and clustering on mobile devices.

2010

In this paper a novel approach for the automatic representation of pictures on mobile devices is proposed. With the wide diffusion of mobile digital image acquisition devices, the need of managing a large number of digital images is quickly increasing. In fact the storage capacity of such devices allow users to store hundreds or even thousands, of pictures that, without a proper organization, become useless. Users may be interested in using (i.e., browsing, saving, printing and so on) a subset of stored data according to some particular picture properties. A content-based description of each picture is needed to perform on-board image indexing. In our work the images are analyzed and descri…

Settore ING-INF/05 - Sistemi Di Elaborazione Delle InformazioniCBIR automatic image annotation mobile devicesImage retrievalmean-shift clusteringpersonal photo albumPhoto collection
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Embedding the Remote Application Control: Visual API for PDA Programming

2009

PDAs are more and more used as advanced adaptive HEI (human-environment interaction) interfaces, thus enabling their users to easily operate applications remotely running in pervasive computing scenarios. Based on a previous implementation, in this paper we discuss the development of a new set of .NET-compliant Application Programming Interfaces to be used within the Visual Studio IDE. Our main goal is to provide programmers with a set of components to be used with the common drag-and-drop operation, in order to embed a remote application control within an application running on the PDA and vice-versa. The interaction relies on ad-hoc communication protocols over a framework devoted to pair…

Ubiquitous computingApplication programming interfacevisual API mobile devices programmingComputer sciencebusiness.industrypervasive systems; visual API mobile devices programmingcomputer.software_genreMicrosoft Visual StudioSoftwareRemote procedure callHuman–computer interactionOperating systempervasive systembusinessCommunications protocolcomputerVisual programming languageGraphical user interface
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Escenarios tecnológicos con dispositivos móviles para la acción educativa. Tendencias y vínculos con la imagen

2021

Presentamos un acercamiento a los escenarios educativos con TIC en la actualidad, en concreto tecnologías portables y modelos pedagógicos de colaboración complementarios a ellas, propios del constructivismo. La capacidad de aprendizaje que estos pueden llegar a suscitar, en cualquier momento y en cualquier lugar, refleja una realidad tangible en nuestra sociedad móvil. Nos referimos a los PLE Entornos Personales de Aprendizaje, BYOD Bring Your Own Device, la Gamificación, Flipped Classroom y la Realidad Aumentada y la Realidad Virtual. Se realiza una revisión de literatura de propuestas pedagógicas destacables, a través de algunos de los principales actores que las abordan en España. En cad…

Virtual realityFlipped classroomAprenentatgeConstructivism (philosophy of education)Aprendizaje en movilidadAZ20-999PedagogyImágenes digitalesMobile technologyaprendizaje en movilidad; conectivismo; dispositivos móviles; imágenes digitales; pedagogía constructivistaSociologyL7-991PedagogiaMobile learningConstructivist pedagogyBring your own deviceEducation (General)Dispositivos móvilesConnectivismDigital imagingInformation and Communications TechnologyMobile devicesHistory of scholarship and learning. The humanitiesAugmented realityConectivismoPedagogía constructivistaStrengths and weaknessesDEDiCA Revista de Educação e Humanidades (dreh)
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Retos y oportunidades de la tecnología móvil en la educación física (Challenges and opportunities of mobile technology in physical education).

2019

La educación física (EF) y su profesorado están llamados a seguir procesos de inmersión digital, voluntarios o involuntarios, asociados al consumo masivo de medios y servicios digitales y a las demandas de la sociedad y de la institución educativa. El uso de tecnología, especialmente la móvil, social y ubicua, se generaliza personal y profesionalmente, aunque la escuela sigue sin encontrarle acomodo. Reconoce su potencial didáctico, pero no logra alcanzarlo. En la EF el uso de tecnologías tradicionales y fijas han demostrado su utilidad en la fase preactiva y postactiva del acto didáctico, sin embargo, los aprendizajes en movilidad propios de la fase activa, aconsejan explorar alternativas …

educación físicaappsseguridad y protección datosPhysical Therapy Sports Therapy and Rehabilitationsecurity and data protectionEducationMass consumptionPhysical educationmobile learningmobile devicesphysical educationActive phasePolitical sciencedispositivos móvilesOrthopedics and Sports MedicineMobile technology:PEDAGOGÍA [UNESCO]HumanitiesUNESCO::PEDAGOGÍA
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Tietotekniikan valtakunnallisten oppisisältöjen toteutuminen Keski-Suomen peruskoulujen opetuskäytänteissä

2017

Tutkimus sai alkunsa kiinnostuksesta uusia Perusopetuksen opetussuunnitelman perusteita kohtaan. Vuonna 2014 hyväksytty POPS asettui erityisesti tieto- ja viestintätekniikan opetuksen osalta vastaamaan perusopetuksessa havaittuihin puutteisiin ja ongelmiin. Tutkimuksen tarkoituksena oli selvittää mitä uusia sisältöjä POPS14 tuo tietotekniikan opetukseen sekä kuinka noiden sisältöjen opetus toteutuu koulujen arjessa. Tutkimuksessa tunnistettiin tyypilliset ja yleisesti käytössä olevat TVT:n opetusmenetelmät ja niitä pyrittiin kuvailemaan laadullisen tutkimuksen keinoin. Tavoitteeseen päästiin lähinnä Opetushallituksen julkaisuihin kohdistuneen kirjallisuuskatsauksen, Keski-Suomen peruskouluj…

integroitu opetusobservationoppisisällöttieto- ja viestintätekniikkacomputer scienceperusopetuksen opetussuunnitelman perusteettietotekniikkateaching integrationprogrammingKyselytutkimusmobile devicesperusopetuslocal curriculaPOPS14national curriculumopetusmenetelmätsurveyohjelmointiliterary reviewinformation and communication technologyopetussuunnitelmat
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