Vol.10 No.3&4
November
10,
2014
Μοbile Learning and
Multimedia Applications in Academia
Editorial
(181-181)
Miltiadis D. Lytras and Patricia Ordóñez de Pablos
Research on Tablets Application for Mobile
Learning Activities
(182-193)
Eugenijus Kurilovas
The paper aims to present current
research on application of tablet devices for mobile learning activities
in Europe. The quality of modern learner centred mobile learning
activities based on learning personalisation, problem solving,
collaboration, content creation, and flipped classroom methods is
compared against the quality of traditional teacher centred learning
activities based on knowledge transmission usually applied at schools at
the moment. Tablet devices and web applications are the main
technologies used in presented mobile learning activities. Flagship
EU-funded projects in the area – iTEC and CCL – are presented in the
paper. Systematic review results on tablets use in education and
personalisation of learning are also provided in the paper. Method of
expert evaluation of learning activities based on multiple criteria
decision analysis and Fuzzy methods as well as its application in CCL
project are presented in more detail. A special attention is paid to
suitability of mobile learning activities to particular learning styles.
An example of interconnection between students learning styles, suitable
learning activities, tablet apps and learning objects types is provided
in the paper. Solution of learning activities quality evaluation and
optimisation problem could help teachers to select suitable learning
activities for particular learning styles. Research results have shown
that the proposed Fuzzy method is quite objective, exact and simple to
use for selecting qualitative learning activities for particular
learning styles.
Social Networks and the Construction of Identity
in Digital Environments
(194-205)
Mónica Aresta, Luis Pedro, Carlos Santos and António Moreira
The recognition of the creative,
participatory and social dimensions of the Web brought profound changes
to the way individuals approach education, identity, practice and
knowledge. In a scenario characterized by connectivity and ease of
access to people and content, the network provides a space where people
can interact, learn, share experiences and build a reputation and
identity available and accessible to the entire community. When it is
almost impossible to stay out of the digital world and, therefore, of
the production of an online identity, this paper addresses issues
related with digital literacy, social networks and online identity.
Presenting the main results of a case study developed at the University
of Aveiro – Portugal, this paper describes how a group of students from
a Master Degree Course adopted social networks to build a presence over
the web and how they created, manifested and managed their online
identity. When the characteristics of the digital world change the ways
of building identity, and in a scenario where the contextualization of
data and information is becoming increasingly important, this paper
reflects upon the importance and relevance of building an identity in
open social online environments.
Learning from Gaming: Teachers’
and Students’ Perceptions
(206-217)
Margarida Lucas
Research into the use of games in
education is relatively new, but growing rapidly. Several authors
suggest that these will gain widespread use in two to three years, but
practical implementation is still rare and integration into the
curriculum still seems unlikely. Games in education are described as
inherently valuable, leading to a development of a range of skills and
competences, such as collaboration, critical thinking, problem-solving,
and communication that may transfer to other social and work-related
spheres. This article presents an experiment that used online video
games to foster interaction among students and teachers from different
educational levels and different national schools. Results suggest that
both students and teachers perceived gaming as a means to harness
curriculum interdisciplinarity, develop skills and acquire new
knowledge.
Social Media Utilization in B2B Networks'
Organizational Learning -- Review and Research Agenda Proposal
(218-233)
Elina Pettersson, Heli Aramo-Immonen,
and Jari J. Jussila
Knowledge management (KM) in a
business-to-business (B2B) network is a different task than
intra-organizational KM. Therefore this conceptual paper searches for an
answer to the question of what we should re-search in this more
demanding KM environment. We suggest that the social media provides a
variety of vehicles for performing organizational learning via KM in B2B
networks. Since this is relatively novel research area, we have done a
literature review and propose a research agenda in this article.
Mobile Devices
for Teaching English as a Second Language in Higher Education, the Case
of DUOC in Chile
(234-243)
Eileen Sepúlveda Valenzuela, Maria G. Badilla Quaintana, and
Marcelo Careaga Butter
Mobile devices are efficient tools of
language learning since they enable students to learn and practice
anywhere and anytime with personalized content and progress. The article
analyzes the incorporation of the use of mobile devices for teaching
English as a second language in higher education. This research was
developed on a positivist paradigm, with a descriptive and quantitative
methodology. The sample was formed by 32 students of Basic English
courses belong to DUOC UC Institute, in Chile who practice their writing
skills through systematic activities developed during 2013 in the
Virtual Platform Blackboard. The results of this study suggest that
students reacted positively to the use of technology, but expressed
concern about the technological difficulties. Main findings confirm that
the use of technology enables student’s practice
of English, transforming and improving the learning environment inside
of the classroom and students feel comfortable
and secure because they have a teacher and technology’s support.
Query Types and Energy Consumption in Mobile
Applications: an Experimental Study
(244-251)
Na Wang, Puyuan Yang, Peiquan Jin, and Lihua Yue
Mobile devices and applications have
been very popular in people’s daily life. However, the energy issue in
mobile platform, or in other words, the quick use-out of battery, has
been rather a bottle-neck for the further development of mobile
applications, as modern mobile applications usually cost a lot of power
in mobile devices. Thus, it has been an urgent need to develop
energy-friendly techniques for mobile applications. The most important
thing is to identify the major factors that cause the rapid decreasing
of power in mobile applications. In this paper, we make a preliminary
study on this issue, and conduct experiments on mobile platform to
analyse the connection between query types and energy consumption. On
this basis, we can identify the most energy-consuming queries in mobile
applications. In detail, we choose the TPC_H benchmark as the basic
workload and select different types of queries to see the relationship
between query type and energy consumption in mobile applications. The
results show that the energy consumption in mobile applications is
sensitive to high-cost queries. This indicates that there should be
query-dependant methods to improve the energy efficiency in mobile
applications.
Using Game Theory in Computer
Engineering Education through Case Study Methodology:
Kodak vs Polaroid in the Market for Instant Cameras
(252-262)
Andres Faina, Jesus Lopez-Rodriguez, and Laura Varela-Candamio
Our teaching proposal lies in explaining some
of the core concepts of non-cooperative game theory by means of real
cases of strategic decision within the computer engineering education.
The innovative features of our methodology are based on the use of PC
simulations to analyze the strategic decisions faced by Kodak and
Polaroid under several circumstances. The discussion of the Kodak vs
Polaroid case fits very well to introduce the students the economic
perspectives within the more technical discipline of engineering. With
this new e-learning method, one the one hand, the students of computer
engineering get a more realistic and complete vision in their learning
and on the other reduce the degree of abstraction of the theory itself
and thereby a greater motivation and interest in social sciences is
achieved.
The Affordances of Mobile Computing Devices in
Collaborative Learning
(263-272)
Ilias Hotzoglou
Tablet PCs, tablets, and PDAs are
currently used in traditional classrooms to improve the learning
process, allowing collaboration to take place among the instructor and
students. Can these technologies promote student engagement, enhance the
delivery of electronic course materials, and provide an effective way to
connect the instructor and student together in an integrated learning
environment? A literature review is conducted to determine the
efficiency of these technologies contributing to collaborative learning.
Tablet PCs have been successfully used in multiple United States
institutions with many positive outcomes. Poor findings were found for
the new tablets and smartphone devices which require more research to be
conducted in the future.
Other Research Article
The GRP Methodology: an Approach to Build Routes
Based on Points of Interest
(273-293)
A.M.Magdalena Saldaña, Miguel Torres, Oleksiy
Pogrebnyak, Marco oMoreno, and
Giovanni Guzman
Many research areas are developing
applications that use the Global Positioning System (GPS) in order to
improve human’s life. In routing systems most of the studies are focused
on time improvements. Despite they notify users the instructions that
they should follow in their travels, they do not include support
features that could be useful as landmarks or points of interest (POIs).
In this paper, the Routing with Points of Interest (GRP) methodology is
proposed. It is based on an application ontology that is used to
describe POIs as shops, hospitals and schools, among others, located on
the roadways of a case study. The GRP gives the users instructions to go
from one place to another, combining semantic geospatial analysis tools,
web and mobile technologies. The routes begin in the mobile position and
after applying a geospatial process; the user obtains a map with the
route, POIs located on the route, and instructions to change the
direction with visual references to help him on his trip. The GRP
methodology provides a filter to let user select the kind of business
that he wants to visualize, besides the route elements. The cartography
used on this work allows the map visualization without an Internet
connection.
Fusion of Visible Images and Thermal Image
Sequences for Automated Facial Emotion Estimation
(294-308)
Hung Nguyen, Fan Chen, Kazunori Kotani, and Bac Le
The visible image-based approach has long been considered the most
powerful approach to facial emotion estimation. However it is
illumination dependency. Under uncontrolled operating conditions,
estimation accuracy degrades significantly. In this paper, we focus on
integrating visible images with thermal image sequences for facial
emotion estimation. First, to address limitations of thermal infrared (IR)
images, such as being opaque to eyeglasses, we apply thermal Regions of
Interest (t-ROIs) to sequences of thermal images. Then, wavelet
transform is applied to visible images. Second, features are selected
and fused from visible features and thermal features. Third, fusion
decision using conventional methods, Principal Component Analysis (PCA)
and Eigen-space Method based on class-features (EMC), and our proposed
methods, thermal Principal Component Analysis (t-PCA) and norm
Eigen-space Method based on class-features (n-EMC), is applied. Applying
our suggested methods, experiments on the Kotani Thermal Facial Emotion
(KTFE) database show significant improvement, proving its effectiveness.
Full Body Adjustment Using Iterative Inverse
Kinematic and Body Parts Correlation
(309-326)
Ahlem Bentrah, Abdelhamid Djeffal, Mc Babahenini, Christophe
Gillet, Philippe Pudlo, and
Abdelmalik Taleb-Ahmed
In this paper, we present an iterative inverse kinematic method that
adjust 3D human full body pose in real time to achieve new constraints.
The input data for the adjustments are the starting posture and the
desired end effectors positions -constraints-. The principal idea of our
method is to divide the full-body into groups and apply inverse
kinematic based on conformal algebra to each group in specific order,
our proposed method involve correlation of body parts. In the first part
of the paper we explain the used inverse kinematic when handle with one
and multiple constraints simultaneously and in the case of the collision
induced by the joints with the objects of the environment. The second
part focuses on the adjustment algorithm of the full body using the
inverse kinematic described above. Comparison is made between the used
inverse kinematic(IK) and another inverse kinematic that have the same
principle. In the case of multiple tasks simultaneously, our inverse
kinematic gives results without conflict. With presence of obstacles,
our IK allows to avoid collisions too. Preliminary results of the
adjustment method show that it generates new realistic poses that
respect quickly new constraints. The tests made on our adjustment method
show that it resolves the motion retargeting problem.
Sleep Detection Using De-identified
Depth Data
(327-342)
Bjorn Kruger, Anna Vogele, Marouane Lassiri, Lukas Herwartz,
Thomas Terkatz,
Andreas Weber, Carmen Garcia, Ingo Fietze, and
Thomas Penzel
The work at hand presents a method to assess the quality of human sleep
within a non-laboratory environment. The monitoring of patients is
performed by means of a Kinect device. This results in a non-invasive
method which is independent of immediate physical contact to subjects.
The results of a study which was carried out as proof of concept are
discussed and compared with the polysomnography-based gold standard of
sleep analysis. When medical data are concerned, confidentiality is
always an issue. This is no less important when monitoring people in
their own homes, especially when they are in a situation as vulnerable
as sleep. To meet the upcoming challenge of protecting people's privacy
while still offering analyses of their data we introduce a blurring
method to the acquired data and evaluate the use of our sleep detection
test on such de-identified data sets.
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