157 resultados para mobile games


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The purpose of this study was to analyse pupils’ English grammar acquisition from competitive and cooperative approaches. After searching a wide range of authors’ contribution to English language learning, grammar acquisition, classroom environment and language games. A hundred and twenty pupils from three schools; two from Ripoll and one from Campdevànol were enrolled in a specific grammar games intervention. This was imparted in three different phases: first of all, I interviewed the three teachers from the three schools, then I put into practice my competitive and cooperative games which I designed especially for this study (all the sessions were carried, assessed and registered by myself); finally, all pupils answered a questionnaire related to their experiences in my grammar games intervention. Analysis of teaching interventions showed that, in terms of English language acquisition, pupils used different strategies to show up understanding and achieve the objective of the game such as: recalling their background knowledge, expressing sentences influenced by their internal language and their mother tongue. Data collected revealed that most difficulties were founded in team work, even more in competitive games. The results also showed that team work is something which has to be developed step by step in order to achieve language learning and all pupils’ active participation successfully.

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Remote control systems are a very useful element to control and monitor devices quickly and easily. This paper proposes a new architecture for remote control of Android mobile devices, analyzing the different alternatives and seeking the optimal solution in each case. Although the area of remote control, in case of mobile devices, has been little explored, it may provide important advantages for testing software and hardware developments in several real devices. It can also allow an efficient management of various devices of different types, perform forensic security tasks, etc ... The main idea behind the proposed architecture was the design of a system to be used as a platform which provides the services needed to perform remote control of mobile devices. As a result of this research, a proof of concept was implemented. An Android application running a group of server programs on the device, connected to the network or USB interface, depending on availability. This servers can be controlled through a small client written in Java and runnable both on desktop and web systems.

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[Eng] We study the marginal worth vectors and their convex hull, the socalled Weber set, from the original coalitional game and the transformed one, which is called the Weber set of level k. We prove that the core of the original game is included in each of the Weber set of level k, for any k, and that the Weber sets of consecutive levels form a chain if and only if the original game is 0-monotone. Even if the game is not 0-monotone, the intersection of the Weber sets for consecutive levels is always not empty, what is not the case for non-consecutive ones. Spanish education system.

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[Eng] We study the marginal worth vectors and their convex hull, the socalled Weber set, from the original coalitional game and the transformed one, which is called the Weber set of level k. We prove that the core of the original game is included in each of the Weber set of level k, for any k, and that the Weber sets of consecutive levels form a chain if and only if the original game is 0-monotone. Even if the game is not 0-monotone, the intersection of the Weber sets for consecutive levels is always not empty, what is not the case for non-consecutive ones. Spanish education system.

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On the domain of general assignment games (with possible reservation prices) the core is axiomatized as the unique solution satisfying two consistency principles: projection consistency and derived consistency. Also, an axiomatic characterization of the nucleolus is given as the unique solution that satisfies derived consistency and equal maximum complaint between groups. As a consequence, we obtain a geometric characterization of the nucleolus. Maschler et al. (1979) provide a geometrical characterization for the intersection of the kernel and the core of a coalitional game, showing that those allocations that lie in both sets are always the midpoint of certain bargaining range between each pair of players. In the case of the assignment game, this means that the kernel can be determined as those core allocations where the maximum amount, that can be transferred without getting outside the core, from one agent to his / her optimally matched partner equals the maximum amount that he / she can receive from this partner, also remaining inside the core. We now prove that the nucleolus of the assignment game can be characterized by requiring this bisection property be satisfied not only for optimally matched pairs but also for optimally matched coalitions. Key words: cooperative games, assignment game, core, nucleolus

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El artículo presenta el panorama actual de las nuevas tecnologías en el mundo de la educación.Del potencial que presentan las nuevas tecnologias y concretamente los dispositivos móviles, nace el proyecto KPAX, una plataforma tecnológica que soporte la incorporación de módulos independientes de aprendizaje basado en juegos.Wit Quiz es un caso práctico de dicho proyecto. Es un juego que integra las nuevas tecnologías con nuevas formas de aprendizaje informal. Se ha optado por una primera implementación sobre Iphone debido al éxito creciente de sus apps.La aplicación Wit Quiz ha sido desarrollada con cocoa, xcode y objective-c y permite una fácil gesión de sus contenidos gracias a la implementación de un servicio web.

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This paper describes preliminary results of a qualitative case study on mobile communication conducted in an elders¿ retirement home in Toronto (Ontario, Canada) in May 2012. This is part of an international research project on the relationship between mobile communications and older people.Secondary data at a Canadian level contextualizes the case study. We focus ondemographic characteristics and on adoption and use of information and communication technologies (ICTs) broken by age.Participants in the study (21 individuals) are between 75 and 98 years of age, thereforewe can consider that the gathered evidence refers to the ¿old¿ older. Mobile phoneusers in the sample describe very specific uses of the mobile phone, while non-usersreport not facing external pressures for adopting that technology. The main channel formediated communication is the landline; in consequences mobile phones ¿when used¿ constitute an extra layer of communication. Finally, when members of the personal network of the individuals live abroad they are more prone to use Internet and Skype. We are also able to find ex-users of both mobile telephony and computers/internet who stopped using these technologies because they did not find any use for them.

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This paper introduces a qualitative case study on mobile communication among the older population (60+ years old) conducted in Great Los Angeles (CA, USA) in autumn 2011. Methodology, fieldwork and preliminary results are discussed.Before, country-level data is presented to better understand the specific characteristics of the studied individuals. The section focus is on demographics and on acceptance and use of information and communication technologies (ICT).Preliminary results show that within the sample under study (20 individuals) there is a high number of mobile phone users (15) while among non-mobile users (5), three of them decide to stop using this technology. A majority of mobile phone adopters describe a very limited use of the device for everyday life communications. Finally,while Internet is really popular within the sample (14 users), just 3 individuals go online through their mobile telephone.

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This paper explores the distinctive characteristics of mobile telephone use among the elderly population using the most recent European country-level data on individual use of mobile telephony and advanced mobile services, Eurostat 2008. Through a cluster analysis of mobile phone use data across 30 countries, it is possible to confirm that mobile telephone occupies a peripheral position for the elderly in Europe.

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We characterize market traders at two rural fairs in Puno, Peru, based on quantitative and qualitative data gathered in 2008, to gain insight into types of traders and the information needs that influence the degree to which they use mobile phones to make decisions regarding which weekly fairs to attend. Using variables such as origin, type of goods sold, means of transportation to the market, and reliance on networks, we identify traders as full-time traders, part-time traders, or subsistence traders, that is, people trading solely to survive. We find that when traders are already familiar with the technology, regularly rely on endogenous networks to make decisions, and have more to lose from failing to trade (e.g., those selling perishable goods), they are more likely to use mobile phones to decide where to sell.

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By means of a qualitative approach I bring insights on the relationship older people (60+) have with mobile communication in a low income district of Lima (Peru). The case study I conducted in September 2013 included interviews and one focus group with 20 inhabitants of San Juan de Miraflores district. The user/non-user dichotomous classification turned out to be too narrow in this context. While some participants reported a common, bidirectional use of the device, restrictions and discontinuities played a role. Some described an asymmetric use of the mobile phone, as they used it exclusively for receiving calls, while never making outgoing calls. Others described discontinuities in ownership, which was the case when their mobile was stolen and they could not replace it immediately. My initial hypothesis is that such restrictions are related to income, skills and age.

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Peer-reviewed

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Mobile devices have become ubiquitous, allowing the integration of new information from a large range of devices. However, the development of new applications requires a powerful framework which simplifies their construction. JXME is the JXTA implementation for mobile devices using J2ME, its main value being its simplicity when creating peer-to-peer (P2P) applications on limited devices. On that regard, an issue that is becoming veryimportant in the recent times is being able to provide a security baseline to such applications. This paper analyzes the currentstate of security in JXME and proposes a simple security mechanism in order to protect JXME applications against a broad range of vulnerabilities.

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Peer-reviewed