71 resultados para Mobile, augmented, reality, sistemi, hands, free, smart, glass, Google, glass, gruppo, Loccioni


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Engaging students in large classes is a challenge at the best of times. Teachers are increasingly seeking the help of new technology to keep the attention of their technologically savvy students. VotApedia, a free cell phone-based audience response system, is one such technology. This research aims to assess economics students' perceptions of use of VotApedia in helping to achieve deeper learning; to map importance of use of audience response technology for students in promoting engagement and to assess the promotion of a positive and active environment in lectures by use of VotApedia in an Australian University. Using the framework of activity theory, it argues that technologies such as VotApedia use positive feedback loops to facilitate improved student engagement and learning.

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Computer haptics has so far been performed on a personal computer (PC). Off the shelf haptic devices provide only PC interfaces and software drivers for control and communication. The new wave of high capable tablet PCs and high end smart phones introduced new platforms for haptic applications. The major problem was to communicate wirelessly to provide user convenience and support mobility which is an essential feature for these platforms. In this paper we provide a wireless layered communication protocol and a hardware setup that enables off the shelf haptic devices to communicate wirelessly with a mobile device. The layers in the protocol enable the change of any hardware components without affecting the data flow. However, the adoption of the wireless interface instead of the wired one comes with the price of speed. Haptic refresh loops require a relatively high refresh rate of 1000 Hz compared to graphics loop which require between 30 and 60 only. An interpolation algorithm was demonstrated to compensate the latency and secure a stable user experience. The introduced setup was tested against portable environments and the users could perform similar functionalities to what are available on a wired setup to a PC.

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Selected ubiquitous technologies encourage collaborative participation between higher education students and educators within a virtual socially networked e-learning landscape. Multiple modes of teaching and learning, ranging from real world experiences, to text and digital images accessed within the Deakin Studies Online learning management system and a constructed virtual world in which the user’s creative imagination transports them to the “other side” of their computer screens is discussed in this paper. These constructed environments support interaction between communities of learners and enable multiple simultaneous participants to access graphically built 3D environments, interact with digital artifacts and various functional tools and represent themselves through avatars, to communicate with other participants and engage in collaborative art learning. A narrative interpretative research approach was used to profile the 21st century higher education student learner, to investigate the lived experience and multiple art learning perspectives documented in student visual journal entries and art educator observations to ascertain if an e-technology rich augmented learning environment resulted in the establishment of more effective e-learning communities of practice.

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A review of a series of articles exploring the role of online networked mobile devices, such as the iPhone, in changing communication, with multidisciplinary relevance. The articles examine the smartphone as a cultural object, a platform for specific uses as a multi-purpose input device and its evolution from a personal communication device to a multimedia tool with implications for politics and social change.

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A project of interpretive and comparative re-photography, making use of the collection of Mark Strizic's images and the documents related to his career, held by the State Library, as a basis. Strizic died in 2012. It is now 50 years since his work began to illustrate the period of the 1960s when architecture of the Gold Rush era coexisted side-by-side with, and was being replaced by, curtain-glass high-rise office buildings. It is the position of the researchers that not sufficient attention has been given to Mark Strizic’s reaction to what he saw as a plague of ugliness pervading Australian city-scapes, developing a distinctive aesthetic that in turn made his work useful to commentators like Robin Boyd and David Saunders. Strizic operated from a unique perspective as a migrant with an architectural heritage from his father Zdenko, prominent architecture professor in Croatia, and visiting professor of architecture at Melbourne University in the 1960s. Precise re-photography alongside creative work will enable a comparison of Melbourne now with fifty years ago. The public will be able to participate in and contribute to the project via a crowd-funded custom-made app. Half a century has passed since Strizic made his photographs of Melbourne. In so many cases buildings have disappeared or altered, streetscapes have changed and the appearance of Melburnians have changed as have their habits of using the city. A selection of Strizic’s photographs of Melbourne locations can be rephotographed by the public using the methods devised by Mark Klett, assisted by the app software. This will provide a core of documentary imagery of benefit in framing and completing the rest of this project and to future research through comparisons over the time span. The app enables the location on a map of the site and orientation of photographs taken by Strizic. Photographs are downloaded onto users’ devices from the online SLV Strizic picture catalogue. They appear in the app as transparent templates so that users can line up their own re-photograph with accuracy. They will be able to upload their resultant images to a server and they will be available to the Library as an archive enabling direct comparison with the Strizic holdings. It is anticipated that involvement and participation of the public will elevate the profile of the project and publicise the SLV collections and encourage their increased usage and popularity.

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The lack of women in leadership positions remains a persistent social phenomenon. The aim of the paper is to investigate how networking is connected to leadership aspirations and examine women’s understanding and practice of networking as a career developmental skill.

Theoretical explanations around women’s lack of leadership has focused on women’s organisational constraints, their outsider status and the conditions of women within the broader community; however, what is mostly absent from research is how women’s relationships with each other influence opportunities for leadership. Women often experience the ‘glass ceiling’ at the mid-career level, therefore the research focussed on networking at the mid-career level in order to better understand how women draw on networking to help achieve their career goals.

This paper responds to the persistent challenges that women face in networking by examining how networks are created, understood, and enacted by women. This paper reports on recent research that investigated how a select group of mid-career women understood and practiced networking. The paper discusses survey and interview data to analyse how women’s way of networking may influence career aspirations and identifies ways that women can strengthen their networking in order to build capacity and mobility for leadership.

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Mobile applications (in short: mobile apps) are software applications designed to run on mobile devices such as smart phones and tablet computers. These technologies have come a long way since the opening of the Apple App Store in 2008, especially in their applications for business, information, communication, health and gaming. Most mobile devices are capable of processing and disseminating information in an efficient way. Smart devices, such as the iPhone or iPad, are equipped with innovative functionalities and unique features for easy delivery of content, information sharing, and collaborative work over the Internet. This is the basis for the use of these technologies in the education industry.

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Mobile smart phones and Mobile applications (apps) can be seen as an added opportunity for education and for teachers in particular, this can be true if educational institutions are willing to enable this type of delivery mechanism. With the recent development of app technologies in today’s society and the shift towards mobile technologies (devices and applications), it seems hard to imagine better devices and tools that can grant students easy and on demand access to learning content. These smart devices and technologies are multitasking and can offer variety of educational apps that teachers and students are able to integrate into their daily learning activities and can carry with them anywhere. In this paper mobile apps and their integration in education are discussed, a case study on the use of three mobile apps (e-Lecture-Producer, Dropbox and QR Code) in an educational setting in a Business e-commerce course is described. Results and outcomes are discussed based on the results from the case study.

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This work is motivated by two important trends in consumer computing: (i) the growing pervasiveness of mobile computing devices, and (ii) the users’ desire for increasingly complex but readily acquired and manipulated information content. Specifically, we develop and describe a system for 3D model creation of an object, using only a standard mobile device such as a smart phone. Our approach applies the structured light projection methodology and exploits multiple image input such as frames from a video sequence. In comparison with previous work, a significant further challenge addressed here is that of lower quality input data and limited hardware (processing power and memory, camera and projector quality). Novelties include: (i) a comparison of projection pattern detection approaches in the context of a mobile environment – a robust method combining colour detection and a phase congruency descriptor is evaluated, (ii) a model for single view reconstruction which exploits epipolar, coplanarity and topological constraints, (iii) the use of mobile device sensor data in the iterative closest point algorithm used to register multiple partial 3D reconstructions, and (iv) two heuristics for determining the order in which buffered single view based reconstructions are merged. Our experiments demonstrate that visually appealing results are obtained in a speedy manner which does not require specialist knowledge or expertise from the user.

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Stroke is a common neurological condition which is becoming increasingly common as the population ages. This entails healthcare monitoring systems suitable for home use, with remote access for medical professionals and emergency responders. The mobile phone is becoming the easy access tool for self-evaluation of health, but it is hindered by inherent problems including computational power and storage capacity. This research proposes a novel cloud based architecture of a biomedical system for a wearable motion kinematic analysis system which mitigates the above mentioned deficiencies of mobile devices. The system contains three subsystems: 1. Bio Kin WMS for measuring the acceleration and rotation of movement 2. Bio Kin Mobi for Mobile phone based data gathering and visualization 3. Bio Kin Cloud for data intensive computations and storage. The system is implemented as a web system and an android based mobile application. The web system communicates with the mobile application using an encrypted data structure containing sensor data and identifiable headings. The raw data, according to identifiable headings, is stored in the Amazon Relational Database Service which is automatically backed up daily. The system was deployed and tested in Amazon Web Services.