998 resultados para ddc: 004.5
Resumo:
Methods for optical motion capture often require timeconsuming manual processing before the data can be used for subsequent tasks such as retargeting or character animation. These processing steps restrict the applicability of motion capturing especially for dynamic VR-environments with real time requirements. To solve these problems, we present two additional, fast and automatic processing stages based on our motion capture pipeline presented in [HSK05]. A normalization step aligns the recorded coordinate systems with the skeleton structure to yield a common and intuitive data basis across different recording sessions. A second step computes a parameterization based on automatically extracted main movement axes to generate a compact motion description. Our method does not restrict the placement of marker bodies nor the recording setup, and only requires a short calibration phase.
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In this paper we provide a framework that enables the rapid development of applications using non-standard input devices. Flash is chosen as programming language since it can be used for quickly assembling applications. We overcome the difficulties of Flash to access external devices by introducing a very generic concept: The state information generated by input devices is transferred to a PC where a program collects them, interprets them and makes them available on a web server. Application developers can now integrate a Flash component that accesses the data stored in XML format and directly use it in their application.
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Das Interesse an Online-Vorlesungen, -Vorträgen oder -Präsentationen für E-Learning hat deutlich zugenommen. Hierfür gibt es eine Reihe von Gründen, die mit neuen Formen der Produktion und Distribution von Online-Vorlesungen zusammenhängen. Mit der Verfügbarkeit von Rapid-Authoring-Werkzeugen wird der Workflow für die Erstellung und den Einsatz von Online-Vorlesungen erleichtert und flexibilisiert. Hierbei ist zu beobachten, dass durch die Vielzahl der Möglichkeiten im Workflow zunehmend individuelle Rahmenbedingungen und Anforderungen berücksichtigt werden können. Der folgende Beitrag beschreibt diese Veränderungen. Er fasst die Optionen im Prozess der Produktion und Distribution von Online-Vorträgen im Internet zusammen. Ein solcher Überblick über das Themengebiet ist erforderlich für das Herausarbeiten eines individuellen Workflows. Hierzu werden Entscheidungskriterien für die Auswahl von Werkzeugen und Plattformen dargestellt und die mediendidaktischen Implikationen diskutiert.
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Today, pupils at the age of 15 have spent their entire life surrounded by and interacting with diverse forms of computers. It is a routine part of their day-to-day life and by now computer-literacy is common at very early age. Over the past five years, technology for teens has become predominantly mobile and ubiquitous within every aspect of their lives. To them, being online is an implicitness. In Germany, 88% of youth aged between 12-19 years own a smartphone and about 20% use the Internet via tablets. Meanwhile, more and more young learners bring their devices into the classroom and pupils increasingly demand for innovative and motivating learning scenarios that strongly respond to their habits of using media. With this development, a shift of paradigm is slowly under way with regard to the use of mobile technology in education. By now, a large body of literature exists, that reports concepts, use-cases and practical studies for effectively using technology in education. Within this field, a steadily growing body of research has developed that especially examines the use of digital games as instructional strategy. The core concern of this thesis is the design of mobile games for learning. The conditions and requirements that are vital in order to make mobile games suitable and effective for learning environments are investigated. The base for exploration is the pattern approach as an established form of templates that provide solutions for recurrent problems. Building on this acknowledged form of exchanging and re-using knowledge, patterns for game design are used to classify the many gameplay rules and mechanisms in existence. This research draws upon pattern descriptions to analyze learning game concepts and to abstract possible relationships between gameplay patterns and learning outcomes. The linkages that surface are the starting bases for a series of game design concepts and their implementations are subsequently evaluated with regard to learning outcomes. The findings and resulting knowledge from this research is made accessible by way of implications and recommendations for future design decisions.
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Today, Digital Systems and Services for Technology Supported Learning and Education are recognized as the key drivers to transform the way that individuals, groups and organizations “learn” and the way to “assess learning” in 21st Century. These transformations influence: Objectives - moving from acquiring new “knowledge” to developing new and relevant “competences”; Methods – moving from “classroom” based teaching to “context-aware” personalized learning; and Assessment – moving from “life-long” degrees and certifications to “on-demand” and “in-context” accreditation of qualifications. Within this context, promoting Open Access to Formal and Informal Learning, is currently a key issue in the public discourse and the global dialogue on Education, including Massive Open Online Courses (MOOCs) and Flipped School Classrooms. This volume on Digital Systems for Open Access to Formal and Informal Learning contributes to the international dialogue between researchers, technologists, practitioners and policy makers in Technology Supported Education and Learning. It addresses emerging issues related with both theory and practice, as well as, methods and technologies that can support Open Access to Formal and Informal Learning. In the twenty chapters contributed by international experts who are actively shaping the future of Educational Technology around the world, topics such as: - The evolution of University Open Courses in Transforming Learning - Supporting Open Access to Teaching and Learning of People with Disabilities - Assessing Student Learning in Online Courses - Digital Game-based Learning for School Education - Open Access to Virtual and Remote Labs for STEM Education - Teachers’ and Schools’ ICT Competence Profiling - Web-Based Education and Innovative Leadership in a K-12 International School Setting are presented. An in-depth blueprint of the promise, potential, and imminent future of the field, Digital Systems for Open Access to Formal and Informal Learning is necessary reading for researchers and practitioners, as well as, undergraduate and postgraduate students, in educational technology.
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Ein Autobewerter für von Studierenden eingereichte Programme führt die im ProFormA-Aufgabenformat sequentiell spezifizierten "Tests" aus, um die Einreichung zu prüfen. Bzgl. der Interpretation und Darstellung der Testausführungsergebnisse gibt es derzeit keinen graderübergreifenden Standard. Wir beschreiben eine Erweiterung des ProFormA-Aufgabenformats um eine Hierarchie von Bewertungsaspekten, die nach didaktischen Aspekten gruppiert ist und Referenzen auf die Testausführungen besitzt. Die Erweiterung wurde in Graja umgesetzt, einem Autobewerter für Java-Programme. Je nach gewünschter Detailaufschlüsselung der Bewertungsaspekte müssen in der Konsequenz Testausführungen in Teilausführungen aufgebrochen werden. Wir illustrieren unseren Vorschlag unter Einsatz der Testwerkzeuge Compiler, dynamischer Softwaretest, statische Analyse sowie unter Einsatz menschlicher Bewerter.
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OSGi is a popular Java-based platform, which has its roots in the area of embedded systems. However, nowadays it is used more and more in enterprise systems. To fit this new application area, OSGi has recently been extended with the Remote Services specification. This specification enables distribution, which OSGi was previously lacking. However, the specification provides means for synchronous communication only and leaves out asynchronous communication. As an attempt to fill a gap in this field, we propose, implement and evaluate an approach for the integration of asynchronous messaging into OSGi.
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End users urgently request using mobile devices at their workplace. They know these devices from their private life and appreciate functionality and usability, and want to benefit from these advantages at work as well. Limitations and restrictions would not be accepted by them. On the contrary, companies are obliged to employ substantial organizational and technical measures to ensure data security and compliance when allowing to use mobile devices at the workplace. So far, only individual arrangements have been presented addressing single issues in ensuring data security and compliance. However, companies need to follow a comprehensive set of measures addressing all relevant aspects of data security and compliance in order to play it safe. Thus, in this paper at first technical architectures for using mobile devices in enterprise IT are reviewed. Thereafter a set of compliance rules is presented and, as major contribution, technical measures are explained that enable a company to integrate mobile devices into enterprise IT while still complying with these rules comprehensively. Depending on the company context, one or more of the technical architectures have to be chosen impacting the specific technical measures for compliance as elaborated in this paper. Altogether this paper, for the first time, correlates technical architectures for using mobile devices at the workplace with technical measures to assure data security and compliance according to a comprehensive set of rules.
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Using modern devices like smartphones and tablets offers a wide variety of advantages; this has made them very popular as consumer devices in private life. Using them in the workplace is also popular. However, who wants to carry around and handle two devices; one for personal use, and one for work-related tasks? That is why “dual use”, using one single device for private and business applications, may represent a proper solution. The result is “Bring Your Own Device,” or BYOD, which describes the circumstance in which users make their own personal devices available for company use. For companies, this brings some opportunities and risks. We describe and discuss organizational issues, technical approaches, and solutions.
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In this paper various techniques in relation to large-scale systems are presented. At first, explanation of large-scale systems and differences from traditional systems are given. Next, possible specifications and requirements on hardware and software are listed. Finally, examples of large-scale systems are presented.
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Heterogeneity has to be taken into account when integrating a set of existing information sources into a distributed information system that are nowadays often based on Service- Oriented Architectures (SOA). This is also particularly applicable to distributed services such as event monitoring, which are useful in the context of Event Driven Architectures (EDA) and Complex Event Processing (CEP). Web services deal with this heterogeneity at a technical level, also providing little support for event processing. Our central thesis is that such a fully generic solution cannot provide complete support for event monitoring; instead, source specific semantics such as certain event types or support for certain event monitoring techniques have to be taken into account. Our core result is the design of a configurable event monitoring (Web) service that allows us to trade genericity for the exploitation of source specific characteristics. It thus delivers results for the areas of SOA, Web services, CEP and EDA.
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Enterprise apps on mobile devices typically need to communicate with other system components by consuming web services. Since most of the current mobile device platforms (such as Android) do not provide built-in features for consuming SOAP services, extensions have to be designed. Additionally in order to accommodate the typical enhanced security requirements of enterprise apps, it is important to be able to deal with SOAP web service security extensions on client side. In this article we show that neither the built-in SOAP capabilities for Android web service clients are sufficient for enterprise apps nor are the necessary security features supported by the platform as is. After discussing different existing extensions making Android devices SOAP capable we explain why none of them is really satisfactory in an enterprise context. Then we present our own solution which accommodates not only SOAP but also the WS-Security features on top of SOAP. Our solution heavily relies on code generation in order to keep the flexibility benefits of SOAP on one hand while still keeping the development effort manageable for software development. Our approach provides a good foundation for the implementation of other SOAP extensions apart from security on the Android platform as well. In addition our solution based on the gSOAP framework may be used for other mobile platforms in a similar manner.