924 resultados para GIS, Android, Mobile, User Experience, Java, offline, EBWorld


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Reports the design of three-level transaction processing model which provides efficient transaction management in a replicated and mobile environment. The model uses a promary/non-primary replication control protocol to enable transaction processing with fast user response time at any distributed site including mobile hosts. A Web-based design with an implementation of a prototype application system shows a concrete example of how to adopt the transaction model over distributed databases.

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This study assessed the utility of measures of Self-efficacy (SelfEfficacy) and Perceived VE efficacy (PVEefficacy) for quantifying how effective VEs are in procedural task training. SelfEfficacy and PVEefficacy have been identified as affective construct potentially underlying VE efficacy that is not evident from user task performance. The motivation for this study is to establish subjective measures of VE efficacy and investigate the relationship between PVEefficacy, SelfEfficacy and User task performance. Results demonstrated different levels of prior experience in manipulating 3D objects in gaming or computer environment (LOE3D) effects on task performance and user perception of VE efficacy. Regression analysis revealed LOE3D, SelfEfficacy,
PVEefficacy explain significant portions of the variance in VE efficacy. Results of the study provide further evidence that task performance may share relationships with PVEefficacy and SelfEfficacy, and that affective constructs, such as PVEefficacy, and SelfEfficacy may serve as alternative, subjective measures of task performance that account for VE efficacy.

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This position paper reflects rapid advances in immersive 2D and 3D eLearning technologies and the expanding pool of ideas and applications in higher education across two professions. Inspiration has been drawn from examples in design learning, and various multidisciplinary collaborative projects through developmental research in Multi-User Virtual Environments (MUVEs). Linden Lab's Second Life (SL) is the most mature and popular of the ‘persistent’ virtual worlds. The study described in this paper aims to increase the authenticity of student learning through a range of SL simulated ‘life experiences’ relating to accessibility and mobility in the built environment. Significantly, the successes of such initiatives lie in several elements: teaching champions with vision and courage; detailed scripting of precise role-play encounters for first-time users to provide supportive ‘blended learning’ contexts; careful and vigilant strategic management of facilities and resources, and a robust design program. This paper focuses on the crucial alignment of these elements to the specific challenges of designing and navigating conception and development processes, to enable the execution and delivery of a tightly defined script for meaningful and memorable learning outcomes. This innovative pedagogical approach lacks time-tested outcomes, but is recognised equally as opportunity and challenge; risk and reward.

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Content provision via ubiquitous technology platforms such as smart mobile phones and personal digital assistants raises interesting practical and research challenges. Many current theoretical frameworks and models are based on assumptions which may not necessarily be valid in the case of ubiquitous technologies, which users employ in a variety of contexts and for different reasons. In this research-in-progress paper we explore how content providers can better conceptualize the content requirements of ubiquitous technology users. We introduce the principle of Continuous Quality of Life Optimization as a theoretical concept to understand the content requirements of these users. We put forth a number of propositions to guide further research and provide details about our own research approach, in which we are exploring ubiquitous content provision from the perspective of content providers.

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Mobile computing devices such as personal digital assistants, smart mobile phones, and other handheld computing devices hold much promise in terms of their organizational application. Many existing models of the individual acceptance and implementation of information technology in organizational contexts have been developed in the era of “at the office” computing such as MIS, office automation, groupware, and so forth. We conducted two in-depth case studies of the implementation of mobile technology in healthcare organizations. The studies highlight interrelated individual use contexts due to the mobility of the technology: the individual as employee, as professional, as private user, and as member of society. The cases show that influences emanating from these use contexts impacted on the individual adoption of the technology within the organization. While broad extra-organizational influences are incorporated in some existing individual technology adoption models, we show that it becomes relevant to accommodate these influences more specifically in research models of mobile computing in organizations. Based on the extant literature and the case study data we pave the way toward more comprehensive models of the adoption and implementation of mobile technologies in organizations.

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This paper examines an individual’s entrepreneurial adoption decisions to use mobile banking for both business and social reasons. A conceptual model based on social cognitive theory is developed to explain an individual’s propensity to adopt mobile banking. The theoretical framework examines how advertising, experience, perceived risk, learning inclination, and entrepreneurial proclivity influence a person’s intention to use mobile banking. This paper stresses the role of financial risk in determining a person’s intention to use mobile banking and whether their entrepreneurial nature is influenced by their experience and advertising they are subjected to about the advantages or disadvantages of mobile banking. This paper ties together research on technological innovation with entrepreneurship and learning studies. The author stresses the importance for financial institutions to market the innovativeness of mobile banking whilst addressing security concerns. The impact of a person’s social environment through personal contacts and acquaintances underpins social cognitive theory and helps to understand the motives for a person adopting mobile banking. The paper integrates mobile banking literature with current thinking on the importance of entrepreneurship and learning influences to how a person adopts a technological innovation.

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Practical experience in porting a large virtual reality system from C/C++ to Java indicates that porting this type of real-time application is both feasible, and has several merits. The ability to transfer objects in space and time allows useful facilities such as distributed agent support and persistence to be added. Reflection and type comparisons allow flexible manipulations of objects of different types at run-time. Native calls and native code compilation reduce or remove the overhead of interpreting code.Problems encountered include difficulty in achieving cross-platform code portability, limitations of the networking libraries in Java, and clumsy coding practices forced by the language.

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Problem Statement: Universities are faced with the challenging task of educating an increasingly diverse and mobile student community. An understanding of the backgrounds of students and their expectations is central to ensure effective delivery of educational and support services to enhance student experience and satisfaction. The study of student personal values is able to provide better understanding of student demands and aspirations and to assist universities to target educational and support services to meet the differential needs of students.

Purpose of Study: To examine the differences in personal values among Asian international postgraduate students studying in Australian universities and to discuss the strategic implications of these differences in relation to enhancing student experience and satisfaction.

Research Methods: Data collected from a sample of 371 postgraduate students from China, India, Indonesia and Thailand studying in five universities in Victoria, Australia. Personal values were measured using Kahle’s (1983) List Of Values (LOV). Factor analysis was undertaken to determine the underlying personal value domains and Structural Equation Modelling (SEM) to analyse the relationship of the value constructs to student satisfaction. ANOVA and MANOVA tests employed to examine the differences of personal values between the nationalities, gender and age.

Findings: Factor Analysis resulted in a two factor solution and labelled as Self-efficacy and Hedonism which explained 73.5 percent of the variance. MANOVA and ANOVA results indicated significant differences (.001) across the values constructs of Self-efficacy and Hedonism and the individual variables between nationalities, gender and age.

SEM results indicated a link between student satisfaction and the value domains of Self-efficacy and Hedonism.

Conclusions: The study highlighed the opportunities for universities to recognise that Asia is a differentiated market place and the development of segmented approach in designing educational programs as part of the strategy to enhance student experience and satisfaction. The inclusion of cultural aspects in educational programs, promotional material that fits in with different cultural backgrounds of students, self-paced learning approaches, promotion of cross cultural understanding among university staff are among the recommended strategies.

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Firstly, this paper introduces the OzTug mobile robot developed to autonomously manoeuvre large loads within a manufacturing environment. The mobile robot utilizes differential drive and necessary design criteria includes low-cost, mechanical robustness, and the ability to manoeuvre loads ranging up to 2000kg. The robot is configured to follow a predefined trajectory while maintaining the forward velocity of a user-specified velocity profile. A vision-based fuzzy logic line following controller enables the robot to track the paths on the floor of the manufacturing environment. Secondly, in order to tow large loads along predefined paths three different robot-load configurations are proposed. Simulation within the Webots environment was performed in order to empirically evaluate the three different robot-load configurations. The simulation results demonstrate the cost-performance trade-off of two of the approaches.

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In this paper, we discuss the design aspects of a dynamic distributed directory scheme (DDS) to facilitate efficient and transparent access to information files in mobile environments. The proposed directory interface enables users of mobile computers to view a distributed file system on a network of computers as a globally shared file system. In order to counter some of the limitations of wireless communications, we propose improvised invalidation schemes that avoid false sharing and ensure uninterrupted usage under disconnected and low bandwidth conditions.

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Addressing core issues in mobile surveillance, we present an architecture for querying and retrieving distributed, semi-permanent multi-modal data through challenged networks with limited connectivity. The system provides a rich set of queries for spatio-temporal querying in a surveillance context, and uses the network availability to provide best quality of service. It incrementally and adaptively refines the query, using data already retrieved that exists on static platforms and on-demand data that it requests from mobile platforms. We demonstrate the system using a real surveillance system on a mobile 20 bus transport network coupled with static bus depot infrastructure. In addition, we show the robustness of the system in handling different conditions in the underlying infrastructure by running simulations on a real, but historic dataset collected in an offline manner.

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Online communications, multimedia, mobile computing and face-to-face learning create blended learning environments to which some Virtual Design Studios (VDS) have reacted to. Social Networks (SN), as instruments for communication, have provided a potentially fruitful operative base for VDS. These technologies transfer communication, leadership, democratic interaction, teamwork, social engagement and responsibility away from the design tutors to the participants. The implementation of Social Network VDS (SNVDS) moved the VDS beyond its conventional realm and enabled students to develop architectural design that is embedded into a community of learners and expertise both online and offline. Problem-based learning (PBL) becomes an iterative and reflexive process facilitating deep learning. The paper discusses details of the SNVDS, its pedagogical implications to PBL, and presents how the SNVDS is successful in enabling architectural students to collaborate and communicate design proposals that integrate a variety of skills, deep learning, knowledge and construction with a rich learning experience.

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With internet services to the end users becoming more homogenous, thus providing high bandwidth for all users, multimedia services such as IPTV to the public as a whole will finally become a reality, but even given the more abundant resources, IPTV architecture is far from being highly available due to technical limitations, we aim to provide a meaningful optimization in the P2P distribution model, which is currently based on a random structure bounded by high delays and low performance, by using channel probability, user's habits studies and users' similarity, in order to optimize one of the key aspects of IPTV which is the peers management, which directly reflects on resources and user's Quality of Experience.