Search results for: mobile games
898 Innovation in Traditional Game: A Case Study of Trainee Teachers' Learning Experiences
Authors: Malathi Balakrishnan, Cheng Lee Ooi, Chander Vengadasalam
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The purpose of this study is to explore a case study of trainee teachers’ learning experience on innovating traditional games during the traditional game carnival. It explores issues arising from multiple case studies of trainee teachers learning experiences in innovating traditional games. A qualitative methodology was adopted through observations, semi-structured interviews and reflective journals’ content analysis of trainee teachers’ learning experiences creating and implementing innovative traditional games. Twelve groups of 36 trainee teachers who registered for Sports and Physical Education Management Course were the participants for this research during the traditional game carnival. Semi structured interviews were administrated after the trainee teachers learning experiences in creating innovative traditional games. Reflective journals were collected after carnival day and the content analyzed. Inductive data analysis was used to evaluate various data sources. All the collected data were then evaluated through the Nvivo data analysis process. Inductive reasoning was interpreted based on the Self Determination Theory (SDT). The findings showed that the trainee teachers had positive game participation experiences, game knowledge about traditional games and positive motivation to innovate the game. The data also revealed the influence of themes like cultural significance and creativity. It can be concluded from the findings that the organized game carnival, as a requirement of course work by the Institute of Teacher Training Malaysia, was able to enhance teacher trainers’ innovative thinking skills. The SDT, as a multidimensional approach to motivation, was utilized. Therefore, teacher trainers may have more learning experiences using the SDT.Keywords: Learning experiences, innovation, traditional games, trainee teachers.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2443897 A Multi-Agent Simulation of Serious Games to Predict Their Impact on E-Learning Processes
Authors: Ibtissem Daoudi, Raoudha Chebil, Wided Lejouad Chaari
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Serious games constitute actually a recent and attractive way supposed to replace the classical boring courses. However, the choice of the adapted serious game to a specific learning environment remains a challenging task that makes teachers unwilling to adopt this concept. To fill this gap, we present, in this paper, a multi-agent-based simulator allowing to predict the impact of a serious game integration in a learning environment given several game and players characteristics. As results, the presented tool gives intensities of several emotional aspects characterizing learners reactions to the serious game adoption. The presented simulator is tested to predict the effect of basing a coding course on the serious game ”CodeCombat”. The obtained results are compared with feedbacks of using the same serious game in a real learning process.Keywords: Emotion, learning process, multi-agent simulation, serious games.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1286896 Mobility Management Enhancement for Transferring AAA Context in Mobile Grid
Authors: Hee Suk Seo, Tae Kyung Kim
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Adapting wireless devices to communicate within grid networks empowers us by providing range of possibilities.. These devices create a mechanism for consumers and publishers to create modern networks with or without peer device utilization. Emerging mobile networks creates new challenges in the areas of reliability, security, and adaptability. In this paper, we propose a system encompassing mobility management using AAA context transfer for mobile grid networks. This system ultimately results in seamless task processing and reduced packet loss, communication delays, bandwidth, and errors.Keywords: Mobile Grid, AAA, Mobility Management.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1567895 The Application of Fuzzy Set Theory to Mobile Internet Advertisement Fraud Detection
Authors: Jinming Ma, Tianbing Xia, Janusz R. Getta
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This paper presents the application of fuzzy set theory to implement of mobile advertisement anti-fraud systems. Mobile anti-fraud is a method aiming to identify mobile advertisement fraudsters. One of the main problems of mobile anti-fraud is the lack of evidence to prove a user to be a fraudster. In this paper, we implement an application by using fuzzy set theory to demonstrate how to detect cheaters. The advantage of our method is that the hardship in detecting fraudsters in small data samples has been avoided. We achieved this by giving each user a suspicious degree showing how likely the user is cheating and decide whether a group of users (like all users of a certain APP) together to be fraudsters according to the average suspicious degree. This makes the process more accurate as the data of a single user is too small to be predictable.
Keywords: Mobile internet, advertisement, anti-fraud, fuzzy set theory.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 595894 Performance Evaluation of an Online Text-Based Strategy Game
Authors: Nazleeni S. Haron, Mohd K. Zaime , Izzatdin A. Aziz, Mohd H. Hasan
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Text-based game is supposed to be a low resource consumption application that delivers good performances when compared to graphical-intensive type of games. But, nowadays, some of the online text-based games are not offering performances that are acceptable to the users. Therefore, an online text-based game called Star_Quest has been developed in order to analyze its behavior under different performance measurements. Performance metrics such as throughput, scalability, response time and page loading time are captured to yield the performance of the game. The techniques in performing the load testing are also disclosed to exhibit the viability of our work. The comparative assessment between the results obtained and the accepted level of performances are conducted as to determine the performance level of the game. The study reveals that the developed game managed to meet all the performance objectives set forth.Keywords: Online text-based games, performance evaluation
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1609893 A Geospatial Consumer Marketing Campaign Optimization Strategy: Case of Fuzzy Approach in Nigeria Mobile Market
Authors: Adeolu O. Dairo
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Getting the consumer marketing strategy right is a crucial and complex task for firms with a large customer base such as mobile operators in a competitive mobile market. While empirical studies have made efforts to identify key constructs, no geospatial model has been developed to comprehensively assess the viability and interdependency of ground realities regarding the customer, competition, channel and the network quality of mobile operators. With this research, a geo-analytic framework is proposed for strategy formulation and allocation for mobile operators. Firstly, a fuzzy analytic network using a self-organizing feature map clustering technique based on inputs from managers and literature, which depicts the interrelationships amongst ground realities is developed. The model is tested with a mobile operator in the Nigeria mobile market. As a result, a customer-centric geospatial and visualization solution is developed. This provides a consolidated and integrated insight that serves as a transparent, logical and practical guide for strategic, tactical and operational decision making.
Keywords: Geospatial, geo-analytics, self-organizing map, customer-centric.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 813892 Trajectory Tracking of a 2-Link Mobile Manipulator Using Sliding Mode Control Method
Authors: Abolfazl Mohammadijoo
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In this paper, we are investigating sliding mode control approach for trajectory tracking of a two-link-manipulator with wheeled mobile robot in its base. The main challenge of this work is dynamic interaction between mobile base and manipulator which makes trajectory tracking more difficult than n-link manipulators with fixed base. Another challenging part of this work is to avoid chattering phenomenon of sliding mode control that makes lots of damages for actuators in real industrial cases. The results show the effectiveness of sliding mode control approach for desired trajectory.
Keywords: Mobile manipulator, sliding mode control, dynamic interaction, mobile robotics.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 500891 A Framework for Enhancing Mobile Development Software for Rangsit University, Thailand
Authors: Thossaporn Thossansin
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This paper presents the development of a mobile application for students at the Faculty of Information Technology, Rangsit University (RSU), Thailand. RSU upgrades an enrollment process by improving its information systems. Students can download the RSU APP easily in order to access the RSU substantial information. The reason of having a mobile application is to help students to access the system regardless of time and place. The objectives of this paper include: 1. To develop an application on iOS platform for those students at the Faculty of Information Technology, Rangsit University, Thailand. 2. To obtain the students’ perception towards the new mobile app. The target group is those from the freshman year till the senior year of the faculty of Information Technology, Rangsit University. The new mobile application, called as RSU APP, is developed by the department of Information Technology, Rangsit University. It contains useful features and various functionalities particularly on those that can give support to students. The core contents of the app consist of RSU’s announcement, calendar, events, activities, and ebook. The mobile app is developed on the iOS platform. The user satisfaction is analyzed from the interview data from 81 interviewees as well as a Google application like a Google form which 122 interviewees are involved. The result shows that users are satisfied with the application as they score it the most satisfaction level at 4.67 SD 0.52. The score for the question if users can learn and use the application quickly is high which is 4.82 SD 0.71. On the other hand, the lowest satisfaction rating is in the app’s form, apps lists, with the satisfaction level as 4.01 SD 0.45.Keywords: Mobile application, development of mobile application, framework of mobile development, software development for mobile devices.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1696890 The Impact of Video Games in Children-s Learning of Mathematics
Authors: Muhammad Ridhuan Tony Lim Abdullah, Zulqarnain Abu Bakar, Razol Mahari Ali, Ibrahima Faye, Hilmi Hasan
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This paper describes a research project on Year 3 primary school students in Malaysia in their use of computer-based video game to enhance learning of multiplication facts (tables) in the Mathematics subject. This study attempts to investigate whether video games could actually contribute to positive effect on children-s learning or otherwise. In conducting this study, the researchers assume a neutral stand in the investigation as an unbiased outcome of the study would render reliable response to the impact of video games in education which would contribute to the literature of technology-based education as well as impact to the pedagogical aspect of formal education. In order to conduct the study, a subject (Mathematics) with a specific topic area in the subject (multiplication facts) is chosen. The study adopts a causal-comparative research to investigate the impact of the inclusion of a computer-based video game designed to teach multiplication facts to primary level students. Sample size is 100 students divided into two i.e., A: conventional group and B conventional group aided by video games. The conventional group (A) would be taught multiplication facts (timetables) and skills conventionally. The other group (B) underwent the same lessons but with supplementary activity: a computer-based video game on multiplication which is called Timez-Attack. Analysis of marks accrued from pre-test will be compared to post- test using comparisons of means, t tests, and ANOVA tests to investigate the impact of computer games as an added learning activity. The findings revealed that video games as a supplementary activity to classroom learning brings significant and positive effect on students- retention and mastery of multiplication tables as compared to students who rely only upon formal classroom instructions.
Keywords: Technology for education, Gaming for education, Computer-based video games, Cognitive learning
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 4260889 Mobile Learning Implementation: Students- Perceptions in UTP
Authors: Ahmad Sobri bin Hashim, Wan Fatimah Bt. Wan Ahmad, Rohiza Bt. Ahmad
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Mobile Learning (M-Learning) is a new technology which is to enhance current learning practices and activities for all people especially students and academic practitioners UTP is currently, implemented two types of learning styles which are conventional and electronic learning. In order to improve current learning approaches, it is necessary for UTP to implement m-learning in UTP. This paper presents a study on the students- perceptions on mobile utilization in the learning practices in UTP. Besides, this paper also presents a survey that was conducted among 82 students from System Analysis and Design (SAD) course in UTP. The survey includes basic information of mobile devices that have been used by the students, opinions on current learning practices and also the opinions regarding the m-learning implementation in the current learning practices especially in SAD course. Based on the results of the survey, majority of the students are using the mobile devices that can support m-learning environment. Other than that, students also agreed that current learning practices are ineffective and they believe that m-learning utilization can improve the effectiveness of current learning practices.Keywords: m-learning, conventional learning, electronic learning, mobile devices.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2234888 A Collusion-Resistant Distributed Signature Delegation Based on Anonymous Mobile Agent
Authors: Omaima Bamasak
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This paper presents a novel method that allows an agent host to delegate its signing power to an anonymous mobile agent in such away that the mobile agent does not reveal any information about its host-s identity and, at the same time, can be authenticated by the service host, hence, ensuring fairness of service provision. The solution introduces a verification server to verify the signature generated by the mobile agent in such a way that even if colluding with the service host, both parties will not get more information than what they already have. The solution incorporates three methods: Agent Signature Key Generation method, Agent Signature Generation method, Agent Signature Verification method. The most notable feature of the solution is that, in addition to allowing secure and anonymous signature delegation, it enables tracking of malicious mobile agents when a service host is attacked. The security properties of the proposed solution are analyzed, and the solution is compared with the most related work.Keywords: Anonymous signature delegation, collusion resistance, e-commerce fairness, mobile agent security.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1445887 Design of MBMS Client Functions in the Mobile
Authors: Jaewook Shin, Aesoon Park
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MBMS is a unidirectional point-to-multipoint bearer service in which data are transmitted from a single source entity to multiple recipients. For a mobile to support the MBMS, MBMS client functions as well as MBMS radio protocols should be designed and implemented. In this paper, we analyze the MBMS client functions and describe the implementation of them in our mobile test-bed. User operations and signaling flows between protocol entities to control the MBMS functions are designed in detail. Service announcement utilizing the file download MBMS service and four MBMS user services are demonstrated in the test-bed to verify the MBMS client functions.Keywords: BM-SC, Broadcast, MBMS, Mobile, Multicast.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1930886 Discrete Tracking Control of Nonholonomic Mobile Robots: Backstepping Design Approach
Authors: Alexander S. Andreev, Olga A. Peregudova
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In this paper we propose a discrete tracking control of nonholonomic mobile robots with two degrees of freedom. The electromechanical model of a mobile robot moving on a horizontal surface without slipping, with two rear wheels controlled by two independent DC electric, and one front roal wheel is considered. We present backstepping design based on the Euler approximate discretetime model of a continuous-time plant. Theoretical considerations are verified by numerical simulation.
Keywords: Actuator Dynamics, Backstepping, Discrete-Time Controller, Lyapunov Function, Wheeled Mobile Robot.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2058885 Utilizing 5G Mobile Connection as a Node in Layer 1 Proof of Authority Blockchain Used for Microtransaction
Authors: Frode van der Laak
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The paper contributes to the feasibility of using a 5G mobile connection as a node for a Proof of Authority (PoA) blockchain, which is used for microtransactions at the same time. It uses the phone number identity of the users that are linked to the crypto wallet address. It also proposed a consensus protocol based on PoA blockchain; PoA is a permission blockchain where consensus is achieved through a set of designated authority rather than through mining, as is the case with a Proof of Work (PoW) blockchain. This report will first explain the concept of a PoA blockchain and how it works. It will then discuss the potential benefits and challenges of using a 5G mobile connection as a node in such a blockchain, and finally, the main open problem statement and proposed solutions with the requirements.
Keywords: 5G, mobile, connection, node, PoA, blockchain, microtransaction.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 189884 Localization of Mobile Robots with Omnidirectional Cameras
Authors: Tatsuya Kato, Masanobu Nagata, Hidetoshi Nakashima, Kazunori Matsuo
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Localization of mobile robots are important tasks for developing autonomous mobile robots. This paper proposes a method to estimate positions of a mobile robot using a omnidirectional camera on the robot. Landmarks for points of references are set up on a field where the robot works. The omnidirectional camera which can obtain 360 [deg] around images takes photographs of these landmarks. The positions of the robots are estimated from directions of these landmarks that are extracted from the images by image processing. This method can obtain the robot positions without accumulative position errors. Accuracy of the estimated robot positions by the proposed method are evaluated through some experiments. The results show that it can obtain the positions with small standard deviations. Therefore the method has possibilities of more accurate localization by tuning of appropriate offset parameters.
Keywords: Mobile robots, Localization, Omnidirectional camera.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2336883 A Study of the Assistant Application for Tourists Taking Metros
Authors: Anqi Wang, Linye Zhang
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With the proliferation and development of mobile devices, various mobile apps have appeared to satisfy people’s needs. Metro, with the feature of convenient, punctuality and economic, is one of the most popular modes of transportation in cities. Yet, there are still some inconveniences brought by various factors, impacting tourists’ riding experience. The aim of this study is to help tourists to shorten the time of purchasing tickets, to provide them clear metro information and direct navigation, detailed schedule as well as a way to collect metro cards as souvenir. The study collects data through three phases, including observation, survey and test. Data collected from 106 tourists totally in Wuhan metro stations are discussed in the study. The result reflects tourists’ demand when they take the metro. It also indicates the feasibility of using mobile technology to improve passenger’s experience.
Keywords: Mobile App, metro, public transportation, ticket, mobile payment, indoors positioning, tourists.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 841882 Mobile Velocity Based Bidirectional Call Overflow Scheme in Hierarchical Cellular System
Authors: G. M. Mir, Moinuddin, N. A. Shah
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In the age of global communications, heterogeneous networks are seen to be the best choice of strategy to ensure continuous and uninterruptible services. This will allow mobile terminal to stay in connection even they are migrating into different segment coverage through the handoff process. With the increase of teletraffic demands in mobile cellular system, hierarchical cellular systems have been adopted extensively for more efficient channel utilization and better QoS (Quality of Service). This paper presents a bidirectional call overflow scheme between two layers of microcells and macrocells, where handoffs are decided by the velocity of mobile making the call. To ensure that handoff calls are given higher priorities, it is assumed that guard channels are assigned in both macrocells and microcells. A hysteresis value introduced in mobile velocity is used to allow mobile roam in the same cell if its velocity changes back within the set threshold values. By doing this the number of handoffs is reduced thereby reducing the processing overhead and enhancing the quality of service to the end user.Keywords: Hierarchical cellular systems, hysteresis, overflow, threshold.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1370881 Performance Analysis of a Dynamic Channel Reservation-Like Technique for Low Earth Orbit Mobile Satellite Systems
Authors: W. Kiamouche, S. Lasmari, M. Benslama
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In order to derive important parameters concerning mobile subscriber MS with ongoing calls in Low Earth Orbit Mobile Satellite Systems LEO MSSs, a positioning system had to be integrated into MSS in order to localize mobile subscribers MSs and track them during the connection. Such integration is regarded as a complex implementation. We propose in this paper a novel method based on advantages of mobility model of Low Earth Orbit Mobile Satellite System LEO MSS which allows the evaluation of instant of subsequent handover of a MS even if its location is unknown. This method is utilized to propose a Dynamic Channel Reservation DCRlike scheme based on the DCR scheme previously proposed in literature. Results presented show that DCR-like technique gives different QoS performance than DCR. Indeed, an improve in handover blocking probability and an increase in new call blocking probability are observed for the DCR-like technique.Keywords: cellular layout, DCR, LEO mobile satellite system, mobility model, positioning system
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1568880 Dead-Reckoning Error Calibration using Celling Looking Vision Camera
Authors: Jae-Young Choi, Sung-Gaun Kim
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This paper suggests a calibration method to reduce errors occurring due to mobile robot sliding during location estimation using the Dead-reckoning. Due to sliding of the mobile robot caused between its wheels and the road surface while on free run, location estimation can be erroneous. Sliding especially occurs during cornering of mobile robot. Therefore, in order to reduce these frequent sliding errors in cornering, we calibrated the mobile robot-s heading values using a vision camera and templates of the ceiling.Keywords: Dead-reckoning, Localization, Odomerty, Vision Camera
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1783879 Impact of MAC Layer on the Performance of Routing Protocols in Mobile Ad hoc Networks
Authors: T.G. Basavaraju, Subir Kumar Sarkar, C Puttamadappa
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Mobile Ad hoc Networks is an autonomous system of mobile nodes connected by multi-hop wireless links without centralized infrastructure support. As mobile communication gains popularity, the need for suitable ad hoc routing protocols will continue to grow. Efficient dynamic routing is an important research challenge in such a network. Bandwidth constrained mobile devices use on-demand approach in their routing protocols because of its effectiveness and efficiency. Many researchers have conducted numerous simulations for comparing the performance of these protocols under varying conditions and constraints. Most of them are not aware of MAC Protocols, which will impact the relative performance of routing protocols considered in different network scenarios. In this paper we investigate the choice of MAC protocols affects the relative performance of ad hoc routing protocols under different scenarios. We have evaluated the performance of these protocols using NS2 simulations. Our results show that the performance of routing protocols of ad hoc networks will suffer when run over different MAC Layer protocols.Keywords: AODV, DSR, DSDV, MAC, MANETs, relativeperformance
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2679878 Organizational Data Security in Perspective of Ownership of Mobile Devices Used by Employees for Works
Authors: B. Ferdousi, J. Bari
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With advancement of mobile computing, employees are increasingly doing their job-related works using personally owned mobile devices or organization owned devices. The Bring Your Own Device (BYOD) model allows employees to use their own mobile devices for job-related works, while Corporate Owned, Personally Enabled (COPE) model allows both organizations and employees to install applications onto organization-owned mobile devices used for job-related works. While there are many benefits of using mobile computing for job-related works, there are also serious concerns of different levels of threats to the organizational data security. Consequently, it is crucial to know the level of threat to the organizational data security in the BOYD and COPE models. It is also important to ensure that employees comply with the organizational data security policy. This paper discusses the organizational data security issues in perspective of ownership of mobile devices used by employees, especially in BYOD and COPE models. It appears that while the BYOD model has many benefits, there are relatively more data security risks in this model than in the COPE model. The findings also showed that in both BYOD and COPE environments, a more practical approach towards achieving secure mobile computing in organizational setting is through the development of comprehensive cybersecurity policies balancing employees’ need for convenience with organizational data security. The study helps to figure out the compliance and the risks of security breach in BYOD and COPE models.
Keywords: Data security, mobile computing, BYOD, COPE, cybersecurity policy, cybersecurity compliance.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 373877 Comparative Advantage of Mobile Agent Application in Procuring Software Products on the Internet
Authors: Michael K. Adu, Boniface K. Alese, Olumide S. Ogunnusi
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This paper brings to fore the inherent advantages in application of mobile agents to procure software products rather than downloading software content on the Internet. It proposes a system whereby the products come on compact disk with mobile agent as deliverable. The client/user purchases a software product, but must connect to the remote server of the software developer before installation. The user provides an activation code that activates mobile agent which is part of the software product on compact disk. The validity of the activation code is checked on connection at the developer’s end to ascertain authenticity and prevent piracy. The system is implemented by downloading two different software products as compare with installing same products on compact disk with mobile agent’s application. Downloading software contents from developer’s database as in the traditional method requires a continuously open connection between the client and the developer’s end, a fixed network is not economically or technically feasible. Mobile agent after being dispatched into the network becomes independent of the creating process and can operate asynchronously and autonomously. It can reconnect later after completing its task and return for result delivery. Response Time and Network Load are very minimal with application of Mobile agent.Keywords: Activation code, internet, mobile agent, software developer, software products.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 627876 The Use of Mobile Phones by Refugees to Create Social Connectedness: A Literature Review
Authors: Sarah Vuningoma, Maria Rosa Lorini, Wallace Chigona
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Mobile phones are one of the main tools for promoting the wellbeing of people and supporting the integration of communities on the margins such as refugees. Information and Communication Technology has the potential to contribute towards reducing isolation, loneliness, and to assist in improving interpersonal relations and fostering acculturation processes. Therefore, the use of mobile phones by refugees might contribute to their social connectedness. This paper aims to demonstrate how existing literature has shown how the use of mobile phones by refugees should engender social connectedness amongst the refugees. Data for the study are drawn from existing literature; we searched a number of electronic databases for papers published between 2010 and 2019. The main findings of the study relate to the use of mobile phones by refugees to (i) create a sense of belonging, (ii) maintain relationships, and (iii) advance the acculturation process. The analysis highlighted a gap in the research over refugees and social connectedness. In particular, further studies should consider evaluating the differences between those who have a refugee permit, those who are waiting for the refugee permit, and those whose request was denied.
Keywords: Belonging, mobile phones, refugees, social connectedness.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 901875 A Design-Based Approach to Developing a Mobile Learning System
Authors: Martina Holenko Dlab, Natasa Hoic-Bozic, Ivica Boticki
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This paper presents technologically innovative and scalable mobile learning solution within the SCOLLAm project (“Opening up education through Seamless and COLLAborative mobile learning on tablet computers”). The main research method applied during the development of the SCOLLAm mobile learning system is design-based research. It assumes iterative refinement of the system guided by collaboration between researches and practitioners. Following the identification of requirements, a multiplatform mobile learning system SCOLLAm [in]Form was developed. Several experiments were designed and conducted in the first and second grade of elementary school. SCOLLAm [in]Form system was used to design learning activities for math classes during which students practice calculation. System refinements were based on experience and interaction data gathered during class observations. In addition to implemented improvements, the data were used to outline possible improvements and deficiencies of the system that should be addressed in the next phase of the SCOLLAm [in]Form development.
Keywords: Adaptation, collaborative learning, educational technology, mobile learning, tablet computers.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1228874 iSEA: A Mobile Based Learning Application for History and Culture Knowledge Enhancement for the ASEAN Region
Authors: Maria Visitacion N. Gumabay, Byron Joseph A. Hallar, Annjeannette Alain D. Galang
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This study was intended to provide a more efficient and convenient way for mobile users to enhance their knowledge about ASEAN countries. The researchers evaluated the utility of the developed crossword puzzle application and assessed the general usability of its user interface for its intended purpose and audience of users. The descriptive qualitative research method for the research design and the Mobile-D methodology was employed for the development of the software application output. With a generally favorable reception from its users, the researchers concluded that the iSEA Mobile Based Learning Application can be considered ready for general deployment and use. It was also concluded that additional studies can also be done to make a more complete assessment of the knowledge gained by its users before and after using the application.
Keywords: Mobile learning, e-learning, crossword, ASEAN, iSEA.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1521873 Performance Evaluation of Para-virtualization on Modern Mobile Phone Platform
Authors: Yang Xu, Felix Bruns, Elizabeth Gonzalez, Shadi Traboulsi, Klaus Mott, Attila Bilgic
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Emergence of smartphones brings to live the concept of converged devices with the availability of web amenities. Such trend also challenges the mobile devices manufactures and service providers in many aspects, such as security on mobile phones, complex and long time design flow, as well as higher development cost. Among these aspects, security on mobile phones is getting more and more attention. Microkernel based virtualization technology will play a critical role in addressing these challenges and meeting mobile market needs and preferences, since virtualization provides essential isolation for security reasons and it allows multiple operating systems to run on one processor accelerating development and cutting development cost. However, virtualization benefits do not come for free. As an additional software layer, it adds some inevitable virtualization overhead to the system, which may decrease the system performance. In this paper we evaluate and analyze the virtualization performance cost of L4 microkernel based virtualization on a competitive mobile phone by comparing the L4Linux, a para-virtualized Linux on top of L4 microkernel, with the native Linux performance using lmbench and a set of typical mobile phone applications.Keywords: L4 microkernel, virtualization overhead, mobilephone.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1976872 An Educational Application of Online Games for Learning Difficulties
Authors: M. Margoudi, Z. Smyrnaiou
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The current paper presents the results of a conducted case study. During the past few years the number of children diagnosed with Learning Difficulties has drastically augmented and especially the cases of ADHD (Attention Deficit Hyperactivity Disorder). One of the core characteristics of ADHD is a deficit in working memory functions. The review of the literature indicates a plethora of educational software that aim at training and enhancing the working memory. Nevertheless, in the current paper, the possibility of using for the same purpose free, online games will be explored. Another issue of interest is the potential effect of the working memory training to the core symptoms of ADHD. In order to explore the abovementioned research questions, three digital tests are employed, all of which are developed on the E-slate platform by the author, in order to check the levels of ADHD’s symptoms and to be used as diagnostic tools, both in the beginning and in the end of the case study. The tools used during the main intervention of the research are free online games for the training of working memory. The research and the data analysis focus on the following axes: a) the presence and the possible change in two of the core symptoms of ADHD, attention and impulsivity and b) a possible change in the general cognitive abilities of the individual. The case study was conducted with the participation of a thirteen year-old, female student, diagnosed with ADHD, during after-school hours. The results of the study indicate positive changes both in the levels of attention and impulsivity. Therefore, we conclude that the training of working memory through the use of free, online games has a positive impact on the characteristics of ADHD. Finally, concerning the second research question, the change in general cognitive abilities, no significant changes were noted.Keywords: ADHD, attention, impulsivity, online games.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1866871 Intelligent Mobile Search Oriented to Global e-Commerce
Authors: Abdelkader Dekdouk
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In this paper we propose a novel approach for searching eCommerce products using a mobile phone, illustrated by a prototype eCoMobile. This approach aims to globalize the mobile search by integrating the concept of user multilinguism into it. To show that, we particularly deal with English and Arabic languages. Indeed the mobile user can formulate his query on a commercial product in either language (English/Arabic). The description of his information need on commercial products relies on the ontology that represents the conceptualization of the product catalogue knowledge domain defined in both English and Arabic languages. A query expressed on a mobile device client defines the concept that corresponds to the name of the product followed by a set of pairs (property, value) specifying the characteristics of the product. Once a query is submitted it is then communicated to the server side which analyses it and in its turn performs an http request to an eCommerce application server (like Amazon). This latter responds by returning an XML file representing a set of elements where each element defines an item of the searched product with its specific characteristics. The XML file is analyzed on the server side and then items are displayed on the mobile device client along with its relevant characteristics in the chosen language.Keywords: Mobile computing, search engine, multilingualglobal eCommerce, ontology, XML.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2097870 Open Source Implementation of M-Learning for Primary School in Malaysia
Authors: Saipunidzam Mahamad, Mohammad Noor Ibrahim, Mohamad Izzriq Ab Malek Foad, ShakirahMohd Taib
Abstract:
With the proliferation of the mobile device technologies, mobile learning can be used to complement and improve traditional learning problems. Both students and teachers need a proper and handy system to monitor and keep track the performance of the students. This paper presents an implementation of M-learning for primary school in Malaysia by using an open source technology. It focuses on learning mathematics using handheld devices for primary schools- students aged 11 and 12 years old. Main users for this system include students, teachers and the administrator. This application suggests a new mobile learning environment with mobile graph for tracking the students- progress and performance. The purpose of this system is not to replace traditional classroom but to complement the learning process. In a testing conducted, students who used this system performed better in their examination.Keywords: M-Learning, Automated Mobile Graph.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2454869 Agile Software Development Implementation in Developing a Diet Tracker Mobile Application
Authors: Dwi Puspita Sari, Gulnur Baltabayeva, Nadia Salman, Maxut Toleuov, Vijay Kanabar
Abstract:
Technology era drives people to use mobile phone to support their daily life activities. Technology development has a rapid phase which pushes the IT company to adjust any technology changes in order to fulfill customer’s satisfaction. As a result of that, many companies in the USA emerged from systematics software development approach to agile software development approach in developing systems and applications to develop many mobile phone applications in a short phase to fulfill user’s needs. As a systematic approach is considered as time consuming, costly, and too risky, agile software development has become a more popular approach to use for developing software including mobile applications. This paper reflects a short-term project to develop a diet tracker mobile application using agile software development that focused on applying scrum framework in the development process.
Keywords: Agile software development, scrum, diet tracker, mobile application.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 898