E-Book, Englisch, Band 1192, 1132 Seiten, eBook
Auer / Tsiatsos Internet of Things, Infrastructures and Mobile Applications
1. Auflage 2020
ISBN: 978-3-030-49932-7
Verlag: Springer International Publishing
Format: PDF
Kopierschutz: 1 - PDF Watermark
Proceedings of the 13th IMCL Conference
E-Book, Englisch, Band 1192, 1132 Seiten, eBook
Reihe: Advances in Intelligent Systems and Computing
ISBN: 978-3-030-49932-7
Verlag: Springer International Publishing
Format: PDF
Kopierschutz: 1 - PDF Watermark
Zielgruppe
Research
Autoren/Hrsg.
Weitere Infos & Material
A Framework for Developing a Set of Games for Children Diagnosed with Autism.- LinkLearn: Blockchain Technology As A Learning Tool.- New Era of the Nano-Electronic Devices – One of the Most Adaptive Learning Areas for the Next Period.- Open Source Online Conference System for Industry Experts Participation in Education.- Interactive TV And Music Education - Mobile Music Practices & Limitations: Learning Byzantine Music Online.- An Analysis For The Identification Of Use And Development Of Game Design Strategies For Early Childhood Learners.- Measuring knowledge gains in an m-learning intervention: The case of ChildConnect South Africa.- Measuring Uptake and Engagement in an m-learning Intervention: The Case of ChildConnect South Africa.- Development of a Classroom Response System: a Web-based approach used in SEPT.- Analysis of the Perception of Students of the Autonomous University of Baja California Sur for the useof m-learning environments in higher education.- Work-in-Progress: Development of a Framework for Incorporating Usability aspects with Digital Didactical Design for Mobile/Tablet based Learning in Pre-primary Education.- Promoting Authentic Student Assessment For STEM Project-Based Learning Activities.- Predictive Modelling Concerning Mobile Learning Advance.- Assessing Early Grade Mathematics Learner Outcomes Using m-Learning.- Users’ and Experts’ Evaluation of TARGET: a Serious Game for Mitigating Performance Enhancement Culture in Youth.- Poster: Exploring the Educational Affordances of an Academic Eportfolio for Engineer Students Through a Self-Regulated Learning Framework.- M-health as a Tool in the Cognitive Flexibility of the Elderly.- Critical categorization of Android and IOS Applications available for STEAM Education inEarly Childhood.- Museum exhibits that interact with students’ mobile devices. The case of Hellenic Maritime Museum.- Can Elementary Students Design Interactions And Learning Representations Of Educational Apps? The We!Design!Fractions Participatory Approach.- Pedagogical Considerations for Mobile-based Augmented Reality Learning Environments.- Machine learning & Deep learning: Recent Overview in Medical Care.- Learn to Code, an Interactive Application to Promote Mobile Student-Centred Learning.- Emerging Technologies and Augmented Reality in the development of Learning and Human Potential.- Level of Digital Literacies among Austrian College Students Assessed with an Online Survey.- A Gamefied Educational Network for Collaborative Learning.- Dynamic Mobile Student Response Approach.- Poster: The Use of a Virtual Personal Assistant (FENNChat) as a Platform for Providing Automated Responses to ODL Students’ Queries at UNISA.- Poster: Proposal of an Intelligent Model for Remote Tutoring.- A ComparativeStudy Of Augmented Reality Platforms For Building Educational Mobile Applications.- M-Learning: Are We Ready to Go Mobile?.- Framework For Automatic VPN Access To Remotely Discovered Resources.- Poster: Learn To Love My Grandchild Design With The User.- Enhancing Second Language Listening Skills through Smartphones: A Case Study.- Exposing Rural Indian Students to Mobile Assisted Language Learning: A Case Study.- How Can Facebook Use In Education Be Realized As Crowdsourcing Of Learning? An Exploration Of Junior, Senior And Graduates Working Together.- Concept of Digital Competences In-service Training Systems.- Means of Cyber Security Aspects Studying in Maritime Specialists Education.- Evaluating a Coaching MOOC Course to Support Dual Career of Athletes.- LoRa Technology Benefits in Educational Institutes.- Three IoT Wearables in Five European Cities! Reality and Perception.- Work-in-Progress: Designing an E-coaching System for Chronic Heart Failure Patients.- A Comparative Examination of AR and Video in Delivering Assembly Instructions.- Wearable E-textile As A Narrative Mediator For Enhancing Empathy In Moral Development.- RSSI Fingerprinting Techniques for Indoor Localization Datasets.- Mulsemedia Data Representation Based on Multi-Image Concept.- Cryptographic Systems And Threats In E-commerce.- Work in Progress. SportSWARES, Towards an Intelligent Way of Physical Training.- Greek Traditional Dances Capturing and a Kinematic Analysis Approach of the Greek Traditional Dance "Syrtos" (Terpsichore Project).- Educational Mobile Applications On Computational Thinking And Programming For Children Under 8 Years Old.- Work in Progress: GameLet: Readers’ Theater In Media-based Gamification For Reading Skills.- Students’ Experiences of Learning Mathematics Through Games Design.- A Serious Game for Amplifying Awareness on MultimodalTeaching: Game Design and Usability Study.- Smart Citizens for Smart Cities – A User Engagement Protocol for Citizen Participation.- ADDventurous Rhythmical Planet: A 3D Rhythm-based Serious Game for Social Skills Development of Children with ADHD.- The Design and Development of a Game-based approach to Entrepreneurship Education.- Interactive Serious Games for Cultural Heritage: A real-time Bouzouki Simulator for exploring the History and Sounds of Rebetiko Music.- Mobile Technologies Serious Games for the development of social skills in children with Autism Spectrum Disorders, in enhanced with Socially Assistive Robots interventions.- Creating Magic-Matt, an Interface to Transform Video Games to a Sports Experience.- “The Greek Steelbook (TGS)”: The Home Of Steelbook Presentations.- Poster: Determining a Network and Pedagogical Efficient Approach to Learning in Disruptive Environments.- Escape Room Game for Learning Digital Electronics in Vocational Education and Training (VET).- The e-Facilitator as a Key Player for Interactive Dissemination of STEAM Resources for e-Learning via Webinar.- Work-In-Progress: Interactive Lab Manuals and Videos for a Unit Operations Course.- Towards a Learning Analytics Dashboard for Collaborative Conversational Agent Activities in MOOCs.- Interactive Educational Practices & Distance Learning: A Small Connection with Mobile Learning and the Challenges of Deregulation in Connectivity.- Automatic Source Code Generation From OWL Pseudocode.- Gamifying Early Foreign Language learning: using Digital Storytelling and Augmented Reality to enhance vocabulary learning.- Ontology-Based System For Automatic SQL Exercise Generation.- Augmented Reality Application Based on Information Barcoding.- Work in Progress: The Impact Of The Project Onboardmed On Development Of Study Courses In Maritime Emergency Management.- An Approach for Supporting Space Orientation of the Blind Using Ontologically-Based Object Map.- Soupa And Integration Of Ontologies Verl For Conceptualizing Context In Ubiquitous Computing.- A Small Robotic Step for the Therapeutic Treatment of Mental Illnesses: the Breakthrough in Routines and Behaviour.- The Use of Gamification in Evaluating Children's Emotional Intelligence.- Using Gamification Based on Mobile Platform in Therapeutic Interventions for Children With Dyslexia.- Combined Approach to Diagnose ADHD: Gamifying Conners Rating Scale.- Using Gamification Based on Virtual Reality Mobile Platform for Treatment of Adults with Amblyopia.- Linear Programming Model Applied To The Optimization Of Nutritional Diets For Athletes.- White Blood Cells Detection and Classification Using Convolutional Neural Network.- Work-in-Progress: The Use of Big Data And Data Analytics in the Prevention, the Diagnosis and the Monitoring of Long-term Diseases.- An Interactive Augmented Reality Volume Rendering Mobile Application.- Design of an Accessible Web Portal for the Labor Insertion of people with blindness.- MassiveLearning: online masterclass course.- Touch Gesture Performance of Kindergarten Children on E-learning Applications: A Case Study in Sri Lanka.- Learning Diaries–A Valuable Companion of Mobile Learning for Higher Education in Software Engineering.- Kabelo’s Everyday Digital Play An Analysis of a ‘Small and Thick’ Ethnographic Portrait.- Use Of The Fractal Analysis Of Non-stationary Time Series In Mobile Foreign Exchange Trading For M-learning.- Work-In-Progress: SMART-WATER, a ?ovel ?elemetry and Remote Control System Infrastructure for the Management of Water Consumption in Thessaloniki.- Educational Robotics For Creating Tangible Simulations: A Mixed Reality Space For Learning The Day/night Cycle.- TimeTracker App: Facilitating Migrants’ Engagement in their Second Language Learning.- “School – University – Industry” Cooperation “Cypress – National Instruments CLUB”.- PerFECt: A Performative Framework to Establish and Sustain Onlife Communities and its Use to Design a Mobile App to Extend a Digital Storytelling Platform with New Capabilities.-Exploring Impact of Olfactory Stimuli on User Performance on Mobile Platforms.- Building A Virtualized Cybersecurity Lab - Using Industry Support, Academic Programs And Open Source Solution For Setting-Up A Virtualized Cybersecurity Lab.- Work-in-Progress: Developing a Master Programme for Specialists in Industry 4.0.- "Teachers’ Perceptions Towards The Use of Mobile Augmented Reality: The Case of Greek Educators".- NavMusApp: Exploring the Instrumental Continuum.- Developing Communities of Practice to Maximize the Usability and Impact of Clean Sport Education in Europe: IMPACT Project.- A Fiber Wireless A-RoF/IFoF Uplink Transmission of up to 0.6Gb/s User Data Rate over a 32-element 60GHz Beam-steering Antenna for 5G Fronthaul Networks.- An eHealth-Care Driven Perspective on 5G Networks and Infrastructure.- 25 Gb/s Colorless Transmitter Based on Reflective Electroabsorption Modulator for Ultra-dense WDM-PON Application.- Challenges of Using Phased Array Antennas in Commercial Backhaul Equipment at 26 GHz.- Towards Intelligent Multi-Access Edge Computing Using Machine Learning.- Performance Analysis of NB-IoT Random Access Channel.