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Internet of Things, Infrastructures and Mobile Applications : Proceedings of the 13th IMCL Conference / edited by Michael E. Auer, Thrasyvoulos Tsiatsos.

Springer Nature - Springer Engineering eBooks 2021 English International Available online

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Format:
Book
Contributor:
Auer, Michael E., editor.
Tsiatsos, Thrasyvoulos, editor.
Series:
Advances in Intelligent Systems and Computing, 2194-5365 ; 1192
Language:
English
Subjects (All):
Cooperating objects (Computer systems).
Engineering--Data processing.
Engineering.
Cyber-Physical Systems.
Data Engineering.
Local Subjects:
Cyber-Physical Systems.
Data Engineering.
Physical Description:
1 online resource (XXIII, 1132 p. 401 illus., 346 illus. in color.)
Edition:
1st ed. 2021.
Place of Publication:
Cham : Springer International Publishing : Imprint: Springer, 2021.
Summary:
This book gathers papers on interactive and collaborative mobile learning environments, assessment, evaluation and research methods in mobile learning, mobile learning models, theory and pedagogy, open and distance mobile learning, life-long and informal learning using mobile devices, wearables and the Internet of Things, game-based learning, dynamic learning experiences, mobile systems and services for opening up education, mobile healthcare and training, case studies on mobile learning, and 5G network infrastructure. Today, interactive mobile technologies have become the core of many—if not all—fields of society. Not only do the younger generation of students expect a mobile working and learning environment, but also the new ideas, technologies and solutions introduced on a nearly daily basis also boost this trend. Discussing and assessing key trends in the mobile field were the primary aims of the 13th International Conference on Interactive Mobile CommunicationTechnologies and Learning (IMCL2019), which was held in Thessaloniki, Greece, from 31 October to 01 November 2019. Since being founded in 2006, the conference has been devoted to new approaches in interactive mobile technologies, with a focus on learning. The IMCL conferences have since become a central forum of the exchange of new research results and relevant trends, as well as best practices. The book’s intended readership includes policymakers, academics, educators, researchers in pedagogy and learning theory, schoolteachers, further education lecturers, practitioners in the learning industry, etc.
Contents:
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 in Early 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 Νovel Τelemetry 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 C.
ISBN:
3-030-49932-4

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