The information technology educational programs at most universities in Egypt face many obstacles that can be overcome using technology enhanced learning. An open source Moodle e-learning platform has been implemented at many universities in Egypt, as an aid to deliver e-content and to provide the institution with various possibilities for implementing asynchronous e-learning web-based modules. This paper shows that the use of interactive features of e-learning increases the motivation of the undergraduate students for the learning process.
Abstract-Big data is currently one of the most critical emerging technologies. Big Data are used as a concept that refers to the inability of traditional data architectures to efficiently handle the new data sets. The 4V's of big data -volume, velocity, variety and veracity makes the data management and analytics challenging for the traditional data warehouses. It is important to think of big data and analytics together. Big data is the term used to describe the recent explosion of different types of data from disparate sources. Analytics is about examining data to derive interesting and relevant trends and patterns, which can be used to inform decisions, optimize processes, and even drive new business models. Cloud computing seems to be a perfect vehicle for hosting big data workloads. However, working on big data in the cloud brings its own challenge of reconciling two contradictory design principles. Cloud computing is based on the concepts of consolidation and resource pooling, but big data systems (such as Hadoop) are built on the shared nothing principle, where each node is independent and self-sufficient. The integrating big data with cloud computing technologies, businesses and education institutes can have a better direction to the future. The capability to store large amounts of data in different forms and process it all at very large speeds will result in data that can guide businesses and education institutes in developing fast. Nevertheless, there is a large concern regarding privacy and security issues when moving to the cloud which is the main causes as to why businesses and educational institutes will not move to the cloud. This paper introduces the characteristics, trends and challenges of big data. In addition to that, it investigates the benefits and the risks that may rise out of the integration between big data and cloud computing.
Cloud computing technologies although in their early stages, have managed to change the way applications are going to be developed and accessed. These technologies are aimed at running applications as services applications are housed in the cloud. Cloud computing provides a low cost solution to academic institutions based applications can also be accessed through mobile devices in addition to being available to a variety of laptop and desk top computers, provided internet access is available. In this paper we present a solution that is based on cloud computing and can be used for building a virtual environment both for teaching and learning. We present an interactive tool that can be used for science education; we combined various technologies to achieve this goal. The environment and the design proposed can also be used as a platform for exploring and sharing new ideas as well as for designing, modifying and monitoring educational or course contents. In our design under the same environment we also allow integration of different pedagogical approaches to both learning and teaching.
Abstract-Individuals with autism spectrum disorder (ASD) regularly experience situations in which they need to give answers but do not know how to respond; for example, questions related to everyday life activities that are asked by strangers. Research geared at utilizing technology to mend social and communication impairments in children with autism is actively underway. Immersive virtual reality (VR) is a relatively recent technology that has the potential of being an effective therapeutic tool for developing various skills in autistic children. This paper presents an interactive scenario-based VR system developed to improve the communications skills of autistic children. The system utilizes speech recognition to provide natural interaction and role-play and turntaking to evaluate and verify the effectiveness of the immersive environment on the social performance of autistic children. In experiments conducted, participants showed more improved performance with a computer augmented virtual environment (CAVE) than with a head mounted display (HMD) or a normal desktop. The results indicate that immersive VR could be more satisfactory and motivational than desktop for children with ASD.
A weakly singular integral equation of the first kind on a plane surface piece r is solved approximately via the Galerkin method. The determination of the solution of this integral equation (with the single-layer potential) is a classical problem in physics, since its solution represents the charge density of a thin, electrified plate r loaded with some given potential. Using piecewise constant or piecewise bilinear boundary elements we derive asymptotic estimates for the Galerkin error in the energy norm and analyse the effect of graded meshes. Estimates in lower order Sobolev norms are obtained via the Aubin-Nitsche trick. We describe in detail the numerical implementation of the Galerkin method with both piecewiseconstant and piecewise-linear boundary elements. Numerical experiments show experimental rates of convergence that confirm our theoretical, asymptotic results. IntroductionThis paper presents a boundary element Galerkin method using mesh refinement for the charge density $ of a thin electrified square plate in R3. The unknown density $ is the solution of the first kind of integral equation (with the single-layer kernel) on an open smooth surface r in R3 with a piecewise-analytic boundary y. Existence, uniqueness and regularity results for $ are known from [l, 111. Since $ becomes unbounded near the edges of the surface piece r, the corresponding boundary element Galerkin solution $ converges only with order O(h* -e), E > 0, if a quasiuniform mesh is used on r. One way to improve the convergence rates and the accuracy of the approximation is to refine the mesh towards the edges. We present asymptotic error
Abstract-Cloud computing is a new computing model which is based on the grid computing, distributed computing, parallel computing and virtualization technologies define the shape of a new technology. It is the core technology of the next generation of network computing platform, especially in the field of education, cloud computing is the basic environment and platform of the future E-learning. It provides secure data storage, convenient internet services and strong computing power. This article mainly focuses on the research of the application of cloud computing in E-learning environment. The research study shows that the cloud platform is valued for both students and instructors to achieve the course objective. The paper presents the nature, benefits and cloud computing services, as a platform for elearning environment.
Abstract-Individuals in the Autism Spectrum often encounter situations where they have to respond to questions and situations that they do not know how to respond to, such as, questions asked by strangers including ones related to daily-life activities. A variety of research has been done to improve social and communication impairments in children with autism using technology. Immersive virtual reality is a relatively recent technology with a potential to bring an effective solution and used as a therapeutic tool to develop different skills. This paper presents a virtual reality solution to reduce the gap experienced by autistic children due to their inability to establish a communication. An interactive scenario-based system that uses role-play and turn-taking technique was implemented to evaluate and verify the effectiveness of immersive environment on the social performance of an autistic child. Preliminary testing of the system demonstrated the feasibility of VR-based system as a tool for improving the communication skill in Autism Spectrum Disorder (ASD) children. The results of the comparative usability study show the effectiveness of immersive VR in motivating and satisfying the autistic.
this report will exhibit an outline of the basic features of Mobile Augmented Reality (MAR) and the key concepts of this technology in the Fashion Retail Industry. Several obstacles such as the necessity of putting on the garments to experience its actual view have been tackled by customers throughout the process of clothes shopping. The goal is to constringe these obstacles by creating an Augmented Reality based application that will directly solve these problems. The methodology was conducted by questioning shoppers about the different holdbacks faced during shopping. Solutions for the issues are expected to be achieved by developing an easily utilizable MAR application for targeted customers. The design of this paper involved the utilization of handed questionnaire and semi structured interviews with several store managers to gather sufficient about their sales strategy and proposing the solution of Augmented Reality utilization within the market. Augmented Reality Technology have a great potential to be utilized efficiently inside the fashion market as it will meritoriously improve the shopping experience of consumers across multiple fashion related industry channels.
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