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Nowadays the processing power of mobile phones, smartphones and PDAs is increasing as well as the transmission bandwidth. Nevertheless there is still the need to reduce the content and the need of processing the data. We discuss the proposals and solutions for dynamic reduction of the transmitted content. For that, device specific properties are taken into account, as much as for the aim to reduce the need of processing power at the client side to be able to display the 3D (virtual reality) data. Therefore, well known technologies, e.g. data compression are combined with new developed ideas to reach the goal of adaptive content transmission. To achieve a device dependant reduction of processing power the data have to be preprocessed at the server side or the server even has to take over functionality of weak mobile devices.
The iSign project started in 2000 as a web-based laboratory setting for students of electrical engineering. In the meantime it has broadened into a heterogeneous learning environment offering learning material, adaptive user settings and access to a simulation tool. All these offerings can be accessed via web and wireless by different clients, such as PCs, PDAs and mobile phones. User adaptive systems offer unique and personalised environment for every learner and therefore are a very important aspect of modern e-learning systems. The iSign project aims to personalise the content structure based on the learner's behaviour, content pattern, policies, and system environment. The second aspect of the recent research and development within this project is the generation of suitable content and presentation for different clients. This generation is based additionally on the user preferences in order to obtain the desirable presentation for a given device. New, valuable features are added to the mobile application, empowering the user not only to control the simulation process with his mobile device but also to input data, view the simulation's output and evaluate the results. Experiences with students have helped to improve functionality and look-and-feel whilst using the iSign system. Our goal is to provide unconstrained, continuous and personalised access to the laboratory settings and learning material everywhere and at anytime with different devices.
Nowadays the processing power of mobile phones, Smart phones and PDA is increasing, as well as the transmission bandwidth. Nevertheless there is still the need to reduce the content and the need of processing the data. Proposals and solutions for dynamic reduction of the transmitted content will be discussed. For that, device specific properties will be taken into account, aiming at reducing the need of processing power at the client side to display the 3D Virtual Reality data. Therefore, well known technologies like data compression are combined with new approaches to achieve the goal of adaptive content transmission. For device dependant reduction of processing power the data has to be pre-processed at the server side or the server itself has to take over functionality of weak mobile devices.
To provide proper solutions to the problem of device dependant content delivery, a fine categorization of the application target devices is needed. Earlier attempts provided two different presentations for desktop and mobile platforms. The mobile platform presentation was divided into three categories, based on a general classification (PDA, Smartphone or mobile phone). In order to improve the on mobile device presentation a finer categorization is introduced. In this paper, our focus is to clarify the concept of this more flexible presentation module, in which the delivered content depends on the efficiency of the device based on a selected set of capabilities.
This paper shows the results of the evaluation of two sets of mobile web design guidelines concerning mobile learning. The first set of guidelines is concerned with the usage of text on mobile device screens. The second set is concerned with the usage of images on mobile devices. The evaluation is performed by eye tracking (objective) as well as questionnaires and interviews (subjective) respectively.
The developed solution enables the presentation of animations and 3D virtual reality (VR) on mobile devices and is well suited for mobile learning, thus creating new possibilities in the area of e-learning worldwide. Difficult relations in physics as well as intricate experiments in optics can be visualised on mobile devices without need for a personal computer.
The idea of this game is to use a flashcard system to create a short story in a foreign language. The story is developed by a group of people by exchanging sentences via a flashcard system. This way, people can learn from each other without fear of making mistakes because the group members are anonymous.
Flashcards are a well known and proven method to learn and memorise. Such a way of learning is perfectly suited for “learning on the way,” but carrying all the flashcards could be awkward. In this scenario, a mobile device (mobile phone) is an adequate solution. The new mobile device operating system Android from Google allows for writing multimedia-enriched applications.
“Today’s network landscape consists of quite different network technologies, wide range of end-devices with large scale of capabilities and power, and immense quantity of information and data represented in different formats” [9]. A lot of efforts are being done in order to establish open, scalable and seamless integration of various technologies and content presentation for different devices including mobile considering individual situation of the end user. This is very difficult because various kinds of devices used by different users or in different times/parallel by the same user which is not predictable and have to be recognized by the system in order to know device capabilities. Not only the devices but also Content and User Interfaces are big issues because they could include different kinds of data format like text, image, audio, video, 3D Virtual Reality data and upcoming other formats. Language Learning Game (LLG) is such an example of a device independent application where different kinds of devices and data formats, as a content of a flashcard is used for a collaborative learning. The idea of this game is to create a short story in a foreign language by using mobile devices. The story is developed by a group of participants by exchanging sentences/data via a flashcard system. This way the participants can learn from each other by knowledge sharing without fear of making mistakes because the group members are anonymous. Moreover they do not need a constant support from a teacher.
In large aircrafts the cabling is very complex and often causes reliability problems. This is specially true for modern In-flight Entertainment (IFE) systems, where every passenger can select a preferred movie, play computer games or be able to communicate with other travellers. Due to EMC problems, wireless communication systems (WiFi etc.) didn't succeed in solving these problems. In this paper an innovative communication system is proposed which perfectly supplements an aircraft IFE system. The key innovation of this system is to use structures that are essential parts of the airframe for data transfer, such as seat rails. Those rails consist of rectangular shapes and could easily be modified to fulfill the function of waveguides for microwaves. A waveguide as part of the seat rail would provide enormous benefits for aircrafts, such as a large bandwidth and consequently high data rates, no problems with EMC, unlimited flexibility of seat configuration, mechanical robustness with associated increase of reliability and a few additional advantages related to aircrafts such as reduction of weight and costs.
The concept of m-learning which differs from other forms of e-learning covers a wide range of possibilities opened up by the convergence of new mobile technologies, wireless communication structure and distance learning development. This process of converging has launched some new goals to support m-learning where heterogeneity of devices, their operating systems (Linux, Windows, Symbian, Android etc) and supported markup languages (WML, XHTML etc), adaptive content, preferences or characteristics of user have become some of the major problems to be solved. To facilitate the learning process even more and to establish literally anytime anywhere learning, learning material/content should be available to the user always even if the user is in offline. Multiple devices used by the same user should also be synchronized among themselves and with server to provide updated learning content and to give a freedom to the user to choose any device as per his/her convenience. In this paper software architecture has been proposed to solve these problems and has been implemented by using a multidimensional flashcard learning system which synchronizes among all the devices that are being used by the user.