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Since the education sector is associated with highly dynamic business environments which are controlled and maintained by information systems, recent technological advancements and the increasing pace of adopting artificial intelligence…
Internet of Things (IoT) is an Internet-based environment of connected devices and applications. IoT creates an environment where physical devices and sensors are flawlessly combined into information nodes to deliver innovative and smart…
The Internet of Things (IoT) and Large Language Models (LLMs) have been two major emerging players in the information technology era. Although there has been significant coverage of their individual capabilities, our literature survey sheds…
Smart homes are increasingly populated with heterogeneous Internet of Things (IoT) devices that interact continuously with users and the environment. This diversity introduces critical challenges in device identification, authentication,…
The Internet of Things (IoT) envisions the integration of physical objects into software systems for automating crucial aspects of our lives, such as healthcare, security, agriculture, and city management. Although the vision is promising,…
This chapter reports an empirical teaching experience integrating newsgame creation-serious games addressing current events and contributing to public debate-into an introductory game design course for engineering students. From 2010 to…
In general, video games not only prevail in entertainment but also have become an alternative methodology for knowledge learning, skill acquisition and assistance for medical treatment as well as health care in education,…
Internet of things (IoT) that integrate a variety of devices into networks to provide advanced and intelligent services have to protect user privacy and address attacks such as spoofing attacks, denial of service attacks, jamming and…
Foundation models have gained growing interest in the IoT domain due to their reduced reliance on labeled data and strong generalizability across tasks, which address key limitations of traditional machine learning approaches. However, most…
The use of Internet of Things (IoT) devices is growing at a rapid rate. While much of this growth is consumer devices, IoT devices are also commonly found in corporate and industrial environments, as well. These devices can be…
This research report presents an analysis of the state of the art of modeling Internet of Things (IoT)-aware business processes. IOT links the physical world to the digital world. Traditionally, we would find information about events and…
The Internet-of-Things (IoT) is a revolutionary technology that is rapidly changing the world. IoT systems strive to provide automated solutions for almost every life aspect; traditional devices are becoming connected, ubiquitous,…
Game-based interactive driving simulations have emerged as versatile platforms for advancing decision-making algorithms in road transport mobility. While these environments offer safe, scalable, and engaging settings for testing driving…
Internet of Things (IoT) is a whole new ecosystem comprised of heterogeneous connected devices -i.e. computers, laptops, smart-phones and tablets as well as embedded devices and sensors-that communicate to deliver capabilities making our…
Interactive systems such as chatbots and games are increasingly used to persuade and educate on sustainability-related topics, yet it remains unclear how different delivery formats shape learning and persuasive outcomes when content is held…
Interconnecting "things" and devices that take the form of wearables, sensors, actuators, mobiles, computers, meters, or even vehicles is a critical requirement for the current era. These internetworked connections are serving the emerging…
Industry 4.0 or Industrial IoT both describe new paradigms for seamless interaction between humans and machines. Both concepts rely on intelligent, inter-connected cyber-physical production systems that are able to control the process flow…
Serious games are beneficial for education in various computer science areas. Numerous works have reported the experiences of using games (not only playing but also development) in teaching and learning. Considering it could be difficult…
Architectural Education faces limitations due to its tactile approach to learning in classrooms with only 2-D and 3-D tools. At a higher level, virtual reality provides a potential for delivering more information to individuals undergoing…
The Internet of Things (IoT) triggers new types of cyber risks. Therefore, the integration of new IoT devices and services requires a self-assessment of IoT cyber security posture. By security posture this article refers to the…