Related papers: Distributed Applications in Gamification of the Le…
The emergence of new services and applications in emerging wireless networks (e.g., beyond 5G and 6G) has shown a growing demand for the usage of artificial intelligence (AI) in the Internet of Things (IoT). However, the proliferation of…
Gamification is the use of game elements such as points, leaderboards, and badges in a non-game context to encourage a desired behavior from individuals interacting with an environment. Recently, gamification has found its way into software…
The knowledge, embodied in machine learning models for intelligent systems, is commonly associated with time-consuming and costly processes such as large-scale data collection, data labelling, network training, and fine-tuning of models.…
Papert's constructionism makes it clear that learning is particularly effective when learners create tangible artifacts and share and discuss them in social contexts. Technological progress in recent decades has created numerous…
The potential of using video games as well as gaming engines for educational and research purposes is promising, especially with the current progress of Industry 4.0 technologies such as augmented and virtual reality devices. However, it is…
The rapid growth of wearable sensor technologies holds substantial promise for the field of personalized and context-aware Human Activity Recognition. Given the inherently decentralized nature of data sources within this domain, the…
In-memory computing technology is used extensively in artificial intelligence devices due to lower power consumption and fast calculation of matrix-based functions. The development of such a device and its integration in a system takes a…
The Web 2.0 paradigm has radically changed the way businesses are run all around the world. Moreover, e-Commerce has overcome in daily shopping activities. For management teams, the assessment, evaluation, and forecasting of online incomes…
In recent years, online education has been considered as one of the most widely used IT services. Researchers in this field face many challenges in the realm of Electronic learning services. Nowadays, many researchers in the field of…
Blockchains and distributed ledger technology offer promising capabilities for supporting collaborative business processes across organizations. Typically, approaches in this field fall into two categories: either executing the entire…
In this paper, we study a general online linear programming problem whose formulation encompasses many practical dynamic resource allocation problems, including internet advertising display applications, revenue management, various routing,…
DevOps can be best explained as people working together to conceive, build and deliver secure software at top speed. DevOps practices enable software development (dev) and operations (ops) teams to accelerate delivery through automation,…
Tools for fighting cyber-criminal activities using new technologies are promoted and deployed every day. However, too often, they are unnecessarily complex and hard to use, requiring deep domain and technical knowledge. These…
Unfair work distribution in student teams is a common issue in project-based learning. One contributing factor is that students are differently skilled developers. In a course with group work intertwining engineering and business aspects,…
Federated learning promises to revolutionize machine learning by enabling collaborative model training without compromising data privacy. However, practical adaptability can be limited by critical factors, such as the participation dilemma.…
In this paper we report on a multimedia communication system including a VCoIP (Video Conferencing over IP) software with a distributed architecture and its applications for teaching scenarios. It is a simple, ready-to-use scheme for…
Machine learning models have achieved, and in some cases surpassed, human-level performance in various tasks, mainly through centralized training of static models and the use of large models stored in centralized clouds for inference.…
In recent years, the integration of gamification into educational settings has garnered significant attention as a means to enhance student engagement and learning outcomes. By leveraging gamified elements such as points and leaderboards,…
Gamification has been widely employed in the educational domain over the past eight years when the term became a trend. However, the literature states that gamification still lacks formal definitions to support the design and analysis of…
This entry introduces educational games in secondary schools. Educational games include three main types of educational activities with a playful learning intention supported by digital technologies: educational serious games, educational…