scholarly journals Crowdsensing – a new approach to road quality assessment

2021 ◽  
Vol 67 (1) ◽  
pp. 19-30
Author(s):  
Ivana Grujić ◽  
Marijana Petrović ◽  
Nataša Bojković

The continuous development of information and telecommunication technologies has led to the possibility of transferring data and information between people in real time, in just a few seconds, which has led to the emergence of new approaches to data collection. An example is crowdsourcing (networked mass of people), which involves collecting a large amount of defined data from a large number (mass) of people through the Internet, that is, embedded sensors in smart devices. These are most often mobile phones and then it is about the concept of mobile crowdsourcing – which is more widely accepted under the term crowdsensing. This paper shows how smart devices (mobile phones or tablets) can collect vibration data that occur while driving in road traffic – and still be used to detect irregularities in road infrastructure (potholes, bumps, etc.) in real conditions.

2011 ◽  
pp. 1763-1773 ◽  
Author(s):  
Thomas Connolly ◽  
Mark Stansfield

The emergence of the Internet has had a significant impact on higher education where we have seen elearning evolve from a marginal form of education to a commonly accepted and increasingly popular alternative to traditional face-to-face education. While e-learning has many advantages, there have been problems identified, such as lack of contact leading to feelings of isolation; the need for a motivated, self-disciplined, and mature learner; the monotonous nature of some e-learning materials; and increased drop out rates. If e-learning has developed a reputation for being ‘boring and mindless,’ games have developed the reputation for being engaging and challenging. In recent years, a new form of learning has been developing, namely games-based e-learning, which builds on the successes of e-learning while providing a more stimulating and relevant learning environment for younger people who have been brought up in an environment of powerful home PCs, graphic-rich multiplayer Internet gaming, and mobile phones with ever-increasing functionality. This article will explore the concept of games-based e-learning, discuss some of its pedagogic underpinnings, and examine barriers that may limit the uptake and development of this relatively new approach to learning.


Author(s):  
Jayashree Kanniappan ◽  
Babu Rajendiran

Internet of Things technology is rapidly gaining popularity, not only in industrial and commercial environments, but also in personal life by means of smart devices at home. The Internet of Things (IoT) spawn new businesses and make buildings, cities and transport smarter. The IoT allows for ubiquitous data collection or tracking, but these useful features are also examples of privacy threats that are already limiting the success of the IoT vision when not implemented correctly. Privacy should be protected in the device, in storage, during communication, and at processing. The privacy of users and their data protection have been identified as one of the important challenges that need to be addressed in the IoT. The chapter presents the IoT technology, the various applications, and privacy issues. Various other issues such as security and performance are also addressed.


Author(s):  
Weiguo Xie

Abstract: In the era of new media, people's lifestyle, education and the like are inseparable from the Internet. At the same time, due to the emergence of smart devices such as mobile phones and tablet computers, people's reading habits have changed. Fragmented reading has become an important form of reading for college students. College students themselves have the strong ability to accept change, so fragmented reading has gradually become an important form of student learning. This paper mainly analyses fragmented reading by college students and its impact on society in the era of new media.


2020 ◽  
Author(s):  
Tanweer Alam

<p>Blockchain (BC) in the Internet of Things (IoT) is a novel technology that acts with decentralized, distributed, public and real-time ledger to store transactions among IoT nodes. A blockchain is a series of blocks, each block is linked to its previous blocks. Every block has the cryptographic hash code, previous block hash, and its data. The transactions in BC are the basic units that are used to transfer data between IoT nodes. The IoT nodes are different kind of physical but smart devices with embedded sensors, actuators, programs and able to communicate with other IoT nodes. The role of BC in IoT is to provide a procedure to process secured records of data through IoT nodes. BC is a secured technology that can be used publicly and openly. IoT requires this kind of technology to allow secure communication among IoT nodes in heterogeneous environment. The transactions in BC could be traced and explored through anyone who are authenticated to communicate within the IoT. The BC in IoT may help to improve the communication security. In this paper, I explored this approach, its opportunities and challenges. </p>


Author(s):  
Bruno Žuga ◽  
Kristaps Kapenieks ◽  
Ieva Vītoliņa ◽  
Līga Mangusa ◽  
Atis Kapenieks

In this report in addition to previous results we present the evaluation results of multi-screen e-learning courses – eBig3. It is a new approach and technology to lifelong learning embodying effective integration of popular television, Internet, and mobile phones technologies. We present the results of ten eBig3 pilot courses delivered in 2013 in Latvia. The target group of eBig3 courses was society at large. It demonstrates radical increase of registration in eBig3 courses compared with the traditional registration in the Internet. The course delivery was more successful than that of blended learning courses. The new approach strongly increases the availability of e-courses, and contributes to closing the gap between the expectations for future life-long-learning and real achievements. We didn’t observe connection between learner’s age and attitude towards the usage of SMS in the eBig3 approach.


Author(s):  
Jayashree Kanniappan ◽  
Babu Rajendiran

Internet of Things technology is rapidly gaining popularity, not only in industrial and commercial environments, but also in personal life by means of smart devices at home. The Internet of Things (IoT) spawn new businesses and make buildings, cities and transport smarter. The IoT allows for ubiquitous data collection or tracking, but these useful features are also examples of privacy threats that are already limiting the success of the IoT vision when not implemented correctly. Privacy should be protected in the device, in storage, during communication, and at processing. The privacy of users and their data protection have been identified as one of the important challenges that need to be addressed in the IoT. The chapter presents the IoT technology, the various applications, and privacy issues. Various other issues such as security and performance are also addressed.


Author(s):  
Tanweer Alam

Blockchain (BC) in the Internet of Things (IoT) is a novel technology that acts with decentralized, distributed, public and real-time ledger to store transactions among IoT nodes. A blockchain is a series of blocks, each block is linked to its previous blocks. Every block has the cryptographic hash code, previous block hash, and its data. The transactions in BC are the basic units that are used to transfer data between IoT nodes. The IoT nodes are different kind of physical but smart devices with embedded sensors, actuators, programs and able to communicate with other IoT nodes. The role of BC in IoT is to provide a procedure to process secured records of data through IoT nodes. BC is a secured technology that can be used publicly and openly. IoT requires this kind of technology to allow secure communication among IoT nodes in heterogeneous environment. The transactions in BC could be traced and explored through anyone who are authenticated to communicate within the IoT. The BC in IoT may help to improve the communication security. In this paper, I explored this approach, its opportunities and challenges.


2021 ◽  
Vol 309 ◽  
pp. 01209
Author(s):  
Manisha Gunturi

The new technology and concepts of IoT is gaining a lot of interest in the recent years. This technology aims at improving the\ quality and productivity in various domains. The Internet of Things (IoT) is about the use of sensors and smart devices and to utilize data collected by these embedded sensors and actuators for automation. The technology has proven its significance in many domains and is successfully being used in the various fields of civil engineering. The application of the IoT is paving its way towards smart and sustainable infrastructure. This paper proposes to contemplate the status of usage of IoT in Civil Engineering, its issues and difficulties.


Author(s):  
Thomas M. Connolly ◽  
Mark Stansfield

The emergence of the Internet has had a significant impact on higher education where we have seen elearning evolve from a marginal form of education to a commonly accepted and increasingly popular alternative to traditional face-to-face education. While e-learning has many advantages, there have been problems identified, such as lack of contact leading to feelings of isolation; the need for a motivated, self-disciplined, and mature learner; the monotonous nature of some e-learning materials; and increased drop out rates. If e-learning has developed a reputation for being ‘boring and mindless,’ games have developed the reputation for being engaging and challenging. In recent years, a new form of learning has been developing, namely games-based e-learning, which builds on the successes of e-learning while providing a more stimulating and relevant learning environment for younger people who have been brought up in an environment of powerful home PCs, graphic-rich multiplayer Internet gaming, and mobile phones with ever-increasing functionality. This article will explore the concept of games-based e-learning, discuss some of its pedagogic underpinnings, and examine barriers that may limit the uptake and development of this relatively new approach to learning.


Author(s):  
Muhammad Nur Wangid

Abstract: Concerning about student’s negative behaviors in using of the internet encouraged the survey to describe the behavior of students in the virtual world. The sample consisted of 497 students, consisting of 336 women and 161 men, taken by proportional random sampling. Instruments of data collection using questionnaire. The results showed that mobile phones become the primary tool in the move to the internet is more widely used to send the message. Using internet lasting for more  two hours per day, and carried anywhere. Activities at home is higher than the on-campus in the surf. Most students use the internet to find the source of the task, followed by activities on facebook. Three major forms of cyberbullying behaviors students were  outing, flaming and harassment. While experience as a victim of cyberbullying was in the form of flaming, harassment, and cyber-stalking.Keywords: cyberbullying; students behavior 


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