SUBSCRIBE FOR DAILY UPDATES

Enter your email address:

Delivered by FeedBurner

WEB TECHNOLOGY

Sunday, January 31, 2010 · 0 comments

This section provides information about web technologies that relate to the interface between web servers and their clients. This information includes markup languages, programming interfaces and languages, and standards for document identification and display.

Section Organization

  1. Markup Languages Section - Includes all markup languages including HTML, XML, and SGML. Documentation in this section currently includes an HTML Guide, XML Guide, and a Document Type Definition (DTD) reading reference.
  2. CGI Section- Includes four documents describing implementation of the client to server web interface. It includes information about the common gateway interface (CGI), server side includes (SSI), JavaScript, and writing perl script programs
  3. HTTP Section - Thic section currently includes an HTTP Reference which is based on RFC 2616. It has brief descriptions of the HTTP request and response headers and also lists the possible response headers such as 404 (not found).
  4. PHP - PHP is a scripting language that runs on the web server and the script code is embedded in the HTML document. It is easy to use with syntax similar to C which is why it is so popular. This section includes a PHP Introduction manual.
  5. JAVA Section - Documentation is being generated for this section. It currently contains some web links.
  6. MIME Section - This section describes Multipurpose Internet Mail Extension along with its purpose and it also includes a few MIME related web links.
  7. Graphics - Gif files used to add graphics to web pages.

Technologies to be included in this section

  • Streaming audio and video

World Wide Web Coordinating Groups

There are many types of technologies which are used to support the world wide web and more are being developed all the time. There are several groups involved in the development and coordination of these technologies.

  • IAB - Internet Architecture Board. Web site: IAB. The IAB websites states that "The IAB does not aim to produce polished technical proposals on such topics. Rather, the intention is to stimulate action by the IESG or within the IETF community that will lead to proposals that meet general consensus."
  • IANA - Internet Assigned Numbers Authority. Web site: IANA. They control the assignment of internet addresses and domain names.
  • IESG - The Internet Engineering Steering Group. Web site: IESG. According to RFC 2418, the IESG "has responsibility for developing and reviewing specifications intended as Internet Standards."
  • IETF - The Internet Engineering Task Force. Web site: IETF. Their web site says "The Internet Engineering Task Force (IETF) is a large open international community of network designers, operators, vendors, and researchers concerned with the evolution of the Internet architecture and the smooth operation of the Internet."
  • InterNIC - Internet Network Information Center, the authority for allocating internet addresses. Web site: InterNIC.
  • IRTF - Internet Research Task Force. Web site: IRTF. Their web site states their mission is "To promote research of importance to the evolution of the future Internet by creating focused, long-term and small Research Groups working on topics related to Internet protocols, applications, architecture and technology."
  • ISOC - Internet Society, promotes internet policies. Web site: ISOC.
  • ISTF - Internet Societal Task Force. Web site: ISTF. Their mission is "To assure the open development, evolution and use of the Internet for the benefit of all people throughout the world".
  • W3C - World Wide Web Consortium, sets standards for the web working with the IETF. W3C
  • OASIS - Organization for the Advancement of Structured Information Standards. OASIS
  • Internet2 Internet2 An Organization that supports internet related technologies including XML, DHTML, JAVA and more.
  • IRT - Internet Related Technologies. Internet Related TechnologiesTheir website states "Internet2, led by over 180 U.S. universities working in partnership with industry and government, is developing and deploying advanced network applications and technologies, accelerating the creation of tomorrow's Internet."
  • Graphic Communications Association A trade association that provides standards for the printing and publishing industries.

MOBILE TECHNOLOGY

Saturday, January 30, 2010 · 0 comments

Mobile technologies
and learning
A technology update
and m-learning project summary
Jill Attewell
Technology Enhanced Learning Research Centre
Our m-learning project partners
Mobile technologies
and learning
A technology update
and m-learning project summary
Jill Attewell
Technology Enhanced Learning Research Centre
Our m-learning project partners
Published by the Learning and Skills Development Agency
www.LSDA.org.uk
Registered with the Charity Commissioners
LSDA is committed to providing publications that are accessible to all.
To request additional copies of this publication or a different format
please contact:
Information Services
Learning and Skills Development Agency
Regent Arcade House
19–25 Argyll Street
London W1F 7LS.
Tel +44 (0) 20 7297 9144
Fax +44 (0) 20 7297 9242
enquiries@LSDA.org.uk
Copyeditor: Nick Sweeney
Designer: David Shaw and associates
Photographs: Tim Hall/Getty Images (outside front cover);
Andreas Pollok/Getty Images (outside back cover);
© 2004. The RIM and BlackBerry family of related marks, images
and symbols are the exclusive properties of and trademarks
of Research In Motion – used by permission (BlackBerry page 3)
Printer: Blackmore Ltd, Shaftesbury, Dorset
041923RS/04/05/2500
ISBN 1-84572-140-3
© Learning and Skills Development Agency 2005
You are welcome to copy this publication for internal use within
your organisation. Otherwise, no part of this publication may
be reproduced, stored in a retrieval system, or transmitted
in any form or by any means, electronic, electrical, chemical,
optical, photocopying, recording or otherwise, without prior
written permission of the copyright owner.
Further information
For further information about the issues discussed in this publication
please contact:
Jill Attewell
Manager, Technology Enhanced Learning Research Centre
Learning and Skills Development Agency.
Tel +44 (0) 20 7297 9100
jattewell@LSDA.org.uk
The m-learning project and this publication were supported
by the Learning and Skills Council as part of a grant to the
Learning and Skills Development Agency for a programme
of research and development. The m-learning project was
supported by the European Commission Information Society
and Media Directorate-General (IST 2000-25270).
Contents
Preface
Section 1 Introduction 1
Section 2 Mobile phone technology update 2
2.1 Mobile phones 2
2.2 Infrastructure 4
2.3 Viruses 4
2.4 Health and safety 5
Section 3 The m-learning project 6
3.1 m-learning project platforms and systems 6
3.2 m-learning project materials 8
3.3 Learner research and systems trials 10
3.4 Key findings 12
Section 4 Lessons learned 16
4.1 Handsets and infrastructure 16
4.2 Learning materials and systems development 16
4.3 Mentor training and support 17
Section 5 The MLEARN international conferences 18
References 19
Preface
In 2001, when the m-learning project commenced, few people
knew about the concept of mobile learning or, indeed, could envisage
the potential of mobile devices for learning.
The m-learning project – funded by the European Commission,
the project partners and (in England) the Learning and Skills Council –
was considered highly innovative and unusual. It not only involved
developing learning materials to run on handheld devices in a time
of rapid technological development, but also targeted reluctant
young adult learners with poor literacy or numeracy.
I am delighted that the Learning and Skills Council has been closely
involved with this research and development project, and I am
even more delighted at the many innovative and exciting ways
that have been identified through the project for making learning
more accessible and appropriate for all learners.
Key findings from the learner research and systems trials phase
of the project are included in this publication. These findings indicate
that mobile devices can be used successfully to involve some of
the hardest to reach and most disadvantaged young adults in learning.
As a result, and especially as part of a blended learning strategy,
mobile learning has the potential to help these young people to
improve both their skills and their self-confidence and, therefore,
their life chances.
Jon Gamble
Director of Adult Learning
Learning and Skills Council
Section 1 Introduction
The aims of this publication are to:
p provide an update on the development of mobile phone technologies
with the potential for supporting and/or delivering some elements
of teaching and learning processes
p report briefly on the work and key findings of the m-learning
research and development project, which completed 3 years of work
in September 2004. Full details of the project findings can be found in
a separate research report. This report and further information about
the project is available via the LSDA (www.LSDA.org.uk) and m-learning
(www.m-learning.org) websites.
The m-learning project was funded by the European Commission’s
Information Society Technologies (IST) initiative with matched funding
from the project partners and, in the UK, the Learning and Skills Council.
There are five project partners: two university-based research units
(Ultralab at Anglia Polytechnic University in the UK and Centro di Ricerca
in Matematica Pura ed Applicata (CRMPA) at the University of Salerno
in Italy), two commercial companies (Cambridge Training and
Development Limited (CTAD) in the UK and Lecando in Sweden)
and the Learning and Skills Development Agency (LSDA) in the UK.
1
Section 2 Mobile phone technology update
2.1 Mobile phones
There are estimated to be 1.5 billion mobile phones in the world today
(Prensky, 2004). This is more than three times the number of
personal computers (PCs), and today’s most sophisticated phones
have the processing power of a mid-1990s PC.
These facts, and the range of computer-like functionality offered by
top-of-the-range devices, are leading some observers to speculate that
many people in the not so distant future will start to see the mobile phone
as an alternative to a PC. For example Jeff Hawkins, inventor of the
Palm Pilot, was recently quoted (Stone 2004) as saying, ‘One day, 2 or
3 billion people will have cell phones, and they are not all going to have
PCs … The mobile phone will become their digital life’. Sean Maloney,
an executive vice-president at Intel (also interviewed by Stone) disagrees,
on the grounds that, ‘Hundreds of millions of people are not going to
replace the full screen, mouse and keyboard experience with staring at
a little screen’. Clearly, neither view is likely to be completely objective,
but the fact that the debate is happening is an indication of how powerful
and sophisticated mobile devices are becoming.
In the m-learning project we chose to provide learners taking part in our
learner research and learning materials and systems trials with the most
sophisticated devices available at the time in an attempt to ensure that our
findings do not become out of date too quickly. We tried to focus on the
types of devices that will be owned by, or reasonably easily accessible to,
our target audience (16–24 year olds not in full-time education or training)
within 2 or 3 years of the end of the project. We are aware that the
hybrid mobile phone/personal digital assistant (or PDA) devices we used
(sometimes known as ‘smartphones’) currently make up only a relatively
small percentage of mobile phone sales. However, sales are growing and
the potential market for ‘smartphones’ is thought to be much bigger than
the handheld computers market; indeed, ‘smartphones’ overtook sales of
PDAs in 2003. Market research from Gartner, Canalys and others (quoted
by van Grinsven 2004) indicates that ‘in four to five years, global sales
of “smartphones” will reach 170 million, compared with slightly more
than 20 million this year’. Also, the very rapid and widespread adoption
of camera phones suggests that our target audience is willing to invest in
more expensive devices if they are attractive enough and offer significant
actual or perceived benefits. Sales of camera phones exceeded those
of digital cameras for the first time in 2003, when camera phone sales
increased almost fivefold from 2002, resulting in 84m unit sales.
The modern mobile phone market caters for a wide variety of customer
tastes and lifestyles. Some phones are tiny and discreet, some are chosen
for their appearance (like a fashion accessory, with alternative covers that
allow that appearance to be changed to match the owner’s outfit), some
just offer basic functionality while some others provide a wide range of
business and leisure services to their users. Manufacturers are marketing
diverse product ranges, including devices that specialise in providing
particular services or are aimed at particular users. Instead of describing
a product as a mobile phone, manufacturers often use descriptions
like ‘game deck’, ‘communicator’ or ‘mobile multimedia machine’.
2 Mobile technologies and learning
Most new phones now include some games, and
all but the cheapest models offer downloading of
additional games. There are large numbers of games
available that can be purchased and downloaded
for a few euro each. An increasing number of
mobile phone models are being marketed as games
phones. The ultimate example of this is the Nokia
N-Gage QD game deck, which is primarily a portable
games machine but can also be used as a phone.
Gamers are able to play together as well as
individually thanks to Bluetooth (a short-range
radio technology which allows electronic devices
to exchange information) and access to an online
player community service called the N-Gage Arena.
Some devices are aimed at business users and
are marketed primarily as business communications
devices. To aid e-mail communication they include
a physical qwerty keyboard and a large screen.
Examples are the BlackBerry and the Nokia 6810
and 6820 messaging devices.
Other combined business and leisure PDA/phone
hybrid machines and ‘smartphones’ include a
virtual pop-up qwerty keyboard and handwriting
recognition. They also include some or all of the
following: still, and in some cases, a video camera,
music player, radio, voice memo recording, games,
e-mail, internet, and organiser functions. Examples
are the O2 X3 and the Sony Ericsson P900.
Third generation (3G) handsets allow users of
3G services to view video content including music
videos and football game highlights. With several
new 3G services being launched in time for
Christmas 2004, the 3G phones are expected to
become more popular. However, it seems that the
next big thing in mobile phones may be television.
TV phones have recently been launched in some
gadget-loving countries (eg South Korea and Japan).
These are capable of receiving satellite TV channels
and some phones have a plug-in device that allows
playing of pre-recorded terrestrial broadcasts.
Mobile phone technology update 3
Top to bottom
Nokia N-Gage QD
BlackBerry
Nokia 7600
Sony Ericsson P900
2.2 Infrastructure
Sales of advanced handsets such as those described above and the
development of value-added non-voice services are growing. Mobile
network operators around the world are hoping to emulate the success
of operators in Japan and South Korea. Many network operators are
launching third generation (3G) networks in 2004 and 2005, and these
promise fast, broad bandwidth connections, enhanced multimedia and
advanced services such as video conferencing. However, most observers
believe that full availability and mass adoption of 3G services will take
a few more years.
Many companies are still experimenting with ways of making money
from mobile data using the current GSM or 2G networks and the so-called
2.5G networks (2.5G is 2G with faster and more efficient data transmission
resulting from transmitting messages in labelled ‘packets’, thus allowing
many users to share a single connection).
2.5G networks are enabling subscribers to access a wide selection of
new non-voice services and operators hope that consumer familiarity
built now will lead to 3G mass adoption later. Meanwhile, the performance
of 2.5G networks will be improved by the new EDGE technology. EDGE
(Enhanced Data Rates for GSM Evolution) is a technology that increases
capacity, improves quality and allows use of advanced services over the
existing GSM network. EDGE is an upgrade of the GPRS (General Packet
Radio Services) system for data transfer in GSM networks. The Norwegian
telecommunications company Telnor claim (Johnsen 2004) that the EDGE
data transfer rate is substantially faster than possible speeds using
GPRS technology and can reach between 100 and 200 kbit/s under
perfect circumstances. EDGE implementation does, however, require
upgrades to both base stations and mobile phones.
2.3 Viruses
A computer virus, believed to be the first spread by mobile phones, has
recently been sent to anti-virus firms. No infections have been reported,
and this virus is harmless, but it is proof that mobile phones could be
at risk from virus writers. The virus, known as Cabir, infects phones and
devices running the Symbian operating system and can be passed to
other devices via Bluetooth. Requiring Bluetooth to travel significantly
restricts the threat posed by the worm as it is thereby constrained to
a radius of about 30 metres. Also, transfer is dependent upon a nearby
phone user having Bluetooth turned on and accepting the virus in spite
of it being preceded by a warning that the source of the file is unknown.
For now, the Windows operating system is still the primary target for
virus writers and they do not seem very interested in mobile devices.
Indeed, the first virus for a Palm device was detected in 2000 and
it has not, to date, resulted in a problem for PDA owners.
4 Mobile technologies and learning
2.4 Health and safety
The Independent Expert Group on Mobile Phones (IEGMP) in the Stewart
Report (Stewart 2000) recommended further research be carried out into
possible effects of mobile phone use on health. The National Radiation
Protection Board’s (NRPB) independent Advisory Group on Non-Ionising
Radiation (AGNIR: Chairman, Professor Anthony Swerdlow) subsequently
examined recent (ie post-Stewart) experimental and epidemiological
evidence for adverse health effects caused by exposure to radiofrequency
(RF) transmissions, including those associated with mobile telephone
handsets and base stations.
AGNIR has concluded (AGNIR 2003) that there is no biological evidence
for mutation or tumour causation by RF exposure, and epidemiological
studies overall do not support causal associations between exposures
to RF and the risk of cancer, in particular from mobile phone use. AGNIR
found a number of studies that suggested possible effects on brain function
at RF exposure levels comparable with those from mobile phone handset
use. However, AGNIR regarded the overall evidence as inconclusive.
AGNIR did not state that mobile phones have been proven to be
entirely risk free. It identified the limitations of the published research
and concluded that: ‘In aggregate the research published since the
Stewart report (Stewart, 2000) does not give cause for concern.
The weight of evidence now available does not suggest that there are
adverse health effects from exposures to RF fields below guideline levels,
but the published research on RF exposures and health has limitations,
and mobile phones have only been in widespread use for a relatively
short time. The possibility therefore remains open that there could
be health effects from exposure to RF fields below guideline levels;
hence continued research is needed.’ For more information see
www.nrpb.org/advisory_groups/agnir/index.htm.
The NRPB have published a further report (NRPB, 2004) and a literature
review (Sienkiewicz and Kowalczuk, 2004) which brings together the
findings of 26 reports on mobile phones and health prepared by other
national and medical bodies including an Expert Panel of the Royal Society
of Canada (Royal Society of Canada 1999), the Department of Health
in France (Zmirou et al. 2001) and the Health Council of the Netherlands
(NCN, 2002) as well as the British Medical Association’s (BMA) interim
report (BMA 2001). NRPB found that the conclusions of these studies
are very similar to those of the Stewart and AGNIR reports in relation to
possible health effects from exposure to RF from both mobile phones
and base stations. The Health Council of the Netherlands (HCN) differed
a little from the others in that this was the only report that did not consider
it necessary to recommend a precautionary approach of limiting mobile
telephone use by children. HCN concluded that ‘there is no reason to
recommend that children should restrict the use of mobile telephones as
much as possible’. In contrast the original Stewart Report (Stewart, 2000)
stated that ‘if there are currently unrecognised adverse health effects
from the use of mobile phones, children may be more vulnerable,’ and
recommended that ‘the widespread use of mobile phones by children
for non-essential calls should be discouraged.’
Mobile phone technology update 5
Section 3 The m-learning project
3.1 m-learning project platforms and systems
Platforms
A Technology Selection Roadmap, describing available and in-the-pipeline
technologies and our assessment of their potential relevance and utility,
was developed early in the project and was updated to take into account
new technologies as they emerged and to reflect our experiences.
The process of drawing up the roadmap assisted decision-making
about which hardware and software to use. When internet browsers
became available on some devices we decided that these should form
a major strand of our technology platform strategy. We believed that the
delivery of learning materials within a browser would give us a great deal
of platform independence, enabling our materials to be easily ported
between different existing and predicted devices.
In practice, we found that, because of the immature nature of standards
development and implementation in the mobile phone/PDA arena,
browser delivery has resulted in much less platform independence
than anticipated. As a result, additional development work had to be
dedicated to ensuring that learning materials designed for one phone or
PDA worked on others. Also, rather than developing one generic version
of learning materials that can be used on all platforms, we developed
some materials, or versions of materials, specifically to take advantage
of the strengths of particular platform types.
In phase 2 of the project (2003–04) we focused primarily on two
platform types:
p hybrid PDA/phone devices running the Pocket PC operating system
p hybrid phone/PDA devices running the Symbian operating system.
The PDA/phone hybrids are typically a corporate rather than personal
device and are increasingly being employed for business communication,
data access and mobile training. They are also the kind of device that
companies and institutions have started to purchase as a more convenient,
though less powerful, alternative to a laptop computer. The Symbian
phone/PDAs, although currently rather expensive for many mobile phone
owners, are perceived as a phone rather than a PDA and therefore are
more immediately attractive to the project’s target age group. We know
from a survey we carried out in phase 1 of our project that our target age
group tend to consider PDAs to be business machines and not relevant
to themselves (results from a survey conducted with 746 young people
in seven UK cities and towns).
We have also developed some learning materials for Java-enabled
mobile phones (most phones launched in the last couple of years
support Java) and some SMS (text messaging) materials that can be
used on any mobile phone.
6 Mobile technologies and learning
Systems
Learner access to m-learning project systems and materials was via
a microportal (mPortal), which consists of a series of mini web pages
with navigation pointing to:
p learning materials
p mini web Page Builder tools
p a collaborative activities tool (the mediaBoard)
p peer-to-peer communication services
(messages, chat, discussion and blogs)
p the learning management system
p simple help guides for the system
p links to places on the Web that may be helpful or interesting for our
target audience (eg alcohol, drugs and sexual health advice services,
job hunting and online learning services and dictionaries).
The mPortal also manages the ‘behind the scenes’ integration and security.
The Page Builder tools within the mPortal allow learners to create and
edit their own mini web pages for viewing on mobile devices (and also
accessible from a desktop computer) in a password-protected environment.
The pages learners create can contain a number of different elements
including text, pictures, movies, animations, audio, blogs (a short version
of the term ‘web log’, meaning a publicly accessible web-based journal),
conversations and links to any web pages chosen by the learner.
The learning management system – Intelligent Web Tutor (IWT) –
includes a repository for online learning materials and learner tracking
functionality. IWT includes access to an intelligent tutor system – Learner
Intelligent Agent (LIA) – that selects modules for learners based on their
preferences and progress to date, and a Knowledge Representation Tool
(KRT), which allows tutors to create/import/export courses and modules.
The m-learning project 7
3.2 m-learning project materials
Demonstrations of some of the learning materials developed are available
on the m-learning project website at www.m-learning.org. These can be
viewed on a PC or on mobile devices. Learners can access materials online
via the mPortal/learning management system/intelligent tutor or use
offline learning materials downloaded to the PDA/phones. We decided
to offer both online and offline access in order to provide a better user
experience (ie one in which minimal inconvenience and interruption is
caused by disruption to, or reduced quality of, signal while learners are on
the move or in remote locations). Work-in-progress learning materials have
been demonstrated at many events during the project and small groups
of learners have tested materials and provided feedback. Feedback from
sessions in phase 2 of the project has been extremely positive and
suggestions have been made for different kinds of materials that would
also be useful. For example, materials for learners at UK Adult Literacy/
Numeracy Curriculum Entry levels 1 and 2 were suggested, as most
of the materials developed by the project are designed for Entry level 3
and UK Adult Literacy/Numeracy Curriculum level 1 learners (ie those
who have basic literacy and numeracy but need assistance to develop
more comprehensive and sophisticated skills).
As reported above, the immature nature of standards development and
implementation has meant that development of one generic version to run
on all platforms is not currently possible. Therefore, we have developed
some materials, or versions of materials, specifically for particular platforms,
resulting in the categories of learning materials listed below.
Learning materials for hybrid PDA/mobile phone devices
running the Microsoft Pocket PC operating system
We decided to use the XDA II as our Pocket PC handset because of
its updated operating system, improved web browser and support for
Flash 6. The learner’s visual and audio experience, when using downloaded
materials, is similar to accessing web-based learning materials via a PC
although, of course, on a smaller screen.
Learning materials for the Sony Ericsson P800/P900 hybrid
mobile phone/PDA
We selected the P800 as our Symbian handset and soon afterwards an
upgraded version of this handset, the P900, was released. Unfortunately,
none of the Symbian phones available support Flash 6 and therefore most
of the learning materials that we developed for the Pocket PC PDA/phone
devices will not work on these phones. Also, when using the standard
web browser, supplied learning materials cannot be cached on the phone
and therefore have to be used online only. An alternative web browser,
Opera, can be installed on these phones and may solve this problem.
8 Mobile technologies and learning
Mobile phone J2ME quiz games
Java 2 Platform, Micro Edition (J2ME) allows programmers to use the Java
programming language and related tools to develop applications for mobile
wireless information devices such as mobile phones and PDAs. Currently,
most new phones support Java, and an increasingly large number of games
are being developed using J2ME and marketed to mobile users.
For our learner research and systems trials we pre-loaded these quiz games
onto the phones the learners used. They have also been made available
for downloading to any other Java-enabled phones via a WAP server.
The J2ME driving theory test game was very popular with learners who
took part in our learner research and systems trials, many of whom were
learning to drive or hoping to do so soon. Several of the other materials
developed for the ‘smartphones’ also use driving as a theme for developing
numeracy (eg stopping distance calculations).
Collaborative learning activities that use camera phones
(including the P800/P900)
The mediaBoard is an activity tool developed to facilitate collaborative
approaches to mobile learning. Multimedia messaging (MMS) is used to
add visual and audio material to a web-based multimedia map or picture.
Collaborating organisations have been experimenting with the mediaBoard
and inventing a variety of activities that it can support. Some mentors
have been very enthusiastic about the mediaBoard’s potential and groups
of learners have enjoyed trying it. Learners can also take part in mediaBoard
activities using their own basic phones and separate cameras, with the
pictures being transferred to the website later from a PC. In practice,
development of the mediaBoard was more difficult and time consuming
than originally anticipated, particularly because of significant differences
in MMS handling between service providers.
Mobile phone text messaging quizzes
We have developed an SMS quiz engine that includes an online editing
tool. We have also developed five sets of materials that match the themes
used for other learning materials and complement the use of these.
The approach consists of circulating a leaflet with reference information
on one side and a five-question quiz on the other. Learners text in their
answers and are sent a reply. This approach allows learners with the least
sophisticated mobile phones to take part in some mobile learning and
can be a useful and entertaining addition to any kind of classroom lesson
or e-learning.
Mobile phone SMS mini language course
In collaboration with Albatros, an organisation from south Italy working
for the social integration of foreign and dialect-speaking people, our Italian
partners CRMPA have designed an SMS-based basic Italian language course
that can be delivered to learners’ own low specification mobile phones.
The course structure includes 100 concepts and for each concept textual
and test dialogues have been created. The learner can send the answer
by simply replying to the SMS message with a further message. The
system tracks the answers received from learners, verifies the results
and sends them a new SMS containing test results and suggestions
for improvement.
The m-learning project 9
3.3 Learner research and systems trials
Equipment
The project purchased 90 mobile devices to be lent to learners (plus a
few more devices for development and support work) via the collaborating
organisations in all three of the partner countries. The devices acquired
included 50 O2 XDA IIs, 20 Sony Ericsson P800s and 20 Sony Ericsson
P900s. Set up, maintenance, delivery and collection and first-line support
of the devices was provided by the LSDA with all partners and O2 providing
second-line support and advice.
Research in Italy
The first phase of the Italian learner research and system trials involved
20 learners, aged 17–19 years, studying at the collaborating organisation
Amendola High School. Mentors and learners participated with enthusiasm
and many activities were organised to use the mPortal and mediaBoard.
For the second phase in Italy the collaborating organisation Albatros
used the SMS and voice basic Italian courses that they helped to create
with 33 learners. For the voice courses the potential of VoiceXML was
investigated but IVR (Interactive Voice Response) was used instead as
this allowed learners to interact with the learning management system.
Learners in this phase used their own mobile phones as well as the
more sophisticated devices provided by the project.
Research in Sweden
In Sweden, pupils learning English in a City of Stockholm school
took part in the learner research and systems trials. Training materials
and data collection instruments were translated into Swedish but
the learners used the same learning materials as learners in the UK.
Research in the UK
Eleven UK collaborating organisations (COs) have taken part in
the research/trials activities.
An induction workshop for the UK COs was held with the objectives of:
p introducing the COs to the project team
p ensuring they understood and were committed to the aims
and objectives of the project
p discussing roles and responsibilities, processes and procedures,
research methods and instruments, equipment, possible problems
and support arrangements.
A series of training workshops for the COs’ mentors followed and a
Mentors’ Manual was developed. This contained information about the
project, the learning materials and systems and how to access and use
them, advice and guidance, user IDs and passwords, URLs and support
contact details. It also contained pre- and post-activity questionnaires,
interview scripts and information about how learners could provide
feedback directly to the project team. English, Italian and Swedish
versions of the manual were produced.
10 Mobile technologies and learning
The mentors were responsible for ensuring that the learners understood
the purpose of the research and were happy to take part in research
activities. Mentors were also responsible for cascading aspects of the
training to the learners as necessary. Very simple introductory guides
to the mobile devices were developed for mentors and for learners who
might be unfamiliar with the latest technology. These were provided in
paper format in the Mentors’ Manual and videos with voice-overs were
made available via the m-learning project website.
The COs took part for varying lengths of time, between 3 and 7 weeks
and involved groups of, typically, 10 or 20 learners at a time. In some
cases intensive activities took place for a short period while in other cases
learners undertook mobile learning only on certain days of the week over a
longer period. Usually, the learners were allowed to take the devices home
with them to use whenever and wherever they pleased.
Research instruments developed and used were:
p pre-research individual CO project plans and post-research
review questionnaires
p pre- and post-research mentors’ questionnaires
p pre- and post-mobile learning mentor assessments of their learners’
abilities and attitudes
p scripts for mentor interviews with learners before and after activities
(the method of interviewing by a known and trusted person was chosen
rather than interview by project team members, or questionnaires, as the
young people involved had poor literacy and/or numeracy skills and were,
in some cases, quite vulnerable and suspicious of unfamiliar adults)
p learner feedback directly to the project team via a project mediaBoard
(text messages and/or pictures) and/or by sending messages in
the mPortal.
In addition to the use of these data collection instruments, some mentors
were interviewed face to face and/or by telephone to collect additional
unstructured or semi-structured qualitative data.
The data and the respondents in the UK, Italy and Sweden
Complete sets of data were received from a total of 128 learners
(a further 33 sets of data were received from the trials of the SMS-based
Italian language course and analysed separately). Three COs did not
return full sets of data in time to be included in the results, but verbal
and written feedback supplied by mentors and key contacts at these
organisations have been incorporated into some of the general lessons
arising from the findings.
The m-learning project 11
The learners for whom full sets of data were received had the
following characteristics:
p 51% of all respondents were female
p 49% came from educational organisations (eg further education colleges
and local authority education services)
p 55% were under 19 years of age and 45% were aged 20 or above
(based on 100 respondents for whom age data was provided)
p at least 89% were reported to have literacy or numeracy needs
(mentors did not always provide information on this)
p at least 19 learners were at risk of dropping out of education
and 59 already had
p 32 were homeless, 19 were modern apprentices, 9 were travellers
(defined as: people having a nomadic lifestyle for all or part of the year)
and 3 had been young offenders
p at least 80% of learners were unemployed.
3.4 Key findings
Key statistics
3The learners were mostly enthusiastic about mobile learning and
62% reported that they felt more keen to take part in future learning
after trying mobile learning. Of this 62% some expressed a
future preference for learning:
p with laptops (91%)
p on a PC (82%)
p using mobile devices (80%)
p with friends/people of their own age (76%)
p at college (54%).
3Just under a third of respondents (29%) were assessed by their mentors
as having developed a more positive attitude towards reading after
taking part in the research.
382% of respondents felt the mobile learning games could help them
to improve their reading or spelling, and 78% felt these could help them
improve their maths.
3Of the learners who reported using the collaborative mobile learning tools,
88% enjoyed using the mediaBoard and felt that it could help people
to learn and 74% felt the mPortal Page Builder had potential as a
tool to help learners communicate.
Analysis of the evidence collected during our research suggests that
mobile learning can make a useful contribution to attracting young people
to learning, maintaining their interest and supporting their learning
and development.
12 Mobile technologies and learning
Key observations
Mobile learning is unique in that it allows truly anywhere, anytime,
personalised learning. It can also be used to enrich, enliven or add variety
to conventional lessons or courses. Analysis of the evidence collected
during our research suggests that the use of mobile learning may have
a positive contribution to make in the following areas:
3Mobile learning helps learners to improve their literacy
and numeracy skills and to recognise their existing abilities
Although the learners were involved in mobile learning for fairly short
periods of time, some mentors reported perceived improvements in their
learners’ reading, writing and maths skills. Most improvements were
noted amongst those learners initially described as being ‘less able’ or
having ‘very limited ability’. Some of these improvements seem to have
been due to mentors, and learners themselves, not recognising existing
abilities. One mentor reported that a learner ‘perceived reading to be a
book based activity but he was able to read texts and information regarding
the device very well … perhaps his biggest barrier to reading is his
self-evaluation of his reading ability, and negative educational experience!’
3Mobile learning can be used to encourage both independent
and collaborative learning experiences
Many learners taking part enjoyed the opportunity to use the mobile
devices to learn independently of a group setting for a variety of reasons.
For example one mentor who worked with learners experiencing housing
related difficulties noted ‘he preferred to work independently, as he felt
under no pressure, and could do it all in the evenings’ and another ‘they
have said it has been great being able to use materials in private. When
they come into the centre it can be embarrassing because everyone can see
what they are doing on the computer’. Others welcomed the opportunity
to work collaboratively. For example a learner stated ‘it is good learning
and helping other people’ and ‘[it is] probably better to work together
with new technologies, someone to ask. It also puts some pressure
on you to achieve something’.
3Mobile learning helps learners to identify areas where they need
assistance and support
A mentor involved in the project has been working with a homeless
young adult who regularly truanted while at school and subsequently
left without any qualifications. The mentor reported that as a result of
participation in the m-learning project her client has not only developed
a greater confidence in his current reading and writing abilities but has
also been inspired to seek help to improve his mathematical skills from
the local Adult Basic Education Centre. When reporting the young adult’s
post-trial attitude to learning the mentor noted that ‘now he knows this
is something that he really needs to work on and is now ready to do so’.
3Mobile learning helps to combat resistance to the use of ICT
and can help bridge the gap between mobile phone literacy and
ICT literacy
A mentor working with a group of displaced young adults studying ESOL
(English for Speakers of Other Languages) reported that, post-participation,
a number of learners within the group who had previously avoided using
PCs actively sought them out to work on tasks such as writing letters.
In fact, for some learners, their computer skills and confidence in those
skills were enhanced to such an extent that they felt able to offer support
and assistance to their peers.
The m-learning project 13
3Mobile learning helps to remove some of the formality from
the learning experience and engages reluctant learners
The ESOL mentor felt that this aspect of traditional learning can often
be the most frightening for those who have not previously engaged
with learning. He suggested that, as most of the learners in his group
were familiar with games machines such as PlayStations or GameBoys,
they were quick to respond to using the project’s mobile devices and
likened the XDA II to a ‘turboed Game Boy’. This familiarity with apparently
similar technology helped to engage the learners within the class and
maintained their interest levels.
3Mobile learning helps learners to remain more focused for
longer periods
A mentor told our researcher: ‘The group were observed to be
remarkably focused and calm during the session when given the devices
in contrast to their normal behaviour in the sessions. They were far
more focused and gave up to two hours of time to the devices when
it is normally difficult to focus them for 15 minutes.’
It is possible that this effect was due to the novelty of using mobile devices
and whether this is the case or not will become clearer over time.
3Mobile learning helps to raise self-esteem
Loaning equipment to young adults to use in their personal environments
has resulted in other benefits not directly related to the learning experience.
In particular, there have been reports that some of the learners were
surprised and proud to be trusted with such expensive and sophisticated
technology. For example, one project mentor noted: ‘He took really good
care of it. He pointed out that because of his background no one else
would have ever trusted him with a mobile. This has meant more to him
than the actual device itself as he feels respected.’ It would seem that the
mobile devices are prized highly by the young adults who have taken part.
Allowing them personal responsibility for the care of the devices enables
them to feel trusted and seems to help to build up their self-esteem.
Another boost to some learners’ self-esteem came when they realised
that as experienced users of mobile phones they possessed useful skills
which others perceived as important. Some of these learners became
ad-hoc mentors to their peers and gained further self-esteem as a result.
3Mobile learning helps to raise self-confidence
Many mentors observed changes in their learners’ level of general
self-confidence. This was not specifically linked to the development of
their confidence in using ICT or their confidence in the areas of numeracy
and literacy, but linked to self-esteem as discussed above. For example,
a mentor supporting traveller education stated ‘low self-esteem and
lack of self confidence [was] much improved when working with others,
willing to take risks and try things out. Much gained by discussion with
others’. Another mentor reported that a learner who used the driving
theory test learning materials ‘had not tried it before but by the time
he had finished using it he was passing every time. This has given him
the confidence to go and learn to drive, as he may not have tried before
at the thought of the theory test’.
14 Mobile technologies and learning
A matter of trust
When we first discussed with COs lending the mobile devices to
the learners (and allowing them to take these away from a classroom
or centre) some expressed concerns that:
p devices would be damaged or stolen
p there would be excessive use of the phones for personal calls,
including premium rate numbers not connected to the project
p learners might be mugged
p some learners might use the devices inappropriately.
On the other hand, the project team were concerned that too much
control of the devices, and their use, would detract from mobility
and restrict use by the learners.
Based on some encouraging evidence from previous projects
where laptop computers were lent to disadvantaged young people,
the project team felt that we, via the mentors, should:
p explain carefully to the learners their responsibilities regarding
the devices and their use
p ask them to sign a statement that they understand this
(in Mentors’ Manual)
p trust them to behave well but monitor their use and set maximum limits
for calls etc beyond which phones would be blocked and could only
be unblocked via the LSDA helpdesk.
We also felt that we should make it clear to the COs that the project
would not expect them to reimburse us for lost or damaged equipment
or excess call charges.
Experience suggests that this was the right approach. We have had
some loss and damage but, in the context of our learners (including some
very disaffected young people) and the locations in which the devices
were used, we believe this was kept at an acceptable level. We lent
devices to 216 young people and six XDAs were stolen (representing
less than 3%). A further two devices (less than 1%) were damaged.
There was some excessive use for non-project activities and when
this occurred we temporarily blocked phones and issued warnings
that resulted in improved behaviour.
There has only been one reported case of inappropriate use of a device
to access a pornographic website. Unfortunately, we were not able to
find a way to prevent such access during our learner research and
system trials. O2 was not able to provide a block and we could not
find a ‘net nanny’-type tool from any other source. However, the tools
necessary to restrict website access have recently become available
and these will be very important for future projects, particularly projects
involving learners under the age of 18.
The m-learning project 15
Section 4 Lessons learned
In addition to the findings of the learner research and system trials we
have learned much during the project. This section summarises a few of
these lessons in the areas of handsets and infrastructure, learning materials
and systems development, and mentor training and support.
4.1 Handsets and infrastructure
Mobile phones and PDAs are no longer just for chatting and organising
contacts and diaries, they are now pocket-sized computers and as such
have the ability to deliver learning objects and provide access to online
systems and services. However, network infrastructure has not quite
kept up with handset development, users’ expectations or industry hype.
As a result, bandwidth is not yet good enough for substantial online learning
and coverage and signal problems are still barriers in many areas and
when travelling. Therefore, a mixture of online learning and learning using
materials downloaded onto handheld devices for use offline is necessary.
4.2 Learning materials and systems development
Although delivering materials in a browser helps, it does not offer full
platform independence and there are still standards issues. We have
found that it helps to use software layers to insulate learning materials
from device-specific features.
An iterative approach to development is best, and developing learning
materials specifically for mobile learning is better than re-using materials
developed for delivery to a PC.
Attempting to deliver a monolithic mobile learning system is too inflexible
in view of the heterogeneous mixture of hardware and services available
and the desirability of facilitating blended approaches to learning delivery,
particularly for our target audience.
It is important to be aware that, when delivering learning or offering
support services to someone’s mobile phone, we are encroaching
on their personal space.
A flexible, collaborative and pragmatic approach to development works well
in an environment where the technologies are new and standards are
evolving. This is aided by working collaboratively within a small consortium.
16 Mobile technologies and learning
4.3 Mentor training and support
For our target audience mentor enthusiasm and involvement seem
to be very important for successful mobile learning.
Organisations need to make time for training. Training needs analysis is
important for mentors/facilitators, as mobile literacy and confidence varies.
Longer training, ongoing access to advice and proactive support in the
beginning are all helpful for mentors.
Fast response to mentor (and learner) problems is crucial to avoid
disillusionment and stalling momentum. Proactive support, including
contacting mentors to ask if they have any problems or need any help,
encourages mentors to be more proactive too and can identify issues
before they become serious problems.
Mentors, and most learners, need training in the use of PDAs and the
more complex hybrid devices. Appropriate and varied support materials
are helpful but we observed mixed results from the cascade model.
Lessons learned 17
Section 5 The MLEARN international conferences
Partners within the m-learning project consortium contributed to the
first international mobile learning conference – MLEARN 2002. LSDA
hosted and co-chaired the very successful MLEARN 2003 international
conference, which the m-learning project organised in collaboration with
the MOBIlearn project. After the conference, following a process of
peer reviewing and editing, papers based on the presentations were
published by LSDA in the form of a book Learning with mobile devices:
research and development (Attewell and Savill-Smith 2004).
We have continued to collaborate with MOBIlearn in the organisation of
MLEARN 2004, which was held in Rome in July 2004. Partner colleagues
were involved in the programme committee and submitted their own papers.
LSDA advised on various aspects of organisation; Jill Attewell, LSDA,
co-chaired the conference; and Jill and Tamatha Webster won one of
the best paper awards for ‘Engaging and supporting mobile learners’.
MLEARN 2004 attracted a worldwide audience including delegates
from Australia, New Zealand, the USA and South Africa as well as from
many European countries.
Conference delegates were very keen to ensure that the annual
international conference continues to provide an opportunity for
researchers and developers in this new field to meet and share experiences,
achievements and ideas. Several offers to host MLEARN 2005 were
received and potential hosts were invited to submit proposals to the
MLEARN 2004 conference chairs.
When all proposals had been reviewed, a proposal was accepted
from a consortium of South African universities – Tshwane University
of Technology, the University of South Africa and the University
of Pretoria – to host MLEARN 2005 in Cape Town in October 2005.
The MLEARN 2004 conference chairs are contributing to the
organisation of MLEARN 2005 and will be co-chairs in Cape Town.
For more information please see www.mLearn.org.za

PENDRIVE

Friday, January 29, 2010 · 0 comments

Pen drive Memory stick data recovery software is safe easy and Non-Destructive Read-only removable usb drive Data retrieval software utility. It is used to restore recover and retrieve lost missing deleted formatted or corrupted Data files and folders from damaged Logically bad crashed memory stick usb thumb drive pen drive dongle external usb hard disk Drive or other usb removable disk drive. Software also includes support for compact flash memory card multimedia card SD card removable microdrive smart drive media flash card memory etc. Memory stick Data recovery Software recovers files and folders music pictures video digital image pictures photo images data file and directory and other data from your removable storage usb media including lost due to accidental deletion, format, corruption, Virus attack, damaged file system etc. Features:: * Ensures data recovery even from accidentally formatted removable media and Deleted files and folders. * Supports all type of usb drives and memory sticks including Apacer AVB Kingmax Lexar PenDrive PQI Ridata Supermedia Super Flash Transcend Apacer Kingston Sony generic Corsair PNY Simple Ritek Crucial Dane-Elec Viking SanDisk in all capacities e.g. 64MB 128MB 256MB 512MB 1GB 2GB 4GB etc * Data Retrieval Support for both type of formatting and Deletion either by Microsoft Windows or Apple Macintosh OSX. * Retrieve and Restore corrupted files and folders damaged due to human error or any Virus Generated Data Loss. * Recovers Data even if DRIVE NOT FORMATTED message is displayed by your Computer while accessing USB removable media in My Computer and usb device Volume is not Recognized by the System because file system is not detected. * Easiest Data retrieval software to restore lost data, recover formatted or damaged files before you fix and repair your corrupted storage device.

SERVERS

Thursday, January 28, 2010 · 0 comments

A Server is a computer or device on a network that manages network resources. For example, a file server is a computer and storage device dedicated to storing files Any user on the network can store files on the server. A print server is a computer that manages one or more printers and a network server is a computer that manages network traffic.

Servers are often dedicated, meaning that they perform no other tasks besides their server tasks. On multiprocessing operating systems however, a single computer can execute several programs at once. A server in this case could refer to the program that is managing resources rather than the entire computer.
What is Server Platform?
A term often used synonymously with operating system. A platform is the underlying hardware or software for a system and is thus the engine that drives the server.
Server types
Application Servers
Sometimes referred to as a type of middleware, application servers occupy a large chunk of computing territory between database servers and the end user, and they often connect the two.

Middleware is a software that connects two otherwise separate applications For example, there are a number of middleware products that link a database system to a Web server This allows users to request data from the database using forms displayed on a Web browser and it enables the Web server to return dynamic Web pages based on the user's requests and profile.

The term middleware is used to describe separate products that serve as the glue between two applications. It is, therefore, distinct from import and export features that may be built into one of the applications. Middleware is sometimes called plumbing because it connects two sides of an application and passes data between them. Common middleware categories include:

* TP monitors
* DCE environments
* RPC systems
* Object Request Brokers (ORBs)
* Database access systems
* Message Passing
Audio/Video Servers
Audio/Video servers bring multimedia capabilities to Web sites by enabling them to broadcast streaming multimedia content. Streaming is a technique for transferring data such that it can be processed as a steady and continuous stream. Streaming technologies are becoming increasingly important with the growth of the Internet because most users do not have fast enough access to download large multimedia files quickly. With streaming, the client browser or plug-in can starts displaying the data before the entire file has been transmitted.

For streaming to work, the client side receiving the data must be able to collect the data and send it as a steady stream to the application that is processing the data and converting it to sound or pictures. This means that if the streaming client receives the data more quickly than required, it needs to save the excess data in a buffer If the data doesn't come quickly enough, however, the presentation of the data will not be smooth.

There are a number of competing streaming technologies emerging. For audio data on the Internet, the de facto standard is Progressive Network's RealAudio.
Chat Servers
Chat servers enable a large number of users to exchange information in an environment similar to Internet newsgroups that offer real-time discussion capabilities. Real time means occurring immediately. The term is used to describe a number of different computer features. For example, real-time operating systems are systems that respond to input > immediately. They are used for such tasks as navigation, in which the computer must react to a steady flow of new information without interruption. Most general-purpose operating systems are not real-time because they can take a few seconds, or even minutes, to react.

Real time can also refer to events simulated by a computer at the same speed that they would occur in real life. In graphics animation, for example, a real-time program would display objects moving across the screen at the same speed that they would actually move.
Fax Servers
A fax server is an ideal solution for organizations looking to reduce incoming and outgoing telephone resources but that need to fax actual documents.
FTP Servers
One of the oldest of the Internet services, File Transfer Protocol makes it possible to move one or more files securely between computers while providing file security and organization as well as transfer control.
Groupware Servers
A GroupWare server is software designed to enable users to collaborate, regardless of location, via the Internet or a corporate Intranet and to work together in a virtual atmosphere.
IRC Servers

SOFTWARE REQUIREMENT SPECIFICATION

Wednesday, January 27, 2010 · 0 comments

Software Requirement Specification (SRS) for
Personal Investment Management System
(PIMS)
1. Introduction
1.1 Purpose:
Personal Investment Management System (PIMS) is intended to help the user
keep account of his/her money invested in institutions such as Banks and Share
Market.
This document is meant to delineate the features of PIMS, so as to serve as a
guide to the developers on one hand and a software validation document for the
prospective client on the other.
1.2 Scope:
We describe what features are in the scope of the software and what are not in
the scope of the software to be developed.
In Scope:
a. Managing investment of a single user, which would include maintaining
bookkeeping information about entities like Portfolio, Security, and
Transaction.
b. Computation of Net-Worth and Rate of Investment (ROI) of the Investor.
c. Giving alerts to the user, if he requests for one.
d. Downloading the current prices of shares from the web.
e. User authentication.
Out of Scope:
a. Features for actual purchasing and selling of securities. That is, actually
buying and selling of shares/securities is done outside PIMS.
b. Tax computations for gains/losses.
c. Any market related prediction.
1.3 Definitions, Acronyms, and Abbreviations:
Acronyms and Abbreviations:
a. PIMS: Personal Investment Management System.
b. SRS: Software Requirements Specification.
c. WWW: World Wide Web.
d. GUI: Graphical User Interface.
e. ROI: Rate of Investment.
2
Definitions:
a. Transaction: A real event that involves flow of personal money. In the context
of shares, it is buying/selling a group of shares of the same company, and in
context of Bank it is deposit/withdrawal of money to/from one’s account.
b. Security: A set of all transactions pertaining to a company share or a bank
account.
c. Portfolio: A set of Securities.
d. Net-Worth: The sum total of all the money of the investor in form of shares
and bank balances.
e. ROI: The interest that user gets on a particular investment. In the context of a
bank account it is the annual interest and in case of a company share it is
defined as given in appendix A:
1.4 References:
Appendix A: Formula for ROI calculation for shares.
Appendix B: Formula for Net-Worth calculation.
Appendix C: User Screens.
1.5 Overview:
The rest of this SRS is organized as follows: Section 2 gives an overall description
of the software. It gives what level of proficiency is expected of the user, some
general constraints while making the software and some assumptions and
dependencies that are assumed. Section 3 gives specific requirements which the
software is expected to deliver. Functional requirements are given by various use
cases. Some performance requirements and design constraints are also given.
Section 4 gives some possible future extensions of the system. Finally the
appendices in Section 5 describe respectively the formula for ROI calculation for
shares and user screen.
2. Overall Description:
2.1 Product Perspective:
PIMS is aimed toward a person who has considerable number of investments in
stock market and banks, and so needs software assistance for book keeping and
computations regarding the investments. PIMS should be user-friendly, ‘quick to
learn’ and reliable software for the above purpose.
PIMS is intended to be a stand-alone product and should not depend on the
availability of other software. It should run on both UNIX and Windows based
platform.
2.2 Product Functions:
PIMS should support the following use cases:
3
Class of use cases Use cases Description of use cases
Use case related to
Installation
Installation Creates and initializes working files.
Use cases related to Login Login into PIMS
system authorization Change Password Change PIMS password
Create portfolio Creates a new portfolio
Rename portfolio Rename an existing portfolio
Use cases related to
portfolios
Delete portfolio Delete an existing portfolio
Create security Creates a new security in a given
portfolio
Rename security Renames an existing security
Use cases related to
securities
Delete security Deletes an existing security
Add transaction Add a transaction to a security
Edit transaction Edit an existing transaction
Use cases related to
transactions
Delete transaction Delete an existing transaction
Display investment Display information of the entire
investment
Display portfolio Display information about a given
portfolio
Use cases related to
Information display
Display security Display information about a given
security
Compute net-worth Compute net-worth of
investment/portfolio/security
Use cases related to
computations
Compute ROI Compute ROI of a given security
Get current share price Download the current share price
from the net
Use cases related to share
prices
Edit share price Edit the price of a share already
present in the list
Set alerts Set alert giving date and details
Show alerts Show all the pending alerts
Use cases related to alerts
Delete alerts Delete an already set alert
2.3 User Characteristics:
a. The user should be familiar with the Investment Management related
terminology like Portfolio/Security/Transaction.
b. The user should know the details of a transaction.
2.4 Principal Actors:
The two principal actors in PIMS are “user” and “system”.
2.5 General Constraints:
a. For full working PIMS requires Internet connection.
b. PIMS is single-user software.
2.6 Assumptions and Dependencies:
4
a. Full working of PIMS is dependent on the availability of Internet connection.
b. The downloading of share prices in PIMS is customized to
www.indiainfoline.com. PIMS would not work for any other website.
c. The company shares registered in the National Stock Exchange (NSE) are
only considered by PIMS.
3 Specific Requirements:
3.1 Functional Requirements:
We describe the functional requirements by giving various use cases.
Use case related to installation:
Use Case 1: Installation
Primary Actor: User
Pre Condition: Internet connection available.
Main Scenario :
1. User initiates PIMS installation program.
2. System asks the user for the home directory in which all the working
files will be created. User is also asked for the initial login and
password.
3. User specifies the home directory and login/password.
4. System creates the working files in the specified home directory.
Working files contain:
a. Authorization information.
b. List of company names.
c. Current share prices.
d. Investment structure.
5. System downloads the list of companies (registered in NSE, from
www.indiainfoline.com) and the current share prices. It initializes the
files containing the list of companies and the current share prices with
the downloaded data.
Alternate Scenario:
5(a). Network failure.
5(a)1. Installation aborted.
Use cases related to system authorization:
Use Case 2: Login
Primary Actor: User
Pre Condition: Nil
Main Scenario :
1. Start the application. User prompted for login and password.
2. User gives the login and password.
3. System does authentication.
4. Main screen is displayed.
Alternate Scenario :
4(a). Authorization fails
4(a)1. Prompt the user that he typed the wrong password
5
4(a)2. Allow him to re-enter the password. Give him 3 chances.
Use Case 3: Change Password
Primary Actor: User
Pre Condition: User logged in
Main Scenario :
1. User initiates the password change command.
2. User is prompted for old password, new password and confirm new
password.
3. User gives the old password, new password and confirm new
password.
4. System does authentication.
5. New password is registered with the system.
Alternate Scenario :
4(a). Authorization fails
4(a)1. Prompt the user that he typed the wrong password
4(a)2. Allow him to re-enter the password. Give him 3 chances.
4(b). New password and confirm new password do not match.
4(b)1. Allow him to re-enter the attributes. Give 3 chances.
Use cases related to portfolios:
Use Case 4: Create Portfolio
Primary Actor: User
Pre Condition: User logged in.
Main Scenario:
1. User initiates the “create portfolio” functionality.
2. System asks the user for the portfolio name.
3. User enters the portfolio name.
4. An empty portfolio is created.
Alternate Scenario:
4(a). Portfolio with the same name exists.
4(a)1. System asks the user for a different name.
4(a)2. User enters a different name.
4(a)3. Empty portfolio gets created.
Use Case 5: Rename portfolio.
Primary Actor: User
Pre-Condition: User logged in.
Main Scenario :
1. User initiates the “rename portfolio” functionality.
2. System asks for the portfolio to be renamed and the new name.
3. User enters the new name.
4. Portfolio is renamed.
Alternate Scenario:
4(a). The portfolio whose name is supposed to change does not exist.
4(a)1. Renaming fails, the error message is displayed.
4(b). Portfolio with the same new name exists

MOBILE COMPUTING

Tuesday, January 26, 2010 · 0 comments

Available smartphone apps are so impressive that users are flocking to mobile marketplaces. To protect business-use smartphones, enterprises need to lock in IT policies.
The Google Nexus One smartphone, now only on T-Mobile USA's 3G network but expected soon on others, is unlikely to break up the wireless business model of carrier-device monogamy.
Mobility has exposed enterprises to more sophisticated security threats, forcing them to spend more on intrusion prevention systems and SSL VPN solutions.
Choosing personal mobile devices is a challenge because the lines between personal and business devices are blurred, and multiple devices are often required.

DIGITAL COMPUTER ARTICLES

Monday, January 25, 2010 · 0 comments

Article Information:
Title:

The Electronic Digital Computer in Aircraft Structural Analysis: The Programming of the Argyris Matrix Formulation of Structural Theory for an Electronic Digital Computer Part III. General Purpose Programmes for the force and displacement methods in large structures including the use of magnetic tape storage


WRITING FOR EMERLAND

If you are researching, teaching or consulting in management, or are yourself a manager with something to say, we aim to be your publisher of choice. Discover the benefits and opportunities in our Writing for Emerald section.

SYSTEM TECHNOLGY ARTICLES

Sunday, January 24, 2010 · 0 comments

PASSWORD PROTECTION SOFTWARE FOR PROFESSIONALS AND BEGGINERS



The more we use Internet, the more passwords and logins we have to create, fill and remember to access web accounts, sites, banking systems, forums, etc. To help us with it developers of browsers offe..

ISP SOFTWARE CAN PROVIDE YOU GREAT SERVICES


The increasing number of users of internet has posed great challenges for the internet service providers. They have to maintain and administer their networks in such a way that the bandwidth issues an...

RECOVERY FILES FROM HARD DRIVE


Now you experienced data loss and need to recover your hard drive files? And you have important files on your HDD that needs to be recovery. With this article you can learn how to restore data from a...

MOBILE TECHNOLOGY

Saturday, January 23, 2010 · 0 comments

Section 1 Introduction
The aims of this publication are to:
p provide an update on the development of mobile phone technologies
with the potential for supporting and/or delivering some elements
of teaching and learning processes
p report briefly on the work and key findings of the m-learning
research and development project, which completed 3 years of work
in September 2004. Full details of the project findings can be found in
a separate research report. This report and further information about
the project is available via the LSDA (www.LSDA.org.uk) and m-learning
(www.m-learning.org) websites.
The m-learning project was funded by the European Commission’s
Information Society Technologies (IST) initiative with matched funding
from the project partners and, in the UK, the Learning and Skills Council.
There are five project partners: two university-based research units
(Ultralab at Anglia Polytechnic University in the UK and Centro di Ricerca
in Matematica Pura ed Applicata (CRMPA) at the University of Salerno
in Italy), two commercial companies (Cambridge Training and
Development Limited (CTAD) in the UK and Lecando in Sweden)
and the Learning and Skills Development Agency (LSDA) in the UK.
1
Section 2 Mobile phone technology update
2.1 Mobile phones
There are estimated to be 1.5 billion mobile phones in the world today
(Prensky, 2004). This is more than three times the number of
personal computers (PCs), and today’s most sophisticated phones
have the processing power of a mid-1990s PC.
These facts, and the range of computer-like functionality offered by
top-of-the-range devices, are leading some observers to speculate that
many people in the not so distant future will start to see the mobile phone
as an alternative to a PC. For example Jeff Hawkins, inventor of the
Palm Pilot, was recently quoted (Stone 2004) as saying, ‘One day, 2 or
3 billion people will have cell phones, and they are not all going to have
PCs … The mobile phone will become their digital life’. Sean Maloney,
an executive vice-president at Intel (also interviewed by Stone) disagrees,
on the grounds that, ‘Hundreds of millions of people are not going to
replace the full screen, mouse and keyboard experience with staring at
a little screen’. Clearly, neither view is likely to be completely objective,
but the fact that the debate is happening is an indication of how powerful
and sophisticated mobile devices are becoming.
In the m-learning project we chose to provide learners taking part in our
learner research and learning materials and systems trials with the most
sophisticated devices available at the time in an attempt to ensure that our
findings do not become out of date too quickly. We tried to focus on the
types of devices that will be owned by, or reasonably easily accessible to,
our target audience (16–24 year olds not in full-time education or training)
within 2 or 3 years of the end of the project. We are aware that the
hybrid mobile phone/personal digital assistant (or PDA) devices we used
(sometimes known as ‘smartphones’) currently make up only a relatively
small percentage of mobile phone sales. However, sales are growing and
the potential market for ‘smartphones’ is thought to be much bigger than
the handheld computers market; indeed, ‘smartphones’ overtook sales of
PDAs in 2003. Market research from Gartner, Canalys and others (quoted
by van Grinsven 2004) indicates that ‘in four to five years, global sales
of “smartphones” will reach 170 million, compared with slightly more
than 20 million this year’. Also, the very rapid and widespread adoption
of camera phones suggests that our target audience is willing to invest in
more expensive devices if they are attractive enough and offer significant
actual or perceived benefits. Sales of camera phones exceeded those
of digital cameras for the first time in 2003, when camera phone sales
increased almost fivefold from 2002, resulting in 84m unit sales.
The modern mobile phone market caters for a wide variety of customer
tastes and lifestyles. Some phones are tiny and discreet, some are chosen
for their appearance (like a fashion accessory, with alternative covers that
allow that appearance to be changed to match the owner’s outfit), some
just offer basic functionality while some others provide a wide range of
business and leisure services to their users. Manufacturers are marketing
diverse product ranges, including devices that specialise in providing
particular services or are aimed at particular users. Instead of describing
a product as a mobile phone, manufacturers often use descriptions
like ‘game deck’, ‘communicator’ or ‘mobile multimedia machine’.
2 Mobile technologies and learning
Most new phones now include some games, and
all but the cheapest models offer downloading of
additional games. There are large numbers of games
available that can be purchased and downloaded
for a few euro each. An increasing number of
mobile phone models are being marketed as games
phones. The ultimate example of this is the Nokia
N-Gage QD game deck, which is primarily a portable
games machine but can also be used as a phone.
Gamers are able to play together as well as
individually thanks to Bluetooth (a short-range
radio technology which allows electronic devices
to exchange information) and access to an online
player community service called the N-Gage Arena.
Some devices are aimed at business users and
are marketed primarily as business communications
devices. To aid e-mail communication they include
a physical qwerty keyboard and a large screen.
Examples are the BlackBerry and the Nokia 6810
and 6820 messaging devices.
Other combined business and leisure PDA/phone
hybrid machines and ‘smartphones’ include a
virtual pop-up qwerty keyboard and handwriting
recognition. They also include some or all of the
following: still, and in some cases, a video camera,
music player, radio, voice memo recording, games,
e-mail, internet, and organiser functions. Examples
are the O2 X3 and the Sony Ericsson P900.
Third generation (3G) handsets allow users of
3G services to view video content including music
videos and football game highlights. With several
new 3G services being launched in time for
Christmas 2004, the 3G phones are expected to
become more popular. However, it seems that the
next big thing in mobile phones may be television.
TV phones have recently been launched in some
gadget-loving countries (eg South Korea and Japan).
These are capable of receiving satellite TV channels
and some phones have a plug-in device that allows
playing of pre-recorded terrestrial broadcasts.
Mobile phone technology update 3
Top to bottom
Nokia N-Gage QD
BlackBerry
Nokia 7600
Sony Ericsson P900
2.2 Infrastructure
Sales of advanced handsets such as those described above and the
development of value-added non-voice services are growing. Mobile
network operators around the world are hoping to emulate the success
of operators in Japan and South Korea. Many network operators are
launching third generation (3G) networks in 2004 and 2005, and these
promise fast, broad bandwidth connections, enhanced multimedia and
advanced services such as video conferencing. However, most observers
believe that full availability and mass adoption of 3G services will take
a few more years.
Many companies are still experimenting with ways of making money
from mobile data using the current GSM or 2G networks and the so-called
2.5G networks (2.5G is 2G with faster and more efficient data transmission
resulting from transmitting messages in labelled ‘packets’, thus allowing
many users to share a single connection).
2.5G networks are enabling subscribers to access a wide selection of
new non-voice services and operators hope that consumer familiarity
built now will lead to 3G mass adoption later. Meanwhile, the performance
of 2.5G networks will be improved by the new EDGE technology. EDGE
(Enhanced Data Rates for GSM Evolution) is a technology that increases
capacity, improves quality and allows use of advanced services over the
existing GSM network. EDGE is an upgrade of the GPRS (General Packet
Radio Services) system for data transfer in GSM networks. The Norwegian
telecommunications company Telnor claim (Johnsen 2004) that the EDGE
data transfer rate is substantially faster than possible speeds using
GPRS technology and can reach between 100 and 200 kbit/s under
perfect circumstances. EDGE implementation does, however, require
upgrades to both base stations and mobile phones.
2.3 Viruses
A computer virus, believed to be the first spread by mobile phones, has
recently been sent to anti-virus firms. No infections have been reported,
and this virus is harmless, but it is proof that mobile phones could be
at risk from virus writers. The virus, known as Cabir, infects phones and
devices running the Symbian operating system and can be passed to
other devices via Bluetooth. Requiring Bluetooth to travel significantly
restricts the threat posed by the worm as it is thereby constrained to
a radius of about 30 metres. Also, transfer is dependent upon a nearby
phone user having Bluetooth turned on and accepting the virus in spite
of it being preceded by a warning that the source of the file is unknown.
For now, the Windows operating system is still the primary target for
virus writers and they do not seem very interested in mobile devices.
Indeed, the first virus for a Palm device was detected in 2000 and
it has not, to date, resulted in a problem for PDA owners.

PERSONALITY DEVOLOPEMENT SKILLS

Friday, January 22, 2010 · 0 comments

Why are we the way we are? We know that each of us is born with our temperaments
intact independent of hereditary influence. We know that as a fully functional adult
we have a complete True Colors schema utilizing all four Colors which allows us to
call on characteristics from all four aspects of our temperament type. But don’t you
wonder how we got that way?
W. Harold Grant believed that personality type has a developmental process which
can be observed throughout an individual's life. The early phases of our lives help
determine the order of our four Colors and the development of our secondary Color.
Our third and fourth Colors are thought to be developed later in life.
Let's take a look at Grant's phases of development, using a Blue/Gold personality type
as an example:
From age 0 - 6 years
At this early age, we use all four of the Colors in an indiscriminate fashion. We "try
on" the different Colors for size, determining which ones work best for us. The little
Blue person has not yet emerged as any particular personality type, although his
parents may notice trends in behavior which appear to have the characteristics of one
or more types.
From 6 - 12 years
During this phase, our first Color begins to develop and assert itself. Our young Blue
begins to appear dreamy and introspective - he begins to prefer to use his intuition to
take in information. If he is Introverted he does this alone, if Extraverted he does this
through interaction with others. The first Blue intuitive characteristics begin to show
themselves as the prevailing aspect of his personality.
From 12 - 20 years
The second Color asserts itself as a powerful support to the first Colors. Since all
recent studies point towards the importance of a well-developed team of first AND
second Colors, this is an important time of "self-identification". Research suggests
that people without a strong second Color to complement their first Color have real
problems.
In our Blue/Gold example, we see the second Color Gold come to the front during this
phase as a support to the first Color. Since the Blue's first Color is an information
gathering Color, the second Color must be a decision making one. Without a decision
making process, we would flounder about and never get anything done! As the second
Color comes forth, our Blue person begins to develop the ability to make decisions
based on his personal value system. This second decision making process will use the
opposite Extraverted/Introverted process as the first Color. For example, if the first
Color is Introverted, than the second Color taps into the opposite Extraverted
characteristics. Since the information gathering Color is Introverted Blue (in this
example), he now taps into a second decision-making Color as an Extraverted Gold.
The Extraverted characteristic is crucial here because it drives the formation of the
third Color to Orange (most frequently Extraverted) leaving Green as this guy’s fourth
Color. Our Blue personality type now has a Color schema of Blue, Gold, Orange, and
Green and that schema is now pretty firmly set in place.
From 20 - 35 years
We begin to use our third Color more frequently and with better success. Our
Blue/Gold begins to use his Orange Color traits and characteristics. He continues to
make judgments based on order and reason with his Gold second Color, but he also
begins to take action based on personal beliefs rather than depending on the input of
others. This is when the search for the unique self that is core to Blue’s begins.
From 35 - 50 years
We pay attention to our fourth Color. We feel a need to develop it and use it more
effectively. Our Blue/Golds begins to use his Introverted thinking Color Green. He
becomes more aware of his surroundings and begins to take in information from
others in a more analytical, scientific sense. He continues to rely on his first Color to
take in information, but he is more able to use his fourth Color than he has ever been
before in his life. Some researchers have attested that the appearance of our fourth
Colors at this phase of life may be responsible for what we commonly call the "midlife
crisis".
From 50 onwards
From this age until our deaths, we have accessibility to all four Colors. However,
because we live n a society run predominantly by Gold personality types, we use them
in a more disciplined, differentiated manner than when we were very young. Our
basic personality type continues to assert itself, but we are able to call upon all four
Colors when needed.

DIGITAL TECHNOLOGY

Thursday, January 21, 2010 · 0 comments

Introduction
We, in ACADIA (the Association for Computer Aided Design in Architecture) believe that the
consideration of digital technology in architecture is necessary and unavoidable, given its ubiquity
and widespread effects on architectural practice, teaching and research. Hence, we respectfully
submit this white paper to the NAAB Validation Conference in the hope that by sharing our
insights, NAAB authorities will gain valued information to enlighten their discussions aimed at
improving accreditation standards.
Healthy disciplines remain tolerant of a state of flux by constantly questioning the
inclusion/exclusion, import/export, and collaboration/isolation to/from new ideas, new techniques,
new disciplines, and new technology. At the perimeter of this nebulous exchange, an innovative
digital discourse is emerging that offers some unexpected new conduits to an attentive
discipline of architecture. Topic nodes within this discourse are evolving with a particular set of
important distinctions from one another. Thus, we contend that the digital discourse is
augmented by further specificity such as: Digital Pedagogy, Digital Tools, Digital Production/
Fabrication, Digital Visualization, Digital Projects, Digital Design, Digital Representation, Digital
Thinking, and Digital Practice. While many points of view are represented with these position
writings, all stress the immediacy of acting with strong and proactive consideration of digital
technology. We urge NAAB to color the rhetoric of its discussions with the immediate issues of
digital technology and its impact on architecture. We hope that this white paper will serve as a
useful guide for that discussion.
This white paper is organized into 9 brief position writings. Each section covers a different aspect
of digital technology and the present state-of-the-art issues as seen by leading experts. A brief
biography has been included at the end of this report.
* ACADIA (Association for Computer Aided Design in Architecture) was formed in1981 for the purpose of
facilitating communication and critical thinking regarding the use of computers in architecture, planning
and building science. A particular focus is education and the software, hardware, and pedagogy involved in
education. ACADIA is also committed to the research and development of computer aides that enhance
design creativity, rather than simply production, and that aim at contributing to the construction of humane
physical environments. ACADIA is the oldest organization of its kind in the world and its activities include
an annual national conference, publications, competitions, and exchange with international sister
organizations. For more information, visit www.acadia.org
2 of 8
01: Digital Pedagogy :: A- Digital Foundations: Building a Base for Digital Futures
George Proctor
Has “the digital” been absorbed by the discipline or has “the digital” absorbed the discipline?
Depending on your perspective, Architecture either continues to disintegrate or has reformed
around a new definition of “the master builder”. Digital technology has opened a variety of new
career opportunities for the graduates of a digitally advanced architectural education. Some
depictions of this trend have the discipline of architecture continuing to fragment into specialties.
However, software has established platforms from which the activity surrounding a design project
can be directed, managed, and built. But, does the capacity of software to re-center what is
required to make a built environment mean that the design and making of such will fall to the
historic notion of “master builder” or “the architect”?
Much of what applies to the general education of an architect can also be said for the digital
portion of architectural curricula. Some students come to the university with digital media skills,
some are autodidactic, a large number are waiting to be taught and some either struggle to
absorb digital skills or probably do not fit a life in architecture. In the midst of this new landscape,
sketching and drawing freehand has become more important and necessary. Ironically, less time
is provided to build these “old” skills because more time goes to learning a variety of digital skills.
Synthesizing digital media training and tool use into an already demanding professional
curriculum along with the financial demands of upgrading and absorbing changes in this
technology is, overwhelming for students, faculty, pedagogy, and the institution. NAAB
requirements may need to be reorganized to accommodate this paradigm shift.
01: Digital Pedagogy :: B- Connected Courses: Methods of Network Communications
Thomas Seebohm
A recent computer survey sent by the NJIT School of Architecture to thirty-one, mostly American
design schools, including twenty-nine architecture schools, indicated that all but one had
networked design studios. This is clear evidence that digital methods are becoming routine in
architecture schools. In addition, the Internet and web have resulted in new methods of working.
Since the first virtual distance studios, where students collaborated over the internet with students
in other physically remote studios, in 1994 by Wojtowicz and colleagues, such studios have to
relied on web-based databases to store shared design information. This has led to some very
sophisticated connected studios where students exchange and develop each other's designs. A
model for this kind of exchange, and perhaps the most advanced web-based infrastructure for
studio teaching, is the Arc-Line project at ETH in Zurich, part of a university-wide web
infrastructure project called “ETH World.” Here, up to 170 first year architecture students have a
collaborative environment allowing project submission, viewing and reviewing of design projects,
and access to design resources.
Digital design requires digital presentations of which distributed design reviews are an extension.
Here, a physically remote critic, connected to the same display over the Internet by some
collaborative software (such as Microsoft Windows Messenger and NetMeeting) participates in
the critique over the web. In architectural practice, the office of Norman Foster (Foster and
Partners) has pioneered the use of “extranets” (a restricted portion of the internet) to enable
collaboration with consultants and distant branch offices.
Clearly, a major issue that all architecture schools face is the provision of an adequate computing
infrastructure. Clearly, schools must provide networking and output devices such as printers,
plotters and projectors and training on their use. Opinions are divided, however, on the provision
of computers. Some schools recommend or even require that students provide their own
computers and software.
3 of 8
01: Digital Pedagogy :: C - Digital Curriculums: Effective Integration of Digital Courses
Nancy Yen-wen Cheng
An Approach to Digital Design Teaching
Students need to use digital techniques throughout the curriculum to understand how computing
can support architecture's diverse endeavors and thinking modes. In particular, students must be
able to explore and communicate design ideas fluidly using digital and traditional media suitable
to specific queries.
Schools should provide exposure to a palette of current and emerging techniques and foster
development of a personalized set of media skills. Along with basic design and drawing, most
beginners need a guided introduction to digital media. As in language learning, basic skills need
to be immediately applied to problems of increasing complexity. Technical concepts will be most
easily absorbed when they are introduced in support of design tasks on a need to know basis,
with help available on demand. Baseline competency in 2D and 3D expression should be
confirmed by portfolio screening, with remedial support available. Once fluency is reached,
designers are empowered to experiment with media that supports their goals.
To reach fruition, a digital design sensibility must pervade the school culture. Faculty, staff and
students need access to internal knowledge sharing as well as external educational opportunities.
Students need to understand conceptual frameworks and strategies for approaching new
technology, so faculty with broad knowledge are needed as well as instructors experienced in
specific software applications. Peer tutors and small student-teacher rations can make training
exercises work for individuals of differing abilities. A positive learning community is crucial to
making computers effective in architectural education.
02 - Digital Tools
Ganapathy Mahalingam
In the early stages of their engagement of computer technology, architects approached the
technology as an assistive technology that would enhance the practice of architecture. The scope
of the engagement was captured in the phrase ‘computer-aided architectural design.’ In the four
decades since, the role of computer technology in architecture has gained a marked significance.
The scope has now been extended for architects to contemplate ‘totally computer-mediated
architectural design.’
The key in the development of digital tools to enhance the practice of architecture has been the
facility with which the various tasks involved in the practice of architecture have been
represented, enabled or enhanced using computer technology. The digital representation of
architectural entities and the digital manipulation of those entities have provided alternate means
to produce architecture. Drawing, modeling, performance simulation, design collaboration,
construction management and building fabrication are now routinely performed using computerbased
technology. This success has revealed the untapped potential of the computational
representation of architecture.
Advances in computing based on the study of natural processes such as neural processing,
genetic evolution and emergence now suggest that the elusive nature of creative architectural
thought can be articulated enough to be applied in a technologically-mediated environment.
Digital tools may finally reveal what other architectural tools have hitherto concealed – the
architectonics of architecture. Therein lays promise. The future of digital tools rests on the extent
to which architects can accept that exemplary architectural designs can be created in a computermediated
environment and that digital thinking is indeed architectural thinking.
4 of 8
03 – Digital Production/Fabrication
Branko Kolarevic
The digital age has radically reconfigured the relationship between conception and production,
creating a direct digital link between what can be conceived and what can be built through “file-tofactory”
processes of computer numerically controlled (CNC) fabrication.
It was the complexity of “blobby” forms that drew architects, out of sheer necessity, back into
being closely involved with the production of buildings. In the process, they discovered they have
the digital information that could be used in fabrication and construction to directly drive the
computer-controlled machinery, making the time-consuming production of drawings unnecessary.
The introduction of digital fabrication also enabled architects to produce scale models of their
designs using processes and techniques identical to those used in the industry. Thus, a valuable
feedback mechanism between conception and production was established.
This newfound ability to generate construction information directly from design information is what
defines the most profound aspect of contemporary architecture. The close relationship that once
existed between architecture and construction (what was once the very nature of architectural
practice) could potentially reemerge as an unintended but fortunate outcome of the new digital
processes of production. The digital generation of information to manufacture and construct
buildings can render the present inefficient hierarchies of intermediation unnecessary. As
constructability becomes a direct function of computability, the question is what new instruments
of practice are needed to take advantage of the opportunities opened up by the digital modes of
production.
04 – Digital Visualization
Julio Bermudez
Digital Visualization addresses representational challenges from within and without Architecture.
‘Disciplinary’ Digital Visualization is used to explore, understand and communicate architectural
information associated with the production of buildings. 3D modeling, rendering, animation and
VR as well as the power of digital media to permit the seamless integration of various data types
are unleashing completely new ways to display architecture. As digital power continues to
increase and get cheaper, portability and wi-fi networks take root, and visualization work
becomes even more main stream, we can expect growing changes in the way the design process
is conducted, buildings are presented and documented, and the public and 3rd party’s demands
from professional services. This demands a more conscious research/pedagogies aimed at
developing new representation conventions.
‘Interdisciplinary’ Digital Visualization is a rapidly expanding area of expertise with competency
ranging from artificial environments (e.g., video game worlds, cinematographic stage sets, web
and other cyber environments) to abstract data representation constructs (i.e., information
architecture), This type of work has already generated quite a number of new jobs, educational
programs and research projects in many industries, schools and universities. Whether or not this
type of knowledge implies a different type of architect (e.g., information architect) is subject to
debate. What is beyond argument is the fact that the need for this kind of expertise will only grow
in the coming years. Therefore, it is imperative that architecture programs pay serious teaching
and research attention to the areas of digital visualization.
05 – Digital Projects: Defining Digital Architecture
Kevin R. Klinger
Architecture is presently engaged in an impatient search for solutions to critical questions about
the nature and the identity of the discipline, and digital technology is a key agent for prevailing
innovations in architecture. Although, this is really nothing new, as new technology has always
been a catalyst for new ideas in architecture. A positive digital future in architecture requires a
clearer definition of principles and skills necessary to maintain a rigor in emerging digital projects
5 of 8
What is digital architecture? Architectural ideas have found new forms of digital representations,
as information reconfigures into digital visualizations, and projects evolve further as digital
fabrications. However, using digital technology doesn’t necessarily constitute creating digital
architecture. Ideas are still scrutinized by the author(s). Thus, a responsibility for a critical
dimension still falls upon the author(s). Any new categorizations of architecture must connect
equally with the critical as well as the technological skill base of the authors. Just as there is a
difference between building and architecture, there is also a distinct difference between digitally
generated projects and digital architecture.
digital principles+rigor: Does the tool path limit the density of the ripple? Did I choose a suitable
algorithm for that surface? …A clear and critical definition of new principles has yet to
materialize in the wake of these new tool driven terminologies. I submit that digital architecture
projects still come to life through the lens of a familiar architectural process—as a critical problem
solving activity that results in projects represented with a rigor and depth of idea and intention,
albeit with a highly sophisticated digital tool skill set. Without new principles, many projects
remain impenetrable and thus intimidating, or merely “interesting.” Without a rigor and critical
dimension, the projects will remain only exercises in software.
digital skills: Digital architecture requires proficiency with a specific foundation set of digital skills
such as: 2D composition, vector graphics, image manipulation, 3D modeling: surface modeling,
solid modeling, video editing, motion graphics, rendering, animation, parametrics, drafting,
communications, layout, printing, presentation, database operations, web interface, CAM-based
fabrication, performance analysis: lighting, structures, systems, etc. However, innovative digital
projects will not sacrifice the development of this skill set at the expense of a critical problemsolving
dimension. Thus, we must carefully consider the guidelines for what truly constitutes a
digital “architecture” project.
06 – Digital Design
Peter Anders & Wassim Jabi
Describing design as a sequence of steps cannot convey the complexity of social interactions that
it embodies. Design is not merely a process, but a co-evolution of efforts and events in various
places and times —both synchronous and asynchronous. Designers share their values, effort
and expertise within design settings via artifacts that further the design process. Increasingly,
these design settings in academia, research, and professional practice combine physical and
virtual modalities such as immersion, projection, and a range of interaction technologies. Peter
Anders has described such spaces as cybrids: hybrids that integrate virtual and physical space.
In these settings, designers use overlapping physical and virtual artifacts and tools to arrive at a
co-operative design resolution. Within collaborative design, these artifacts take on an additional
role. As embodiments of design ideas and actions, they become media for communication.
Donald Schon asserts that design should be considered a form of making, rather than primarily a
form of problem solving, information processing or research. Indeed the line separating creation
from design is becoming increasingly blurred. For the design artifact itself may become a part of
the design proposal — its virtual presence incorporated within a cybrid structure or object. We
may in the future see a proliferation of cybrid settings that support collaborative, digital design.
The technologies for this already exist in collaborative tools, networked computing, scanning and
immersive media. However, it will take a creative vision to see how these disparate tools and
devices can integrate within the ideal design setting.
07 – Digital Representation: Architecture, Technology, and Representation
Frederick Stacy Norman and Lisa Tilder
As digital technologies and connective systems begin to redefine traditional notions of place,
space and time, how might Architecture itself transform? Over the past century, extreme
6 of 8
conceptual and spatial transformations have come about in relation to the introduction of
mechanical reproduction, computer graphics and redundant systems, however Architecture and
representation have remained somewhat constant. This is evident in the continuity of traditional
architectural representation methods that draw primarily from Renaissance models - though the
original impetus from which such projection methods evolved no longer bear the same
significance to culture. How do contemporary models of communication, mass production,
distribution and imaging influence the conception and production of Architecture? How might
hybrid models influence architectural production, from pre-manufactured housing to consumer
products, brand identity to mass-market advertising? Below are three aspects of contemporary
representation that explore emerging connections between architecture, media, representation
and culture.
Drawing: Whether handcrafted, computer-translated or computer-generated, drawing provides us
with abstraction capable of communicating architectural design ideas. With the increase in digital
media and availability of computer graphics applications and hardware, the medium of the
drawing is changing. With a change in mediums analog to digital, should that impose a change in
how we draw, what we draw, and the intended use of a drawing? Will the two-dimensional
flattened image give way to intelligent three-dimensional digital models for construction?
Modeling + fabrication: Digital media is providing an opportunity to return a sense of materiality to
an immaterial realm. The relationship between architectural design and production are brought
closer together given the fluidity and accuracy of digital tools. Computer-aided design and
computer-aided fabrication processes provide the means to create new forms of architectural
practice and challenge traditional methods of project delivery.
Presentation graphics + new media: As computing technologies have begun to be absorbed into
the popular realm, the general public has become acclimated to an inundation of media.
Relationships between architect/client may be facilitated by the use of popular or experimental
media such as television, computer games, and the web. Architects might look to popular media
for techniques of communication to the general public.
As methods of representation change, Architecture’s definitive boundaries transform.
Relationships between disciplines may join more readily, forging collaborative partnerships.
Students now enter architectural education and the profession from a technologized generation
more facile and familiar with digital tools and environments, and they begin to effect
representational changes in both education and the profession from the bottom up.
08 – Digital Thinking
Mahesh Senagala
The computer has gone from being an isolated box to become part of a gigantic digital network of
networks, which shapes our collective future. The way and pace at which we connect,
communicate, memorize, imagine and control the flows of valuable information have changed
forever. There are at least six digital phenomena that directly affect the architectural world:
miniaturization (of all that can be shrunk), ubiquity (being everywhere, global), realtime
(communing globally in realtime, which is 1/10th of a second), noospherization (networking everything),
virtuality (all that is solid melts into knowledge), and anamnesia (inability to forget).
Temporal contiguity and temporal connectivity have taken precedence over spatial and
geographical contiguity. The strands that animate our life today emanate from spatially distant but
temporally contiguous/connected places. These phenomena have squeezed, stretched,
restructured, reconfigured, and redistributed most major human institutions. Consequently, the
built world’s role, importance and nature have changed. Architecture as traditionally understood
has become more marginalized than before. Many practices, however, have been repositioning
themselves to take advantage of the new opportunities beyond the bounds of traditional
architectural practice. Design, practice, fabrication and construction are increasingly becoming
networked affairs. The new measures of architecture are connectivity and speed. The
architecture of a new world needs to recognize these transformations and think differently.
7 of 8
09 – Digital Practices
Raffi Tomassian & John Marx
Technical competence in computer technology has become a conditio sine qua non of landing a
job at a respectable architectural practice. By itself, though, this does not imply that all
architectural practices are now doing their work in a revolutionary way. In their overwhelming
majority they have been forced into the digital domain by the ubiquity of technology itself. The
digital file has replaced the drawing as the information backbone in building profession. However,
the common convertible currency of this information down the construction process is still lines on
paper, albeit physically produced by incredibly sophisticated devices.
A few practices are looking beyond the drafting and visualization solutions offered by digital
technology and finding themselves reshaped in the course of this interaction. The problems that
those practices solve today are less related to design than to organization and project
management. This reflects the uniqueness of practice among the other architecturally related
endeavors, such as theory or education.
Technology has a revolutionary potential in architectural practice, but an ingrained psychological
stigma needs to be abolished first. A torrent of energy will be unleashed when the legal
framework of the industry stretches to accommodate the digital model as a legitimate appendix to
or replacement of the traditional bid documents. Until the profession finds a non-mediated route
between digital design and digital fabrication, the changes in the practice will be more cosmetic
than internal.
Short Bios of Contributors
Peter Anders is an architect, educator, information design theorist and author of Envisioning Cyberspace.
He is currently a fellow of the University of Plymouth CAiiA-STAR Ph.D. program. Anders is director of
MindSpace.net, an architectural practice specializing in media/information environments and has presented
his research and projects in a variety of international venues.
Julio Bermúdez (March & PhD Minnesota) is an Associate Professor at the University of Utah College of
Architecture & Planning. His research and pedagogic work focuses on the interaction between design
process and digital media as well as the application of architectural concepts to data environments. His
work has been widely published, exhibited and/or performed in the U.S. and abroad. In addition to being a
member of the ACADIA and SIGRADI steering committees, Bermudez is in the advisory board of Leonardo.
Nancy Yen-wen Cheng (B.A. Yale, M.Arch. Harvard) researches how digital media can enrich the
architectural design process at the University of Oregon. She currently investigates mobile tools for
capturing places. She is active in the AIA Technology in Architectural Practice group, the International
Journal of Architectural Computing and ACADIA.
Wassim Jabi is an Assistant Professor of Architecture at the New Jersey Institute of Technology. Jabi is a
Ph.D. candidate and holds an M.Arch. with distinction from The University of Michigan. Jabi is currently the
coordinator of the third year undergraduate design studios at NJIT and teaches electives on computer-aided
design. He has published several articles on computer-supported collaborative design. Jabi is a long-time
member of the Association for Computer-Aided Design In Architecture (ACADIA). He is also a member of
the editorial board of the International Journal of Architectural Computing (IJAC).
Kevin Klinger is presently the Conference Chair for the ACADIA22 Conference 2003 in Indianapolis hosted
by Ball State University: http://www.bsu.edu/acadia. He is an Assistant Professor of Architecture at Ball
State University. Kevin’s teaching and research interests revolve around the social, cultural, and formal
transformations of architecture and urban environments resulting from the influences of new technologies
and the subsequent emerging digital discourse(s) in architecture.
Branko Kolarevic (DDes, MdesS-Harvard, Dipl.Ing.Arh.-Belgrade) teaches design and digital media
courses. Prior to joining Penn in 1999, he taught at several universities in North America and Asia. He has
lectured worldwide on digital media in design, and has authored and edited several books. He is a former
president of ACADIA.
8 of 8
Ganapathy Mahalingam is currently an Associate Professor of Architecture and Architecture Program
Director in the Department of Architecture and Landscape Architecture at North Dakota State University. He
holds a Ph.D. in Architecture from the University of Florida. Professor Mahalingam has firsthand experience
in the creation of digital tools for architecture, having created software for the preliminary design of
proscenium-type auditoriums. The creation of the software involved the definition of an algorithmic process
for auditorium design based on acoustical, functional and programmatic performance parameters
John Marx, AIA is a Design Principal and Partner at, San Francisco based, Form4 Architecture. He has
designed over 150 buildings in 11 different countries. Mr. Marx has lectured around the world on “Digital
Practice”, including Kyonggi University, Seoul, the Technion, Israel, UC Berkeley, and the University of
Sydney.
Frederick Stacy Norman is an Assistant Professor of Architecture at Ball State University. He is also the
Site Chair for the ACADIA22 Conference 2003 held in Indianapolis. Frederick was also co-Chair of the 2002
Digital Design Exhibition: http://www.bsu.edu/dde. Frederick is the recipient of the 2003/4 Paul Rudolph
Visiting Assistant Professor, Auburn University, School of Architecture
Prof. George Proctor directs the digital media curriculum at Cal Poly, Pomona. He has taught digital media
courses and design studios in digital design methods since 1993. His writings are in the area of digital tool
use in studio and design education. Proctor Chaired the 2002 ACADIA Conference at Cal Poly Pomona.
Thomas Seebohm is registered architect and an Associate Professor of Architecture in the School of
Architecture of the University of Waterloo, in Waterloo, Ontario, Canada. He specializes in digital design
technologies and is currently focusing on these areas: digital design pedagogy; rule-based generative
design and expert systems; double shell tensegrity structures, digital lighting design; and interactive, realtime,
3D architectural and urban modeling in stereo
Mahesh Senagala is an assistant professor of architecture at the University of Texas, San Antonio and runs
an international practice. His areas of expertise include systems theory, cybernetics, sustainability and
design computing. He has written and lectured extensively about digital culture, thinking and architecture.
Lisa Tilder is an Assistant Professor of Architecture at The Ohio State University Knowlton School of
Architecture, where she teaches architectural design, computer graphics and seminars that address the
relationship of technology, design and representation. As an educator and architect, Tilder’s work pursues
the critical relationship of technology to architecture and culture through various means: web-based projects,
interactive constructions and installations, competitions and building projects.
Raffi Tomassian, UBA, is an Architectural Designer at Cincinnati based Glaserworks. He has won awards
at two international competitions. His work on the Cincinnati Zoo Kids’ Shop received the local AIA chapter
Honor Design Award and has been featured in several publications. He is a frequently invited critic of
academic assignments

Pages

About this blog

This is the Blog for the all people who are interested in the technology and wants to test their IQ with respect to the technical knowledge.

Juicy Checks


WWF Wild Kids Checks
Spring Garden Checks


Frogs Checks
Destination ChecksRydell Forever ChecksMotley Crue ChecksGarden of Faith