Sensing devices are increasingly being deployed to monitor the physical world around us. One class of application for which sensor data is pertinent is environmental decision support systems, e.g., ...flood emergency response. For these applications, the sensor readings need to be put in context by integrating them with other sources of data about the surrounding environment. Traditional systems for predicting and detecting floods rely on methods that need significant human resources. In this paper we describe a semantic sensor web architecture for integrating multiple heterogeneous datasets, including live and historic sensor data, databases, and map layers. The architecture provides mechanisms for discovering datasets, defining integrated views over them, continuously receiving data in real-time, and visualising on screen and interacting with the data. Our approach makes extensive use of web service standards for querying and accessing data, and semantic technologies to discover and integrate datasets. We demonstrate the use of our semantic sensor web architecture in the context of a flood response planning web application that uses data from sensor networks monitoring the sea-state around the coast of England.
Sensing devices are increasingly being deployed to monitor the physical world around us. One class of application for which sensor data is pertinent is environmental decision support systems, e.g. ...flood emergency response. However, in order to interpret the readings from the sensors, the data needs to be put in context through correlation with other sensor readings, sensor data histories, and stored data, as well as juxtaposing with maps and forecast models. In this paper we use a flood emergency response planning application to identify requirements for a semantic sensor web. We propose a generic service architecture to satisfy the requirements that uses semantic annotations to support well-informed interactions between the services. We present the SemSor-Grid4Env realisation of the architecture and illustrate its capabilities in the context of the example application.
There are currently a number of suggestions for educators to include computer games in formal teaching and learning contexts. Educational value is based on claims that games promote the development ...of complex learning. Very little research, however, has explored what features should be present in a computer game to make it valuable or conducive to learning. We present a list of required features for an educational game to be of value, informed by two studies, which integrated theories of Learning Environments and Learning Styles. A user survey showed that some requirements were typical of games in a particular genre, while other features were present across all genres. The paper concludes with a proposed framework of games and features within and across genres to assist in the design and selection of games for a given educational scenario.
There are currently a number of suggestions for educators to include computer games in formal teaching and learning contexts. Educational value is based on claims that games promote the development ...of complex learning. Very little research, however, has explored what features should be present in a computer game to make it valuable or conducive to learning. We present a list of required features for an educational game to be of value, informed by two studies, which integrated theories of Learning Environments and Learning Styles. A user survey showed that some requirements were typical of games in a particular genre, while other features were present across all genres. The paper concludes with a proposed framework of games and features within and across genres to assist in the design and selection of games for a given educational scenario.
There is currently a notable amount of research suggesting that educators should use computer games as part of their teaching. Most of this research suggests why games should be used choosing very ...specific example games, or making broad sweeping statements about gaming as a whole. But very little of the research explains how these games should be used. What features should be present in the game? Do these features change depending on a given learning outcome? Do they change depending on the type of game? This thesis begins by compiling a prospective set of required features for an educational game, taken from literature on Learning Environments, as well as the requirements of different learning styles. This requirement set is cross-referenced with an overview of some typical, commercially available games, to show that such games are capable of meeting these requirements. This preliminary list is used in two investigations: the first explores how well the chosen features are offered by a series of current educational mini-games; the second shows how different requirements are offered by different commercially-available computer game genres. The results of these investigations are used to refine the list, before carrying out a user survey to identify the important features offered by different game genres, and to determine whether game quality improves as more of the features are met. The survey results show that some key requirements separate the genres significantly, while others were consistent across all genres. In addition, there is a positive correlation between each feature offered, and the overall user enjoyment of the game. The thesis concludes with a proposed framework of game genres and features, to assist in the design and selection of games for a given educational scenario, as well as some suggestions for future work.
There is currently a notable amount of research suggesting that educators should use computer games as part of their teaching. Most of this research suggests why games should be used choosing very ...specific example games, or making broad sweeping statements about gaming as a whole. But very little of the research explains how these games should be used. What features should be present in the game? Do these features change depending on a given learning outcome? Do they change depending on the type of game? This thesis begins by compiling a prospective set of required features for an educational game, taken from literature on Learning Environments, as well as the requirements of different learning styles. This requirement set is cross-referenced with an overview of some typical, commercially available games, to show that such games are capable of meeting these requirements. This preliminary list is used in two investigations: the first explores how well the chosen features are offered by a series of current educational mini-games; the second shows how different requirements are offered by different commercially-available computer game genres. The results of these investigations are used to refine the list, before carrying out a user survey to identify the important features offered by different game genres, and to determine whether game quality improves as more of the features are met. The survey results show that some key requirements separate the genres significantly, while others were consistent across all genres. In addition, there is a positive correlation between each feature offered, and the overall user enjoyment of the game. The thesis concludes with a proposed framework of game genres and features, to assist in the design and selection of games for a given educational scenario, as well as some suggestions for future work.
As research continues into the use of computer games for educational purposes, the differences between different gaming genres become increasingly more important. These differences, however, appear ...to have been largely overlooked by the academic community, potentially resulting in incomplete results when considered against computer gaming as a whole. This paper studies a selection of games from several different genres, assessing each one in its ability to fulfill a set of previously identified requirements for a good educational resource. The results of the investigation showed that there were indeed differences between the genres, allowing for some suggestions to be made regarding their use, as well as leaving room for some interesting future work.