Guidelines for going mobile and Web 3.0
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1 Guidelines for going mobile and Web 3.0 The project is co-funded by the European Union through the Safer Internet Plus Programme
2 All Rights Reserved. Copyright Future Worlds Center (registered name: Cyprus Neuroscience & Technology) ISBN Acknowledgment Grant agreement Number: SIP-2009-SIC The project is co-funded by the European Commission through the Safer Internet Plus Programme Nicosia, Cyprus
3 Preface This Booklet was prepared by Future Worlds Center (registered name: Cyprus Neuroscience & Technology Institute) in the context of the project: Cyberethics GIII: Cyprus Safer Internet Centre. Island-wide services for Safer Internet Awareness, Helpline, Hotline. CyberEthics GIII aims to raise awareness to parents, educators and children on issues concerning Internet safety, ethical use of mobile phones and new online technologies in general. Priority issues include child pornography, racism, gender discrimination, giving out personal information and inappropriate use of peoples images either on mobile phones or the web. Moreover, the project provides the means to report inappropriate content online through its Hotline and provides psychological support through its Helpline. 3
4 Table of Contents About CNTI 5 Introduction 6 Section A: A Brief Review of Cutting-edge Technologies 7 Augmented Reality 7 3D bio-printer 8 Internet of things 9 Web Shifting to Smartphones 11 Mobile compatibility applications (rss, iphone app, android app) 11 Kinect for Xbox 360 and Windows PCs, PlayStation Move, Wii 12 Section B: Guidelines and Suggestions 13 Challenges for using Augmented Reality towards Safer use of Internet 13 Guidelines for using the Internet of Things in the class 13 Guidelines for using Web 3.0 to teach Safer Internet 14 Guidelines for using Smartphones to teach Safer Internet 14 Ideas on how to use Game Consoles in the class 14 References 15 Further Reading 16 4
5 About CNTI The Cyprus Neuroscience and Technology Institute (CNTI) is the lead partner of CyberEthics GIII, the Cyprus Safer Internet Center, which encompasses an Awareness Node, a Helpline and a Hotline. The project is co-funded by the European Commission through the Safer Internet Plus Programme. The Cyprus Neuroscience and Technology Institute is a non-profit, non-governmental, non-partisan, independent Organization active in programs with future orientation in areas related to human brainmodern technology-social transformation and the repercussions of relevant research for humanity. All projects fall into one larger category, which lies at the interface between science and society. 5
6 Guidelines for going mobile and Web 3.0 Introduction The Guidelines for going mobile and Web 3.0 booklet is an informational booklet that overviews the advancement of technology through its increasing pace in the last decades, showing what is planned and how Safer Internet Centers can benefit from it, in promoting their projects and especially Internet Safety. In addition, the booklet is an excellent guideline tool for educators and other relevant stakeholders that are interested in learning about new and future technologies and how these can be used in class so that they stimulate learning in a more entertaining way. The booklet contains information on the shift to new technologies, such as Augmented Reality, 3D bio printers, the new definition of the Internet (Internet of Things), information on Mobile phones and mobile applications, information on Web 3.0, new generation console games and suggestions on how internet safety can be promoted through the use of these future technologies in classes and other relevant settings. 6
7 A Brief Review of Cutting-edge Technologies Augmented Reality Augmented Reality refers to the technology of adding virtual objects on to real life scenes (The EDUCAUSE Learning Initiative). As such, several applications have been prepared the past few years, even though there are still problems and processes that need resolving as a result of the complex functionality required to enforce Augmented Reality. Augmented Reality applications were created for medical, military, industry and more recently educational settings (Shelton, 2002). In the last years, several gaming devices and some mobile devices, use their cameras to augment computer graphics into live streaming. Augmented Reality started appearing on Smart phones and several software have been developed for Smartphone users. Today, people can enjoy the AG by using breakthrough software that provide live, direct or indirect view of the user s physical real-world environment whose aspects are augmented by virtual computer-generated imagery. There is also a turn into AG special eyewear where the user is provided with a more immerse experience than mobile and gaming devices. In the area of education several AR applications have been created that provided great complementary tools for learning. One of the first developments was the use of Augmented Reality to teach undergraduate geography students the relationships of sun and earth. The value of Augmented Reality in education is becoming more and more important as it enables students to interact with one another and with the environment, thus learn in totally new, fun and interactive ways what sometimes may seem difficult to understand or boring (Aristodemou et al, 2011). The potential of Augmented Reality is limitless as it shifts systemic education to a completely new era. 7
8 A Brief Review of Cutting-edge Technologies 3D bio-printer Will we one day be able to print anything and everything we need? 3D printers have been used in architectural schools for quite some time already (and self-replicating home models are becoming more and more common), a 3D food printer is under development, and now several sources are working on 3D bio-printers: machines that will print organs so patients will no longer have to wait for transplant donations. 8
9 A Brief Review of Cutting-edge Technologies Internet of things Internet of Things is an integrated part of Future Internet and could be defined as a dynamic global network infrastructure with self configuring capabilities based on standard and interoperable communication protocols where physical and virtual things have identities, physical attributes, and virtual personalities and use intelligent interfaces, and are seamlessly integrated into the information network. In the Internet of Things, things are expected to become active participants in business, information and social processes where they are enabled to interact and communicate among themselves and with the environment by exchanging data and information sensed about the environment, while reacting autonomously to the real/physical world events and influencing it by running processes that trigger actions and create services with or without direct human intervention (CERP IoT, 2010). 9
10 A Brief Review of Cutting-edge Technologies Web 3.0 Web 3.0 is something called the Semantic Web, a term coined by Tim Berners-Lee, the man who invented the (first) World Wide Web. In essence, the Web 3.0 is a place where machines can read Web pages much as we humans read them, a place where search engines and software agents can better troll the Net and find what we're looking for (Cade Metz, 2007). Web 3.0. is an exponential increase in computer intelligence, to the point where computers will be able to reason and analyze. It s the virtual blending of online and offline worlds. Experts believe that the Web 3.0 browser will act like a personal assistant. As you search the Web, the browser learns what you are interested in. The more you use the Web, the more your browser learns about you and the less specific you'll need to be with your questions. In the future the web will be able to connect every aspect of our digital lives - be it a website, an , or a file on our PC to every other aspect. With the Semantic Web, computers will scan and interpret information on Web pages using software agents. These software agents will be programs that crawl through the Web, searching for relevant information. (Strickland, 2008). In the era of web 3.0, SICs could use off-the-shelf software for writing Semantic Web pages and use software agents in order to encode information about online risks, according to the online search and the website visits. A little window could pop up and provide to the net surfer information about online safety. This could be possible because the Semantic web will give machines tools to find, exchange and, to a limited extent, interpret information. 10
11 A Brief Review of Cutting-edge Technologies Shifting to Smartphones A Smartphone is a mobile device that is built on a mobile computing platform and provides the users with progressive capabilities beyond a typical mobile phone. Smartphones typically include highresolution touchscreens and can run countless applications. They offer digital voice services, , Web browsing, text messaging, wireless synchronization with other devices and they also combine the functions of digital cameras, portable media players, video cameras and GPS navigation units. Mobile compatibility applications (rss, iphone app, android app) With the phenomenal success of mobile apps, the world of content is migrating from web 2.0 to apps as the new format for creating, packaging, discovering, paying and interacting with information. Apps are the new channel for delivering services and experiences in mobile devices, taking over from the old world of web pages, texting, ringtones, wallpapers. At the end of 2010 more than 500,000 mobile apps became available for Apple, Android, BlackBerry, Java ME, BREW, Symbian and Windows Phone devices in total. Traditional mobile services cater mostly to communication needs. Apps cater to the entire spectrum of consumer needs: entertainment, travel, health, food, sports, finance, education. Such is the allure of apps that every brand and every service provider is looking to create their own apps. Apps have grown out of the roots of the web; in a sense an evolution of Web 2.0, adding not only new forms of interaction, but also new forms of discovery, monetisation and deeper user context (Constantinou, 2010). Apps represent the evolution of creating, packaging, discovering, paying and interacting with information and, while, today s apps are based on mostly proprietary technologies (Apple, Android, BlackBerry, BREW, Symbian, Windows Phone) tomorrow s apps will be mostly based on web technologies. 11
12 A Brief Review of Cutting-edging Technologies Kinect for Xbox 360 and Windows PCs, PlayStation Move, Wii U Kinect is a motion sensing input device for the Xbox 360 console and Windows PCs created by Microsoft. It is a natural user interface system that enables advanced human tracking, gesture recognition, voice control and other. Kinect allows the user to control the Xbox 360 without touching game controller. Kinect software can understand what each user means by interpreting the images, gestures, and voice commands. Kinect for Windows, is investing on developing a platform that is optimized for scenarios beyond the living room and are building a platform that will allow companies to integrate Kinect in their offerings (Eisler, 2012). The Wii U is a video game console developed by Nintendo that will be officially released in Its brand new controller features a 6.2 touch sensitive screen that transmits from the console and enables playing while the TV is in use by others. Wii U includes HD graphics and a unique interaction between the controller and the TV. PlayStation Move is a motion-sensing game controller platform realized by Sony Computer Entertainment for the PlayStation 3. It uses the PlayStation Eye camera to track every move and put people in the game. It gives people control over how they play with its ergonomically designed controller that captures a full range of movement (PlayStation). 12
13 Guidelines and Suggestions Challenges for using Augmented Reality towards Safer use of Internet Several Augmented Reality applications have been developed to be used as tools in the educational field. The potential of using AR in interactive ways for learning are countless. The AG platform can be used to develop a game where students can answer questions on the Internet safety in a fun way. A quiz can be created on Internet risks and online identities. The webcam or Smartphone camera can be used to integrate the virtual world with reality and give students an adjusted avatar of their online identity. Guidelines for using the Internet of Things in the class The Internet of Things provides people with limitless abilities for learning. A game can be set in the class where students can tag physical things that are related with the concept of Internet Safety. For example, they can create a scenario about an Internet risk situation and then tag all the relevant physical things: it can be an audio, a visual statement about the scenario, etc. The Internet of Things will then use all the information given and provide the students with images that are superimposed on the top of the real physical object and then compare them. Students can also use Internet of Things by drawing a picture about an Internet risk concept and then tag the picture with the location, time, and/or video. the Internet of Things will follow the same procedure and provide them with comparable objects and information. 13
14 Guidelines and Suggestions Guidelines for using Web 3.0 to teach Safer Internet The Web 3.0 can easily be used for educational purposes. For example, a game can be played in the class where students are given a scenario which will get them into an Internet unsafe zone. Capitalizing on Web 3.0 features, one can identify all the relationships between their actions and the potential dangers that may occur and give them information on why and how certain actions are connected to specific dangers. Guidelines for using Smart phones to teach Safer Internet Students can also use several mobile compatibility applications to play and learn about Internet devices. Students can play for example a game by answering a scenario quiz on Internet safety. The camera found Smart phones can be used to transmit the reality into a virtual world where students can have their own avatars to play and subsequently discuss and therefore learn interactively about Internet Safety. Ideas on how to use Game Consoles in the class Several applications have also been created for Game consoles such as the Kinect Xbox 360 so as to serve educational purposes. A game can easily be developed where students answer questions about Internet safety by making gestures or by making noises or by using vocal commands. This could be a fun way to use the Kinect for educating children about Internet safety. In the same way the Play- Station Move game platform and the Wii U game console can be used for learning while creating a joyful and creative atmosphere. 14
15 References Aristodemou, E., Hansen, O., Siitta Achilleos, G., Laouris, Y.,(2011). Identifeye: augmented realitgame for online identities, Journal for the Systemic Innovation of Education (JSIE). CERP - IoT (Cluster of European Research Project on the Internet of Things), (2010). Vision and challenges for realising the Internet of Things. Shelton, B.E, & Hedley, N.R., (2002). Using augmented reality for teaching earth-sun relationships to undergraduate geography students, presented at augmented reality Toolkit, In: Proceedings of the First IEEE International Workshop, Darmstadt, Germany. Websites: Constantinou, A. (2010). Apps is the new Web: sowing the seeds for the Web 3.0, Eisler, G. (2012). Starting February 1, 2012: Use the Power of Kinect for Windows to Change the World, Metz, C. (2007). Web 3.0, PlayStation. Playstation Move FAQs, Strickland, J. (2008). How Web 3.0 Will Work, 15
16 Further Reading Aristodemou, E., Hansen, O., Siitta Achilleos, G., and Laouris, Y., Augmented Reality Game for online identities:identifeye Project. JSIE, Vol 1:2, Laouris, Y., Aristodemou, E., Fountana, M. (2011). Teaching Internet safety in virtual environments. International journal of media and cultural studies, 7(1): DOI: /mcp _3. Laouris, Y. & Eteokleous (2007). We need an educationally relevant definition of mobile learning. (Originally presented in. Proc. 4th World Conference on Mobile Learning, mlearn 2005, Oct 25 28, Cape Town, South Africa). On online: 20Eteokleous.pdf. Laouris, Y. An educationally relevant and socially responsible definition of mobile learning. World futures, Journal of General Evolution, (2008). title~content=t Websites: Cyberethics, Insafe Cyprus, EU Kids Online, 16
17 FIND WEBSITE: FACEBOOK: TWITTER: All rights reserved Copyright Cyprus Neuroscience & Technology Institute ISBN Nicosia, Cyprus 2012 New Media in Learning Laboratory Promitheos 5, 1065 Lefkosia, CYPRUS Tel , Fax
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