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Internet of Things, Infrastructures and Mobile Applications

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Cover of 'Internet of Things, Infrastructures and Mobile Applications'

Table of Contents

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    Book Overview
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    Chapter 1 Autism Serious Game Framework (ASGF) for Developing Games for Children with Autism
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    Chapter 2 LinkLearn: Blockchain Technology as a Learning Tool
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    Chapter 3 New Era of the Nano-Electronic Devices – One of the Most Adaptive Learning Areas for the Next Period
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    Chapter 4 Open Source Online Conference System for Industry Experts Participation in Education
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    Chapter 5 Interactive TV and Music Education
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    Chapter 6 An Analysis for the Identification of Use and Development of Game Design Strategies as Problem Posing Activities for Early Childhood Learners
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    Chapter 7 Measuring Knowledge Gains in an SMS m-Learning Intervention: The Case of ChildConnect South Africa
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    Chapter 8 Measuring Uptake and Engagement in an m-Learning Intervention: The Case of ChildConnect South Africa
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    Chapter 9 Development of a Classroom Response System: A Web-Based Approach Used in SEPT
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    Chapter 10 Analysis of the Perception of Students of the Autonomous University of Baja California Sur for the Use of m-Learning
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    Chapter 11 Work-in-Progress: Development of a Framework for Incorporating Usability Aspects with Digital Didactical Design for Mobile/Tablet Based Learning in Pre-primary Education
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    Chapter 12 Promoting Authentic Student Assessment for STEM Project-Based Learning Activities
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    Chapter 13 Predictive Modeling Concerning Mobile Learning Advance
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    Chapter 14 Assessing Early Grade Mathematics Learner Outcomes Using m-Learning
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    Chapter 15 Users’ and Experts’ Evaluation of TARGET: A Serious Game for Mitigating Performance Enhancement Culture in Youth
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    Chapter 16 Poster: Exploring the Educational Affordances of an Academic ePortfolio for Engineer Students Through a Self-regulated Learning Framework
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    Chapter 17 M-Health as a Tool in the Cognitive Flexibility of the Elderly
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    Chapter 18 Critical Categorization of Android and IOS Applications Available for STEAM Education in Early Childhood
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    Chapter 19 Museum Exhibits that Interact with Pupils’ Mobile Devices. The Case of Hellenic Maritime Museum
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    Chapter 20 Can Elementary Students Co-design the Learning Content of Educational Apps: The We!Design!Fractions Participatory Design Approach
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    Chapter 21 Pedagogical Considerations for Mobile-Based Augmented Reality Learning Environments
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    Chapter 22 Machine Learning and Deep Learning: Recent Overview in Medical Care
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    Chapter 23 Learn to Code, an Interactive Application to Promote Mobile Student-Centred Learning
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    Chapter 24 Emerging Technologies and Augmented Reality in the Development of Learning and Human Potential
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    Chapter 25 Level of Digital Literacies Among Austrian College Students Assessed with an Online Survey
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    Chapter 26 A Gamified Educational Network for Collaborative Learning
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    Chapter 27 Dynamic Mobile Student Response System
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    Chapter 28 Poster: The Use of a Virtual Personal Assistant (FENNChat) as a Platform for Providing Automated Responses to ODL Students’ Queries at UNISA
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    Chapter 29 Poster: Proposal of an Intelligent Remote Tutoring Model
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    Chapter 30 A Comparative Study of Augmented Reality Platforms for Building Educational Mobile Applications
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    Chapter 31 M-Learning: Are We Ready to Go Mobile?
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    Chapter 32 Framework for Automatic VPN Access to Remotely Discovered Resources
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    Chapter 33 Poster: Learn to Love My Grandchild Design-with-the-User
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    Chapter 34 Enhancing Second Language Listening Skills Through Smartphones: A Case Study
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    Chapter 35 Exposing Rural Indian Students to Mobile Assisted Language Learning: A Case Study
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    Chapter 36 How Can Facebook Use in Education Be Realized as Crowdsourcing of Learning? an Exploration of Junior, Senior and Graduates Working Together
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    Chapter 37 Concept of Digital Competences in Service Training Systems
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    Chapter 38 Means of Cyber Security Aspects Studying in Maritime Specialists Education
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    Chapter 39 Evaluating a Coaching MOOC Course to Support Dual Career of Athletes
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    Chapter 40 LoRa Technology Benefits in Educational Institutes
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    Chapter 41 Three IoT Wearables in Six European Cities! Reality and Perception
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    Chapter 42 Work-in-Progress: Designing an e-Coaching System for Chronic Heart Failure Patients
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    Chapter 43 A Comparative Examination of AR and Video in Delivering Assembly Instructions
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    Chapter 44 Wearable E-Textile as a Narrative Mediator for Enhancing Empathy in Moral Development
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    Chapter 45 RSSI Fingerprinting Techniques for Indoor Localization Datasets
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    Chapter 46 Mulsemedia Data Representation Based on Multi-image Concept
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    Chapter 47 Cryptographic Systems and Threats in e-Commerce
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    Chapter 48 Work in Progress. SportSWARES, Towards an Intelligent Way of Physical Training
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    Chapter 49 Greek Traditional Dances Capturing and a Kinematic Analysis Approach of the Greek Traditional Dance “Syrtos” (Terpsichore Project)
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    Chapter 50 Educational Mobile Applications on Computational Thinking and Programming for Children Under 8 Years Old
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    Chapter 51 Work-in-Progress: GameLet: Readers’ Theater in Media-Based Gamification for Reading Skills
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    Chapter 52 Students’ Experiences of Learning Mathematics Through Games Design
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    Chapter 53 A Serious Game for Amplifying Awareness on Multimodal Teaching: Game Design and Usability Study
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    Chapter 54 Smart Citizens for Smart Cities –
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    Chapter 55 ADDventurous Rhythmical Planet: A 3D Rhythm-Based Serious Game for Social Skills Development of Children with ADHD
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    Chapter 56 The Design and Development of a Game-Based Approach to Entrepreneurship Education
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    Chapter 57 Interactive Serious Games for Cultural Heritage
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    Chapter 58 Mobile Technologies Serious Games for the Development of Social Skills in Children with Autism Spectrum Disorders, in Enhanced with Socially Assistive Robots Interventions
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    Chapter 59 Creating Magic-Matt, An Interface to Transform Video Games to a Sports Experience
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    Chapter 60 “The Greek Steelbook (TGS)” The Home of Steelbook Presentations
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    Chapter 61 Poster: Determining a Network and Pedagogical Efficient Approach to Learning in Disruptive Environments
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    Chapter 62 An Escape Room Game for Learning Digital Electronics in Vocational Education and Training (VET)
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    Chapter 63 The e-Facilitator as a Key Player for Interactive Dissemination of STEAM Resources for e-Learning via Webinar
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    Chapter 64 Work-In-Progress: Interactive Lab Manuals and Videos for a Unit Operations Course
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    Chapter 65 Towards a Learning Analytics Dashboard for Collaborative Conversational Agent Activities in MOOCs
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    Chapter 66 Interactive Educational Practices and Distance Learning: A Small Connection with Mobile Learning and the Challenges of Deregulation in Connectivity
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    Chapter 67 Automatic Source Code Generation from Owl Pseudocode
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    Chapter 68 Gamifying Early Foreign Language Learning
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    Chapter 69 Ontology-Based System for Automatic SQL Exercises Generation
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    Chapter 70 Augmented Reality Application Based on Information Barcoding
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    Chapter 71 Work in Progress: The Impact of the Project OnBoardMed on Development of Study Courses in Maritime Emergency Management
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    Chapter 72 An Approach for Supporting Space Orientation of the Blind Using Ontologically-Based Object Map
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    Chapter 73 Soupa and Integration of Ontologies Verl for Conceptualizing Contexts in Video Surveillance and Ubiquitous Computing
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    Chapter 74 A Small Robotic Step for the Therapeutic Treatment of Mental Illnesses
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    Chapter 75 The Use of Gamification in Evaluating Children’s Emotional Intelligence
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    Chapter 76 Using Gamification Based on Mobile Platform in Therapeutic Interventions for Children with Dyslexia
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    Chapter 77 Combined Approach to Diagnose ADHD: Gamifying Conners Rating Scale
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    Chapter 78 Using Gamification Based on Virtual Reality Mobile Platform for Treatment of Adults with Amblyopia
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    Chapter 79 Linear Programming Model Applied to the Optimization of Nutritional Diets for Athletes
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    Chapter 80 White Blood Cells Detection and Classification Using Convolutional Neural Network
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    Chapter 81 Work-in-Progress: The Use of Big Data and Data Analytics in the Prevention, the Diagnosis and the Monitoring of Long-Term Diseases
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    Chapter 82 An Interactive Augmented Reality Volume Rendering Mobile Application
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    Chapter 83 Design of an Accessible Web Portal for the Labor Insertion of People with Blindness
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    Chapter 84 MassiveLearning: Online Masterclass Course
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    Chapter 85 Touch Gesture Performance of Kindergarten Children in E-learning Applications: A Case Study in Sri Lanka
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    Chapter 86 Learning Diaries—A Valuable Companion of Mobile Learning for Higher Education in Software Engineering
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    Chapter 87 A ‘Small and Thick’ Portrait of Kabelo’s Digital Play
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    Chapter 88 Use of the Fractal Analysis of Non-stationary Time Series in Mobile Foreign Exchange Trading for M-Learning
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    Chapter 89 Work-in-Progress: SMART-WATER, a Νovel Τelemetry and Remote Control System Infrastructure for the Management of Water Consumption in Thessaloniki
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    Chapter 90 Educational Robotics for Creating “Tangible Simulations”: A Mixed Reality Space for Learning the Day/Night Cycle
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    Chapter 91 TimeTracker App: Facilitating Migrants’ Engagement in Their Second Language Learning
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    Chapter 92 “School – University – Industry” Cooperation
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    Chapter 93 PerFECt: A Performative Framework to Establish and Sustain Onlife Communities and Its Use to Design a Mobile App to Extend a Digital Storytelling Platform with New Capabilities
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    Chapter 94 Exploring Impact of Olfactory Stimuli on User Performance on Mobile Platforms
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    Chapter 95 Building a Virtualized Cybersecurity Lab
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    Chapter 96 Work-in-Progress: Developing a Master Programme for Specialists in Industry 4.0
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    Chapter 97 Teachers’ Perceptions Towards the Use of Mobile Augmented Reality
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    Chapter 98 NavMusApp: Exploring the Instrumental Continuum
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    Chapter 99 Developing Communities of Practice to Maximize the Usability and Impact of Clean Sport Education in Europe: IMPACT Project
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    Chapter 100 A Fiber Wireless A-RoF/IFoF Uplink Transmission of up to 0.6 Gb/s User Data Rate Over a 32-Element 60 GHz Beam-Steering Antenna for 5G Fronthaul Networks
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    Chapter 101 An eHealth-Care Driven Perspective on 5G Networks and Infrastructure
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    Chapter 102 25 Gb/s Colorless Transmitter Based on Reflective Electroabsorption Modulator for Ultra-Dense WDM-PON Application
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    Chapter 103 Challenges of Using Phased Array Antennas in Commercial Backhaul Equipment at 26 GHz
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    Chapter 104 Towards Intelligent Multi-Access Edge Computing Using Machine Learning
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    Chapter 105 Performance Analysis of NB-IoT Random Access Channel
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Title
Internet of Things, Infrastructures and Mobile Applications
Published by
Springer International Publishing, November 2020
DOI 10.1007/978-3-030-49932-7
ISBNs
978-3-03-049931-0, 978-3-03-049932-7
Editors

Auer, Michael E., Tsiatsos, Thrasyvoulos

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