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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

  1. Altmetric Badge
    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
Attention for Chapter 95: Building a Virtualized Cybersecurity Lab
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Chapter title
Building a Virtualized Cybersecurity Lab
Chapter number 95
Book title
Internet of Things, Infrastructures and Mobile Applications
Published by
Springer, Cham, October 2019
DOI 10.1007/978-3-030-49932-7_95
Book ISBNs
978-3-03-049931-0, 978-3-03-049932-7
Authors

Titus Bălan, Dan Robu, Florin Sandu, Alexandra Bălan, Bălan, Titus, Robu, Dan, Sandu, Florin, Bălan, Alexandra

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 6 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 6 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 2 33%
Professor > Associate Professor 1 17%
Student > Postgraduate 1 17%
Researcher 1 17%
Unknown 1 17%
Readers by discipline Count As %
Computer Science 3 50%
Business, Management and Accounting 1 17%
Engineering 1 17%
Unknown 1 17%