scholarly journals An Analysis on the Web Technologies for Dynamically Generating Web-Based User Interfaces in Ubiquitous Spaces

Author(s):  
Ilsun You ◽  
Chel Park

Rich Internet Applications (RIAs) are considered one kind of Web 2.0 application; however, they have demonstrated to have the potential to transcend throughout the steps in the Web evolution, from Web 2.0 to Web 4.0. In some cases, RIAs can be leveraged to overcome the challenges in developing other kinds of Web-based applications. In other cases, the challenges in the development of RIAs can be overcome by using additional technologies from the Web technology stack. From this perspective, the new trends in the development of RIAs can be identified by analyzing the steps in the Web evolution. This chapter presents these trends, including cloud-based RIAs development and mashups-rich User Interfaces (UIs) development as two easily visible trends related to Web 2.0. Similarly, semantic RIAs, RMAs (Rich Mobile Applications), and context-aware RIAs are some of the academic proposals related to Web 3.0 and Web 4.0 that are discussed in this chapter.


Author(s):  
Spyros Panagiotakis ◽  
Ioannis Vakintis ◽  
Haroula Andrioti ◽  
Andreas Stamoulias ◽  
Kostas Kapetanakis ◽  
...  

This chapter at first surveys the Web technologies that can enable ubiquitous and pervasive multimedia communications over the Web and then reviews the challenges that are raised by their combination. In this context, the relevant HTML5 APIs and technologies provided for service adaptation are introduced and the MPEG-DASH, X3Dom, and WebRTC frameworks are discussed. What is envisaged for the future of mobile multimedia is that with the integration of these technologies one can shape a diversity of future pervasive and personalized cloud-based Web applications, where the client-server operations are obsolete. In particular, it is believed that in the future Web cloud-based Web applications will be able to communicate, stream, and transfer adaptive events and content to their clients, creating a fully collaborative and pervasive Web 3D environment.


Author(s):  
Songnian Li

The rapidly expanding range of Web technology has made it possible to collaboratively make decisions over the Web. This chapter examines some of these Web technologies important to the development of collaborative spatial decision support systems, and identifies their technology impediments and strengths. The outcomes provide a basis for discussing how the existing collaborative spatial decision support systems may be redesigned to take advantage of new Web technologies, and how new collaborative spatial decision support systems may be designed and developed in this Web-based paradigm. Some discussions on selected design and development issues that are important to the development of collaborative spatial decision support systems including system design, user’s impact, and performance are presented.


Author(s):  
Geoffrey C. Mitchell ◽  
Beverly G. Hope

Fuelled by the increasing connectivity afforded by the Internet and the flexibility offered by Web technologies, the use of technology in education has become increasingly common. However, despite claims that the Web will revolutionise education, many attempts at Web-based education simply reinforce current ‘poor’ teaching practices or present more of the same disguised in updated packaging. We argue that this occurs because of differing pedagogical assumptions and a limited understanding of how flexible learning differs from traditional approaches. In particular, we argue that flexible learning demands an increased focus on constructivism and the sociological aspects of teaching and learning. This chapter presents two frameworks that situate our approach to flexible learning with respect to more traditional offerings and discusses the implications for educational technology design.


Author(s):  
Liam R. E. Quin

The W3C is involving publishers and people and organizations who provide tools for publishers in an effort to change the Web so that it's suitable for publishing. The Open Web Platform is changing the ways people do things. Proprietary desktop tools are being replaced by Web-based applications. At the same time ebooks are forcing publishers to come to terms with producing multiple output formats from their assets, so that "XML Early" and "XML First" are hot buzzwords in the industry. The EPUB3 format, defined by IPDF, uses XHTML and CSS, W3C Web technologies. The Open Web Platform doesn't meet the needs of publishers today. So W3C is working more closely with IPDF, with publishers and designers, and others, to change the Web so that it's suitable for publishing. Technical work on CSS has already begun and W3C is looking at internationalization, HTML, metadata, and workflow.


Author(s):  
Kathleen Gray ◽  
Fernando Martin Sanchez ◽  
Gabrielle Bright ◽  
Ardis Cheng

There are compelling arguments for using emerging Web technologies to facilitate research in the biomedical sciences. This chapter reviews current research and current technologies for e-collaboration in biomedical research. This chapter presents four case studies examining the use of Web-based tools to support the teamwork of geographically distributed biomedical researchers. It then reviews case study findings in light of the Web 2.0 e-collaboration enablers that are available. It concludes with surprising and concerning reflections about current practices in biomedical research collaboration as well as some promising future directions through the use of biomedical informatics to advance these practices by addressing human factors.


Author(s):  
A. A. Azeta ◽  
C. K. Ayo ◽  
N. A. Ikhu-Omoregbe

With the proliferation of learning resources on the Web, finding suitable content (using telephone) has become a rigorous task for voice-based online learners to achieve better performance. The problem with Finding Content Suitability (FCS) with voice E-Learning applications is more complex when the sight-impaired learner is involved. Existing voice-enabled applications in the domain of E-Learning lack the attributes of adaptive and reusable learning objects to be able to address the FCS problem. This study provides a Voice-enabled Framework for Recommender and Adaptation (VeFRA) Systems in E-learning and an implementation of a system based on the framework with dual user interfaces – voice and Web. A usability study was carried out in a visually impaired and non-visually impaired school using the International Standard Organization’s (ISO) 9241-11 specification to determine the level of effectiveness, efficiency and user satisfaction. The result of the usability evaluation reveals that the prototype application developed for the school has “Good Usability” rating of 4.13 out of 5 scale. This shows that the application will not only complement existing mobile and Web-based learning systems, but will be of immense benefit to users, based on the system’s capacity for taking autonomous decisions that are capable of adapting to the needs of both visually impaired and non-visually impaired learners.


Author(s):  
Dorothy Wai Sim Lau

This chapter advances a theoretical formulation of Chineseness in participatory cyberculture. Subsequent to the brief revisit of the analyses from previous chapters, a concluding remark engages to Pierre Levy’s theory of cyberculture and David Rodowick’s (2007) theory of the so-called new media image to argue that the open cyber setting enables dynamic fans’ reworking of star texts and multiple ways of approaching Chineseness. The star presence becomes highly abstract that carries no historical essence or stable meanings of the ‘Chinese’. A new, hybrid mode of Chineseness as cine-cyber imaginary which is capricious and unstable emerges, redefining star personae in the Web-based environment. This chapter finally highlights how the entire book provides insight for further explorations of stardom and the pertinent phenomena in global digital culture by cogently uncovering the dynamics and debates of a vital relationship between Chinese stardom, web technologies, and fan discourse.


Author(s):  
Ícaro A. Fonseca ◽  
Felipe F. de Oliveira ◽  
Henrique M. Gaspar

Abstract This paper focuses on virtual prototyping and simulation of marine operations based on web technologies. The ship is represented as a digital object, which can be used to perform different types of analyses and simulations. The presented simulations are: motion of a single hull and of multiple hulls in regular waves calculated with closed-form expressions, induced pendulum motion response to a lifted load, and motion of a barge with initial movements in still water calculated with equations of motion. The simulations are developed as web applications in JavaScript and HTML, with graphical user interfaces and 3D renders of the operations. Relevant parameters of the simulations such as wave characteristics and design dimensions are linked to interactive dashboards, allowing the user to modify them and visualize the results in real-time. The applications are lightweight enough to be executed locally in the web browser of most modern devices. The work employs an open source approach, relying most notably on the Vessel.js library. This aims to foster reuse of models and collaboration with external contributors.


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