In recent years, graphical passwords have been proposed as a potential authentication solution due to their improved usability features and the superior human ability to recognize and remember images. In this paper, based on work done in the work package WP2, we proposed new recognition-based graphical authentication mechanisms called ImagePass, suitable for ubiquitous environments and touch-based interfaces. The authentication mechanism increases the security of the system without compromising its usability. Regarding usability, we explore the users' perception of the graphical mechanisms, and investigate a number of issues, such as memorability.
COBISS.SI-ID: 25117991
This book chapter aims at presenting the results of an empirical study, linking the fields of modern technology enhanced learning (TEL) through collaboration environments, Web 2.0 technologies, organizational learning (OL), and their impact on the financial and non-financial business performance. The paper provides detailed definitions of TEL, Web 2.0 technologies and technical terms related to it, its scope and the process of OL, as well as a method for business performance assessment. The results of the study indicate a strong impact of TEL on organizational learning and the nonfinancial business performance. The research findings were used as a basis for use cases business analysis in work package WP1.
COBISS.SI-ID: 24375591
Next generation of Internet collaborative environments are described as multi service platforms linked with other external e-Infrastructures and applications, such as Service clouds, Learning Management Systems (LMSs), Data repositories, P2P distribution, Social networking, Authoring tools etc., which support synchronous and asynchronous cross domain collaboration. The design and development of such environments implies multiple technical challenges related to the problems of efficient human-centric collaboration, adequate security and privacy of users and the use of services, interoperability of included infrastructures, optimal storing and distribution of large amounts of data, interoperability with different technologies (e.g. mobile technologies), etc. The paper reports the design, development and the results of all project work packages together with their sub-systems interconnections and usage.
COBISS.SI-ID: 27517991
Nowadays, Web 2.0 technologies and e-learning are easing access to a wide range of different sources of knowledge. Mastering this knowledge is becoming crucial for successful working and is an important source of competitive advantages in companies. In this context, open educational software and resources are a future source and the foundation of organisational learning. This book chapter focuses on the presentation of Web 2.0 technologies, organisational learning use cases and open educational resources. Some ideas and existing initiatives are presented and a vision of the future of open educational resources is introduced. The work presents a basis for design and analysis of use cases developed in work package WP1.
COBISS.SI-ID: 25199143
The project has developed a platform for sharing and exchanging content in e-learning processes. According to the project co-founder (one of the leading private higher education institution with full e-learning system in Slovenia) request, besides the addition to their LMS system of a content exchange system based on videoconferencing tools, a study regarding the inclusion of simulation games for e-commerce education was performed together with INESCID – Instituto de Engenharia de Sistemas e Computadores, Investigacao e Desenvolvimento em Lisboa, Portugal and with support of the FP7 UNITE project. The research resulted in a paper published in a special issue of the International journal on game based learning (GBL), PC IGI. The paper presents an analysis of the required properties of GBL and simulation games to be used in different collaboration environments with focus on e-learning environments. The paper focuses on the description of selected simulation games, where the classification and taxonomy of business simulation games was being presented. The evaluation and comparison was being made according to pre-defined parameters and properties used in collaboration platform. As a result of the study, the table of evaluation parameters and its results was being presented, where it is shown how effective the game is and what kind of learning value it has in order to train the required business skills or knowledge. The paper was among the most downloaded journal papers in the first six months after publication.
COBISS.SI-ID: 26312487