The tutorial session will provide participants with an introduction to IoT. A computer acting as a host for the implementation of an IoT device will be used. In addition, the communication protocols HTTP (Hypertext Transfer Protocol) and MQTT (Message Queuing Telemetry Transport) will be validated through Open-Source software applications.
During the tutorial, the three-layer IoT reference model will be discussed. It simplifies the implementation of hardware platforms and software applications that make up an IoT network architecture. On the other hand, the information flow between the protocol stack will be analyzed.
At the sensing layer, the computer acting as a host will function as an IoT device. On the other hand, at the network layer, the Internet will enable the exchange of information between the sensing layer and the application layer. Finally, at the application layer, an IoT platform on the Internet will provide services to users.
In this tutorial workshop we will have the participation of four professional experts in virtual and face-to-face educational processes. The first topic we will deal with will be interactive cameras for playful learning, virtual reality as a learning tool, JAWS screen checker in learning processes and Escape Rooms and Breakouts as immersive learning games. The following is a brief description of the proposal.
The interactive cameras provide the teacher with a technological resource that provides a relaxed and playful context for the relaxed and playful learning context, since it allows the instructor to assume different roles that generate dynamism and motivation at the moment of working with the students on the learning contents.
The growth of emerging technologies has positioned virtual reality as an integrated and practical tool for learning. It can play a unique role in addressing these educational challenges that aim to enhance three-dimensional knowledge; facilitating experiential learning that, in certain cases, might not be possible in a real laboratory environment. With emphasis on this technology, a tutorial on programming virtual reality educational applications is proposed to enhance students’ enthusiasm and engagement in the classroom.
The educational transformation generated by the pandemic forced teachers and students to use emerging technologies for training, in this sense, the use of virtual communication platforms allowed training to continue. This technological integration showed that visually impaired students require tutorials that contribute to the management of virtual platforms with the support of the JAWS screen checker.
Escape Rooms and Breakouts are immersive games in which participants are locked in a room and must solve a series of puzzles to escape. In virtuality these types of games have also sparked interest in education as a learning tool to transform students from passive spectators to active participants. Immersive learning allows students to learn about a topic while practicing teamwork and communication. The objective of this chapter is to explain how these tools work and describe the process for implementing them using digital educational resources available on the Web. Some examples developed by the authors are cited and evaluation results are presented with respect to student motivation, satisfaction and participation in a virtual environment.
The Satnogs project is designed as an open source participatory project, where users can have access, through a web page, to all the ground stations that make up the network.
The tutorial aims to present the basic guidelines to build a satellite monitoring station and incorporate it into the global network of ground stations (Satnogs).
The hardware of a basic station can be composed of standard components that are commonly available in component warehouses. commonly available in electronic component stores such as: RTL-SDR dongles, Raspberry RTL-SDR, Raspberry Pi and VHF or UHF static antenna.
The necessary installation software is the Raspbian OS (SatNOGS) and then the raspi-config and satnogs-setup.
The tutorial aims to encourage the youth of the country’s universities, to venture into the study of the space surrounding the planet Earth, using open and free technologies for monitoring and tracking of nanosatellites, which are in LEO orbit and thus lay the foundations for the construction of a university network of satellite monitoring (RUMOS) in Ecuador, which will position the Ecuadorian universities in the study and construction of navigation devices and space communication.
Nowadays, thousands of Universities, Institutes, libraries and other HEIs use digital repositories to store and share papers and publications of their researchers. In Ecuador (and Latinamerica) Dspace is the most popular digital repository software currently being used. In the other hand, new solutions have been created to improve the academic/research resource management, for instance new CRIS/RIM systems are being implemented in many organizations. VIVO is an open source CRIS project which usage has been growing in recent years. The goal of this tutorial is to showcase an integration solution which should ease the process of migrating data from Dspace to the VIVO platform.
The tutorial aims to promulgate the use of research infrastructures for data storage and processing. It will cover the process of data storage using the best practices for data storage and description in CEDIA’s Indata repository (Dataverse). It will also review the types of open licenses for publication of research data for access by the scientific community. Finally, the process of publication and use of DOIs for the identification of data and its use in computing infrastructures is covered, helping to improve the reproducibility of research processes.
Research is undoubtedly one of the fundamental pillars for technological and social development. technological and social development. However, it has been proven that it is currently facing a major problem in one of its fundamental pillars, reproducibility.
This is due to the fact that most of the processes carried out by researchers to obtain research results cannot be verified and checked to certify their validity. This problem is commonly caused by the difficulty of recreating the processes carried out in the experiments and/or the lack of data that are the starting point to obtain the research results.
In order to solve this last point, a set of recommendations and best practices have been developed to recommendations and good practices that make it possible to publish and give visibility to the data in a more transparent way. This is achieved with the use of tools such as Dataverse and DOI that provide identifiers and immediate access to the data to all researchers who require it. In this way, not only can the validity of your work be more reliably demonstrated, but it also contributes to the generation and advancement of new research on your research resources.
Freddy Sumba – CEDIA
Pablo Crespo – CEDIA
José Segarra – CEDIA