This file was created by the TYPO3 extension
bib
--- Timezone: CEST
Creation date: 2024-09-15
Creation time: 10-00-42
--- Number of references
3
inproceedings
Dombrowski2010GC
Is High Quality Sensing Really Necessary for Opportunistic Spectrum Usage?
2010
12
6
1--6
IEEE
Proc. of IEEE Global Telecommunications Conference (GLOBECOM'10)
Miami, FL, USA
IEEE Global Telecommunications Conference (GLOBECOM'10)
06/12/2010
ChristianDombrowski
DanielWillkomm
AdamWolisz
inproceedings
2010-sensys-sasnauskas-coojakleenet
Demo Abstract: Integrating Symbolic Execution with Sensornet Simulation for Efficient Bug Finding
2010
11
383--384
High-coverage testing of sensornet applications is vital for pre-deployment bug cleansing, but has previously been difficult due to the limited set of available tools. We integrate the KleeNet symbolic execution engine with the COOJA network simulator to allow for straight-forward and intuitive high-coverage testing initiated from a simulation environment. A tight coupling of simulation and testing helps detect, narrow down, and fix complex interaction bugs in an early development phase. We demonstrate the seamless transition between COOJA simulation and KleeNet symbolic execution. Our framework enables future research in how high-coverage testing tools could be used in cooperation with simulation tools.
kleenet
fileadmin/papers/2010/2010-osterlind_sasnauskas-sensys-coojakleenet.pdf
Print
ACM
New York, NY, USA
Proceedings of the 8th ACM Conference on Embedded Networked Sensor Systems (SenSys 2010), Zurich, Switzerland
en
978-1-4503-0344-6
http://doi.acm.org/10.1145/1869983.1870034
1
FredrikÖsterlind
RaimondasSasnauskas
AdamDunkels
OscarSoria Dustmann
KlausWehrle
article
VaegsDHH2010
Learning by gaming: facts and myths
International Journal of Technology Enhanced Learning (IJTEL)
2010
2
1/2
21-40
Gaming has undergone a transition from a niche hobby to a part of everyday culture. This transition, along with the advance in the use of the internet, has created a new kind of social environment, commonly known as virtual life. This paper presents the survey results of over 1000 gamers worldwide, in which they tell us how gaming affected their lives – both virtual and real – with regard to their career, relationships and social life. The analysis of the answers disproves common stereotypes about gamers, shows areas where gaming can very well be beneficial and where there are still problems.
video games, online games, learning by playing, soft skills, transferable skills, motivation, conflicts, social skills, careers, relationships, communities, technical competence, gaming, virtual life, social life, gamers
https://www.comsys.rwth-aachen.de/fileadmin/papers/2010/2010-vaegs-JTEL-Gaming.pdf
Martin Wolpers
Inderscience Publishers
Geneva, SWITZERLAND
en
1753-5255
10.1504/IJTEL.2010.031258
1
TobiasVaegs
DarkoDugosija
StephanHackenbracht
AnnaHannemann