The generation of high quality patents is now a major focus of many high technology companies. Many legal battles are also being fought over intellectual property (such as the one between Apple and Samsung). However, there is no repeatable process for generating a patentable idea. If this were the case then countries such as China would have, by now, overtaken the USA in creating novel products (although China now files more patents). It is also now widely accepted that Patents (which must be novel) are much more valuable (to both companies and universities) than even journal publications. In this presentation I will use a number of my granted patents to illustrate the methods followed to come up with the respective novel ideas.
A framework for learner experience (LX) design of eLearning systems in neo-tropical animal production is proposed. For assessment and design of learner experience a checklist is developed. By a ridge-regression-based model the most critical of learning experience dimensions and their checklist items are determined and relevant eLearning system improvements recommended. A case study with an eLearning system in neo-tropical animal production is carried out. By applying the framework the most critical for learner experience design checklist items and problems are allocated. LX design guidelines and improvement recommendations are defined. Further developments of the framework are suggested. By help of the framework important LX dimensions and items can be quickly allocated and thus LX-oriented design of eLearning systems in the area of neo-tropical animal production supported.
There is a global call for creativity to improve and expand the knowledge economy. The production of more creative individuals from our education system requires that creativity skills be taught alongside existing curriculum. This research investigates the requirements for developing a system for teaching creativity skills alongside the original course curriculum. The research focuses on two aspects of creativity – the creative process and the aspects of the environment for supporting creativity. Several creativity theories will be used and include Wallas’ Creative Stage Theory, Resnick’s Creativity Spiral, De Bono Thinking Steps and Roger von Oech’s Creative Strategies. An online social network has been chosen as the ideal environment for supporting creative work. Processes based on creativity theories will be integrated into the social network together with design principles for Creativity Support Tools (CSTs). This presentation will introduce the system’s design, highlight the contributions of this research in relation to the current research in the field and give insight into future research projects resulting from this work.
Mobile network traffic has grown exponentially in recent years, and it is expected that this trend will continue in the future. Important driving forces include new affordable smartphones, and the many new connected devices on the market. Also, the rollout of faster HSPA+ and LTE networks is expected to improve the customer experience. Therefore, it is critical to examine feasible ways to manage the huge traffic increase and the hunger from new Internet service applications, especially video or other rich media, to prevent congestion and customer dissatisfaction. One of the alternatives is to increase the capacity by using more bandwidth, but this too is limited by the available spectrum. We expect that at some point, the demand will exceed the capacity. In this work, we have tried to address the above issue by proposing a dynamic and flexible pricing model that limits the network congestion and enhances the service quality for the user while allowing wireless operators to make a profit even when capacity becomes limited. It differentiates between different service plans based on the QoS Class Indicator (QCI) requirements of the applications. Application and service differentiation enables optimal management of precious network resources while providing desired QoS to the end user. We also propose a simple scheduling algorithm that is designed to support the implementation of the above pricing model.
The aim of this research project is to build a Dairy Management Information System for the Dairy parlour operations at the University Field Station (UFS). One of the major challenges in the Dairy Cattle Milking operations is the proper and timely collection and entry of data on a daily basis. This research seeks to solve this issue through employing a mobile voice mechanism for data entry. A Service Oriented Architecture (SOA) framework is also proposed to enable remote access and to support more efficient collection and management of data in the UFS Field Management System.
COPS (Collaborative Online Problem Solving) is an online multiplayer game which was developed using a computer supported collaborative learning (CSCL) game based model. COPS aims to improve the problem solving skill of novice programmers by requiring them to collaboratively build program flowcharts. This paper presents the results and challenges of an experiment conducted using secondary school students between the ages of 14 and 17 who are preparing to write the Caribbean Secondary Education Certificate (CSEC) information technology exam. Initial findings indicate students prefer COPS to paper based, traditional problem solving exercises and that students were encouraged to work through the assigned tasks to completion.