A Platform to Exploit Short-Lived Relationships among Mobile Users: A Case of Collective Immersive Learning

  • Jack Fernando Bravo-Torres
  • Martín López-Nores
  • Yolanda Blanco-Fernández
  • José Juan Pazos-Arias
Conference paper
Part of the Communications in Computer and Information Science book series (CCIS, volume 465)


Online social networks are largely failing to engage people in relevant interactions with people, contents or resources in their physical environment. We motivate the potential of automatically establishing sporadic social networks among people (acquaintances or strangers) who happen to be physically close to one another at a certain moment. We present the design of one platform intended to provide solutions from the lowest level of establishing ad-hoc connections among nearby mobile devices, up to the highest level of automatically identifying the most relevant pieces of information to deliver at any time. A number of application scenarios are presented, along with conclusions from redesigning a former system that delivered immersive learning experiences in museums according to the constructs of the sporadic social networks.


Sporadic social networks ad-hoc networking mobile cloud computing knowledge management 


Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.


  1. 1.
    Akkerman, S., Admiraal, W., Huizenga, J.: Storification in History education: A mobile game in and about medieval Amsterdam. Computers & Education 52(2), 449–459 (2009)CrossRefGoogle Scholar
  2. 2.
    Arends, M., Weingartner, M., Froschauer, J., Goldfarb, D., Merkl, D.: Learning about Art History by exploratory search, contextual view and social tags. In: Proceedings of the 12th IEEE International Conference on Advanced Learning Technologies (ICALT), Rome, Italy (July 2012)Google Scholar
  3. 3.
    Bravo-Torres, J., López-Nores, M., Blanco-Fernández, Y.: Virtualization support for complex communications in vehicular ad hoc networks. MTA Review 23(2), 121–140 (2013)Google Scholar
  4. 4.
    Charsky, D., Ressler, W.: “games are made for fun”: Lessons on the effects of concept maps in the classroom use of computer games. Computers & Education 56(3), 604–615 (2011)CrossRefGoogle Scholar
  5. 5.
    Díaz, P., Paredes, P., Alvarado, D., Giaccardi, E.: Co-designing social games with children to support non formal learning. In: Proceedings of the 12th IEEE International Conference on Advanced Learning Technologies (ICALT), Rome, Italy (July 2012)Google Scholar
  6. 6.
    Fernando, N., Loke, S., Rahayu, W.: Mobile cloud computing: A survey. Future Generation Computer Systems 29(1), 84–106 (2013)CrossRefGoogle Scholar
  7. 7.
    Gentes, A., Guyot-Mbodji, A., Demeure, I.: Gaming on the move: Urban experience as a new paradigm for mobile pervasive game design. Multimedia Systems 16(1), 43–55 (2010)CrossRefGoogle Scholar
  8. 8.
    Helal, S., Desai, N., Verma, V., Lee, C.: Konark: A service discovery and delivery protocol for ad-hoc networks. In: Proceedings of 3rd IEEE Conference on Wireless Communication Networks (WCNC), New Orleans, USA (March 2003)Google Scholar
  9. 9.
    Jacobson, A., Militello, R., Baveye, P.: Development of computer-assisted virtual field trips to support multidisciplinary learning. Computers & Education 52(3), 571–580 (2009)CrossRefGoogle Scholar
  10. 10.
    Kuss, D., Griffiths, M.: Online social networking and addiction: A review of the psychological literature. International Journal of Environmental Research and Public Health 8, 3528–3552 (2011)CrossRefGoogle Scholar
  11. 11.
    Lee, K., Lee, S.H., Cheung, R., Lee, U., Gerla, M.: First experience with CarTorrent in a real vehicular ad hoc network testbed. In: Proceedings of Mobile Networking for Vehicular Environments, Anchorage, USA (May 2007)Google Scholar
  12. 12.
    Lykourentzou, I., Naudet, Y., Tobias, E., Antoniou, A., Lepouras, G., Vassilakis, C.: BLUE experiment: Description, problem statement and requirements. EXPERIMEDIA project deliverable D4.8.1 (2013),
  13. 13.
    López-Nores, M., Blanco-Fernández, Y., Pazos-Arias, J.: Cloud-based personalization of new advertising and e-commerce models for video consumption. Computer 56(5), 573–592 (2013)Google Scholar
  14. 14.
    López-Nores, M., Blanco-Fernández, Y., Pazos-Arias, J., Gil-Solla, A., García-Duque, J., Ramos-Cabrer, M.: REENACT experiment - experiment problem statement, requirements and PIA review. EXPERIMEDIA project deliverable D4.9.1 (2012),
  15. 15.
    Nandan, A., Das, S., Pau, G., Gerla, M., Sanadidi, M.: Cooperative downloading in vehicular ad hoc networks. In: Proceedings of 2nd International Conference on Wireless On-Demand Network Systems and Services (WONS), St. Moritz, Switzerland (January 2005)Google Scholar
  16. 16.
    Ryan-Collins, J., Stephens, L., Coote, A.: The new wealth of time: How timebanking helps people build better public services,
  17. 17.
    Salama, D., Garrido Ostermann, E., Ljungstrand, P., Softic, S., Prettenhofer, S., Boniface, M., Crowle, S., Phillips, S., Halb, W., Konstanteli, K.: First blueprint architecture. EXPERIMEDIA project deliverable D2.1.3 (2012),
  18. 18.
    Sintoris, C., Yiannoutsou, N., Demetriou, S., Avouris, N.: Discovering the invisible city: Location-based games for learning in smart cities. Interaction Design and Architecture(s) Journal 16 (2013)Google Scholar
  19. 19.
    Sun, J.Z.: Mobile ad hoc networking: an essential technology for pervasive computing. In: Proceedings of International Conference on Info-tech and Info-net (ICII), Beijing, China, vol. 3 (October 2001)Google Scholar
  20. 20.
    Wang, Y., Stash, N., Sambeek, R., Schuurmans, Y., Aroyo, L., Schreiber, G., Gorgels, P.: Cultivating personalized museum tours online and on-site. Interdisciplinary Science Reviews 34(2-3), 139–153 (2009)CrossRefGoogle Scholar

Copyright information

© Springer International Publishing Switzerland 2014

Authors and Affiliations

  • Jack Fernando Bravo-Torres
    • 1
  • Martín López-Nores
    • 2
  • Yolanda Blanco-Fernández
    • 2
  • José Juan Pazos-Arias
    • 2
  1. 1.Área de Ciencias ExactasUniversidad Politécnica SalesianaCuencaEcuador
  2. 2.AtlantTIC Research Center for Information and Communication Technologies, Departamento de Enxeñaría TelemáticaUniversidade de Vigo EE TelecomunicaciónVigoSpain

Personalised recommendations