11,409 research outputs found

    Erehwon: For a cartography of change

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    We introduce a work-in-progress collaborative research project, which aims at creating an interactive real time cartography of socio-political performative projects within Europe and beyond. The cartography will be designed as a digital platform for rehearsing new ways of direct democratic practices and experimenting with potential forms of public space transformation that these practices can lead to.Creativeworks Londo

    Reinforcing Innovation Effectiveness – A New Methodological Approach for Policy Evaluation

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    ‘Innovation is the ability to take new ideas and translate them into commercial outcomes by using new processes, products or services in a way that is better and faster than the competition’ (Nedis & Byler, 2009). Innovation is considered as an important competitiveness factor for companies and a source of wealth for economies. Therefore it is an important subject of policy intervention and regional development. The understanding of what innovation is has evolved in the past decades away from a purely technological definition – of new products and processes introduced on the market, to a wider one including organisational and marketing aspects or incremental innovation in low tech production companies and more recently, innovation in services (European Commission, 2008). The main purpose of this paper is to propose a new methodology for territorial analysis and planning focused on innovation and knowledge transfer and in its governance mechanisms. A new methodology which is intended that can contribute to strengthen the present analytical tools applied to the processes of regional innovation and technology transfer. A new methodology that seeks, for each specific territorial context, contribute to the following results: 1) Evaluate the socio-economic and territorial impacts of knowledge transfer and technology diffusion; 2) Mapping territorial innovation effects and pathways – reinforcing innovation mapping and strategic planning; 3) Monitor innovation productivity, competitiveness and its systemic effects; 4) Monitor the innovation implementing processes and public policies, and support the multidimensional and multiscale evaluation of its results; 5) Better understand the knowledge transfer and technology diffusion in a specific territorial bases; 6) Increase the understanding of local and regional contexts of innovation governance.

    PLM and early stages collaboration in interactive design, a case study in the glass industry

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    Product design activity is traditionally presented as a succession of four to six stages. In the early stages of design, during the search for concepts, multi-disciplinary teams are working together, sometimes on the fringe of the digital design chain. But it is during these stages, that most of the product development cost is committed. Therefore, collaboration should be emphasized, and PLM software should contribute to it strongly. This paper first defines the boundaries of the early stages of design. Then, we analyze designer collaboration in this stage and describe the knowledge necessary for efficient collaboration. Finally, we propose and test a concept for a tool to assist the early stages of design, to be integrated in a continuum with other existing digital design tools. A case study is presented in Verallia, specialized in the design and manufacturing of glassware

    A knowledge server including tools for professional know-how transfer

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    This paper presents a research in progress on the use of knowledge engineering and knowledge management techniques for the development of a strategic approach for the transfer of professional know-how. This transfer is based on the design of devices for sharing and learning clearly identified knowledge in the oil industry domains. This work is based on a pilot study which was carried out in the PED department (Petroleum Engineering & Development) and it deals with upstream activity of the oil group Sonatrach. After the different phases of knowledge mapping, critical knowledge assessment, and strategic alignment, the KM process focus on knowledge elicitation, sharing, transfer and learning, based on design and implementation of specific tools called Knowledge Server, including Knowledge Books and e-Learning.E-learning, Knowledge management, Knowledge transfer, Knowledge engineering, Knowledge servers, Computer assisted human learning, Case study

    On the genre-fication of Music: a percolation approach (long version)

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    In this paper, we analyze web-downloaded data on people sharing their music library. By attributing to each music group usual music genres (Rock, Pop...), and analysing correlations between music groups of different genres with percolation-idea based methods, we probe the reality of these subdivisions and construct a music genre cartography, with a tree representation. We also show the diversity of music genres with Shannon entropy arguments, and discuss an alternative objective way to classify music, that is based on the complex structure of the groups audience. Finally, a link is drawn with the theory of hidden variables in complex networks.Comment: 7 pages, 5 figures, submitted to the proceedings of the 3rd International Conference NEXT-SigmaPh

    A qualitative enquiry into OpenStreetMap making

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    Based on a case study on the OpenStreetMap community, this paper provides a contextual and embodied understanding of the user-led, user-participatory and user-generated produsage phenomenon. It employs Grounded Theory, Social Worlds Theory, and qualitative methods to illuminate and explores the produsage processes of OpenStreetMap making, and how knowledge artefacts such as maps can be collectively and collaboratively produced by a community of people, who are situated in different places around the world but engaged with the same repertoire of mapping practices. The empirical data illustrate that OpenStreetMap itself acts as a boundary object that enables actors from different social worlds to co-produce the Map through interacting with each other and negotiating the meanings of mapping, the mapping data and the Map itself. The discourses also show that unlike traditional maps that black-box cartographic knowledge and offer a single dominant perspective of cities or places, OpenStreetMap is an embodied epistemic object that embraces different world views. The paper also explores how contributors build their identities as an OpenStreetMaper alongside some other identities they have. Understanding the identity-building process helps to understand mapping as an embodied activity with emotional, cognitive and social repertoires

    Using learning design as a framework for supporting the design and reuse of OER

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    The paper will argue that adopting a learning design methodology may provide a vehicle for enabling better design and reuse of Open Educational Resources (OERs). It will describe a learning design methodology, which is being developed and implemented at the Open University in the UK. The aim is to develop a 'pick and mix' learning design toolbox of different resources and tools to help designers/teachers make informed decisions about creating new or adapting existing learning activities. The methodology is applicable for designers/teachers designing in a traditional context – such as creation of materials as part of a formal curriculum, but also has value for those wanting to create OERs or adapt and repurpose existing OERs. With the increasing range of OERs now available through initiatives as part of the Open Courseware movement, we believe that methodologies, such as the one we describe in this paper, which can help guide reuse and adaptation will become increasingly important and arguably are an important aspect of ensuring longer term sustainability and uptake of OERs. Our approach adopts an empirically based approach to understanding and representing the design process. This includes a range of evaluation studies (capturing of case studies, interviews with designers/teachers, in-depth course evaluation and focus groups/workshops), which are helping to develop our understanding of how designers/teachers go about creating new learning activities. Alongside this we are collating an extensive set of tools and resources to support the design process, as well as developing a new Learning Design tool that helps teachers articulate and represent their design ideas. The paper will describe how we have adapted a mind mapping and argumentation tool, Compendium, for this purpose and how it is being used to help designers and teachers create and share learning activities. It will consider how initial evaluation of the use of the tool for learning design has been positive; users report that the tool is easy to use and helps them organise and articulate their learning designs. Importantly the tool also enables them to share and discuss their thinking about the design process. However it is also clear that visualising the design process is only one aspect of design, which is complex and multi-faceted
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