579 research outputs found

    Design of a collaborative information and communication technology platform to support creativity in innovation activities - prototyping and user experience test

    Get PDF
    This research project reports the results of the thesis, “Design of a Collaborative Information and Communication Technology Platform to support Creativity in Innovation Activities -Prototyping and User Experience Test” and provides details of the procedure followed in realizing the thesis. The research was conducted between Fall 2010 and Winter 2013. The research problem was based on an analysis of three challenges observed in innovation activities, especially at the level of creative collaboration among R&D enterprises and creative teams of “Les 24 heures de l’innovation”. These challenges must be overcome before the knowledge production and ideas sharing process can be improved. Three types of challenges were identified: - Communication: The communication of knowledge for innovation, which must be transmitted to successfully resolve complex issues, in the proposal of new products or new services - Organizational: Development of knowledge management strategies for distributed idea sharing, which should be encouraged by the organization to create or support teams by means of a collaborative platform - Technology: Transmission of tacit, unstructured, and informal knowledge, especially using collaborative ICT and technologies Web 2.0 or Web 3.0 tools. This thesis investigates two dimensions of the research problem: the theoretical and the practical (technology issues). The theoretical dimension examines the environment for the exchange of ideas and knowledge, which supports creative collaboration in distributed conditions. The practical and technological dimensions involve a creative collaboration model which will take the form of a platform for creative teams. The aim of this thesis is to support the creative teams in the process of conceptualization of a new innovation-oriented product. Through this thesis, we seek to: - Determine the needs of creative teams during the conceptualization stage of a new product; - Propose a Knowledge Management System (knowledge and tools) that enables the support of tacit knowledge produced in distributed condition of team members; - Modeling a Platform that supports internal creative team’s needs and the external context for innovation; - Propose the assessment of the creative collaboration meaning the user experience testing and the realized task by creative teams on the ICT prototype. We carry out a review of the literature in Chapter 1, a study of collaboration among creative R&D teams in Canada in Chapter 2, and in Chapter 4, we perform a knowledge needs analysis of creative teams in “Les 24 heures de l’innovation”. These will enable us to achieve the first objective, the definition of the needs for supporting creative teams. Ultimately, we characterize the context of R&D activities in Canada, as well as interactions among creative R&D teams for innovation, with a theoretical study, by analyzing statistical data obtained from Statistics Canada. A detailed presentation of the problem statement and the methodology used for this thesis is provided in Chapter 3. The second objective is fulfilled by analyzing the idea production process and the current ICTs, for proposing a conceptual model based on the observation of creative teams participating in “Les 24 heures de l’innovation” November 2011. On the other hand, by proposing the new specifications that support collaboration, we select a methodology based on the law of ideality (TRIZ), in which we observe the evolution of technological state-of-the-art of current functionalities (Chapter 5) in contrast with the needs and useful operations of ICT. To realize the third objective, we model the collaborative platform, and its primary functionalities are presented using the UML 2, Unified Modeling Language, also we describe the prototype deployment at Chapter 6. The fourth objective is reached by an experimental evaluation of the platform that is presented in Chapter 7 and in Chapter 8. These chapters summarize the results obtained by the application of the following user experience test: validation of UML use-cases user’s acceptance, the task analysis of the main used functionalities, the creative performance Analysis of user (PAN) and the usability test. Finally, the other sections of this document are the conclusion, findings, proposals for further research, and recommendations. In the Appendix, we include the ethical plan presented to the École de technologie supérieure Ethical Review Board, as well as the results obtained from “Les 24 heures de l’innovation” of May 2012

    Intra-organizational knowledge transfer process in Vietnam's information technology companies

    Get PDF
    Intra-organizational knowledge transfer has attracted much attention of researchers and practitioners in recent years since knowledge transfer has been considered as a critical determinant of an organization’s capacity to confer sustainable competitive advantage. Despite extensive research on knowledge transfer issues, the effect of knowledge transfer on organizational performance still has not been fully examined or attracted adequate empirical testing. Therefore, the objective of this study is to investigate organizational factors influencing intra-organizational knowledge transfer, and examine the relationship between knowledge transfer process, its antecedents and organizational performance. Drawing on several theoretical streams, an integrated theoretical model of intra organizational knowledge transfer together with 13 hypotheses were developed and tested in the context of IT companies in Vietnam. To achieve the objectives, a triangulation of quantitative and qualitative studies was applied. A quantitative survey was employed to test hypotheses in the conceptual model derived from relevant literature. Data were collected from a survey of 218 managers and technical staff working in 36 IT companies located in Hanoi and HoChiMinh City. Multiple regression techniques were used to analyze the data. A case study research was conducted with the aim of illustrating the intra organizational knowledge transfer process within a company operating in a transition economy like Vietnam. Data for case study were mainly collected by interviewing managers and technical staff during a one-month field study in the FPT Software Solutions Company. The main findings showed that intra-organizational knowledge transfer is most affected by organizational culture, incentive system and organizational structure. Adaptability and solidarity are two culture values enabling the transfer process. A transparent and flexible incentive system motivates individuals to exchange and apply knowledge in their daily work. High level of centralization creates difficulties for social interaction and reduces autonomy and active involvement of employees, vi which are essential for successful knowledge transfer. High formalization facilitates the knowledge transfer process by providing a clear direction for employees and enhancing communication flow through an extensive monitoring and reporting requirement. The frequency of using IT tools did not significantly influence the intra organizational knowledge transfer process after other independent variables were added in the regression model. This suggests either that IT tools may not directly itself is not enough to ensure successful knowledge transfer. Therefore, to facilitate knowledge transfer process, it is important to foster knowledge-sharing attitude through providing greater opportunities for deeper involvement of users in the system. Although the knowledge transfer process was found not to mediate the relationship between its antecedents and organizational performance, the process itself moderately predicts organizational performance. This suggests that intra organizational knowledge transfer process should be considered as one of the factors contributing to company performance. The research has filled gaps in existing literature in several ways. Firstly, it extends our understanding of the important facilitators of intra-organizational knowledge transfer process. Secondly, it attempts to integrate both soft and hard organizational factors to create a comprehensive model of intra-organizational knowledge transfer. Thirdly, it clarifies the role of the intra-organizational knowledge transfer process in improving the company’s performance in a transition economy. Overall, the results of the study contribute to the advancement of research in the area of intra-organizational knowledge transfer and provide practical implications for managers of IT companies in Vietnam by shedding light on determinant factors of knowledge transfer process and examining the link between knowledge transfer process and firm performance

    Computer Science and Technology Series : XV Argentine Congress of Computer Science. Selected papers

    Get PDF
    CACIC'09 was the fifteenth Congress in the CACIC series. It was organized by the School of Engineering of the National University of Jujuy. The Congress included 9 Workshops with 130 accepted papers, 1 main Conference, 4 invited tutorials, different meetings related with Computer Science Education (Professors, PhD students, Curricula) and an International School with 5 courses. CACIC 2009 was organized following the traditional Congress format, with 9 Workshops covering a diversity of dimensions of Computer Science Research. Each topic was supervised by a committee of three chairs of different Universities. The call for papers attracted a total of 267 submissions. An average of 2.7 review reports were collected for each paper, for a grand total of 720 review reports that involved about 300 different reviewers. A total of 130 full papers were accepted and 20 of them were selected for this book.Red de Universidades con Carreras en Informática (RedUNCI

    A model for the measurement and presentation of participation awareness in online groupware systems

    Get PDF
    The need to support effective group work in online environments has become a prominent issue in both education and enterprise. Universities continue to adopt constructivist-based learning strategies which see learners engage in group work to build knowledge, coupled with an increase in online and distance learners. In enterprise, where group or team based work is commonplace, the prevalence of the Internet has seen the emergence of teams that collaborate wholly or partially online. In response to this emergent need, groupware, software used to support online group work, has become widely used in both education and enterprise. Although based upon sound pedagogical principles, the use of groupware does not always meet expectations or compare favourably to face-to-face collaboration. The literature has identified the issue of awareness, defined by Dourish and Bellotti (1992, p. 107) as “an understanding of the activities of others, which provides a context for your own activity”, as a core factor in the effectiveness of groupware. Numerous awareness mechanisms have been developed and implemented into groupware applications, aiming to replace the information that is implicit in face-to-face collaboration, but largely absent in online environments. This study defined and modelled a new form of awareness named ‘participation awareness’, which aggregates and processes activity in a groupware environment in order to present a persistent display of group member participation. A field study was conducted, wherein university students utilised a groupware application named GroupShare to support group work required in their studies. GroupShare contained an implementation of a participation awareness mechanism, and participating students completed pre and post-usage questionnaires primarily concerning group work and the participation awareness mechanism. Further survey and observational techniques were also utilised to gather data. Two iterations of the field study were conducted, each running for one semester. Analysis of the data found that the participation awareness mechanism was well received, eliciting largely positive responses from a range of participant demographics, group dynamics and group work scenarios. Participant feedback was utilised to define and refine the constituents of participation awareness and create a generic model for its implementation as an awareness mechanism. The model outlines the steps and considerations required to capture and process activity within a groupware environment, and establishes three complimentary methods of presenting participation awareness. The author feels that the research was successful in creating and justifying a model of participation awareness which can be implemented in groupware environments and utilised in further research

    An approach to pervasive monitoring in dynamic learning contexts : data sensing, communication support and awareness provision

    Get PDF
    It is within the capabilities of current technology to support the emerging learning paradigms. These paradigms suggest that today’s learning activities and environments are pervas ive and require a higher level of dynamism than the traditional learning contexts. Therefore, we have to rethink our approach to learning and use technology not only as a digital information support, but also as an instrument to reinforce knowledge, foster collaboration, promote creativity and provide richer learning experiences. Particularly, this thesis was motivated by the rapidly growing number of smartphone users and the fact that these devices are increasingly becoming more and more resource-rich, in terms of their communication and sensing technologies, display capabilities battery autonomy, etc. Hence, this dissertation benefits from the ubiquity and development of mobile technology, aiming to bridge the gap between the challenges posed by modern learning requirements and the capabilities of current technology. The sensors embedded in smartphones can be used to capture diverse behavioural and social aspects of the users. For example, using microphone and Bluetooth is possible to identify conversation patterns, discover users in proximity and detect face-to-face meetings. This fact opens up exciting possibilities to monitor the behaviour of the user and to provide meaningful feedback. This feedback offers useful information that can help people be aware of and reflect on their behaviour and its effects, and take the necessary actions to improve them. Consequently, we propose a pervasive monitoring system that take advantage of the capabilities of modern smartphones, us ing them to s upport the awarenes s provis ion about as pects of the activities that take place in today’s pervas ive learning environments. This pervasive monitoring system provides (i) an autonomous sensing platform to capture complex information about processes and interactions that take place across multiple learning environments, (ii) an on-demand and s elf-m anaged communication infras tructure, and (ii) a dis play facility to provide “awarenes s inform ation” to the s tudents and/or lecturers. For the proposed system, we followed a research approach that have three main components. First, the description of a generalized framework for pervasive sensing that enables collaborative sensing interactions between smartphones and other types of devices. By allowing complex data capture interactions with diverse remote sensors, devices and data sources, this framework allows to improve the information quality while saving energy in the local device. Second, the evaluation, through a real-world deployment, of the suitability of ad hoc networks to support the diverse communication processes required for pervasive monitoring. This component also includes a method to improve the scalability and reduce the costs of these networks. Third, the design of two awareness mechanisms to allow flexible provision of information in dynamic and heterogeneous learning contexts. These mechanisms rely on the use of smartphones as adaptable devices that can be used directly as awareness displays or as communication bridges to enable interaction with other remote displays available in the environment. Diverse aspects of the proposed system were evaluated through a number of simulations, real-world experiments, user studies and prototype evaluations. The experimental evaluation of the data capture and communication aspects of the system provided empirical evidence of the usefulness and suitability of the proposed approach to support the development of pervasive monitoring solutions. In addition, the proof-of-concept deployments of the proposed awareness mechanisms, performed in both laboratory and real-world learning environments, provided quantitative and qualitative indicators that such mechanisms improve the quality of the awareness information and the user experienceLa tecnología moderna tiene capacidad de dar apoyo a los paradigmas de aprendizaje emergentes. Estos paradigmas sugieren que las actividades de aprendizaje actuales, caracterizadas por la ubicuidad de entornos, son más dinámicas y complejas que los contextos de aprendizaje tradicionales. Por tanto, tenemos que reformular nuestro acercamiento al aprendizaje, consiguiendo que la tecnología sirva no solo como mero soporte de información, sino como medio para reforzar el conocimiento, fomentar la colaboración, estimular la creatividad y proporcionar experiencias de aprendizaje enriquecedoras. Esta tesis doctoral está motivada por el vertiginoso crecimiento de usuarios de smartphones y el hecho de que estos son cada vez más potentes en cuanto a tecnologías de comunicación, sensores, displays, autonomía energética, etc. Por tanto, esta tesis aprovecha la ubicuidad y el desarrollo de esta tecnología, con el objetivo de reducir la brecha entre los desafíos del aprendizaje moderno y las capacidades de la tecnología actual. Los sensores integrados en los smartphones pueden ser utilizados para reconocer diversos aspectos del comportamiento individual y social de los usuarios. Por ejemplo, a través del micrófono y el Bluetooth, es posible determinar patrones de conversación, encontrar usuarios cercanos y detectar reuniones presenciales. Este hecho abre un interesante abanico de posibilidades, pudiendo monitorizar aspectos del comportamiento del usuario y proveer un feedback significativo. Dicho feedback, puede ayudar a los usuarios a reflexionar sobre su comportamiento y los efectos que provoca, con el fin de tomar medidas necesarias para mejorarlo. Proponemos un sistema de monitorización generalizado que aproveche las capacidades de los smartphones para proporcionar información a los usuarios, ayudándolos a percibir y tomar conciencia sobre diversos aspectos de las actividades que se desarrollan en contextos de aprendizaje modernos. Este sistema ofrece: (i) una plataforma de detección autónoma, que captura información compleja sobre los procesos e interacciones de aprendizaje; (ii) una infraestructura de comunicación autogestionable y; (iii) un servicio de visualización que provee “información de percepción” a estudiantes y/o profesores. Para la elaboración de este sistema nos hemos centrado en tres áreas de investigación. Primero, la descripción de una infraestructura de detección generalizada, que facilita interacciones entre smartphones y otros dispositivos. Al permitir interacciones complejas para la captura de datos entre diversos sensores, dispositivos y fuentes de datos remotos, esta infraestructura consigue mejorar la calidad de la información y ahorrar energía en el dispositivo local. Segundo, la evaluación, a través de pruebas reales, de la idoneidad de las redes ad hoc como apoyo de los diversos procesos de comunicación requeridos en la monitorización generalizada. Este área incluye un método que incrementa la escalabilidad y reduce el coste de estas redes. Tercero, el diseño de dos mecanismos de percepción que permiten la provisión flexible de información en contextos de aprendizaje dinámicos y heterogéneos. Estos mecanismos descansan en la versatilidad de los smartphones, que pueden ser utilizados directamente como displays de percepción o como puentes de comunicación que habilitan la interacción con otros displays remotos del entorno. Diferentes aspectos del sistema propuesto han sido evaluados a través de simulaciones, experimentos reales, estudios de usuarios y evaluaciones de prototipos. La evaluación experimental proporcionó evidencia empírica de la idoneidad del sistema para apoyar el desarrollo de soluciones de monitorización generalizadas. Además, las pruebas de concepto realizadas tanto en entornos de aprendizajes reales como en el laboratorio, aportaron indicadores cuantitativos y cualitativos de que estos mecanismos mejoran la calidad de la información de percepción y la experiencia del usuario.Postprint (published version

    E-Learning

    Get PDF
    E-learning enables students to pace their studies according to their needs, making learning accessible to (1) people who do not have enough free time for studying - they can program their lessons according to their available schedule; (2) those far from a school (geographical issues), or the ones unable to attend classes due to some physical or medical restriction. Therefore, cultural, geographical and physical obstructions can be removed, making it possible for students to select their path and time for the learning course. Students are then allowed to choose the main objectives they are suitable to fulfill. This book regards E-learning challenges, opening a way to understand and discuss questions related to long-distance and lifelong learning, E-learning for people with special needs and, lastly, presenting case study about the relationship between the quality of interaction and the quality of learning achieved in experiences of E-learning formation

    A Gaming Laboratory to Study Distributed Collaboration Processes.

    Get PDF
    Current events present many examples of situations where a fast and coordinated response is required from many and diverse organizations and stakeholders. Technology-mediated communication and collaboration may be the only option for getting things done in situations like these. There is a real need for research on the kinds of environments and processes that best support fast response on urgent tasks for virtual teams. The paper presents the development and initial test of a gaming laboratory to study such processes. The laboratory is adaptable to different kinds of situations. We discuss the design principles and implementation of the laboratory environment, along with lessons learned from the first experiences with it

    Computer Science and Technology Series : XV Argentine Congress of Computer Science. Selected papers

    Get PDF
    CACIC'09 was the fifteenth Congress in the CACIC series. It was organized by the School of Engineering of the National University of Jujuy. The Congress included 9 Workshops with 130 accepted papers, 1 main Conference, 4 invited tutorials, different meetings related with Computer Science Education (Professors, PhD students, Curricula) and an International School with 5 courses. CACIC 2009 was organized following the traditional Congress format, with 9 Workshops covering a diversity of dimensions of Computer Science Research. Each topic was supervised by a committee of three chairs of different Universities. The call for papers attracted a total of 267 submissions. An average of 2.7 review reports were collected for each paper, for a grand total of 720 review reports that involved about 300 different reviewers. A total of 130 full papers were accepted and 20 of them were selected for this book.Red de Universidades con Carreras en Informática (RedUNCI

    Large-Scale Client/Server Migration Methodology

    Get PDF
    The purpose of this dissertation is to explain how to migrate a medium-sized or large company to client/server computing. It draws heavily on the recent IBM Boca Raton migration experience. The client/server computing model is introduced and related, by a Business Reengineering Model, to the major trends that are affecting most businesses today, including business process reengineering, empowered teams, and quality management. A recommended information technology strategy is presented. A business case development approach, necessary to justify the large expenditures required for a client/server migration, is discussed. A five-phase migration management methodology is presented to explain how a business can be transformed from mid-range or mainframe-centric computing to client/server computing. Requirements definition, selection methodology, and development alternatives for client/server applications are presented. Applications are broadly categorized for use by individuals (personal applications) or teams. Client systems, server systems, and network infrastructures are described along with discussions of requirements definition, selection, installation, and support. The issues of user communication, education, and support with respect to a large client/server infrastructure are explored. Measurements for evaluation of a client/server computing environment are discussed with actual results achieved at the IBM Boca Raton site during the 1994 migration. The dissertation concludes with critical success factors for client/server computing investments and perspectives regarding future technology in each major area
    corecore