28,596 research outputs found
A manifesto for the creative economy
The UK\u27s creative economy is one of its great national strengths, historically deeply rooted and accounting for around one-tenth of the whole economy. It provides jobs for 2.5 million people – more than in financial services, advanced manufacturing or construction – and in recent years, this creative workforce has grown four times faster than the workforce as a whole. But behind this success lies much disruption and business uncertainty, associated with digital technologies. Previously profitable business models have been swept away, young companies from outside the UK have dominated new internet markets, and some UK creative businesses have struggled to compete. UK policymakers too have failed to keep pace with developments in North America and parts of Asia. But it is not too late to refresh tired policies. This manifesto sets out our 10-point plan to bolster one of the UK\u27s fastest growing sectors
Harnessing Technology: new modes of technology-enhanced learning: a case study series
This report presents the outcomes and conclusions from a series of 18 case studies exploring the innovative use of technology for learning and teaching using new modes of technology
Smart Grid for the Smart City
Modern cities are embracing cutting-edge technologies to improve the services they offer to the citizens from traffic control to the reduction of greenhouse gases and energy provisioning. In this chapter, we look at the energy sector advocating how Information and Communication Technologies (ICT) and signal processing techniques can be integrated into next generation power grids for an increased effectiveness in terms of: electrical stability, distribution, improved communication security, energy production, and utilization. In particular, we deliberate about the use of these techniques within new demand response paradigms, where communities of prosumers (e.g., households, generating part of their electricity consumption) contribute to the satisfaction of the energy demand through load balancing and peak shaving. Our discussion also covers the use of big data analytics for demand response and serious games as a tool to promote energy-efficient behaviors from end users
Flexible Decision Control in an Autonomous Trading Agent
An autonomous trading agent is a complex piece of software that must operate in a competitive economic environment and support a research agenda. We describe the structure of decision processes in the MinneTAC trading agent, focusing on the use of evaluators – configurable, composable modules for data analysis and prediction that are chained together at runtime to support agent decision-making. Through a set of examples, we show how this structure supports sales and procurement decisions, and how those decision processes can be modified in useful ways by changing evaluator configurations. To put this work in context, we also report on results of an informal survey of agent design approaches among the competitors in the Trading Agent Competition for Supply Chain Management (TAC SCM).autonomous trading agent;decision processes
Semantic discovery and reuse of business process patterns
Patterns currently play an important role in modern information systems (IS) development and their use has mainly been restricted to the design and implementation phases of the development lifecycle. Given the increasing significance of business modelling in IS development, patterns have the potential of providing a viable solution for promoting reusability of recurrent generalized models in the very early stages of development. As a statement of research-in-progress this paper focuses on business process patterns and proposes an initial methodological framework for the discovery and reuse of business process patterns within the IS development lifecycle. The framework borrows ideas from the domain engineering literature and proposes the use of semantics to drive both the discovery of patterns as well as their reuse
Video Game Development in a Rush: A Survey of the Global Game Jam Participants
Video game development is a complex endeavor, often involving complex
software, large organizations, and aggressive release deadlines. Several
studies have reported that periods of "crunch time" are prevalent in the video
game industry, but there are few studies on the effects of time pressure. We
conducted a survey with participants of the Global Game Jam (GGJ), a 48-hour
hackathon. Based on 198 responses, the results suggest that: (1) iterative
brainstorming is the most popular method for conceptualizing initial
requirements; (2) continuous integration, minimum viable product, scope
management, version control, and stand-up meetings are frequently applied
development practices; (3) regular communication, internal playtesting, and
dynamic and proactive planning are the most common quality assurance
activities; and (4) familiarity with agile development has a weak correlation
with perception of success in GGJ. We conclude that GGJ teams rely on ad hoc
approaches to development and face-to-face communication, and recommend some
complementary practices with limited overhead. Furthermore, as our findings are
similar to recommendations for software startups, we posit that game jams and
the startup scene share contextual similarities. Finally, we discuss the
drawbacks of systemic "crunch time" and argue that game jam organizers are in a
good position to problematize the phenomenon.Comment: Accepted for publication in IEEE Transactions on Game
Higher education stimulating creative enterprise
This report summarises the research undertaken by the Business & Community School at the University for the Creative Arts (UCA), analysing ways that higher ediucation (HEIs) can support, and indeed stimulate, the creative economy. The research, in collaboration with the Arts University College Bournemouth (AUCB) and the University of Winchester, serves as a mere snapshot of the numerous ways that Universities engage with the diverse industries under the 'creative' nomenclature and of the very real and poistive ways that the higher education sector contributes to the growth of the creative economy in thhe UK
Bilborough Sixth Form College: report from the Inspectorate (FEFC inspection report; 58/96 and 81/00)
Comprises two Further Education Funding Council (FEFC) inspection reports for the periods 1996 and 1999/200
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