222 research outputs found

    Open Data Diffusion for Service Innovation: An Inductive Case Study on Cultural Open Data Services

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    Information Systems research on Open Data has been primarily focused on its contribution to e-government inquiries, government transparency, and open government. Recently, Open Data has been explored as a catalyser for service innovation as a consequence of big claims around the potential of such initiatives in terms of additional value that can be injected into the worldwide economy. Subsequently, the Open Data Services academic conversation was structured (Lindman et al. 2013a). The research project presented in this paper is an interpretive case study that was carried out to explore the factors that influence the diffusion of Open Data for new service development. This paper contributes to this debate by providing an interpretive inductive case study (Walsham 1995) of a tourism company that successfully turned several city authorities’ raw open datasets into a set of valuable services. Results demonstrate that 16 factors and 68 related variables are the most relevant in the process of diffusion of open data for new service development. Furthermore, this paper demonstrates the suitability of Social Constructionism and interpretive case study research to inductively generate knowledge in this field

    iPad use in fieldwork: formal and informal use to enhance pedagogical practice in a bring your own technology world

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    We report on use of iPads (and other IOS devices) for student fieldwork use and as electronic field notebooks and to promote active. We have used questionnaires and interviews of tutors and students to elicit their views and technology and iPad use for fieldwork. There is some reluctance for academic staff to relinquish paper notebooks for iPad use, whether in the classroom or on fieldwork, as well as use them for observational and measurement purposes. Students too are largely unaware of the potential of iPads for enhancing fieldwork. Apps can be configured for a wide variety of specific uses that make iPads useful for educational as well as social uses. Such abilities should be used to enhance existing practice as well as make new functionality. For example, for disabled students who find it difficult to use conventional note taking. iPads can be used to develop student self-directed learning and for group contributions. The technology becomes part of the students’ personal learning environments as well as at the heart of their knowledge spaces – academic and social. This blurring of boundaries is due to iPads’ usability to cultivate field use, instruction, assessment and feedback processes. iPads can become field microscopes and entries to citizen science and we see the iPad as the main ‘computing’ device for students in the near future. As part of the Bring Your Own Technology/Device (BYOD) the iPad has much to offer although, both staff and students need to be guided in the most effective use for self-directed education via development of Personal Learning Environments. A more student-oriented pedagogy is suggested to correspond to the increasing use of tablet technologies by student

    Virtual Heritage: new technologies for edutainment

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    Cultural heritage represents an enormous amount of information and knowledge. Accessing this treasure chest allows not only to discover the legacy of physical and intangible attributes of the past but also to provide a better understanding of the present. Museums and cultural institutions have to face the problem of providing access to and communicating these cultural contents to a wide and assorted audience, meeting the expectations and interests of the reference end-users and relying on the most appropriate tools available. Given the large amount of existing tangible and intangible heritage, artistic, historical and cultural contents, what can be done to preserve and properly disseminate their heritage significance? How can these items be disseminated in the proper way to the public, taking into account their enormous heterogeneity? Answering this question requires to deal as well with another aspect of the problem: the evolution of culture, literacy and society during the last decades of 20th century. To reflect such transformations, this period witnessed a shift in the museum’s focus from the aesthetic value of museum artifacts to the historical and artistic information they encompass, and a change into the museums’ role from a mere "container" of cultural objects to a "narrative space" able to explain, describe, and revive the historical material in order to attract and entertain visitors. These developments require creating novel exhibits, able to tell stories about the objects and enabling visitors to construct semantic meanings around them. The objective that museums presently pursue is reflected by the concept of Edutainment, Education + Entertainment. Nowadays, visitors are not satisfied with ‘learning something’, but would rather engage in an ‘experience of learning’, or ‘learning for fun’, being active actors and players in their own cultural experience. As a result, institutions are faced with several new problems, like the need to communicate with people from different age groups and different cultural backgrounds, the change in people attitude due to the massive and unexpected diffusion of technology into everyday life, the need to design the visit by a personal point of view, leading to a high level of customization that allows visitors to shape their path according to their characteristics and interests. In order to cope with these issues, I investigated several approaches. In particular, I focused on Virtual Learning Environments (VLE): real-time interactive virtual environments where visitors can experience a journey through time and space, being immersed into the original historical, cultural and artistic context of the work of arts on display. VLE can strongly help archivists and exhibit designers, allowing to create new interesting and captivating ways to present cultural materials. In this dissertation I will tackle many of the different dimensions related to the creation of a cultural virtual experience. During my research project, the entire pipeline involved into the development and deployment of VLE has been investigated. The approach followed was to analyze in details the main sub-problems to face, in order to better focus on specific issues. Therefore, I first analyzed different approaches to an effective recreation of the historical and cultural context of heritage contents, which is ultimately aimed at an effective transfer of knowledge to the end-users. In particular, I identified the enhancement of the users’ sense of presence in VLE as one of the main tools to reach this objective. Presence is generally expressed as the perception of 'being there', i.e. the subjective belief of users that they are in a certain place, even if they know that the experience is mediated by the computer. Presence is related to the number of senses involved by the VLE and to the quality of the sensorial stimuli. But in a cultural scenario, this is not sufficient as the cultural presence plays a relevant role. Cultural presence is not just a feeling of 'being there' but of being - not only physically, but also socially, culturally - 'there and then'. In other words, the VLE must be able to transfer not only the appearance, but also all the significance and characteristics of the context that makes it a place and both the environment and the context become tools capable of transferring the cultural significance of a historic place. The attention that users pay to the mediated environment is another aspect that contributes to presence. Attention is related to users’ focalization and concentration and to their interests. Thus, in order to improve the involvement and capture the attention of users, I investigated in my work the adoption of narratives and storytelling experiences, which can help people making sense of history and culture, and of gamification approaches, which explore the use of game thinking and game mechanics in cultural contexts, thus engaging users while disseminating cultural contents and, why not?, letting them have fun during this process. Another dimension related to the effectiveness of any VLE is also the quality of the user experience (UX). User interaction, with both the virtual environment and its digital contents, is one of the main elements affecting UX. With respect to this I focused on one of the most recent and promising approaches: the natural interaction, which is based on the idea that persons need to interact with technology in the same way they are used to interact with the real world in everyday life. Then, I focused on the problem of presenting, displaying and communicating contents. VLE represent an ideal presentation layer, being multiplatform hypermedia applications where users are free to interact with the virtual reconstructions by choosing their own visiting path. Cultural items, embedded into the environment, can be accessed by users according to their own curiosity and interests, with the support of narrative structures, which can guide them through the exploration of the virtual spaces, and conceptual maps, which help building meaningful connections between cultural items. Thus, VLE environments can even be seen as visual interfaces to DBs of cultural contents. Users can navigate the VE as if they were browsing the DB contents, exploiting both text-based queries and visual-based queries, provided by the re-contextualization of the objects into their original spaces, whose virtual exploration can provide new insights on specific elements and improve the awareness of relationships between objects in the database. Finally, I have explored the mobile dimension, which became absolutely relevant in the last period. Nowadays, off-the-shelf consumer devices as smartphones and tablets guarantees amazing computing capabilities, support for rich multimedia contents, geo-localization and high network bandwidth. Thus, mobile devices can support users in mobility and detect the user context, thus allowing to develop a plethora of location-based services, from way-finding to the contextualized communication of cultural contents, aimed at providing a meaningful exploration of exhibits and cultural or tourist sites according to visitors’ personal interest and curiosity

    Understanding citizen science and environmental monitoring: final report on behalf of UK Environmental Observation Framework

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    Citizen science can broadly be defined as the involvement of volunteers in science. Over the past decade there has been a rapid increase in the number of citizen science initiatives. The breadth of environmental-based citizen science is immense. Citizen scientists have surveyed for and monitored a broad range of taxa, and also contributed data on weather and habitats reflecting an increase in engagement with a diverse range of observational science. Citizen science has taken many varied approaches from citizen-led (co-created) projects with local community groups to, more commonly, scientist-led mass participation initiatives that are open to all sectors of society. Citizen science provides an indispensable means of combining environmental research with environmental education and wildlife recording. Here we provide a synthesis of extant citizen science projects using a novel cross-cutting approach to objectively assess understanding of citizen science and environmental monitoring including: 1. Brief overview of knowledge on the motivations of volunteers. 2. Semi-systematic review of environmental citizen science projects in order to understand the variety of extant citizen science projects. 3. Collation of detailed case studies on a selection of projects to complement the semi-systematic review. 4. Structured interviews with users of citizen science and environmental monitoring data focussing on policy, in order to more fully understand how citizen science can fit into policy needs. 5. Review of technology in citizen science and an exploration of future opportunities

    Blending MOOC in Face-to-Face Teaching and Studies

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    Cross-border Mobility for Electric Vehicles: Selected results from one of the first cross-border field tests in Europe

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    This book provides selected results from the accompanying research of the project CROME. The vision of the project was to create and test a safe, seamless, user-friendly and reliable mobility with electric vehicles between France and Germany as a prefiguration of a pan-European electric mobility system. Major aims were contributions to the European standardisation process of charging infrastructure for electric mobility and corresponding services, and to provide an early customer feedback

    Performing as Mapping: An examination of the role of site-specific performance practice as a methodology to map and/or re-imagine sites of urban regeneration

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    This thesis is a practice-led enquiry that examines the role of site-specific performance as a methodology or set of tools to ‘map’ sites of urban regeneration, and thus seeks to build further links between performance and the spatial practices of architecture and urbanism. Performativity has emerged as an important critical concept across a range of social and spatial fields - as a way understanding of how personal and place identities are continuously (re)created through everyday performance. Meanwhile, practitioners and researchers have become increasingly interested in creating, documenting, and theorising models of theatre and performance that engage with sites and communities outside of the gallery or auditorium. The thesis traces the emergence of ‘site-specific’ performances as ‘more-than-representational’ cartographies - from the early experiments of the Situationist International and the ‘Happenings’, through everyday practices of walking and navigating cities, to emerging technological and ‘locative’ performance models. The definition of what constitutes (a) ‘site’ is tested by locating these practices within the broader participatory and relational ‘turns’ in contemporary art. While this ‘expansion’ has opened up opportunities for site-specific performance-makers to operate within spheres such as community engagement, wider concerns are raised by the rhetoric of ‘community empowerment’ and the instrumentalisation of creative practice by political and commissioning institutions. Keeping these issues in mind, this research builds upon Jane Rendell's call for the field of architecture and urbanism to embrace methods from public art and performance in order to operate as ‘critical spatial practices’. The thesis constructs an argument for the role of site-specific performance in articulating contested histories, claims, and potentials of the site. This proposition is explored through three case studies, including empirical and practice-based research with performance makers in complex and contested sites in northern England. This is supported by a survey of contemporary performance practices that directly address themes and sites of urban regeneration. Using the twin lenses of mapping and participation, the thesis demonstrates how performance(s) can articulate the multiplicity of stories, experiences, and potentials in marginalised or ‘interstitial’ urban sites. By introducing other agencies and temporalities to the site (‘gathering and showing’), site-specific practices have been shown to challenge dominant narratives and unsettle the stable or singular representations of places perpetuated by professional frameworks of urban development and regeneration
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