37 research outputs found

    A New Trend of Knowledge Management: A Study of Mobile Knowledge Management

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    Recent years, knowledge management has developed rapidly in the field of management science and practice. With the evolution of mobile internet technology, it seems to be more prevalent and more important about the research of mobile knowledge management (mKM). Firstly, based on the literature of mKM, different perspectives of mKM research are concluded and analyzed in this paper. Secondly, we make comments on the different literature of mKM. Then, this paper elaborates the strategies and measures to realize mKM under the environment of mobile internet. Finally, this paper provides prospects for the directions in future research

    Web3: The Next Internet Revolution

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    Since the first appearance of the World Wide Web, people more rely on the Web for their cyber social activities. The second phase of World Wide Web, named Web 2.0, has been extensively attracting worldwide people that participate in building and enjoying the virtual world. Nowadays, the next internet revolution: Web3 is going to open new opportunities for traditional social models. The decentralization property of Web3 is capable of breaking the monopoly of the internet companies. Moreover, Web3 will lead a paradigm shift from the Web as a publishing medium to a medium of interaction and participation. This change will deeply transform the relations among users and platforms, forces and relations of production, and the global economy. Therefore, it is necessary that we technically, practically, and more broadly take an overview of Web3. In this paper, we present a comprehensive survey of Web3, with a focus on current technologies, challenges, opportunities, and outlook. This article first introduces several major technologies of Web3. Then, we illustrate the type of Web3 applications in detail. Blockchain and smart contracts ensure that decentralized organizations will be less trusted and more truthful than that centralized organizations. Decentralized finance will be global, and open with financial inclusiveness for unbanked people. This paper also discusses the relationship between the Metaverse and Web3, as well as the differences and similarities between Web 3.0 and Web3. Inspired by the Maslow's hierarchy of needs theory, we further conduct a novel hierarchy of needs theory within Web3. Finally, several worthwhile future research directions of Web3 are discussed.Comment: Preprint. 5 figures, 2 table

    Revolutionizing Thailand’s Agricultural Sector: The Transformative Potential of Blockchain Technology in Digital Economy Supportive Policy

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      Blockchain technology is a data storage system that involves a distributed database, which is a modern technology that has garnered widespread interest and study both locally and internationally. Currently, blockchain technology has revolutionized the world of business, finance, and banking, as well as government agencies in different countries, which have elevated their management to become digital governments that align with the digital economy. This can help to facilitate and improve the lives of citizens by making services more convenient, trustworthy, transparent, and verifiable, as well as reducing the steps involved in coordinating government activities. The purpose of this article is to study the principles of blockchain technology and smart contracts, as well as to propose recommendations for their application to solve the problems of government management in the agricultural sector in Thailand, to ensure smooth and efficient operations. Blockchain technology is a new technology that has garnered interest and study both locally and internationally, and has been revolutionary in the business sector, particularly in finance and banking. Many countries have upgraded their government management systems in response to the digital technology that is expanding in all sectors of the economy, which is crucial to the running of government operations and management. In addition, it can support and assist in providing convenience for citizens to access government services quickly, efficiently, transparently, and verifiably. This study has four main points: 1) top-down decision-making, 2) income stability, 3) unintended outcomes, and 4) the motivation of politicians and government officials. The results of this study show that supporting Thailand's digital economy in the agricultural sector can be achieved through the use of blockchain technology in data management, smart contracts to influence production factors, supporting and providing various benefits to farmers, and even implementing e-voting and allocating benefits to community-related activities. This can help to collect data from these activities to use for policy development and review

    The Semantically Rich Learning Environments: A Systematic Literature Review

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    Purpose: The research is intended to extract repetitive themes in the field of semantic-rich learning and to express the basic opportunities and challenges therein. Method: The method applied was to review the articles published in the WOS database, during the years 2000 to 2020 by using the paradigm funnel technique; moreover the Nvivo software was used for document analysis and theme extraction. Findings: In the study, it was found that establishing access to appropriate educational content, proper analysis and representation of knowledge, human capabilities enhancement, personalization of learning, and improving the quality of assessment, are the most important positive effects of using STs in learning; Also, in this study, nine themes and seven major challenges in the field of semantic-rich learning were identified. Conclusion: personalization and adaptation, and the development of various ontologies, are the most cited themes; and access to learning content and concerns about the design and development of learning systems are the most important challenges facing semantic-rich learning environments. We believe that in order to overcome the enumerated challenges, the combination of STs with other emerging cognitive and communication technologies, such as IoT, is necessary and could be the subject of future research in this field

    Revisiting tools in numeracy learning: the role of authentic digital tools

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    This conceptual analysis paper argues for an expansion to the definition of tools in Goos et al. model of numeracy. As the digitalization of society progresses at an ever-quickening pace, mathematical processes that were once considered only necessary for higher level occupations and tasks are now everyday requirements for successful participation in modern life and workplaces. Mathematical acts are routinely undertaken on a normal day because of the technology we use in daily life. For example, the act of driving a car has a mathematical basis; the driver has awareness of the location of the destination, reads multiple instruments and indicators including speed and fuel consumption, and interprets digital maps or navigation aids. Authentic digital tools and devices that are used in the real world that undertake mathematical processes can change the mathematics that is to be done. Rapid developments in mathematical technology, alongside the ubiquity of digital devices, the broad scope of functions and ease of use, has advanced the mathematical processes that digital tools can perform. The specificity and functionality of current digital tools can influence both the approach to and the application of the mathematics. To keep pace with society trends and demands, the tools used in the teaching and learning of numeracy should reflect the level of mathematical knowledge and skills required for successful participation in 21st Century life. Given that the digitalization of tools means they are no longer bound by time and space, they can be shared instantaneously. This agile ease of use suggests these tools may be suitable for use in the classroom. It is important therefore that educators find pedagogical ways to use real-world digital tools in authentic ways. This paper explores the current definition of numeracy tools found in literature and curricula and considers an expansion to the definition to fit with current technological directions. A model for implementation will be considered, and a suggested evaluation of the expanded model as a vehicle for learning numeracy is proposed

    A model for putting connectivism into practice in a classroom environment

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    Dissertation presented as the partial requirement for obtaining a Master's degree in Information Management, specialization in Information Systems and Technologies ManagementTechnology in education, as in most pillars of society, represents a trend for the new era. Often referred to as Smart Education, the integration of technology into learning environments with the goal of enhancing the experience for students and teachers has been of growing interest to learning institutions. The emergence of a heterodox theory of learning, connectivism, has come to prioritize the incessant search for new and accurate information and, consequently, the capacity of the learner to build knowledge through the connection of nodes within the chaos of contradictory opinions. Being connectivism associated with the reality of an e-learning context, it remains challenging to adapt it into a setting of presential university classes. The model developed in this paper is a proposition of how to fill this gap, hence answering the question of how to put connectivism into practice in a campus environment. The framework, which combines the students’ self-research, and online interaction with their peers through social media platforms, culminating in physical classroom discussions, reflects the connectivism principles and is beneficial for the majority of students. Unlike most connectivism-inspired class dynamics, here, the professor’s role is critical, with the responsibility of moderation and capacity to assess whether the students have been successful in building knowledge through their connections. Although the aim of the study is to apply connectivism principles in a physical campus, the relevance of work-oriented social media platforms in this model is undeniable

    ALT-C 2011 Abstracts

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    This is a PDF of the abstracts for all the sessions at the 2011 ALT conference. It is designed to be used alongside the online version of the conference programme. It was made public on 1 September, with a "topped and tailed" made live on 2 September

    Tackling the Challenges of Information Security Incident Reporting: A Decentralized Approach

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    Information security incident under-reporting is unambiguously a business problem, as identified by a variety of sources, such as ENISA (2012), Symantec (2016), Newman (2018) and more. This research project identified the underlying issues that cause this problem and proposed a solution, in the form of an innovative artefact, which confronts a number of these issues. This research project was conducted according to the requirements of the Design Science Research Methodology (DSRM) by Peffers et al (2007). The research question set at the beginning of this research project, probed the feasible formation of an incident reporting solution, which would increase the motivational level of users towards the reporting of incidents, by utilizing the positive features offered by existing solutions, on one hand, but also by providing added value to the users, on the other. The comprehensive literature review chapter set the stage, and identified the reasons for incident underreporting, while also evaluating the existing solutions and determining their advantages and disadvantages. The objectives of the proposed artefact were then set, and the artefact was designed and developed. The output of this development endeavour is “IRDA”, the first decentralized incident reporting application (DApp), built on “Quorum”, a permissioned blockchain implementation of Ethereum. Its effectiveness was demonstrated, when six organizations accepted to use the developed artefact and performed a series of pre-defined actions, in order to confirm the platform’s intended functionality. The platform was also evaluated using Venable et al’s (2012) evaluation framework for DSR projects. This research project contributes to knowledge in various ways. It investigates blockchain and incident reporting, two domains which have not been extensively examined and the available literature is rather limited. Furthermore, it also identifies, compares, and evaluates the conventional, reporting platforms, available, up to date. In line with previous findings (e.g Humphrey, 2017), it also confirms the lack of standard taxonomies for information security incidents. This work also contributes by creating a functional, practical artefact in the blockchain domain, a domain where, according to Taylor et al (2019), most studies are either experimental proposals, or theoretical concepts, with limited practicality in solving real-world problems. Through the evaluation activity, and by conducting a series of non-parametric significance tests, it also suggests that IRDA can potentially increase the motivational level of users towards the reporting of incidents. This thesis describes an original attempt in utilizing the newly emergent blockchain technology, and its inherent characteristics, for addressing those concerns which actively contribute to the business problem. To the best of the researcher’s knowledge, there is currently no other solution offering similar benefits to users/organizations for incident reporting purposes. Through the accomplishment of this project’s pre-set objectives, the developed artefact provides a positive answer to the research question. The artefact, featuring increased anonymity, availability, immutability and transparency levels, as well as an overall lower cost, has the potential to increase the motivational level of organizations towards the reporting of incidents, thus improving the currently dismaying statistics of incident under-reporting. The structure of this document follows the flow of activities described in the DSRM by Peffers et al (2007), while also borrowing some elements out of the nominal structure of an empirical research process, including the literature review chapter, the description of the selected research methodology, as well as the “discussion and conclusion” chapter

    Investigating Real-time Touchless Hand Interaction and Machine Learning Agents in Immersive Learning Environments

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    The recent surge in the adoption of new technologies and innovations in connectivity, interaction technology, and artificial realities can fundamentally change the digital world. eXtended Reality (XR), with its potential to bridge the virtual and real environments, creates new possibilities to develop more engaging and productive learning experiences. Evidence is emerging that thissophisticated technology offers new ways to improve the learning process for better student interaction and engagement. Recently, immersive technology has garnered much attention as an interactive technology that facilitates direct interaction with virtual objects in the real world. Furthermore, these virtual objects can be surrogates for real-world teaching resources, allowing for virtual labs. Thus XR could enable learning experiences that would not bepossible in impoverished educational systems worldwide. Interestingly, concepts such as virtual hand interaction and techniques such as machine learning are still not widely investigated in immersive learning. Hand interaction technologies in virtual environments can support the kinesthetic learning pedagogical approach, and the need for its touchless interaction nature hasincreased exceptionally in the post-COVID world. By implementing and evaluating real-time hand interaction technology for kinesthetic learning and machine learning agents for self-guided learning, this research has addressed these underutilized technologies to demonstrate the efficiency of immersive learning. This thesis has explored different hand-tracking APIs and devices to integrate real-time hand interaction techniques. These hand interaction techniques and integrated machine learning agents using reinforcement learning are evaluated with different display devices to test compatibility. The proposed approach aims to provide self-guided, more productive, and interactive learning experiences. Further, this research has investigated ethics, privacy, and security issues in XR and covered the future of immersive learning in the Metaverse.<br/
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