49,212 research outputs found

    Education for sustainable development: draft guidance for UK higher education providers, for consultation

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    Can We Agree on What Robots Should be Allowed to Do? An Exercise in Rule Selection for Ethical Care Robots

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    Future Care Robots (CRs) should be able to balance a patient’s, often conflicting, rights without ongoing supervision. Many of the trade-offs faced by such a robot will require a degree of moral judgment. Some progress has been made on methods to guarantee robots comply with a predefined set of ethical rules. In contrast, methods for selecting these rules are lacking. Approaches departing from existing philosophical frameworks, often do not result in implementable robotic control rules. Machine learning approaches are sensitive to biases in the training data and suffer from opacity. Here, we propose an alternative, empirical, survey-based approach to rule selection. We suggest this approach has several advantages, including transparency and legitimacy. The major challenge for this approach, however, is that a workable solution, or social compromise, has to be found: it must be possible to obtain a consistent and agreed-upon set of rules to govern robotic behavior. In this article, we present an exercise in rule selection for a hypothetical CR to assess the feasibility of our approach. We assume the role of robot developers using a survey to evaluate which robot behavior potential users deem appropriate in a practically relevant setting, i.e., patient non-compliance. We evaluate whether it is possible to find such behaviors through a consensus. Assessing a set of potential robot behaviors, we surveyed the acceptability of robot actions that potentially violate a patient’s autonomy or privacy. Our data support the empirical approach as a promising and cost-effective way to query ethical intuitions, allowing us to select behavior for the hypothetical CR

    Management accounting education: is there a gap between academia and practitioner perceptions?

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    A mail survey was conducted of all Institute of Chartered Accountants of New Zealand accredited Tertiary Education Institutions and 300 randomly selected New Zealand companies to ascertain the views of management accounting academics and practitioners on the contents of management accounting courses and the skills and competencies of recent graduates. The results show that practitioners placed an emphasis on traditional management accounting techniques, while academics placed an emphasis on contemporary techniques. Both groups were in agreement on the skills and characteristics required of recent graduates. An interesting finding was the emergence of negative comments on the arrogance of new graduates and an increased need for graduates to be work ready. These two aspects were not a feature of previous studies. The implications of the results are that academics cannot ignore the teaching of traditional management accounting techniques and may need to increase the coverage of the issues involved in implementing contemporary management accounting techniques

    Affect and believability in game characters:a review of the use of affective computing in games

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    Virtual agents are important in many digital environments. Designing a character that highly engages users in terms of interaction is an intricate task constrained by many requirements. One aspect that has gained more attention recently is the effective dimension of the agent. Several studies have addressed the possibility of developing an affect-aware system for a better user experience. Particularly in games, including emotional and social features in NPCs adds depth to the characters, enriches interaction possibilities, and combined with the basic level of competence, creates a more appealing game. Design requirements for emotionally intelligent NPCs differ from general autonomous agents with the main goal being a stronger player-agent relationship as opposed to problem solving and goal assessment. Nevertheless, deploying an affective module into NPCs adds to the complexity of the architecture and constraints. In addition, using such composite NPC in games seems beyond current technology, despite some brave attempts. However, a MARPO-type modular architecture would seem a useful starting point for adding emotions

    Sustainable development in higher education : 2008 update to strategic statement and action plan

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    Latin American perspectives to internationalize undergraduate information technology education

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    The computing education community expects modern curricular guidelines for information technology (IT) undergraduate degree programs by 2017. The authors of this work focus on eliciting and analyzing Latin American academic and industry perspectives on IT undergraduate education. The objective is to ensure that the IT curricular framework in the IT2017 report articulates the relationship between academic preparation and the work environment of IT graduates in light of current technological and educational trends in Latin America and elsewhere. Activities focus on soliciting and analyzing survey data collected from institutions and consortia in IT education and IT professional and educational societies in Latin America; these activities also include garnering the expertise of the authors. Findings show that IT degree programs are making progress in bridging the academic-industry gap, but more work remains

    Responsible Research and Innovation: Using the Requirements Tool for Stakeholder Engagement in Developing a Universal Design for Learning Guidelines for Practice

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    open access articleResponsible research and innovation (RRI) is growing in importance, and alongside this growth is an acknowledgement that for research and innovation projects to be successful, stakeholders must be involved from the outset. When developing guidelines for practice, stakeholders will often be presented with a document to ratify rather than one to develop or revise. This gap in stakeholder engagement has been recognised and addressed by the development of the requirements tool. This tool was originally created to provide a systematic approach to the development of guidelines for the governance of RRI, but it was quickly recognised that the tool can bridge the gap and involve stakeholders from the outset, thereby increasing the likelihood of buy-in. This paper presents the second validated use of the tool that was used to inform the revision of guidelines for the introduction of a universal design for learning (UDL) at a UK University. The resulting revised guidelines for practice and their adoption by those tasked with producing them provide further evidence of the value and flexibility of the tool and its potential for its continued use in the future development or revision of guidelines
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