153,467 research outputs found

    Between the Lines: documenting the multiple dimensions of computer supported collaborations

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    When we consider the possibilities for the design and evaluation of Computer Supported Collaborative Learning (CSCL) we probably constrain the CS in CSCL to situations in which learners, or groups of learners collaborate with each other around a single computer, across a local intranet or via the global internet. We probably also consider situations in which the computer itself acts as a collaborative partner giving hints and tips either with or without the addition of an animated pedagogical agent. However, there are now many possibilities for CSCL applications to be offered to learners through computing technology that is something other than a desktop computer, such as the TV or a digital toy. In order to understand how such complex and novel interactions work, we need tools to map out the multiple dimensions of collaboration using a whole variety of technologies. This paper discusses the evolution of a documentation technique for collaborative interactions from its roots in a situation where a single learner is collaborating with a software learning partner, through its second generation: group use of multimedia, to its current test-bed: young children using digital toys and associated software. We will explore some of the challenges these different learning situations pose for those involved in the evaluation of collaborative learning

    Competition-driven evolution of organismal complexity

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    Non-uniform rates of morphological evolution and evolutionary increases in organismal complexity, captured in metaphors like "adaptive zones", "punctuated equilibrium" and "blunderbuss patterns", require more elaborate explanations than a simple gradual accumulation of mutations. Here we argue that non-uniform evolutionary increases in phenotypic complexity can be caused by a threshold-like response to growing ecological pressures resulting from evolutionary diversification at a given level of complexity. Acquisition of a new phenotypic feature allows an evolving species to escape this pressure but can typically be expected to carry significant physiological costs. Therefore, the ecological pressure should exceed a certain level to make such an acquisition evolutionarily successful. We present a detailed quantitative description of this process using a microevolutionary competition model as an example. The model exhibits sequential increases in phenotypic complexity driven by diversification at existing levels of complexity and the resulting increase in competitive pressure, which can push an evolving species over the barrier of physiological costs of new phenotypic features.Comment: Open PDF with Acrobat to see movies, 22 pages, 9 figure

    Empirical exploration of air traffic and human dynamics in terminal airspaces

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    Air traffic is widely known as a complex, task-critical techno-social system, with numerous interactions between airspace, procedures, aircraft and air traffic controllers. In order to develop and deploy high-level operational concepts and automation systems scientifically and effectively, it is essential to conduct an in-depth investigation on the intrinsic traffic-human dynamics and characteristics, which is not widely seen in the literature. To fill this gap, we propose a multi-layer network to model and analyze air traffic systems. A Route-based Airspace Network (RAN) and Flight Trajectory Network (FTN) encapsulate critical physical and operational characteristics; an Integrated Flow-Driven Network (IFDN) and Interrelated Conflict-Communication Network (ICCN) are formulated to represent air traffic flow transmissions and intervention from air traffic controllers, respectively. Furthermore, a set of analytical metrics including network variables, complex network attributes, controllers' cognitive complexity, and chaotic metrics are introduced and applied in a case study of Guangzhou terminal airspace. Empirical results show the existence of fundamental diagram and macroscopic fundamental diagram at the route, sector and terminal levels. Moreover, the dynamics and underlying mechanisms of "ATCOs-flow" interactions are revealed and interpreted by adaptive meta-cognition strategies based on network analysis of the ICCN. Finally, at the system level, chaos is identified in conflict system and human behavioral system when traffic switch to the semi-stable or congested phase. This study offers analytical tools for understanding the complex human-flow interactions at potentially a broad range of air traffic systems, and underpins future developments and automation of intelligent air traffic management systems.Comment: 30 pages, 28 figures, currently under revie

    Smartphone chronic gaming consumption and positive coping practice

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    Purpose: Chronic consumption practice has been greatly accelerated by mobile, interactive and smartphone gaming technology devices. This study explores how chronic consumption of smartphone gaming produces positive coping practice. Design/methodology/approach: Underpinned by cognitive framing theory, empirical insights from eleven focus groups (n=62) reveal how smartphone gaming enhances positive coping amongst gamers and non-gamers. Findings: The findings reveal how the chronic consumption of games allows technology to act with privileged agency that resolves tensions between individuals and collectives. Consumption narratives of smartphone games, even when play is limited, lead to the identification of three cognitive frames through which positive coping processes operate: (a) the market generated frame, (b) the social being frame, and (c) the citizen frame. Research limitations/implications: This paper adds to previous research by providing an understanding of positive coping practice in the smartphone chronic gaming consumption. Originality/value: In smartphone chronic gaming consumption, cognitive frames enable positive coping by fostering appraisal capacities in which individuals confront, hegemony, culture and alterity-morality concerns

    Software Sustainability: The Modern Tower of Babel

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    <p>The aim of this paper is to explore the emerging definitions of software sustainability from the field of software engineering in order to contribute to the question, what is software sustainability?</p

    Emergent Innovation—a Socio-Epistemological Innovation Technology. Creating Profound Change and Radically New Knowledge as Core Challenges in Knowledge Management

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    This paper introduces an alternative approach to innovation: Emergent Innovation. As opposed to radical innovation Emergent Innovation finds a balance and integrates the demand both for radically new knowledge and at the same time for an organic development from within the organization. From a knowledge management perspective one can boil down this problem to the question of how to cope with the new and with profound change in knowledge. This question will be dealt with in the first part of the paper. As an implication the alternative approach of Emergent Innovation will be presented in the second part: this approach looks at innovation as a socio-epistemological process of “learning from the future”.\ud Keywords:\ud Innovation, radical innovation, emergent innovation, knowledge creation, change

    Design Fiction Diegetic Prototyping: A Research Framework for Visualizing Service Innovations

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    The file attached to this record is the author's final peer reviewed version. The Publisher's final version can be found by following the DOI link.Purpose: This paper presents a design fiction diegetic prototyping methodology and research framework for investigating service innovations that reflect future uses of new and emerging technologies. Design/methodology/approach: Drawing on speculative fiction, we propose a methodology that positions service innovations within a six-stage research development framework. We begin by reviewing and critiquing designerly approaches that have traditionally been associated with service innovations and futures literature. In presenting our framework, we provide an example of its application to the Internet of Things (IoT), illustrating the central tenets proposed and key issues identified. Findings: The research framework advances a methodology for visualizing future experiential service innovations, considering how realism may be integrated into a designerly approach. Research limitations/implications: Design fiction diegetic prototyping enables researchers to express a range of ‘what if’ or ‘what can it be’ research questions within service innovation contexts. However, the process encompasses degrees of subjectivity and relies on knowledge, judgment and projection. Practical implications: The paper presents an approach to devising future service scenarios incorporating new and emergent technologies in service contexts. The proposed framework may be used as part of a range of research designs, including qualitative, quantitative and mixed method investigations. Originality: Operationalizing an approach that generates and visualizes service futures from an experiential perspective contributes to the advancement of techniques that enables the exploration of new possibilities for service innovation research
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