142,047 research outputs found

    A Classification of Green Care Arrangements in Europe

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    A conceptual model for the development of CSCW systems

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    Models and theories concerning cooperation have long been recognised as an important aid in the development of Computer Supported Cooperative Work (CSCW) systems. However, there is no consensus regarding the set of concepts and abstractions that should underlie such models and theories. Furthermore, common patterns are hard to discern in different models and theories. This paper analyses a number of existing models and theories, and proposes a generic conceptual framework based on the strengths and commonalities of these models. We analyse five different developments, viz., Coordination Theory, Activity Theory, Task Manager model, Action/Interaction Theory and Object-Oriented Activity Support model, to propose a generic model based on four key concepts common to these developments, viz. activity, actor, information and service

    Can biological quantum networks solve NP-hard problems?

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    There is a widespread view that the human brain is so complex that it cannot be efficiently simulated by universal Turing machines. During the last decades the question has therefore been raised whether we need to consider quantum effects to explain the imagined cognitive power of a conscious mind. This paper presents a personal view of several fields of philosophy and computational neurobiology in an attempt to suggest a realistic picture of how the brain might work as a basis for perception, consciousness and cognition. The purpose is to be able to identify and evaluate instances where quantum effects might play a significant role in cognitive processes. Not surprisingly, the conclusion is that quantum-enhanced cognition and intelligence are very unlikely to be found in biological brains. Quantum effects may certainly influence the functionality of various components and signalling pathways at the molecular level in the brain network, like ion ports, synapses, sensors, and enzymes. This might evidently influence the functionality of some nodes and perhaps even the overall intelligence of the brain network, but hardly give it any dramatically enhanced functionality. So, the conclusion is that biological quantum networks can only approximately solve small instances of NP-hard problems. On the other hand, artificial intelligence and machine learning implemented in complex dynamical systems based on genuine quantum networks can certainly be expected to show enhanced performance and quantum advantage compared with classical networks. Nevertheless, even quantum networks can only be expected to efficiently solve NP-hard problems approximately. In the end it is a question of precision - Nature is approximate.Comment: 38 page

    Reenergising professional creativity from a CHAT perspective: Seeing knowledge and history in practice

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    This is the author's accepted manuscript. The final published article is available from the link below. Copyright @ 2011 Regents of the University of California.This article offers a critical examination of aspects of a practice- and theory-developing intervention in the teacher education setting in England designed as a variation of Developmental Work Research. A positive case is argued for the distinctiveness of such cultural-historical activity theory [CHAT-] informed interventions and some points of contrast are drawn with the British tradition of educational action research. In describing the practice-developing intervention, the twin focus on seeing knowledge and history in human activity systems is advanced as two dimensions of CHAT's distinctive approach, with the goal of stimulating and studying the emergence of professional creativity. Creativity under this interpretation is defined as the perception and analysis of opportunities for learning within the social situation of development and the production of new conceptual tools and approaches to the social organisation of work. Professional creativity is advanced as a much needed capacity among teachers in industrial workplaces influenced by the techniques of New Public Management. Common ground between CHAT and action research approaches is seen in their optimistic and modernist commitments to progress, and CHAT-framed interventions, like action research approaches, are presented as part of an evolving intellectual project

    A semiotic polyocular framework for multidisciplinary research in relation to multifunctional farming and rural development

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    The concept of multifunctional farming rises out of a problematization of the role of agriculture in society and, in particular, in relation to rural development. Hitherto multifunctional farming has primarily been used as a notion on the relationship between agriculture and society concerning the range of commodity and non-commodity goods that farms provide for society. But the agro-economic achievements together with societal development have led to a point where praxis is questioned and discourse potentially reopened. In an indirect way, the notion of multifunctionality reflects, that aspects not captured by the distinction between commodity and non-commodity need to be reintroduced. This paper offers a new framework (theoretical and methodical) suggesting a poly-ocular multidisciplinary approach and constructivist semiotic understanding of multifunctionality, which supports dialogue and interactions between the approaches, involved. Each research perspective has its own construction of the object of ‘farming’ and the ‘environment’ of farming; and thereby also its own perception of the functions and problems of farming. It therefore comes as no surprise that problems of communication are experienced between different perspectives, or that confusion on shared notions can cause frustrations and difficulties for multidisciplinary studies of multifunctionality. The present framework introduces a notion of multifunctionality, which enables the explicit handling of different perspectives by way of a distinction between the ‘immediate object’, as it appears to the observer, and the ‘dynamical object’, which represents the potentiality of the object in itself. From such semiotic point of view, the notion of multifunctionality becomes genuinely multidisciplinary. Multifunctionality cannot be reduced and included in one perspective, but has to be observed as a second order observation that involves reflexive communication between different perspectives and disciplines

    Using Gameplay Patterns to Gamify Learning Experiences

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    Gamification refers to the use of gaming elements to enhance user experience and engagement in non-gaming systems. In this paper we report the design and implementation of two higher education courses in which ludic elements were used to enhance the quality of the learning experience. A game can be regarded as a system of organised gameplay activities, and a course can be regarded as a system of organised learning activities. Leveraging this analogy, analysing games can provide valuable insights to organise learning activities within a learning experience. We examined a sample of successful commercial games to identify patterns of organisation of gameplay activities that could be applied to a course design. Five patterns were identified: quest structure, strategic open-endedness, non-linear progression, orientation, and challenge-based reward. These patterns were then used to define the instructional design of the courses. As a result, courses were organised as systems of quests that could be tackled through different strategies and in a non-linear way. Students received frequent feedback and were rewarded according to the challenges chosen, based on mechanics common in quest-based games. The courses involved two lecturers and 70 students. Learning journals were used throughout the term to collect data regarding student perceptions on the clarity and usefulness of the gamified approach, level of motivation and engagement in the courses, and relevance of the activities proposed. Results show that students felt challenged by the activities proposed and motivated to complete them, despite considering most activities as difficult. Students adopted different cognitive and behavioural strategies to cope with the courses’ demands. They had to define their own team project, defining the objectives, managing their times and coordinating task completion. The regular and frequent provision of feedback was highly appreciated. A sense of mastery was promoted and final achievement was positively impacted by the gamified strategy
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