2,744 research outputs found
Digitalization and Development
This book examines the diffusion of digitalization and Industry 4.0 technologies in Malaysia by focusing on the ecosystem critical for its expansion. The chapters examine the digital proliferation in major sectors of agriculture, manufacturing, e-commerce and services, as well as the intermediary organizations essential for the orderly performance of socioeconomic agents.
The book incisively reviews policy instruments critical for the effective and orderly development of the embedding organizations, and the regulatory framework needed to quicken the appropriation of socioeconomic synergies from digitalization and Industry 4.0 technologies. It highlights the importance of collaboration between government, academic and industry partners, as well as makes key recommendations on how to encourage adoption of IR4.0 technologies in the short- and long-term.
This book bridges the concepts and applications of digitalization and Industry 4.0 and will be a must-read for policy makers seeking to quicken the adoption of its technologies
Fictocritical Cyberfeminism: A Paralogical Model for Post-Internet Communication
This dissertation positions the understudied and experimental writing practice of fictocriticism as an analog for the convergent and indeterminate nature of “post-Internet” communication as well a cyberfeminist technology for interfering and in-tervening in metanarratives of technoscience and technocapitalism that structure contemporary media. Significant theoretical valences are established between twen-tieth century literary works of fictocriticism and the hybrid and ephemeral modes of writing endemic to emergent, twenty-first century forms of networked communica-tion such as social media. Through a critical theoretical understanding of paralogy, or that countercultural logic of deploying language outside legitimate discourses, in-volving various tactics of multivocity, mimesis and metagraphy, fictocriticism is ex-plored as a self-referencing linguistic machine which exists intentionally to occupy those liminal territories “somewhere in among/between criticism, autobiography and fiction” (Hunter qtd. in Kerr 1996). Additionally, as a writing practice that orig-inated in Canada and yet remains marginal to national and international literary scholarship, this dissertation elevates the origins and ongoing relevance of fictocriti-cism by mapping its shared aims and concerns onto proximal discourses of post-structuralism, cyberfeminism, network ecology, media art, the avant-garde, glitch feminism, and radical self-authorship in online environments. Theorized in such a matrix, I argue that fictocriticism represents a capacious framework for writing and reading media that embodies the self-reflexive politics of second-order cybernetic theory while disrupting the rhetoric of technoscientific and neoliberal economic forc-es with speech acts of calculated incoherence. Additionally, through the inclusion of my own fictocritical writing as works of research-creation that interpolate the more traditional chapters and subchapters, I theorize and demonstrate praxis of this dis-tinctively indeterminate form of criticism to empirically and meaningfully juxtapose different modes of knowing and speaking about entangled matters of language, bod-ies, and technologies. In its conclusion, this dissertation contends that the “creative paranoia” engendered by fictocritical cyberfeminism in both print and digital media environments offers a pathway towards a more paralogical media literacy that can transform the terms and expectations of our future media ecology
2023-2024 Catalog
The 2023-2024 Governors State University Undergraduate and Graduate Catalog is a comprehensive listing of current information regarding:Degree RequirementsCourse OfferingsUndergraduate and Graduate Rules and Regulation
NEMISA Digital Skills Conference (Colloquium) 2023
The purpose of the colloquium and events centred around the central role that data plays
today as a desirable commodity that must become an important part of massifying digital
skilling efforts. Governments amass even more critical data that, if leveraged, could
change the way public services are delivered, and even change the social and economic
fortunes of any country. Therefore, smart governments and organisations increasingly
require data skills to gain insights and foresight, to secure themselves, and for improved
decision making and efficiency. However, data skills are scarce, and even more
challenging is the inconsistency of the associated training programs with most curated for
the Science, Technology, Engineering, and Mathematics (STEM) disciplines.
Nonetheless, the interdisciplinary yet agnostic nature of data means that there is
opportunity to expand data skills into the non-STEM disciplines as well.College of Engineering, Science and Technolog
Under construction: infrastructure and modern fiction
In this dissertation, I argue that infrastructural development, with its technological promises but widening geographic disparities and social and environmental consequences, informs both the narrative content and aesthetic forms of modernist and contemporary Anglophone fiction. Despite its prevalent material forms—roads, rails, pipes, and wires—infrastructure poses particular formal and narrative problems, often receding into the background as mere setting. To address how literary fiction theorizes the experience of infrastructure requires reading “infrastructurally”: that is, paying attention to the seemingly mundane interactions between characters and their built environments. The writers central to this project—James Joyce, William Faulkner, Karen Tei Yamashita, and Mohsin Hamid—take up the representational challenges posed by infrastructure by bringing transit networks, sanitation systems, and electrical grids and the histories of their development and use into the foreground. These writers call attention to the political dimensions of built environments, revealing the ways infrastructures produce, reinforce, and perpetuate racial and socioeconomic fault lines. They also attempt to formalize the material relations of power inscribed by and within infrastructure; the novel itself becomes an imaginary counterpart to the technologies of infrastructure, a form that shapes and constrains what types of social action and affiliation are possible
Facilitating prosociality through technology: Design to promote digital volunteerism
Volunteerism covers many activities involving no financial rewards for volunteers but which contribute
to the common good. There is existing work in designing technology for volunteerism in HumanComputer Interaction (HCI) and related disciplines that focuses on motivation to improve
performance, but it does not account for volunteer wellbeing. Here, I investigate digital volunteerism
in three case studies with a focus on volunteer motivation, engagement, and wellbeing. My research
involved volunteers and others in the volunteering context to generate recommendations for a
volunteer-centric design for digital volunteerism. The thesis has three aims:
1. To investigate motivational aspects critical for enhancing digital volunteers’ experiences
2. To identify digital platform attributes linked to volunteer wellbeing
3. To create guidelines for effectively supporting volunteer engagement in digital volunteering
platforms
In the first case study I investigate the design of a chat widget for volunteers working in an
organisation with a view to develop a design that improves their workflow and wellbeing. The second
case study investigates the needs, motivations, and wellbeing of volunteers who help medical
students improve their medical communication skills. An initial mixed-methods study was followed by
an experiment comparing two design strategies to improve volunteer relatedness; an important
indicator of wellbeing. The third case study looks into volunteer needs, experiences, motivations, and
wellbeing with a focus on volunteer identity and meaning-making on a science-based research
platform. I then analyse my findings from these case studies using the lens of care ethics to derive
critical insights for design.
The key contributions of this thesis are design strategies and critical insights, and a volunteer-centric
design framework to enhance the motivation, wellbeing and engagement of digital volunteers
Reshaping Higher Education for a Post-COVID-19 World: Lessons Learned and Moving Forward
No abstract available
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Online group projects in higher education: persistent challenges and implications for practice
With the rapid adoption of online learning across higher education, there is an urgent need to identify its challenges and ways of addressing them. Online group projects, in particular, present significant issues for educators. This paper presents the findings of a systematic literature review identifying the key challenges of online group projects, together with strategies to address them. From a corpus of 114 recent papers, the 57 most relevant were analysed, to identify themes related to challenges and strategies. Key challenges were: low and uneven participation by students; a lack of clarity and preparation for students; and poor relationships. Strategies for addressing challenges were: careful design of projects, particularly regarding fair assessment; clear guidance and preparation of students; and practical and emotional support throughout, to encourage confidence and engagement. The findings of this review will enable educators to design and facilitate online group projects which students find rewarding and valuable
Designing adaptivity in educational games to improve learning
The study of pedagogy has shown that students have different ways of learning and processing information. Students in a classroom learn best when being taught by a teacher who is able to adapt and/or change the pedagogical model being used, to better suit said students and/or the subject being taught. When considering other teaching mediums such as computer-assisted learning systems or educational video games, research also identified the benefits of adapting educational features to better teach players. However, effective methods for adaptation in educational video games are less well researched.This study addresses four points regarding adaptivity within educational games. Firstly, a framework for making any game adaptive was extracted from the literature. Secondly, an algorithm capable of monitoring, modelling and executing adaptations was developed and explained using the framework. Thirdly, the algorithm's effect on learning gains in players was evaluated using a customised version of Minecraft as the educational game and topics from critical thinking as the educational content. Lastly, a methodology explaining the process of utilising the algorithm with any educational game and the evaluation of said methodology were detailed
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