89,825 research outputs found

    Taking time to understand: articulating relationships between technologies and organizations

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    Dynamic relationships between technologies and organizations are investigated through research on digital visualization technologies and their use in the construction sector. Theoretical work highlights mutual adaptation between technologies and organizations but does not explain instances of sustained, sudden, or increasing maladaptation. By focusing on the technological field, I draw attention to hierarchical structuring around inter-dependent levels of technology; technological priorities of diverse groups; power asymmetries and disjunctures between contexts of development and use. For complex technologies, such as digital technologies, I argue these field-level features explain why organizations peripheral to the field may experience difficulty using emerging technology

    Understanding Next-Generation VR: Classifying Commodity Clusters for Immersive Virtual Reality

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    Commodity clusters offer the ability to deliver higher performance computer graphics at lower prices than traditional graphics supercomputers. Immersive virtual reality systems demand notoriously high computational requirements to deliver adequate real-time graphics, leading to the emergence of commodity clusters for immersive virtual reality. Such clusters deliver the graphics power needed by leveraging the combined power of several computers to meet the demands of real-time interactive immersive computer graphics.However, the field of commodity cluster-based virtual reality is still in early stages of development and the field is currently adhoc in nature and lacks order. There is no accepted means for comparing approaches and implementers are left with instinctual or trial-and-error means for selecting an approach.This paper provides a classification system that facilitates understanding not only of the nature of different clustering systems but also the interrelations between them. The system is built from a new model for generalized computer graphics applications, which is based on the flow of data through a sequence of operations over the entire context of the application. Prior models and classification systems have been too focused in context and application whereas the system described here provides a unified means for comparison of works within the field

    The three dimensions of a communitarian institution. The Open Source Software Community Case

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    The analysis of the empirical studies relative to the Free/Libre/Open Source Software (FLOSS) case highlights the necessity to enlarge the set of categories used to describe developers incentives. In particular, the evidences stress the important role played by another category of incentives, broadly and roughly defined as psychological and social motivations. However, the theories elaborated to cope with this dimension, such as ift economy,epistemic community or community of practice, are not combined into a unique structured framework. Each one of them, in fact, is focused on particular features of the FLOSS model, so that the FLOSS community itself is often described as ahybrid institution, obtained combining different perspectives. However, it is possible construct a mechanism here called reflexive identity able to bridge the analyzed theories and to explain the empirical evidences left aside by self-supply, reputation and signaling. The reflexive identity mechanism develops through the nexus of ties connecting the community members. In order to cooperate, members have to negotiate the system of meanings they use to interface with the world and with the communitarian environment. But this means reshaping also their own vision of the world, redefining their values and thus their identity. The space opened by the negotiation, then, is the space where community aims, principles and ethos act directly on membersidentity, making them internalize the communitarian structure of rules. The reflexive identity principle, then, merges the psychological and social dimension of the FLOSS phenomenon with the structure of rules adopted by the FLOSS community, and thus it constitutes together with self-supply, signaling, reputation and peer regard the basis upon which the FLOSS community is built.Open Source Software; FLOSS

    Semantic discovery and reuse of business process patterns

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    Patterns currently play an important role in modern information systems (IS) development and their use has mainly been restricted to the design and implementation phases of the development lifecycle. Given the increasing significance of business modelling in IS development, patterns have the potential of providing a viable solution for promoting reusability of recurrent generalized models in the very early stages of development. As a statement of research-in-progress this paper focuses on business process patterns and proposes an initial methodological framework for the discovery and reuse of business process patterns within the IS development lifecycle. The framework borrows ideas from the domain engineering literature and proposes the use of semantics to drive both the discovery of patterns as well as their reuse

    Action Research : the first steps to start up a pilot experiment in heritage education

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    Peer-reviewedLes relacions entre els museus i les escoles canvien amb l'ús d'internet. Volem analitzar com aquestes noves relacions tenen lloc a una escala nacional. És important analitzar aquestes noves relacions possibles, que són producte de canvis socials i tecnològics, ja que permeten noves interaccions i participació, al mateix temps que demanen canvis en les formes d'organització, la gestió de recursos web i els models d'ensenyament i aprenentatge. Concretament, les xarxes d'aprenentatge poden establir una nova forma de relació entre els museus i les escoles, i els recursos educatius en línia amb contingut sobre patrimoni cultural poden oferir oportunitats d'aprenentatge i recursos de coneixement més enllà dels límits de l'ensenyament formal. Tanmateix, calen projectes experimentals per a efectuar proves i veure com aquests tipus de pràctiques d'ensenyament i aprenentatge funcionaran en un context social i cultural concret. Així, doncs, la recerca activa pot contribuir al desenvolupament d'una experiència d'aprenentatge, basat en la reflexió i l'acció. L'objectiu d'aquesta experimentació és obtenir un model de treball i millors pràctiques per a aprendre i ensenyar en xarxes d'aprenentatge formades per gestors, professors i estudiants de patrimoni en què els membres produeixin i utilitzin recursos educatius en línia amb contingut de patrimoni cultural. Els resultats d'aquest projecte empíric seran comprovats amb resultats de la primera part metodològica de la tesi doctoral per a obtenir un model que es pugui exportar a altres contextos.Las relaciones entre los museos y las escuelas cambian con el uso de internet. Queremos analizar cómo estas nuevas relaciones tienen lugar a una escala nacional. Es importante analizar estas posibles nuevas relaciones, que son producto de cambios sociales y tecnológicos, ya que permiten nuevas interacciones y participación, a la vez que requieren cambios en las formas de organización, la gestión de recursos web y los modelos de enseñanza y aprendizaje. Concretamente, las redes de aprendizaje pueden establecer una nueva forma de relación entre los museos y las escuelas, y los recursos educativos en línea con contenido de patrimonio cultural pueden ofrecer oportunidades de aprendizaje y recursos de conocimiento más allá de los límites de la enseñanza formal. No obstante, existe una necesidad de proyectos experimentales para realizar pruebas para ver cómo estos tipos de prácticas de enseñanza y aprendizaje funcionarán en un contexto social y cultural concreto. Así pues, la investigación-acción puede contribuir al desarrollo de una experiencia de aprendizaje, basado en la reflexión y las acciones. El objetivo de esta experimentación es obtener un modelo de trabajo y mejores prácticas para el aprendizaje y la enseñanza en redes de aprendizaje formadas por gestores, profesores y estudiantes del patrimonio en las que los miembros produzcan y utilicen recursos en línea con contenido de patrimonio cultural. Los resultados de este proyecto de investigación empírico serán comparados con los resultados de la primera parte metodológica de la tesis doctoral para obtener un modelo que pueda ser exportado a otros contextos.The relationships between museums and schools are changing through the use of internet. We want to analyse how these new relationships occur at a national level. It is important to analyse these possible new relationships, which are the product of social and technological changes. They allow for new interactions and participation whilst requiring changes in the forms of organisation, web resource management, and teaching and learning models. Specifically, learning networks can establish a new form of relationship between museums and schools and educational online resources with cultural heritage content can offer learning opportunities and knowledge resources beyond the boundaries of formal education. However, there is a need for experimental projects to test the evidence and to see how these kinds of teaching and learning practices will work within a concrete social and cultural context. Thus, Action Research can contribute to the development of a learning experience, based on reflection and actions. The aim of this experimentation is to obtain a working model and best practices for learning and teaching in learning networks shaped by heritage managers, teachers and students where the members produce and use educational online resources with cultural heritage content. The results of this empirical research project will be compared with results from the first methodological part of the PhD thesis to obtain a model that can be exported to other contexts

    Reflectance Transformation Imaging (RTI) System for Ancient Documentary Artefacts

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    This tutorial summarises our uses of reflectance transformation imaging in archaeological contexts. It introduces the UK AHRC funded project reflectance Transformation Imaging for Anciant Documentary Artefacts and demonstrates imaging methodologies

    Reconfiguring experimental archaeology using 3D reconstruction

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    Experimental archaeology has long yielded valuable insights into the tools and techniques that featured in past peoples’ relationship with the material world around them. We can determine, for example, how many trees would need to be felled to construct a large round-house of the southern British Iron Age (over one hundred), infer the exact angle needed to strike a flint core in order to knap an arrowhead in the manner of a Neolithic hunter-gatherer, or recreate the precise environmental conditions needed to store grain in underground silos over the winter months, with only the technologies and materials available to Romano-Briton villagers (see Coles 1973; Reynolds 1993). However, experimental archaeology has, hitherto, confined itself to rather rigid, empirical and quantitative questions such as those posed in these examples. This is quite understandable, and in line with good scientific practice, which stipulates that any ‘experiment’ must be based on replicable data, and be reproducible. Despite their potential in this area however, it is notable that digital reconstruction technologies have yet to play a significant role in experimental archaeology. Whilst many excellent examples of digital 3D reconstruction of heritage sites exist (for example the Digital Roman Forum project: http://dlib.etc.ucla.edu/projects/Forum) most, if not all, of these are characterized by a drive to establish a photorealistic re-creation of physical features. This paper will discuss possibilities that lie beyond straightforward positivist re-creation of heritage sites, in the experimental reconstruction of intangible heritage. Between 2010 and 2012, the authors led the Motion in Place Platform project (MiPP: http://www.motioninplace.org/), a capital grant under the AHRC's DEDEFI scheme developing motion capture and analysis tools for exploring how people move through spaces. In the course of MiPP, a series of experiments were conducted using motion capture hardware and software at the Silchester Roman town archaeological excavation in Hampshire, and at the Butser Ancient Farm facility, where Romano-British and Iron Age dwellings have been constructed according to the best experimental practice. As well as reconstructing such Roman and early British dwellings in 3D, the authors were able to use motion capture to reconstruct the kind of activities that – according to the material evidence – are likely to have been carried out by the occupants who used them. Bespoke motion capture suits developed for the project were employed, and the traces captured and rendered with a combination of Autodesk and Unity3D software. This sheds new light on how the reconstructed spaces - and, by inference, their ancient counterparts - were most likely to have been used. In particular the exercises allowed the evaluation and visualisation of changes in behaviour which occur as a result of familiarity with an environment and the acquisition of expertise over time; and to assess how interaction between different actors affects how everyday tasks are carried out

    The Allocation of Software Development Resources In ‘Open Source’ Production Mode

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    This paper aims to develop a stochastic simulation structure capable of describing the decentralized, micro-level decisions that allocate programming resources both within and among open source/free software (OS/FS) projects, and that thereby generate an array of OS/FS system products each of which possesses particular qualitative attributes. The core or behavioral kernel of simulation tool presented here represents the effects of the reputational reward structure of OS/FS communities (as characterized by Raymond 1998) to be the key mechanism governing the probabilistic allocation of agents’ individual contributions among the constituent components of an evolving software system. In this regard, our approach follows the institutional analysis approach associated with studies of academic researchers in “open science” communities. For the purposes of this first step, the focus of the analysis is confined to showing the ways in which the specific norms of the reward system and organizational rules can shape emergent properties of successive releases of code for a given project, such as its range of functions and reliability. The global performance of the OS/FS mode, in matching the functional and other characteristics of the variety of software systems that are produced with the needs of users in various sectors of the economy and polity, obviously, is a matter of considerable importance that will bear upon the long-term viability and growth of this mode of organizing production and distribution. Our larger objective, therefore, is to arrive at a parsimonious characterization of the workings of OS/FS communities engaged across a number of projects, and their collective productive performance in dimensions that are amenable to “social welfare” evaluation. Seeking that goal will pose further new and interesting problems for study, a number of which are identified in the essay’s conclusion. Yet, it is argued that that these too will be found to be tractable within the framework provided by refining and elaborating on the core (“proof of concept”) model that is presented in this paper.

    The hunt for submarines in classical art: mappings between scientific invention and artistic interpretation

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    This is a report to the AHRC's ICT in Arts and Humanities Research Programme. This report stems from a project which aimed to produce a series of mappings between advanced imaging information and communications technologies (ICT) and needs within visual arts research. A secondary aim was to demonstrate the feasibility of a structured approach to establishing such mappings. The project was carried out over 2006, from January to December, by the visual arts centre of the Arts and Humanities Data Service (AHDS Visual Arts).1 It was funded by the Arts and Humanities Research Council (AHRC) as one of the Strategy Projects run under the aegis of its ICT in Arts and Humanities Research programme. The programme, which runs from October 2003 until September 2008, aims ‘to develop, promote and monitor the AHRC’s ICT strategy, and to build capacity nation-wide in the use of ICT for arts and humanities research’.2 As part of this, the Strategy Projects were intended to contribute to the programme in two ways: knowledge-gathering projects would inform the programme’s Fundamental Strategic Review of ICT, conducted for the AHRC in the second half of 2006, focusing ‘on critical strategic issues such as e-science and peer-review of digital resources’. Resource-development projects would ‘build tools and resources of broad relevance across the range of the AHRC’s academic subject disciplines’.3 This project fell into the knowledge-gathering strand. The project ran under the leadership of Dr Mike Pringle, Director, AHDS Visual Arts, and the day-to-day management of Polly Christie, Projects Manager, AHDS Visual Arts. The research was carried out by Dr Rupert Shepherd
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