34,815 research outputs found

    Business begins at home

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    One of the most significant trends in the post-industrial era has been for the home to become an important focus for work. The boundaries between work and home are now increasingly blurred, reversing the forces of the industrial era in which places deemed suitable for each were clearly demarcated and physically separate. The most recent published figures available from the Labour Force Survey (2005)1 indicate that 3.1m people now work mainly from home, 11% of the workforce. This represents a rise from 2.3m in 1997 (9% of the workforce), a 35% increase. The majority of homeworkers (2.4m or 77% of the total) are 'teleworkers' – people who use computers and telecommunications to work at home. The number of teleworkers has increased by 1.5m between 1997 and 2005, a 166% increase. Clearly, it is the growth in the number of teleworkers which is driving the increase in homeworking

    Surveillant assemblages of governance in massively multiplayer online games:a comparative analysis

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    This paper explores governance in Massively Multiplayer Online Games (MMOGs), one sub-sector of the digital games industry. Informed by media governance studies, Surveillance Studies, and game studies, this paper identifies five elements which form part of the system of governance in MMOGs. These elements are: game code and rules; game policies; company community management practices; player participatory practices; and paratexts. Together these governance elements function as a surveillant assemblage, which relies to varying degrees on lateral and hierarchical forms of surveillance, and the assembly of human and nonhuman elements.Using qualitative mixed methods we examine and compare how these elements operate in three commercial MMOGs: Eve Online, World of Warcraft and Tibia. While peer and participatory surveillance elements are important, we identified two major trends in the governance of disruptive behaviours by the game companies in our case studies. Firstly, an increasing reliance on automated forms of dataveillance to control and punish game players, and secondly, increasing recourse to contract law and diminishing user privacy rights. Game players found it difficult to appeal the changing terms and conditions and they turned to creating paratexts outside of the game in an attempt to negotiate the boundaries of the surveillant assemblage. In the wider context of self-regulated governance systems these trends highlight the relevance of consumer rights, privacy, and data protection legislation to online games and the usefulness of bringing game studies and Surveillance Studies into dialogue

    The Digital Cultural Atlas Project: Design Research and Cultural Narratives. An Experiential Approach for Design Education.

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    This paper outlines an approach developed for teaching research methods in a graphic design program, working in an interdisciplinary context with cultural researchers. Initially, the Digital Cultural Atlas (DCA) is introduced, as a 'work-in-progress' web site, which locates a diversity of geographic and place-based cultural resources across Greater Western Sydney. The initial information architecture consists of ‘bird’s eye view’ cartographic maps and cultural project resources. Through a teaching project in design research, students consider ways in which experiential ‘on the ground’ visual stories can be included. Initial student research identifies a diversity of observed cultural community contexts and situations. This is followed by a second smaller scale study of fewer sites, using an understanding of participatory design research. In this stage, each student researches an individual community context using two 'voices' of the self - as participant, and as observer. These engagements with the self as 'actor' are recorded in a journal format across a specific time period, with reference to reflections prior to, during, and after 'action'. These provide the basis for the new visual stories in the DCA. This paper describes and critiques this approach to teaching design research in visual communication, based on the DCA. In so doing, it links design research with human experiences of community and culture to engage with wider debates about the design of digital mapping spaces as information systems. The paper concludes with some reflections about the project's possible future as an ongoing participatory community resource which engages with both geographic and experiential web content and form. Keywords: Design Education; Participatory Design; Visual Narrative; Digital Mapping Systems; Community Identity; Designer As Actor</p

    Unpacking Agile Enterprise Architecture Innovation work practices: A Qualitative Case Study of a Railroad Company

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    Agile EA is the process for managing enterprise architecture modeling and redesign efforts with principles of agile methods. However, very little work has been done till date on how organizations adopt these methodological innovations such as integration of agile methods with enterprise architecture. This is problematic, because we know that organizations face stiff challenges in bringing new innovations that fundamentally disrupt their enterprise architecture. Hence we ask: How does agile EA get adopted in practice and what are the underlying mechanisms through which teams self-organize and adapt? To this end, we studied a large-scale agile EA development effort to modernize the legacy systems at a top railroad company referred to as “Alpha” (a pseudonym). Our qualitative analysis shows how multi-teams self-organize and adjust the pace of the development efforts by strategically (1) choosing different type of agile methods and (2) embedding resources across teams for increasing communications

    360 Quantified Self

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    Wearable devices with a wide range of sensors have contributed to the rise of the Quantified Self movement, where individuals log everything ranging from the number of steps they have taken, to their heart rate, to their sleeping patterns. Sensors do not, however, typically sense the social and ambient environment of the users, such as general life style attributes or information about their social network. This means that the users themselves, and the medical practitioners, privy to the wearable sensor data, only have a narrow view of the individual, limited mainly to certain aspects of their physical condition. In this paper we describe a number of use cases for how social media can be used to complement the check-up data and those from sensors to gain a more holistic view on individuals' health, a perspective we call the 360 Quantified Self. Health-related information can be obtained from sources as diverse as food photo sharing, location check-ins, or profile pictures. Additionally, information from a person's ego network can shed light on the social dimension of wellbeing which is widely acknowledged to be of utmost importance, even though they are currently rarely used for medical diagnosis. We articulate a long-term vision describing the desirable list of technical advances and variety of data to achieve an integrated system encompassing Electronic Health Records (EHR), data from wearable devices, alongside information derived from social media data.Comment: QCRI Technical Repor
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