161,805 research outputs found
DyVOSE project: experiences in applying privilege management infrastructures
Privilege Management Infrastructures (PMI) are emerging as a necessary alternative to authorization through Access Control Lists (ACL) as the need for finer grained security on the Grid increases in numerous domains. The 2-year JISC funded DyVOSE Project has investigated applying PMIs within an e-Science education context. This has involved establishing a Grid Computing module as part of Glasgow Universityâs Advanced MSc degree in Computing Science. A laboratory infrastructure was built for the students realising a PMI with the PERMIS software, to protect Grid Services they created. The first year of the course centered on building a static PMI at Glasgow. The second year extended this to allow dynamic attribute delegation between Glasgow and Edinburgh to support dynamic establishment of fine grained authorization based virtual organizations across multiple institutions. This dynamic delegation was implemented using the DIS (Delegation Issuing) Web Service supplied by the University of Kent. This paper describes the experiences and lessons learned from setting up and applying the advanced Grid authorization infrastructure within the Grid Computing course, focusing primarily on the second year and the dynamic virtual organisation setup between Glasgow and Edinburgh
Implementing CSR through partnerships: Understanding the selection, design and institutionalisation of nonprofit-business partnerships
Partnerships between businesses and nonprofit organisations are an increasingly prominent element of corporate social responsibility implementation. The paper is based on two in depth partnership case studies (Earthwatch-Rio Tinto and Princeâs Trust-Royal Bank of Scotland) that move beyond a simple stage model to reveal the deeper level micro-processes in the selection, design and institutionalisation of business-NGO partnerships. The suggested practice-tested model is followed by a discussion that highlights management issues within partnership implementation and a practical Partnership Test to assist managers in testing both the accountability and level of institutionalisation of the relationship in order to address any possible skill gaps. Understanding how CSR partnerships are implemented in practice contributes to the broader CSR and partnership literatures a context specific level of detail in a systematic way that allows for transferable learning in both theory and practice
Work Organisation and Innovation - Case Study: Rabobank, Netherlands
[Excerpt] Rabobank Nederland (RN) is part of Rabobank Group, which provides financial services and insurance. It is the largest financial services provider in the Netherlands. The group operates in 47 countries and has an employee base of 59,670 full-time equivalents (FTE). In the Netherlands RN has an employee base of 6,800 FTE, which is more or less equal to 8,500 employees. RN is a cooperative, located in Utrecht, and the administrative centre for 139 (2011) local cooperative Rabobanks. The local banks are not branches of RN as each of them has its own banking licence from the central Nederlandsche Bank. The joint employee base of the local Rabobanks is 27,000 FTE. The 139 local Rabobanks, RN and affiliates, provide services to some 10 million clients, including 1.9 million members (Rabobank Annual Report, 2011)
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Team to Market (T2M): Creating High Performance Teams in the Digital Age
1. Teams are the essential means of product or service delivery and the fundamental building blocks of modern organisations. An effective team can produce results far outperforming a collection of even the most talented individuals when team members coalesce and jell into a single, well-functioning, fully-aligned organism. This report advances the notion of âTeam to Marketâ (T2M) to help business leaders and knowledge workers understand, create and lead high performance teams in the digital age
Gaming Business Communities: Developing online learning organisations to foster communities, develop leadership, and grow interpersonal education
This paper explores, through observation and testing, what possibilities from gaming can be extended into other realms of human interaction to help bring people together, extend education, and grow business. It uses through action learning within the safety of the virtual world within Massively Multiplayer Online Games. Further, I explore how the world of online gaming provides opportunity to train a wide range of skills through extending Revansâ (1980) learning equation and action inquiry methodology. This equation and methodology are deployed in relation to a gaming community to see if the theories could produce strong relationships within organisations and examine what learning, if any, is achievable.
I also investigate the potential for changes in business (e.g., employee and customer relationships) through involvement in the gaming community as a unique place to implement action learning. The thesis also asks the following questions on a range of extended possibilities in the world of online gaming: What if the world opened up to a social environment where people could discuss their successes and failures? What if people could take a real world issue and reâcreate it in the safe virtual world to test ways of dealing with it? What education answers can the world of online gaming provide
De-perimeterisation as a cycle: tearing down and rebuilding security perimeters
If an organisation wants to secure its IT assets, where should the security mechanisms be placed? The traditional view is the hard-shell model, where an organisation secures all its assets using a fixed security border: What is inside the security perimeter is more or less trusted, what is outside is not. Due to changes in technologies, business processes and their legal environments this approach is not adequate anymore.\ud
This paper examines this process, which was coined de-perimeterisation by the Jericho Forum.\ud
In this paper we analyse and define the concepts of perimeter and de-perimeterisation, and show that there is a long term trend in which de-perimeterisation is iteratively accelerated and decelerated. In times of accelerated de-perimeterisation, technical and organisational changes take place by which connectivity between organisations and their environment scales up significantly. In times of deceleration, technical and organisational security measures are taken to decrease the security risks that come with de-perimeterisation, a movement that we call re-perimeterisation. We identify the technical and organisational mechanisms that facilitate de-perimeterisation and re-perimeterisation, and discuss the forces that cause organisations to alternate between these two movements
Organisational virtuality: a conceptual framework for communication in shared virtual environments
This paper shows how popular 'structure-driven' approaches fail those who use and design virtual teams, and presents 'organisational virtuality' a conceptual framework which is may be used to understand the ways in which advanced ICTs and face-to-face meetings are used to support communication between users of shared virtual environments. It is argued that if knowledge exchange requires the sharing of contexts, then virtual teams may only be innovative if the contexts (space, time, community) which are not shared between them are re-personalised, through a mediated sense of telepresence, temporal telepresence and telecommunity
The future of information systems-using social systems to create protocols for the virtual environment (systems analysis through social analysis)
Information is the medium for communication, power-play, politics, and the building block for knowledge systems. It is associated with social interaction, and can be mediated by technology use. The paper argues that the key to understanding the impact of future technologies lies in the interaction between the social and technical environment. It suggests that future technologies such as virtual reality make necessary a move away from traditional methods of systems analysis and design. The interactive nature of such technology requires a validation in the social environment. The paper proposes the creation of protocols (a set of universally applicable standards) for the virtual environment. It suggests that information systems are split into three protocols: physical, learning, and cultural protocols. Finally it illustrates that their influence over each other can be understood by applying structuration theor
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