197,504 research outputs found

    Enabling Workers to Enter Industry 4.0: A Layered Mobile Learning Architecture

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    Manufacturing companies have to meet a lot of challenges in continuing training for employees. Especially on the way towards industry 4.0 the workforce needs to be able to handle fast changing environments and ever-changing working contexts. Furthermore, they have to be familiar with constantly new technologies (e.g. complex user interfaces, mobile devices) that are introduced during the process of company development. Due to this, working people are facing a lifelong learning process and need to evolve to knowledge workers. To fulfill these requirements new concepts are necessary for human resources development directly at the workplace and therefore adequate artifact designs. In this paper we design a layered architecture for mobile learning at the workplace. This layered approach offers the possibility to educate employees with different qualifications and skills using an integrated solution. Further, we propose to implement appropriate components at each layer to support different kinds of learning

    Identifying the impact of the circular economy on the Fast-Moving Consumer Goods Industry Opportunities and challenges for businesses, workers and consumers – mobile phones as an example STUDY

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    Mobile phones, particularly smartphones, have undergone a period of rapid growth to become virtually indispensable to today's lifestyle. Yet their production, use and disposal can entail a significant environmental burden. This study looks at the opportunities and challenges that arise from implementing circular economy approaches in the mobile phone value chain. A review of the value chain and different circular approaches is complemented by a scenario analysis that aims to quantify the potential impacts of certain circular approaches such as recycling, refurbishment and lifetime extension. The study finds that there is a large untapped potential for recovering materials from both the annual flow of new mobile phones sold in Europe once they reach the end of their life and the accumulated stock of unused, so-called hibernating devices in EU households. Achieving high recycling rates for these devices can offer opportunities to reduce EU dependence on imported materials and make secondary raw materials available on the EU market. As such, policy action would be required to close the collection gap for mobile phone devices. Implementing circular approaches in the mobile phone value chain can furthermore lead to job creation in the refurbishment sector. Extending the lifetime of mobile phones can also provide CO2 mitigation benefits, particularly from displacing the production of new devices

    Pervasive computing at tableside : a wireless web-based ordering system

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    Purpose &ndash; The purpose of this paper is to introduce a wireless web-based ordering system called iMenu in the restaurant industry. Design/methodology/approach &ndash; By using wireless devices such as personal digital assistants and WebPads, this system realizes the paradigm of pervasive computing at tableside. Detailed system requirements, design, implementation and evaluation of iMenu are presented.Findings &ndash; The evaluation of iMenu shows it explicitly increases productivity of restaurant staff. It also has other desirable features such as integration, interoperation and scalability. Compared to traditional restaurant ordering process, by using this system customers get faster and better services, restaurant staff cooperate more efficiently with less working mistakes, and enterprise owners thus receive more business profits. Originality/value &ndash; While many researchers have explored using wireless web-based information systems in different industries, this paper presents a system that employs wireless multi-tiered web-based architecture to build pervasive computing systems. Instead of discussing theoretical issues on pervasive computing, we focus on practical issues of developing a real system, such as choosing of web-based architecture, design of input methods in small screens, and response time in wireless web-based systems.<br /

    The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification

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    The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the 'videogames' industry, and an emerging 'serious games' industry. The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The 'serious games' industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors. This emerging industry is are trying to develop knowledge, products, services and a market for the use of digital games, and products inspired by digital games, for a range of non-leisure applications. This report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution they could make to exploiting digital games for empowerment and social inclusion. Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.JRC.J.3-Information Societ

    The challenges facing road-side ‘m-Preneurs’ in leap-frogging the constraints of ICTs in DCs: A Nigerian case study

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    Studies have shown that the number of mobile telecommunications operators in Nigeria has been on the increase since the first Global System of Mobile Telecommunications (GSM) licence was granted to MTN (Mobile Telecommunications Network) in 2001. With the increase in mobile telecommunications operators also has come an unprecedented increase in subscriptions. According to the Nigerian Communications Commission (NCC) data, between 2001 and 2006 for instance, mobile telephone subscribers in Nigeria jumped from 266, 461 to 32.3 million indicating an increase of 12, 030.18 %
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