93,098 research outputs found

    Computational entrepreneurship: from economic complexities to interdisciplinary research

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    The development of technology is unbelievably rapid. From limited local networks to high speed Internet, from crude computing machines to powerful semi-conductors, the world had changed drastically compared to just a few decades ago. In the constantly renewing process of adapting to such an unnaturally high-entropy setting, innovations as well as entirely new concepts, were often born. In the business world, one such phenomenon was the creation of a new type of entrepreneurship. This paper proposes a new academic discipline of computational entrepreneurship, which centers on: (i) an exponentially growing (and less expensive) computing power, to the extent that almost everybody in a modern society can own and use that; (ii) omnipresent high-speed Internet connectivity, wired or wireless, representing our modern day’s economic connectomics; (iii) growing concern of exploiting “serendipity” for a strategic commercial advantage; and (iv) growing capabilities of lay people in performing calculations for their informed decisions in taking fast-moving entrepreneurial opportunities. Computational entrepreneurship has slowly become a new mode of operation for business ventures and will likely bring the academic discipline of entrepreneurship back to mainstream economics

    Cyber-crime Science = Crime Science + Information Security

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    Cyber-crime Science is an emerging area of study aiming to prevent cyber-crime by combining security protection techniques from Information Security with empirical research methods used in Crime Science. Information security research has developed techniques for protecting the confidentiality, integrity, and availability of information assets but is less strong on the empirical study of the effectiveness of these techniques. Crime Science studies the effect of crime prevention techniques empirically in the real world, and proposes improvements to these techniques based on this. Combining both approaches, Cyber-crime Science transfers and further develops Information Security techniques to prevent cyber-crime, and empirically studies the effectiveness of these techniques in the real world. In this paper we review the main contributions of Crime Science as of today, illustrate its application to a typical Information Security problem, namely phishing, explore the interdisciplinary structure of Cyber-crime Science, and present an agenda for research in Cyber-crime Science in the form of a set of suggested research questions

    Hiding in Plain Sight: Identifying Computational Thinking in the Ontario Elementary School Curriculum

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    Given a growing digital economy with complex problems, demands are being made for education to address computational thinking (CT) – an approach to problem solving that draws on the tenets of computer science. We conducted a comprehensive content analysis of the Ontario elementary school curriculum documents for 44 CT-related terms to examine the extent to which CT may already be considered within the curriculum. The quantitative analysis strategy provided frequencies of terms, and a qualitative analysis provided information about how and where terms were being used. As predicted, results showed that while CT terms appeared mostly in Mathematics, and concepts and perspectives were more frequently cited than practices, related terms appeared across almost all disciplines and grades. Findings suggest that CT is already a relevant consideration for educators in terms of concepts and perspectives; however, CT practices should be more widely incorporated to promote 21st century skills across disciplines. Future research would benefit from continued examination of the implementation and assessment of CT and its related concepts, practices, and perspectives

    Lessons learned in effective community-university-industry collaboration models for smart and connected communities research

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    In 2017, the Boston University Hariri Institute for Computing and the Initiative on Cities co-hosted two workshops on “Effective Community-University-Industry Collaboration Models for Smart and Connected Communities Research,” with the support of the National Science Foundation (NSF). These efforts brought together over one hundred principal investigators and research directors from universities across the country, as well as city officials, community partners, NSF program managers and other federal agency representatives, MetroLab Network representatives and industry experts. The focus was on transdisciplinary “smart city” projects that bring technical fields such as engineering and computer science together with social scientists and community stakeholders to tackle community-sourced problems. Presentations, panel discussions, working sessions and participant white papers surfaced operational models as well as barriers and levers to enabling effective research partnerships. To capture the perspectives and beliefs of all participants, in addition to the presenters, attendees were asked to synthesize lessons on each panel topic. This white paper summarizes the opportunities and recommendations that emerged from these sessions, and provides guidance to communities and researchers interested in engaging in these types of partnerships as well as universities and funders that endeavor to nurture them. It draws on the collective wisdom of the assembled participants and the authors. While many of the examples noted are drawn from medium and large cities, the lessons may still be applicable to communities of various sizes.National Science Foundatio

    Life editing: Third-party perspectives on lifelog content

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    Lifelog collections digitally capture and preserve personal experiences and can be mined to reveal insights and understandings of individual significance. These rich data sources also offer opportunities for learning and discovery by motivated third parties. We employ a custom-designed storytelling application in constructing meaningful lifelog summaries from third-party perspectives. This storytelling initiative was implemented as a core component in a university media-editing course. We present promising results from a preliminary study conducted to evaluate the utility and potential of our approach in creatively interpreting a unique experiential dataset

    Creating Space: Building Digital Games

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    Studies of games, rhetoric, and pedagogy are increasingly common in our field, and indeed seem to grow each year. Nonetheless, composing and designing digital games, either as a mode of scholarship or as a classroom assignment, has not seen an equal groundswell. This selection first provides a brief overview of the existing scholarship in gaming and pedagogy, much of which currently focuses either on games as texts to analyze or as pedagogical models. While these approaches are certainly valuable, I advocate for an increased focus on game design and creation as valuable act of composition. Such a focus engages students and scholars in a deeply multimodal practice that incorporates critical design and computational thinking. I close with suggestions on tools for new and intrepid designers
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