4,121 research outputs found

    3D-LIVE : live interactions through 3D visual environments

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    This paper explores Future Internet (FI) 3D-Media technologies and Internet of Things (IoT) in real and virtual environments in order to sense and experiment Real-Time interaction within live situations. The combination of FI testbeds and Living Labs (LL) would enable both researchers and users to explore capacities to enter the 3D Tele-Immersive (TI) application market and to establish new requirements for FI technology and infrastructure. It is expected that combining both FI technology pull and TI market pull would promote and accelerate the creation and adoption, by user communities such as sport practitioners, of innovative TI Services within sport events

    The Future of Knowledge Sharing in a Digital Age: Exploring Impacts and Policy Implications for Development

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    We live in a Digital Age that gives us instant access to information at greater and greater volumes. The rapid growth of digital content and tools is already changing how we create, consume and distribute knowledge. Even though globally participation in the Digital Age remains uneven, more and more people are accessing and contributing digital content every day. Over the next 15 years, developing countries are likely to experience sweeping changes in how states and societies engage with knowledge. These changes hold the potential to improve people’s lives by making information more available, increasing avenues for political and economic engagement, and making government more transparent and responsive. But they also carry dangers of a growing knowledge divide influenced by technology access, threats to privacy, and the potential loss of diversity of knowledge. Our research sets out with a 15-year horizon to look at the possible ways in which digital technologies might contribute to or damage development agendas, and how development practitioners and policymakers might best respond.UK Department for International Developmen

    Smartphone application for accessible navigation

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    ΔÎčπλωΌατÎčÎșÎź Î”ÏÎłÎ±ÏƒÎŻÎ±--ΠαΜΔπÎčÏƒÏ„ÎźÎŒÎčÎż ΜαÎșÎ”ÎŽÎżÎœÎŻÎ±Ï‚, Î˜Î”ÏƒÏƒÎ±Î»ÎżÎœÎŻÎșη, 2018.The main aim of this study is to investigate how the modern smartphone technology can assist people with visual impairments in indoor navigation tasks. We use the free and open indoor navigation service Anyplace, to design an indoor guidance system that is accessible, inexpensive, simple and user-friendly to different user groups disregarding their disabilities. The Android application that Anyplace offers, was extended and modified to serve also the needs of visually impaired users. The presented system works well with the assistive applications that Android platform offers and provides various ways for interaction between the user and the system. The system is communicating with Anyplace server to inform the user about the information of the surrounding environment and guide him/her to the desired place in the building with accessible messages. The application can process, specific pre-defined user commands and location information from existing QR labels in the building. This thesis is focusing on assisting the impaired users on indoor navigation tasks, but not on replacing the assistive means that the visually impaired user is already using. (e.g. long cane, guide dog) Experimental results show the ability of the system to effectively communicate with the user and assist him/her in way-finding tasks in the building of the University of Macedonia

    Community-based co-design of a crowdsourcing task management application for safeguarding indigenous knowledge

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    Teaching indigenous knowledge (IK) to African youth has become more complicated due to a variety of reasons such as urban migration, loss of interest in it, the dominance of scientific knowledge and the technological revolution. Therefore, there is a considerable movement towards using technologies to safeguard IK before it becomes obsolete. It is noteworthy that research conducted and software development perspectives being used are mainly based on Western worldviews that are inappropriate for African socio-cultural contexts. IK holders are often not in charge of the digitisation process and merely treated as subjects. In this study, we explored a suitable development approach of a crowdsourcing task management application (TMA) as an auxiliary tool for safeguarding IK. Moreover, the study sought to provide an opportunity for the indigenous communities to make requests of three-dimensional (3D) models of their traditional objects independently. The delivered traditional 3D models are imported into the communities' IK visualisation tools used by the IK holders to teach the youth about their cultural heritage. The main objective of this study was to ascertain how the indigenous rural communities could appropriate a foreign technological concept such as crowdsourcing. This brought about our first research theme: investigating the necessary conditions to establish and maintain beneficial embedded community engagement. The second theme was to determine the suitable methods for technology co-design. Thirdly, to discover what does the communities' appropriated crowdsourcing concept entail. We applied a consolidated research method based on Community-based CoDesign (CBCD) extended with Afrocentric research insights and operationalised with Action Research cycle principles of planning, action and reflection. CBCD was conducted in three cycles with Otjiherero speaking indigenous rural communities from Namibia. Reflections from the first cycle revealed that the rural communities would require unique features in their crowdsourcing application. During the second cycle of co-designing with the ovaHimba community, we learnt that CBCD is matured through mutual trust, reciprocity and skills transfer and deconstructing mainstream technologies to spark co-design ideas. Lastly, in our third cycle of CBCD, we showcased that communities of similar cultures and knowledge construction had common ideas of co-designing the TMA. We also simulated that the construction of traditional 3D models requires indigenous communities to provide insight details of the traditional object to minimise unsatisfactory deliverables. The findings of this study are contributing in two areas (1) research approach and (2) appropriation of technology. We provide a synthesis of Oundu moral values and Afrocentricity as a foundation for conducting Afrocentric research to establish and maintain humanness before CBCD can take place. With those taken as inherent moral values, Afrocentricity should then solely be focused on knowledge construction within an African epistemology. For the appropriation of technology, we share codesign techniques on how the indigenous rural communities appropriated the mainstream crowdsourcing concept through local meaning-making. CBCD researchers should incorporate Afrocentricity for mutual learning, knowledge construction, and sharing for the benefit of all

    Living Innovation Laboratory Model Design and Implementation

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    Living Innovation Laboratory (LIL) is an open and recyclable way for multidisciplinary researchers to remote control resources and co-develop user centered projects. In the past few years, there were several papers about LIL published and trying to discuss and define the model and architecture of LIL. People all acknowledge about the three characteristics of LIL: user centered, co-creation, and context aware, which make it distinguished from test platform and other innovation approaches. Its existing model consists of five phases: initialization, preparation, formation, development, and evaluation. Goal Net is a goal-oriented methodology to formularize a progress. In this thesis, Goal Net is adopted to subtract a detailed and systemic methodology for LIL. LIL Goal Net Model breaks the five phases of LIL into more detailed steps. Big data, crowd sourcing, crowd funding and crowd testing take place in suitable steps to realize UUI, MCC and PCA throughout the innovation process in LIL 2.0. It would become a guideline for any company or organization to develop a project in the form of an LIL 2.0 project. To prove the feasibility of LIL Goal Net Model, it was applied to two real cases. One project is a Kinect game and the other one is an Internet product. They were both transformed to LIL 2.0 successfully, based on LIL goal net based methodology. The two projects were evaluated by phenomenography, which was a qualitative research method to study human experiences and their relations in hope of finding the better way to improve human experiences. Through phenomenographic study, the positive evaluation results showed that the new generation of LIL had more advantages in terms of effectiveness and efficiency.Comment: This is a book draf

    Towards Governing in the Digital Age

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    A Multi-Dimensional Approach for Framing Crowdsourcing Archetypes

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    All different kinds of organizations – business, public, and non-governmental alike – are becoming aware of a soaring complexity in problem solving, decision making and idea development. In a multitude of circumstances, multidisciplinary teams, high-caliber skilled resources and world-class computer suites do not suffice to cope with such a complexity: in fact, a further need concerns the sharing and ‘externalization’ of tacit knowledge already existing in the society. In this direction, participatory tendencies flourishing in the interconnected society in which we live today lead ‘collective intelligence’ to emerge as key ingredient of distributed problem solving systems going well beyond the traditional boundaries of organizations. Resulting outputs can remarkably enrich decision processes and creative processes carried out by indoor experts, allowing organizations to reap benefits in terms of opportunity, time and cost. Taking stock of the mare magnum of promising opportunities to be tapped, of the inherent diversity lying among them, and of the enormous success of some initiative launched hitherto, the thesis aspires to provide a sound basis for the clear comprehension and systematic exploitation of crowdsourcing. After a thorough literature review, the thesis explores new ways for formalizing crowdsourcing models with the aim of distilling a brand-new multi-dimensional framework to categorize various crowdsourcing archetypes. To say it in a nutshell, the proposed framework combines two dimensions (i.e., motivations to participate and organization of external solvers) in order to portray six archetypes. Among the numerous significant elements of novelty brought by this framework, the prominent one is the ‘holistic’ approach that combines both profit and non-profit, trying to put private and public sectors under a common roof in order to examine in a whole corpus the multi-faceted mechanisms for mobilizing and harnessing competence and expertise which are distributed among the crowd. Looking at how the crowd may be turned into value to be internalized by organizations, the thesis examines crowdsourcing practices in the public as well in the private sector. Regarding the former, the investigation leverages the experience into the PADGETS project through action research – drawing on theoretical studies as well as on intensive fieldwork activities – to systematize how crowdsourcing can be fruitfully incorporated into the policy lifecycle. Concerning the private realm, a cohort of real cases in the limelight is examined – having recourse to case study methodology – to formalize different ways through which crowdsourcing becomes a business model game-changer. Finally, the two perspectives (i.e., public and private) are coalesced into an integrated view acting as a backdrop for proposing next-generation governance model massively hinged on crowdsourcing. In fact, drawing on archetypes schematized, the thesis depicts a potential paradigm that government may embrace in the coming future to tap the potential of collective intelligence, thus maximizing the utilization of a resource that today seems certainly underexploited

    How well did I do? The effect of feedback on affective commitment in the context of microwork

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    Crowdwork is a relatively new form of platform-mediated and paid online work that creates different types of relationships between all parties involved. This paper focuses on the crowdworker-requester relationship and investigates how the option of receiving feedback impacts the affective commitment of microworkers. An online vignette experiment (N= 145) on a German crowdworking platform was conducted. We found that the integration of feedback options within the task description influences the affective commitment positively toward the requester as well as the perceived requester attractiveness

    Volunteered Geographic Information System and Its Contribution in Service Sector Employment

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    The potential of identifying the position of the observer in the geographical system in relation with neighbouring details and the instantaneous communication to the web server has created big data in geographic information, which has evolved in web Geographical Information System (GIS). Web GIS server provides the most reliable information in real-time. The technology is in its newbie has fascinated every age group to become the member of Web GIS. The use of technology and services are so user-friendly that even a layperson can handle without errors. The technology is finding its way in many service sectors like E-Commerce, vigilance, security and real-time tracking. The scope of expansion of this technology regarding the user community and knowledge utilisation awaits its versatility. The augmentation of techniques with its unique combinations has resulted in the building blocks of innovation and citizen-friendly apps. The growing user community is, in turn, encouraging the amateurs and professional to contribute to it. The web GIS facilitated service sector employment, which provides service at doorsteps, hence creating a scope of opportunities for young entrepreneurs

    NEIGHBOURHOOD REGENERATION AT THE GRASSROOTS PARTICIPATION: INCUBATORS’ CO-CREATIVE PROCESS AND SYSTEM

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    Incubators of Public Spaces is a funded JPI Urban Europe project aiming to support the self-organisation of places, by enhancing the factors that motivate, encourage, and enable the urban actors to reach common understandings in order to coordinate their actions by reasoned argument, consensus, and cooperation rather than strategic thinking only. By catalysing citizens’ willingness to ‘do their bit’ for improving spaces, it provides the means to grow and care for places. The paper is organised into three main sections. The first section offers a theoretical underpinning on the roots of self-organisation and co-creation in urban interventions. After a brief introduction about project’s aims, the second section deals with the Incubators co-creative process and system. It describes the running of the scenario workshops, and provides an overview of the web platform and its inherent features. The third section presents the results of the application of the Incubators method in the regeneration of an Italian neighbourhood. It provides some general information about the area, and foresees a set of interventions for both built and open spaces. Conclusions offer early remarks concerning the on-going experimentation in Incubators
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