43,084 research outputs found

    THE ROLE AND FUNCTION OF EUROPEAN REGIONAL HEADQUARTERS IN JAPANESE MNCs

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    Multinational Corporations (MNCs) that establish Regional Headquarters (RHQ) expect the RHQs to become a management centre in the region. In this paper, the author focuses on three expected roles, that of a decision-maker, a coordinator, and as a transferor of knowledge on local operations and markets to the MNC. An interview survey examines the existence and roles of RHQs, defines minimal conditions for being defined as a RHQ, and determines seven such companies to be RHQs. All seven RHQs can be described as coordinators. Some RHQs coordinate their subsidiaries by controlling the flow of parts/products. Other RHQs assign their managers two titles or positions for coordinating subsidiaries. In other words, one manager has two functions: managing the region and a local company at the same time. From the point of the knowledge-based management, however, RHQs do not seem to work well. Though they are expected to transfer local knowledge to headquarters and other subsidiaries in MNCs, they often fail to systematically do so. To sum up, the author claims that the function and role of RHQs as knowledge based management centres needs to be bolstered.regional headquarters; Japanese MNCs; headquarters-like function; coordinator; knowledge flow

    Assisted Viewpoint Interaction for 3D Visualization

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    Many three-dimensional visualizations are characterized by the use of a mobile viewpoint that offers multiple perspectives on a set of visual information. To effectively control the viewpoint, the viewer must simultaneously manage the cognitive tasks of understanding the layout of the environment, and knowing where to look to find relevant information, along with mastering the physical interaction required to position the viewpoint in meaningful locations. Numerous systems attempt to address these problems by catering to two extremes: simplified controls or direct presentation. This research attempts to promote hybrid interfaces that offer a supportive, yet unscripted exploration of a virtual environment.Attentive navigation is a specific technique designed to actively redirect viewers' attention while accommodating their independence. User-evaluation shows that this technique effectively facilitates several visualization tasks including landmark recognition, survey knowledge acquisition, and search sensitivity. Unfortunately, it also proves to be excessively intrusive, leading viewers to occasionally struggle for control of the viewpoint. Additional design iterations suggest that formalized coordination protocols between the viewer and the automation can mute the shortcomings and enhance the effectiveness of the initial attentive navigation design.The implications of this research generalize to inform the broader requirements for Human-Automation interaction through the visual channel. Potential applications span a number of fields, including visual representations of abstract information, 3D modeling, virtual environments, and teleoperation experiences

    NGOs, Intellectual Property Rights and Multilateral Institutions

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    Policy into practice: Adoption of hazard mitigation measures by local government in Queensland:A collaborative research project between Queensland University of Technology and Emergency Management Queensland in association with Local Government of Queensland Disaster Management Alliance

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    The focus of the present research was to investigate how Local Governments in Queensland were progressing with the adoption of delineated DM policies and supporting guidelines. The study consulted Local Government representatives and hence, the results reflect their views on these issues. Is adoption occurring? To what degree? Are policies and guidelines being effectively implemented so that the objective of a safer, more resilient community is being achieved? If not, what are the current barriers to achieving this, and can recommendations be made to overcome these barriers? These questions defined the basis on which the present study was designed and the survey tools developed.\ud \ud While it was recognised that LGAQ and Emergency Management Queensland (EMQ) may have differing views on some reported issues, it was beyond the scope of the present study to canvass those views.\ud \ud The study resolved to document and analyse these questions under the broad themes of: \ud \ud ‱ Building community capacity (notably via community awareness).\ud ‱ Council operationalisation of DM. \ud ‱ Regional partnerships (in mitigation/adaptation).\ud \ud Data was collected via a survey tool comprising two components: \ud \ud ‱ An online questionnaire survey distributed via the LGAQ Disaster Management Alliance (hereafter referred to as the “Alliance”) to DM sections of all Queensland Local Government Councils; and\ud ‱ a series of focus groups with selected Queensland Councils\u

    The design-by-adaptation approach to universal access: learning from videogame technology

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    This paper proposes an alternative approach to the design of universally accessible interfaces to that provided by formal design frameworks applied ab initio to the development of new software. This approach, design-byadaptation, involves the transfer of interface technology and/or design principles from one application domain to another, in situations where the recipient domain is similar to the host domain in terms of modelled systems, tasks and users. Using the example of interaction in 3D virtual environments, the paper explores how principles underlying the design of videogame interfaces may be applied to a broad family of visualization and analysis software which handles geographical data (virtual geographic environments, or VGEs). One of the motivations behind the current study is that VGE technology lags some way behind videogame technology in the modelling of 3D environments, and has a less-developed track record in providing the variety of interaction methods needed to undertake varied tasks in 3D virtual worlds by users with varied levels of experience. The current analysis extracted a set of interaction principles from videogames which were used to devise a set of 3D task interfaces that have been implemented in a prototype VGE for formal evaluation

    Learning 3D Navigation Protocols on Touch Interfaces with Cooperative Multi-Agent Reinforcement Learning

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    Using touch devices to navigate in virtual 3D environments such as computer assisted design (CAD) models or geographical information systems (GIS) is inherently difficult for humans, as the 3D operations have to be performed by the user on a 2D touch surface. This ill-posed problem is classically solved with a fixed and handcrafted interaction protocol, which must be learned by the user. We propose to automatically learn a new interaction protocol allowing to map a 2D user input to 3D actions in virtual environments using reinforcement learning (RL). A fundamental problem of RL methods is the vast amount of interactions often required, which are difficult to come by when humans are involved. To overcome this limitation, we make use of two collaborative agents. The first agent models the human by learning to perform the 2D finger trajectories. The second agent acts as the interaction protocol, interpreting and translating to 3D operations the 2D finger trajectories from the first agent. We restrict the learned 2D trajectories to be similar to a training set of collected human gestures by first performing state representation learning, prior to reinforcement learning. This state representation learning is addressed by projecting the gestures into a latent space learned by a variational auto encoder (VAE).Comment: 17 pages, 8 figures. Accepted at The European Conference on Machine Learning and Principles and Practice of Knowledge Discovery in Databases 2019 (ECMLPKDD 2019

    Entry and access : how shareability comes about

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    Shareability is a design principle that refers to how a system, interface, or device engages a group of collocated, co-present users in shared interactions around the same content (or the same object). This is broken down in terms of a set of components that facilitate or constrain the way an interface (or product) is made shareable. Central are the notions of access points and entry points. Entry points invite and entice people into engagement, providing an advance overview, minimal barriers, and a honeypot effect that draws observers into the activity. Access points enable users to join a group's activity, allowing perceptual and manipulative access and fluidity of sharing. We show how these terms can be useful for informing analysis and empirical research

    Promoting Democracy through Civil Society: How to Step up the EU’s Policy towards the Eastern Neighbourhood. CEPS Working Documents No. 237, 1 February 2006

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    The European Union has successfully supported democratisation in its new Eastern member states and candidate countries. Now it needs to become more engaged in those post-communist countries where democratisation is incomplete or stalled. This study argues that civil society should be a more important priority of democracy promotion in the EU’s Eastern neighbourhood and calls for a strategic and differentiated approach designed according to the stage of democratisation in the target country. The paper focuses on three countries that represent three types of cases in the eastern neighbourhood: Ukraine, which has become a ‘re-transition’ country after the Orange Revolution; Moldova, where we can observe a prolonged transition; and Belarus, an outright dictatorship. One of the well-known obstacles to enhancing the EU’s support to civil society in these countries is posed by the bureaucratic procedures of aid programmes. However, even if the rules were substantially reformed, it would still be difficult for the European Commission to work extensively with NGOs in foreign countries for political as well as institutional reasons. Hence, the EU should create new mechanisms of democracy assistance. The German and US foundations set up specifically for this purpose have proved to be a model with many advantages; similar European foundation(s) could be an invaluable tool for supporting pro-democratic forces in authoritarian countries in particular. The paper also examines two other exemplary models for the European neighbourhood policy: the Swedish practice to channel support through domestic NGOs, and the EU’s own policy, which has only been applied in candidate countries so far, to use local civil society development foundations

    Digital Twin-Driven Network Architecture for Video Streaming

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    Digital twin (DT) is revolutionizing the emerging video streaming services through tailored network management. By integrating diverse advanced communication technologies, DTs are promised to construct a holistic virtualized network for better network management performance. To this end, we develop a DT-driven network architecture for video streaming (DTN4VS) to enable network virtualization and tailored network management. With the architecture, various types of DTs can characterize physical entities' status, separate the network management functions from the network controller, and empower the functions with emulated data and tailored strategies. To further enhance network management performance, three potential approaches are proposed, i.e., domain data exploitation, performance evaluation, and adaptive DT model update. We present a case study pertaining to DT-assisted network slicing for short video streaming, followed by some open research issues for DTN4VS.Comment: 8 pages, 5 figures, submitted to IEEE Network Magazin

    From multiple perspectives to shared understanding

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    The aim of this study was to explore how learners operating in a small group reach shared understanding as they work out joint research questions and build a theoretical framework and to identify the resources and tools they used in the process. The learners’ own interpretations of their group activities and learning were also taken into account. The data, consisting of group discussions and the documents produced by the group, were subjected to a qualitative content analysis. The group members employed a variety of resources and tools to exchange their individual perspectives and achieve shared understanding. Summaries of relevant literature laid a foundation for the group’s theoretical discussions. Reflective comparisons between their book knowledge and their personal experiences of online interaction and collaboration were frequent, suggesting that such juxtapositions may have enhanced their learning by intertwining the content to be mastered and the activities entailed by this particular content
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