50,632 research outputs found

    Surveying human habit modeling and mining techniques in smart spaces

    Get PDF
    A smart space is an environment, mainly equipped with Internet-of-Things (IoT) technologies, able to provide services to humans, helping them to perform daily tasks by monitoring the space and autonomously executing actions, giving suggestions and sending alarms. Approaches suggested in the literature may differ in terms of required facilities, possible applications, amount of human intervention required, ability to support multiple users at the same time adapting to changing needs. In this paper, we propose a Systematic Literature Review (SLR) that classifies most influential approaches in the area of smart spaces according to a set of dimensions identified by answering a set of research questions. These dimensions allow to choose a specific method or approach according to available sensors, amount of labeled data, need for visual analysis, requirements in terms of enactment and decision-making on the environment. Additionally, the paper identifies a set of challenges to be addressed by future research in the field

    Using "tangibles" to promote novel forms of playful learning

    Get PDF
    Tangibles, in the form of physical artefacts that are electronically augmented and enhanced to trigger various digital events to happen, have the potential for providing innovative ways for children to play and learn, through novel forms of interacting and discovering. They offer, too, the scope for bringing playfulness back into learning. To this end, we designed an adventure game, where pairs of children have to discover as much as they can about a virtual imaginary creature called the Snark, through collaboratively interacting with a suite of tangibles. Underlying the design of the tangibles is a variety of transforms, which the children have to understand and reflect upon in order to make the Snark come alive and show itself in a variety of morphological and synaesthesic forms. The paper also reports on the findings of a study of the Snark game and discusses what it means to be engrossed in playful learning

    The Instruments of Place Branding: How is it Done?

    Get PDF
    Place branding is the idea of discovering or creating some uniqueness, which differentiates one place from others in order to gain a competitive brand value. This article is not about the concepts or justifications but about how it is actually done at the local level, especially as part of broader conventional place management policies. Three main local planning instruments are widely used throughout the world in various combination in diverse places, each of which is described and exemplified here. These are first, personality association, where places associate themselves with a named individual, from history, literature, the arts, politics, entertainment, sport or even mythology, in the hope that the necessarily unique qualities of the individual are transferred by association to the place. Secondly, the visual qualities of buildings and urban design is an instrument of place-branding available to local planners. This could include flagship building, signature urban design and even signature districts. Thirdly, event hallmarking is where places organise events, usually cultural or sporting, in order to obtain a wider recognition that they exist but also to establish specific brand associations. Lessons are drawn from practice about the importance of combining these instruments and integrating them into wider planning and management strategies

    The Impact of User Interface Design on Idea Integration in Electronic Brainstorming: An Attention-Based View

    Get PDF
    This paper introduces an attention-based view of idea integration that underscores the importance of IS user interface design. The assumption is that presenting ideas via user interface plays a key role in enabling and motivating idea integration in electronic brainstorming (EBS), and thus advances productivity. Building upon Cognitive Network Model of Creativity and ability-motivation framework, our attention-based theory focuses on two major attributes of user interface: visibility and prioritization. While visibility enables idea integration via directing attention to a limited set of ideas, prioritization enhances the motivation for idea integration by providing individuals with a relevant and legitimate proxy for value of the shared ideas. The theory developed in this paper is distinct from previous research on EBS in at least two ways: (1) this theory exclusively focuses on idea integration as the desired outcome and studies it in the context of IS user interface; and (2) rather than debating whether or not EBS universally outperforms verbal brainstorming, the proposed theory revisits the links between user interface and idea integration as an attention-intensive process that contributes to EBS productivity. Idea integration by individuals within a group is an essential process for organizational creativity and thus for establishing knowledge-based capabilities. Lack of such integration significantly reduces the value of idea sharing, which has been a predominant focus of the EBS literature in the past. The current theory posits that the ability of electronic brain-storming to outperform nominal or verbal brainstorming depends on its ability to leverage information system (IS) artifact capabilities for enhancing idea integration to create a key pattern of productivity. The developed theory provides a foundation for new approaches to EBS research and design, which use visibility and prioritization, and also identify new user interface features for fostering idea integration. By emphasizing idea integration, designers and managers are provided with practical, cognition-based criteria for choosing interface features, which can improve EBS productivity. This theory also has implications for both the practice and research of knowledge management, especially for the attention-based view of the organization.

    Unraveling the influence of domain knowledge during simulation-based inquiry learning

    Get PDF
    This study investigated whether the mere knowledge of the meaning of variables can facilitate inquiry learning processes and outcomes. Fifty-seven college freshmen were randomly allocated to one of three inquiry tasks. The concrete task had familiar variables from which hypotheses about their underlying relations could be inferred. The intermediate task used familiar variables that did not invoke underlying relations, whereas the abstract task contained unfamiliar variables that did not allow for inference of hypotheses about relations. Results showed that concrete participants performed more successfully and efficiently than intermediate participants, who in turn were equally successful and efficient as abstract participants. From these findings it was concluded that students learning by inquiry benefit little from knowledge of the meaning of variables per se. Some additional understanding of the way these variables are interrelated seems required to enhance inquiry learning processes and outcomes

    Competency Implications of Changing Human Resource Roles

    Get PDF
    [Excerpt] The present study examines which competencies will be necessary to perform key human resource roles over the next decade at Eastman Kodak Company. This project was a critical component of an ongoing quality process to improve organizational capability. The results establish a platform that will enable Kodak to better assess, plan, develop, and measure the capability of human resource staff

    First-line therapy in HER2 positive metastatic breast cancer. Is the mosaic fully completed or are we missing additional pieces?

    Get PDF
    The discovery of human epidermal growth factor receptor 2 (HER2) and its role in the biology of breast cancer and the subsequent development of HER2-targeted therapies, have dramatically improved clinical outcomes for women with early-stage and advanced HER2-positive breast cancer (BC). HER-2 targeted therapies represent a major step forward in achieving the goal of delivering individualized targeted therapy for BC, and trastuzumab was the first anti-HER-2 strategy to be approved for treatment of HER-2 positive BC. This review discusses the treatment of metastatic HER2-positive BC and describes efficacy and safety of novel anti-HER2 target therapies in first-line metastatic settings and the future challenges include refining such treatments, reducing toxicity and simultaneously developing innovative therapies. Furthermore, combinations of trastuzumab and drugs targeting the downstream pathway are described. In the next future will be possible to use an ample armamentarium of combination therapies directed against HER2 and key signaling components integrated in the HER network. This approach will allow clinicians to tailor the management of the individual patient on the basis of tumor- specific biomarker profiles. There is an urgent need for prospective biomarker-driven trials to identify patients for whom targeting is cost-effective
    corecore