1,342 research outputs found

    Smoothing the Transition to Mandatory Electronic Theses

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    After a year of voluntary submissions, Caltech is requiring electronic thesis submission for all graduate students effective July 1, 2002. Website development, user education, collaboration between library and campus computing staff, and with faculty and the dean's office are all integral to the transition

    A Racial Impact Analysis of HB 936: Accessibility of Electronic Textbooks

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    The economic and social consequences of the lack of access to technology for students in the Commonwealth of Virginia are real and significant. This report provides a legislative racial impact analysis of House Bill (HB) 936, a proposed bill in the Virginia General Assembly, prohibiting school boards from making electronic textbooks available for students, unless the school board adopts a plan to ensure that e-textbooks are available on or before July 1, 2017. The bill focuses solely on developing a plan for installing prior to implementing electronic textbooks in K-12 classrooms. Electronic textbooks are important as they offer updated content, ease of accessibility, multimedia features to enhance the learning experience, and the ability for educators to customize learning. Delegating this decision to each local school board in Virginia raises important potential racial implications, including the digital divide. Previous research suggests a correlation between the number of students receiving free and reduced lunch and the lack of availability of electronic textbooks. Districts with high rates of students on free and reduced lunch have a high population of minority students. This analysis provides maps that capture the trends on the probability of providing electronic textbooks for high minority areas across the state. The primary recommendation is to advance policy approaches that make electronic textbooks available to all K‐12 students in the Commonwealth of Virginia

    Key Readiness Indicators To Assess The Digital Level of Manufacturing SMEs

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    Abstract The assessment of the digital level is considered pivotal, for manufacturing companies including Small- and Medium-Sized Enterprises (SME), at the outset of implementing Industry 4.0 solutions in their digital strategies. Several self-assessment tools exist measuring the digital readiness and maturity, returning the overall digital level of the companies. On the one hand, the application of such tools proved to be effective, as it enables companies to systematically reflect about their digital level, strengths and weaknesses as well as opportunities and challenges to consider prior to the implementation of Industry 4.0. On the other hand, particularly for SME facing higher challenges compared to large companies in the management of digital transformation, relying exclusively on the knowledge of their overall digital level may offer limited elements to strategically orient decision-making process in this field. The present study presents the methodology used to develop, within the framework of a self-assessment tailored to the requirements of SME, a set of Key Readiness Indicators (KRI), deepening the interpretation of the overall digital level of the companies in specific areas of interventions. The KRI focus on the digital readiness of companies in terms of strategy, technological requirements, awareness about digital trends, and competences of employees, to offer complementary information to ease the definition of strategies for technological implementation in SME. Besides the methodological approach employed, the study shows the distribution of KRI within a sample of manufacturing companies located in the Marche region (Italy) taking part to the proposed self-assessment. The emerging dynamics of the distribution of KRI according to varying company characteristics such as size, turnover and overall digital level will be presented and discussed, together with the main implications related to the use of KRI for strategic planning of Industry 4.0 in manufacturing companies

    Knowledge Work, Craft Work, And Calling

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    Platformization and Internationalization in the LEGO Group

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    Internationalization, to expand a firms territorial footprint, is an important but difficult strategic act for a growing business. Simultaneously, digital technologies are increasingly shaping businesses world-wide and by implication also their internationalization activities as well as strategies. Using experiences from the LEGO Group, the toy-manufacturer well-known for its iconic modular bricks concept, we explain how the transformation of the Information Systems (IS) landscape towards a platform architecture is a key enabler for internationalization. Platformization of the IS landscape contributes to mitigate the issues of psychic distance that needs to be overcome when expanding internationally. Based on the insights gained from the LEGO Group, we provide lessons learned for CIO’s when enabling an internationalization strategy

    Software Product Line Engineering via Software Transplantation

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    For companies producing related products, a Software Product Line (SPL) is a software reuse method that improves time-to-market and software quality, achieving substantial cost reductions.These benefits do not come for free. It often takes years to re-architect and re-engineer a codebase to support SPL and, once adopted, it must be maintained. Current SPL practice relies on a collection of tools, tailored for different reengineering phases, whose output developers must coordinate and integrate. We present Foundry, a general automated approach for leveraging software transplantation to speed conversion to and maintenance of SPL. Foundry facilitates feature extraction and migration. It can efficiently, repeatedly, transplant a sequence of features, implemented in multiple files. We used Foundry to create two valid product lines that integrate features from three real-world systems in an automated way. Moreover, we conducted an experiment comparing Foundry's feature migration with manual effort. We show that Foundry automatically migrated features across codebases 4.8 times faster, on average, than the average time a group of SPL experts took to accomplish the task

    The Stretch-Engine: A Method for Creating Exaggeration in Animation Through Squash and Stretch

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    Animators exaggerate character motion to emphasize personality and actions. Exaggeration is expressed by pushing a character’s pose, changing the action’s timing, or by changing a character’s form. This last method, referred to as squash and stretch, creates the most noticeable change in exaggeration. However, without practice, squash and stretch can adversely affect the animation. This work introduces a method to create exaggeration in motion by focusing solely on squash and stretch to control changes in a character’s form. It does this by displaying a limbs' path of motion and altering the shape of that path to create a change in the limb’s form. This paper provides information on tools that exist to create animation and exaggeration, then discusses the functionality and effectiveness of these tools and how they influenced the design of the Stretch-Engine. The Stretch-Engine is a prototype tool developed to demonstrate this approach and is designed to be integrated into an existing animation software, Maya. The Stretch-Engine contains a bipedal-humanoid rig with controls necessary for animation and the ability to squash and stretch. It can be accessed through a user interface that allows the animator to control squash and stretch by changing the shape of generated paths of motion. This method is then evaluated by comparing animations of realistic motion to versions created with the Stretch-Engine. These stretched versions displayed exaggerated results for their realistic counterparts, creating similar effects to Looney Tunes animation. This method fits within the animator’s workflow and helps new artists visualize and control squash and stretch to create exaggeration

    Discovering location based services: A unified approach for heterogeneous indoor localization systems

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    The technological solutions and communication capabilities offered by the Internet of Things paradigm, in terms of raising availability of wearable devices, the ubiquitous internet connection, and the presence on the market of service-oriented solutions, have allowed a wide proposal of Location Based Services (LBS). In a close future, we foresee that companies and service providers will have developed reliable solutions to address indoor positioning, as basis for useful location based services. These solutions will be different from each other and they will adopt different hardware and processing techniques. This paper describes the proposal of a unified approach for Indoor Localization Systems that enables the cooperation between heterogeneous solutions and their functional modules. To this end, we designed an integrated architecture that, abstracting its main components, allows a seamless interaction among them. Finally, we present a working prototype of such architecture, which is based on the popular Telegram application for Android, as an integration demonstrator. The integration of the three main phases –namely the discovery phase, the User Agent self-configuration, and the indoor map retrieval/rendering– demonstrates the feasibility of the proposed integrated architectur
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