2,718 research outputs found

    Don’t throw rocks from the side-lines: A sociomaterial exploration of organizational blogs as boundary objects

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    Purpose Social media such as blogs are being widely used in organizations in order to undertake internal communication and share knowledge, rendering them important boundary objects. A root metaphor of the boundary object domain is the notion of relatively static and inert objects spanning similarly static boundaries. A strong sociomaterial perspective allows the immisciblity of object and boundary to be challenged, since a key tenet of this perspective is the ongoing and mutually-constituted performance of the material and social. Design/methodology/approach The aim of our research is to draw upon sociomateriality to explore the operation of social media platforms as intra-organizational boundary objects. Given the novel perspective of this study and its social constructivist ontology, we adopt an exploratory, interpretivist research design. This is operationalized as a case study of the use of an organizational blog by a major UK government department over an extended period. A novel aspect of the study is our use of data released under a Freedom of Information request. Findings We present three exemplar instances of how the blog and organizational boundaries were performed in the situated practice of the case study organization. We draw on literature on boundary objects, blogs and sociomateriality in order to provide a theoretical explication of the mutually-constituted performance of the blog and organizational boundaries. We also invoke the notion of ‘extended chains of intra-action’ to theorise changes in the wider organization. Originality/value Adoption of a sociomaterial lens provides a highly novel perspective of boundary objects and organizational boundaries. The study highlights the indeterminate and dynamic nature of boundary objects and boundaries, with both being in an intra-active state of becoming, challenging conventional conceptions. The study demonstrates that specific material-discursive practices arising from the situated practice of the blog at the respective boundaries were performative, reconfiguring the blog and boundaries and being generative of further changes in the organization

    Mobile Big Data Analytics in Healthcare

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    Mobile and ubiquitous devices are everywhere around us generating considerable amount of data. The concept of mobile computing and analytics is expanding due to the fact that we are using mobile devices day in and out without even realizing it. These mobile devices use Wi-Fi, Bluetooth or mobile data to be intermittently connected to the world, generating, sending and receiving data on the move. Latest mobile applications incorporating graphics, video and audio are main causes of loading the mobile devices by consuming battery, memory and processing power. Mobile Big data analytics includes for instance, big health data, big location data, big social media data, and big heterogeneous data. Healthcare is undoubtedly one of the most data-intensive industries nowadays and the challenge is not only in acquiring, storing, processing and accessing data, but also in engendering useful insights out of it. These insights generated from health data may reduce health monitoring cost, enrich disease diagnosis, therapy, and care and even lead to human lives saving. The challenge in mobile data and Big data analytics is how to meet the growing performance demands of these activities while minimizing mobile resource consumption. This thesis proposes a scalable architecture for mobile big data analytics implementing three new algorithms (i.e. Mobile resources optimization, Mobile analytics customization and Mobile offloading), for the effective usage of resources in performing mobile data analytics. Mobile resources optimization algorithm monitors the resources and switches off unused network connections and application services whenever resources are limited. However, analytics customization algorithm attempts to save energy by customizing the analytics process while implementing some data-aware techniques. Finally, mobile offloading algorithm decides on the fly whether to process data locally or delegate it to a Cloud back-end server. The ultimate goal of this research is to provide healthcare decision makers with the advancements in mobile Big data analytics and support them in handling large and heterogeneous health datasets effectively on the move

    Art or Artifice? Large Language Models and the False Promise of Creativity

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    Researchers have argued that large language models (LLMs) exhibit high-quality writing capabilities from blogs to stories. However, evaluating objectively the creativity of a piece of writing is challenging. Inspired by the Torrance Test of Creative Thinking (TTCT), which measures creativity as a process, we use the Consensual Assessment Technique [3] and propose the Torrance Test of Creative Writing (TTCW) to evaluate creativity as a product. TTCW consists of 14 binary tests organized into the original dimensions of Fluency, Flexibility, Originality, and Elaboration. We recruit 10 creative writers and implement a human assessment of 48 stories written either by professional authors or LLMs using TTCW. Our analysis shows that LLM-generated stories pass 3-10X less TTCW tests than stories written by professionals. In addition, we explore the use of LLMs as assessors to automate the TTCW evaluation, revealing that none of the LLMs positively correlate with the expert assessments

    Careering through the Web: the potential of Web 2.0 and 3.0 technologies for career development and career support services

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    This paper examines the environment that the web provides for career exploration. Career practitioners have long seen value in engaging in technology and the opportunities offered by the internet, and this interest continues. However, this paper suggests that the online environment for career exploration is far broader than that provided by public-sector careers services. In addition to these services, there is a wide range of other players including private-sector career consultants, employers, recruitment companies and learning providers who are all contributing to a potentially rich career exploration environment.UKCE

    A separate reality : An update on place Illusion and plausibility in virtual reality

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    We review the concept of presence in virtual reality, normally thought of as the sense of “being there” in the virtual world. We argued in a 2009 paper that presence consists of two orthogonal illusions that we refer to as Place Illusion (PI, the illusion of being in the place depicted by the VR) and Plausibility (Psi, the illusion that the virtual situations and events are really happening). Both are with the proviso that the participant in the virtual reality knows for sure that these are illusions. Presence (PI and Psi) together with the illusion of ownership over the virtual body that self-represents the participant, are the three key illusions of virtual reality. Copresence, togetherness with others in the virtual world, can be a consequence in the context of interaction between remotely located participants in the same shared virtual environments, or between participants and virtual humans. We then review several different methods of measuring presence: questionnaires, physiological and behavioural measures, breaks in presence, and a psychophysics method based on transitions between different system configurations. Presence is not the only way to assess the responses of people to virtual reality experiences, and we present methods that rely solely on participant preferences, including the use of sentiment analysis that allows participants to express their experience in their own words rather than be required to adopt the terminology and concepts of researchers. We discuss several open questions and controversies that exist in this field, providing an update to the 2009 paper, in particular with respect to models of Plausibility. We argue that Plausibility is the most interesting and complex illusion to understand and is worthy of significant more research. Regarding measurement we conclude that the ideal method would be a combination of a psychophysical method and qualitative methods including sentiment analysis.Postprint (published version

    Exploration Games:Can Game-Guided Systems Support Users in Automated Exhibition Sites?

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    This article delves into the potential of incorporating elements fromadventure games into museum exhibitions, with a particular focus on automatedexhibition sites. We advocate that principles derived from adventure games canadeptly bridge the two primary expectations of exhibitions: enlightenment andexperience. Exploration-based games, such as Explore the Redoubt (XTR)crafted for automated venues, enable users to fulfill both these objectives. XTR,conceived to address the prevailing research voids, integrates game mechanicsinto the automated exhibition environment, enhancing visitor motivation andengagement. It harnesses interactive digital mediums to present cultural heritagein a relaxed, informal manner.Existing research scarcely touches upon the design of experiential learninggames developed for automated sites, which encompass both indoor and outdoordisplays. Our methodology contemplates the transformation of visitor conduct atexhibitions, morphing them into avid knowledge seekers. We challenge theadequacy of current user experience models in portraying exhibitions striving toprovide both enlightenment and an immersive experience. Consequently, weintroduce a framework for museum interactions that deeply engages users, urgingthem to define their exploration trajectories, seamlessly fusing enlightenment,and engagement. Our study is set in a 17th-century redoubt where initialobservations indicated greater outdoor engagement compared to indoor spaces.This observation fueled our initiative to amplify indoor visitor participation.After testing XTR with 30 participants and employing a combination ofobservations and interviews, we derived key insights on designing digitalexploration games that seamlessly combine enlightenment and engagement. Weconclude with three design strategies to enhance visitor curiosity and exploration
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