10,620 research outputs found

    Visualization in cyber-geography: reconsidering cartography's concept of visualization in current usercentric cybergeographic cosmologies

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    This article discusses some epistemological problems of a semiotic and cybernetic character in two current scientific cosmologies in the study of geographic information systems (GIS) with special reference to the concept of visualization in modern cartography. Setting off from Michael Batty’s prolegomena for a virtual geography and Michael Goodchild’s “Human-Computer-Reality-Interaction” as the field of a new media convergence and networking of GIS-computation of geo-data, the paper outlines preliminarily a common field of study, namely that of cybernetic geography, or just “cyber-geography) owing to the principal similarities with second order cybernetics. Relating these geographical cosmologies to some of Science’s dominant, historical perceptions of the exploring and appropriating of Nature as an “inventory of knowledge”, the article seeks to identify some basic ontological and epistemological dimensions of cybernetic geography and visualization in modern cartography. The points made is that a generalized notion of visualization understood as the use of maps, or more precisely as cybergeographic GIS-thinking seems necessary as an epistemological as well as a methodological prerequisite to scientific knowledge in cybergeography. Moreover do these generalized concept seem to lead to a displacement of the positions traditionally held by the scientist and lay-man citizen, that is not only in respect of the perception of the matter studied, i.e. the field of geography, but also of the manner in which the scientist informs the lay-man citizen in the course of action in the public participation in decision making; a displacement that seems to lead to a more critical, or perhaps even quasi-scientific approach as concerns the lay-man user

    Virtual public administration: improving public administration procedures through project management

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    The best way to contribute electronic and mobile Government is by creating a public administration network in virtual communities. This is essentially the definition of Virtual Public Administration (VPA). A virtual community (a good example of which would be the well acclaimed virtual reality world Second Life), could potentially provide the platform to offer improved public administration services. Arguably, the quality of these services to citizens and businesses in virtual communities are more competitive than in reality. Therefore, the social, economic and technological impact is more inquiring because we could potentially offer to the end users more motivation to join these communities. Furthermore the success of the VPA is based on the virtual project management application. Our paper examines, theoretically and empirically, how VPA could potentially contribute to better public administration services and how effective project management application could facilitate the proposed transition. The research strategy is based on a combination of qualitative and quantitative methodological approaches. In that respect pertinent data is been collected through both semi structured interviews and questionnaires, with executives and others, in the Greek and UK public administration sector. Preliminary theoretical results demonstrate the improvement achieved by integrating time in virtual and real worlds and by testing impact to the quality of service provided by public sector to citizens/businesses. To that end, our study provides both qualitative (statements of directors, observations) and quantitative (metrics) examples related to these improvements. Three UK based councils have agreed in principle to participate to the study. Furthermore, in Greece the General Inspector of Public Administration, the National University of Athens and others has also agreed to participate. Our paper concludes with the contribution of our work along with some interesting avenues for further research

    Ecological Landscape Planning : A Gaming Approach in Education

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    An understanding of the complex problems of land use competition requires an appreciation of natural processes, cultural values, economic imperatives and political agendas. This integrated understanding is an important component of the study program for tertiary students about to complete their professional qualification in landscape architecture at the Queensland University of Technology. This paper introduces a repertoire of game templates as an initial step in formulating a conceptual framework for the curriculum/games designer to explore the potential of play in ecological landscape planning. The concepts of social action space, permissible action space and motivational action space are used to investigate the qualities of each template for further game design development. The abstraction of these concepts may assist the designer to move beyond the usability of games into viewing their value as a learning method

    Chaotic worlds: an analysis of World of Warcraft

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    Virtual worlds provide new forms of collaboration and social interaction. The World of Warcraft (WoW) is one such virtual world. It is the most popular example of what is called a Massively Multiplayer Online Role Playing Game (MMORPG). In this paper, we analyze players’ outcomes with WoW using chaos theory. Our paper suggests that players are highly sensitive to initial conditions which are impacted by style of play and the social structure of groups

    Developing Global Mindset and the Impact on Virtual Teams

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    [Excerpt] Increasingly global and competitive in nature, today’s work environment necessitates more cooperation, collaboration, and cross-cultural understanding than ever before. Many significant changes have altered the way companies conduct business. Companies now compete in a global economy that demands quality goods and services at competitive prices. Consumers, through increasing demand for better quality, force companies to remain competitive by providing (1) tailored solutions for specific needs and (2) responding rapidly to market changes. In this global context, speed and personalized solutions create customer growth. But how do multinational companies respond to these two often competing forces? Expanding on the concept of traditional teams, one solution has been to institute virtual teams composed of diverse members best suited to a variety of projects. Consistent with the increasingly global context in which these teams operate, members of virtual teams must be dynamic, flexible, and culturally intelligent in order to speedily deliver tailored products and services globally. Considering the increased use of virtual teams, this paper aims to explore the role of a global mindset in overcoming the challenges associated with working across cultures, especially when such teamwork occurs at a distance. Next, the differences between local and global mindsets will be discussed and essential global competencies identified. Finally, strategies for developing a global mindset in leaders and employees will be outlined

    Exemplary Design Research

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    In this paper, we will look at what role a research program and an interventionist research strategy based on design experiments may play for the advancement of knowledge relevant to design and designers. We suggest the notion of exemplary design research driven by programs and experiments and by this we refer to research based on the explicit formulation of design programs that act as a frame and foundation for carrying out series of design experiments. It is 'exemplary' in the sense that it enables critical dissemination primarily by creating examples of what could be done and how, i.e. examples that both express the possibilities and characteristics of the design program as well as more general suggestions about a certain (change to) design practice

    Jet Production by Real and Virtual Photons

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    The production of jets is studied in collisions of virtual photons, specifically for applications at HERA. Photon flux factors are convoluted with matrix elements involving either direct or resolved photons and, for the latter, with parton distributions of the photon. Special emphasis is put on the range of uncertainty in the modeling of the resolved component. The resulting model is compared with existing data and further tests are proposed.Comment: 1+13 pages, LaTeX2e, 16 eps figures, to appear in the Proceedings of the DESY Workshop on "Monte Carlo Generators for HERA Physics

    Jet Production by Virtual Photons

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    The production of jets is studied in collisions of virtual photons, gamma*-p and gamma*-gamma*, specifically for applications at HERA and LEP2. Photon flux factors are convoluted with matrix elements involving either direct or resolved photons and, for the latter, with parton distributions of the photon. Special emphasis is put on the range of uncertainty in the modeling of the resolved component. The resulting model is compared with existing data.Comment: 1+10 pages, LaTeX2e, 4 eps figures, to appear in the Proceedings of the International Conference on the Structure and Interactions of the Photon; PHOTON99, 23-27 May 1999, Freiburg im Breisgau, German

    Location-based technologies for learning

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    Emerging technologies for learning report - Article exploring location based technologies and their potential for educatio
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