120,272 research outputs found

    Planning Support Systems: Progress, Predictions, and Speculations on the Shape of Things to Come

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    In this paper, we review the brief history of planning support systems, sketching the way both the fields of planning and the software that supports and informs various planning tasks have fragmented and diversified. This is due to many forces which range from changing conceptions of what planning is for and who should be involved, to the rapid dissemination of computers and their software, set against the general quest to build ever more generalized software products applicable to as many activities as possible. We identify two main drivers – the move to visualization which dominates our very interaction with the computer and the move to disseminate and share software data and ideas across the web. We attempt a brief and somewhat unsatisfactory classification of tools for PSS in terms of the planning process and the software that has evolved, but this does serve to point up the state-ofthe- art and to focus our attention on the near and medium term future. We illustrate many of these issues with three exemplars: first a land usetransportation model (LUTM) as part of a concern for climate change, second a visualization of cities in their third dimension which is driving an interest in what places look like and in London, a concern for high buildings, and finally various web-based services we are developing to share spatial data which in turn suggests ways in which stakeholders can begin to define urban issues collaboratively. All these are elements in the larger scheme of things – in the development of online collaboratories for planning support. Our review far from comprehensive and our examples are simply indicative, not definitive. We conclude with some brief suggestions for the future

    New Media & Youth Identity. Issues and Research Pathways

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    Media have held a considerable and growing place in the social environment of industrial society in recent decades, transforming the perception that a people have of their place in the world and of their memberships and belonging, creating new paths for social relations, affecting lifestyles, socialization, and communication processes, and the construction of identity itself. The relationship between young people (especially teenagers and adolescents) and new media shows some peculiarities which are worth further reflection to understand the extent and outcomes of these social changes. This article aims to investigate the discourse on youth identity and new media in the social science literature, determining which are the key trends and exploring the more relevant research questions about this theme and the way these topics relate to one another. Titles and abstracts of articles published during the period 2004 \u2013 2013 were selected from the Scopus social sciences database and they were analysed using different content analysis techniques supported by the T-Lab software. The international literature on these topics presents a certain liveliness and heterogeneity in themes and its perspectives on theoretical and empirical research. Nevertheless, it has been possible to identify some key trends, focusing mainly on the idea of active identity construction by new media

    Emerging technologies for learning report (volume 3)

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    Virtual environment trajectory analysis:a basis for navigational assistance and scene adaptivity

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    This paper describes the analysis and clustering of motion trajectories obtained while users navigate within a virtual environment (VE). It presents a neural network simulation that produces a set of five clusters which help to differentiate users on the basis of efficient and inefficient navigational strategies. The accuracy of classification carried out with a self-organising map algorithm was tested and improved to in excess of 85% by using learning vector quantisation. This paper considers how such user classifications could be utilised in the delivery of intelligent navigational support and the dynamic reconfiguration of scenes within such VEs. We explore how such intelligent assistance and system adaptivity could be delivered within a Multi-Agent Systems (MAS) context

    Virtual teams for new product development: an innovative experience for R&D engineers

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    New interaction tools such as internet allow companies to gain valuable input from research and development (R\&D) engineers via virtual teams. Consequently, engineers also get more expertise in diminutive time frames. Virtual R\&D teams present the key impetus to the technology acquisition process. The present knowledge-economy era is characterized by short product life-cycles. Virtual R&D teams may reduce time-to-market, make available a large pool of new product know-how and provide greater flexibilities, which are the key success factors in a competitive market. This comprehensive review contains almost 100 references and covers the recent literature with emphasis on the topic. The review has focused on authentic and reputed publications and extracts the results. This article presents the type of virtual teams and their main features and explains how virtual R&D team can play a prominent role in developing new products. The article is evolved future study guideline and also illustrates how to apply virtual interaction tools and integrate engineers into the innovation process. Management of virtual R&D teams in new product development (NPD) processes in an innovative, effective and efficient is of a high importance, but the issue has been poorly addressed in the previous studies. Findings show that virtual R&D team provides valuable input for new product development and R&D engineers are able to attain virtual experience

    First Steps Towards Blended Learning @ Bond

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    Digital tools disrupting tertiary students’ notions of disciplinary knowledge: Cases in history and tourism

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    This paper reports on the findings from a two year research project that explored the potential of digital tools in support of teaching–learning across different disciplinary areas at a New Zealand university. Two courses (in History and Tourism) are case studied using data collected through interviews with lecturers, tutors and their students, and an online student survey. Findings from the research revealed that both lecturers and students were challenged in learning about the affordances and use of the lecturer selected digital tools as a mediational means. The tools were not initially transparent to them, nor were they able to be easily deployed to undertake their primary task—teaching for the lecturers, and, learning and demonstrating learning for the students completing assigned tasks. The process of learning and using the tools disrupted participants’ prior thinking and led to new understandings of both disciplines and of effective pedagogies for the two disciplines. The findings increase our understanding of the ways digital tools can develop, challenge and expand tertiary students learning and have implications for practice
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