10,516 research outputs found
Outsourcing labour to the cloud
Various forms of open sourcing to the online population are establishing themselves as cheap, effective methods of getting work done. These have revolutionised the traditional methods for innovation and have contributed to the enrichment of the concept of 'open innovation'. To date, the literature concerning this emerging topic has been spread across a diverse number of media, disciplines and academic journals. This paper attempts for the first time to survey the emerging phenomenon of open outsourcing of work to the internet using 'cloud computing'. The paper describes the volunteer origins and recent commercialisation of this business service. It then surveys the current platforms, applications and academic literature. Based on this, a generic classification for crowdsourcing tasks and a number of performance metrics are proposed. After discussing strengths and limitations, the paper concludes with an agenda for academic research in this new area
Horizon Report 2009
El informe anual Horizon investiga, identifica y clasifica las tecnologĂas emergentes que los expertos que lo elaboran prevĂ©n tendrĂĄn un impacto en la enseñanza aprendizaje, la investigaciĂłn y la producciĂłn creativa en el contexto educativo de la enseñanza superior. TambiĂ©n estudia las tendencias clave que permiten prever el uso que se harĂĄ de las mismas y los retos que ellos suponen para las aulas. Cada ediciĂłn identifica seis tecnologĂas o prĂĄcticas. Dos cuyo uso se prevĂ© emergerĂĄ en un futuro inmediato (un año o menos) dos que emergerĂĄn a medio plazo (en dos o tres años) y dos previstas a mĂĄs largo plazo (5 años)
A Framework for Measuring the Usability Issues and Criteria of Mobile Learning Applications
With the continuing growth of mobile devices outpacing that of desktops and laptops, mobile devices have become the new personal computer. These devices have become increasingly sophisticated and extremely powerful in the last few years. Substantial work has been done to measure mobile applicationsâ level of quality; many researchers have attempted to figure out why certain applications fail and others succeed.
In this thesis, a conceptual framework for measuring the quality aspects and criteria of m-learning is produced. Furthermore, a software prototype application for smartphones to assess usability issues of m-learning applications has been designed and implemented. This prototype application is developed using Java language and the Android Software development Kit, such that the recommended guidelines of the proposed framework are maintained. A questionnaire survey was conducted at Western University with approximately 96 undergraduate software engineering students. Five identical smartphones are used to evaluate the developed prototype in terms of ease of use, user satisfaction, attractiveness and learnability
Semantic discovery and reuse of business process patterns
Patterns currently play an important role in modern information systems (IS) development and their use has mainly been restricted to the design and implementation phases of the development lifecycle. Given the increasing significance of business modelling in IS development, patterns have the potential of providing a viable solution for promoting reusability of recurrent generalized models in the very early stages of development. As a statement of research-in-progress this paper focuses on business process patterns and proposes an initial methodological framework for the discovery and reuse of business process patterns within the IS development lifecycle. The framework borrows ideas from the domain engineering literature and proposes the use of semantics to drive both the discovery of patterns as well as their reuse
A Review of the Open Educational Resources (OER) Movement: Achievements, Challenges, and New Opportunities
Examines the state of the foundation's efforts to improve educational opportunities worldwide through universal access to and use of high-quality academic content
Living Innovation Laboratory Model Design and Implementation
Living Innovation Laboratory (LIL) is an open and recyclable way for
multidisciplinary researchers to remote control resources and co-develop user
centered projects. In the past few years, there were several papers about LIL
published and trying to discuss and define the model and architecture of LIL.
People all acknowledge about the three characteristics of LIL: user centered,
co-creation, and context aware, which make it distinguished from test platform
and other innovation approaches. Its existing model consists of five phases:
initialization, preparation, formation, development, and evaluation.
Goal Net is a goal-oriented methodology to formularize a progress. In this
thesis, Goal Net is adopted to subtract a detailed and systemic methodology for
LIL. LIL Goal Net Model breaks the five phases of LIL into more detailed steps.
Big data, crowd sourcing, crowd funding and crowd testing take place in
suitable steps to realize UUI, MCC and PCA throughout the innovation process in
LIL 2.0. It would become a guideline for any company or organization to develop
a project in the form of an LIL 2.0 project.
To prove the feasibility of LIL Goal Net Model, it was applied to two real
cases. One project is a Kinect game and the other one is an Internet product.
They were both transformed to LIL 2.0 successfully, based on LIL goal net based
methodology. The two projects were evaluated by phenomenography, which was a
qualitative research method to study human experiences and their relations in
hope of finding the better way to improve human experiences. Through
phenomenographic study, the positive evaluation results showed that the new
generation of LIL had more advantages in terms of effectiveness and efficiency.Comment: This is a book draf
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