210,504 research outputs found

    Handbook of Research on Implementing Digital Reality and Interactive Technologies to Achieve Society 5.0

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    Research on digital reality has been extensive in recent years, covering a wide range of topics and leading to new ways to approach and deal with complex situations. Within the Society 5.0 paradigm, people and machines establish a positive relationship to find solutions for social aspects and problems. This perspective establishes a strong interconnection between physical and virtual space, making the user an active player for better life and society. In these terms, digital systems and virtual and augmented reality technologies enable multi-dimensional scenarios and additional levels of interdisciplinary collaboration to create a highly inclusive communication network and social framework. The Handbook of Research on Implementing Digital Reality and Interactive Technologies to Achieve Society 5.0 provides an overview of methods, processes, and tools adopted to achieve super-smart society needs by exploiting digital reality and interactive technologies. It includes case studies that illustrate applications that place people’s quality of life at the center of the digitalization process, accessing and managing different information and data domains. Covering topics such as cultural heritage, interactive learning, and virtual participation, this major reference work is a comprehensive resource for business executives and managers, IT managers, government officials, community leaders, arts and performance organizers, healthcare administrators and professionals, faculty and administrators of both K-12 and higher education, students of higher education, researchers, and academicians

    Handbook of Research on Implementing Digital Reality and Interactive Technologies to Achieve Society 5.0

    Get PDF
    Research on digital reality has been extensive in recent years, covering a wide range of topics and leading to new ways to approach and deal with complex situations. Within the Society 5.0 paradigm, people and machines establish a positive relationship to find solutions for social aspects and problems. This perspective establishes a strong interconnection between physical and virtual space, making the user an active player for better life and society. In these terms, digital systems and virtual and augmented reality technologies enable multi-dimensional scenarios and additional levels of interdisciplinary collaboration to create a highly inclusive communication network and social framework. The Handbook of Research on Implementing Digital Reality and Interactive Technologies to Achieve Society 5.0 provides an overview of methods, processes, and tools adopted to achieve super-smart society needs by exploiting digital reality and interactive technologies. It includes case studies that illustrate applications that place people’s quality of life at the center of the digitalization process, accessing and managing different information and data domains. Covering topics such as cultural heritage, interactive learning, and virtual participation, this major reference work is a comprehensive resource for business executives and managers, IT managers, government officials, community leaders, arts and performance organizers, healthcare administrators and professionals, faculty and administrators of both K-12 and higher education, students of higher education, researchers, and academicians

    The role of handbooks in knowledge creation and diffusion: A case of science and technology studies

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    Genre is considered to be an important element in scholarly communication and in the practice of scientific disciplines. However, scientometric studies have typically focused on a single genre, the journal article. The goal of this study is to understand the role that handbooks play in knowledge creation and diffusion and their relationship with the genre of journal articles, particularly in highly interdisciplinary and emergent social science and humanities disciplines. To shed light on these questions we focused on handbooks and journal articles published over the last four decades belonging to the research area of Science and Technology Studies (STS), broadly defined. To get a detailed picture we used the full-text of five handbooks (500,000 words) and a well-defined set of 11,700 STS articles. We confirmed the methodological split of STS into qualitative and quantitative (scientometric) approaches. Even when the two traditions explore similar topics (e.g., science and gender) they approach them from different starting points. The change in cognitive foci in both handbooks and articles partially reflects the changing trends in STS research, often driven by technology. Using text similarity measures we found that, in the case of STS, handbooks play no special role in either focusing the research efforts or marking their decline. In general, they do not represent the summaries of research directions that have emerged since the previous edition of the handbook.Comment: Accepted for publication in Journal of Informetric

    Human Factors and Innovation with Mobile Devices

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    Advancements in technology are a significant driving force in educational innovation, but a strong focus on technology means that human aspects and implications may not be given the attention they deserve. This chapter examines usability issues surrounding the use of mobile devices in learning. A key aim is to empower educators and learners to take control of personal devices and realise their potential in relation to teaching and learning. The background section reviews the development of usability studies and explores why mobile device usability presents specific new challenges. The impact of changing requirements in education, and new visions for ways of thinking and competences that learners should be acquiring, are also examined. Finally, the chapter provides a set of concepts that can inform conversations between educators and learners, mobile system engineers, developers, support staff, and others

    Digital technology and governance in transition: The case of the British Library

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    Comment on the organizational consequences of the new information and communications technologies (ICTs) is pervaded by a powerful imagery of disaggregation and a tendency for ?virtual? forms of production to be seen as synonymous with the ?end? of bureaucracy. This paper questions the underlying assumptions of the ?virtual organization?, highlighting the historically enduring, diversified character of the bureaucratic form. The paper then presents case study findings on the web-based access to information resources now being provided by the British Library (BL). The case study evidence produces two main findings. First, radically decentralised virtual forms of service delivery are heavily dependent on new forms of capacity-building and information aggregation. Second, digital technology is embedded in an inherently contested and contradictory context of institutional change. Current developments in the management and control of digital rights are consistent with the commodification of the public sphere. However, the evidence also suggests that scholarly access to information resources is being significantly influenced by the ?information society? objectives of the BL and other institutional players within the network of UK research libraries

    Smartphones

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    Many of the research approaches to smartphones actually regard them as more or less transparent points of access to other kinds of communication experiences. That is, rather than considering the smartphone as something in itself, the researchers look at how individuals use the smartphone for their communicative purposes, whether these be talking, surfing the web, using on-line data access for off-site data sources, downloading or uploading materials, or any kind of interaction with social media. They focus not so much on the smartphone itself but on the activities that people engage in with their smartphones

    Methods of small group research

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    Understanding mediated storytelling in social networking sites through articulation: actors, processes and practices

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