2,661 research outputs found

    Orchestrating innovation with user communities in the creative industries

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    International audienceThe digital creative industries exemplify innovation processes in which user communities are highly involved in product and service development, bringing new ideas, and developing tools for new product uses and environments. We explore the role of user communities in such co-innovation processes via four case studies of interrelations between firms and their communities. The digitization and virtualization of firm/community interactions are changing how boundaries are defined and how co-innovation is managed. The transformation of innovation management is characterized by three elements: opening and redefining firm boundaries; opening of products and services to community input and reducing property rights; and reshaping organization and product identities. Innovation in collaboration with user communities requires firms to orchestrate their communities and their inter-relationships to encourage the creativity and motivation of users, and develop the community's innovatory capacity

    Intelligent visual media processing: when graphics meets vision

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    The computer graphics and computer vision communities have been working closely together in recent years, and a variety of algorithms and applications have been developed to analyze and manipulate the visual media around us. There are three major driving forces behind this phenomenon: i) the availability of big data from the Internet has created a demand for dealing with the ever increasing, vast amount of resources; ii) powerful processing tools, such as deep neural networks, provide e�ective ways for learning how to deal with heterogeneous visual data; iii) new data capture devices, such as the Kinect, bridge between algorithms for 2D image understanding and 3D model analysis. These driving forces have emerged only recently, and we believe that the computer graphics and computer vision communities are still in the beginning of their honeymoon phase. In this work we survey recent research on how computer vision techniques bene�t computer graphics techniques and vice versa, and cover research on analysis, manipulation, synthesis, and interaction. We also discuss existing problems and suggest possible further research directions

    Approaches to parallel performance prediction

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    Algorithm Controls: An Examination of Ethos, Agency, and Interfaces in the Fallout Series

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    Presenting a framework for videogame agency based on relationships, the constraints on those relationships, and their context, an examination of the representations of ethos and karma, agency models, and interfaces in the Fallout series is shown. Reviewing ethos through its historical and quantifications across the games, the presentations of the Reputation and “Karma” systems across the games are examined as affecting player choice in different ways. Building across agency models and past scholarship, a temporal framework for agency is considered and applied to a case study of Fallout 3 (2008). Closing the framework through positioning actions as happening within layers of interfaces in videogames and as “in-between” choices and their outcomes, the Fallout series is portrayed as an exemplar of how this framework might appear in other videogames

    Computational Tools and Facilities for the Next-Generation Analysis and Design Environment

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    This document contains presentations from the joint UVA/NASA Workshop on Computational Tools and Facilities for the Next-Generation Analysis and Design Environment held at the Virginia Consortium of Engineering and Science Universities in Hampton, Virginia on September 17-18, 1996. The presentations focused on the computational tools and facilities for analysis and design of engineering systems, including, real-time simulations, immersive systems, collaborative engineering environment, Web-based tools and interactive media for technical training. Workshop attendees represented NASA, commercial software developers, the aerospace industry, government labs, and academia. The workshop objectives were to assess the level of maturity of a number of computational tools and facilities and their potential for application to the next-generation integrated design environment

    Agents for educational games and simulations

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    This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications

    Comunicação mutimédia de inovação de ciência e tecnologia em contexto empresarial

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    The need to communicate science and technology is increasing. In Research and Development (R&D) projects, which encompass the creation of novel technologies and paradigms, the adequate dissemination of representative content plays a pivotal role to establish such technologies within their target audiences, including the scientific community and project partners. Within the scope of this dissertation, multimedia artifacts were produced for the communication of complex scientific and technological content. This was made in the context of the MOG Technologies company, and its need to communicate with partners, clients, and other stakeholders, the characteristics of their innovation-based services and products. The produced multimedia artifacts were videos and broadcast events. A social media dissemination plan was also created and implemented. The challenge of these concrete outputs was supported by the knowledge and understanding of the MOG projects, products, and target audiences, and by the theoretical framework of science and technology communication using multimedia. The artifacts were implemented and used, obtaining good feedback.A necessidade de comunicar ciência e tecnologia é cada vez maior. Em projetos de Investigação e Desenvolvimento, que incluem a criação de novas tecnologias e paradigmas, a disseminação adequada de conteúdos representativos desempenha um papel fundamental para estabelecer essas tecnologias junto dos seus públicos-alvo, incluindo a comunidade científica e parceiros de projeto. No âmbito desta dissertação, foram produzidos artefactos multimédia para a comunicação de conteúdos científicos e tecnológicos complexos. Isto foi feito no contexto da empresa MOG Technologies, e partindo da sua necessidade de comunicar com parceiros, clientes e outros intervenientes, as características dos seus serviços e produtos baseados em inovação. Os artefactos multimédia produzidos foram vídeos e eventos de broadcasting. Foi também criado e implementado um plano de disseminação nas redes sociais. O desafio de obter estes resultados concretos é apoiado pelo conhecimento e compreensão dos projetos, produtos e públicos-alvo da MOG e pelo enquadramento teórico de comunicação de ciência e tecnologia usando multimédia. Os artefactos foram implementados e utilizados, obtendo-se um bom feedback.Mestrado em Comunicação Multimédi

    The Strategic Assembly of Global Firms: A Micro-Structural Analysis of Local Learning and Global Adaptation

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    Strategic Assembly - the comprehensive and coordinated use of internal development, mergers, acquisitions, joint ventures, and alliances - is a novel approach to the construction and management of global firms. This paper describes the role and characteristics of strategic assembly in the construction and management of the Global Multi-Business Firm, an emerging form of global organization. We present a study of Group Renault and its relationship with two key players in the lucrative and emerging market for autos in Turkey, emphasizing the coevolutionary processes through which local players enter and dominate a local market and the global parent, utilizing local learning and organization, adapts to the global environment. We conclude with a call to action for research on the relationship between the strategic logic of global assemblers and the strategies of the firms at multiple levels of analysis

    Online Specificity: Live Event Artworks and the Inner Continuity of the Network.

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    This practice-based research analyses the encounter of Net/Web artworks, their materiality and their space-time condition. I analyse a selection of online-specific artworks to examine their materiality and experiential features in an investigation into how they can offer a varied encounter atypical to offline artworks. The research suggests that these encounters have the potential to disturb a familiar linear or chronological sense of space-time. In line with this enquiry, the research explores qualities found in online-specific artworks that are analogous with the encounter of durée (i.e. duration). This concept was first theorised by Henri Bergson in 1886 as an experience of time with a heterogeneous nature that takes place in the inner self of human experience. I examine this theory to consider whether online-specific artworks are more capable of precipitating experiences associated with durée and its understanding of memory. In order to do so, I examine the materiality of these artworks (e.g. HTML/CSS) and their temporal existence in the network duration when online users establish a net connection to retrieve them (e.g. URL, HTTP). This research analyses the state of the network as a heterogeneous reality, as described by network theorist Tiziana Terranova (2004), in order to explore how such qualities impact the encounter of online-specific artworks as inherent assets of the network duration. The thesis proposes that the transitory reality of these time-based artworks are only operative in the live stream of the information flux that resides in the virtual state of the network. As a result, such encounters are analysed through a new notion of event described in the research as live events. From this perspective, the research explores similar experiential aspects that are shared between online-specific artworks and offline time-based artworks (e.g. Standing Wave (1920) by Naum Gabo) due to a live encounter during their temporal activation. Subsequently, this research analyses the materiality of telecommunication technology, especially within the protocol system (e.g. TCP/IP) operative in the architecture of the Net/Web to illustrate the transitory reality of online-specific artworks. Furthermore, through a genealogy of historical references the research selects a number of offline and online artworks to analyse their experiential aspect in relation to their time experience, materiality and method of realisation. The nature of web-based artworks and their encounter is recognised in the research through the iterative possibility of their ‘assets’ in the network and their potential capability to introduce new memory experiences specific to an online encounter

    Mixing multi-core CPUs and GPUs for scientific simulation software

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    Recent technological and economic developments have led to widespread availability of multi-core CPUs and specialist accelerator processors such as graphical processing units (GPUs). The accelerated computational performance possible from these devices can be very high for some applications paradigms. Software languages and systems such as NVIDIA's CUDA and Khronos consortium's open compute language (OpenCL) support a number of individual parallel application programming paradigms. To scale up the performance of some complex systems simulations, a hybrid of multi-core CPUs for coarse-grained parallelism and very many core GPUs for data parallelism is necessary. We describe our use of hybrid applica- tions using threading approaches and multi-core CPUs to control independent GPU devices. We present speed-up data and discuss multi-threading software issues for the applications level programmer and o er some suggested areas for language development and integration between coarse-grained and ne-grained multi-thread systems. We discuss results from three common simulation algorithmic areas including: partial di erential equations; graph cluster metric calculations and random number generation. We report on programming experiences and selected performance for these algorithms on: single and multiple GPUs; multi-core CPUs; a CellBE; and using OpenCL. We discuss programmer usability issues and the outlook and trends in multi-core programming for scienti c applications developers
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