6,002 research outputs found

    Leveraging Offshore IT Outsourcing by SMEs through Online Marketplaces

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    Following their larger counterparts, an increasing number of small firms outsource their IT tasks to lower cost offshore destinations. For small firms, however, offshore outsourcing is a difficult undertaking as it involves high transaction costs. Online marketplaces for IT services, which have recently become available to small firms, make offshore IT outsourcing more accessible and manageable, although differences in the marketplace design result in varying outcomes across the marketplaces. This has consequences for SME’s decision as to which online marketplace to use, because different markets may have different types of benefits and costs. This paper sets to analyze some of the similarities and differences between online marketplaces for IT services and their effects for small firms. First, we analyze if and how online marketplaces reduce small firms’ transaction costs in offshore IT outsourcing. Second, we examine the effects of market entry barriers on outcomes of online marketplaces and their implications for small firms. The results indicate that online marketplaces for IT services do reduce transaction costs for small firms in offshore outsourcing across ten specific market processes. More surprising, however, is the finding that the lower market entry barriers for suppliers result in lower prices for buyers without compromising other aspects of market performance.Offshore IT Outsourcing;Online Market;Process-Stakeholder Analysis;Reverse Auction

    A game theoretical model for a collaborative e-learning platform on privacy awareness

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    De nos jours, avec l'utilisation croissante des technologies numériques, l'éducation à la préservation de la vie privée joue un rôle important en particulier pour les adolescents. Bien que plusieurs plateformes d'apprentissage en ligne à la sensibilisation à la vie privée aient été mises en œuvre, elles sont généralement basées sur des techniques traditionnelles d'apprentissage. Plus particulièrement, ces plateformes ne permettent pas aux étudiants de coopérer et de partager leurs connaissances afin d’améliorer leur apprentissage ensemble. En d'autres termes, elles manquent d'interactions élève-élève. Des recherches récentes sur les méthodes d'apprentissage montrent que la collaboration entre élèves peut entraîner de meilleurs résultats d'apprentissage par rapport à d'autres approches. De plus, le domaine de la vie privée étant fortement lié à la vie sociale des adolescents, il est préférable de fournir un environnement d'apprentissage collaboratif où l’on peut enseigner la préservation de la vie privée, et en même temps, permettre aux étudiants de partager leurs connaissances. Il serait souhaitable que ces derniers puissent interagir les uns avec les autres, résoudre des questionnaires en collaboration et discuter de problèmes et de situations de confidentialité. À cet effet, ce travail propose « Teens-online », une plateforme d'apprentissage en ligne collaborative pour la sensibilisation à la vie privée. Le programme d'études fourni dans cette plateforme est basé sur le Référentiel de formation des élèves à la protection des données personnelles. De plus, la plateforme proposée est équipée d'un mécanisme d'appariement de partenaires basé sur la théorie des jeux. Ce mécanisme garantit un appariement élève-élève stable en fonction des besoins de l'élève (comportement et / ou connaissances). Ainsi, des avantages mutuels seront obtenus en minimisant les chances de coopérer avec des pairs incompatibles. Les résultats expérimentaux montrent que l'utilité moyenne obtenue en appliquant l'algorithme proposé est beaucoup plus élevée que celle obtenue en utilisant d'autres mécanismes d'appariement. Les résultats suggèrent qu'en adoptant l'approche proposée, chaque élève peut être jumelé avec des partenaires optimaux, qui obtiennent également en retour des résultats d'apprentissage plus élevés.Nowadays, with the increasing use of digital technologies, especially for teenagers, privacy education plays an important role in their lives. While several e-learning platforms for privacy awareness training have been implemented, they are typically based on traditional learning techniques. In particular, these platforms do not allow students to cooperate and share knowledge with each other in order to achieve mutual benefits and improve learning outcomes. In other words, they lack student-student interaction. Recent research on learning methods shows that the collaboration among students can result in better learning outcomes compared to other learning approaches. Motivated by the above-mentioned facts, and since privacy domain is strongly linked to the social lives of teens, there is a pressing need for providing a collaborative learning platform for teaching privacy, and at the same time, allows students to share knowledge, interact with each other, solve quizzes collaboratively, and discuss privacy issues and situations. For this purpose, this work proposes “Teens-online”, a collaborative e-learning platform for privacy awareness. The curriculum provided in this platform is based on the Personal Data Protection Competency Framework for School Students. Moreover, the proposed platform is equipped with a partner-matching mechanism based on matching game theory. This mechanism guarantees a stable student-student matching according to a student's need (behavior and/or knowledge). Thus, mutual benefits will be attained by minimizing the chances of cooperating with incompatible students. Experimental results show that the average learning-related utility obtained by applying the proposed partner-matching algorithm is much higher than the average utility obtained using other matching mechanisms. The results also suggest that by adopting the proposed approach, each student can be paired with their optimal partners, which in turn helps them reach their highest learning outcomes

    AMERICANO: Argument Generation with Discourse-driven Decomposition and Agent Interaction

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    Argument generation is a challenging task in natural language processing, which requires rigorous reasoning and proper content organization. Inspired by recent chain-of-thought prompting that breaks down a complex task into intermediate steps, we propose Americano, a novel framework with agent interaction for argument generation. Our approach decomposes the generation process into sequential actions grounded on argumentation theory, which first executes actions sequentially to generate argumentative discourse components, and then produces a final argument conditioned on the components. To further mimic the human writing process and improve the left-to-right generation paradigm of current autoregressive language models, we introduce an argument refinement module which automatically evaluates and refines argument drafts based on feedback received. We evaluate our framework on the task of counterargument generation using a subset of Reddit/CMV dataset. The results show that our method outperforms both end-to-end and chain-of-thought prompting methods and can generate more coherent and persuasive arguments with diverse and rich contents

    Design and Evaluation of an AI-based Learning System to Foster Students\u27 Structural and Persuasive Writing in Law Courses

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    Structured and persuasive writing is essential for effective communication, convincing readers of argument validity, and inspiring action. However, studies indicate a decline in students\u27 proficiency in this area. This decline poses challenges in disciplines like law, where success relies on structured and persuasive writing skills. To address these issues, we present the results of our design science research project to develop an AI-based learning system that helps students learn legal writing. Our results from two different experiments with 104 students demonstrate the usefulness of our fully working AI-based learning system to support law students independent of a human instructor, time, and location. In addition to providing our embedded software artifact, we document our evaluated design knowledge as a design theory. Thus, we provide the first step toward a nascent design theory for the development of AI-based learning systems for legal writing

    Factors affecting multifunctional teams in innovation processes

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    Structuring the innovation process and managing multifunctional teams is a basic prerequisite successful innovation. A well-structured process gives the possibility to implement effective multifunctional teamwork. Meanwhile, multifunctional teamwork helps to optimise and accomplish the innovation process. Organizational support is necessary to achieve effective teamwork. Designing or changing the organizational structures for multifunctional collaboration is an important issue. Changing the system of performance measurement and setting up a multifunctional organizational culture gives employees strong signals that multifunctional integration is encouraged. --product development,innovation process,multifunctional team

    Review of Serious Energy Games : Objectives, Approaches, Applications, Data Integration, and Performance Assessment

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    In recent years, serious energy games (SEGs) garnered increasing attention as an innovative and effective approach to tackling energy-related challenges. This review delves into the multifaceted landscape of SEG, specifically focusing on their wide-ranging applications in various contexts. The study investigates potential enhancements in user engagement achieved through integrating social connections, personalization, and data integration. Among the main challenges identified, previous studies overlooked the full potential of serious games in addressing emerging needs in energy systems, opting for oversimplified approaches. Further, these studies exhibit limited scalability and constrained generalizability, which poses challenges in applying their findings to larger energy systems and diverse scenarios. By incorporating lessons learned from prior experiences, this review aims to propel the development of SEG toward more innovative and impactful directions. It is firmly believed that positive behavior changes among individuals can be effectively encouraged by using SEG

    Designing tabletop applications for collaboration in non-collaborative learning tasks in the classroom : learning persuasive writing

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    PhD ThesisLearning in a face to face collaborative setting can have many benefits, such as leveraging differing peer proficiency to obtain an outcome not reachable by the individuals involved. Including expertise provided by teachers decreases this gap between potential and current ability, while also providing opportunity for the expert to impart timely and appropriate assistance to the learners. In the fields of Human Computer Interaction and Educational Technology, digital tabletops have come to the fore as a medium for facilitating small groups of collaborative learners, and suitable applications can provide at least some of the support that the teacher’s expertise would in the learning process. Previously, most explorations in this area have concentrated on learning tasks that are already collaborative in nature, and have focused on single group deployments, and usually in controlled settings such as a research lab. This thesis focuses on two main aims: (i) investigating the design of such applications, and how learning tasks not normally considered collaborative, such as Persuasive Extended Writing, might be adapted to a digital tabletop mediated collaborative learning task; and (ii), how to expand this application from a single group to a classroom scenario, and overcoming all the challenges that an “in the wild” deployment of this kind might entail. A review of previous literature on collaborative learning and collaborative learning technology inform a learner centred design process of an application for the collaborative learning of Persuasive Extended Writing. This design process was conducted with three groups of three learners aged 13 – 15 in the lab. Based on this investigation of the literature around collaborative learning, there is a potential learning impact from allowing collaboration in a usually non-collaborative learning setting. The application incorporates factors designed to elicit collaborative behaviours, such as visuospatial representations and decision points. The work then sets about identifying and evaluating these collaborative behaviours, with a view that they are potentially in line with this ultimate learning goal. iii The Collocated Collaborative Writing application (CCW) is deployed and evaluated in an “in the wild” classroom setting. This involved two studies in real classrooms in schools, with eight digital tabletops allowing for a class-wide deployment. In the first study, participants were students of mixed ability, year 8 (aged 13-14), studying English, Geography and History. In the second study, participants were mixed ability year 8 students (aged 13-14) studying English. Studies were facilitated by teachers who had created the material for the studies based on their current teaching and curriculum. The process identified the issues and challenges involved in this kind of “in the wild” deployment. The lessons learned from this process about the differing expectations of the stakeholders involved in the first study informed the second deployment. A combination of addressing the issues directly, forming a more equal partnership with the school and teacher, and differences in culture between the schools lead to a study in which the collaborative writing application is evaluated. There are two main contributions of this work. Firstly, a set of design guidelines derived from lessons learned during the design process. Their intention is to assist in the process of making a normally non-collaborative learning task into a collaborative one, by exploiting affordances of the technology. The second contribution comes from lessons learned from two “in the wild” classroom studies. It outlines a deeper understanding of how this kind of application can be extended to the classroom by gaining insight into expectations of the parties involved, understanding the culture of the school and making the process a partnership rather than an imposition. The work also evaluated the Collaborative Writing Application in terms of the type and quality of the collaborative behaviours of the participants, and how they changed over time, as well as the adoption of the technology by the teacher, eventually being seen as a tool for their own agenda rather than an external element in the classroom

    Leveraging Offshore IT Outsourcing by SMEs through Online Marketplaces

    Get PDF
    Following their larger counterparts, an increasing number of small firms outsource their IT tasks to lower cost offshore destinations. For small firms, however, offshore outsourcing is a difficult undertaking as it involves high transaction costs. Online marketplaces for IT services, which have recently become available to small firms, make offshore IT outsourcing more accessible and manageable, although differences in the marketplace design result in varying outcomes across the marketplaces. This has consequences for SME’s decision as to which online marketplace to use, because different markets may have different types of benefits and costs. This paper sets to analyze some of the similarities and differences between online marketplaces for IT services and their effects for small firms. First, we analyze if and how online marketplaces reduce small firms’ transaction costs in offshore IT outsourcing. Second, we examine the effects of market entry barriers on outcomes of online marketplaces and their implications for small firms. The results indicate that online marketplaces for IT services do reduce transaction costs for small firms in offshore outsourcing across ten specific market processes. More surprising, however, is the finding that the lower market entry barriers for suppliers result in lower prices for buyers without compromising other aspects of market performance
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