60,362 research outputs found

    Technology, governance, and a sustainability model for small and medium-sized towns in Europe

    Get PDF
    New and cutting-edge technologies causing deep changes in societies, playing the role of game modifiers, and having a significant impact on global markets in small and medium-sized towns in Europe (SMSTEs) are the focus of this research. In this context, an analysis was carried out to identify the main dimensions of a model for promoting innovation in SMSTEs. The literature review on the main dimensions boosting the innovation in SMSTEs and the methodological approach was the application of a survey directed to experts on this issue. The findings from the literature review reflect that technologies, governance, and sustainability dimensions are enablers of SMSTEs’ innovation, and based on the results of the survey, a model was implemented to boost innovation, being this the major add-on of this research.info:eu-repo/semantics/publishedVersio

    The Future Smart-City: An Analysis of the Effects of Global and Technological Innovation on the Evolution of Economic Systems

    Get PDF
    In 21st century, the current economy is rapidly utilizing globalization to create a vastly different future. With the advent of new technology merging with entrepreneurs who effectively utilize that technology, the economic model is changing. Faster, sleeker, more effective forms of communication and information transfer drive the process of globalization. Production for a single product can happen in multiple countries, companies can operate virtually 24/7 through call centers halfway around the globe, and preliminary smart cities are beginning to emerge to give us a glimpse of the future world. A new category of businesspersons called “prosumers” is emerging and has created a new sharing and soon-to-be self-service economic structure. Analysis of the two drivers of economic change—globalization and technological innovation—will reveal how close civilization is to the city of the future

    Staging Transformations for Multimodal Web Interaction Management

    Get PDF
    Multimodal interfaces are becoming increasingly ubiquitous with the advent of mobile devices, accessibility considerations, and novel software technologies that combine diverse interaction media. In addition to improving access and delivery capabilities, such interfaces enable flexible and personalized dialogs with websites, much like a conversation between humans. In this paper, we present a software framework for multimodal web interaction management that supports mixed-initiative dialogs between users and websites. A mixed-initiative dialog is one where the user and the website take turns changing the flow of interaction. The framework supports the functional specification and realization of such dialogs using staging transformations -- a theory for representing and reasoning about dialogs based on partial input. It supports multiple interaction interfaces, and offers sessioning, caching, and co-ordination functions through the use of an interaction manager. Two case studies are presented to illustrate the promise of this approach.Comment: Describes framework and software architecture for multimodal web interaction managemen

    Smartphone chronic gaming consumption and positive coping practice

    Get PDF
    Purpose: Chronic consumption practice has been greatly accelerated by mobile, interactive and smartphone gaming technology devices. This study explores how chronic consumption of smartphone gaming produces positive coping practice. Design/methodology/approach: Underpinned by cognitive framing theory, empirical insights from eleven focus groups (n=62) reveal how smartphone gaming enhances positive coping amongst gamers and non-gamers. Findings: The findings reveal how the chronic consumption of games allows technology to act with privileged agency that resolves tensions between individuals and collectives. Consumption narratives of smartphone games, even when play is limited, lead to the identification of three cognitive frames through which positive coping processes operate: (a) the market generated frame, (b) the social being frame, and (c) the citizen frame. Research limitations/implications: This paper adds to previous research by providing an understanding of positive coping practice in the smartphone chronic gaming consumption. Originality/value: In smartphone chronic gaming consumption, cognitive frames enable positive coping by fostering appraisal capacities in which individuals confront, hegemony, culture and alterity-morality concerns

    Use of information technology to increase economic efficiency and credibility in public administration in the context of digitization

    Get PDF
    Purpose: The article analyzes the use of information technologies to increase the level of economic efficiency and trust in public administration in Ukraine. Design/Methodology/Approach: We use the concept of digital management for the purpose of integrated interaction of municipal and state structures with business, civil society institutions and the population. Findings: The conducted research concludes the active digital transformation of public administration in Ukraine. The following trends in the use of information technology are identified: the development of institutional support; the creation of analytical portals for ensuring public control; the level of accountability, transparency, accountability of the activity of civil servants; the implementation of e-government projects; the changing philosophy of development of electronic services. Practical Implications: The concept of state policy in the field of digital infrastructure was developed on the basis of a multi-stakeholder approach according to which the main purpose of the state bodies is to identify, prioritize, harmonize and satisfy the stakeholders. Originality/Value: In this article, we show the level of individual regions in Ukraine where there is uneven implementation and use of e-learning tools management.peer-reviewe

    The Mundane Computer: Non-Technical Design Challenges Facing Ubiquitous Computing and Ambient Intelligence

    Full text link
    Interdisciplinary collaboration, to include those who are not natural scientists, engineers and computer scientists, is inherent in the idea of ubiquitous computing, as formulated by Mark Weiser in the late 1980s and early 1990s. However, ubiquitous computing has remained largely a computer science and engineering concept, and its non-technical side remains relatively underdeveloped. The aim of the article is, first, to clarify the kind of interdisciplinary collaboration envisaged by Weiser. Second, the difficulties of understanding the everyday and weaving ubiquitous technologies into the fabric of everyday life until they are indistinguishable from it, as conceived by Weiser, are explored. The contributions of Anne Galloway, Paul Dourish and Philip Agre to creating an understanding of everyday life relevant to the development of ubiquitous computing are discussed, focusing on the notions of performative practice, embodied interaction and contextualisation. Third, it is argued that with the shift to the notion of ambient intelligence, the larger scale socio-economic and socio-political dimensions of context become more explicit, in contrast to the focus on the smaller scale anthropological study of social (mainly workplace) practices inherent in the concept of ubiquitous computing. This can be seen in the adoption of the concept of ambient intelligence within the European Union and in the focus on rebalancing (personal) privacy protection and (state) security in the wake of 11 September 2001. Fourth, the importance of adopting a futures-oriented approach to discussing the issues arising from the notions of ubiquitous computing and ambient intelligence is stressed, while the difficulty of trying to achieve societal foresight is acknowledged
    • …
    corecore