179 research outputs found

    The Future of Information Sciences : INFuture2013 : Information Governance

    Get PDF

    Research to Market Transition of Mobile Assistive Technologies for People with Visual Impairments

    Get PDF
    Mobile devices are accessible to people with visual impairments and hence they are convenient platforms to support assistive technologies. Indeed, in the last years many scientifc contributions proposed assistive applications for mobile devices. However, few of these solutions were eventually delivered to end-users, depriving people with disabilities of important assistive tools. The underlying problem is that a number of challenges need to be faced for transitioning assistive mobile applications from research to market. This contribution reports authors\u2019 experience in the academic research and successive distribution of three mobile assistive applications for people with visual impairment. As a general message, we describe the relevant characteristics of the target population, analyze different models of transition from academic research to end-users distribution and show how the transitioning process has a positive impact on research

    Sustainable Development and Citizen Participation

    Get PDF

    Minds Online: The Interface between Web Science, Cognitive Science, and the Philosophy of Mind

    Get PDF
    Alongside existing research into the social, political and economic impacts of the Web, there is a need to study the Web from a cognitive and epistemic perspective. This is particularly so as new and emerging technologies alter the nature of our interactive engagements with the Web, transforming the extent to which our thoughts and actions are shaped by the online environment. Situated and ecological approaches to cognition are relevant to understanding the cognitive significance of the Web because of the emphasis they place on forces and factors that reside at the level of agent–world interactions. In particular, by adopting a situated or ecological approach to cognition, we are able to assess the significance of the Web from the perspective of research into embodied, extended, embedded, social and collective cognition. The results of this analysis help to reshape the interdisciplinary configuration of Web Science, expanding its theoretical and empirical remit to include the disciplines of both cognitive science and the philosophy of mind

    The Use of Games and Crowdsourcing for the Fabrication-aware Design of Residential Buildings

    Get PDF
    State-of-the-art participatory design acknowledges the true, ill-defined nature of design problems, taking into account stakeholders' values and preferences. However, it overburdens the architect, who has to synthesize far more constraints into a one-of-a-kind design. Generative Design promises to equip architects with great power to standardize and systemize the design process. However, the common trap of generative design is trying to treat architecture simply as a tame problem. In this work, I investigate the use of games and crowdsourcing in architecture through two sets of explorative questions. First, if everyone can participate in the network-enabled creation of the built environment, what role will they play? And what tools will they need to enable them? And second, if anyone can use digital fabrication to build any building, how will we design it? What design paradigms will govern this process? I present a map of design paradigms that lie at the intersections of Participatory Design, Generative Design, Game Design, and Crowd Wisdom. In four case studies, I explore techniques to employ the practices from the four fields in the service of architecture. Generative Design can lower the difficulty of the challenge to design by automating a large portion of the work. A newly formulated, unified taxonomy of generative design across the disciplines of architecture, computer science, and computer games builds the base for the use of algorithms in the case studies. The work introduces Playable Voxel-Shape Grammars, a new type of generative technique. It enables Game Design to guide participants through a series of challenges, effectively increasing their skills by helping them understand the underlying principles of the design task at hand. The use of crowdsourcing in architecture can mean thousands of architects creating content for a generative design system, to expand and open up its design space. Crowdsourcing can also be about millions of people online creating designs that an architect or a homeowner can refer to increase their understanding of the complex issues at hand in a given design project and for better decision making. At the same time, game design in architecture helps find the balance between algorithmically exploring pre-defined design alternatives and open-ended, free creativity. The research reveals a layered structure of entry points for crowd-contributed content as well as the granular nature of authorship among four different roles: non-expert stakeholders, architects, the crowd, and the tool-makers

    Atlas of Social Innovation. 2nd Volume: A World of New Practices

    Get PDF
    The Atlas of Social Innovation series provides a comprehensive overview of the multifaceted manifestations and practices of social innovation from a global perspective. This second volume brings together leading experts of the field. In 43 articles, the atlas gives new insights into current trends of social innovation research and its connection to other schools of thought and research traditions. The conceptual underpinnings of the contributions draw upon the experiences of a variety of disciplines contributing to the rich, multi-layered nature of the phenomenon. By building up a knowledge repository for a growing community of practitioners, policy makers and researchers, the book opens up new avenues to unfold the potential of social innovation

    Bridging the gap between Open and User Innovation? : exploring the value of Living Labs as a means to structure user contribution and manage distributed innovation

    Get PDF
    In nowadays society, organizations are struggling with the practical implementation of ‘distributed innovation’, or the fact that organizations need to reach outside their boundaries to tap into distributed sources of knowledge to enhance their innovation processes. Within this PhD, we will look at a specific approach, promoted and supported by the European Commission, that tries to facilitate and manage distributed innovation processes through a Public-Private-People partnership with a central role for the end-user: Living Labs. Following Almirall & Wareham (2011) and Leminen et al. (2014), we define Living Labs as an organized approach (as opposed to an ad hoc approach) to innovation consisting of real-life experimentation and active user involvement by means of different methods involving multiple stakeholders, as is implied in the Public-Private-People character of Living Labs. However, there are two main problems associated with these Living Labs. First problem, in terms of Living Lab practice and activity, is that there seem to be too many initiatives, without enough noticeable results or impact. This is linked to the second problem, dealing with Living Labs theory. To this date, there have been a lot of Living Lab publications, but there is no consistency in terms of connection to larger research paradigms and frameworks, and there is a lack of papers with a significant academic impact as well as research clearly illustrating their value. Therefore, from a theoretical perspective, we have investigated both the Open and User Innovation paradigms and demonstrated that Living Labs are an embodiment of both, although there are only few references to these literature streams in the current Living Labs literature. From a practice perspective, we have illustrated that Living Labs are rooted within various European predecessors such as cooperative design, social experiments and ‘digital cities’, but that out of the 345 affiliated members to the European Network of Living Labs, at least 40% is currently inactive. In order to further evolve Living Labs as a concept and to allow a better conceptualization, we developed a three layered model, consisting of a macro level (the Living Lab constellation), the meso level (consisting of a Living Lab innovation project) and the micro level (consisting of the different methodological research steps). Moreover, within a multiple case study analysis of 4 Living Lab constellation, 21 Living Lab innovation projects and 107 methodological research steps, we have been able to demonstrate that the concepts gathered from the Open Innovation literature could be used to analyze the macro level, whereas the concepts from the User Innovation literature could be used on the micro level. Through co-creation, both levels merge on the meso level, resulting in useful contributions to the innovation in development. Therefore, we concluded that Living Labs are able to govern innovation networks and to structure user participation in concrete innovation projects

    Sensitivity analysis in a scoping review on police accountability : assessing the feasibility of reporting criteria in mixed studies reviews

    Get PDF
    In this paper, we report on the findings of a sensitivity analysis that was carried out within a previously conducted scoping review, hoping to contribute to the ongoing debate about how to assess the quality of research in mixed methods reviews. Previous sensitivity analyses mainly concluded that the exclusion of inadequately reported or lower quality studies did not have a significant effect on the results of the synthesis. In this study, we conducted a sensitivity analysis on the basis of reporting criteria with the aims of analysing its impact on the synthesis results and assessing its feasibility. Contrary to some previous studies, our analysis showed that the exclusion of inadequately reported studies had an impact on the results of the thematic synthesis. Initially, we also sought to propose a refinement of reporting criteria based on the literature and our own experiences. In this way, we aimed to facilitate the assessment of reporting criteria and enhance its consistency. However, based on the results of our sensitivity analysis, we opted not to make such a refinement since many publications included in this analysis did not sufficiently report on the methodology. As such, a refinement would not be useful considering that researchers would be unable to assess these (sub-)criteria

    A framework for active software engineering ontology

    Get PDF
    The passive structure of ontologies results in the ineffectiveness to access and manage the knowledge captured in them. This research has developed a framework for active Software Engineering Ontology based on a multi-agent system. It assists software development teams to effectively access, manage and share software engineering knowledge as well as project information to enable effective and efficient communication and coordination among teams. The framework has been evaluated through the prototype system as proof-of-concept experiments
    corecore