4,132 research outputs found

    Theorizing Actor Interactions Shaping Innovation in Digital Infrastructures: The Case of Residential Internet Development in Belarus

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    This paper focuses on how digital innovation develops in ecologies of distributed heterogeneous actors with contesting logics, diverse technologies, and various forms of orchestrations. Drawing on the insights from emerging theories of digital innovation augmented by an institutional logics perspective, we examine a case study of how residential internet infrastructure was shaped over 20 years by the interplay of self-organized residential communities, corporate internet service providers (ISPs), and a state ISP. Our analysis of this case leads to the identification of four types of interactions that shape the trajectories of digital infrastructure development beyond direct actor interplays and competitive or collaborative relationships. We label these interactions symbiotic generative, symbiotic mutualistic, parasitic complementary, and parasitic competitive and explain the processes and conditions of their development and their innovation outcomes. Drawing on these findings, we develop a model of symbiotic and parasitic interactions shaping digital infrastructure development and identify key characteristics of the ecologies where these emerge. The case study and the model that emerged aim to contribute to the growing field of research on complex and nonlinear paths of digital innovation development constituted by the dynamics of its distributed agency. The article concludes by highlighting avenues for future research

    Blended Learning Concept and its Applications to Engineering Education

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    Abstract. The technical educational act means theory and practice, individual study, group-based projects or experimental work that involves equipment, simulation/emulation software packages and laboratory applications. In order to develop advanced e-learning tools and integrate them within online platforms for higher and postgraduate engineering education, new methodologies should be taken into consideration: project-and problem based learning, virtual laboratory (remote access to laboratory infrastructure and task evaluation) or remote assistance for diploma projects and mobility grants. This paper presents new blended learning concepts and approaches and the manner they can be adopted in engineering education, by using the symbiotic computing paradigms adapted to blended learning, especially blended learning gap and blended learning bridge

    Blended Learning Concept and its Applications to Engineering Education

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    Abstract. The technical educational act means theory and practice, individual study, group-based projects or experimental work that involves equipment, simulation/emulation software packages and laboratory applications. In order to develop advanced e-learning tools and integrate them within online platforms for higher and postgraduate engineering education, new methodologies should be taken into consideration: project-and problem based learning, virtual laboratory (remote access to laboratory infrastructure and task evaluation) or remote assistance for diploma projects and mobility grants. This paper presents new blended learning concepts and approaches and the manner they can be adopted in engineering education, by using the symbiotic computing paradigms adapted to blended learning, especially blended learning gap and blended learning bridge

    Towards a collaborative experience to generate knowledge: Use of gamification in robotics for Good Agricultural Practices

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    Currently gamification strategies are implemented in the most diverse fields. This paper discusses the design of gamification environment on a collaborative wiki on good agricultural practices. The aim of the project is to present a gamification design is complemented by a robotic interface, aimed at increasing customizing the experience from a cooperative community context. The robot interface also presents the possibility of containing a living organism, linked to the actions of the wiki.Laboratorio de Investigación y Formación en Informática Avanzad

    Towards a collaborative experience to generate knowledge: Use of gamification in robotics for Good Agricultural Practices

    Get PDF
    Currently gamification strategies are implemented in the most diverse fields. This paper discusses the design of gamification environment on a collaborative wiki on good agricultural practices. The aim of the project is to present a gamification design is complemented by a robotic interface, aimed at increasing customizing the experience from a cooperative community context. The robot interface also presents the possibility of containing a living organism, linked to the actions of the wiki.Laboratorio de Investigación y Formación en Informática Avanzad

    Towards a collaborative experience to generate knowledge: Use of gamification in robotics for Good Agricultural Practices

    Get PDF
    Currently gamification strategies are implemented in the most diverse fields. This paper discusses the design of gamification environment on a collaborative wiki on good agricultural practices. The aim of the project is to present a gamification design is complemented by a robotic interface, aimed at increasing customizing the experience from a cooperative community context. The robot interface also presents the possibility of containing a living organism, linked to the actions of the wiki.Laboratorio de Investigación y Formación en Informática Avanzad

    Master of Music in Composition

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    This portfolio of compositions involved the creation of multimedia works within the context of collaborative artistic practice. This interest has resulted from my increasing participation in multidisciplinary collaborative projects in recent years as a composer and singer. In the portfolio of works I have drawn on a range of theoretical texts from the fields of cognitive science, psychology, sociology and spirituality to develop a supportive discourse with which to reflect on the creative intersection of activities. Five collaborative compositions were created and realised. These range from a self-generative installation to a traditional film score. To examine the creative process, I have constructed a continuum that situates each piece between polarities of product or process-driven work. On one side of this continuum is Beads, a generative sound/video installation which explores video tracking as a compositional agent. At the opposite pole is The Old Woman in the Woods, a typical cinematic film score. Situated between these two extreme points are Terroir, Let It Go, and Aspects of Trees. Aspects of Trees is a hyperimprovisational system for visual projections, live cello, and software application. Let it Go explores the balance between improvisation, composition and “composed” instruments. Terroir is a fixed media experimental film which uses a single data source collected from an old cell phone

    Symbiotic human-robot collaborative assembly

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    Digital creativity - an investigation into architectural design in the electronic age

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    A dissertation submitted to the University of Bedfordshire in partial fulfilment of the requirements for the degree of Master of Philosophy.This study explores approaches to architectural creativity and collaborative design in the contemporary digital design context. The thesis identifies key trends and developments in the historical and present-day evolution of the creative use of computers by architects in education and practice. It examines the current manifestations of digitally supported architectural design, and investigates the ways in which computers and electronic communication technologies are being utilised in the design process. In the context of, and informed by, this investigative survey the author evolves three key models or analogues for the application of computer based techniques in the creative design process. Each design analogue has been tested with the collaboration of undergraduate architecture students and their academic teaching staff through experimental pedagogic design projects, which have been used to evaluate their validity and effectiveness. The working principles developed through these projects have also been applied in a realworld context, through a live professional case study architectural project undertaken by the author in commercial architectural practice. The concluding section examines the current state of play in the relationship between theoretical ideas and the practice of architectural design using digital techniques, to assess the methodological validity of the design analogues in the educational and practice spheres, and to make recommendations for future areas of research

    Safe navigation and human-robot interaction in assistant robotic applications

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    L'abstract è presente nell'allegato / the abstract is in the attachmen
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