30,668 research outputs found

    Workflow resource pattern modelling and visualization

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    Workflow patterns have been recognized as the theoretical basis to modeling recurring problems in workflow systems. A form of workflow patterns, known as the resource patterns, characterise the behaviour of resources in workflow systems. Despite the fact that many resource patterns have been discovered, people still preclude them from many workflow system implementations. One of reasons could be obscurityin the behaviour of and interaction between resources and a workflow management system. Thus, we provide a modelling and visualization approach for the resource patterns, enabling a resource behaviour modeller to intuitively see the specific resource patterns involved in the lifecycle of a workitem. We believe this research can be extended to benefit not only workflow modelling, but also other applications, such as model validation, human resource behaviour modelling, and workflow model visualization

    Tourism, migration, and the exodus to virtual worlds: place attachment in massively multiplayer online gamers

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    Place attachment to both physical and virtual places was investigated in an online survey of massively multiplayer online gamers. Participants (N=740) completed a place attachment inventory once for the place in the physical world which they considered home, and once for a place in a virtual world they felt attached to. In addition, measures of personality, gaming motivation, life satisfaction, attachment style, and identification with online avatars were taken. Results suggested that place identity, place uniqueness, and place social bonding were higher for physical places than for virtual places, but that place affect was higher for virtual places. A small number of participants (N=55, 7%) identified virtual ‘homes’, which participants felt were more special and which they identified more strongly with than other virtual places, and that were as unique and associated with an equal sense of belonging to physical homes. Results are interpreted through the lens of migration theory, and recommendations made for future research into digital domiciles and migration

    Communities of Practice in the Public-Private-Partnership Sector for Neglected Diseases Drug Development: the Importance of Mindset Mapping

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    This research article explores the mindsets of Public-Private Partnerships and Clinical Trials Organizations (CTOs) and the potential conflicts when working on drug discovery and development in the Third World global infectious diseases sector. A Communities-of-Practice (CoP) approach has been adopted to more fully explore the underlying values, attitudes and practices of these two future partners. This exploratory study suggests that future collaboration will be dependent on the two communities understanding and interpretation of each others‟ sustainability drug development drivers. The authors present secondary research findings that suggest the positive contribution that cognitive mapping of a community‟s sense-making can have in understanding the community‟s likely engagement in any future joint enterprise. Proposed future research will explore the underlying sustainability drivers that may both push and pull CTOs to engage in future global infectious diseases discovery and development projects. The article concludes by discussing the implications for future sustainable drug development projects involving PPPs and potential new strategic partners

    Come On In. The Water's Fine. An Exploration of Web 2.0 Technology and Its Emerging Impact on Foundation Communications

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    According to the authors of Come on in. The water's fine. An exploration of Web 2.0 technology and its emerging impact on foundation communications, foundations that have adopted new and still emerging forms of digital communications -- interactive Web sites, blogs, wikis, and social networking applications -- are finding that they offer "opportunities for focused convenings and conversations, lend themselves to interactions with and among grantees, and are an effective story-telling medium." The report's authors, David Brotherton and Cynthia Scheiderer, of Brotherton Strategies, who spent nearly a year exploring how foundations are using new media, add that "electronic communications create an opportunity to connect people who are interested in an issue with each other and the grantees working on the issue."The report also acknowledges that the new technologies raise skepticism and concern among foundations. They include the "worry of losing control over the foundation's message, allowing more staff members to represent the foundation in a more public way, opening the flood gates of grant requests or the headache of a forum gone bad with unwanted or inappropriate posts."Still, the report urges foundations to put aside their worries and make even more forceful use of new media applications and tools. The report argues that whatever is "lost in message control will be more than made up for by the opportunity to engage audiences in new ways, with greater programmatic impact."Acknowledging that adoption of new media tools will require some cultural and operational shifts in foundations, the report offers suggestions from Ernest James Wilson III, dean and Walter Annenberg chair in communication at the University of Southern California, for how to deal with these challenges. He says that for foundations to make the best use of what the technology offers, they should concentrate on three things:Build up the individual "human capital" of their staffs and provide them the competencies they need to operate in the new digital world.Make internal institutional reforms to reward creativity and innovation in using these new media internally and among grantees.Build social networks that span sectors and institutions, to engage in ongoing dialogue among private, public, nonprofits and research stakeholders.As Wilson also says, "All of these steps first require leadership, arguably a new type of leadership, not only at the top but also from the 'bottom' up, since many of the people with the requisite skills, attitudes, substantive knowledge and experience are younger, newer employees, and occupy the low-status end of the organizational pyramid, and hence need strong allies at the top.

    Movement, Action, and Situation: Presence in Virtual Environments

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    Presence is commonly defined as the subjective feeling of "being there". It has been mainly conceived of as deriving from immersion, interaction, and social and narrative involvement with suitable technology. We argue that presence depends on a suitable integration of aspects relevant to an agent's movement and perception, to her actions, and to her conception of the overall situation in which she finds herself, as well as on how these aspects mesh with the possibilities for action afforded in the interaction with the virtual environment
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