6,222 research outputs found
Exploring the Interplay between Floss Adoption and Organisational Innovation
Growing research on Free/Libre Open Source Software (FLOSS) has addressed a variety of questions focussing on aspects ranging from open source development processes and developer motivation, to economic and policy-making implications. Nevertheless, a few authors have examined the adoption of FLOSS and its impact on organisational change and innovation. Adoption studies represent a particularly promising area for information system researchers to investigate the relationship between the specific properties of FLOSS and the processes of implementation and use. The goal of this paper is to contribute to this field of research by discussing a former multi-targeted research agenda and by defining an empirically grounded framework for studying FLOSS adoption, drawing on the outcomes of an exploratory multiple case study involving 16 Italian public administrations.Growing research on Free/Libre Open Source Software (FLOSS) has addressed a variety of questions focussing on aspects ranging from open source development processes and developer motivation, to economic and policy-making implications. Nevertheless, a few authors have examined the adoption of FLOSS and its impact on organisational change and innovation. Adoption studies represent a particularly promising area for information system researchers to investigate the relationship between the specific properties of FLOSS and the processes of implementation and use. The goal of this paper is to contribute to this field of research by discussing a former multi-targeted research agenda and by defining an empirically grounded framework for studying FLOSS adoption, drawing on the outcomes of an exploratory multiple case study involving 16 Italian public administrations.Articles published in or submitted to a Journal without IF refereed / of international relevanc
Exploring the Interplay Between FLOSS Adoption and Organizational Innovation
Growing research on Free/Libre Open Source Software (FLOSS) has addressed a variety of questions focusing on aspects ranging from open source development processes and developer motivation, to economic and policy-making implications. Nevertheless, a few authors have examined the adoption of FLOSS and its impact on organizational change and innovation. Adoption studies represent a particularly promising area for information system researchers to investigate the relationship between the specific properties of FLOSS and the processes of implementation and use. The goal of this article is to contribute to this field of research by discussing a former multi-targeted research agenda and by defining an empirically grounded framework for studying FLOSS adoption, drawing on the outcomes of an exploratory multiple case study involving sixteen Italian public administrations
Using screen video capture software to aide and inform cognitive interviewing
Web-based surveys are a salient tool in the repertoire of social and behavioral scientists. The increase in web-based surveys is understandable considering the distinct advantages offered, including: (a) lower costs and reduced labor time, (b) ability to directly transfer data into statistical packages (reducing coding errors), (c) customization options enabling more attractive presentation, (d) ability to reduce respondent burden by embedding skip patterns, and (e) access to larger sample sizes in different geographic regions. It is important to note, however, that administering web-based surveys also introduces distinct sources of error (e.g., coverage, sampling and non-response). Regardless of format (e.g., paper-and-pencil or web-based), specific, prescribed steps must be followed when constructing an instrument in order to reduce survey error and lend credence to the data collected before subsequent analysis is performed. One of those crucial stages integral to the pretesting process is cognitive interviewing. Cognitive interviewing is a qualitative process, encompassing two main techniques: think aloud interviewing and verbal probing. Collectively, these two methods seek to (a) produce information on what the respondent is thinking while answering the questions, (b) the cognitive processes used to answer the questions, and (c) how the respondent answers the questions. The purpose of this article is to provide a practical guide outlining how Camtasia, a screen video capture software, can aide and inform the cognitive interview process
Software Supply Chain Development and Application
Motivation: Free Libre Open Source Software (FLOSS) has become a critical componentin numerous devices and applications. Despite its importance, it is not clear why FLOSS ecosystem works so well or if it may cease to function. Majority of existing research is focusedon studying a specific software project or a portion of an ecosystem, but FLOSS has not been investigated in its entirety. Such view is necessary because of the deep and complex technical and social dependencies that go beyond the core of an individual ecosystem and tight inter-dependencies among ecosystems within FLOSS.Aim: We, therefore, aim to discover underlying relations within and across FLOSS projects and developers in open source community, mitigate potential risks induced by the lack of such knowledge and enable systematic analysis over entire open source community through the lens of supply chain (SC).Method: We utilize concepts from an area of supply chains to model risks of FLOSS ecosystem. FLOSS, due to the distributed decision making of software developers, technical dependencies, and copying of the code, has similarities to traditional supply chain. Unlike in traditional supply chain, where data is proprietary and distributed among players, we aim to measure open-source software supply chain (OSSC) by operationalizing supply chain concept in software domain using traces reconstructed from version control data.Results: We create a very large and frequently updated collection of version control data in the entire FLOSS ecosystems named World of Code (WoC), that can completely cross-reference authors, projects, commits, blobs, dependencies, and history of the FLOSS ecosystems, and provide capabilities to efficiently correct, augment, query, and analyze that data. Various researches and applications (e.g., software technology adoption investigation) have been successfully implemented by leveraging the combination of WoC and OSSC.Implications: With a SC perspective in FLOSS development and the increased visibility and transparency in OSSC, our work provides potential opportunities for researchers to conduct wider and deeper studies on OSS over entire FLOSS community, for developers to build more robust software and for students to learn technologies more efficiently and improve programming skills
Room of Errors - Feasibility and Design of a Simulation Training Concept in VR with Intentional Simulation Errors
In 2020, 13.1 percent of somatic hospital stays in Norway led to hospital-acquired complications or injuries. One way of working to prevent these events may be found in the education of health personnel. Nursing study programs have seen increased use of simulation training and Virtual Reality (VR). One method for simulation training is the “Room of Errors,” which asks participants to look for pre-established errors. Implementing this concept in VR introduces additional challenges: How should such an application be designed so that users recognize and accept the errors as part of the simulation and do not see them as the result of a faulty application? Previous studies have not considered cooperative Room of Errors simulation training in VR, which has added benefits in non-VR simulations. How feasible is it to support multiple concurrent users? This thesis addresses these questions by developing a VR Room of Errors application. Nine lecturers for Nurse Anesthetist, Intensive Care Nursing, and Operating Room Nursing study programs evaluated the application. They confirm its usability and that they would consider using the application as part of their simulation-based education. Importantly, the virtual environment is accepted by users, including intended and unintended simulation errors. Evaluations with two cooperating participants shows an added layer of communication and confirms the feasibility of multiple concurrent users. The concept is viable in VR, and development is practically and financially feasible.Masteroppgave i Programutvikling samarbeid med HVLPROG399MAMN-PRO
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ICT in primary education: A perspective study into the use and selection procedures of software designed to support the development of basic literacy skills for able and less able pupils (KS1)
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University.The British government is heavily committed to successfully applying technology in
primary education through a series of expensive initiatives stressing the importance of technology in teaching across the curriculum and the belief that technology can contribute to pupils' academic achievement. One would assume that educators use it regularly in their classrooms in the subject of basic literacy. One of the factors that may impede the use of technology in teaching is the good quality software. There are numerous software available but of poor quality. Unfortunately, no criteria are available
for teachers to select computer packages. Pupils' contribution to designing software is
highly recommended but their views have been ignored in relation to what elements should be included in computer packages. This study was set: a) To explore the use and selection procedure of initial literacy software in primary / nursery schools, and b) To explore young pupils (KS1) thoughts on using basic literacy software and on the technical features and instructional characteristics in such programs. This inquiry investigated the above aims involving the views of the three stakeholders - teachers, developers, and children. Namely, 112 primary school teachers, mostly mature in age and experience, of five LEAs in Southwest area of London, 98 KSI (62 Yrl and 36 Yr2), and 10 software companies. The constructivist paradigm by Cuba & Lincoln was employed to reach joint constructions by comparing and contrasting differences, but mostly to give weight to the perspectives of the less power - children - to "give voice". The study has found that young pupils do not have frequent access to such programs, and to computers in general, though schools are equipped with computers and literacy software. The ratio of computers to pupils is large, 1: 13. Schools opt for the ICT suite in order to secure equal access. Just over half of the teachers feel sufficiently trained in using ICT. The older in age and in teaching experience teachers feel less confident in using technology. Developers share the view that teachers' ICT skills are poor. Half of the available software does not undergo any testing before reaching classrooms since only half of developers evaluate their products, and equally half of teachers preview it, but both without pupils involved. Young in the profession teachers and teachers who feel sufficiently trained tend to preview software more than the rest of their colleagues. No criteria are used in order to select computer packages and teachers feel that they need more skills for that reason. The older in the teaching profession educators find more influential software that has been tried out with children. The criteria found in this study are the same as the ones provided by the literature and the ones used by few teachers. Pupils like to work on computers. They believe that computers contribute to their learning, and equally literacy games contribute to the development of pre-reading skills. They like to work in pairs and explain why. The views of pupils on the difficulties they encounter match the views of teachers and developers. Regarding the software elements the study has shown differences between the two age groups (Yrl and Yr2). Similarly, differences are found between the three stakeholders in relation to technical features in software. The study provides a list of recommendations for classroom teachers.This study is partly funded by Brunel University
Does Green Mean Green to You? Exploring the role of packaging design elements in guiding consumer perception
Packaging design has been actively used as a competitive marketing tool, especially in the context of sustainability marketing. This phenomenon is particularly conspicuous in Finnish milk packaging design. Through specific packaging design elements, companies claim corporate social responsibility and communicate the product’s ecological aspects in an attempt to persuade consumers to join the eco-friendly movement. However, can packaging design elements actually function as an ecological cue for guiding consumer perception?
The aim of this thesis was to examine consumer perceptions of ecological cues embedded in packaging design. This study brings a novel approach that examines packaging design elements through the lens of the consumer responsibilization process. Following the exploratory nature of this study, a qualitative study was conducted, comprising of 12 in-depth interviews. The collected data was evaluated through thematic analysis. The interpretation of the themes that emerged from the data analysis was based on a theoretical framework derived from consumer responsibilization theory and packaging design literature.
The findings from this study show that consumers can be guided by ecological cues in packaging design through the four phases of the consumer responsibilization process. The latter leads consumers to regard consumption of eco-friendly packaging (and the product within) as a means of fulfilling social responsibility. However, this study found that consumer culture also plays a significant role in constructing meaning around packaging design elements, which influences the consumer responsibilization process. Based on the synthesis of the findings from this study, a conceptual framework was constructed to explain the influence of the consumer responsibilization process and consumer culture on consumer perception of ecological cues in packaging design.
The findings suggest that companies can practice more fine-tuned sustainability marketing by being actively involved in guiding consumer perception towards sustainability through packaging design. While this thesis demonstrates the applicability of consumer responsibilization theory in packaging design and consumer research, the theory needs to be explored in different contexts. Moreover, the changing consumer culture should be more investigated in terms of its influence on consumer perception of marketing stimuli
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