16,712 research outputs found

    Innovate Magazine / Annual Review 2009-2010

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    https://scholarworks.sjsu.edu/innovate/1002/thumbnail.jp

    Innovate Magazine / Annual Review 2010-2011

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    https://scholarworks.sjsu.edu/innovate/1001/thumbnail.jp

    Homo Virtualis: existence in Internet space

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    The study of a person existence in Internet space is certainly an actual task, since the Internet is not only a source of innovation, but also the cause of society's transformations and the social and cultural problems that arise in connection with this. Computer network is global. It is used by people of different professions, age, level and nature of education, living around the world and belonging to different cultures. It complicates the problem of developing common standards of behavior, a system of norms and rules that could be widely accepted by all users. On the other hand, the Internet space can be viewed as a new form of existence where physical laws do not work, and in connection with this, social ones are often questioned. This paper focuses on how social norms regulate relations in Internet space. The authors represents the typology of deviant behavior in the network. The empirical basis of the research includes the sociological survey of students of the senior courses in the Institute of Computer Science and Technology of Peter the Great St. Petersburg Polytechnic University. Sociological survey allows to identify students’ understanding of Internet space. The selection of students is conditioned by the fact that IT professionals are considered simultaneously as ordinary users of the network and as future professionals in this field

    The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification

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    The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the 'videogames' industry, and an emerging 'serious games' industry. The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The 'serious games' industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors. This emerging industry is are trying to develop knowledge, products, services and a market for the use of digital games, and products inspired by digital games, for a range of non-leisure applications. This report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution they could make to exploiting digital games for empowerment and social inclusion. Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.JRC.J.3-Information Societ

    The Real World Software Process

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    The industry-wide demand for rapid development in concert with greater process maturity has seen many software development firms adopt tightly structured iterative processes. While a number of commercial vendors offer suitable process infrastructure and tool support, the cost of licensing, configuration and staff training may be prohibitive for the small and medium size enterprises (SMEs) which dominate the Asia-Pacific software industry. This work addresses these problems through the introduction of the Real World Software Process (RWSP), a freely available, Web-based iterative scheme designed specifically for small teams and organisations. RWSP provides a detailed process description, high quality document templates - including code review and inspection guidelines - and the integrated tutorial support necessary for successful usage by inexperienced developers and teams. In particular it is intended that the process be readily usable by software houses which at present do not follow a formal process, and that the free RWSP process infrastructure should be a vehicle for improving industry standards

    Starting with Me: A Guide to Person-Centered Planning for Job Seekers

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    [Excerpt] Work is an important part of life. People with disabilities benefit from working as much as or more than people without disabilities do. The benefits from work include financial independence and security; increased self-confidence; personal growth; skill development; and a better social life. Perhaps you would like to work but have not been encouraged to do so by your family, friends, or support people in your life. Maybe you are not certain if you can work or what kind of work might be right for you. This is a guide for you. This guide reviews a three- stage career development process. Career development is an approach to help you make satisfying job choices. In person-centered career planning, your personal preferences, goals, and dreams are the focus. A person-centered approach does not mean you have to tackle job exploration all on your own. It does mean that anyone who helps you in your career search and the development of your career dreams respects your wishes and helps you to focus on your skills and abilities. Career development is an ongoing process. Finding satisfying work doesn’t usually just happen by applying for a job in the newspaper. The process involves several phases—and it all begins with you

    The power and vulnerability of the ‘new professional’: Web management in UK universities

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    Research paper Purpose: To explore the character of an emergent occupational role, that of university web manager. Design/methodology/approach: The primary data used were 15 semi-structured interviews conducted in 2004. These were analysed partly for factual and attitudinal data, but also for the discursive interpretative repertoires in use. Findings: The paper examines the diverse backgrounds, occupational trajectories, organisational positions, job roles and status of practitioners working in ‘web management’ in UK Higher Education. The discursive divide between the marketing and IT approaches to the web is investigated. Two case studies explore further the complexity and creativity involved in individuals’ construction of coherent and successful occupational identities. Research implications / limitations: The paper examines the position of web managers within the framework of the notions of the marginal but powerful ‘new professional’ or ‘broker’ technician. It gives a vivid insight into how the web as a dynamic and open technology opens up opportunities for new forms of expertise; but also explores the potential vulnerabilities of such new roles. In order to examine personal experience in depth, data was gathered for only a relatively small number of individuals. The research was also limited to the UK university sector and to those with a broad responsibility for the web site of the whole institution, i.e. not library web managers and other web authors who work primarily to produce a departmental web presence. These limits imply obvious ways in which the research could be extended. Practical implications: There are implications for how institutions support people in such roles, and for how they can support each other. Originality: There is a vast literature about the web, little about the new work roles that have grown up around it

    Can we avoid high coupling?

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    It is considered good software design practice to organize source code into modules and to favour within-module connections (cohesion) over between-module connections (coupling), leading to the oft-repeated maxim "low coupling/high cohesion". Prior research into network theory and its application to software systems has found evidence that many important properties in real software systems exhibit approximately scale-free structure, including coupling; researchers have claimed that such scale-free structures are ubiquitous. This implies that high coupling must be unavoidable, statistically speaking, apparently contradicting standard ideas about software structure. We present a model that leads to the simple predictions that approximately scale-free structures ought to arise both for between-module connectivity and overall connectivity, and not as the result of poor design or optimization shortcuts. These predictions are borne out by our large-scale empirical study. Hence we conclude that high coupling is not avoidable--and that this is in fact quite reasonable

    THE USE OF MOBILE TECHNOLOGY IN PROFESSIONAL PLANNING AND LOCAL GOVERNMENT PRACTICE

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    As advances in web and mobile technologies have rapidly changed the world of businesses, they have also begun to fundamentally change the way local governments understand and interact with their communities. In an effort to evaluate the use of online and mobile technology for government work, this thesis examines the use of mobile technology as a vehicle for local government practice, specifically looking at the field of urban planning. These opportunities have been broadened with the introduction of Internet-enabled mobile devices, as location-based information is used to increase awareness of user activity, movements and behaviors in real-time conditions and specific contexts (Kwak et al., 2010). This paper (1) explores how mobile technology is currently influencing planning practices, (2) defines a taxonomy for current mobile applications, and (3) hypothesizes how these technologies will influence the future of the planning profession. Findings from a survey of local planning agencies about their interactions with web and mobile technologies demonstrate that although many planners own a smartphone or tablet and are aware of existing mobile potential, they are not entirely dependent on those devices for work purposes. Currently, many planners take advantage of basic productivity software (email, word processing, search engines, online forms, etc.), but do not utilize planning specific mobile applications to support their work. Despite pressure from citizens, elected officials, and younger staff members to integrate more interactive technologies in planning work, there are often numerous barriers to implementing mobile technologies, especially for agencies in smaller jurisdictions
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