106,003 research outputs found

    Our ten years of work on transparet box business simulation

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    Traditional business games are of the so-called black-box type (BBBS=Black box business simulator); that is to say, the internal structure which generates the results of the simulation after decision-making is not known. As a result, the player normally operates by trial and error and bases his decisions on the symptoms of the problem (the observed behaviors of the system's variables) and not on the real causes of the problem (the system's structure). Since 1988 José A.D. Machuca has insisted that the business games based on System Dynamics models should be Transparent-box business simulators (TBBSs). That means that, during the game, the user has access to the structure of the underlying model and is able to relate it to the observed behaviors. The hypothesis is that such transparency would facilitate causal reflection and favor systemic learning of business problems. In 1990, the G.I.D.E.A.O. Research Group took action on this idea and centered one of its lines of research on this matter, with three main objectives: a) Creation of TBBSs, b) Introduction of TBBSs in undergraduate and graduate Management courses as well as in executive training, c) Experimentation in controlled environments in order to test the hypothesis mentioned in the above paragraph. Now, ten years after the birth of the idea, we would like to share in this paper the results obtained during that period

    Development and evaluation of a multimedia interactive CD: Public speaking interactive media

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    This paper reports on a study that endeavours to develop a Computer Assisted Learning (CAL) multimedia courseware namely, Public Speaking Interactive Media. This courseware was developed specifically for diploma students undergoing ENG4113 (Business English) and ENG 4153 (Public Speaking Skills) at Kolej Profesional MARA Indera Mahkota, Kuantan, Pahang. The objectives and goals of this study is to develop a CAL courseware which is in-line with the syllabus of the courses using multimedia elements together with the application of behaviorist, cognitive and constructivist learning theories as a basis in the design of the courseware. Moreover, the instructional design and implementation of this CAL multimedia courseware employ active and flexible learning strategies. Utilizing Hannafin and Peck’s Design Model, this courseware was developed using Macromedia Director and Macromedia Authorware to ensure that multimedia elements and simulations can be fully integrated. The findings of the study revealed that the courseware fulfilled its objectives in aiding students in comprehending the concept of public speaking skills better by using multimedia elements. In addition, the courseware is in-line with the syllabus and has incorporated the theories and strategies intended successfully

    Interactive visual exploration of a large spatio-temporal dataset: Reflections on a geovisualization mashup

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    Exploratory visual analysis is useful for the preliminary investigation of large structured, multifaceted spatio-temporal datasets. This process requires the selection and aggregation of records by time, space and attribute, the ability to transform data and the flexibility to apply appropriate visual encodings and interactions. We propose an approach inspired by geographical 'mashups' in which freely-available functionality and data are loosely but flexibly combined using de facto exchange standards. Our case study combines MySQL, PHP and the LandSerf GIS to allow Google Earth to be used for visual synthesis and interaction with encodings described in KML. This approach is applied to the exploration of a log of 1.42 million requests made of a mobile directory service. Novel combinations of interaction and visual encoding are developed including spatial 'tag clouds', 'tag maps', 'data dials' and multi-scale density surfaces. Four aspects of the approach are informally evaluated: the visual encodings employed, their success in the visual exploration of the clataset, the specific tools used and the 'rnashup' approach. Preliminary findings will be beneficial to others considering using mashups for visualization. The specific techniques developed may be more widely applied to offer insights into the structure of multifarious spatio-temporal data of the type explored here

    Engagement and motivation in games development processes

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    Graphical Technology Information Dissemination

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    Graphical technologies cover a wide range of topics from the modeling software used by animators, to algorithms used in scientific simulations of natural phenomena, to the growing 3D printing industry. While graphical technologies are still relatively new, information regarding these subjects have many outlets in the form of Internet blogs, online magazines, and websites devoted to the changes and advances of these technologies. Example topics include the latest tools in Adobe Photoshop, the algorithms used in a recently released Disney movie, or the newest video card to hit the market. This poster will present what aspects of graphical technology are of interest to different disciplines, namely programming, business, art, and engineering. These results will show which, if any, aspects of graphical technologies impact these fields, and how this technology will grow to be used in the future

    Service Platform for Converged Interactive Broadband Broadcast and Cellular Wireless

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    A converged broadcast and telecommunication service platform is presented that is able to create, deliver, and manage interactive, multimedia content and services for consumption on three different terminal types. The motivations of service providers for designing converged interactive multimedia services, which are crafted for their individual requirements, are investigated. The overall design of the system is presented with particular emphasis placed on the operational features of each of the sub-systems, the flows of media and metadata through the sub-systems and the formats and protocols required for inter-communication between them. The key features of tools required for creating converged interactive multimedia content for a range of different end-user terminal types are examined. Finally possible enhancements to this system are discussed. This study is of particular interest to those organizations currently conducting trials and commercial launches of DVB-H services because it provides them with an insight of the various additional functions required in the service provisioning platforms to provide fully interactive services to a range of different mobile terminal types
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