601 research outputs found
Collaborative Virtual Enterprise Environment and Decision Mining
This paper will present some meaningful insights into the analysis and modeling phases of an Enterprise Virtual Environment (EVE) prototype. The main goal of EVE is to provide an environment for collaborative decisions using a DSS-like approach. In the second part, the proposed architecture of the system will be introduced. This system is developed primarily to simulate decision situations in the academic training of students. The second goal of the system is to provide us with user activity logs that will be the starting point of decision pattern mining process. In the third part of the paper, we will provide evidence regarding the possibility of: mining decision models from user activity logs; comparing different decision making strategies of users; and building decision reference models.Enterprise Virtual Environment, Decision Simulation, DSS Analysis and Modeling, Decision Mining, Decision Analysis, Decision Models
Overview of methodologies for building ontologies
A few research groups are now proposing a series of steps and methodologies for developing ontologies. However, mainly due to the fact that Ontological Engineering is still a relatively immature discipline, each work group employs its own methodology. Our goal is to present the most representative methodologies used in ontology development and to perform an analysis of such methodologies against the same framework of reference. So, the goal of this paper is not to provide new insights about methodologies, but to put it all in one place and help people to select which methodology to use
Work-Based Learning in California: Opportunities and Models for Expansion
Work-based learning is an educational strategy that links academic instruction with the world of work. By itself, it is a powerful tool for motivating students and enhancing learning. But it holds particular promise in the context of multiple pathways, an approach to high school reform in California that seeks to prepare more young people for success both in college and the workplace. This report by WestEd takes a broad look at work-based learning in California: how it is practiced, what it looks like when done well and how it could be expanded to engage more students
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Evaluation of “Codeve” methodology for teaching npd to virtual design teams
Studies on the effectiveness of New Product Development (NPD) in countries of partner organizations of EGPR (European Global Product Realisation) course discovered that the end phases of the process are most challenging. These are identification of market needs on one end and commercialization on the other. CODEVE (COllaborative DEsign in Virtual Environment) teaching methodology is developed within EGPR course. EGPR is joint educational project of four European universities running since 2004. CODEVE is tested through the Erasmus+ funded project called NARIP (Networked Activities for Realization of Innovative Products). The goal of developing this teaching methodology was to establish suitable means by which students can learn NPD process and how to implement it in their professional career. NARIP project is funded by EU over three years to develop, test and implement this methodology within partner academic institutions from the UK, Croatia, Slovenia and Hungary. It is expected that the recommendations resulting from this activity will be implemented in academia and industry across Europe and help companies to improve their NPD process. This paper presents findings of the student surveys from NARIP projects hosted by Zagreb and Budapest in 2015 and 2016 respectively. The study analyses the effectiveness of the NPD process, the engagement of students, knowledge generation of staff and other aspects of the performed NPD process. The analysis lead to recommendations of improving the CODEVE methodology which will be finally tested in the EGPR project hosted in the UK in 2017
Design Issues of a Distance Learning Course on Business on the Internet
The paper presents the main design issues of a distance learning course on Business on the Internet. The instructional design is based on a learner centered instructional stratedy allowing learners get opportunity to construct their own knowledge while solving real business problems and transfer their knowledge to other learners. They learn autonomously taking the responsibility for their learning and following their individual cognitive styles, interests, preferences. The learners have access to the Internet being members of a global cooperatively learning community. The learning community involves students and tutors who collectively take responsibility for the design and evaluation of the course content and the teaching methods to be applied. Both students and tutors inhabit a virtual learning environment that offers different virtual places and services: virtual university, virtual enterprise, auditoriums, workshop rooms, cafes, libraries, etc., where students from different locations can meet, interact, learn and work together, as if they were face-to-face
An actor based simulation driven digital twin for analyzing complex business systems
Modern enterprises aim to achieve their business goals while operating in a competitive and dynamic environment. This requires that these enterprises need be efficient, adaptive and amenable for continuous transformation. However, identifying effective control measures, adaptation choices and transformation options for a specific enterprise goal is often both a challenging and expensive task for most of the complex enterprises. The construction of a high-fidelity digital-twin to evaluate the efficacy of a range of control measures, adaptation choices and transformation options is considered to be a cost effective approach for engineering disciplines. This paper presents a novel approach to analogously utilise the concept of digital twin in controlling and adapting large complex business enterprises, and demonstrates its efficacy using a set of adaptation scenarios of a large university
Digitally enabling the construction virtual enterprise
The construction industry is highly fragmented, consisting of a large number of very small companies that come together as members of non-collocated teams to complete building projects, and who subsequently may never work together again. The industry still faces various challenges in terms of human and organisational issues. The Virtual Enterprise (VE), and other variations of the paradigm, relies on networking organisations as elements forming an alliance or aggregation towards some specific purpose or opportunity. Rather than the VE being a completely new organisational form, the construction industry has adopted many of its characteristics in its modus operandi for some considerable time. The construction industry does not operate effectively as a VE and in consequence faces many problems. These problems could be addressed by the development of ICT solutions geared towards digitally enabling the VE. The success of collaborative work, and the successful design and uptake of such ICT tools to support that work relies not merely on the introduction of different technologies, however, but also on critically analysing `human' aspects of organisation. Using applied research and drawing on a central case study in which a VE solution was developed, tested and evaluated in the context of `real world' scenarios, the thesis addresses the socio-organisational aspects of technological intervention and seeks to answer four research questions dealing with the above. The main results include recognition that whilst ICT are advanced enough to offer adapted solutions to digitally enabling the construction VE, the technology alone is not sufficient. The construction industry is not yet ready to move to an approach employing latest ICT development, due to the need to manage human and organisational issues central to technological intervention. The thesis finally offers business recommendations highlighting and mapping the critical human and organisational decisions that need to be considered.EThOS - Electronic Theses Online ServiceGBUnited Kingdo
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