981 research outputs found

    Technology is Not Enough

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    Education: When investment in technology is not enough.

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    Another day, another airport and following a delayed arrival, I queue for more than an hour to hire a car. Unthinkingly I stare at a large behind the counter display as it scrolls through seemingly endless ads for car rental options. Suddenly I’m aroused from catatonic lethargy by the slogan: ‘Who needs I Spy – When you have WiFi’. This is accompanied by enticing images of in-car tranquillity with youngsters in the rear seat engrossed in working their mobile media. Surely even the most tedious of traffic jams would pass unnoticed?n/

    Investment in technology is not enough to guarantee e-participation in politics

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    There have been a number of efforts to promote ‘e-participation’ in politics to give citizens a better voice in policymaking. Yet the success of these initiatives has varied substantially across the world. Pragati Rawat and John C. Morris argue that investment in technology alone is not enough for citizens to embrace these new avenues for participation. Governments must also provide a supportive environment with institutional structures that can facilitate the process

    Data Governance in Data Mesh Infrastructures: The Saxo Bank Case Study

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    Data governance (DG) is the management of data in a manner that the value of data is maximised and data related risks are minimised. Three aspects of DG are data catalogue, data quality, and data ownership and these aim to provide transparency, foster trust, and manage access and control the data. DG solution involves change management and alignment of incentives and mere technology is not enough to address this. In this paper we aim to provide a holistic view of data governance that is a synthesis of academic and practitioner viewpoints, and conclude by giving an example of a pilot case study (Saxo Bank) where authors worked on tech and cultural interventions to address the data governance challenges

    Virtual reality adoption capability in Malaysian automotive manufacturing industry

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    Virtual reality and three-dimensional modelling technologies are mainly used in industry in many aspects. The automotive industry is considered as the initial group that uses virtual reality technologies. However, without adopting advanced technology, the automotive industry cannot compete with its global competition. In this study, six automotive companies in Malaysia were selected as case study to verify the virtual reality adoption capability. A total number of 240 questionnaires were distributed among the six car companies in Malaysia and 153 people responded to the questionnaires. For analysing, Pearson chi-square test was conducted followed by frequency analysis on the respondents’ answers. The analysis showed that 54% of industry respondents have stated that existing technology is not enough while 83.7% of them showed tendency towards adoption and improvement with new technology in which virtual reality was found as the best option that can be adopted to different sections of automotive manufacturing industry. The results also revealed that manufacturing, designing, ‘planning and research’ and engineering departments are the appropriate areas for implementing virtual reality technology

    Integrating Technology for Deep Mathematics Learning

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    Technology can help to build conceptual understanding through “dynamic representations”, that is visual models of mathematics concepts. This approach has a strong research basis, with ample evidence of efficacy. But technology is not enough. Some teachers can take the raw technology for dynamic representations and fashion an appropriate sequence of lessons, but most teachers benefit from guidance in using these capabilities to develop student reasoning across a series of lessons

    Information technology : strategic decision making for managers

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    This book is based upon the belief that information technology is one of the key drivers of business in the twenty-first century. This technology is providing new sources of revenue and oportunities to dramatically change a firm’s cost stucture. Information technology (IT) enables organizations to develop radically new stuctures such as value network, in which a focal company undertakes key core activities itself and outsources noncore tasks to partners inthe network. The technology has led to new business models and new types of businesses. IT has become intertwined closely wih corporate strategy. Some argue that IT is not important, taht everyone has access to the same technology so it cannot provide a competitive advantage. Although this argument sounds reasonable in the context of a reource-based view of strategy, it misses several major points. First some firms gained a significant first mover advantage with IT and maintained that advantage as competitors tired to adopt their business models. Think of organizations such as eBay or Monster.com, the successfull online employment service. Second, acquiring technology is not enough to provide an advantage; the organization must manage IT obtain a return form its technologyinvestments

    Distance education during the Covid-19 lockdown Case of the School of Information Sciences of Rabat: Some elements of improvement

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    This work consists of a set of reflections on the distance learning experience imposed by the Covid-19 crisis that started in March 2020. Significant human and material resources have been mobilized in all educational establishments in Morocco and in the world, including the school of information sciences, in order to ensure pedagogical continuity and diversify alternatives, and several research studies have been carried out to assess it. Our work is based on the "Concerns Based Adoption Model" (Hall & Hord, 1987), which allows change management and aims to promote a culture of continuous improvement, and the Theory of Motivation (Alderfer 1969), which states that motivation at work is directly linked to the feeling of need. We concluded that the mere use of technology is not enough; it is also necessary to adapt the curriculum to this new reality and not only seek to solve the problems of spatial and temporal accessibility. Teachers should be less resistant to change, which will be even more important in the future, and ready to embrace any new technologies which would increase students’ engagement and motivation factors that a successful educational program can no longer neglec

    User-Centered Evaluation Framework to Support the Interaction Design for Augmented Reality Applications

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    The advancement of Augmented Reality (AR) technology has been remarkable, enabling the augmentation of user perception with timely information. This progress holds great promise in the field of interaction design. However, the mere advancement of technology is not enough to ensure widespread adoption. The user dimension has been somewhat overlooked in AR research due to a lack of attention to user motivations, needs, usability, and perceived value. The critical aspects of AR technology tend to be overshadowed by the technology itself. To ensure appropriate future assessments, it is necessary to thoroughly examine and categorize all the methods used for AR technology validation. By identifying and classifying these evaluation methods, researchers and practitioners will be better equipped to develop and validate new AR techniques and applications. Therefore, comprehensive and systematic evaluations are critical to the advancement and sustainability of AR technology. This paper presents a theoretical framework derived from a cluster analysis of the most efficient evaluation methods for AR extracted from 399 papers. Evaluation methods were clustered according to the application domains and the human–computer interaction aspects to be investigated. This framework should facilitate rapid development cycles prioritizing user requirements, ultimately leading to groundbreaking interaction methods accessible to a broader audience beyond research and development centers

    Community in Tension (CiT)

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    The development and availability of Information Communication Technology (ICT) impacts many sectors yet a digital divide is still present amongst citizens in communities. Not only is there a digital divide evident but also many other factors that causes tension in communities. This paper defines a Community in Tension (CiT) as a community where the wellbeing of its citizens is being threatened. This provides an opportunity to use these available ICTs in communities and have it locally appropriated to empower the citizens and stabilise these communities
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