205,015 research outputs found
Desegregating HRM: A Review and Synthesis of Micro and Macro Human Resource Management Research
Since the early 1980ās the field of HRM has seen the independent evolution of two independent subfields (strategic and functional), which we believe is dysfunctional to the field as a whole. We propose a typology of HRM research based on two dimensions: Level of analysis (individual/ group or organization) and number of practices (single or multiple). We use this framework to review the recent research in each of the four sub-areas. We argue that while significant progress has been made within each area, the potential for greater gains exists by looking across each area. Toward this end we suggest some future research directions based on a more integrative view of HRM. We believe that both areas can contribute significantly to each other resulting in a more profound impact on the field of HRM than each can contribute independently
A Goal-based Framework for Contextual Requirements Modeling and Analysis
Requirements Engineering (RE) research often ignores, or presumes a uniform nature of the context in which the system operates. This assumption is no longer valid in emerging computing paradigms, such as ambient, pervasive and ubiquitous computing, where it is essential to monitor and adapt to an inherently varying context. Besides influencing the software, context may influence stakeholders' goals and their choices to meet them. In this paper, we propose a goal-oriented RE modeling and reasoning framework for systems operating in varying contexts. We introduce contextual goal models to relate goals and contexts; context analysis to refine contexts and identify ways to verify them; reasoning techniques to derive requirements reflecting the context and users priorities at runtime; and finally, design time reasoning techniques to derive requirements for a system to be developed at minimum cost and valid in all considered contexts. We illustrate and evaluate our approach through a case study about a museum-guide mobile information system
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Agile thinking in motion graphics practice and its potential for design education
Motion Graphics is relatively new subject and its methodologies are still being developed. There are useful lessons to be learnt from the practice in early cinema from the 1890's to the 1930's where Agile thinking was used by a number of practitioners including Fritz Lang. Recent studies in MA Motion Graphics have accessed some of this thinking incorporating them in a series of Motion Graphic tests and experiments culminating in a two minute animation ā1896 Olympic Marathonā. This paper demonstrates how the project and its design methodology can contribute new knowledge for the practice and teaching of this relatively new and expanding area of Motion Graphic Design. This would be not only invaluable to the International community of Motion Graphic practitioners, Educators and Researchers in their development of this maturing field. But also to the broader Multidisciplinary disciplines within Design Education. These methodologies have been arrived at by accessing the work of creative and reflective practice as defined by Carol Grey and Julian Marlin in Visualizing Research (2004) and reflective practice as defined by Donald Schon (1983). Central to the investigation has been the approach of Agile thinking from the methodology of "Bricolage" by Levi Strauss "The Savage Mind" (1966)
Improving the adaptability of simulated evolutionary swarm robots in dynamically changing environments
One of the important challenges in the field of evolutionary robotics is the development of systems that can adapt to a changing environment. However, the ability to adapt to unknown and fluctuating environments is not straightforward. Here, we explore the adaptive potential of simulated swarm robots that contain a genomic encoding of a bio-inspired gene regulatory network (GRN). An artificial genome is combined with a flexible agent-based system, representing the activated part of the regulatory network that transduces environmental cues into phenotypic behaviour. Using an artificial life simulation framework that mimics a dynamically changing environment, we show that separating the static from the conditionally active part of the network contributes to a better adaptive behaviour. Furthermore, in contrast with most hitherto developed ANN-based systems that need to re-optimize their complete controller network from scratch each time they are subjected to novel conditions, our system uses its genome to store GRNs whose performance was optimized under a particular environmental condition for a sufficiently long time. When subjected to a new environment, the previous condition-specific GRN might become inactivated, but remains present. This ability to store 'good behaviour' and to disconnect it from the novel rewiring that is essential under a new condition allows faster re-adaptation if any of the previously observed environmental conditions is reencountered. As we show here, applying these evolutionary-based principles leads to accelerated and improved adaptive evolution in a non-stable environment
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