608 research outputs found

    Harnessing Knowledge, Innovation and Competence in Engineering of Mission Critical Systems

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    This book explores the critical role of acquisition, application, enhancement, and management of knowledge and human competence in the context of the largely digital and data/information dominated modern world. Whilst humanity owes much of its achievements to the distinct capability to learn from observation, analyse data, gain insights, and perceive beyond original realities, the systematic treatment of knowledge as a core capability and driver of success has largely remained the forte of pedagogy. In an increasingly intertwined global community faced with existential challenges and risks, the significance of knowledge creation, innovation, and systematic understanding and treatment of human competence is likely to be humanity's greatest weapon against adversity. This book was conceived to inform the decision makers and practitioners about the best practice pertinent to many disciplines and sectors. The chapters fall into three broad categories to guide the readers to gain insight from generic fundamentals to discipline-specific case studies and of the latest practice in knowledge and competence management

    Harnessing Knowledge, Innovation and Competence in Engineering of Mission Critical Systems

    Get PDF
    This book explores the critical role of acquisition, application, enhancement, and management of knowledge and human competence in the context of the largely digital and data/information dominated modern world. Whilst humanity owes much of its achievements to the distinct capability to learn from observation, analyse data, gain insights, and perceive beyond original realities, the systematic treatment of knowledge as a core capability and driver of success has largely remained the forte of pedagogy. In an increasingly intertwined global community faced with existential challenges and risks, the significance of knowledge creation, innovation, and systematic understanding and treatment of human competence is likely to be humanity's greatest weapon against adversity. This book was conceived to inform the decision makers and practitioners about the best practice pertinent to many disciplines and sectors. The chapters fall into three broad categories to guide the readers to gain insight from generic fundamentals to discipline-specific case studies and of the latest practice in knowledge and competence management

    Managing mechanisms for collaborative new-product development in the ceramic tile design chain

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    This paper focuses on improving the management of New-Product Development (NPD) processes within the particular context of a cluster of enterprises that cooperate through a network of intra- and inter-firm relations. Ceramic tile design chains have certain singularities that condition the NPD process, such as the lack of a strong hierarchy, fashion pressure or the existence of different origins for NPD projects. We have studied these particular circumstances in order to tailor Product Life-cycle Management (PLM) tools and some other management mechanisms to fit suitable sectoral reference models. Special emphasis will be placed on PLM templates for structuring and standardizing projects, and also on the roles involved in the process.This work was partially supported by the Spanish Ministerio de Ciencia y Tecnología; Dirección General de Investigación under the Plan Nacional de I+D+i programme for Research Promotion (Project DPI2002_02141. CE-TILE). We also acknowledge the help given by Capgemini España S.L.U., TAU Cerámica S.A., Esmalglass S.A., Macer S.A. and Cerámica Kersa S.L. in the new ceramic product design and development pilot experience, which was carried out within the framework of the project

    Development of Social Parent Education Platform for the Prevention of Child Neglect and Abuse

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    Child neglect and abuse is one of the most important problems of modern societies. Studies show that this problem continues to increase day by day in many developed and developing societies. In this context, a parent training program development project was carried out in order to prevent child neglect and abuse, supported by the Turkish National Agency within the scope of the Erasmus%2B KA2 project. In this study, the development processes and theoretical bases of the Social Parent Education Platform, which was developed to bring together the educational content created within the scope of the project with the users and to provide parent education with social media-based content, are included

    Tools for Teaching the Digital Natives

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    University educators and researchers face new generations of “digitally native” students, who approach academic disciplines in novel ways, thus creating a changed university-learning environment that demands new ways of building knowledge in a bottom-up process. A case in point is the area of corporate communication where we need new methods of approaching adult cultural/communicative learning since these integrated competences are much asked for in the business community. One way of approaching university pedagogy within these fields is asking whether social software could provide better tools that support social, collaborative processes that are fun, motivating and better support learning. The article therefore discusses collaborative and individualized learning processes and how social software platforms may better harness collective and personal knowledge in order to enhance learning outcome. The theoretical foundations of the article have been established at the crossroads between general learning theory, cultural/communicative learning theory and social media applications that facilitate collaborative, synchronous and interactive learning platforms. Data evaluation and comparisons in regard to learning outcomes are based on empirical data from two cases applying different learning platforms used in CBS programme courses involving culture and communication learning elements

    Collaboration and community of practice in online social networking services among Malaysian university students

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    This article reports the results of an exploratory study to investigate the usage patterns of social networking services (SNS) by Malaysian tertiary level students. The focus in this paper is on the collaborative use of SNS including the factors (variables of level of study, gender and academic performance) that might have influenced how SNS is used by Malaysian students. This focus is necessary as so far, no research have looked at these variables across the population of Malaysian university students. An online survey was carried out using convenience sampling and this returned a usable result set of N=16661. Frequency analysis revealed that 68.6% of respondents used SNS to collaborate with their peers, and more than half join study groups on SNS (57.5%) as well as course groups created by their lecturers (56.1%) at a high level of frequency; many reported using SNSs often/all the time for these purposes. Further analysis showed statistical significance for almost all the variables investigated. However, results of Cohen’s effect size indicated that the differences between the Postgraduate-Undergraduate variable pairs (Collaboration d = 0.27 and Community of Practice d = 0.24) have a small to moderate practical significance which may be meaningful. The findings suggest that the practical and pedagogical differences between undergraduate and postgraduate levels of study should be given due consideration when integrating the use of SNS into higher education in Malaysia

    Augmented reality marketing: a technology-enabled approach to situated customer experience

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    Recent advances in Augmented Reality (AR) technologies have led to a growing interest in their application for marketing strategy and practice – what we term Augmented Reality Marketing (ARM). However, despite emerging publications on the subject, managers and academics struggle to articulate how ARM delivers experiences that are valuable to customers in a way that is different from other marketing approaches. In this article, we review the emerging literature, and define ARM as a customer-facing interface for the application of digital marketing technologies in physical settings. Rooted in a class of ‘situated cognition’ theories from social psychology, we identify a unique set of digital affordances which ARM offers beyond extant marketing approaches in traditional media. By drawing on the key conceptual building blocks of situated cognition theory, we develop a framework of ARM experiences to synthesize current research and applications, and to suggest directions for future research

    On-Demand Collaboration in Programming

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    In programming, on-demand assistance occurs when developers seek support for their tasks as needed. Traditionally, this collaboration happens within teams and organizations in which people are familiar with the context of requests and tasks. More recently, this type of collaboration has become ubiquitous outside of teams and organizations, due to the success of paid online crowdsourcing marketplaces (e.g., Upwork) and free online question-answering websites (e.g., Stack Overflow). Thousands of requests are posted on these platforms on a daily basis, and many of them are not addressed in a timely manner for a variety of reasons, including requests that often lack sufficient context and access to relevant artifacts. In consequence, on-demand collaboration often results in suboptimal productivity and unsatisfactory user experiences. This dissertation includes three main parts: First, I explored the challenges developers face when requesting help from or providing assistance to others on demand. I have found seven common types of requests (e.g., seeking code examples) that developers use in various projects when an on-demand agent is available. Compared to studying existing supporting systems, I suggest eight key system features to enable more effective on-demand remote assistance for developers. Second, driven by these findings, I designed and developed two systems: 1) CodeOn, a system that enables more effective task hand-offs (e.g., rich context capturing) between end-user developers and remote helpers than exciting synchronous support systems by allowing asynchronous responses to on-demand requests; and 2) CoCapture, a system that enables interface designers to easily create and then accurately describe UI behavior mockups, including changes they want to propose or questions they want to ask about an aspect of the existing UI. Third, beyond software development assistance, I also studied intelligent assistance for embedded system development (e.g., Arduino) and revealed six challenges (e.g., communication setup remains tedious) that developers have during on-demand collaboration. Through an imaginary study, I propose four design implications to help develop future support systems with embedded system development. This thesis envisions a future in which developers in all kinds of domains can effortlessly make context-rich, on-demand requests at any stage of their development processes, and qualified agents (machine or human) can quickly be notified and orchestrate their efforts to promptly respond to the requests.PHDInformationUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttp://deepblue.lib.umich.edu/bitstream/2027.42/166144/1/yanchenm_1.pd

    A Systematic Approach to Design of Distance Graduate Management Programmes

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    This study describes the systematic creation, application and evaluation of acomprehensive framework for the design of distance graduate programmes, the goal of which is to inform decision-making for sustainable curricula that suit the growing demand for flexible learning options. A wide range of challenges face educators, and existing models appear to be insufficient to guide such endeavours. Successful distance learning is rooted in the values of the institution and requires a significant amount of organizational support, needs assessment of stakeholders, strategic planning, implementation and evaluation. This first international study of distance masters degree programmes in Tourism and Hospitality Management (T&HM) employs an exploratory mixed method research design in a comprehensive investigation of the interrelated elements that contextualize and are part of the distance graduate curriculum. Director interviews and online surveys of alumni contribute insights into the graduate distance learning experience. A short case study within an Irish higher education institution pilots the draft framework; triangulating data by adding the perspective of traditionalinstructors transitioning into a blended learning format. This study provides a robust curriculum model linking new findings and rich eclectic sources that can assist distance programme planners in the selection of technologyenhancedapproaches to meet the unique needs and interests of learners whilebalancing change. Extending the academic plan of Stark and Lattuca (1997, 2009), this timely study offers a design framework to formatively stimulate quality interaction, foster high-level thinking and motivate both learners and instructors in a student-centred paradigm. Holistic design, not technology alone, opens the way to enhancing flexibility and programme competitiveness and resilience in a borderless academic community

    Conditions affecting Computer Supported Collaborative Learning in Higher Education in the UK and South Korea

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    The purpose of this research is to explore CSCL as an instructional model for developing the skills and competencies required in the „knowledge society‟ and to suggest under what conditions CSCL might be effective. To this end, an in-depth investigation of students‟ collaborative interaction patterns, their perceptions of their learning and the variables impacting on their interaction was conducted. The four contexts of study looked at alternative communication tools, collaborative task types and distance versus campus modes in South Korea and the UK. Data collection from these diverse contexts adopted a mixed methodology. Data analysis initially focused on the first two case studies and was then extended across the remaining contexts which explored alternative tasks and media. Students‟ collaboration patterns indicated that students input more effort on doing the work for which they were individually accountable rather than toward a group effort. The process of negotiating meaning was found to be weak in asynchronous online discussion and the most difficult aspect of group project tasks for students. Students‟ socio-emotional aspects also influenced collaboration patterns. Nevertheless, students‟ perceptual data indicated that they believed CSCL had diverse learning merits. In conclusion, some conditions for effective CSCL design were suggested.EThOS - Electronic Theses Online ServiceGBUnited Kingdo
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