44 research outputs found

    Bridging Web 4.0 and Education 4.0 For Next Generation User Training in ERP Adoption

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    This study addresses the critical issue of user comprehension and application within the sphere of cloudbased Enterprise Resource Planning (ERP) systems, a recurrent challenge exacerbated by the intricate nature of these systems. To bridge the existing gaps in training methodologies, a novel paradigm that synergizes Web 4.0 and Education 4.0 modules with traditional ERP systems is proposed. This innovative framework ushers in a paradigm shift in ERP adoption strategies, promising a marked enhancement in user interaction and efficiency. Rigorous qualitative evaluations, conducted with expert panels and potential end-users, provided robust validation of the framework's transformative potential in the realm of user training for ERP systems. This pioneering approach not only makes a substantial academic contribution by reframing the perception of ERP systems but also holds a significant practical value in ameliorating the user experience with cloud-based ERP systems. In essence, the adoption of a Web 4.0-oriented approach in user training heralds a revolutionary shift in ERP adoption strategies, setting a solid foundation for future explorations in this domain

    South Carolina Wildlife, September-October 2002

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    The South Carolina Wildlife Magazines are published by the South Carolina Department of Natural Resources who are dedicated to educating citizens on the value, conservation, protection, and restoration of South Carolina's wildlife and natural resources. These magazines showcase the state’s natural resources and outdoor recreation opportunities by including articles and images of conservation, reflections and tales, field notes, recipes, and more. In this issue: Directions ; Events ; Forum ; Wilderness Provided (Pack Supplies) ; Quest For The Golden Silk ; Barges To Water Wheels ; Bonding In The Great Outdoors ; Season Of The Buck ; Stripers On The Fly ; Art In The Ace ; For Wildlife Watchers: Beaver ; Field Trip: Saluda Shoals Park ; Roundtable

    The Witcher 3: Wild Hunt. The study of playability through the case of Slavic lore for immersion in English and Spanish editions of the game

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    The video games industry is, undoubtedly, one of the most profitable industries. Each year, video game companies release hundreds of different titles, participating in the race for critical acclaim and fans' recognition. Video games are subject to a complex localisation process, allowing international players to fully benefit from their entertainment value, regardless of the language they speak. Building on the concept of playability as the crucial measure of localisation quality, this thesis investigates how localisation affects playability, its key factors and their implication on playability itself. This research focuses on role-playing games (RPG) in which the narrative relies significantly on a given (authentic or fictional) (langua)culture. In this investigation, a handful of scenes from the Polish game The Witcher 3: Wild Hunt were selected to compare how the Slavic elements interplay in different languages. A selection of scenes was analysed in the Polish, English, and Spanish versions. Following the Grounded Theory Method, the scenes were analysed with the application of the theory containing concepts such as othering, self othering, going native, and languaculture. The theory was then compared with the players' experience of the game, displayed on international fora such as Reddit.com or the CD PROJEKT RED forum. The results presented in this thesis show that the gamers' cultural immersion can be compared to the three steps of scientific fieldwork proposed by Malinowski and that it is achieved not only by the mentioned concepts but also by cultural connotations. Moreover, the study suggests that playability depends on gamers' participation and gamers' engagement. It also indicates that the informative and operative text types are used to create functional information; meanwhile, the expressive text category is being used to build the ambience of the game. The multidisciplinary approach and the results can be crucial in improving players' experience in localised games

    Agent based personalized information retrieval

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    Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1997.Includes bibliographical references (p. 69-74).by Joshua David Kramer.M.Eng

    The Cresset (Vol. VIII, No. 8)

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    Managing information overload on the Web with collaborative filtering

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    Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1996.Includes bibliographical references (leaves 102-103).by Winnie H. Liang.M.Eng

    A Social Dimension for Digital Architectural Practice

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    Merged with duplicate record 10026.1/1296 on 14.03.2017 by CS (TIS)This thesis proceeds from an analysis of practice and critical commentary to claim that the opportunities presented to some architectural practices by the advent of ubiquitous digital technology have not been properly exploited. The missed opportunities, it claims, can be attributed largely to the retention of a model of time and spaces as discrete design parameters, which is inappropriate in the context of the widening awareness of social interconnectedness that digital technology has also facilitated. As a remedy, the thesis shows that some social considerations essential to good architecture - which could have been more fully integrated in practice and theory more than a decade ago - can now be usefully revisited through a systematic reflection on an emerging use of web technologies that support social navigation. The thesis argues through its text and a number of practical projects that the increasing confidence and sophistication of interdisciplinary studies in geography, most notably in human geography, combined with the technological opportunities of social navigation, provide a useful model of time and space as a unified design parameter. In so doing the thesis suggests new possibilities for architectural practices involving social interaction. Through a literature review of the introduction and development of digital technologies to architectural practice, the thesis identifies the inappropriate persistence of a number of overarching concepts informing architectural practice. In a review of the emergence and growth of 'human geography' it elaborates on the concept of the social production of space, which it relates to an analysis of emerging social navigation technologies. In so doing the thesis prepares the way for an integration of socially aware architecture with the opportunities offered by social computing. To substantiate its claim the thesis includes a number of practical public projects that have been specifically designed to extend and amplify certain concepts, along with a large-scale design project and systematic analysis which is intended to illustrate the theoretical claim and provide a model for further practical exploitation

    "Dovie": A Creative Exploration Of The Effects Of The Economy And Progress On One Woman's Life In Post Civil War Appalachia Prior To World War II

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    The period between the Civil War and World War II brought sweeping changes and extreme circumstances to the entire country, and many of these events were intensified by the isolation and harsh realities of life in Appalachia. In this work I propose to address the life of a fictional woman who lived in the mountainous regions of North Carolina. In doing so I intend to explore how many people thrived in spite of conditions, and why some towns have vanished from existence

    Design of an E-learning system using semantic information and cloud computing technologies

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    Humanity is currently suffering from many difficult problems that threaten the life and survival of the human race. It is very easy for all mankind to be affected, directly or indirectly, by these problems. Education is a key solution for most of them. In our thesis we tried to make use of current technologies to enhance and ease the learning process. We have designed an e-learning system based on semantic information and cloud computing, in addition to many other technologies that contribute to improving the educational process and raising the level of students. The design was built after much research on useful technology, its types, and examples of actual systems that were previously discussed by other researchers. In addition to the proposed design, an algorithm was implemented to identify topics found in large textual educational resources. It was tested and proved to be efficient against other methods. The algorithm has the ability of extracting the main topics from textual learning resources, linking related resources and generating interactive dynamic knowledge graphs. This algorithm accurately and efficiently accomplishes those tasks even for bigger books. We used Wikipedia Miner, TextRank, and Gensim within our algorithm. Our algorithm‘s accuracy was evaluated against Gensim, largely improving its accuracy. Augmenting the system design with the implemented algorithm will produce many useful services for improving the learning process such as: identifying main topics of big textual learning resources automatically and connecting them to other well defined concepts from Wikipedia, enriching current learning resources with semantic information from external sources, providing student with browsable dynamic interactive knowledge graphs, and making use of learning groups to encourage students to share their learning experiences and feedback with other learners.Programa de Doctorado en Ingeniería Telemática por la Universidad Carlos III de MadridPresidente: Luis Sánchez Fernández.- Secretario: Luis de la Fuente Valentín.- Vocal: Norberto Fernández Garcí

    Adaptive hypertext and hypermedia : proceedings of the 2nd workshop, Pittsburgh, Pa., June 20-24, 1998

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