61,044 research outputs found

    Alternative Modes of Financing Higher Education in Nigeria and the Implications for University Governance

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    Under-funding has been identified as one of the major problems presently facing the university system in most of the African nations, Nigeria inclusive. The study documented both financing and expenditure patterns in the Nigerian universities, and found that most monies, which go on direct teaching, are in fact used for the payment of salaries and entitlements of staff

    Local e-Government in the Netherlands: from ambitious policy goals to harsh reality

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    The Netherlands took up e-Government development relatively early and was considered to be one of the leading nations in e-Government developments. In recent years, it has slipped back in the various international benchmarks, and also other signs show that the country no longer is at the front of e-Service development. This paper discusses possible causes for the decline of Dutch e-Service delivery development. Important factors in the explanation can be found in the structure of the Dutch public sector which can be characterized as fairly decentralized. The central government sets ambitious policy goals, but lacks the means to have them realized on the local level which is the primary level at which public service delivery takes place. The municipalities on the other hand are incapacitated by relatively small scale, the large number of services they provide and the lack of real incentives to move service delivery online. As a result, e-Service development on the local level is inefficient and progresses relatively slow. There are signs though that things are changing: the central government takes on a more active stance, and local authorities join forces to develop services together.e-Government, e-Government policy, electronic service delivery, public service delivery maturity, the Netherlands

    reStAGEactivist art/disruptive technologies

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    In this article, I explore, with you, artists’ socio-political disruptions with communication technologies to inspire political action and social change, and how such art can be environmentally and socially useful. How does art function politically? What is activist art? What non-violent forms of dissent or disruptions to harmful practices are possible today with digital technologies, and how do artists manifest political perspectives in their practice

    Primetime War on Drugs & Terror

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    At the USC Annenberg Norman Lear Center, we've produced research demonstrating the profound impact that televised entertainment can have on audiences. Whether we like it or not, people are moved by entertainment content and, if the depictions seem realistic, there is a good chance they will apply what they see on the screen to their lives.This is one reason that we decided to develop a research project with the American Civil Liberties Union that would help us understand what Americans (and the rest of the world) might be learning about the War on Terror and the War on Drugs from the most popular shows on U.S. television (which are watched by billions of people around the world). With the assistance of Princeton Survey Research Associates International, we conducted a very detailed analysis of 49 recent episodes of popular primetime dramas (Fig. 2).We selected episodes that addressed the War on Terror or the War on Drugs from ten highly-rated one hour network dramas: 24, CSI, CSI: Miami, The Good Wife, House, Law & Order, Law & Order: Los Angeles, Law & Order: SVU, NCIS and NCIS: Los Angeles. All of the episodes aired during 2010, except for eight shows which aired in late 2009 as part of the network 2009-10 season. The aim was to analyze how terror or drugrelated plots were portrayed rather than to assess how frequently these plots appeared. We subjected each episode to a codebook with 145 variables and over 800 sub-variables (see the Methodology section on page 27 for more details). In an effort to contextualize this research and how it might come into dialogue with other conversations about the War on Drugs and the War on Terror, we include recent public opinion survey data about these wars as well as data about how the government and the justice system, in particular, are conducting them. We think viewing these three types of data together -- that is, depictions on television, public opinion and statistics about real world practices -- is the best way to begin an informed conversation about how these wars are being carried out and understood in America

    Transdisciplinarity seen through Information, Communication, Computation, (Inter-)Action and Cognition

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    Similar to oil that acted as a basic raw material and key driving force of industrial society, information acts as a raw material and principal mover of knowledge society in the knowledge production, propagation and application. New developments in information processing and information communication technologies allow increasingly complex and accurate descriptions, representations and models, which are often multi-parameter, multi-perspective, multi-level and multidimensional. This leads to the necessity of collaborative work between different domains with corresponding specialist competences, sciences and research traditions. We present several major transdisciplinary unification projects for information and knowledge, which proceed on the descriptive, logical and the level of generative mechanisms. Parallel process of boundary crossing and transdisciplinary activity is going on in the applied domains. Technological artifacts are becoming increasingly complex and their design is strongly user-centered, which brings in not only the function and various technological qualities but also other aspects including esthetic, user experience, ethics and sustainability with social and environmental dimensions. When integrating knowledge from a variety of fields, with contributions from different groups of stakeholders, numerous challenges are met in establishing common view and common course of action. In this context, information is our environment, and informational ecology determines both epistemology and spaces for action. We present some insights into the current state of the art of transdisciplinary theory and practice of information studies and informatics. We depict different facets of transdisciplinarity as we see it from our different research fields that include information studies, computability, human-computer interaction, multi-operating-systems environments and philosophy.Comment: Chapter in a forthcoming book: Information Studies and the Quest for Transdisciplinarity - Forthcoming book in World Scientific. Mark Burgin and Wolfgang Hofkirchner, Editor

    Generative Design in Minecraft (GDMC), Settlement Generation Competition

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    This paper introduces the settlement generation competition for Minecraft, the first part of the Generative Design in Minecraft challenge. The settlement generation competition is about creating Artificial Intelligence (AI) agents that can produce functional, aesthetically appealing and believable settlements adapted to a given Minecraft map - ideally at a level that can compete with human created designs. The aim of the competition is to advance procedural content generation for games, especially in overcoming the challenges of adaptive and holistic PCG. The paper introduces the technical details of the challenge, but mostly focuses on what challenges this competition provides and why they are scientifically relevant.Comment: 10 pages, 5 figures, Part of the Foundations of Digital Games 2018 proceedings, as part of the workshop on Procedural Content Generatio

    Selling Technology: The Changing Shape of Sales in an Information Economy

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    [Excerpt] This book describes and explains the changing nature of sales through the daily experiences of salespeople, engineers, managers, and purchasing agents who construct markets for emergent technologies through their daily engagement in sales interactions
 [It] provides a grounded empirical account of sales work in an area that has been the subject of insufficient study, namely contemporary industrial markets where firms trade with other firms

    Experimental archeology and serious games: challenges of inhabiting virtual heritage

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    Experimental archaeology has long yielded valuable insights into the tools and techniques that featured in past peoples’ relationship with the material world around them. However, experimental archaeology has, hitherto, confined itself to rigid, empirical and quantitative questions. This paper applies principles of experimental archaeology and serious gaming tools in the reconstructions of a British Iron Age Roundhouse. The paper explains a number of experiments conducted to look for quantitative differences in movement in virtual vs material environments using both “virtual” studio reconstruction as well as material reconstruction. The data from these experiments was then analysed to look for differences in movement which could be attributed to artefacts and/or environments. The paper explains the structure of the experiments, how the data was generated, what theories may make sense of the data, what conclusions have been drawn and how serious gaming tools can support the creation of new experimental heritage environments
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