82,239 research outputs found

    Towards business model and technical platform for the service oriented context-aware mobile virtual communities

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    The focus of existing virtual communities is centered on a particular product or social interaction and the role of mobile devices is restricted to exchange a limited amount of contents. Herewith we envisage that the upcoming virtual communities will exploit the potential of social interaction and context information to offer personalized services to its members and mobile devices will play a significant role in this process. As a step towards this direction, in this paper we propose a business model for the mobile virtual communities in which the mobile device takes on the role of a content producer and content consumer. Though there are a number of research issues which need to be addressed to realize such virtual communities, in this paper we focus on the service requirements, architecture and open source software implementation of a technical platform for the content producer and consumer mobile devices

    Utility of Parental Mediation Model on Youth’s Problematic Online Gaming

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    The Parental Mediation Model PMM) was initially designed to regulate children’s attitudes towards the traditional media. In the present era, because of prevalent online media there is a need for similar regulative measures. Spending long hours on social media and playing online games increase the risks of exposure to the negative outcomes of online gaming. This paper initially applied the PMM developed by European Kids Online to (i) test the reliability and validity of this model and (ii) identify the effectiveness of this model in controlling problematic online gaming (POG). The data were collected from 592 participants comprising 296 parents and 296 students of four foreign universities, aged 16 to 22 years in Kuala Lumpur (Malaysia). The study found that the modified model of the five-factor PMM (Technical mediation, Monitoring mediation, Restrictive mediation, Active Mediation of Internet Safety, and Active mediation of Internet Use) functions as a predictor for mitigating POG. The findings suggest the existence of a positive relation between ‘monitoring’ and ‘restrictive’ mediation strategies and exposure to POG while Active Mediation of Internet Safety and Active mediation of Internet use were insignificant predictors. Results showed a higher utility of ‘technical’ strategies by the parents led to less POG. The findings of this study do not support the literature suggesting active mediation is more effective for reducing youth’s risky behaviour. Instead, parents need to apply more technical mediations with their children and adolescents’ Internet use to minimize the negative effects of online gaming

    The impact of technology: value-added classroom practice: final report

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    This report extends Becta’s enquiries into the ways in which digital technologies are supporting learning. It looks in detail at the learning practices mediated by ICT in nine secondary schools in which ICT for learning is well embedded. The project proposes a broader perspective on the notion of ‘impact’ that is rather different from a number of previous studies investigating impact. Previous studies have been limited in that they have either focused on a single innovation or have reported on institutional level factors. However, in both cases this pays insufficient attention to the contexts of learning. In this project, the focus has been on the learning practices of the classroom and the contexts of ICT-supported learning. The study reports an analysis of 85 lesson logs, in which teachers recorded their use of space, digital technology and student outcomes in relation to student engagement and learning. The teachers who filled in the logs, as well as their schools’ senior managers, were interviewed as part of a ‘deep audit’ of ICT provision conducted over two days. One-hour follow-up interviews with the teachers were carried out after the teachers’ log activity. The aim of this was to obtain a broader contextualisation of their teaching

    Cutting tracks, making CDs: a comparative study of audio time-correction techniques in the desktop age.

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    Producers have long sought to “tighten” studio performances. Software-based DAW’s now come with proprietary functions to facilitate this, but only the latest generation of platforms allow relative ease of use on longer takes. Each method has advantages and disadvantages in terms of ease and speed of use, transient preservation, implied subsequent workflow and (usually) unwanted artifacts. Whilst rhythmically consistent material with clear transients is readily controllable with contemporary tools, working with complex mixtures of note-values still presents a challenge and requires much user intervention. This paper performs a comparative study of different audio quantize techniques on percussive material, often on rhythmically complex performances. It will seek to compare necessary methodologies and workflow implications through the use of several contemporary systems: Recycle, Pro Tools, Logic, Cubase, Live, Melodyne, and Nuendo. The current level of man-machine interaction will be explored, and the best features from each platform will be collated. A model for the future will be speculatively presented

    Transfer as a reciprocal process: How to foster receptivity to results of transdisciplinary research

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    Transdisciplinary research (TDR) seeks to address real-world problems and aims to be socially transformative. This normative objective extends beyond particular TDR projects, as real-world problems are embedded in concrete contexts but, at the same time, are also related to wider societal challenges that are not restricted to one context. Therefore, TDR generally entails transfer of knowledge and results to other contexts. However, the TDR discourse has mainly treated transfer efforts from the perspective of scientific generalization, translation and packaging of knowledge. Within this understanding of transfer, little attention has been paid to interplay between contexts and the role of new contexts themselves. This article is based on qualitative explorative research on four TDR projects. Its results were iteratively derived through project analysis, reflection on insights from the literature and discussions with TDR experts. We propose that transfer is a complex reciprocal process in which different types of knowledge are provided and transferred to other contexts, where knowledge is adapted, enriched and modified. In addition to project researchers, actors in other (pick-up) contexts also play an important role for successful transfer and appropriation of TDR results. Generating transfer potential within the duration of a project depends on being aware of potential pick-up contexts. To address the interdependent aspects of transfer (results, mediation, and appropriation in other contexts), we present a comprehensive model outlining TDR transfer processes. To support projects seeking to raise their transfer potential in a more conscious manner, we also formulate three overarching recommendations: 1) process results for transfer adequately, 2) identify and support intermediaries and, 3) increase awareness of and address other contexts. Considering these recommendations while also being aware of their interdependence may increase potential for transfer of knowledge and results to other contexts. Our conceptual understanding acknowledges the complexity and non-linearity of endeavors to take advantage of case-specifically gained knowledge and results in other contexts or at other scales
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