2,061 research outputs found

    Openness as Infrastructure

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    Openness at the layer of cultural works and data is the key to the data infrastructure we need to accelerate science. This article lays out three key elements of data infrastructure - collaboration, classification, and openness - which draw us inevitably towards the long-claimed, but rarely-achieved, goal of the scientific method: to make claims that are reproducible under similar circumstances by someone other than the claimant, to be reproducible

    Entering the Economic Models of Game Console Manufacturers

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    This paper deals with the video game console market. We are not interested here in portable consoles nor in PC games. Our work focuses on the role of core competencies in console wars, analyzing the way these competencies are activated within the firms' business models. The home console market also exhibits crossed network externalities, which requires console manufacturers the ability to conciliate the interests of both developers and gamers. From a strategic point of view, core competencies are closely related with market performance. Today, Sony's and Microsoft's business models are quite similar. However, Microsoft and Sony remain far behind Nintendo and its Wii, which suggests that core competencies do not discriminate on performance as much as the positioning choices made upstream when the strategy is crafted. The link between core competencies, economic model and strategy is at the heart of this study.video game console, business model, core competencies, two-sided market, platform.

    Computing as the 4th “R”: a general education approach to computing education

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    Computing and computation are increasingly pervading our lives, careers, and societies - a change driving interest in computing education at the secondary level. But what should define a "general education" computing course at this level? That is, what would you want every person to know, assuming they never take another computing course? We identify possible outcomes for such a course through the experience of designing and implementing a general education university course utilizing best-practice pedagogies. Though we nominally taught programming, the design of the course led students to report gaining core, transferable skills and the confidence to employ them in their future. We discuss how various aspects of the course likely contributed to these gains. Finally, we encourage the community to embrace the challenge of teaching general education computing in contrast to and in conjunction with existing curricula designed primarily to interest students in the field

    Freeform User Interfaces for Graphical Computing

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    報告番号: 甲15222 ; 学位授与年月日: 2000-03-29 ; 学位の種別: 課程博士 ; 学位の種類: 博士(工学) ; 学位記番号: 博工第4717号 ; 研究科・専攻: 工学系研究科情報工学専

    Artists Don\u27t Get No Respect: Panel on Attribution and Integrity

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    When I was considering the question of the moral right to attribution and how unauthorized fan creativity relates to that concept, it struck me that there are two interesting issues from a theoretical perspective. The first is: who gets the credit? When I was in law school and discovered fan fiction, the reason why I got into intellectual property was because most of these stories had a disclaimer-no copyright infringement intended, these characters aren\u27t mine, I\u27m not making any money, please don\u27t sue. And as a student, my question was – does that work? Is that good enough? I was interested in these disclaimers because copyright law does not have an explicit place in the fair use test for evaluating disclaimers as a factor favoring a defense in the way that trademark law does. I, nonetheless, concluded that, in general, fan fiction was going to be fair use. It has yet to be litigated to any particular conclusion. Although cease and desist letters do so still go out, and fans still either comply or they say no, generally there is no result. That is, I think a lot of the copyright owners are unwilling to deal with the publicity and the possibility of finding this as fair use in a litigated case

    Adventures in software engineering : plugging HCI & acessibility gaps with open source solutions

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    There has been a great deal of research undertaken in the field of Human-Computer Interfaces (HCI), input devices, and output modalities in recent years. From touch-based and voice control input mechanisms such as those found on modern smart-devices to the use of touch-free input through video-stream/image analysis (including depth streams and skeletal mapping) and the inclusion of gaze tracking, head tracking, virtual reality and beyond - the availability and variety of these I/O (Input/Output) mechanisms has increased tremendously and progressed both into our living rooms and into our lives in general. With regard to modern desktop computers and videogame consoles, at present many of these technologies are at a relatively immature stage of development - their use often limited to simple adjuncts to the staple input mechanisms of mouse, keyboard, or joystick / joypad inputs. In effect, we have these new input devices - but we're not quite sure how best to use them yet; that is, where their various strengths and weaknesses lie, and how or if they can be used to conveniently and reliably drive or augment applications in our everyday lives. In addition, much of this technology is provided by proprietary hardware and software, providing limited options for customisation or adaptation to better meet the needs of specific users. Therefore, this project investigated the development of open source software solutions to address various aspects of innovative user I/O in a flexible manner. Towards this end, a number of original software applications have been developed which incorporate functionality aimed at enhancing the current state of the art in these areas and making that software freely available for use by any who may find it beneficial.Doctor of Philosoph

    Digitally augmented sketch-planning

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    Thesis (M.C.P.)--Massachusetts Institute of Technology, Dept. of Urban Studies and Planning, 2002.Includes bibliographical references (p. 73-74).While many aspects of the planning profession have changed radically in light of recent technological advances, the practice of sketching plans has remained largely unaffected. There may be good reasons for eschewing computers in the design arena such as that their use may detract from the liberty of the design thinking process. This thesis suggests that this reluctance may be overcome by changing the practice from one of emulation with digital tools to one of "augmentation". In addressing a perceived need to bring computation to the design table a solution called the "digitally augmented sketch planning environment" (DASPE) has been developed. Making use of video projection, DASPE augments the design space with digital visualization and analysis tools and allows planners to sketch using either conventional media or a pen stylus on a digitizing table. Plans can be sketched in the conventional manner, then "hardened" into three dimensional computer models without the need to leave the design space.by Kenneth Goulding.M.C.P
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