663 research outputs found
Panel: Looking Backwards and Forwards
Ten years ago, at 90 nanometers, EDA was challenged and deemed inadequate in dealing with increasing complexity, power consumption, and sub-wavelength lithography, thus harming the progress of mobile phones. Today, at 10 nanometers, integration capacity has increased by two orders of magnitude, power consumption has been successfully "tamed", and 193 nanometer immersion lithography is still relied upon. Also thanks to EDA, tools, methodologies, and flows that were originally devised for design enablement for the emerging technology nodes, have been successfully redeployed at the established technology nodes, where they represent a critical design differentiation factor. However, the battleground is changing again: after the billions of phones, trillions of "things" lie ahead. Moving forward, emerging and established technology nodes, digital and analog, hardware and software will be equally critical. What is EDA doing and, more important, what should EDA do - and is not doing - in order for the next decade to be as great as the past one? This panel session, moderated by EPFL Professor Giovanni De Micheli, gathers academia, semiconductor, and EDA industry to discuss the challenges and requirements of the new era
Where are we headed in business analytics? A framework based on a paradigmatic analysis of the history of analytics
The explosion of interest in business analytics (BA) comes with multiple problems. With as many as eleven distinct disciplines teaching analytics, it is not clear which areas of study constitute the BA field. If the information systems (IS) field is to exert a significant influence in analytics, what the IS researcher and practitioner need to focus on has to be made clear. Using a paradigmatic historiographical analysis of the field of analytics this study provides evidence for the bifurcation of analytics into data science and BA as founding disciplines of computer science, mathematics and statistics, machine learning and IS contribute to the analytics movement. The results from this analysis also identify a set of conceptual foundations for BA that takes advantage of both the intellectual strengths of the IS field without sacrificing the necessary depth of data science
Sustainable consumption: towards action and impact. : International scientific conference November 6th-8th 2011, Hamburg - European Green Capital 2011, Germany: abstract volume
This volume contains the abstracts of all oral and poster presentations of the international scientific conference „Sustainable Consumption – Towards Action and Impact“ held in Hamburg (Germany) on November 6th-8th 2011. This unique conference aims to promote a comprehensive academic discourse on issues concerning sustainable consumption and brings together scholars from a wide range of academic disciplines.
In modern societies, private consumption is a multifaceted and ambivalent phenomenon: it is a ubiquitous social practice and an economic driving force, yet at the same time, its consequences are in conflict with important social and environmental sustainability goals. Finding paths towards “sustainable consumption” has therefore become a major political issue. In order to properly understand the challenge of “sustainable consumption”, identify unsustainable patterns of consumption and bring forward the necessary innovations, a collaborative effort of researchers from different disciplines is needed
Shades of Green: A Comparative Analysis of U.S. Green Economies
Recent attention from scholars, policymakers, and practitioners has focused on the importance of green economy development in achieving sustainability. Efforts, however, have been complicated by the lack of agreement on what a green economy is or how to transition to one. Drawing insights from environmental sociology, new state theory, and science and technology studies, I conduct a comparative analysis of select U.S. cities with recognized green economies. Findings indicate that in each economy, the strength and role of institutions and actors is unique, forming distinct networks that vary in their pursuit of socio-environmental goals
EU commodity market development: Medium-term agricultural outlook. Proceedings of the October 2017 workshop.
The workshop on the 'EU commodity market development: Medium-term agricultural outlook' is an integral part of the intensive validation procedure of the results of the European Commission’s report on 'Prospects for EU agricultural markets and income'. It provides a forum for presentations on preliminary 10-year-ahead projections in EU agricultural commodity markets, and discussing in depth the EU prospects in a global context. This year the workshop was held on October 19-20 in Brussels. The workshop was jointly organised by the Joint Research Centre (JRC) and the Directorate-General for Agriculture and Rural Development (DG AGRI). Participants included policy makers, modelling and market experts from various countries, as well as stakeholders of the agri-food industry. This document summarises the presentations and discussions on the macroeconomic and energy assumptions associated with this outlook, and on each of the EU agricultural markets addressed (arable crops, biofuels, sugar, wine, milk and dairy, meat).JRC.D.4-Economics of Agricultur
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Blurring the Line Between Human and Machine: Marketing Artificial Intelligence
One of the most prominent and potentially transformative trends in society today is machines becoming more human-like, driven by progress in artificial intelligence. How this trend will impact individuals, private and public organizations, and society as a whole is still unknown, and depends largely on how individual consumers choose to adopt and use these technologies. This dissertation focuses on understanding how consumers perceive, adopt, and use technologies that blur the line between human and machine, with two primary goals. First, I build on psychological and philosophical theories of mind perception, anthropomorphism, and dehumanization, and on management research into technology adoption, in order to develop a theoretical understanding of the forces that shape consumer adoption of these technologies. Second, I develop practical marketing interventions that can be used to influence patterns of adoption according to the desired outcome.
This dissertation is organized as follows. Essay 1 develops a conceptual framework for understanding what AI is, what it can do, and what are some of the key antecedents and consequences of its’ adoption. The subsequent two Essays test various parts of this framework. Essay 2 explores consumers’ willingness to use algorithms to perform tasks normally done by humans, focusing specifically on how the nature of the task for which algorithms are used and the human-likeness of the algorithm itself impact consumers’ use of the algorithm. Essay 3 focuses on the use of social robots in consumption contexts, specifically addressing the role of robots’ physical and mental human-likeness in shaping consumers’ comfort with and perceived usefulness of such robots.
Together, these three Essays offer an empirically supported conceptual structure ¬for marketing researchers and practitioners to understand artificial intelligence and influence the processes through which consumers perceive and adopt it. Artificial intelligence has the potential to create enormous value for consumers, firms, and society, but also poses many profound challenges and risks. A better understanding of how this transformative technology is perceived and used can potentially help to maximize its potential value and minimize its risks
Smart workplaces: a system proposal for stress management
Over the past last decades of contemporary society, workplaces
have become the primary source of many health issues, leading
to mental problems such as stress, depression, and anxiety.
Among the others, environmental aspects have shown to be the
causes of stress, illness, and lack of productivity. With the arrival
of new technologies, especially in the smart workplaces field,
most studies have focused on investigating the building energy
efficiency models and human thermal comfort. However, little has
been applied to occupants’ stress recognition and well-being
overall. Due to this fact, this present study aims to propose a
stress management solution for an interactive design system that
allows the adapting of comfortable environmental conditions
according to the user preferences by measuring in real-time the
environmental and biological characteristics, thereby helping to
prevent stress, as well as to enable users to cope stress when
being stressed. The secondary objective will focus on evaluating
one part of the system: the mobile application. The proposed
system uses several usability methods to identify users’ needs,
behavior, and expectations from the user-centered design
approach. Applied methods, such as User Research, Card
Sorting, and Expert Review, allowed us to evaluate the design
system according to Heuristics Analysis, resulting in improved
usability of interfaces and experience. The study presents the
research results, the design interface, and usability tests.
According to the User Research results, temperature and noise
are the most common environmental stressors among the users
causing stress and uncomfortable conditions to work in, and the
preference for physical activities over the digital solutions for
coping with stress. Additionally, the System Usability Scale (SUS)
results identified that the system’s usability was measured as
“excellent” and “acceptable” with a final score of 88 points out of
the 100. It is expected that these conclusions can contribute to
future investigations in the smart workplaces study field and their
interaction with the people placed there.Nas últimas décadas da sociedade contemporânea, o local de
trabalho tem se tornado principal fonte de muitos problemas de
saĂşde mental, como o stress, depressĂŁo e ansiedade. Os aspetos
ambientais têm se revelado como as causas de stress, doenças,
falta de produtividade, entre outros. Atualmente, com a chegada de
novas tecnologias, principalmente na área de locais de trabalho
inteligentes, a maioria dos estudos tem se concentrado na
investigação de modelos de eficiĂŞncia energĂ©tica de edifĂcios e
conforto térmico humano. No entanto, pouco foi aplicado ao
reconhecimento do stress dos ocupantes e ao bem-estar geral das
pessoas. Diante disso, o objetivo principal Ă© propor um sistema de
design de gestĂŁo do stress para um sistema de design interativo que
permita adaptar as condições ambientais de acordo com as
preferĂŞncias de utilizador, medindo em tempo real as caracterĂsticas
ambientais e biológicas, auxiliando assim na prevenção de stress,
bem como ajuda os utilizadores a lidar com o stress quando estĂŁo
sob o mesmo. O segundo objetivo Ă© desenhar e avaliar uma parte
do projeto — o protótipo da aplicação móvel através da realização
de testes de usabilidade. O sistema proposto resulta da abordagem
de design centrado no utilizador, utilizando diversos métodos de
usabilidade para identificar as necessidades, comportamentos e as
expectativas dos utilizadores. MĂ©todos aplicados, como Pesquisa de
Usuário, Card Sorting e Revisão de Especialistas, permitiram avaliar
o sistema de design de acordo com a análise heurĂstica, resultando
numa melhoria na usabilidade das interfaces e experiĂŞncia. O
estudo apresenta os resultados da pesquisa, a interface do design e
os testes de usabilidade. De acordo com os resultados de User
Research, a temperatura e o ruĂdo sĂŁo os stressores ambientais
mais comuns entre os utilizadores, causando stresse e condições
menos favoráveis para trabalhar, igualmente existe uma preferência
por atividades fĂsicas sobre as soluções digitais na gestĂŁo do
stresse. Adicionalmente, os resultados de System Usability Scale
(SUS) identificaram a usabilidade do sistema de design como
“excelente” e “aceitável” com pontuação final de 88 pontos em 100.
É esperado que essas conclusões possam contribuir para futuras
investigações no campo de estudo dos smart workplaces e sua
interação com os utilizadores
Growth of Indian microfinance : a case-study-based review of trends and challenges
Thesis (M.B.A.)--Massachusetts Institute of Technology, Sloan School of Management, 2007.Includes bibliographical references (leaves 67-69).The microfinance industry in India experienced extraordinary evolution throughout the 1990s and into the new century, and it is now entering a new phase of rapid expansion. But there is still a huge gap between the demand for and supply of microfinance services in India. With its enormous population of poor people, India is attracting increasing attention from commercial players and government agencies, both of which are instrumental to furthering the growth of microfinance. This study reviews the current state of microfinance in India using the case-study approach. Two examples were chosen as representatives of the most prevalent forms of microfinance delivery-the Grameen model and the Self Help Group model. The two cases also represent two diverse schools of thought that dominate the worldwide microfinance industry: for-profit commercial microfinance institutions (MFIs) and not-for-profit NGO MFIs. The study discusses evolving legal structures, strategies, financing models, and operating models used by Indian MFIs to rapidly grow their operations in order to fulfill the huge unmet demand. It also covers the legal, financial, and operational challenges facing MFIs, and concludes with recommendations for remedial measures and policy changes that are required to support the urgent need to expand microfinance services in India.by Venkateshwarlu Maroju.M.B.A
Advances in Public Transport Platform for the Development of Sustainability Cities
Modern societies demand high and varied mobility, which in turn requires a complex transport system adapted to social needs that guarantees the movement of people and goods in an economically efficient and safe way, but all are subject to a new environmental rationality and the new logic of the paradigm of sustainability. From this perspective, an efficient and flexible transport system that provides intelligent and sustainable mobility patterns is essential to our economy and our quality of life. The current transport system poses growing and significant challenges for the environment, human health, and sustainability, while current mobility schemes have focused much more on the private vehicle that has conditioned both the lifestyles of citizens and cities, as well as urban and territorial sustainability. Transport has a very considerable weight in the framework of sustainable development due to environmental pressures, associated social and economic effects, and interrelations with other sectors. The continuous growth that this sector has experienced over the last few years and its foreseeable increase, even considering the change in trends due to the current situation of generalized crisis, make the challenge of sustainable transport a strategic priority at local, national, European, and global levels. This Special Issue will pay attention to all those research approaches focused on the relationship between evolution in the area of transport with a high incidence in the environment from the perspective of efficiency
Biometric storyboards: a games user research approach for improving qualitative evaluations of player experience
Developing video games is an iterative and demanding process. It is difficult to achieve the goal of most video games — to be enjoyable, engaging and to create revenue for game developers — because of many hard-to-evaluate factors, such as the different ways players can interact with the game. Understanding how players behave during gameplay is of vital importance to developers and can be uncovered in user tests as part of game development. This can help developers to identify and resolve any potential problem areas before release, leading to a better player experience and possibly higher game review scores and sales. However, traditional user testing methods were developed for function and efficiency oriented applications. Hence, many traditional user testing methods cannot be applied in the same way for video game evaluation.
This thesis presents an investigation into the contributions of physiological measurements in user testing within games user research (GUR). GUR specifically studies the interaction between a game and users (players) with the aim to provide feedback for developers to help them to optimise the game design of their title. An evaluation technique called Biometric Storyboards is developed, which visualises the relationships between game events, player
feedback and changes in a player’s physiological state. Biometric Storyboards contributes to the field of human-computer interaction and GUR in three important areas: (1) visualising mixedmeasures of player experience, (2) deconstructing game design by analysing game events and pace, (3) incremental improvement of classic user research techniques (such as interviews and physiological measurements).
These contributions are described in practical case studies, interviews with game developers and laboratory experiments. The results show this evaluation approach can enable games user researchers to increase the plausibility and persuasiveness of their reports and facilitate developers to better deliver their design goals. Biometric Storyboards is not aimed at replacing existing methods, but to extend them with mixed methods visualisations, to provide powerful tools for games user researchers and developers to better understand and communicate player needs, interactions and experiences. The contributions of this thesis are directly applicable for user researchers and game developers, as well as for researchers in user experience evaluation in entertainment systems
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