663 research outputs found

    Panel: Looking Backwards and Forwards

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    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

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    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

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    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

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    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.

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    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

    Smart workplaces: a system proposal for stress management

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    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 saúde mental, como o stress, depressão 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 eficiência energética de edifícios 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 é propor um sistema de design de gestão do stress para um sistema de design interativo que permita adaptar as condições ambientais de acordo com as preferências de utilizador, medindo em tempo real as características ambientais e biológicas, auxiliando assim na prevenção de stress, bem como ajuda os utilizadores a lidar com o stress quando estão sob o mesmo. O segundo objetivo é 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. Métodos aplicados, como Pesquisa de Usuário, Card Sorting e Revisão de Especialistas, permitiram avaliar o sistema de design de acordo com a análise heurística, resultando numa melhoria na usabilidade das interfaces e experiência. 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 ruído são os stressores ambientais mais comuns entre os utilizadores, causando stresse e condições menos favoráveis para trabalhar, igualmente existe uma preferência por atividades físicas sobre as soluções digitais na gestão 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

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    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

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    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

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    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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