645 research outputs found

    Introduction : towards a better understanding of corruption and anti-corruption

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    Despite widespread interest in corruption and how to root it out, the problem continues to grow. Anti-corruption strategies and methods have proved ineffective in achieving lasting reductions in corruption. Anti-corruption academic research has not been free of criticism, and part of the problem is its emphasis on macro-level analysis. The case studies in corruption and anti-corruption in this symposium focus on specific areas that have received surprisingly little attention in the literature: the effectiveness of political finance supervisory bodies; the impact of European Union post-conditionality on anti-corruption efforts; and the increased use of the Foreign Corrupt Practices Act (FCPA) in shaping the way that corruption is conceptualised and combated on a global scale. Together, the articles in this symposium offer some novel insights and approaches to the issue of how best to understand and assess different ways of addressing corruption in specific sectors which have received insufficient attention in the literature to date

    VirtualECare: group support in collaborative networks organizations for digital homecare

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    Collaborative Work plays an important role in today’s organizations and normally in areas where decisions must be made. However, any decision that involves a collective or group of decision makers is, by itself, complex but is becoming normal in recent years. In this work we present the VirtualECare project (Figure 10), intelligent multi‐agent system able to monitor, interact and serve its customers, which are, normally, in need of care services. In the last years there has been a substantially increase in the number of people needed of intensive care, especially among the elderly, a phenomenon that is related to population ageing. However, this is not exclusive of the elderly, as diseases as obesity, diabetes, and blood pressure have been increasing among young adults. As a new reality, it has to be dealt by the health sector, and particularly by the public one. Thus, the importance of finding new and cost effective ways for health care delivery are of particular importance, especially when one want them not to be removed from their “habitat”. Following this line of thinking, the VirtualECare project will be presented, like similar ones that preceded it. Recently we have assisted to a growing interest in combining the advances in information society ‐ computing, telecommunications and presentation – in order to create Group Decision Support Systems (GDSS). Indeed, the new economy, along with increased competition in today’s complex business environments, takes the companies to seek complementarities in order to increase competitiveness and reduce risks. Under these scenarios, planning takes a major role in a company life. However, effective planning depends on the generation and analysis of ideas (innovative or not) and, as a result, the idea generation and management processes are crucial. Our objective is to apply the above presented GDSS to a new area. We believe that the use of GDSS in the healthcare arena will allow professionals to achieve better results in the analysis of one’s Electronically Clinical Profile (ECP). This achievement is vital, regarding the explosion of knowledge and skills, together with the need to use limited resources and get better results

    Research Project as Boundary Object: negotiating the conceptual design of a tool for International Development

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    This paper reflects on the relationship between who one designs for and what one designs in the unstructured space of designing for political change; in particular, for supporting “International Development” with ICT. We look at an interdisciplinary research project with goals and funding, but no clearly defined beneficiary group at start, and how amorphousness contributed to impact. The reported project researched a bridging tool to connect producers with consumers across global contexts and show players in the supply chain and their circumstances. We explore how both the nature of the research and the tool’s function became contested as work progressed. To tell this tale, we invoke the idea of boundary objects and the value of tacking back and forth between elastic meanings of the project’s artefacts and processes. We examine the project’s role in India, Chile and other arenas to draw out ways that it functioned as a catalyst and how absence of committed design choices acted as an unexpected strength in reaching its goals

    Augmented reality meeting table: a novel multi-user interface for architectural design

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    Immersive virtual environments have received widespread attention as providing possible replacements for the media and systems that designers traditionally use, as well as, more generally, in providing support for collaborative work. Relatively little attention has been given to date however to the problem of how to merge immersive virtual environments into real world work settings, and so to add to the media at the disposal of the designer and the design team, rather than to replace it. In this paper we report on a research project in which optical see-through augmented reality displays have been developed together with prototype decision support software for architectural and urban design. We suggest that a critical characteristic of multi user augmented reality is its ability to generate visualisations from a first person perspective in which the scale of rendition of the design model follows many of the conventions that designers are used to. Different scales of model appear to allow designers to focus on different aspects of the design under consideration. Augmenting the scene with simulations of pedestrian movement appears to assist both in scale recognition, and in moving from a first person to a third person understanding of the design. This research project is funded by the European Commission IST program (IST-2000-28559)

    Unordered Business Processes, Sustainability and Green IS

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    Green Information Systems (Green IS) provides a socio-technical perspective on the diverse complex phenomena of organisational sustainability. The Cynefin sense-making framework is eminently suitable for making sense of dynamic, complex phenomena and for guiding sensible decisions on how to meet the challenges they present. The Cynefin framework is described here and illustrated in terms of both ordered and unordered business processes. It is the unordered that are the least understood; but they are the most critical when it comes to sustainability. While order may be appropriate in the short term, sustainability issues also demand a more challenging long-term perspective. Just how rapidly and unpredictably business processes can change is well known in the field of IS which understands the revolutionary nature of new digital technologies. This chapter explores ways to manage sustainably in the face of such uncertainty through an appreciation of unordered complexity

    Human Computation and Convergence

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    Humans are the most effective integrators and producers of information, directly and through the use of information-processing inventions. As these inventions become increasingly sophisticated, the substantive role of humans in processing information will tend toward capabilities that derive from our most complex cognitive processes, e.g., abstraction, creativity, and applied world knowledge. Through the advancement of human computation - methods that leverage the respective strengths of humans and machines in distributed information-processing systems - formerly discrete processes will combine synergistically into increasingly integrated and complex information processing systems. These new, collective systems will exhibit an unprecedented degree of predictive accuracy in modeling physical and techno-social processes, and may ultimately coalesce into a single unified predictive organism, with the capacity to address societies most wicked problems and achieve planetary homeostasis.Comment: Pre-publication draft of chapter. 24 pages, 3 figures; added references to page 1 and 3, and corrected typ

    To Act and Learn: A Bakhtinian Exploration of Action Learning

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    This paper considers the work of the Russian social philosopher and cultural theorist, Mikhail Mikhailovich Bakhtin as a source of understanding for those involved in action learning. Drawing upon data gathered over two years during the evaluation of 20 action learning sets in the north of England, we will seek to work with the ideas of Bakhtin to consider their value for those involved in action learning. We consider key Bakhtin features such as Making Meaning, Participative Thinking, Theoreticism and Presence, Others and Outsideness, Voices and Carnival to highlight how Bakhtin's can enhance our understanding of the nature of action and learning

    Thinking with a New Purpose: Lessons Learned from Teaching Design Thinking Skills to Creative Technology Students

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    This paper reports on the insights gained from introducing design thinking into the final year of a UK university course where students created positive behavior change interventions. The rationale for the course design and teaching process are outlined, with a focus on design as engineering versus innovation process. The students took a design thinking journey using Stanford University d.school's 5-step approach of Empathize-Define-Ideate-Prototype-Test, and their journey is described in detail. We found that at first students found the Design Thinking approach counter-intuitive and confusing, yet throughout the process they recognized the strengths and opportunities it offers. On the whole, students reflected positively on their learning and on their re-evaluation of the role of a (service) designer. Lessons learned from a teaching point of view are also outlined, the most poignant being the realization that it was necessary to 'un-teach' design practices students had come to take for granted, in particular the view of design as a self-inspired, linear and carefully managed process

    Designing electronic collaborative learning environments

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    Electronic collaborative learning environments for learning and working are in vogue. Designers design them according to their own constructivist interpretations of what collaborative learning is and what it should achieve. Educators employ them with different educational approaches and in diverse situations to achieve different ends. Students use them, sometimes very enthusiastically, but often in a perfunctory way. Finally, researchers study them and—as is usually the case when apples and oranges are compared—find no conclusive evidence as to whether or not they work, where they do or do not work, when they do or do not work and, most importantly, why, they do or do not work. This contribution presents an affordance framework for such collaborative learning environments; an interaction design procedure for designing, developing, and implementing them; and an educational affordance approach to the use of tasks in those environments. It also presents the results of three projects dealing with these three issues
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