91 research outputs found
The changing role of the Chief Information Officer (CIO): an inquiry into the demands, constraints and choices of the CIO
In recent years, the impact of global forces such as the increasing pace of technological innovation and the growing affluence of emerging economies has changed the role of Information Technology (IT). New sourcing models and increasing competitive pressure have had a significant effect on the way technologies are delivered and subsequently the role of the Chief Information Officer (CIO) has gradually been migrating from one of a support role to that of playing a crucial part in the execution of corporate strategies. Whilst previous academic studies appear to be focused on the different competencies of the CIO, there have been few studies concerning how CIOs perceive their role and their future. Drawing on the various concepts from role theory, this PhD thesis constitutes the first known study aimed at presenting the role demands, constraints and the choices as perceived by the CIOs. Using a qualitative approach, 25 semi-structured interviews were conducted with both CIOs and senior IT leaders. Empirical evidence highlights the critical importance of role choices in determining what type of CIO an individual will be. It has also enabled the development of two new CIO role models; the Abeyant CIO and the Transmuted CIO. The Abeyant CIO model has been established to help understand the role enactment of CIOs who have not yet made the transition from a manager to a leader. In this scenario, it is asserted that individuals are the recipient of a role that was formulated by the role set, and that this ultimately determines the level of demands and constraints within the individual’s environment. In contrast, the transmuted CIO scenario emphasises that individuals have been through a process of self-reflection and they have made conscious choices throughout their careers that have resulted in approaching the CIO role differently. It is theorised in the transmuted CIO scenario that individuals are not the mere recipient of role set expectations and that they are actively involved in role making
Archaeological Storytelling in Games
Digital games have been increasingly recognized in recent years for their existing and potential contributions as a medium for promoting engagement with history and cultural heritage. Rather than focus on how games can help the public engage with a known (to scholars) past, here we consider instead how the core problems and processes of archeology themselves might be applied as a story-telling technique in games. We consider what this might look like in games and contrast with archeogaming, existing environmental storytelling approaches and examples. Finally, we consider how these techniques could also be applied to developing games to support students learning about archaeology and material culture
Contextual Drama Facilitation for Digital Games
In this position article, we discuss the representation of narrative tra-jectories in digital games and investigate the possibility for Non-Player-Characters (NPCs) AI controllers to react contextually to narrative situations. We propose to define the foundations of a context-based model for NPCs and the remit of intervention of such an approach
How Could Serious Games Support Secure Programming? Designing a Study Replication and Intervention
While developing and deploying software continue to be more broadly accessible, so is the problem caused by these systems' security not being considered enough by their developers and maintainers. We propose to address this developer-centred security issue with serious games (games for which entertainment is not the main purpose) as a means to motivate developers to consider security threats when developing. We have developed a serious game around secure and non-secure programming exercises to investigate if serious gamification helps to improve attitudes or ability with secure programming. We detail the design choices of the game and how it relates to the programming tasks. In particular we present the design choices we made with the intention to replicate a prior study and discuss the tension that arose between replication and intervention. We discuss the results of a pilot study we conducted and present the steps we plan to take going forward into larger studies
The Jomini Engine: a historical MMORPG framework
This short paper discusses the design of the JominiEngine, a serious game engine for massive multi-player online role-playing games (MMORPG), designed as an educational tool for the learning history. The main design principles of the game engine are accuracy in the historic model, flexibility in the scope of content modeling and cover a wide range of historic periods, cooperative team-play embedded in a competitive game in order to reflect historical context, and high security in the interaction with the underlying game engine
Practicalities and Ideologies, (Re)-Considering the Interactive Digital Narrative Authoring Paradigm
In this paper, we discuss the hypothetical nature of authoring
Interactive Digital Narratives (IDNs) and the formal authorial
process for this medium. We explore the current state-of-the-Art
in IDN authorial approaches and consider the perspective of a
traditional and technologically naïve author. We propose a
combination of meta-narrative and autonomous agent approaches
in a quest to democratize IDN authoring to a wider, less
technically oriented audience. In doing so, we ask fundamental
questions with regards to how the user experience can be
expressed within the authorial process. We also, as part of this
discussion, reflect on the nature of authoring IDNs and the author
him/herself
Identidad de marca y cobertura del mercado de la Corporación Quirúrgica Oncológica SAC, Surquillo 2019
La presente investigación tuvo como objetivo general determinar la relación entre la
Identidad de la marca y la cobertura de mercado de la Corporación Quirúrgica Oncológica
SAC – 2019.
Acerca de la Identidad de Marca, Aaker (2014), sostiene que es un conjunto único
de asociaciones que el estratega aspira crear o mantener, dichas asociaciones representan la
razón de ser de la marca implicando una promesa de los integrantes de la organización para
con los clientes. Así mismo la Cobertura de Mercado, Munuera y Rodríguez (2015), nos
dicen que es la clave para no incurrir en riesgos, de miopía comercial, estos son, la empresa
ha de incluir en su reflexión estratégica: todos los productos sustitutivos, todos los grupos
de compradores y la necesidad genérica que se satisface.
La investigación fue de enfoque cuantitativo, el diseño es no experimental, básico,
descriptivo, transversal y correlacional con su encuesta como técnica y como instrumento el
cuestionario nos ayudo a dar validez y confiabilidad a la investigación, además se utilizó el
SPS 22.
Los resultados obtenidos después del procesamiento y análisis de los datos no
indican que: La identidad de marca se relaciona con la cobertura de mercado de la empresa
Corporación Quirúrgica Oncológica – Lima 2019
Brain–computer interface game applications for combined neurofeedback and biofeedback treatment for children on the autism spectrum
Individuals with Autism Spectrum Disorder (ASD) show deficits in social and communicative skills, including imitation, empathy, and shared attention, as well as restricted interests and repetitive patterns of behaviors. Evidence for and against the idea that dysfunctions in the mirror neuron system are involved in imitation and could be one underlying cause for ASD is discussed in this review. Neurofeedback interventions have reduced symptoms in children with ASD by self-regulation of brain rhythms. However, cortical deficiencies are not the only cause of these symptoms. Peripheral physiological activity, such as the heart rate, is closely linked to neurophysiological signals and associated with social engagement. Therefore, a combined approach targeting the interplay between brain, body and behavior could be more effective. Brain-computer interface applications for combined neurofeedback and biofeedback treatment for children with ASD are currently nonexistent. To facilitate their use, we have designed an innovative game that includes social interactions and provides neural- and body-based feedback that corresponds directly to the underlying significance of the trained signals as well as to the behavior that is reinforced
- …