6,774 research outputs found

    Interactive Newsprint: The Future of Newspapers? Printed electronics meets hyperlocal and community co-design

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    The news industry is currently in a well-documented state of flux, with publishers from across the developed world examining new business models, reinterpreting existing relationships between their income streams and readers, while maintaining their ability to generate editorial output that is relevant and interesting to the communities they cover. Interactive Newsprint seeks to add a new and revolutionary dimension to this media evolution by asking: can printed electronics and internet-enabled paper (technologies that utilise standard paper and printing processes and through conductive ink and battery power offer capacitive touch interactions similar to smartphones and tablets) create a new way of transmitting community-based news and information? Utilising co-design techniques and practices, the project seeks to produce community- relevant hyperlocal text and audio content and place it on a centuries-old platform: the newspaper. As a result of the paper's internet connectivity, the project is also examining potential benefits of transplanting some online features such as analytic data on user interactions. Led by the School of Journalism, Media and Communication (JoMeC) at the University of Central Lancashire (UCLan), the 18-month, EPRSC-funded project is therefore examining the potential for community co-design and printed electronics to transform paper- based news and information for the 21st Century, along with revenue and data generation that is unique to digital formats such as websites, social networks, smartphones and tablets. Building on work carried out on the EPSRC-funded Bespoke project, researchers from UCLan, University of Dundee, University of Surrey and commercial printed electronics firm Novalia are prototyping a series of paper-based community news platforms that are populated by content produced by community reporters and generated through an iterative co-design process. This paper will outline the methodology, technological potential of interactive newsprint and how the project is looking to embed analytic data into traditional printed-paper formats. It will also focus on how members of the Preston community are shaping both the news and platform over the 18-month process. As the project is mid-way through, the paper will present an overview of the project to date, outline the design methodology and describe and demonstrate the early-stage prototypes. The paper will also hint at new editorial construction practices as community and professional reporters all contribute to the hyperlocally-themed editorial output. The authors will present a discussion of the theoretical framework that underpins the project as a whole. In addition to the practical illustrations, the paper will outline the authors' initial thoughts on how interactive newsprint – through its internet connectivity and potential for data transfer – could revolutionise editorial and advertorial relationships

    Providing More Effective and Efficient Casino RFPs

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    The proliferation of gaming has required governmental entities to become more efficient in the selection of new gaming operators. The Request for Proposal (RFP) process has become the accepted method for selecting operators in new jurisdictions. However, the development of this process has been, and continues to be, evolving; more recent RFPs have learned from the mistakes made in earlier ones. The authors discuss how to make the RFP process more effective and efficient by analyzing the mistakes made in previous RFPs. They provide recommendations on how to structure the initial RFP and about what information should be contained in all RFPs

    The role of metal cations in the control of in vivo chlorophyll a fluorescence

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    Imperial Users onl

    Measurements of hard cosmic x-ray with special reference to burst phenomena

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    Imperial Users onl

    Using Tax Return Data to Simulate Corporate Marginal Tax Rates

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    We document that simulated corporate marginal tax rates based on financial statement data (Shevlin 1990 and Graham 1996a) are highly correlated with simulated rates based on corporate tax return data. We provide algorithms that can be used to estimate the book or tax simulated rates when they are not available. We find that the simulated book marginal tax rate does a better job of explaining financial statement debt ratios than does the analogous tax return variable and discuss how the book simulated rate is likely to be an appropriate measure in settings with global, long-term considerations.

    Paper-based web connected objects and the Internet of Things through EKKO

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    Paper has existed as a communications ‘platform’ for thousands of years. It’s ‘versioning history’ spans papyrus, parchment and pulp, and when paper became a scalable and mass-production item, most famously via the Guttenberg press, it sparked unparalleled social and political change. It’s a technology that’s had ‘impact’. More recently, News and Information - a sector with paper at its core - has seen substantial editorial and commercial disruption from digital communications networks. This paper outlines a collaborative project between journalism, media and technology researchers, and commercial product designers, exploring the potential of paper-based web-connected objects. Our work examines how emergent conductive ink technologies could offer a disruptive alternative to existing media products, and explores how to create, power and populate a connected paper platform, and analyse user activity. Through a range of industry partnerships with newspaper, magazine and book publishers, our research creates new paper affordances and interactions, and positions paper as a digital disruptor

    Accidental child driveway runovers: Exploring Waikato data and the efficacy of existing responses

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    While the numbers of accidents are not high, there is little doubt that driveway runovers are an ongoing, often fatal and inevitably avoidable tragedy for children and their families. In many cases the driver is an immediate family member, or a neighbour or friend, which serves to compound the tragedy. This type of accident is, like other unintentional child injuries, preventable. The over-riding objective of this study is to find ways to minimise the incidence and severity of driveway runovers. We also aim to add Waikato data to the existing knowledge base. This report begins with a description of the research process utilised in this project, which combines a literature review with the collection of Waikato data and a review of available resources. Chapter Two presents the literature review, dividing the material into its different sources, then summarising the literature in terms of the three main factors contributing to driveway runovers. The following chapter provides data on Waikato driveway accidents for the period since May 2006. The type and availability of educational resources is then presented. Chapter Four evaluates existing resources and their availability, suggesting how they might be made more accessible to families. It also assesses existing recommendations and provides further suggestions for enhancing driveway safety. These again reflect the three main categories outlined in the literature – human, vehicle and environmental

    Paper Gaming: Creating IoT Paper Interactions with Conductive Inks and Web-connectivity through EKKO

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    Paper is ubiquitous. It forms a substantial part of our everyday activities and interactions; ranging from our take-away coffee cups -- to wallpaper -- to rail tickets -- to board and card games. Imagine if you could connect paper to the Internet, interact and update it with additional data but without recourse to reprinting or using e-ink alternatives. This paper explores work examining conductive inks and web-connectivity of printed objects, which form part of an emergent sub-field within the Internet of Things (IoT) and paper. Our research is starting to explore a range of media uses, such as interactive newspapers, books, beer mats and now gaming environments through prototype IoT device named EKKO; a clip that allows conductive ink frameworks to detect human touch interaction revealing rich media content through a mobile application as the 'second screen'

    It's Now 2007: So Where are We in the Long War?; Strategic Insights, v. 6, issue 2 (March 2007)

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    This article appeared in Strategic Insights, v.6, issue 2 (March 2007)Approved for public release; distribution is unlimited
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