31 research outputs found

    A computational method to track the evolution of business models in the Digital Economy

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    Companies within the Digital Economy are evolving their business models as they take advantage of the opportunities afforded by emerging digital technologies. There is a need to develop methods that will allow researchers and policy makers to understand the existence of, and relationships between, the different business models within the Digital Economy and track their evolution. Such methods could also help quantify the size and growth of the Digital Economy. This paper presents a computational method, which utilizes machine learning and web scraping, to identify new business models, and a taxonomy of organisations, through the analysis of a firm’s webpage. The work seeks to provide an autonomous tool that provides regular output tracking trends in the number of firms in a market, their business model and changes in activity from product to service over time. This information would provide valuable and actionable insight for researchers, firms and markets

    Detecting and Identifying Collective Phenomena within Movement Data

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    Collective phenomena are ubiquitous in our every day lives; each day we are likely to observe or take part in a collective. Examples include a traffic jam on the way to work, a flock of birds in the sky or a queue in the shop. These examples include only three types of collective that are considered in this thesis: those phenomena whose individual members can be assigned a physical location in geographic space. However, this criterion is satisfied by many different types of collective. The movement patterns that are exhibited by collectives are one of their most prominent properties; it is often the property that we wish to reason about most. For example, the movement patterns of crowds, traffic or demonstrations. This thesis hypothesises that, given a dataset that comprises the movement data for a group of individuals, the presence of certain collectives can be achieved through an examination of the exhibited movement patterns. To identify the different types of collective that exist, a general taxonomy of collectives is presented. A class of collectives are found to manifest themselves through spatial coherence. Therefore, a set of spatial coherence criteria have been developed that can be applied to a movement dataset to indicate if any individuals within that dataset may be participating in a spatial collective. To indicate the different types of spatial collective that may be extracted, a taxonomy of spatial collectives is also presented

    Assessing the impact of digital innovations in the London transportation network

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    Findings suggest that the digital innovations introduced by Uber disrupted the market and changed the nature of how people interact with the wider transportation system. Uber has made it easier for individuals to move around the city, filling a gap in the existing transportation system. Uber have rapidly achieved a leading position in the private hire taxi service across the city. Regulation for Black Cabs needs to change if they are to compete and remain a service in the broader customer market

    Improving User Experience and Communication of Digitally Enhanced Advanced Services (DEAS) Offers in Manufacturing Sector

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    Digitally enhanced advanced services (DEAS), offered currently by various industries, could be a challenging concept to comprehend for potential clients. This could result in limited interest in adopting (DEAS) or even understanding its true value with significant financial implications for the providers. Innovative ways to present and simplify complex information are provided by serious games and gamification, which simplify and engage users with intricate information in an enjoyable manner. Despite the use of serious games and gamification in other areas, only a few examples have been documented to convey servitization offers. This research explores the design and development of a serious game for the Howden Group, a real-world industry partner aiming to simplify and convey existing service agreement packages. The system was developed under the consultation of a focus group comprising five members of the industrial partner. The final system was evaluated by 30 participants from engineering and servitization disciplines who volunteered to test online the proposed system and discuss their user experience (UX) and future application requirements. The analysis of users’ feedback presented encouraging results, with 90% confirming that they understood the DEAS concept and offers. To conclude, the paper presents a tentative plan for future work which will address the issues highlighted by users’ feedback and enhance the positive aspects of similar applications

    Improving User Experience and Communication of Digitally Enhanced Advanced Services (DEAS) Offers in Manufacturing Sector

    Get PDF
    Digitally enhanced advanced services (DEAS), offered currently by various industries, could be a challenging concept to comprehend for potential clients. This could result in limited interest in adopting (DEAS) or even understanding its true value with significant financial implications for the providers. Innovative ways to present and simplify complex information are provided by serious games and gamification, which simplify and engage users with intricate information in an enjoyable manner. Despite the use of serious games and gamification in other areas, only a few examples have been documented to convey servitization offers. This research explores the design and development of a serious game for the Howden Group, a real-world industry partner aiming to simplify and convey existing service agreement packages. The system was developed under the consultation of a focus group comprising five members of the industrial partner. The final system was evaluated by 30 participants from engineering and servitization disciplines who volunteered to test online the proposed system and discuss their user experience (UX) and future application requirements. The analysis of users’ feedback presented encouraging results, with 90% confirming that they understood the DEAS concept and offers. To conclude, the paper presents a tentative plan for future work which will address the issues highlighted by users’ feedback and enhance the positive aspects of similar applications

    Improving User Experience and Communication of Digitally Enhanced Advanced Services (DEAS) Offers in Manufacturing Sector

    Get PDF
    Digitally enhanced advanced services (DEAS), offered currently by various industries, could be a challenging concept to comprehend for potential clients. This could result in limited interest in adopting (DEAS) or even understanding its true value with significant financial implications for the providers. Innovative ways to present and simplify complex information are provided by serious games and gamification, which simplify and engage users with intricate information in an enjoyable manner. Despite the use of serious games and gamification in other areas, only a few examples have been documented to convey servitization offers. This research explores the design and development of a serious game for the Howden Group, a real-world industry partner aiming to simplify and convey existing service agreement packages. The system was developed under the consultation of a focus group comprising five members of the industrial partner. The final system was evaluated by 30 participants from engineering and servitization disciplines who volunteered to test online the proposed system and discuss their user experience (UX) and future application requirements. The analysis of users’ feedback presented encouraging results, with 90% confirming that they understood the DEAS concept and offers. To conclude, the paper presents a tentative plan for future work which will address the issues highlighted by users’ feedback and enhance the positive aspects of similar applications
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