16 research outputs found

    Feasibility report: Delivering case-study based learning using artificial intelligence and gaming technologies

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    This document describes an investigation into the technical feasibility of a game to support learning based on case studies. Information systems students using the game will conduct fact-finding interviews with virtual characters. We survey relevant technologies in computational linguistics and games. We assess the applicability of the various approaches and propose an architecture for the game based on existing techniques. We propose a phased development plan for the development of the game

    Using seminars to assess computing students

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    This paper uses five years worth of assessment and feedback data to analyse the effectiveness of student-led seminars as an assessment strategy on a final year undergraduate e-commerce module. The strategy, which involves offering students opportunities to improve their grade by using multiple assessment points, is found to be effective but to suffer from inefficiencies for both student and teacher. A literature review provides ideas for improvements which retain the benefits of the strategy while reducing the workload for both students and teachers

    Rules of engagement: understanding the dynamics of social enterprise and business requirements on academic collaboration

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    As part of its remit to support University Business collaboration the University of Huddersfield provides seed funding for collaborative ventures between academic and industry partners to initiate small-scale projects that have the potential for growth. (This is trickle down funding from the UK government Higher Education Innovation Fund). This case study explores the experience of University-Business collaboration of Canalside Studios, the University of Huddersfield’s in-house games research and development studio. Individuals and companies seeking help and advice to develop business products frequently approach the University with business ideas but matching the needs and expectations of both University and business can be difficult. This paper provides a reflective case study account of the experiences of one academic team working with different external partners on serious games and software development projects. The partners range from a fire service requiring a training command simulator to a reading game to encourage elementary stage learners for use in the classroom and at home. The findings show that managing relationships between the University and external partners is time consuming with a great deal of effort needed, particularly in the early stages of a project, to achieve shared understanding of goals and outcomes. Partnerships with smaller organisations or individuals often require more intensive management than those with larger organisations who are more familiar and may have prior experience or existing mechanisms to support this. Collaborations with partners who value the research and educational values of the University are likely to result in mutually agreed success and are more valued by academics as these lead to publication of the product and the dissemination of the learning. Collaborations with partners with purely business-oriented goals or who are not perceived to understand academic values are more likely to falter; academics can see these relationships as “time theft”. Seed funding for this type of project is valuable and tempting but can attract interest from individuals and organisations who are looking for a way of off-setting costs rather than seeking a genuine University-Business partnership, with benefits for all. As a continuing study, we suggest strategies gained through the initial 8 years experience of University-Business collaborations through Canalside Studios. Our experience suggests that universities can and should adopt filtering techniques with potential business collaborators, to match expectations and ensure higher chances of project success for all stakeholders and a better focus on relationships with potential for long term partnership and mutual success

    Models for Academic Entrepreneurship Canalside Studios case study

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    In 2005 the University of Huddersfield launched an in-house computer games studio, Canalside Studios. Funded by the University, the Studio was created to provide work placement opportunities for students studying computer games (programming and design). The Studio team is made up of undergraduate students and is supported by members of academic staff. Having had no prior experience of commercial game development the academic staff team recognised their own need for new learning and development around business awareness and industry issues to match the needs of a commercial studio. This process included the development of the staff through MBA and Enterprise Fellowship programs, industry guidance and practical project and team management by the academic staff of the Studio team. This on the job training provided an effective “Enterprise Apprenticeship” for the academics involved which has influenced a change in approach and practice and subsequently led to greater success in enterprise activity and industry engagement

    Consumers channel choice behavior in multi-channel environments: what are the influences on consumers to choose the online distribution channels over other alternative offline channels

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    This paper aims to examine the influences on the consumers to choose the online shopping channels, or to avoid using them, when alternative channels are available. This is an exploratory research conducted in the UK using a quantitative approach in collecting data. The primary data of this research have been collected through the use of questionnaires that have been completed by 106 internet users where almost all of these participants have done an online purchase before. The results of this research have determined several influences on consumers to use the online shopping channels and other influences to avoid using the online shopping channels. In addition, this research identifies the consumers’ uses of the online shopping channels, and how does these uses affect their intention to purchase through the online shopping channels

    An introduction to databases with web applications

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    A hegelian basis for information privacy as an economic right

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    We briefly discuss the current state of the electronic privacy debate, with particular emphasis on the move towards regarding information privacy as an economic right. Current proposals are examined, and seen to derive from pragmatic, problem driven analyses, rather than clear philosophical foundations. The Hegelian concept of privacy is examined with a view to providing a philosophical basis for privacy as an economic rather than a social/human right
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