1,774 research outputs found

    Snow depth of the Weddell and Bellingshausen sea ice covers from IceBridge surveys in 2010 and 2011 : an examination

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    Author Posting. © American Geophysical Union, 2014. This article is posted here by permission of American Geophysical Union for personal use, not for redistribution. The definitive version was published in Journal of Geophysical Research: Oceans 119 (2014): 4141–4167, doi:10.1002/2014JC009943.We examine the snow radar data from the Weddell and Bellingshausen Seas acquired by eight IceBridge (OIB) flightlines in October of 2010 and 2011. In snow depth retrieval, the sidelobes from the stronger scattering snow-ice (s-i) interfaces could be misidentified as returns from the weaker air-snow (a-s) interfaces. In this paper, we first introduce a retrieval procedure that accounts for the structure of the radar system impulse response followed by a survey of the snow depths in the Weddell and Bellingshausen Seas. Limitations and potential biases in our approach are discussed. Differences between snow depth estimates from a repeat survey of one Weddell Sea track separated by 12 days, without accounting for variability due to ice motion, is −0.7 ± 13.6 cm. Average snow depth is thicker in coastal northwestern Weddell and thins toward Cape Norvegia, a decrease of >30 cm. In the Bellingshausen, the thickest snow is found nearshore in both Octobers and is thickest next to the Abbot Ice Shelf. Snow depth is linearly related to freeboard when freeboards are low but diverge as the freeboard increases especially in the thicker/rougher ice of the western Weddell. We find correlations of 0.71–0.84 between snow depth and surface roughness suggesting preferential accumulation over deformed ice. Retrievals also seem to be related to radar backscatter through surface roughness. Snow depths reported here, generally higher than those from in situ records, suggest dissimilarities in sample populations. Implications of these differences on Antarctic sea ice thickness are discussed.R. Kwok carried out this work at the Jet Propulsion Laboratory, California Institute of Technology, under contract with the National Aeronautics and Space Administration. T. Maksym carried out this work at the Woods Hole Oceanographic Institution, under contract with the National Aeronautics and Space Administration.2015-01-0

    Searching Unanswered Questions A Review of Knowledge Management Processes in Virtual Teams

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    This article provides a review of the empirical literature on knowledge management processes in virtual teams in an effort to keep the stock of the current state of knowledge. The review is organized according to the four basic knowledge management processes outlined by Alavi and Leidner (2001) (i.e., creation/acquisition, sharing/transferring, storage/retrieval and application). Factors influencing the effectiveness of knowledge management processes studied in the existing literature are examined and discussed. Building on this review, we critically evaluate this stream of research and propose avenues for future work on knowledge management in virtual teams

    Course Design based on Enhanced Intercultural Transformation Theory (EITT): Transforming Information Systems (IS) Students into Inventors during Academic Exchange

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    In this paper, we propose the enhanced intercultural transformation theory (EITT) with additional factors (i.e., support and motivation) as an extension to the existing intercultural transformation theory (ITT). Based on the EITT, we propose a three-phased (i.e., learner, explorer and inventor) framework of an exchange experience assessment (EEA) course with all five EITT factors (i.e., stress, adaptation, growth, support and motivation) interfaced with three stakeholders (i.e., student, patent advisor and instructor). Also, we report the design of the EEA course and its implementation in a university. The collected data confirmed our proposed EITT and EEA course framework that helped to transform information systems (IS) students into inventors. We found that students could develop patentable inventions through the stress-adaptation-growth process during their academic exchanges, but they still needed the patent advisors’ and instructor’s support and motivation. Our findings can enable any interested faculty in any university to attempt offering a similar course for the benefit of budding undergraduate inventors during academic exchange

    MMOG Game-Based Collaborative Learning: An Exploratory Study and its Research Potential

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    This study aims to theoretically explore whether Massively Multiplayer Online Game (MMOG) is an effective collaborative learning environment, empirically examine the occurrence of knowledge creation in MMOG game-play, and conceptually advocate the research potential of MMOG game-based collaborative learning. Although a growing number of researchers have started to use MMOG as a new generation of educational platform, the study of the theoretical justification for the occurrence of collaborative learning behavior in MMOG are still under-researched. To bridge this gap, this study integrates MMOG and technology-based collaborative learning streams of research to theoretically explore whether MMOG is an effective learning platform based on Alavi’s three attributes of effective technology-mediated collaborative learning environment. In order to examine the occurrence of knowledge creation in the MMOG game-based collaborative learning, we propose definitions of explicit and tacit knowledge in MMOG. Then we conduct an exploratory study using a semi-structural interview approach to collect qualitative data, in order to support our stipulation of the occurrence of four modes of knowledge conversion in MMOG game-play based on the Nonaka’s dynamic theory of organization creation. According to our research findings, this paper advocates research potential of MMOG game-based collaborative learning in future research

    SOCIAL PERSUASIVE EDUCATION CLOUD MODEL – A CASE STUDY

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    The cloud based smart classroom helps in teaching, learning and assessment methods. This paper proposes taxonomy of each education system processes namely teaching, learning, assessment and school management prevalent presently with underlying communication process based on social support and persuasive theories. Learning and Teaching Expo of Hong Kong during December 2014 helped to test the propositions that education cloud provides social support (P1), persuasive support (P2) and social persuasive support (P3) and to come up with the taxonomy of education cloud and processes involved. This case study was done by visiting the expo, seeing demonstrations, interviewing the educational product providers and analyzing secondary data provided by them through pamphlets and websites. The designed taxonomy will help all stakeholders of educational institutions to classify the education cloud environment. The stakeholders could consider the features that meet their needs and implement the educational processes efficiently

    Service scenarios - A socio-technical approach to business service modeling

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    Massively Multiplayer Online Game (MMOG) is a unique categorization of electronic game which allows thousands of players to play simultaneously through the Internet in the same virtual environment. A number of researchers have started to introduce the use of MMOG as a new generation of educational platform, allowing players to interact and to learn together through collaborative game-play. However, the answers for the occurrence of collaborative learning behaviour and the motivational drivers for learning collaboratively in a MMOG are still underresearched. Motivated by such concerns, this study tests a theoretical model to explain individual’s intention to learn by peer motivations. The model employs motivational theories to propose two external motivational factors, namely peer intrinsic motivation and peer extrinsic motivation, and investigates effects of the two new constructs on MMOG players’ intention to learn individually and intention to learn collaboratively by building on the cognitive learning theory. Based on a study with 94 valid current MMOG player responses, PLS analysis shows that peer intrinsic motivation to play has a significant positive influence on the intention to learn collaboratively, while peer extrinsic motivation to play has a significant positive influence on the intention to learn individually. The results of our findings indicate potential implications to researchers, educators and game developers

    Incorporating Information Quality Management into EAI Processes

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    Nowadays Enterprise Application Integration (EAI) is rather a technical problem than an organizational issue in enterprise systems. Due to the increased complexity of EAI processes, it is difficult to guarantee the information quality (IQ) without scientific process control. Information Quality Management (IQM) highlights the control of the business processes by resolving IQ problems through IQ definition, measurement, analysis and improvement. When considering EAI’s emphasis on the integration of business processes and the information flow within an enterprise, they are potentially mutually complementary for the IQ improvement. However, there are very few studies carefully examining IQ improvement in EAI processes, and complementary nature of IQM and EAI. By analyzing the challenges of EAI to IQ, and theoretical foundations of incorporating IQM into EAI processes, this study proposes a framework to effectively improve the IQ of EAI processes, and suggests six propositions for future research

    THE EFFECT OF GAMIFIED MHEALTH APP ON EXERCISE MOTIVATION AND PHYSICAL ACTIVITY

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    In this study, we propose a research model to assess the effect of a mobile health (mHealth) app on exercise motivation and physical activity of individuals based on the design and self-determination theory. The research model is formulated from the perspective of motivation affordance and gamification. We will discuss how the use of specific gamified features of the mHealth app can trigger/afford corresponding users’ exercise motivations, which further enhance users’ participation in physical activity. We propose two hypotheses to test the research model using a field experiment. We adopt a 3-phase longitudinal approach to collect data in three different time zones, in consistence with approach commonly adopted in psychology and physical activity research, so as to reduce the common method bias in testing the two hypotheses

    Knowledge processes in virtual teams:consolidating the evidence

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    This article takes stock of the current state of research on knowledge processes in virtual teams (VTs) and consolidates the extent research findings. Virtual teams, on the one hand, constitute important organisational entities that facilitate the integration of diverse and distributed knowledge resources. On the other hand, collaborating in a virtual environment creates particular challenges for the knowledge processes. The article seeks to consolidate the diverse evidence on knowledge processes in VTs with a specific focus on identifying the factors that influence the effectiveness of these knowledge processes. The article draws on the four basic knowledge processes outlined by Alavi and Leidner (2001) (i.e. creation, transferring, storage/retrieval and application) to frame the investigation and discuss the extent research. The consolidation of the existing research findings allows us to recognise the gaps in the understanding of knowledge processes in VTs and identify the important avenues for future research
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