3 resultados para Digital information environments

em Worcester Research and Publications - Worcester Research and Publications - UK


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Developing a theoretical framework for pervasive information environments is an enormous goal. This paper aims to provide a small step towards such a goal. The following pages report on our initial investigations to devise a framework that will continue to support locative, experiential and evaluative data from ‘user feedback’ in an increasingly pervasive information environment. We loosely attempt to outline this framework by developing a methodology capable of moving from rapid-deployment of software and hardware technologies, towards a goal of realistic immersive experience of pervasive information. We propose various technical solutions and address a range of problems such as; information capture through a novel model of sensing, processing, visualization and cognition.

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The power of computer game technology is currently being harnessed to produce “serious games”. These “games” are targeted at the education and training marketplace, and employ various key game-engine components such as the graphics and physics engines to produce realistic “digital-world” simulations of the real “physical world”. Many approaches are driven by the technology and often lack a consideration of a firm pedagogical underpinning. The authors believe that an analysis and deployment of both the technological and pedagogical dimensions should occur together, with the pedagogical dimension providing the lead. This chapter explores the relationship between these two dimensions, and explores how “pedagogy may inform the use of technology”, how various learning theories may be mapped onto the use of the affordances of computer game engines. Autonomous and collaborative learning approaches are discussed. The design of a serious game is broken down into spatial and temporal elements. The spatial dimension is related to the theories of knowledge structures, especially “concept maps”. The temporal dimension is related to “experiential learning”, especially the approach of Kolb. The multi-player aspect of serious games is related to theories of “collaborative learning” which is broken down into a discussion of “discourse” versus “dialogue”. Several general guiding principles are explored, such as the use of “metaphor” (including metaphors of space, embodiment, systems thinking, the internet and emergence). The topological design of a serious game is also highlighted. The discussion of pedagogy is related to various serious games we have recently produced and researched, and is presented in the hope of informing the “serious game community”.

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It is now generally accepted that cyber crime represents a big threat to organisations, and that they need to take appropriate action to protect their valuable information assets. However, current research shows that, although small businesses understand that they are potentially vulnerable, many are still not taking sufficient action to counteract the threat. Last year, the authors sought, through a more generalised but categorised attitudinal study, to explore the reasons why smaller SMEs in particular were reluctant to engage with accepted principles for protecting their data. The results showed that SMEs understood many of the issues. They were prepared to spend more but were particularly suspicious about spending on information assurance. The authors’ current research again focuses on SME attitudes but this time the survey asks only questions directly relating to information assurance and the standards available, in an attempt to try to understand exactly what is causing them to shy away from getting the badge or certificate that would demonstrate to customers and business partners that they take cyber security seriously. As with last year’s study, the results and analysis provide useful pointers towards the broader business environment changes that might cause SMEs to be more interested in working towards an appropriate cyber security standard.