72 resultados para computer technology

em Deakin Research Online - Australia


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Games are universal and probably as old as humankind. Today the development of computer technology, especially the development of fast networks and the Internet, brings games a faster growth than ever before. Game design and development is now a fast-growing entertainment field, with a lot to offer professionally and creatively. In fact, from IT professional’s point of view, creating computer games provides us with all the usual technical challenges associated with software development, such as requirement analysis, architectural design, rapid prototyping, HCI, parallel and distributed processing, code reuse, programming, performance evaluation, testing and maintenance. It also provides challenges on other exciting aspects, such as storyboarding, screenplays, illustration, animation, sound effects, music, and social impact. By developing a computer game from start to finish, one would be able to acquire multi-disciplinary knowledge to become an IT professional for the modern era.

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The degree of new media technologies that are broadly available has changed considerably ill nearly two decades since they emerged. How do Indigenous art and craft micro-enterprises use these technologies today? What are their perceptions of it? There is a lack of current data about use of computer technology by Indigenous-owned art and craft enterprises. A current snapshot is needed of the use and consequences of new media technologies in these organisations. This paper reports on results from a 2006 survey of small Indigenous-owned arts enterprises across Australia, including for-profit and non-profit enterprises, those from metropolitan, regional and remote areas, and including both art centres and other types of arts enterprises. The data suggest a major change over the previous decade in the degree that small Indigenous art and craft organisations use and perceive new media technology.

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A 'new' academic will share her fIrst experience of online teaching in a university environment. As an experienced user of computer technology this academic who is new to teaching in a university environment shared the experience of being 'new' to online teaching and learning with Masters level students. This paper explores the issues associated with online learning from the perspective of the 'teacher' as weIl as that of the 'learners'. The learners in this study participated in project-based learning experiences in an online unit taught by staff in the Faculty of Education. It will consider the issues that arose during the semester including the use of a new technology (new to the university) as well as the experience of participation in project-based learning in an online learning environment. The manner in which students dealt with the issues associated with this learning experience in an online environment will be presented.

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Information in construction industry is delivered and interpreted in a language specific to the industry in which large complex objects are only partially described and with much information being implicit in the language used. Successful communication therefore relies on participants in the industry leaming how to interpret the language through many years of education, training and experience. With the introduction of computer technology, and in particular the detailed digital building information model (DB 1M), the accepted language currently in use is no longer a valid method of describing the building. At all stages in the paper based design and documentation process it is generally readily apparent which parts of the design require further completion and which are fully resolved. This is able to be achieved through the complex graphical language currently in use. In the DBIM, all information appears at the same level of resolution making difficult the interpretation of implicit information embedded in the model. This compromises the collaborative design environment which is being described as a fundamental characteristic of the future construction industry. This paper focuses on two areas. The first analyses design resolution and the role uncertain information plays in the design process. It then discusses the manner in which designers and the industry in general deal with incomplete or unresolved information. The second describes a theoretical model in which a design resolution (DR) environment incorporates the level of design resolution as an operable element in a collaborative DBIM. The development and implementation of this model will allow designers to better share, understand and interpret design knowledge from the shared information during the various stages of digital design and before full resolution is achieved.

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In this article, we focus on the use of Web-based learning environments for university students. We draw on an evaluation of an online environment that was developed to supplement face-to-face components of an undergraduate education unit in an Australian university. We explore learners' affective responses to this environment, finding that students' responses were often related to their familiarity with the learning environment, their skills and confidence with computer technology, and their preferred learning styles. It is not surprising to us that different students experienced the environment differently as this is the foundation of constructivist and socio-cultural understandings of learning. Yet, the models that currently predominate in the provision of online learning environments in universities offer very little in terms of responding and adapting to students' individual needs and preferences. Instead, online Web-based learning environments are most often designed to anticipate an average, or sometimes ideal, learner. We argue that designing for an imagined average or ideal learner does not adequately respond to the challenge of accommodating learner difference. If hopes for student-centred education are to be realised, future technological and pedagogical developments in online course provision need to be sophisticated enough to respond and adapt to individual students' needs and preferences across a wide range of variables.

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This Project began as a Higher Education Equity Program Funding Application in March 1999, titled 'Electronic Provision of Information Resources to Students who have a Print Disability.'
Since 1999, mainstreaming of the project objectives has enhanced the access to higher education at Deakin University by students who have a print disability. Our objectives were and are:
• to integrate the provision of information resources to students who have a print disability with procedures already in place for providing information resources to other students
• to provide teaching materials electronically to empower independent learning
• to make information resources on reading lists more accessible to university students who have a print disability
• to establish a mechanism to obtain materials electronically from publishers
A growing number of people who have a print disability use computer technology to access electronic information. This paper will describe the policies, workflows, and procedures that have been implemented at Deakin University, specifically within the Learning Services area, to shape a more inclusive learning environment.

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Advances in computer technology over the last twenty years have resulted in a number of different visions of what it means to be real, and of what it means to be human. This paper will explore how computers and artificial intelligence are used as major themes in four Australian novels written for young adults: Gillian Rubinstein’s Space Demons trilogy — comprising Space Demons, Skymaze and Shinkei — and Michael Pryor’s The Mask of Caliban. In so doing, the paper will look at how these texts explore the relationship between increasingly developed technology and visions of a better world. By comparing a series of oppositions that occur in all four books, this paper will look at how the theme of technology is used to privilege particular values and to advocate particular beliefs.

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This thesis describes research that was conducted into the potential of modeling the activities of the Data Processing Department as an aid to the computer auditor. A methodology is composed to aid in the evaluation of the Internal Controls, particularly the General Controls relative to computer processing. Consisting of three major components, the methodology enables the auditor to model the presumed activities of the Data Processing Department against the actual activities, as recorded on the Operating System Log. The first component of the methodology is the construction and loading of a model of the presumed activities of the Data Processing Department from its verbal, scheduled, and reported activities. The second component is the generation of a description of the actual activities of the Data Processing Department from the information recorded on the Operating System Log. This is effected by reducing the Operating System Log to the format described by the Standard Audit File concept. Finally, the third component in the methodology is the modeling process itself. This is in fact a new analysis technique proposed for use by the EDP auditor. The modeling process is composed of software that compares the model developed and loaded in the first component, with the description of actual activity as collated by the second component. Results from this comparison are then reviewed by the auditor, who determines if they adequately depict the situation, or whether the models description as specified in the first component requires to be altered, and the modeling process re-initiated. In conducting the research, information and data from a production installation was used. Use of the ‘real-world’ input proved both the feasibility of developing a model of the reported activities of the Data Processing Department, and the adequacy of the operating system log as a source of information to report the departments actual activities. Additionally, it enabled the involvement and comment of practicing auditors. The research involved analysis of the effect of EDP on the audit process, structure of the EDP audit process, data reduction, data structures, model formalization, and model processing software. Additionally, the Standard Audit File concept was verified through its use by practising auditors, and expanded by the development of an indexed data structure, which enabled its analysis to be conducted interactively. Results from the trial implementation of the research software and methodology at a production installation confirmed the research hypothesis that the activities of the Data Processing Department could be modelled, and that there are substantial benefits from the EDP auditor in analysing this process. The research in fact provides a new source of information, and develops a new analysis technique for the EDP auditor. It demonstrates the utilization of computer technology to monitor itself for the audit function, and reasserts auditor independence by providing access to technical detail describing the processing activities of the computer.

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This thesis is concerned with the evolution of fraud investigation and prevention in light of the advances in computing technology. These recent advances have impacted upon traditional fraud offences as well as creating a range of new crimes. The financial significance of fraud is growing whereas law enforcement and the judicial system appear to be unable to meet the demands of these emerging crimes and its victims. This research compares the responses of our present and future investigators with those of our current business leaders from the government and the commercial sectors. This research establishes the needs of corporate decision-makers and the attitudes of police with regard to fraud. Data relating to persons arrested and convicted of fraud was also analysed to identify the issues that may be responsible for the non-reporting of offences to police by victims. The research found that victims are seeking solutions that are not available through law enforcement, for example financial compensation. Law enforcement also under-utilises the potential of proactive responses to prevent offences and they are reluctant to acknowledge the benefits of preventative measures and to incorporate this strategy within criminal investigation training programmes. The lack of deterrence offered by the judicial system does not make the situation any better. The police function is still primarily a reactive one. In order to overcome fraud and to be able to adapt to changes there needs to be collaboration between stakeholders. This requires a joint effort from the police, government, commerce and the victims of fraud. An innovative model involving stakeholders has been formulated that represents an alternative to the current system. This approach utilises the financial resources and expertise from the commercial sector as well as the skills of criminal investigators from the police. This means adopting a combined package of both reactive and proactive measures in order to minimise the impact of fraud. This model will be adaptive and will be able to accommodate any future requirements arising out of further inevitable advances in computer technology.

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The research contributes original knowledge about an e-learning model for music education delivery in schools. An innovative project called 'Compose' which combines a range of developments and resources based on computer technology with specific initiatives to addess the identified barriers to composition was designed. This model offers a potentially viable way to make the expertise of music specialists available online in primary classrooms where such expertise would not normally otherwise be available.

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My research proposes novel methods to reduce the cardinality of a priori data used in recognition based augmented reality, whilst retaining distinctive and persistent features in the sets. This research will help reduce latency and increase accuracy in recognition based pose estimation systems, thus improving the user experience for augmented reality applications.

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This book provides readers a complete and self-contained set of knowledge about dependent source separation, including the latest development in this field. The book gives an overview on blind source separation where three promising blind separation techniques that can tackle mutually correlated sources are presented. The book further focuses on the non-negativity based methods, the time-frequency analysis based methods, and the pre-coding based methods, respectively.

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Computer display height and desk design to allow forearm support are two critical design features of workstations for information technology tasks. However there is currently no 3D description of head and neck posture with different computer display heights and no direct comparison to paper based information technology tasks. There is also inconsistent evidence on the effect of forearm support on posture and no evidence on whether these features interact. This study compared the 3D head, neck and upper limb postures of 18 male and 18 female young adults whilst working with different display and desk design conditions. There was no substantial interaction between display height and desk design. Lower display heights increased head and neck flexion with more spinal asymmetry when working with paper. The curved desk, designed to provide forearm support, increased scapula elevation/protraction and shoulder flexion/abduction.