872 resultados para Social Computing Technologies
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This article reflects on the position of people in, against and beyond information and communication technologies. Firstly, using Jandrić and Kuzmanić’s work on digital postcolonialism, Raymond Williams's work on residual and emergent cultures, and Deleuze and Guattari's insights into the dynamics between territorialization, de-territorialization and re-territorialization, it develops a theoretical framework for inquiry into the hybrid identity of the contemporary university. Then, through critical discourse analysis (CDA), the article moves on to analyse the ways in which technology discourse resides in the dominating ideology of technological determinism and co-opts with neoliberal agendas by omitting humans from explicit mention in UK policy documents. It shows that true counter-hegemonic practice against dominating social practices is possible only through reinvigorating the central position of human beings in regards to information and communication technologies. Within the developed theoretical framework, it seeks openings to intervene subversively into current relationships between technologies, people, and (higher) education, and to identify opportunities for building a non-determinist identity of the contemporary university that reaches beyond the single-minded logic of techno-scientific development. In the process, it situates Paulo Freire's insights into critical pedagogy in the context of the network society, and places the relationships between human beings, language and information and communication technologies amongst central questions of today's (higher) education and society at large.
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The selling environment has undergone tremendous transformation over the past 2 decades. Perhaps the greatest change has centered on changes and advancements in technology. The latest dramatic change has been the rapidly increasing use of social media and other related technologies in the business-to-business realm. The sales world began the use of technology through the use of Web 1.0, which was primarily webpage oriented; now we see the world of social media as the paradigm of how firms should implement technology. Although there has been some recent emphasis on how marketing might implement social media into their strategies and how the individual salesperson might implement social media into his or her daily selling routine, no substantive discussion on how social media is affecting the role of the sales manager has appeared in the literature. This article systematically examines how social media is impacting the sales management function and, in fact, may be dramatically revolutionizing the position. To help the marketing and sales organization better understand the changing sales world, we present eight lessons that every sales manager needs to embrace.
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(Summary of: Varbanova-Dencheva, K. Intellectual communications and contemporarly technologies. Alternatives of the science libraries. Sofia, Marin Drinov academic publishing house. 2003, 114p. ) The new technologies and the globalization are the factors which have brought essential changes in human society and its environment. The unceasing dynamic changes imposed new strategies for survival and prosperity of institutions and people in the new conditions. The spheres with greatest potential for achieving competition priority are compatible to the fastness of research results implementation in each field of human activity. The extended knowledge requires narrower specialization as well as interdisciplinarity to solve the arising problems. The new research fields and trends are a synthesis of science and high technologies determined by the new discoveries. The present study aims at finding answers to the questions about the place of science library in the dynamic restructuring of research environment. The necessity of transformation of the scientific library’s genetically set functions from a guardian of the achieved knowledge to an active participant in the creation of new knowledge is a natural consequence of the processes and tendencies of the social medium. The priorities of Europe and USA for intensive creation of knowledge economics are at the first place and this requires intensification of that research an integral part of which are the new communications realized at a new technological level.
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This paper is a reflection on the history and future of technology-enhanced learning. Over the last century various new technologies were introduced in education. Often, educational revolutions were proclaimed. Unfortunately, most of these new technologies failed to meet the high expectations. This paper reviews the rise and fall of various "revolutionary" learning technologies and analyses what went wrong. Three main driving factors are identified that influence the educational system: 1) educational practice, 2) educational research, and 3) educational technology. The role and position of these factors is elaborated and critically reviewed. Today, again many promising new technologies are being put in place for learning: gaming, social web, and mobile technologies, for example. Inevitably, these are once again proclaimed by its supporters to revolutionise teaching and learning. The paper concludes with identifying a number of relevant factors that substantiate a favourable future outlook of technology-enhanced learning.
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ACM Computing Classification System (1998): G.2.2.
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Report published in the Proceedings of the National Conference on "Education and Research in the Information Society", Plovdiv, May, 2015
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This chapter investigates the conflicting demands faced by web designers in the development of social e-atmospherics that aim to encourage e-value creation, thus strengthening and prolonging market planning strategies. While recent studies have shown that significant shifts are occurring concerning the importance of users’ generated content by way of social e-communication tools (e.g. blogs), these trends are also creating expectations that social and cultural cues ought to become a greater part of e-atmospherics and e-business strategies. Yet, there is growing evidence that organizations are resisting such efforts, fearing that they will lose control of their e-marketing strategy. This chapter contributes to the theory and literature on online cross-cultural understanding and the impact website designers (meso-level) can have on improving the sustainability of e-business planning, departing from recent studies that focus mainly on firms’ e-business plans (macro-level) or final consumers (micro-level). A second contribution is made with respect to online behavior regarding the advancement of technologies that facilitate the development and shaping of new social e-atmospherics that affect users’ behavior and long term e-business strategies through the avoidance of traditional, formal decision making processes and marketing strategy mechanisms implemented by firms. These issues have been highlighted in the literature on the co-production and co-creation of value, which few organizations have thus far integrated in their strategic and pragmatic e-business plans. Drawing upon fifteen online interviews with web designers in the USA, as key non-institutional actors at the meso-level who are developing what future websites will be like, this chapter analyzes ways in which identifying points of resistance and conflicting demands can lead to engagement with the debate over the online co-creation of value and more sustainable future e-business planning. A number of points of resistance to the inclusion of more e-social atmospherics are identified, and the implications for web designers’ roles and web design planning are discussed along with the limitations of the study and potential future research for e-business studies.
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This paper describes the use of Bluetooth and Java-Based technologies in developing a multi-player mobile game in ubiquitous computing, which strongly depends on automatic contextual reconfiguration and context-triggered actions. Our investigation focuses on an extended form of ubiquitous computing which game software developers utilize to develop games for players. We have developed an experimental ubiquitous computing application that provides context-aware services to game server and game players in a mobile distributed computing system. Obviously, contextual services provide useful information in a context-aware system. However, designing a context-aware game is still a daunting task and much theoretical and practical research remains to be done to reach the ubiquitous computing era. In this paper, we present the overall architecture and discuss, in detail, the implementation steps taken to create a Bluetooth and Java based context-aware game. We develop a multi-player game server and prepare the client and server codes in ubiquitous computing, providing adaptive routines to handle connection information requests, logging and context formatting and delivery for automatic contextual reconfiguration and context-triggered actions. © 2010 Binary Information Press.
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The aim of this study was to empirically investigate the barriers in doctor-patient communication and knowledge transfer and the role of innovative technologies in overcoming these barriers. We applied qualitative research methods. Our results show that patients extensively use information sources, primarily the Internet before the visits. Patients regularly apply a self-diagnosis regarding their diseases. This implies several risks as many of them are not able to properly interpret the found information and at the same time the information might not be reliable. To overcome these risks efforts are required within the fields of technology developments for making web sites more reliable and improvement of the health culture of patients, as well. Our research identified the most significant barriers of doctor-patient communication including limited time, the patients’ distress, inadequate health culture and prior knowledge, as well as poor communication skills of some clinicians. Technology might help clinicians to use their limited time more effectively. In the long term, innovative technology solutions might take over some tasks of the health care personnel if they provide reliable health information adapted to the patient’s health, emotional and psychosocial status. Barriers of access to the new technology should be identified and addressed otherwise it would increase the already existing knowledge gap between patients and doctors.
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The integration of automation (specifically Global Positioning Systems (GPS)) and Information and Communications Technology (ICT) through the creation of a Total Jobsite Management Tool (TJMT) in construction contractor companies can revolutionize the way contractors do business. The key to this integration is the collection and processing of real-time GPS data that is produced on the jobsite for use in project management applications. This research study established the need for an effective planning and implementation framework to assist construction contractor companies in navigating the terrain of GPS and ICT use. An Implementation Framework was developed using the Action Research approach. The framework consists of three components, as follows: (i) ICT Infrastructure Model, (ii) Organizational Restructuring Model, and (iii) Cost/Benefit Analysis. The conceptual ICT infrastructure model was developed for the purpose of showing decision makers within highway construction companies how to collect, process, and use GPS data for project management applications. The organizational restructuring model was developed to assist companies in the analysis and redesign of business processes, data flows, core job responsibilities, and their organizational structure in order to obtain the maximum benefit at the least cost in implementing GPS as a TJMT. A cost-benefit analysis which identifies and quantifies the cost and benefits (both direct and indirect) was performed in the study to clearly demonstrate the advantages of using GPS as a TJMT. Finally, the study revealed that in order to successfully implement a program to utilize GPS data as a TJMT, it is important for construction companies to understand the various implementation and transitioning issues that arise when implementing this new technology and business strategy. In the study, Factors for Success were identified and ranked to allow a construction company to understand the factors that may contribute to or detract from the prospect for success during implementation. The Implementation Framework developed as a result of this study will serve to guide highway construction companies in the successful integration of GPS and ICT technologies for use as a TJMT.
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Al Large Hadron Collider (LHC) ogni anno di acquisizione dati vengono raccolti più di 30 petabyte di dati dalle collisioni. Per processare questi dati è necessario produrre un grande volume di eventi simulati attraverso tecniche Monte Carlo. Inoltre l'analisi fisica richiede accesso giornaliero a formati di dati derivati per centinaia di utenti. La Worldwide LHC Computing GRID (WLCG) è una collaborazione interazionale di scienziati e centri di calcolo che ha affrontato le sfide tecnologiche di LHC, rendendone possibile il programma scientifico. Con il prosieguo dell'acquisizione dati e la recente approvazione di progetti ambiziosi come l'High-Luminosity LHC, si raggiungerà presto il limite delle attuali capacità di calcolo. Una delle chiavi per superare queste sfide nel prossimo decennio, anche alla luce delle ristrettezze economiche dalle varie funding agency nazionali, consiste nell'ottimizzare efficientemente l'uso delle risorse di calcolo a disposizione. Il lavoro mira a sviluppare e valutare strumenti per migliorare la comprensione di come vengono monitorati i dati sia di produzione che di analisi in CMS. Per questa ragione il lavoro è comprensivo di due parti. La prima, per quanto riguarda l'analisi distribuita, consiste nello sviluppo di uno strumento che consenta di analizzare velocemente i log file derivanti dalle sottomissioni di job terminati per consentire all'utente, alla sottomissione successiva, di sfruttare meglio le risorse di calcolo. La seconda parte, che riguarda il monitoring di jobs sia di produzione che di analisi, sfrutta tecnologie nel campo dei Big Data per un servizio di monitoring più efficiente e flessibile. Un aspetto degno di nota di tali miglioramenti è la possibilità di evitare un'elevato livello di aggregazione dei dati già in uno stadio iniziale, nonché di raccogliere dati di monitoring con una granularità elevata che tuttavia consenta riprocessamento successivo e aggregazione “on-demand”.
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A pesquisa considera a difusão de celulares e smartphones e as consequências deste fato em possibilidades para o ensino-aprendizagem. Aparatos de comunicação sempre estiveram ligados ao processo de ensino-aprendizagem. Entretanto, com o desenvolvimento mais intenso, nas últimas décadas, das Tecnologias de Informação e Comunicação (TIC), essa relação vem ganhando novos contornos. Surge a Internet, a evolução das máquinas computacionais e, recentemente, a explosão dos dispositivos móveis, fornecendo novos produtos e serviços convergentes. Nesse contexto, celulares e smartphones tem sido utilizados e recomendados para apoio e complemento do processo de ensino-aprendizagem: a chamada Aprendizagem Móvel. Esse ramo cresce devido à rápida expansão e barateamento dessas tecnologias na sociedade. Para verificar cientificamente essa relação foi realizada uma pesquisa de natureza qualitativa, do tipo exploratória, com dois projetos de Aprendizagem Móvel em andamento no Brasil, o Palma – Programa de Alfabetização na Língua Materna e o Escola Com Celular – ECC. Assim, a partir dos dados provenientes da pesquisa, identificamos alguns aspectos relacionados ao uso de celulares e smartphones para o processo de ensino-aprendizagem que contribuem na compreensão desse campo ainda em construção no Brasil. O uso desses dispositivos como suporte para processos de ensino-aprendizagem nos projetos estudados é delineado pelos aspectos tecnologia, dispositivo, público e contexto e novas tecnologias e Aprendizagem Móvel. O aspecto dispositivo desdobra-se em dimensões como disseminação, multifuncionalidade e acessibilidade que embasam os projetos, ainda favorece características apontadas como importantes para o processo de ensino-aprendizagem na atualidade, como mobilidade e portabilidade. Os projetos pesquisados demonstram potencial e metodologia adequada aos contextos para os quais foram criados e aplicados. Entretanto, a pesquisa indicou que ao mesmo tempo em que celulares e smartphones representam o ápice da convergência tecnológica e são considerados extremamente populares e acessíveis na sociedade contemporânea, com possibilidades concretas como nos projetos estudados, não conseguiram conquistar uma posição sólida como suporte para o ensino-aprendizagem. Tal indicação se deve, de acordo com o corpus, à carência de alguns fatores, como: fomento, as práticas se mostram extremamente dependentes da iniciativa pública ou privada para sua extensão e continuidade; sensibilização para o uso de tecnologias disponíveis, não consideram o aparelho dos próprios alunos e um planejamento que inclua, capacite e incentive o uso desses dispositivos. Além disso, a pesquisa também destaca a necessidade de uma visão crítica do uso e papel da tecnologia nesses processos.
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Acknowledgements The work of Klaus Nordhausen was supported by the Academy of Finland (grant 268703). Oleksii Pokotylo is supported by the Cologne Graduate School of Management, Economics and Social Sciences. The work of Daniel Vogel was supported by the DFG collaborate research grant SFB 823
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