878 resultados para worlds ahead
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Commentary
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A considerable body of research has developed on processes of neoliberal urban regeneration and gentrifi cation. On the one hand, there are many political economy accounts emphasising the role of economic capital in processes of urban change and gentrifi cation. On the other hand, there is a wealth of governmentality studies on the art of government that fail to explain how ungovernable subjects develop. Similarly, within gentrifi cation studies there are many accounts on the role of changing consumer lifestyles and defi ning gentrifi cation, but less concern with the governance processes between actors in urban regeneration and gentrifi cation. Yet such issues are of considerable importance given the role of the state in urban regeneration and dependence on private capital. This paper utilises the French Pragmatist approach of Boltanski and Thévenot to examine a case study state-led gentrifi cation project. Boltanski and Thévenot argue that social coordination occurs by way of actors working through broader value-laden ‘worlds of justifi cation’ that underpin processes of argumentation and coordination. The examined case study is a deprived area within an English city where a major state-led gentrification programme has been introduced. The rationale for the programme is based on the assumption that reducing deprivation relies upon substantially increasing the number of higher income earners. The paper concludes that market values have overridden broader civic values in the negotiation process, with this intensifying as the state internalised market crisis tendencies within the project. More broadly, there is a need for French Pragmatism to be more sensitive to the spatial processes of social coordination, which can be achieved through critical engagement with recent concepts of ‘assemblages’.
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This essay is an attempt to generalize experiences of Central and Eastern European universities in the field of European Studies over the past 20 years. The paper follows the logic of business analysis in order to come up with proposals for future action.
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Even though e-learning endeavors have significantly proliferated in recent years, current e-learning technologies provide poor support for group-oriented learning. The now popular virtual world's technologies offer a possible solution. Virtual worlds provide the users with a 3D - computer generated shared space in which they can meet and interact through their virtual representations. Virtual worlds are very successful in developing high levels of engagement, presence and group presence in the users. These elements are also desired in educational settings since they are expected to enhance performance. The goal of this research is to test the hypothesis that a virtual world learning environment provides better support for group-oriented collaborative e-learning than other learning environments, because it facilitates the emergence of group presence. To achieve this, a quasi-experimental study was conducted and data was gathered through the use of various survey instruments and a set of collaborative tasks assigned to the participants. Data was gathered on the dependent variables: Engagement, Group Presence, Individual Presence, Perceived Individual Presence, Perceived Group Presence and Performance. The data was analyzed using the statistical procedures of Factor Analysis, Path Analysis, Analysis of Variance (ANOVA) and Multivariate Analysis of Variance (MANOVA). The study provides support for the hypothesis. The results also show that virtual world learning environments are better than other learning environments in supporting the development of all the dependent variables. It also shows that while only Individual Presence has a significant direct effect on Performance; it is highly correlated with both Engagement and Group Presence. This suggests that these are also important in regards to performance. Developers of e-learning endeavors and educators should incorporate virtual world technologies in their efforts in order to take advantage of the benefit they provide for e-learning group collaboration.
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Blended learning, or combined onsite and online learning, is increasingly popular in higher education. This literature review investigated its effectiveness compared to traditional teaching and learning, concluding that with retention and achievement, blended learning is similar or slightly better; with interaction and satisfaction, blended teaching and learning are more effective.
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Changing cost structures and discounting by more upscale hotels are creating the need for new competitive methods in order to attract and retain guests. One author contends that only those chains that can quickly embrace change and find innovative ways for providing more with less are likely to survive.
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Negli ultimi anni il crescere della capacità di calcolo dei dispositivi e il diminuire delle loro dimensioni ha permesso di far nascere idee innovative e di esplorare più in dettaglio alcuni settori. Uno di questi è sicuramente quello della realtà aumentata (Augmented reality), infatti, la discussione su questo argomento nasce già negli anni 40 del novecento, ma, per mancanza di mezzi tecnologici adeguati, solo ora si iniziano a realizzare le prime applicazioni che si basano su questa idea e il grande pubblico inizia ad interessarsi all'argomento. La costruzione di applicazioni di realtà aumentata, al momento, è basata sull'utilizzo di alcuni framework che mettono a disposizione dello sviluppatore alcune funzioni molto comuni in questi software, come il tracking di marker e l'utilizzo di bottoni virtuali. Questi strumenti, seppur comodi, non garantiscono sempre la buona progettazione dell'applicazione e tendono a unire insieme parti di logica applicativa e di grafica. Per questo motivo, anche nella ricerca, si stanno cercando di studiare dei metodi in grado di permettere una divisione ottimale dei compiti in modo da ottenere un software riusabile e facilmente mantenibile, ma che permetta anche di sfruttare appieno le potenzialità dell'AR attraverso, per esempio, sistemi distribuiti. Un framework concettuale che rientra in questa categoria è sicuramente quello degli Augmented Worlds, mondi virtuali collegati a quello fisico che ne incrementano le caratteristiche e le possibilità tramite la presenza di entità aumentate. La tesi, quindi, si propone di sviluppare un prototipo di un framework con le caratteristiche sopra citate di estendibilità, utilizzando le piattaforme in questo momento a disposizione e ispirandosi alla visione degli Augmented Worlds.
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The way we've always envisioned computer programs is slowly changing. Thanks to the recent development of wearable technologies we're experiencing the birth of new applications that are no more limited to a fixed screen, but are instead sparse in our surroundings by means of fully fledged computational objects. In this paper we discuss proper techniques and technologies to be used for the creation of "Augmented Worlds", through the design and development of a novel framework that can help us understand how to build these new programs.