910 resultados para Networked Virtual Environment


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Purpose – The purpose of this paper is to measure the performance of commercial virtual learning environment (VLE) systems, which helps the decision makers to select the appropriate system for their institutions. Design/methodology/approach – This paper develops an integrated multiple criteria decision making approach, which combines the analytic hierarchy process (AHP) and quality function deployment (QFD), to evaluate and select the best system. The evaluating criteria are derived from the requirements of those who use the system. A case study is provided to demonstrate how the integrated approach works. Findings – The major advantage of the integrated approach is that the evaluating criteria are of interest to the stakeholders. This ensures that the selected system will achieve the requirements and satisfy the stakeholders most. Another advantage is that the approach can guarantee the benchmarking to be consistent and reliable. From the case study, it is proved that the performance of a VLE system being used at the university is the best. Therefore, the university should continue to run the system in order to support and facilitate both teaching and learning. Originality/value – It is believed that there is no study that measures the performance of VLE systems, and thus decision makers may have difficulties in system evaluation and selection for their institutions.

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This paper describes a project aimed at assessing the experience of a virtual learning environment (VLE) among students studying courses in operations management. The project was supported by the Higher Education Funding Council for England (HEFCE) under its Teaching Quality Enhancement Fund (TQEF). The main aim of the project was through the use of a questionnaire to establish the student experience of using a VLE through an examination of the learning and technical features which they encountered. The study also examines the approaches to learning adopted by the students, through the inclusion of a shortened version of the approaches and study skills inventory for students (ASSIST) which the students were asked to complete.

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DUE TO COPYRIGHT RESTRICTIONS ONLY AVAILABLE FOR CONSULTATION AT ASTON UNIVERSITY LIBRARY AND INFORMATION SERVICES WITH PRIOR ARRANGEMENT

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This paper describes a framework for building virtual collections of several digital objects and presenting them in an interactive 3D environment, rendered in a web browser. Using that environment, the website visitor can examine a given collection from a first-person perspective by walking around and inspecting each object in detail by viewing it from any angle. The rendering and visualization of the models is done solely by the web browser with the use of HTML5 and the Three.js JavaScript library, without any additional requirements.

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This thesis is a qualitative case study that draws upon a grounded genre analysis approach situated within the social constructivist paradigm. The study describes the various obligatory, desired, and optional moves used by post-graduate students as they interacted within an online, non-judgmental environment in order to seek solutions to issues they were experiencing with their research projects or teaching. The postgraduate students or case participants met individually online with me at pre-arranged times to take part in Instant Messenger Cooperative Development (IMCD) (Boon, 2005) 30-minute to one hour sessions via the text-chat function of Skype. Participants took on the role of ‘Explorer’ in order to articulate their thoughts and ideas about their research. I took on the role of ‘Understander’ to provide support to each Explorer by reflecting my understanding of the ongoing articulations as the Explorers investigated their specific issues, determined possible ways to overcome them, made new discoveries, and formulated plans of action regarding the best way for them to move forward. The description of generic moves covers 32 IMCD sessions collected over a threeyear period (2009-2012) from 10 different participants (A-J). Data collected is drawn from live IMCD sessions, field notes, and post-session email feedback from participants. In particular, the thesis focuses on describing the specific generic moves of Explorers within IMCD sessions as they seek satisfactory resolutions to particular research or pedagogic puzzles. It also provides a detailed description of a longitudinal case (Participant A – four sessions), a one-session case (Participant B – one session), and an outlier case in which the Explorer underwent a negative IMCD experience. The thesis concludes by arguing that IMCD is a highly effective tool that helps facilitate the research process for both distance-learning and on-campus students and has the potential to be utilized across all disciplines at the tertiary level.

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Part 18: Optimization in Collaborative Networks

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Part 13: Virtual Reality and Simulation

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Part 12: Collaboration Platforms

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Part 6: Engineering and Implementation of Collaborative Networks

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Knowledge organization in the networked environment is guided by standards. Standards in knowledge organization are built on principles. For example, NISO Z39.19-1993 Guide to the Construction of Monolingual Thesauri (now undergoing revision) and NISO Z39.85- 2001 Dublin Core Metadata Element Set are two standards used in many implementations. Both of these standards were crafted with knowledge organization principles in mind. Therefore it is standards work guided by knowledge organization principles which can affect design of information services and technologies. This poster outlines five threads of thought that inform knowledge organization principles in the networked environment. An understanding of each of these five threads informs system evaluation. The evaluation of knowledge organization systems should be tightly linked to a rigorous understanding of the principles of construction. Thus some foundational evaluation questions grow from an understanding of stan dard s and pr inciples: on what pr inciples is this know ledge organization system built? How well does this implementation meet the ideal conceptualization of those principles? How does this tool compare to others built on the same principles?

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The quantity of electric energy utilized by a home, a business, or an electrically powered device is measured by an electricity meter, also known as an electric meter, electrical meter, or energy meter. Electric meters located at customers' locations are used by electric providers for billing. They are usually calibrated in billing units, with the kilowatt hour being the most popular (kWh). Typically, they are read once each billing cycle. When energy savings are sought during specific times, some meters may monitor demand, or the highest amount of electricity used during a specific time. Additionally, some meters feature relays for load shedding in response to responses during periods of peak load. The amount of electrical energy consumed by users is measured by a Watt-hour meter, also known as an energy meter. To charge the electricity usage by loads like lights, fans, and other appliances, utilities put these gadgets everywhere, including in households, businesses, and organizations. Watts are a fundamental power unit. A kilowatt is equal to one thousand watts. One kilowatt is regarded as one unit of energy used if used for one hour. These meters calculate the product of the instantaneous voltage and current readings and provide instantaneous power. This power is distributed over a period and is used during that time. Depending on the supply used by home or commercial installations, these may be single or three phase meters. These can be linked directly between line and load for minor service measurements, such as home consumers. However, step-down current transformers must be installed for greater loads to handle their higher current demands.