903 resultados para Design science


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Die vorliegende Forschungsarbeit siedelt sich im Dreieck der Erziehungswissenschaften, der Informatik und der Schulpraxis an und besitzt somit einen starken interdisziplinären Charakter. Aus Sicht der Erziehungswissenschaften handelt es sich um ein Forschungsprojekt aus den Bereichen E-Learning und Multimedia Learning und der Fragestellung nach geeigneten Informatiksystemen für die Herstellung und den Austausch von digitalen, multimedialen und interaktiven Lernbausteinen. Dazu wurden zunächst methodisch-didaktische Vorteile digitaler Lerninhalte gegenüber klassischen Medien wie Buch und Papier zusammengetragen und mögliche Potentiale im Zusammenhang mit neuen Web 2.0-Technologien aufgezeigt. Darauf aufbauend wurde für existierende Autorenwerkzeuge zur Herstellung digitaler Lernbausteine und bestehende Austauschplattformen analysiert, inwieweit diese bereits Web 2.0-Technologien unterstützen und nutzen. Aus Sicht der Informatik ergab sich aus der Analyse bestehender Systeme ein Anforderungsprofil für ein neues Autorenwerkzeug und eine neue Austauschplattform für digitale Lernbausteine. Das neue System wurde nach dem Ansatz des Design Science Research in einem iterativen Entwicklungsprozess in Form der Webapplikation LearningApps.org realisiert und stetig mit Lehrpersonen aus der Schulpraxis evaluiert. Bei der Entwicklung kamen aktuelle Web-Technologien zur Anwendung. Das Ergebnis der Forschungsarbeit ist ein produktives Informatiksystem, welches bereits von tausenden Nutzern in verschiedenen Ländern sowohl in Schulen als auch in der Wirtschaft eingesetzt wird. In einer empirischen Studie konnte das mit der Systementwicklung angestrebte Ziel, die Herstellung und den Austausch von digitalen Lernbausteinen zu vereinfachen, bestätigt werden. Aus Sicht der Schulpraxis liefert LearningApps.org einen Beitrag zur Methodenvielfalt und zur Nutzung von ICT im Unterricht. Die Ausrichtung des Werkzeugs auf mobile Endgeräte und 1:1-Computing entspricht dem allgemeinen Trend im Bildungswesen. Durch die Verknüpfung des Werkzeugs mit aktuellen Software-Entwicklungen zur Herstellung von digitalen Schulbüchern werden auch Lehrmittelverlage als Zielgruppe angesprochen.

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There is growing popularity in the use of composite indices and rankings for cross-organizational benchmarking. However, little attention has been paid to alternative methods and procedures for the computation of these indices and how the use of such methods may impact the resulting indices and rankings. This dissertation developed an approach for assessing composite indices and rankings based on the integration of a number of methods for aggregation, data transformation and attribute weighting involved in their computation. The integrated model developed is based on the simulation of composite indices using methods and procedures proposed in the area of multi-criteria decision making (MCDM) and knowledge discovery in databases (KDD). The approach developed in this dissertation was automated through an IT artifact that was designed, developed and evaluated based on the framework and guidelines of the design science paradigm of information systems research. This artifact dynamically generates multiple versions of indices and rankings by considering different methodological scenarios according to user specified parameters. The computerized implementation was done in Visual Basic for Excel 2007. Using different performance measures, the artifact produces a number of excel outputs for the comparison and assessment of the indices and rankings. In order to evaluate the efficacy of the artifact and its underlying approach, a full empirical analysis was conducted using the World Bank's Doing Business database for the year 2010, which includes ten sub-indices (each corresponding to different areas of the business environment and regulation) for 183 countries. The output results, which were obtained using 115 methodological scenarios for the assessment of this index and its ten sub-indices, indicated that the variability of the component indicators considered in each case influenced the sensitivity of the rankings to the methodological choices. Overall, the results of our multi-method assessment were consistent with the World Bank rankings except in cases where the indices involved cost indicators measured in per capita income which yielded more sensitive results. Low income level countries exhibited more sensitivity in their rankings and less agreement between the benchmark rankings and our multi-method based rankings than higher income country groups.

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Collaboration in the public sector is imperative to achieve e-government objectives such as improved efficiency and effectiveness of public administration and improved quality of public services. Collaboration across organizational and institutional boundaries requires public organizations to share e-government systems and services through for instance, interoperable information technology and processes. Demands on public organizations to become more open also require that public organizations adopt new collaborative approaches for inviting and engaging citizens in governmental activities. E-government related collaboration in the public sector is challenging, however, and collaboration initiatives often fail. Public organizations need to learn how to collaborate since forms of e-government collaboration and expected outcomes are mostly unknown. How public organizations can collaborate and the expected outcomes are thus investigated in this thesis by studying multiple collaboration cases on the acquisition and implementation of a particular e-government investment (digital archive). This thesis also investigates how e-government collaboration can be facilitated through artifacts. It is done through a case study, where objects that cross boundaries between collaborating communities in the public sector are studied, and by designing a configurable process model integrating several processes for social services. By using design science, this thesis also investigates how an m-government solution that facilitates collaboration between citizens and public organizations can be designed. The thesis contributes to literature through describing five different modes of interorganizational collaboration in the public sector and the expected benefits from each mode. It also contributes with an instantiation of a configurable process model supporting three open social e-services and with evidence of how it can facilitate collaboration. This thesis further describes how boundary objects facilitate collaboration between different communities in an open government design initiative. It contributes with a designed mobile government solution, thereby providing proof of concept and initial design implications for enabling collaboration with citizens through citizen sourcing (outsourcing a governmental activity to citizens through an open call). This thesis also identifies research streams within e-government collaboration research through a literature review and the thesis contributions are related to the identified research streams. This thesis gives directions for future research by suggesting that future research should focus further on understanding e-government collaboration and how information and communication technology can facilitate collaboration in the public sector. It is suggested that further research should investigate m-government solutions to form design theories. Future research should also examine how value can be co-created in e-government collaboration.

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Atualmente, a disponibilização de informações alimentares e nutricionais em estabelecimentos da área de alimentação não é obrigatória. Porém, os consumidores podem, fácil e rapidamente, obter informações precisas em sites confiáveis ou por meio de aplicativos sobre a composição nutricional e calórica de alimentos. Estudos recentes mostram a importância não só do controle da ingestão diária de calorias, mas também do consumo de carboidratos, que são os nutrientes mais responsáveis por elevar o nível de glicose no sangue. O objetivo deste trabalho é propor um modelo para reconhecimento de alimentos em imagens de refeições por meio de técnicas de Processamento Digital de Imagens, possibilitando assim, a estimativa dos valores nutricionais, calóricos e glicêmicos dos alimentos identificados. Serão analisadas imagens de refeições e mediante reconhecimento, serão estimados os valores calóricos, nutricionais e glicêmicos de cada alimento identificado e da refeição. O procedimento de construção do artefato será conduzido pelo método Design Science Research. O resultado esperado com a finalização do trabalho é o modelo de reconhecimento de alimentos em imagens de refeições e de disponibilização de informações nutricionais, calóricas e glicêmicas validado. 

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Current hearing-assistive technology performs poorly in noisy multi-talker conditions. The goal of this thesis was to establish the feasibility of using EEG to guide acoustic processing in such conditions. To attain this goal, this research developed a model via the constructive research method, relying on literature review. Several approaches have revealed improvements in the performance of hearing-assistive devices under multi-talker conditions, namely beamforming spatial filtering, model-based sparse coding shrinkage, and onset enhancement of the speech signal. Prior research has shown that electroencephalography (EEG) signals contain information that concerns whether the person is actively listening, what the listener is listening to, and where the attended sound source is. This thesis constructed a model for using EEG information to control beamforming, model-based sparse coding shrinkage, and onset enhancement of the speech signal. The purpose of this model is to propose a framework for using EEG signals to control sound processing to select a single talker in a noisy environment containing multiple talkers speaking simultaneously. On a theoretical level, the model showed that EEG can control acoustical processing. An analysis of the model identified a requirement for real-time processing and that the model inherits the computationally intensive properties of acoustical processing, although the model itself is low complexity placing a relatively small load on computational resources. A research priority is to develop a prototype that controls hearing-assistive devices with EEG. This thesis concludes highlighting challenges for future research.

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Social networks rely on concepts such as collaboration, cooperation, replication, flow, speed, interaction, engagement, and aim the continuous sharing and resharing of information in support of the permanent social interaction. Facebook, the largest social network in the world, reached, in May 2016, the mark of 1.09 billion active users daily, draining 161.7 million hours of users’ attention to the website every day. These users share 4.75 billion units of content daily. The research presented in this dissertation aims to investigate the management of knowledge and collective intelligence, from the introduction of mechanisms that aim to enable users to manage and organize current information in the feeds from Facebook groups in which they participate, turning Facebook into a collective knowledge and information management device that goes far beyond mere interaction and communication among people. The adoption of Design Science Research methodology is intended to instill the "genes" of collective intelligence, as presented in the literature, in the computational artifact being developed, so that intelligence can be managed and used to create even more knowledge and intelligence to and by the group. The main theoretical contribution of this dissertation is to discuss knowledge management and collective intelligence in a complementary and integrated manner, showing how efforts to obtain one also contribute to leveraging the other.

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POSTDATA is a 5 year's European Research Council (ERC) Starting Grant Project that started in May 2016 and is hosted by the Universidad Nacional de Educación a Distancia (UNED), Madrid, Spain. The context of the project is the corpora of European Poetry (EP), with a special focus on poetic materials from different languages and literary traditions. POSTDATA aims to offer a standardized model in the philological field and a metadata application profile (MAP) for EP in order to build a common classification of all these poetic materials. The information of Spanish, Italian and French repertoires will be published in the Linked Open Data (LOD) ecosystem. Later we expect to extend the model to include additional corpora. There are a number of Web Based Information Systems in Europe with repertoires of poems available to human consumption but not in an appropriate condition to be accessible and reusable by the Semantic Web. These systems are not interoperable; they are in fact locked in their databases and proprietary software, not suitable to be linked in the Semantic Web. A way to make this data interoperable is to develop a MAP in order to be able to publish this data available in the LOD ecosystem, and also to publish new data that will be created and modeled based on this MAP. To create a common data model for EP is not simple since the existent data models are based on conceptualizations and terminology belonging to their own poetical traditions and each tradition has developed an idiosyncratic analytical terminology in a different and independent way for years. The result of this uncoordinated evolution is a set of varied terminologies to explain analogous metrical phenomena through the different poetic systems whose correspondences have been hardly studied – see examples in González-Blanco & Rodríguez (2014a and b). This work has to be done by domain experts before the modeling actually starts. On the other hand, the development of a MAP is a complex task though it is imperative to follow a method for this development. The last years Curado Malta & Baptista (2012, 2013a, 2013b) have been studying the development of MAP's in a Design Science Research (DSR) methodological process in order to define a method for the development of MAPs (see Curado Malta (2014)). The output of this DSR process was a first version of a method for the development of Metadata Application Profiles (Me4MAP) (paper to be published). The DSR process is now in the validation phase of the Relevance Cycle to validate Me4MAP. The development of this MAP for poetry will follow the guidelines of Me4MAP and this development will be used to do the validation of Me4MAP. The final goal of the POSTDATA project is: i) to be able to publish all the data locked in the WIS, in LOD, where any agent interested will be able to build applications over the data in order to serve final users; ii) to build a Web platform where: a) researchers, students and other final users interested in EP will be able to access poems (and their analyses) of all databases; b) researchers, students and other final users will be able to upload poems, the digitalized images of manuscripts, and fill in the information concerning the analysis of the poem, collaboratively contributing to a LOD dataset of poetry.

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As Tecnologias de Informação são responsáveis pelas transformações que vivemos, pois permitiram a construção de um mundo global, quebraram fronteiras, gerando conhecimento de uma forma cada vez mais rápida o que levanta enormes desafios às organizações. Estas transformações originam a necessidade de as organizações procurarem soluções e inovarem o seu modelo de estratégia organizacional, para conseguirem sobreviver e agregarem valor ao negócio. As Tecnologias de Informação são parte integrante nos processos das empresas, levando à necessidade de estarem alinhados com a estratégia de Governance, procurando aumentar a confiabilidade das suas operações e o presente trabalho aborda a adoção das melhores práticas das frameworks orientadas para esta área nomeadamente o COBIT 5, a ITIL V3, introduzindo os conceitos de Governance de TI e Gestão de TI. A Design Science Research foi a metodologia de investigação adotada, pois permite a construção e operacionalização de artefactos para os SI e encontrar uma solução para a construção de um Catálogo de Serviços como fator diferenciador para o negócio. Para a construção de um Catálogo de Serviços, é proposto um método baseado nas melhores práticas para a área dos Sistemas de informação, em que este passa a ser o principal ponto de contacto, permitindo o registo dos pedidos, mas também a definição de tempos de resposta, custos, faturação de serviços e ainda a construção de um repositório de conhecimento. São definidos os processos que se consideram mais relevantes, são propostos artefactos para a construção do catálogo, é efetuada a modelação em BPMN dos processos inerentes ao registo de pedidos, pois desta forma facilita o entendimento, bem como a sua implementação.

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Employees are the human capital which, to a great extent, contributes to the success and development of high-performance and sustainable organizations. In a work environment, there is a need to provide a tool for tracking and following-up on each employees' professional progress, while staying aligned with the organization’s strategic and operational goals and objectives. The research work within this Thesis aims to contribute to improve employees' selfawareness and auto-regulation; two predominant research areas are also studied and analyzed: Visual Analytics and Gamification. The Visual Analytics enables the specification of personalized dashboard interfaces with alerts and indicators to keep employees aware of their skills and to continuously monitor how to improve their expertise, promoting simultaneously behavioral change and adoption of good-practices. The study of Gamification techniques with Talent Management features enabled the design of new processes to engage, motivate, and retain highly productive employees, and to foster a competitive working environment, where employees are encouraged to be involved in new and rewarding activities, where knowledge and experience are recognized as a relevant asset. The Design Science Research was selected as the research methodology; the creation of new knowledge is therefore based on an iterative cycle addressing concepts such as design, analysis, reflection, and abstraction. By collaborating in an international project (Active@Work), funded by the Active and Assisted Living Programme, the results followed a design thinking approach regarding the specification of the structure and behavior of the Skills Development Module, namely the identification of requirements and the design of an innovative info-structure of metadata to support the user experience. A set of mockups were designed based on the user role and main concerns. Such approach enabled the conceptualization of a solution to proactively assist the management and assessment of skills in a personalized and dynamic way. The outcomes of this Thesis aims to demonstrate the existing articulation between emerging research areas such as Visual Analytics and Gamification, expecting to represent conceptual gains in these two research fields.

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Nos últimos anos, a satisfação do cliente tornou-se um dos fatores críticos de sucesso de maior importância dentro das organizações. Este sucesso está diretamente ligado à lealdade dos clientes com as organizações, que resulta numa continuidade do negócio. Esta lealdade é obtida através da implementação de processos de negócio que permitam uma melhor resposta às necessidades do cliente bem como uma qualidade de serviço superior que permita obter resultados positivos no mercado da concorrência. Através da visão geral de uma metodologia virada para as empresas de telecomunicação, o eTOM (Enhanced Telecom Operations Map), demonstrou-se a importância das empresas de telecomunicação possuírem um modelo de processos de negócio que disponibilize uma linguagem dentro da organização, de modo a permitir agilizar os processo internos e os processos de interação com as partes envolvidas na value network. Tendo como base a metodologia Design Science Research, procedeu-se a criação de um conjunto de cenários de interação com o cliente, onde foram apresentadas soluções práticas na aplicação da framework eTOM. Com isto, foi demonstrada as capacidades do eTOM na implementação de processos, bem como na flexibilidade como estes poderão ser implementados. Partindo dos processos disponibilizados pela framework e com base no contexto e características da organização, foram identificados os processos que, do nosso ponto de vista, são os mais indicados para criação dos processos core da organização.

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O avanço das tecnologias de informação continua a mudar os paradigmas de ensino e aprendizagem. Os meios disponíveis são cada vez mais diversificados e, com a necessidade de procurar novos estudantes e diversificar o público-alvo, as instituições de ensino superior estão a repensar os seus modelos de negócio e estratégias pedagógicas. A proliferação de dispositivos móveis catalisa uma aposta crescente no ensino a distância (EaD) no sentido de proporcionar aprendizagens em mobilidade (m-learning). No entanto, as soluções existentes para m-learning são ainda pouco adaptadas às recentes metodologias de EaD, na maioria das vezes funcionando como extensão de um ambiente virtual de aprendizagem ou com muito foco nos conteúdos. Sendo a Universidade Aberta (UAb) a única instituição de ensino superior público em Portugal de ensino a distância, com um modelo pedagógico próprio, constitui um natural caso de aplicação de tecnologia móvel em novos contextos de aprendizagem, importando por isso estudar e desenhar os mecanismos de interação mais adequados com professores e estudantes em mobilidade. Adotou-se neste trabalho a metodologia Design Science Research, tendo sido identificadas as características e comportamentos de potenciais utilizadores, e definidas as funcionalidades que devem ser disponibilizadas na primeira versão de uma aplicação para dispositivos móveis (app) no contexto do ensino a distância. É proposto o design da interface dessa app, usando o modelo da UAb como caso de aplicação, e disponibilizada uma lista de orientações para o desenvolvimento do protótipo funcional. Da investigação realizada, concluiu-se que a interface proposta constitui um modelo válido para o desenho de uma app para aprendizagens em mobilidade, no regime de ensino de uma universidade virtual. A partir deste modelo, as instituições de ensino superior podem desenvolver apps adaptando-se ao avanço das Tecnologias de Informação e Comunicação e ficarem alinhadas com as necessidades dos seus alunos e docentes, particularmente se dispuserem de oferta formativa a distância.

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Computer Science is a subject which has difficulty in marketing itself. Further, pinning down a standard curriculum is difficult-there are many preferences which are hard to accommodate. This paper argues the case that part of the problem is the fact that, unlike more established disciplines, the subject does not clearly distinguish the study of principles from the study of artifacts. This point was raised in Curriculum 2001 discussions, and debate needs to start in good time for the next curriculum standard. This paper provides a starting point for debate, by outlining a process by which principles and artifacts may be separated, and presents a sample curriculum to illustrate the possibilities. This sample curriculum has some positive points, though these positive points are incidental to the need to start debating the issue. Other models, with a less rigorous ordering of principles before artifacts, would still gain from making it clearer whether a specific concept was fundamental, or a property of a specific technology. (C) 2003 Elsevier Ltd. All rights reserved.