989 resultados para virtual property


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The Java programming language has been widely described as secure by design. Nevertheless, a number of serious security vulnerabilities have been discovered in Java, particularly in the component known as the Bytecode Verifier. This paper describes a method for representing Java security constraints using the Alloy modeling language. It further describes a system for performing a security analysis on any block of Java bytecodes by converting the bytes into relation initializers in Alloy. Any counterexamples found by the Alloy analyzer correspond directly to insecure code. Analysis of a real-world malicious applet is given to demonstrate the efficacy of the approach.

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The Internet and World Wide Web have had, and continue to have, an incredible impact on our civilization. These technologies have radically influenced the way that society is organised and the manner in which people around the world communicate and interact. The structure and function of individual, social, organisational, economic and political life begin to resemble the digital network architectures upon which they are increasingly reliant. It is increasingly difficult to imagine how our ‘offline’ world would look or function without the ‘online’ world; it is becoming less meaningful to distinguish between the ‘actual’ and the ‘virtual’. Thus, the major architectural project of the twenty-first century is to “imagine, build, and enhance an interactive and ever changing cyberspace” (Lévy, 1997, p. 10). Virtual worlds are at the forefront of this evolving digital landscape. Virtual worlds have “critical implications for business, education, social sciences, and our society at large” (Messinger et al., 2009, p. 204). This study focuses on the possibilities of virtual worlds in terms of communication, collaboration, innovation and creativity. The concept of knowledge creation is at the core of this research. The study shows that scholars increasingly recognise that knowledge creation, as a socially enacted process, goes to the very heart of innovation. However, efforts to build upon these insights have struggled to escape the influence of the information processing paradigm of old and have failed to move beyond the persistent but problematic conceptualisation of knowledge creation in terms of tacit and explicit knowledge. Based on these insights, the study leverages extant research to develop the conceptual apparatus necessary to carry out an investigation of innovation and knowledge creation in virtual worlds. The study derives and articulates a set of definitions (of virtual worlds, innovation, knowledge and knowledge creation) to guide research. The study also leverages a number of extant theories in order to develop a preliminary framework to model knowledge creation in virtual worlds. Using a combination of participant observation and six case studies of innovative educational projects in Second Life, the study yields a range of insights into the process of knowledge creation in virtual worlds and into the factors that affect it. The study’s contributions to theory are expressed as a series of propositions and findings and are represented as a revised and empirically grounded theoretical framework of knowledge creation in virtual worlds. These findings highlight the importance of prior related knowledge and intrinsic motivation in terms of shaping and stimulating knowledge creation in virtual worlds. At the same time, they highlight the importance of meta-knowledge (knowledge about knowledge) in terms of guiding the knowledge creation process whilst revealing the diversity of behavioural approaches actually used to create knowledge in virtual worlds and. This theoretical framework is itself one of the chief contributions of the study and the analysis explores how it can be used to guide further research in virtual worlds and on knowledge creation. The study’s contributions to practice are presented as actionable guide to simulate knowledge creation in virtual worlds. This guide utilises a theoretically based classification of four knowledge-creator archetypes (the sage, the lore master, the artisan, and the apprentice) and derives an actionable set of behavioural prescriptions for each archetype. The study concludes with a discussion of the study’s implications in terms of future research.

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This Portfolio of Exploration (PoE) tracks a transformative learning developmental journey that is directed at changing meaning making structures and mental models within an innovation practice. The explicit purpose of the Portfolio is to develop new and different perspectives that enable the handling of new and more complex phenomena through self transformation and increased emotional intelligence development. The Portfolio provides a response to the question: ‘What are the key determinants that enable a Virtual Team (VT) to flourish where flourishing means developing and delivering on the firm’s innovative imperatives?’ Furthermore, the PoE is structured as an investigation into how higher order meaning making promotes ‘entrepreneurial services’ within an intra-firm virtual team, with a secondary aim to identify how reasoning about trust influence KGPs to exchange knowledge. I have developed a framework which specifically focuses on the effectiveness of any firms’ Virtual Team (VT) through transforming the meaning making of the VT participants. I hypothesized it is the way KGPs make meaning (reasoning about trust) which differentiates the firm as a growing firm in the sense of Penrosean resources: ‘inducement to expand and a limit of expansion’ (1959). Reasoning about trust is used as a higher order meaning-making concept in line with Kegan’s (1994) conception of complex meaning making, which is the combining of ideas and data in ways that transform meaning and implicates participants to find new ways of knowledge generation. Simply, it is the VT participants who develop higher order meaning making that hold the capabilities to transform the firm from within, providing a unique competitive advantage that enables the firm to grow.

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This portfolio of exploration explores the role of transformative thinking and practice in a property entrepreneur’s response to the financial crisis which swept over Ireland from 2008. The complexity of this challenge and the mental capacity to meet its demands is at the core of the exploration. This inquiry emerged from the challenges the financial crisis presented to my values, beliefs, assumptions, and theories, i.e. the interpretive lens through which I make meaning of my experiences. Given the issue identified, this inquiry is grounded in aspects of theories of constructive developmental psychology, applied developmental science, and philosophy. Integrating and linking these elements to business practice is the applied element of the Portfolio. As the 2008 crisis unfolded I realised I was at the limits of my way of knowing. I came to understand that the underlying structure of a way of knowing is the ‘subject-object relationship’ i.e. what a way of knowing can reflect upon, look at, have perspective on, in other words, make object, as against what is it embedded in, attached to, identified within, or subject to. My goal became enhancing my awareness of how I made meaning and how new insights, which would transform a way of knowing, are created. The focus was on enhancing my practice. This Portfolio is structured into three essays. Essay One reported on my self-reflection and external evaluation out of which emerged my developmental goals. In Essay Two I undertake a reading for change programme in which different meaning making systems were confronted in order to challenge me as a meaning maker. Essay Three reported on my experiment which concerned the question whether it was possible for me as a property entrepreneur, and for others alike, to retain bank finance in the face of the overwhelming objective of the bank to deleverage their balance sheet of property loans. The output of my research can be grouped into General Developmental and Specific Business Implications. Firstly I address those who are interested in a transformational-based response to the challenges of operating in the property sector in Ireland during a crisis. I outline the apparatus of thought that I used to create insight, and thus transform how I thought, these are Awareness, Subject-object separation, Exploring other’s perspectives from the position of incompleteness, Dialectical thinking and Collingwood’s Questioning activity. Secondly I set out my learnings from the crisis and their impact on entrepreneurial behaviour and the business of property development. I identify ten key insights that have emerged from leading a property company through the crisis. Many of these are grounded in common sense, however, in my experience these were, to borrow Shakespeare’s words, “More honor'd in the breach than the observance” in pre Crisis Ireland. Finally I set out a four-step approach for forging a strategy. This requires my peer practitioners to identify (i) what they are subject to, (ii) Assess the Opportunity or challenge in a Systemic Context, (iii) Explore Multiple Perspectives on the opportunity or Challenge with an Orientation to change how you know and (iv) Using the Questioning Activity to create Knowledge. Based on my experience I conclude that transformative thinking and practice is a key enabler for a property entrepreneur, in responding to a major collapse of traditional (bank debt) funding.

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Addressing global fisheries overexploitation requires better understanding of how small-scale fishing communities in developing countries limit access to fishing grounds. We analyze the performance of a system based on individual licenses and a common property-rights regime in their ability to generate incentives for self-governance and conservation of fishery resources. Using a qualitative before-after-control-impact approach, we compare two neighbouring fishing communities in the Gulf of California, Mexico. Both were initially governed by the same permit system, are situated in the same ecosystem, use similar harvesting technology, and have overharvested similar species. One community changed to a common property-right regime, enabling the emergence of access controls and avoiding overexploitation of benthic resources, while the other community, still relies on the permit system. We discuss the roles played by power, institutions, socio-historic, and biophysical factors to develop access controls. © 2012 The Author(s).

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© 2015 IEEE.In virtual reality applications, there is an aim to provide real time graphics which run at high refresh rates. However, there are many situations in which this is not possible due to simulation or rendering issues. When running at low frame rates, several aspects of the user experience are affected. For example, each frame is displayed for an extended period of time, causing a high persistence image artifact. The effect of this artifact is that movement may lose continuity, and the image jumps from one frame to another. In this paper, we discuss our initial exploration of the effects of high persistence frames caused by low refresh rates and compare it to high frame rates and to a technique we developed to mitigate the effects of low frame rates. In this technique, the low frame rate simulation images are displayed with low persistence by blanking out the display during the extra time such image would be displayed. In order to isolate the visual effects, we constructed a simulator for low and high persistence displays that does not affect input latency. A controlled user study comparing the three conditions for the tasks of 3D selection and navigation was conducted. Results indicate that the low persistence display technique may not negatively impact user experience or performance as compared to the high persistence case. Directions for future work on the use of low persistence displays for low frame rate situations are discussed.

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This research validates a computerized dietary selection task (Food-Linked Virtual Response or FLVR) for use in studies of food consumption. In two studies, FLVR task responses were compared with measures of health consciousness, mood, body mass index, personality, cognitive restraint toward food, and actual food selections from a buffet table. The FLVR task was associated with variables which typically predict healthy decision-making and was unrelated to mood or body mass index. Furthermore, the FLVR task predicted participants' unhealthy selections from the buffet, but not overall amount of food. The FLVR task is an inexpensive, valid, and easily administered option for assessing momentary dietary decisions.

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esde el año 2004 la Licenciatura en Matemáticas, consecuente con el principio de pertinencia de la Investigación en la Universidad de Cundinamarca, emprendió acciones inmediatas orientadas a generar procesos de innovación modernizadora en la formación de docentes investigadores en Educación Matemática que contribuyeran con la construcción gradual de bases sólidas para la línea de investigación del programa10, eje articulador del proyecto curricular.

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La naturaleza del pensamiento de los profesores es una área de considerable interés y la atención hacia la relevancia de la geometría como un importante componente formativo es un hecho en los planteamientos interesados en la formación inicial y continuada del profesorado. En el ámbito de la investigación cualitativa, presentaremos las contribuciones de un entorno virtual para el desarrollo crítico del contenido del conocimiento profesional del profesor de matemática. Específicamente, analizar un proceso teleinteractivo docente a partir de situaciones de enseñanza-aprendizaje en geometría (para alumnos con 11-14 años). La importancia del proceso teleinteractivo para el desarrollo de habilidades metacognitivas en los profesores es un hecho destacable en las conclusiones de la investigación.

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Se analizan resultados de un estudio con alumnos de secundaria, en el que se utiliza un modelo virtual de la balanza para la enseñanza de la resolución de ecuaciones de primer grado. A diferencia del modelo concreto o diagramático, el modelo virtual es dinámico e interactivo y en su versión ampliada (balanza con poleas) incluye la representación y resolución de ecuaciones con sustracción de términos. Los resultados indican que al final del estudio, los alumnos logran extender el método algebraico de resolución a una variedad amplia de modalidades de ecuaciones y que de manera espontánea infieren el método de transposición de términos. Con el fin de investigar los procesos de producción de sentido y de construcción de significado, se adopta una perspectiva semiótica que incorpora al análisis las producciones sígnicas de los estudiantes, como parte de la interacción entre los sistemas de signos algebraico, aritmético y el sistema de signos del modelo.

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Este trabalho tem como objetivo apresentar uma reflexão sobre o processo de aprendizagem do conceito de Função Exponencial no Ensino Médio, a partir da utilização do jogo Torre de Hanói virtual, através do uso de laptops educacionais. Os dados foram coletados por meio de um questionário inicial, para identificação das ideias prévias dos estudantes e por meio de registros em um diário de campo. Em seguida, os dados foram analisados conforme a metodologia Análise Textual Discursiva. A partir da análise, emergiram duas categorias: a primeira indica que a ideia inicial apresentada pelos alunos em relação à Função Exponencial está associada a uma caracterização da linguagem ligada à Função Quadrática. Já, a segunda categoria aponta uma transformação da linguagem natural do entendimento da função exponencial para a linguagem formal, isto é, a formalização escolarizada do conceito de Função Exponencial.

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El estudio tiene como propósito investigar los procesos de transferencia del aprendizaje situado de la sintaxis algebraica para la resolución de ecuaciones lineales, cuando se utiliza un modelo de enseñanza concreto, virtual y dinámico con estudiantes de nivel secundaria. Al final del estudio, los alumnos muestran un avance significativo en la resolución de ecuaciones y se puede decir que en su mayoría logran realizar la transferencia de las acciones efectuadas con el sistema de signos del modelo concreto (balanza virtual) a acciones que se ejecutan con el sistema de signos del álgebra. A su vez, se observó que los procesos de transferencia pasan por diferentes etapas, dependiendo del sistema de signos hacia el cual se logra la transferencia de acciones.

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Este estudio tiene como objetivo examinar cómo los futuros profesores de secundaria (EPS) reconocen evidencias de la comprensión del proceso de generalización en estudiantes de secundaria. Los EPS realizaron dos tareas: (1) describir las respuestas dadas por estudiantes de secundaria a dos problemas de generalización lineal y agrupar las que reflejaban características comunes de la comprensión del proceso de generalización; (2) participar en un debate virtual sobre las características de la comprensión del proceso de generalización. Los resultados indican que la participación en el debate virtual permitió a los EPS centrar su mirada en las ideas que subyacen en el proceso de generalización (generalización cercana y lejana e intento de expresar la regla general, pasando de una estrategia aditiva a una funcional) más que en el procedimiento realizado.

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Concebimos que la modelación de fenómenos es una práctica que está ligada a la construcción de conocimientos matemáticos y en este sentido se han realizado investigaciones entorno a su incorporación al contexto escolar. Sin embargo, el incorporar la experimentación en el aula de matemáticas conlleva dificultades, una de ellas es la carencia de material de laboratorio. El laboratorio virtual es un proyecto que intenta suplir la ausencia de un laboratorio físicamente, sin embargo, esta sustitución desencadena diferentes relaciones entre los actores. En este trabajo se pretende mostrar como es que un laboratorio simulado, podría contribuir a la incorporación a sistemas escolares concretos de diseños de aprendizaje basados en las prácticas sociales de modelación. Se da evidencia de cómo se desarrollan acciones e interacciones colaborativas alrededor del laboratorio virtual.

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Virtual manufacturing and design assessment increasingly involve the simulation of interacting phenomena, sic. multi-physics, an activity which is very computationally intensive. This chapter describes an attempt to address the parallel issues associated with a multi-physics simulation approach based upon a range of compatible procedures operating on one mesh using a single database - the distinct physics solvers can operate separately or coupled on sub-domains of the whole geometric space. Moreover, the finite volume unstructured mesh solvers use different discretization schemes (and, particularly, different ‘nodal’ locations and control volumes). A two-level approach to the parallelization of this simulation software is described: the code is restructured into parallel form on the basis of the mesh partitioning alone, that is, without regard to the physics. However, at run time, the mesh is partitioned to achieve a load balance, by considering the load per node/element across the whole domain. The latter of course is determined by the problem specific physics at a particular location.