965 resultados para Digital play


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Government agencies use information technology extensively to collect business data for regulatory purposes. Data communication standards form part of the infrastructure with which businesses must conform to survive. We examine the development of, and emerging competition between, two open business reporting data standards adopted by government bodies in France; EDIFACT (incumbent) and XBRL (challenger). The research explores whether an incumbent may be displaced in a setting in which the contention is unresolved. We apply Latour’s (1992) translation map to trace the enrolments and detours in the battle. We find that regulators play an important role as allies in the development of the standards. The antecedent networks in which the standards are located embed strong beliefs that become barriers to collaboration and fuel the battle. One of the key differentiating attitudes is whether speed is more important than legitimacy. The failure of collaboration encourages competition. The newness of XBRL’s technology just as regulators need to respond to an economic crisis and its adoption by French regulators not using EDIFACT create an opportunity for the challenger to make significant network gains over the longer term. ANT also highlights the importance of the preservation of key components of EDIFACT in ebXML.

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This study focuses on the interactional functions of non-standard spelling, in particular letter repetition, used in text-based computer-mediated communication as a means of non-verbal signalling. The aim of this paper is to assess the current state of non-verbal cue research in computer-mediated discourse and demonstrate the need for a more comprehensive and methodologically rigorous exploration of written non-verbal signalling. The study proposes a contextual and usage-centered view of written paralanguage. Through illustrative, close linguistic analyses the study proves that previous approaches to non-standard spelling based on their relation to the spoken word might not account for the complexities of this CMC cue, and in order to further our understanding of their interactional functions it is more fruitful to describe the role they play during the contextualisation of the verbal messages. The interactional sociolinguistic approach taken in the analysis demonstrates the range of interactional functions letter repetition can achieve, including contribution to the inscription of socio-emotional information into writing, to the evoking of auditory cues or to a display of informality through using a relaxed writing style.

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Coherent optical orthogonal frequency division multiplexing (CO-OFDM) has been actively considered as a potential candidate for long-haul transmission and 400 Gb/s to 1 Tb/s Ethernet transport because of its high spectral efficiency, efficient implementation, flexibility and robustness against linear impairments such as chromatic dispersion and polarization mode dispersion. However, due to the long symbol duration and narrow subcarrier spacing, CO-OFDM systems are sensitive to laser phase noise and fibre nonlinearity induced penalties. As a result, the development of CO-OFDM transmission technology crucially relies on efficient techniques to compensate for the laser phase noise and fibre nonlinearity impairments. In this thesis, high performance and low complexity digital signal processing techniques for laser phase noise and fibre nonlinearity compensation in CO-OFDM transmissions are demonstrated. For laser phase noise compensation, three novel techniques, namely quasipilot-aided, decision-directed-free blind and multiplier-free blind are introduced. For fibre nonlinear compensation, two novel techniques which are referred to as phase conjugated pilots and phase conjugated subcarrier coding, are proposed. All these abovementioned digital signal processing techniques offer high performances and flexibilities while requiring relatively low complexities in comparison with other existing phase noise and nonlinear compensation techniques. As a result of the developments of these digital signal processing techniques, CO-OFDM technology is expected to play a significant role in future ultra-high capacity optical network. In addition, this thesis also presents preliminary study on nonlinear Fourier transform based transmission schemes in which OFDM is a highly suitable modulation format. The obtained result paves the way towards a truly flexible nonlinear wave-division multiplexing system that allows the current nonlinear transmission limitations to be exceeded.

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Grade three students used tablet computers with a pre-selected series of applications over a seven-month period at school and through a community afterschool program. The study determined that these students benefited from differentiated learning in the school environment and online collaborative play in the afterschool centre. Benefits of the exposure to digital tools included: intergenerational learning as children assisted both parents and teachers with digital applications; problem-solving; and enhanced collaborative play for students across environments. Although this study makes a contribution to the field of digital literacy and young learners, the researchers conclude further investigation is warranted, in regards to the inter-relationships between home, school and community as spaces for the learning and teaching of digital technologies.

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There is an abundance of research that examines disability and technology in the context of computers and the Internet, however few have examined disability and mobile devices. Also largely absent from existing literature are the voices of disabled people themselves. This dissertation draws upon science and technology studies (STS) and disability studies to address these gaps by conducting in-depth qualitative research that examines disabled people’s experiences using smartphones and tablets. At its core, this dissertation aims to provide insight on the following: 1) an understanding of how disability is perceived in the digital age and the subjective meanings of access, inclusion and equality; 2) the ways in which mobile devices impact the lived experience of disability; and 3) how perspectives in disability studies and STS can be applied to understand the relationship between the body, disability and technology. The empirical contribution of this research draws from participant diaries and interviews with disabled people, as well as from open-ended questionnaires completed by mobile app developers. The concept of ‘subjectivities of disability’ is introduced to refer to the uniquely personal and individual experience of disability. Findings reveal that mobile device use amongst disabled people redefines their subjectivities of disability through socio-technical interactions whereby disabled people use their devices in ways that are integrated into their everyday lives and positively shapes how they view themselves in relation to their experience of disability. The responses from app developers reveal that there is a place for disability in the mobile market and that disabled people play a key role in making apps accessible. The data suggests that mobile devices facilitate access, inclusion and equality by integrating the body in ways that recognize and accommodate diversity. The results furthermore make it clear that the interaction between disabled people and mobile devices takes on an embodied and social characteristic. This research concludes that both on an individual level and collectively, disabled people are engaging with digital artifacts in ways that promote agency and independence as well as reshaping how disability is experienced and perceived in the digital age.

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Schistosomiasis is a chronically debilitating helminth infection with a significant socio-economic and public health impact. Accurate diagnostics play a pivotal role in achieving current schistosomiasis control and elimination goals. However, many of the current diagnostic procedures, which rely on detection of schistosome eggs, have major limitations including lack of accuracy and the inability to detect pre-patent infections. DNA-based detection methods provide a viable alternative to the current tests commonly used for schistosomiasis diagnosis. Here we describe the optimisation of a novel droplet digital PCR (ddPCR) duplex assay for the diagnosis of Schistosoma japonicum infection which provides improved detection sensitivity and specificity. The assay involves the amplification of two specific and abundant target gene sequences in S. japonicum; a retrotransposon (SjR2) and a portion of a mitochondrial gene (nad1). The assay detected target sequences in different sources of schistosome DNA isolated from adult worms, schistosomules and eggs, and exhibits a high level of specificity, thereby representing an ideal tool for the detection of low levels of parasite DNA in different clinical samples including parasite cell free DNA in the host circulation and other bodily fluids. Moreover, being quantitative, the assay can be used to determine parasite infection intensity and, could provide an important tool for the detection of low intensity infections in low prevalence schistosomiasis-endemic areas.

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Abstract: It is estimated that 1 in 5 will, at some point in their lives, experience a long-term illness or disability that will impact their day to day lives. Access to digital information and technologies can be life changing and a necessity to fully participate in education, work and society. Specialist assistive technologies, such as screen readers, have been available for many years and are now built-into operating systems and devices. In addition, web accessibility standards have been compiled and published since the advent of the World Wide Web over two decades ago. However, internet use by people with disabilities continues to lag significantly behind those with no disability and use of assistive technologies remains lower than should be the case with tools often abandoned. In this seminar we will talk about our work to identify digital accessibility challenges; the barriers experienced by those with disabilities and how computer scientists can play a part in removing obstacles to access and ease of use. We will discuss some of our projects focussing on: • Development of assistive technologies for niche groups of users, • improving accessibility standards to cover a wider range of disabilities, • creating accessibility training resources for developers and stakeholders • embedding accessibility practice within development projects.

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In order to cope up with the ever increasing demand for larger transmission bandwidth, Radio over Fiber technology is a very beneficial solution. These systems are expected to play a major role within future fifth generation wireless networks due to their inherent capillary distribution properties. Nonlinear compensation techniques are becoming increasingly important to improve the performance of telecommunication channels by compensating for channel nonlinearities. Indeed, significant bounds on the technology usability and performance degradation occur due to nonlinear characteristics of optical transmitter, nonlinear generation of spurious frequencies, which, in the case of RoF links exploiting Directly Modulated Lasers , has the combined effect of laser chirp and optical fiber dispersion among its prevailing causes. The purpose of the research is to analyze some of the main causes of harmonic and intermodulation distortion present in Radio over Fiber (RoF) links, and to suggest a solution to reduce their effects, through a digital predistortion technique. Predistortion is an effective and interesting solution to linearize and this allows to demonstrate that the laser’s chirp and the optical fiber’s dispersion are the main causes which generate harmonic distortion. The improvements illustrated are only theoretical, based on a feasibility point of view. The simulations performed lead to significant improvements for short and long distances of radio over fiber link lengths. The algorithm utilized for simulation has been implemented on MATLAB. The effects of chirp and fiber nonlinearity in a directly modulated fiber transmission system are investigated by simulation, and a cost effective and rather simple technique for compensating these effects is discussed. A detailed description of its functional model is given, and its attractive features both in terms of quality improvement of the received signal, and cost effectiveness of the system are illustrated.

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During the development of a new treatment space for the UK emergency ambulance participatory observations with front-line clinicians revealed the need for an integrated patient monitoring, communication and navigation system. The research identified the different information touch-points and requirements through modes of use analysis, day-in-the-life study and simulation workshops with clinicians. Emergency scenario and role-play with paramedics identified 5 distinct ambulance modes of use. Information flow diagrams were created and checked by paramedics and digital User Interface (UI) wireframes were developed and evaluated by clinicians during clinical evaluations. Feedback from clinicians defined UI design specification further leading to a final design proposal. This research was a further development from the 2007 EPSRC funded “Smart Pods” project. The resulting interactive prototype was co-designed in collaboration with ambulance crews and provides a vision of what could be achieved by integrating well-proven IT technologies and protocols into a package relevant in the emergency medicine field. The system has been reviewed by over 40 ambulance crews and is part of a newly co-designed ambulance treatment space.

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Thesis (Ph.D.)--University of Washington, 2016-07

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This paper studies the use of play as a method to unlock creativity and innovation within a community of practice (a group of individuals who share a common interest and who see value in interaction to enhance their understanding). An analysis of communities of practice and the value of play informs evaluation of two case studies exploring the development of communities of practice, one within the discipline of videogames and one which bridges performing arts and videogames. The case studies provide qualitative data from which the potential of play as a method to inspire creativity and support the development of a potential community of practice is recognised. Establishing trust, disruption of process through play and reflection are key steps proposed in a ‘context provider’s framework’ for individuals or organisations to utilise in the design of activities to support creative process and innovation within a potential community of practice.

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This article introduces the genre of a digital audio game and discusses selected play interaction solutions implemented in the Audio Game Hub, a prototype designed and evaluated in the years 2014 and 2015 at the Gamification Lab at Leuphana University Lüneburg.1 The Audio Game Hub constitutes a set of familiar playful activities (aiming at a target, reflex-based reacting to sound signals, labyrinth exploration) and casual games (e.g. Tetris, Memory) adapted to the digital medium and converted into the audio sphere, where the player is guided predominantly or solely by sound. The authors will discuss the design questions raised at early stages of the project, and confront them with the results of user experience testing performed on two groups of sighted and one group of visually impaired gamers.

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Presented at DiGRA 2015 Diversity of Play, Leuphana University, Lüneburg, Germany, on the 15th of May 2015.

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Document representations can rapidly become unwieldy if they try to encapsulate all possible document properties, ranging from abstract structure to detailed rendering and layout. We present a composite document approach wherein an XMLbased document representation is linked via a shadow tree of bi-directional pointers to a PDF representation of the same document. Using a two-window viewer any material selected in the PDF can be related back to the corresponding material in the XML, and vice versa. In this way the treatment of specialist material such as mathematics, music or chemistry (e.g. via read aloud or play aloud ) can be activated via standard tools working within the XML representation, rather than requiring that application-specific structures be embedded in the PDF itself. The problems of textual recognition and tree pattern matching between the two representations are discussed in detail. Comparisons are drawn between our use of a shadow tree of pointers to map between document representations and the use of a code-replacement shadow tree in technologies such as XBL.