scholarly journals The Impact of Computer Science on the Development of Oulu ICT during 1985–1990

Author(s):  
Henry Oinas-Kukkonen ◽  
Jouni Similä ◽  
Petri Pulli ◽  
Harri Oinas-Kukkonen ◽  
Pentti Kerola
Keyword(s):  
2020 ◽  
Vol 20 (2) ◽  
pp. 1-25 ◽  
Author(s):  
Adnan Ahmad ◽  
Furkh Zeshan ◽  
Muhammad Salman Khan ◽  
Rutab Marriam ◽  
Amjad Ali ◽  
...  

Author(s):  
Ioan DZITAC

Membrane Computing is a branch of Computer Science initiated by<br />Gheorghe Păun in 1998, in a technical report of Turku Centre for Computer Science<br />published as a journal paper ("Computing with Membranes" in Journal of Computer<br />and System Sciences) in 2000. Membrane systems, as Gheorghe Păun called the<br />models he has introduced, are known nowadays as "P Systems" (with the letter P<br />coming from the initial of the name of this research area "father").<br />This note is an overview of the impact in ISI WoS of Gheorghe Păun’s works, focused<br />on Membrane Computing and P Systems field, on the occasion of his 65th birthday<br />anniversary.


2020 ◽  
Vol 214 ◽  
pp. 03010
Author(s):  
Chung-Lien Pan ◽  
Xianghui Chen ◽  
Mei Lin ◽  
Zhuocheng Cai ◽  
Xiaolin Wu

In recent years, the innovation and breakthrough of digital technology have brought great convenience to the economic development of various sectors and People’s daily life, especially in the field of financial services. To explore the impact of digital technology on the financial industry, this paper searched 285 papers based on Web of Science (WoS) and conducted a systematic scientific metrology and literature review, providing a research front for future research. According to the research papers published between 1984 and 2020, the analysis results of co-citation and co-cited by sources, disciplines, and keywords show that in recent years, the publishing industry in this field has developed rapidly in various countries, and the research field involves such disciplines as business economics, computer science, social science, and interdisciplinary application. According to the research papers published between 1984 and 2020, the analysis results of co-citation and co-cited by sources, disciplines, and keywords show that in recent years, the publishing industry in this field has developed rapidly in various countries, and the research field involves such disciplines as business, finance; economics; computer science; social science and interdisciplinary application. Besides, American, Chinese and British institutions are also good at hosting such interdisciplinary work. And different types of keywords present important interactions in the visualization: (a) digital-based innovation, (b) big data and regulation, (c) Internet finance and financial innovation, (d) financial inclusion, (e) digital finance and risk management, and (f) mobile payment.


Author(s):  
Jaime Lester

Sparked by a series of national campaigns to increase interest in computer science, computer science departments are inundated with students who are interested in learning how to program. Despite the interest, introductory computer science course have relatively low completion rates (approximately 55% at Mason) and high rates of academic integrity violations. In response to this environment, the Computer Science department at Mason received an external grant to redesign their introductory programming courses to a self-paced, flipped format. Implementation began in Fall 2015 with a quasi-experimental methodology that tracks students from an experimental course and a control group (those who took more traditional introductory CS courses) over the course of the semester. Data collected includes grades on assignments, self-report surveys, and classroom observations.  The purpose of this study is to examine the impact of a self-paced, flipped curricular design in an introductory experiential computer science course on the immediate (in course) completion.   In this short lightning talk, we will present data from student surveys and classroom observations identifying any difference across the control and experimental groups. Preliminary results identify a significant increase in student completion upwards of a 20% difference across the groups. In addition to increasing knowledge of the impact of self-paced courses on student retention and success in computer science, we offer an alternative method to collect data on classroom observations via the Real-time Observation Classroom Application (ROCA). ROCA allows for efficient data collection and comparison of specific pedagogies to student engagement measures.  


2014 ◽  
Vol 70 ◽  
pp. 1-8 ◽  
Author(s):  
Hsien-Tsai Wu ◽  
Po-Chun Hsu ◽  
Chih-Yuan Lee ◽  
Hou-Jun Wang ◽  
Cheuk-Kwan Sun

Games have become an important leisure activity for children and adults, and they are becoming an increasingly important part of our culture as a whole. This chapter gives readers an insight into the impact of computer games both culturally and economically. The chapter also considers the technical impact of computer games and how this might impact the gendered digital divide. For instance, it is often noted that playing computer games can be a gateway to computing careers due to increasing confidence and skills in computing as well as developing an interest in computers due to familiarity. Indeed, computer games and gaming might be an initial introduction for children to digital technologies generally. In turn, developing their confidence and skills in their usage of technology, leading to an increased utilisation and interest in a career in computer science and information technology. All issues are important when considering the gender divide in computer games.


Author(s):  
Stuart W. Elliott

The research literature in computer science provides a way of understanding the growing capabilities of information technology (IT) and anticipating their future effect on work and skills. This chapter reviews a set of recent computer science articles to identify the IT capabilities that have been demonstrated in research settings. These capabilities are compared to information on occupational ability requirements to identify occupations that are potentially vulnerable to displacement as demonstrated IT capabilities are refined and applied over the next couple decades. The chapter’s preliminary analysis suggests that occupations representing 82 percent of current employment will be potentially vulnerable to displacement by IT in the near future. More rigorous versions of the chapter’s preliminary analysis should be carried out once or twice each decade to track the further development of IT capabilities and regularly update our understanding of their likely consequences for work and skills.


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