scholarly journals Conceptual model of information support for taking decisions

2018 ◽  
Vol 44 ◽  
pp. 00064 ◽  
Author(s):  
Yury Nurulin ◽  
Inga Skvortsova

The modern society is characterized by qualitative changes in the volumes, composition and significance of collected and processed data. This data reflects the condition of the real and virtual world surrounding people and it is used for respective impact on the real and virtual world. All this requires theoretical generalizations that form a single conceptual platform as for managers working with the real world and for knowledge management professionals who work with the virtual world. The traditional model of taking decisions in management indirectly reflects the significance of knowledge and other elements of the virtual world for taking effective decisions which have impact on the real world. However the process of forming knowledge is not reflected in these models. Traditional models of knowledge management mainly concentrate on the internal transformation processes “data-information-knowledge-wisdom” which further are used for taking decisions.

2001 ◽  
Vol 16 (4) ◽  
pp. 295-329 ◽  
Author(s):  
ANTHONY HUNTER

Numerous argumentation systems have been proposed in the literature. Yet there often appears to be a shortfall between proposed systems and possible applications. In other words, there seems to be a need for further development of proposals for argumentation systems before they can be used widely in decision-support or knowledge management. I believe that this shortfall can be bridged by taking a hybrid approach. Whilst formal foundations are vital, systems that incorporate some of the practical ideas found in some of the informal approaches may make the resulting hybrid systems more useful. In informal approaches, there is often an emphasis on using graphical notation with symbols that relate more closely to the real-world concepts to be modelled. There may also be the incorporation of an argument ontology oriented to the user domain. Furthermore, in informal approaches there can be greater consideration of how users interact with the models, such as allowing users to edit arguments and to weight influences on graphs representing arguments. In this paper, I discuss some of the features of argumentation, review some key formal argumentation systems, identify some of the strengths and weaknesses of these formal proposals and finally consider some ways to develop formal proposals to give hybrid argumentation systems. To focus my discussions, I will consider some applications, in particular an application in analysing structured news reports.


Author(s):  
Yulia Fatma ◽  
Armen Salim ◽  
Regiolina Hayami

Along with the development, the application can be used as a medium for learning. Augmented Reality is a technology that combines two-dimensional’s virtual objects and three-dimensional’s virtual objects into a real three-dimensional’s  then projecting the virtual objects in real time and simultaneously. The introduction of Solar System’s material, students are invited to get to know the planets which are directly encourage students to imagine circumtances in the Solar System. Explenational of planets form and how the planets make the revolution and rotation in books are considered less material’s explanation because its only display objects in 2D. In addition, students can not practice directly in preparing the layout of the planets in the Solar System. By applying Augmented Reality Technology, information’s learning delivery can be clarified, because in these applications are combined the real world and the virtual world. Not only display the material, the application also display images of planets in 3D animation’s objects with audio.


2006 ◽  
Vol 5 (3) ◽  
pp. 53-58 ◽  
Author(s):  
Roger K. C. Tan ◽  
Adrian David Cheok ◽  
James K. S. Teh

For better or worse, technological advancement has changed the world to the extent that at a professional level demands from the working executive required more hours either in the office or on business trips, on a social level the population (especially the younger generation) are glued to the computer either playing video games or surfing the internet. Traditional leisure activities, especially interaction with pets have been neglected or forgotten. This paper introduces Metazoa Ludens, a new computer mediated gaming system which allows pets to play new mixed reality computer games with humans via custom built technologies and applications. During the game-play the real pet chases after a physical movable bait in the real world within a predefined area; infra-red camera tracks the pets' movements and translates them into the virtual world of the system, corresponding them to the movement of a virtual pet avatar running after a virtual human avatar. The human player plays the game by controlling the human avatar's movements in the virtual world, this in turn relates to the movements of the physical movable bait in the real world which moves as the human avatar does. This unique way of playing computer game would give rise to a whole new way of mixed reality interaction between the pet owner and her pet thereby bringing technology and its influence on leisure and social activities to the next level


Author(s):  
Hsiao-Cheng (Sandrine) Han

The purpose of this research is to improve the understanding of how users of online virtual worlds learn and/or relearn ‘culture' through the use of visual components. The goal of this research is to understand if culturally and historically authentic imagery is necessary for users to understand the virtual world; how virtual world residents form and reform their virtual culture; and whether the visual culture in the virtual world is imported from the real world, colonized by any dominate culture, or assimilated into a new culture. The main research question is: Is the authenticity of cultural imagery important to virtual world residents? This research investigates whether visual culture awareness can help students develop a better understanding of visual culture in the real world, and whether this awareness can help educators construct better curricula and pedagogy for visual culture education.


2001 ◽  
Vol 65 (1) ◽  
pp. 78-91 ◽  
Author(s):  
Page L. Anderson ◽  
Barbara O. Rothbaum ◽  
Larry Hodges

Proceedings ◽  
2020 ◽  
Vol 47 (1) ◽  
pp. 35
Author(s):  
Wei Wang

The development of virtual reality brings an old and historic question on the difference between the real world and unreal world. In this paper, starting from the concept of representation, I argued that what we call “virtual reality” is a representation of an actual or non-actual world and the criterion of difference between the “real world” and “virtual reality” is whether we present it with the intention of using it as a representation. After that, the thesis is demonstrated again from different theories of scientific representation. Therefore, the intuitive distinction between the “real world” and “virtual reality” can be drawn on the epistemological criterion; that is to say, the virtual world is a representation while the real world is not.


1970 ◽  
Vol 4 (1) ◽  
Author(s):  
Richard L Gilbert

The P.R.O.S.E. (Psychological Research on Synthetic Environments) Project was established to investigate the psychology of 3D virtual worlds. Under the auspices of the project, a systematic program of in-world behavioral research is being conducted that addresses three core questions related to the psychology of 3D immersive environments: What are the characteristics of active participants in virtual worlds? Do the principles of psychology that operate in the real world also apply to the virtual world? Do experiences in the virtual world have the capacity to influence behavior and subjective experience in the real world? The current paper describes a series of studies that examine each of these questions and outlines future directions for the project. If projections for a highly populated, ubiquitously accessible (web-based), and seamlessly integrated (interoperable) network of virtual worlds are borne out, a new realm of psychological reality and interaction will have been created that will be increasingly important for behavioral scientists to investigate and understand.


Sign in / Sign up

Export Citation Format

Share Document