Case study: Leaving no one behind in a digital world: the United Kingdom’s Digital Access Programme

Author(s):  
Alessandra Lustrati
2019 ◽  
Vol 10 (2) ◽  
pp. 112-128
Author(s):  
Begum Canaslan Akyar ◽  
Özkan Sapsaglam

Abstract Today’s children are born into a digital world and are exposed to various electronic devices and digital contents both in the home environment and other environments since the first years of life. Children, who are a natural recipient of the environment in which they live, are exposed to the effects of the digital world at different levels and reflect these effects in different ways. The purpose of the reported study is to investigate if preschoolers’ daily media usage habits affects their drawings. This study is planned according to the case study design of qualitative research methods. The study was conducted with 15 preschoolers and their parents. There were nine boys and six girls in the study. The preschoolers’ drawings and their parents’ interview data were analyzed by using the descriptive analyzing method. The study result shows that there are differences between boys and girls media usage habits. Boys spend more time with media tools than girls. Additionally, boys are exposed to more inappropriate content because of their preferences. The analysis of their drawings revealed that boys are more affected than girls from media contents since boys’ drawings include more characters from media than girls. It can thus be suggested that media tools might be harmful when they are used in a developmentally inappropriate way, and excessive media tool usage has negative impact on children. Therefore, the reported study recommends that parents and caregivers take some precautions to limit preschoolers from spending time with media tools and to control content of children’s activity.


2019 ◽  
Vol 6 (2) ◽  
pp. 260 ◽  
Author(s):  
Samaa Haniya ◽  
Anastasia Olga Tzirides ◽  
Matthew Montebello ◽  
Keratso Georgiadou ◽  
Bill Cope ◽  
...  

<p><em>In today’s increasingly fast-moving digital world, learners are immersed in multimodal online communication environments in their daily life, through Facebook, Twitter, Instagram, Snapchat and others. This requires educators to reflect the environment in which these learners live, and thus design instructional practices from a multimodal perspective. Multimodality offers new opportunities for digital learners to express themselves, analyze problems and make meaning in multimodal ways as they interpret knowledge differently according to their various educational needs (Kalantzis </em><em>&amp;</em><em> Cope, 2015). In this paper we will discuss the significance of integrating multimodality in e-Learning contexts to make meaning and improve learning. The paper will also present a case study of an online course from the College of Education at the University of Illinois Urbana Champaign to show how multimodality works in practice to cater to learner differences by offering a range of activity options and modes of meaning. We will also examine learners’ perceptions of adopting such an approach in the online course. We used survey techniques for data collection and quantitative and qualitative methods for data analysis. Results revealed illuminating insights about the importance of multimodality approach to increase learning potential for digital learners and provided suggestions for future iterations.</em></p>


Author(s):  
Leticia Morales Trujillo ◽  
Miguel Ángel Olivero González ◽  
Francisco José Domínguez Mayo ◽  
Julián Alberto García García ◽  
Manuel Mejías Risoto

The advance in the digital world has caused a growth of complexity in innovation. Traditional approaches to innovation, based on reductionism, face greater difficulties. That is why we have witnessed the growth of those known as System of Systems (SoS). There is a wide variety of methodologies and domains of application in the literature to form framed solutions in the context of SoS, but there is no unified consensus for its use and even less when it comes to agile environments of continuous integration and deployment in which traceability requirements are critical. In recent years, the need to have traceability software that continuously records and monitors the trace of the entities that interact with it has become an essential feature. In addition, over the years there has been evidence of errors caused by poor traceability control. Therefore, this document presents an agile framework that aims to guarantee the traceability of a SoS from the early stages. This framework unifies the discovery, development and operations, providing full coverage in the conformation of the solution. Finally, we present a case study as future work, which is based on the application of our framework on smart laboratories for assisted reproduction.


2010 ◽  
Vol 14 (2) ◽  
pp. 15-23 ◽  
Author(s):  
Hady Lauw ◽  
John C. Shafer ◽  
Rakesh Agrawal ◽  
Alexandros Ntoulas
Keyword(s):  

2020 ◽  
Vol 86 ◽  
pp. 01025
Author(s):  
Arlinta C. Barus ◽  
Marianna Simanjuntak ◽  
Verawati Situmorang

Indonesia is a country which is rich of various traditional cultures and values. One of its representation is traditional woven clothes (well known in Indonesian as kain tenun) which is wide spread throughout Indonesian regions. To support the traditional woven industry, as a relevancy to the industry 4.0 era, we develop DiTenun which is a multiplatform application that is able to produce new motifs of traditional woven intelligently using machine learning approach. The presence of the apps aims to support the growth of traditional weaving industry particularly the small and medium scale ones. The dissemination of the apps is very challenging as traditional woven centers are mostly located in rural area where the digital world has been rarely accessed. In this paper, we present “Ulos” as a case study in the utilization of DiTenun. The implementation of the sustainability of the Ulos industry by DiTenun needs to be adjusted to the development of the industrial era 4.0. Ulos is a traditional woven cloth from Batak tribe, which is located in several rural regions surrounding Toba highland in North Sumatera Utara province. The workflow for producing an item that is marketable is to produce woven fabrics with motifs that have been produced by smart devices. The results of DiTenun can have an impact on the technology produced and on the social life and culture of the weavers. The study shows how DiTenun is designed to support Ulos weavers in creating new motifs of Ulos and to support the economy of relevant small and medium scale industry of Ulos.


Author(s):  
Shruthi J. ◽  
Suma Swamy

In the present state of digital world, computer machine do not understand the human’s ordinary language. This is the great barrier between humans and digital systems. Hence, researchers found an advanced technology that provides information to the users from the digital machine. However, natural language processing (i.e. NLP) is a branch of AI that has significant implication on the ways that computer machine and humans can interact. NLP has become an essential technology in bridging the communication gap between humans and digital data. Thus, this study provides the necessity of the NLP in the current computing world along with different approaches and their applications. It also, highlights the key challenges in the development of new NLP model.


2021 ◽  
Author(s):  
Ziran Wang

A Digital Twin is defined as a digital replica of a real entity in the physical world. In this study, the Digital Twin simulation is developed for connected and automated vehicles (CAVs) by leveraging the Unity game engine. A Digital Twin simulation architecture is proposed, which contains the physical world and the digital world. Particularly, the digital world consists of three layers, where the Unity game objects are built to simulate the "hardware", the Unity scripting API are used to simulate the "software", and external tools (e.g., SUMO, MATLAB, python, and/or AWS) are leveraged to enhance the simulation functionalities. A case study of personazlied adaptive cruise control (P-ACC) is conducted to showcase the effectiveness of the proposed Digital Twin simulation, where the ACC system can be designed to satisfy each driver's preference with the help of cloud computing.


2021 ◽  
Author(s):  
Ziran Wang

A Digital Twin is defined as a digital replica of a real entity in the physical world. In this study, the Digital Twin simulation is developed for connected and automated vehicles (CAVs) by leveraging the Unity game engine. A Digital Twin simulation architecture is proposed, which contains the physical world and the digital world. Particularly, the digital world consists of three layers, where the Unity game objects are built to simulate the "hardware", the Unity scripting API are used to simulate the "software", and external tools (e.g., SUMO, MATLAB, python, and/or AWS) are leveraged to enhance the simulation functionalities. A case study of personazlied adaptive cruise control (P-ACC) is conducted to showcase the effectiveness of the proposed Digital Twin simulation, where the ACC system can be designed to satisfy each driver's preference with the help of cloud computing.


2021 ◽  
Vol 902 (1) ◽  
pp. 012055
Author(s):  
H P Pramana ◽  
S Hastjarjo ◽  
Sudarmo

Abstract The demand for beef cattle increases every year ahead of the Eid al-Adha celebration. While the fulfillment of orders in the market is rising, the critical point is that the distribution of beef cattle tends to be uneven between regions. This paper proposes a case study of how the interaction between market and demand fulfillment, in the case of the beef cattle market, can be supported by digital marketing. The focus is how the new company (start-up) creates a marketing chain between regions, West Nusa Tenggara and DKI Jakarta. An in-depth characterization of the marketing chain was carried out through semi-structured interviews. In addition, secondary data uses institutional/private publication data, which is then analyzed descriptively. Using integrated marketing communications (IMC) practices, we explore an enhanced framework for managing communications in the digital world. This research is expected to help fulfill the needs of livestock (beef cattle) to be more optimal, concise, attractive, and evenly distributed so that the social objectives of the celebration of Eid al-Adha are achieved. The study also highlights the utility for organizations to use social media strategically rather than simply as a tactical tool.


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