Modeling for Learning Design Repositories

Author(s):  
Gilbert Paquette

The deployment processes of a new technology or a methodology like Instructional Engineering is crucial if we want R&D results and products to reach end users with innovative products and services that produce quality and growth. These preoccupations are at the origin of the IDLD project that provides the main thread of this chapter. This project is based previous projects in the same area: R2R (Paquette, Marino, De la Teja, Lundgren-Cayrol, Léonard & Contamines, 2005) and edusource (McGreal, Anderson, Babin, Downes, Friesen, Harrigan, Hatala, M., MacLeod, Mattson, Paquette, Richards, Roberts & Schafer, 2004).

Author(s):  
Chen Qing ◽  
Qi-yan Li ◽  
Nan-nan Xue ◽  
Shi-meng Yuan ◽  
Chuan-jun Liu ◽  
...  

Abstract Embedding thread lift rhytidectomy, also known as “thread lifting” in China, with the natures of simple operation, less trauma and quick recovery, is progressively used in clinical practice as a new technology of face lifting. Herewith, a brief introduction of the previous advances of thread lifting techniques and materials in the facial beauty industry, combined with the discussion on various types of sutures, common complications, and the site of actions were provided. The main limitations of present thread lifting material include: (1) the use of non-absorbable sutures is liable to cause allergies and a series of complications; (2) the absorbable sutures are easily degradation, and people need to reshape in a relatively short period. Therefore, the high biocompatible spider silk was proposed as a novel material of thread lifting suture and related devices, the advantages and preliminary achievements on spider silk were also addressed. Graphic Abstract


2020 ◽  
Vol 11 (1) ◽  
pp. 217-227 ◽  
Author(s):  
Roger Andre Søraa ◽  
Eduard Fosch-Villaronga

AbstractIn this article, we investigate the relation between gender and exoskeleton development through the lens of intersectionality theory. Exoskeleton users come in a wide variety of shapes, sizes, and genders. However, it is often the case that wearable robot engineers do not develop such devices primarily on the premise that the product should fit as many end users as possible. Instead, designers tend to use the one-size-fits-all approach – a design choice that seems legitimate from the return of an investment viewpoint but that may not do as much justice to end users. Intended users of exoskeletons have a series of user criteria, including height, weight, and health condition, in the case of rehabilitation. By having rigid inclusion criteria for whom the intended user of the technology can be, the exclusion criteria will grow in parallel. The implications and deep-rootedness of gender and diversity considerations in practices and structural systems have been largely disregarded. Mechanical and robot technology were historically seen as part of a distinct male sphere, and the criteria used today to develop new technology may reflect the biases that existed in another time that should no longer be valid. To make this technology available for all, we suggest some tools to designers and manufacturers to help them think beyond their target market and be more inclusive.


Author(s):  
Rupesh Kumar ◽  
Arun Kumar Yadav ◽  
H N Verma

In the Information Technology world, cloud computing technology offering unlimited amount of IT resources and services to end users over the internet on pay-per-use basis. End users are accessing the cloud services on their mobile or personal computers. Service providers are upgrading their services very frequently to enhance the services, and to use their upgraded services, end users are also required to update the specification of their devices. But it will be very costly for the end users to upgrade their devices for high specification to use the enhanced services. Desktop Virtualization is an extensive technology of cloud services. It is the new concept, in which users can access the virtual desktop of required specifications, software and operating system on their old devices anytime and anywhere. With the help of desktop virtualization, users will be benefited by avoiding the cost of frequent upgradation of mobile or personal computer system. Desktop virtualization technology is proving to be a boon for large and small organizations who have to upgrade their computer system with new technology, which is a very costly and challenging process. Desktop virtualization avoids upgrading the hardware of the client machine repeatedly. It allows us to access all applications and data at a low cost on our old machine. This paper presents the comparative analysis of various approaches for desktop virtualization and various challenges which required the solution. Analysis presented in paper has been done based on various performance parameters which will provide the end users low-cost cloud services and best performance on their mobile or personal computers.


2015 ◽  
Vol 9 (1) ◽  
pp. 47 ◽  
Author(s):  
Hussain Mohammad Abu-Dalbouh

<span>Effective evaluation is necessary in order to ensure systems adequately meet the requirements and information processing needs of the users and scope of the system. Technology acceptance model is one of the most popular and effective models for evaluation. A number of studies have proposed evaluation frameworks to aid in evaluation work. The end users for evaluation the acceptance of new technology or system have a lack of knowledge to examine and evaluate some features in the new technology/system. This will give a fake evaluation results of the new technology acceptance. This paper proposes a novel evaluation model to evaluate user acceptance of software and system technology by modifying the dimensions of the Technology Acceptance Model (TAM) and added additional success dimensions for expert users. The proposed model has been validated by an empirical study based on a questionnaire. The results indicated that the expert users have a strong significant influence to help in evaluation and pay attention to some features that end users have lack of knowledge to evaluate it.</span>


TechTrends ◽  
2020 ◽  
Vol 64 (6) ◽  
pp. 815-827
Author(s):  
Barbara Wasson ◽  
Paul A. Kirschner

Abstract Research on instructional and learning design is ‘booming’ in Europe, although there has been a move from a focus on content and the way to present it in a formal educational context (i.e., instruction), to a focus on complex learning, learning environments including the workplace, and access to learner data available in these environments. We even see the term ‘learning experience design’ (Neelen and Kirschner 2020) to describe the field. Furthermore, there is an effort to empower teachers (and even students) as designers of learning (including environments and new pedagogies), and to support their reflection on their own practice as part of their professional development (Hansen and Wasson 2016; Luckin et al. 2016; Wasson et al. 2016). While instructional design is an often heard term in the United States and refers to “translating principles of learning and instruction into plans for instructional materials, activities, information resources, and evaluation” (Smith and Ragan 1999), Europe tends to lean more towards learning design as the key for providing efficient, effective, and enjoyable learning experiences. This is not a switch from an instructivist to a constructivist view nor from a teacher-centred to a student-centred paradigm. It is, rather, a different mind-set where the emphasis is on the goal (i.e., learning) rather than the approach (i.e., instruction). Designing learning opportunities in a technology enhanced world builds on theories of human learning and cognition, opportunities provided by technology, and principles of instructional design. New technology both expands and challenges some instructional design principles by opening up new opportunities for distance collaboration, intelligent tutoring and support, seamless and ubiquitous learning and assessment technologies, and tools for thinking and thought. In this article, the authors give an account of their own and other research related to instructional and learning design, highlight related European research, and point to future research directions.


Author(s):  
ANTTI J. SOINI

Machine vision technology has attracted a strong interest among Finnish research organizations, which has resulted in many innovative products for industry. Despite this goal users were very skeptical towards machine vision and its robustness in harsh industrial environments. Therefore the Technology Development Centre, TEKES, which funds technology related research and development projects in universities and individual companies in Finland, decided to start a national technology program, "Machine Vision 1992–1996". Led by industry, the program boosts research in machine vision technology and seeks to put the research results to work in practical industrial applications. The emphasis is on nationally important, demanding applications. The program will create new business for machine vision producers and encourage the process and manufacturing industry to take advantage of this new technology. So far 60 companies and all major universities and research centers in Finland are working on our forty different projects. The key themes are Process Control, Robot Vision and Quality Control.


2017 ◽  

Preface The Commercial Vehicle Industry is facing significant challenges in this era of increasing needs for transport of people and goods. The society is changing rapidly, where more people are living in urbanization areas and demanding more smart and sustainable solutions: silent, clean, safe, connected and efficient. Transport of people and goods is the live-blood of our economy, fulfilling the needs to let people travel to places for work, leisure, healthcare, and others, and transporting products and half-products, distributed on short distance or transported over long haul, to industrial areas to add value and distribute them to end users, households or the individual consumers. Making use of new technology, like digitalisation and electrification, the Commercial Vehicle Industry improves their products and services in an increasing tempo. Our customers are using the vehicles in a complex environment, making use of sophisticated planning tools, being connected and integrating all...


2016 ◽  
Vol 6 (1) ◽  
pp. 1-18
Author(s):  
Meenakshi Rawani ◽  
Ashwini K. Awasthi ◽  
Siddhartha Sarkar

Subject area Marketing. Study level/applicability Post Graduate. Case overview Rajiv Bapna and Pradeep Bapna co-founded Allied Electronics & Magnetics Limited (widely known as Amkette) in the year 1985 for the production of floppy diskettes in India. By the year 1995, Amkette was the largest selling floppy diskette brand in India. With the advent of new technology in storage media sale of floppy diskette observed a constant decline. By the end of year 2004, floppy diskettes completely vanished from the market. Amkette anticipated the changes in the computer peripherals market and introduced a wide range of products in storage media, wireless and wired peripherals, accessories and digital lifestyle products. After the launch of Evo TV on June 2012, Amkette was hopeful for a major success in digital lifestyle segment. Evo TV, a connected TV device, allowed consumers to use smart apps on their television sets and was a cost-effective substitute to Smart TVs. Amkette was betting very high on Evo TV for revenue generation and market development. Expected learning outcomes Following are the learning outcomes: to review the product life cycle of technology products, to understand evolving customers’ expectations and behavior, to assess the adoption process of innovative products and to explore the challenges associated with innovative products for market development. Supplementary materials Teaching notes are available for educators only. Please contact your library to gain login details or email [email protected] to request teaching notes. Subject code CSS 8: Marketing.


2021 ◽  
Vol 12 (1) ◽  
pp. 17-33
Author(s):  
Xuan-Huynh Nguyen ◽  
Quoc Chien Luu

Abstract Background: In the new technology context, the publishing industry cannot continue to maintain its business operations and to develop relying solely on traditional product offerings, such as books, magazines, and newspapers. There needs to be an expansion into innovative products, such as e-books, micro-publishing, and websites. Objectives: The paper addresses the factors influencing financial reports of Vietnamese publishing firms using two methodological approaches, namely the Grey first-order one variables (GM,1,1) model in the Grey theory and the Malmquist model in the data envelopment analysis (DEA). Methods/Approach: The GM(1,1) model predicts the future period of 2020–2023 based on the historical time series analysis. The Malmquist model presents catch-up, frontier-shift, and Malmquist Productivity Index (MPI) in whole terms. Results: The analysis provides an overview of the publishing industry in Vietnam. The final empirical results show that twelve companies reached a production efficiency higher than 1 and fourteen companies are expected to attain a productivity score higher than 1. Conclusions: Only a few firms do not need to change significantly; however, the remaining firms must re-evaluate their current operations.


2021 ◽  
Vol 6 ◽  
Author(s):  
Michael Kohlgrüber ◽  
Karina Maldonado-Mariscal ◽  
Antonius Schröder

New digital solutions are often lacking integration and acceptance by potential users. Therefore, only a small amount of innovative software solutions is really in use. The article describes a co-creation process by integrating end-users and relevant stakeholders right in the beginning in a social innovation process. Within this process, technology is seen as an enabler of innovation getting its relevance from new social practices of the people using it (e.g. working practices). Against the background of EU funded projects conducted by the authors (GT-VET, GREEN STAR, COCOP, and ROBOHARSH) the relevance of mutual learning processes of engineers / researchers / trainers on the one side and end-users / beneficiaries / learners on the other side will become evident. Moreover, new (digital and analogue) skills of employees have been identified as key for a successful digital transformation. Thereby, this article shows a twofold perspective on social innovation in education: new skills demands for employees and mutual learning processes of developers and users/stakeholders. To obtain needed skills, traditional innovation practices have to be changed by setting up a social innovation process. Such a process design has to include stakeholder and user involvement beyond pure feedback on a new technology. Co-creation means that experience, knowledge and ideas of users will be considered to ensure high usability and impact of the new technology framed by organisational and people related measures. In this respect, the innovation process and the innovation itself is much more than technological functionality–it is a contribution to new social practices and performances of the people that innovate and use the technology.


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