scholarly journals Getting to Yes: Stakeholder Buy-In for Implementing Emerging Technologies in Your Library

2018 ◽  
Vol 37 (3) ◽  
pp. 5-7
Author(s):  
Ida Arlene Joiner

Have you ever wanted to implement new technologies in your library or resource center such as (drones, robotics, artificial intelligence, augmented/virtual reality/mixed reality, 3D printing, wearable technology, and others) and presented your suggestions to your stakeholders (board members, directors, managers, and other decision makers) only to be rejected based on “there isn’t enough money in the budget,” or “no one is going to use the technology,” or “we like things the way that they are,” then this column is for you.

2021 ◽  
Vol 27 (4) ◽  
Author(s):  
Francisco Lara

AbstractCan Artificial Intelligence (AI) be more effective than human instruction for the moral enhancement of people? The author argues that it only would be if the use of this technology were aimed at increasing the individual's capacity to reflectively decide for themselves, rather than at directly influencing behaviour. To support this, it is shown how a disregard for personal autonomy, in particular, invalidates the main proposals for applying new technologies, both biomedical and AI-based, to moral enhancement. As an alternative to these proposals, this article proposes a virtual assistant that, through dialogue, neutrality and virtual reality technologies, can teach users to make better moral decisions on their own. The author concludes that, as long as certain precautions are taken in its design, such an assistant could do this better than a human instructor adopting the same educational methodology.


2019 ◽  
Vol 8 (10) ◽  
pp. 1618 ◽  
Author(s):  
Ferro ◽  
Nicholson ◽  
Koka

Background: The field of implant dentistry education is rapidly evolving as new technologies permit innovative methods to teach the fundamentals of implant dentistry. Methods: Literature from the fields of active learning, blended learning, augmented reality, artificial intelligence, haptics, and mixed reality were reviewed and combined with the experience and opinions of expert authors. Both positive and negative aspects of the learning methods are presented. Results and Conclusion: The fundamental objectives of teaching and learning remain unchanged, yet the opportunities to reach larger audiences and integrate their learning into active experiences are evolving due to the introduction of new teaching and learning methodologies. The ability to reach a global audience has never been more apparent. Nevertheless, as much as new technology can be alluring, each new method comes with unique limitations.


2021 ◽  
Vol 2 ◽  
Author(s):  
Francesco Russo ◽  
Giuseppe Musolino

Geographical location, infrastructures, and services are the main consolidated pillars of a port in terms of its capacity to compete and cooperate with other ports. In the last years, a new pillar was identified: emerging technologies. Ports’ issues were initially solved with individual ICT solutions adopted by each decision-maker, which generated efficiencies in the three main port flows: cargo, information, and financial. However, new benefits and challenges are connected with the introduction of shared emerging ICT among decision-makers inside ports. The crucial issue concerns the fact that several decision-makers could share a decision about a single-port operation. Therefore, the effectiveness and efficiency of ports depend on how the interactions between the decision-makers are solved. Port operations are associated with movements (cargo) and transactions (information and financial) in a synchronic graph, which allows highlighting the role of emerging technologies in the modification of port operation generalized cost, considering the different decision-makers. The focal point concerns the building of a theoretical model using the formal equations of Transport System Models (TSMs) for the estimation of the cost for a Unit of Load (UL), e.g., a container traveling along a path, composed of a sequence of port operations, inside a port with and without emerging technologies. The proposed theoretical model provides the possibility of estimating ex ante the reduction of cost (port time of UL) given by introducing new technologies and a Port Community System (PCS). Different scenarios, considering some cases, ranging from the absence of ICT to the presence of a PCS, are compared, considering the different situations from a non-congested port to a congested one. The main results of the study and its novelty concern, on the one hand, the extension of TSMs to port systems, highlighting the problem of a non-single decision-maker (two or more) in some port operations and, on the other hand, the possibility of reducing the generalized cost (e.g., time) in the same operations in which there are concurrent decision-makers, through the use of an advanced PCS. The reported numerical example confirms the theoretical results. The work can be useful for researchers for port planners (e.g., port authorities) because it permits evaluating the utility for introducing shared emerging technologies using advanced PCS in a unified view.


Author(s):  
Dieu Hoang ◽  
Ehsan Naderi ◽  
Renée Cheng ◽  
Bijan Aryana

AbstractIn the first quarter of the new millennium, the immersive technologies such as Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) are only a few steps away from becoming the mainstream tools within the design industry. This study investigated the internal and external barriers of technology adoption within design-oriented businesses. A mixed method was used to collect and analyze the data from the employees of a large design firm. This research confirmed that external barriers such as funding, technical support, training, and business strategy that exist at the organizational level are interrelated with the internal barriers such as designers’ and managers’ perception and attitude toward the new technologies. The managerial applications were discussed later and the directions for future research were provided.


2020 ◽  
Vol 11 (1) ◽  
pp. 338
Author(s):  
George Margetis ◽  
Konstantinos C. Apostolakis ◽  
Stavroula Ntoa ◽  
George Papagiannakis ◽  
Constantine Stephanidis

Culture is a field that is currently entering a revolutionary phase, no longer being a privilege for the few, but expanding to new audiences who are urged to not only passively consume cultural heritage content, but actually participate and assimilate it on their own. In this context, museums have already embraced new technologies as part of their exhibitions, many of them featuring augmented or virtual reality artifacts. The presented work proposes the synthesis of augmented, virtual and mixed reality technologies to provide unified X-Reality experiences in realistic virtual museums, engaging visitors in an interactive and seamless fusion of physical and virtual worlds that will feature virtual agents exhibiting naturalistic behavior. Visitors will be able to interact with the virtual agents, as they would with real world counterparts. The envisioned approach is expected to not only provide refined experiences for museum visitors, but also achieve high quality entertainment combined with more effective knowledge acquisition.


Author(s):  
Clara E. Fernandes ◽  
Ricardo Morais

This technical paper will assess new technological advances that could change the way we buy clothes, exploring existing solutions that are still commonly confused with each other: Smart fitting rooms (SFR), interactive mirrors (IM), Virtual Reality (VR), and Augmented Reality (AR). The methodological approach based on an exploratory research will start with a literature review on SFR and IM, comparing the main differences between these two technologies and addressing their unsuccessful attempts in retail. Our research will also assess daily technologies, which could possibly improve the customer’s experience with online shopping, as well as customers with reduced mobility. With smart gadgets in every corner, consumers are more difficult to convince with innovative products. We will propose future possibilities for fashion retail, where results will be presented as a first approach, in hopes of creating innovative solutions for the future. Moreover, sustainable implications related with this approach will be addressed in our additional considerations. This technical study considers only two basic solutions that were eventually too complicated to fit into fashion retail, exploring additional solutions that could change these limitations. Although explored and researched in the last years, solutions like IM and SFR were once part of what was considered the future of fashion retail. However, poor business models and lack of technological advances at the time limited these solutions. New technologies such as Augmented Reality (AR), Virtual Reality (VR) and Mixed-Reality (MR), combined with the latest smartphone evolution could relaunch solutions like these.  


2021 ◽  
Vol 1 (1) ◽  
Author(s):  
Eduardo Luis Casarotto ◽  
Guilherme Cunha Malafaia ◽  
Marta Pagán Martínez ◽  
Erlaine Binotto

This paper aimed to develop a data-based technological innovation frameworkfocused on the competitive intelligence process. Technological innovations increasinglytransform the behavior of societies, affecting all sectors. Solutions such as cloud computing, theInternet of Things, and artificial intelligence provide and benefit from a vast generation of data:large data sets called Big Data. The use of new technologies in all sectors increases in the faceof such innovation and technological mechanisms of management. We advocated that the use ofBig Data and the competitive intelligence process could help generate or maintain a competitiveadvantage for organizations. We based the proposition of our framework on the concepts of BigData and competitive intelligence. Our proposal is a theoretical framework for use in thecollection, treatment, and distribution of information directed to strategic decision-makers. Itssystematized architecture allows the integration of processes that generate information fordecision making.


Author(s):  
Enes Karaaslan ◽  
Ulas Bagci ◽  
Fikret Necati Catbas

Conventional methods for visual assessment of civil infrastructures have certain limitations, such as subjectivity of the collected data, long inspection time, and high cost of labor. Although some new technologies (i.e., robotic techniques) that are currently in practice can collect objective, quantified data, the inspector’s own expertise is still critical in many instances because these technologies are not designed to work interactively with a human inspector. This study aims to create a smart, human-centered method that offers significant contributions to infrastructure inspection, maintenance, management practice, and safety for the bridge owners. By developing a smart mixed reality (MR) framework, which can be integrated into a wearable holographic headset device, a bridge inspector, for example, can automatically analyze a certain defect such as a crack that he or she sees on an element, and display its dimension information in real-time along with the condition state. Such systems can potentially decrease the time and cost of infrastructure inspections by accelerating essential tasks of the inspector such as defect measurement, condition assessment, and data processing to management systems. The human-centered artificial intelligence (AI) will help the inspector collect more quantified and objective data while incorporating the inspector’s professional judgment. This study explains in detail the described system and related methodologies of implementing attention guided semisupervised deep learning into MR technology, which interacts with the human inspector during assessment. Thereby, the inspector and the AI will collaborate/communicate for improved visual inspection.


2018 ◽  
Vol 206 ◽  
pp. 01008
Author(s):  
Kang Tan

Construction 3D printing is becoming a significant force driving the transformation of civil engineering industry, but facing many problems for its immaturity. At the same time, the development of artificial intelligence and other advanced technology, especially BIM and virtual reality technology, provides new methods for solving these problems. Based on the defects of construction 3D printing and the advantages of these technology, this paper proposes a framework that combines artificial intelligence with construction 3D printing in five aspects: materials for 3D printing, automation design for 3D printing, digital construction for 3D printing, robots for 3D printing and BIM platform system for 3D printing. BIM platform system associates with the other aspects to work together efficiently during the life cycle of construction.


2021 ◽  
Vol 40 (4) ◽  
pp. 8501-8509
Author(s):  
Yangxuan ◽  
Zhaoqianjing

In the last few years, the construction industry’s primary energydem and in developed economies accounted for 30%–40%, and technological innovation is considered to be an urgent need for the transformation and upgrading of the construction industry. New technological innovations are continually changing the way the construction industry is implemented. In the construction industry, artificial intelligence is beginning to change all aspects of the construction industry, in the field of equipment planning, overall layout, safety, management and other fields have caused many changes. The integration of new technologies has revolutionized the traditional construction industry, such as virtual reality technology and 3D printing technology. In this work, we propose a categorization for assessing Virtual reality and 3D printing of Architectural Innovation on the basis of quality of experience (QoE) metric Evaluation of virtual environment using Fuzzy Logic (FL) System. The simulation result is analysed based on the comparative analysis of user experience with Fuzzy logic estimation for perception of virtual environment. The result analysis validated that the proposed FL system replicates the user valuation for architecture innovation applications more precisely and accurately thus FL is efficient method for predicting the inclusive QoE of a virtual reality and 3D printing. This paper will recapitulate the expansion of the two techniques in the manufacture engineering, demeanor examination on the presentation of diverse skills in architectural innovation, as well as explain through real cases how these two techniques have an influence on the improvement of the manufacture engineering. Simultaneously, this paper discourses the limitations of technology mixing and put advancing opinions on the future development of the manufactureengineering.


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