Search results for " data collection."
showing 10 items of 186 documents
Levantamiento 3D para el estudio arqueológico y la reconstrucción virtual del Santuario de Isis en la antigua Lilybaeum (Italia)
2020
[EN] In recent years, the use of three-dimensional (3D) models in cultural and archaeological heritage for documentation and dissemination purposes has increased. New geomatics technologies have significantly reduced the time spent on fieldwork surveys and data processing. The archaeological remains can be documented and reconstructed in a digital 3D environment thanks to the new 3D survey technologies. Furthermore, the products generated by modern surveying technologies can be reconstructed in a virtual environment on effective archaeological bases and hypotheses coming from a detailed 3D data analysis. However, the choice of technologies that should be used to get the best results for dif…
Iron Age Landscape and Rural Habitat in the Edetan Territory, Iberia (4th–3rd centuries BC)
2009
This article focuses on the rural organisation and the settlement pattern of the Iberian Iron Age city of Edeta. Ongoing research into its macro-spatial organisation has revealed the existence of different functions and internal features within the settlements and their relation to a wider and more integrated space: the territory. Based on excavation and survey data, we present new questions and analytical categories in order to approach issues related to territory formation and the emergence of socio-economic complexity in the Iron Age societies of ancient eastern Iberia.
Linkages Between Gameplay Preferences and Fondness for Game Music
2021
In this paper we explore connections between players’ preferences in gameplay and their desire to listen to game music. Music always takes place in cultural contexts and the activity of music listening is likewise entangled with versatile cultural practices. This is arguably evident in the case of game music since the primary context of encountering it is the active and participatory experience of gameplay. By analyzing survey data (N = 403) collected from the UK, we investigate how contextual preferences in gameplay activities predict fondness for game music. It was found that player preference for Aggression and Exploration are two precedents for liking game music. These findings indicate…
The Analysis of Large-scale Retail Trade Groups Customer Satisfaction: A Comparison Between CAPI and PAPI Data Collection Methods
2008
Computer assisted personal interviewing (CAPI) and similar electronic survey data collection methods seem to improve both technical and economical efficiency and data quality. Compared to traditional paper and pencil interviewing (PAPI) CAPI is affected by some shortcomings yet. At the end, the selection of one among many data collection methods has to be justified in terms of a profitable ratio between scientific and organizational costs and benefits. In this paper we discuss the (quasi)experimental design arranged in order to assess the differential effects of face-to-face paper and computer assisted interviewing in terms of efficacy, efficiency and the production of non-sampling errors. …
Disentangling the dynamics of social assistance: A linked survey—Register data cohort study of long-term social assistance recipients in Norway
2020
Social assistance is a means-tested benefit that is supposed to be a short-term, temporary economic support. Understanding why some individuals are in repeated or continuous need of social assistance is thus of obvious policy relevance, but the dynamics of social assistance receipt remain poorly understood. In 2005, a survey among long-term recipients of social assistance in Norway collected data on (a) childhood disadvantages, (b) health status, (c) health behaviors, (d) psychological resources, and (e) social ties, in addition to basic sociodemographic information. This rich survey data has been linked with tax register data from 2005–2013, enabling us to explore the detailed characterist…
Co-Operation On R&D As An Innovation Strategy: Evidence From
 Valencian Firms
2001
Using survey data on Valencian manufacturing firms we analyse the factors influencing the probability of a firm to co-operate on R&D with different types of partners. We find that Research Institutions play a key role as a source of information for the decision to co-operate with any type of partner, and in particular to co-operate either with suppliers or customers (vertical cooperation). The availability of public funds and incoming spillovers increase the probability of the firm to co-operate on R&D whereas the orientation of the innovating activities towards basic R&D decreases this probability. Concentrating on co-operative firms on R&D, we further explore the determinants of co-operat…
Social Space for Self-Organising: An Exploratory Study of Timebanks in Finland and in the UK
2018
The article examines the challenges to self-organisation and upscaling of alternative economies from the viewpoint of defending and negotiating social space. Timebanks in Finland and the UK are presented as examples, analysing the difference of defending such social space in the contexts of a traditional welfare state (in the case of Finland) and an austerity-driven government with a “Big Society” ideology (in the case of UK). Both systems of government present different kinds of pressures on timebanks, pushing them to a given ontological categories and to action in accordance with pre-defined political goals. This difference, along with timebank reactions and the question of prospects of o…
Challenges and Confusions in Learning Version Control with Git
2014
Scholars agree on the importance of incorporating use of version control systems (VCSs) into computing curricula, so as to be able to prepare students for today’s distributed and collaborative work places. One of the present-day distributed version control systems (DVCSs) is Git, the system we have used on several courses. In this paper, we report on the challenges for learning and using the system based on a survey data collected from a project-based course and our own teaching experiences during several different kinds of computing courses. The results of this analysis are discussed and recommendations are made. peerReviewed
2020
Abstract Information technology (IT) engagement is defined as a need to spend more time using IT. Practice-based examples show that IT engagement can have adverse effects in organizations. Although users can potentially get more work done through IT engagement, observations show that the users might jeopardize their well-being and hamper their work performance. We aimed to investigate this complexity in the research on IT engagement by examining its potential antecedents and outcomes in organizations. Considering the potentially mixed outcomes, we developed a model to examine the effects of IT engagement on personal productivity and strain. We also aimed to explain the antecedents of IT eng…
Customer data collection infrastructure and Customer Experience Management:The SAQ Case Study
2017
Channel integration makes Customer Experience Management more complex and requires from retailers a regeneration of their value proposition. A longitudinal case study reveal a hierarchical sequence of operant resource triad: cultural mindsets, strategic directions for designing value propositions, and a dynamic system of capabilities for continually renewing customer experiences. The implementation of a customer data collection infrastructure, the adoption of an iterative and sequential innovation process, and the mobilization of cross-functional and multidisciplinary project teams, will help develop the firm’s dynamic system of capabilities.