Search results for "Information technology"

showing 10 items of 480 documents

Handover performance in IEEE 802.16 mobile networks

2009

WiMAXlaajakaistaverkotliikkuvuusinformation technologyNS-2simulointiIEEE 802.16langaton tekniikkasimulationhandovermobility
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Mobile information systems - executives' view

1997

The concepts of travelling executive and executives' mobile information system are first defined in this paper. The main findings are in the form of collected data and opinions concluded from our personal discussions with 49 executives in the United Kingdom, France, Italy and Finland concerning the nature of the work of executives and the usage of information technology (IT) to support their work today. The near future expectations of the executives are also analysed, especially concerning the mobile use of IT services in order to construct executives' holistic view of mobile computing. The use of IT services was found to be very widespread. Big differences were found: some of the executive…

Work (electrical)Computer Networks and Communicationsbusiness.industryOrder (business)Mobile information systemsCultural diversityMobile computingInformation technologyPublic relationsbusinessConstruct (philosophy)SoftwareInformation SystemsInformation Systems Journal
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A collaborative writing approach to wikis: Design, implementation, and evaluation

2011

Published version of an article from the journal:Issues in Informing Science and Information Technology. Also available from the publisher: http://iisit.org/Vol8/IISITv8p431-449Hadjerrouit224.pdf Wikis provide teachers with potentially significant opportunities for creating socially engaged tasks that require active student participation and collaboration. Wikis allow students to work together to develop content on the web, giving them a sense of how writing can be carried out collaboratively. Collaborative writing offer opportunities not only to practice literature review, academic reading and writing, but also to stimulate reflection, knowledge sharing, and critical thinking. However, des…

World Wide WebCollaborative writinglcsh:T58.5-58.64lcsh:Information technologyComputer sciencebusiness.industryInformation technologyVDP::Technology: 500::Information and communication technology: 550businessGeneralLiterature_REFERENCE(e.g.dictionariesencyclopediasglossaries)Informing scienceVDP::Social science: 200::Education: 280::Subject didactics: 283
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Modeling Static Aspects of Mobile Electronic Commerce Environments

2011

Mobile phones and other small and powerful portable devices have revolutionized personal communication and affected the lifestyles of the people in the industrialized world. Following credible estimates, in a few years there will be one billion of such portable devices. An emerging trend is the electronic commerce performed using mobile terminals, often called mobile commerce. Mobile commerce environments are characterized by high complexity, including myriads of technical and organizational aspects. This property makes it difficult to distinguish the more fundamental issues, structures, and concepts in mobile commerce from the hype. To capture the fundamental aspects of mobile commerce env…

World Wide WebKnowledge managementbusiness.industryMobile commerceInformation technologyBusiness modelbusinessUbiquitous commerce
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Time and the Design of Web-Based Learning Environments

2005

Introduction Design can be seen as a form of creation, which involves complexity and synthesis (Goel & Pirolli, 1992; Schon, 1987). In a broad sense, anyone who designs is a designer. This means that unlike analysts or critics, designers put elements together and bring new creations into being. In so doing they deal with many variables and constraints, some initially known and some discovered through the design process (Etelapelto, 1998). According to Burgoon, Buller, and Woodall (1996), it is typically human to affect and change one's environment. However humans are affected by their physical surroundings as well. Schon (1987) perceives all human constructive and creative activity as desig…

World Wide Weblcsh:T58.5-58.64Design educationComputer sciencelcsh:Information technologyLearning environmentActive learningDistance educationEducational technologyInformation systemLearning sciencesSynchronous learningIssues in Informing Science and Information Technology
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Enseigner l’activité « écriture collaborative »

2019

Although certain education policies emphasize “the ability to collaborate” as a key element of educational reform, education for digital collaboration is poorly supported by public schools. To build the conditions of a sustainable education, we have developed a training model focused on learner autonomy. We present the results of an experiment conducted with students, our pedagogical model and its implementation, as well as our observation and analysis of this experiment. We analyzed discussions in instant messaging between students and teachers, and their productions. All results show the influence of our training. Thus, education and digital collaboration can be built from a triple analyt…

[SHS.INFO]Humanities and Social Sciences/Library and information sciencesreflexividadlcsh:QA75.5-76.95[SHS.INFO] Humanities and Social Sciences/Library and information sciencesdigital writing.écriture numérique.écriture collaborativecollaborative writing0502 economics and businessComputingMilieux_COMPUTERSANDEDUCATION[ SHS.INFO ] Humanities and Social Sciences/Library and information sciences0501 psychology and cognitive sciencesdigital writing050107 human factorsclavardageécriture numériqueeducationchatlcsh:T58.5-58.64lcsh:Information technology4. Education05 social sciencesreflexivityéducationescritura digitalescritura colaborativalcsh:Electronic computers. Computer scienceréflexivitéeducación050203 business & management
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Consequences of Discontinuing Knowledge Work Automation – Surfacing of Deskilling Effects and Methods of Recovery

2018

IS automation pervades business processes today. Thus, concerns have been raised about automation’s potential deskilling effects on knowledge workers. We conduct a revelatory case study about an IT service firm where a managerial decision was taken to discontinue a fixed assets management (FAM) software that provided seemingly effective automation of fixed assets accounting and reporting. We study how automation can result in latent deskilling that later becomes apparent when the system gets discontinued, causing disruptions in employees’ daily work and organizational processes. We also investigate how the employees and the company recover from this disruption by leveraging various coping s…

accounting systemsProcess managementBusiness processProcess (engineering)media_common.quotation_subjecteducationassets managementtietotekniikkaIS discontinuancedark sideautomaatioinformation technology0502 economics and businessFunction (engineering)ta512media_commonFixed assets managementautomationta113Deskilling05 social sciences050301 educationService (economics)Accounting information systemFixed asset050211 marketingBusiness0503 education
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A Blended Learning Solution and the Impacts on Attendance and Learning Outcomes

2011

Blended learning based on lecture videos and face-to-face teaching provides good opportunities for students for participation in education, regardless of time or place. The article describes a blended learning solution that is based on face-to-face teaching and the use of streaming lecture videos as it has developed in connection with master studies in mathematical information technology. The particular focus of this article is on the use of lecture videos and the impacts of blended learning on participation in education and on learning outcomes. According to the results, lecture videos have become very popular among students. Moreover the use of lecture videos increases participation activ…

attendancelearninglecturelcsh:T58.5-58.64lcsh:Information technologybusiness.industryblendedGeneral EngineeringAttendanceInformation technologyoutcomesvideoEducationBlended learningPedagogyComputingMilieux_COMPUTERSANDEDUCATIONMathematics educationVideo lecturelcsh:LbusinessPsychologylcsh:EducationInternational Journal of Emerging Technologies in Learning (iJET)
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Changes and Challenges Facing the Audit Profession in Latvia

2014

Abstract The history of certified auditing and audit services in the Latvian market has now existed for twenty years. It is not a long period of time when compared to other countries and the history of the audit profession. However, during these twenty years the audit profession in Latvia has experienced dynamic development along with a positive trend in the Latvian audit market. The main purpose of this paper is to describe the audit profession in Latvia and assess the expected impact of changes on the audit market by evaluating audit quality management, mainly focusing on the situation since Latvia's accession to the EU, with particular reference to the problems related to the development…

audit feebusiness.industryAudit evidenceChief audit executiveAccountingAudit planAuditPerformance auditaudit quality aspectsInternal auditJoint auditaudit market in Latvia.General Materials ScienceInformation technology auditExternal auditBusinessProcedia - Social and Behavioral Sciences
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Exploring Features of the Pervasive Game Pokémon GO That Enable Behavior Change: Qualitative Study

2020

BackgroundDigital gaming is one of the most popular forms of entertainment in the world. While prior literature concluded that digital games can enable changes in players’ behaviors, there is limited knowledge about different types of behavior changes and the game features driving them. Understanding behavior changes and the game features behind them is important because digital games can motivate players to change their behavior for the better (or worse). ObjectiveThis study investigates the types of behavior changes and their underlying game features within the context of the popular pervasive game Pokémon GO. MethodsWe collected data from 262 respondents with a critical incident techniqu…

behavior changedigital gamingpelaaminenComputingMilieux_PERSONALCOMPUTINGaugmented reality gamesInformation technologyT58.5-58.64location-based gamespelitutkimusexergamespervasive gamesPokémon GObehavior change support systempelaajatPublic aspects of medicineRA1-1270käyttäytyminenlisätty todellisuusdigitaaliset pelitJMIR Serious Games
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