Search results for "computer"

showing 10 items of 30657 documents

Human-technology choreographies

2014

Bodily movements have traditionally had mostly instrumental value in interaction design. However, movements can also be given a central role in understanding behaviour and in designing technology for humans. This workshop is aiming at taking a fresh, movement-oriented look at the design and evaluation of technology in a wide variety of contexts.

ta113Value (ethics)ChoreographyComputer scienceHuman–computer interactionta6131Body movementInteraction designSpace (commercial competition)Variety (cybernetics)Proceedings of the 8th Nordic Conference on Human-Computer Interaction: Fun, Fast, Foundational
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A Novel Model for Cybersecurity Economics and Analysis

2017

In recent times, major cybersecurity breaches and cyber fraud had huge negative impact on victim organisations. The biggest impact made on major areas of business activities. Majority of organisations facing cybersecurity adversity and advanced threats suffers from huge financial and reputation loss. The current security technologies, policies and processes are providing necessary capabilities and cybersecurity mechanism to solve cyber threats and risks. However, current solutions are not providing required mechanism for decision making on impact of cybersecurity breaches and fraud. In this paper, we are reporting initial findings and proposing conceptual solution. The paper is aiming to pr…

ta113Value (ethics)Computer sciencemedia_common.quotation_subjectComputingMilieux_LEGALASPECTSOFCOMPUTING020207 software engineering02 engineering and technologyBusiness activitiesComputer securitycomputer.software_genrecybersecurity economicscyber fraudadvanced cyber threatstaloudelliset vaikutuksetcost-benefit model020204 information systemsCyber-security regulation0202 electrical engineering electronic engineering information engineeringResearch developmentkyberturvallisuuscomputercybersecurity impactReputationmedia_common2017 IEEE International Conference on Computer and Information Technology (CIT)
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Internet Adoption at the User Level: Empirical Evidence from The Gambia

2014

The unified theory of acceptance and use of technology (UTAUT) are used to investigate technology adoption. However, its application in Sub-Saharan Africa is rare and barely extended to the validation phase. In this paper, we introduce six new moderating factors for UTAUT core determinants and two other direct determinants of Internet adoption. The objective of this approach is to identify relevant elements of Internet adoption at the user level in The Gambia. Moderating factors are interacting terms used when the relationship between independent and dependent variable is weak, inconsistent or non-existent. A case study research design was employed and the data were gathered in Autumn of 20…

ta113VariablesPublic Administrationbusiness.industrymedia_common.quotation_subjectDevelopmentUnified theory of acceptance and use of technologyComputer Science ApplicationsPyramidCase study researchThe InternetMarketingPsychologyEmpirical evidencebusinessmedia_commonInformation Technology for Development
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Online anomaly detection using dimensionality reduction techniques for HTTP log analysis

2015

Modern web services face an increasing number of new threats. Logs are collected from almost all web servers, and for this reason analyzing them is beneficial when trying to prevent intrusions. Intrusive behavior often differs from the normal web traffic. This paper proposes a framework to find abnormal behavior from these logs. We compare random projection, principal component analysis and diffusion map for anomaly detection. In addition, the framework has online capabilities. The first two methods have intuitive extensions while diffusion map uses the Nyström extension. This fast out-of-sample extension enables real-time analysis of web server traffic. The framework is demonstrated using …

ta113Web serverComputer Networks and Communicationsbusiness.industryComputer scienceRandom projectionDimensionality reductionRandom projectionPrincipal component analysisIntrusion detection systemAnomaly detectionMachine learningcomputer.software_genreCyber securityWeb trafficPrincipal component analysisDiffusion mapAnomaly detectionIntrusion detectionArtificial intelligenceData miningWeb servicebusinesskyberturvallisuuscomputer
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Making group processes explicit to student

2014

This article considers student learning about group work in the context of project courses where student groups work under realistic expectations. Based on the literature, justice is explicated as a group work concept and regarded as a professional skill that can be practiced. Preliminary student feedback on teaching through continuous discussions on justice are presented together with teacher experiences.

ta113Work (electrical)Group (mathematics)Computer sciencePedagogyComputingMilieux_COMPUTERSANDEDUCATIONContext (language use)Justice (ethics)Group workStudent learningProject-based learningProceedings of the 2014 conference on Innovation & technology in computer science education - ITiCSE '14
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Visualization in the integrated SimPhoNy multiscale simulation framework

2018

Abstract We describe three distinct approaches to visualization for multiscale materials modelling research. These have been developed with the framework of the SimPhoNy FP7 EU-project, and complement each other in their requirements and possibilities. All have been integrated via wrappers to one or more of the simulation approaches within the SimPhoNy project. In this manuscript we describe and contrast their features. Together they cover visualization needs from electronic to macroscopic scales and are suited to simulations made on personal computers, workstations or advanced High Performance parallel computers. Examples as well as recommendations for future calculations are presented.

ta113Workstation010308 nuclear & particles physicsComputer scienceGeneral Physics and AstronomyElectronic charge density01 natural scienceselectronic charge densityComputational scienceVisualizationComplement (complexity)law.inventionatomisticHardware and Architecturelaw0103 physical sciencesCover (algebra)010306 general physicsvisualizationfluidComputer Physics Communications
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Online user survey on current mobile augmented reality applications

2011

Augmented reality (AR) as an emerging technology in the mobile computing domain is becoming mature enough to engender publicly available applications for end users. Various commercial applications have recently been emerging in the mobile consumer domain at an increasing pace — Layar, Junaio, Google Goggles, and Wikitude are perhaps the most prominent ones. However, the research community lacks an understanding of how well such timely applications have been accepted, what kind of user experiences they have evoked, and what the users perceive as the weaknesses of the various applications overall. During the spring of 2011 we conducted an online survey to study the overall acceptance and user…

ta113World Wide WebUser experience designEmerging technologiesbusiness.industryComputer scienceEnd userMobile computingContext (language use)Augmented realityMobile telephonybusinessUser Research2011 10th IEEE International Symposium on Mixed and Augmented Reality
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The Reform of Vocational Education and Training in Finland: Insights from Twitter

2018

This paper aims to analyse and describe relationships and communication in Twitter in relation to vocational education and training reform in Finland. Data were collected during the early implementation phase of the reform from January 2018 to early June 2018. The data included 2400 tweets containing the hashtag #amisreformi (VET reform). Social network analysis was utilised to study the network and communities. The main themes of the tweets were analysed using thematic analysis, and automated sentiment analysis was used to examine the tones of the tweets and public opinion. The study showed that the official actors were central influencers in the network that lacked connectivity. Overall, …

ta113ammatillinen koulutussocial mediaTwittervocational educationsosiaalinen mediayleinen mielipide113 Computer and information sciencesammattikoulutuspublic opinionuudistukset516 Educational sciencesreform
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Value Co-Creation and Co-Destruction in Online Video Games : An Exploratory Study and Implications for Future Research

2018

In this empirical study we studied how players of online video games co-create and co-destroy value. From players’ perceptions we identified that value co-creation and co-destruction occur amid themes of giving feedback and building relations. Feedback encourages players but it may also be harmful in the form of verbal abuse. Building relations relates to making friends in general but also on an international level. Building relations also relates to competition that creates a bad spirit. The most intensive interplay between value co-creation and codestruction was found in gaming groups. Gaming groups motivate players to engage in intense gameplay, but at the same time they are resourcedema…

ta113arvoketjutKnowledge managementbusiness.industryComputer sciencevideopelitarvonluonti05 social sciencesExploratory researchComputingMilieux_PERSONALCOMPUTING050109 social psychologyvideo gamesOnline videovalue co-creationvalue co-destructionpelitpelillistäminen0502 economics and businessCo-creation050211 marketing0501 psychology and cognitive sciencesgamificationbusinessValue (mathematics)games
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Career Transitions of eSports Athletes : A Proposal for a Research Framework

2017

eSports has boomed, the number of eSport athletes has grown rapidly, and many teenagers aspire to a have career in eSports. However, eSports athletes' careers involve many problems, such as career-entry difficulties, straining life habits, burnout, premature retirement, and post-career dilemmas. Despite a growing research interest in eSports, a void of knowledge exists regarding eSports athletes' career aspects. To address the gap in research, this paper aims to take an initial step by proposing a framework for eSports athletes' career transitions. The framework combines two approaches from sport psychology and sport literature. The framework can help eSports athletes, coaches, and other st…

ta113biologyLife habitAthleteselektroninen urheilu05 social sciencesApplied psychology050301 education030229 sport sciencesBurnoutbiology.organism_classificationSport psychologyurakehitysComputer Science Applications03 medical and health sciences0302 clinical medicineathletesConceptual frameworkeSportscareerPedagogyPsychology0503 educationtransitionsInternational Journal of Gaming and Computer-Mediated Simulations
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