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1 – 10 of 108E. Schlemmer, W. Harb, J. Schoenauer and F. Mueller
In this paper, stochastic optimisation and risk estimation techniques are applied to the problem of hydroelectric generator design. Optimisation results from deterministic…
Abstract
In this paper, stochastic optimisation and risk estimation techniques are applied to the problem of hydroelectric generator design. Optimisation results from deterministic simulations can involve considerable risks due to unavoidable variations in system properties as well as environmental conditions. Therefore, stochastic simulation is used to include the effects of parameter scatter and noise effects in the computer models. This allows the evaluation of the scatter in performance and thus an assessment of reliability and quality of the simulated system.
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Jorge Brantes Ferreira, Amarolinda Zanela Klein, Angilberto Freitas and Eliane Schlemmer
New mobile platforms, connected seamlessly to the Internet via wireless access, become increasingly more powerful as each day passes. Smartphones and tablet computers, as well as…
Abstract
New mobile platforms, connected seamlessly to the Internet via wireless access, become increasingly more powerful as each day passes. Smartphones and tablet computers, as well as other ultraportable devices, have already gained enough critical mass to be considered mainstream devices, being present in the daily lives of millions of higher education students. Whole firms, devoted solely to developing high-quality and high engagement content to these devices, have emerged, populating an application market of thousands of teaching applications (apps) focused on diverse higher education topics, from physics and calculus to anatomy and law. Many universities throughout the world have already adopted or are planning to adopt mobile technologies in many of their courses as a better way to connect students with the subjects they are studying. These new mobile platforms allow students to access content anywhere/anytime to immerse himself/herself into that content (alone or interacting with teachers or colleagues via web communication forms) and to interact with that content in ways that were not previously possible (via touch and voice recognition technologies, for instance). The study of such technologies and their possible uses for higher education, as well as the impacts they can have on stimulating more active participation and engagement with the course subjects and research in higher education, while at the same time fostering collaboration among students and even different institutions, is the goal of the proposed chapter. Through the evaluation of the teacher/student acceptance and adoption of such mobile technologies, this chapter plans to provide a thorough overview of the possibilities and consequences of mobile learning in higher education environments as a gateway to ubiquitous learning – perhaps the ultimate form of learner engagement, since it allows the student to learn, access and interact with important content in any way or at any time or place she/he might want.
Ashley Butler, Mark Anthony Camilleri, Andrew Creed and Ambika Zutshi
This chapter presents a thorough review on the mobile learning concept. It also explores how businesses are using mobile learning (m-learning) technologies for the training and…
Abstract
This chapter presents a thorough review on the mobile learning concept. It also explores how businesses are using mobile learning (m-learning) technologies for the training and development of their human resources. The research involved semi-structured interviews and an online survey. The research participants were expected to share their opinions about the costs and benefits of using m-learning applications (apps). The findings reported that the younger course participants were more likely to embrace the m-learning technologies than their older counterparts. They were using different mobile devices, including laptops, hybrids as well as smartphones and tablets to engage with m-learning applications at work, at home and when they are out and about. This contribution has identified the contextual factors like the usefulness and the ease of use of m-learning applications (apps), individual learning styles and their motivations, time, spatial issues, integration with other learning approaches as well as the cost and accessibility of the m-learning technology. In conclusion, this contribution identifies future research avenues relating to the use of m-learning technologies among businesses and training organizations.
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C.J. Huber, W. Rieger, A. Buchau and W.M. Rucker
A boundary element method in terms of the field variables is applied to three‐dimensional electromagnetic scattering problems. Especially, the influence of a dipole excited field…
Abstract
A boundary element method in terms of the field variables is applied to three‐dimensional electromagnetic scattering problems. Especially, the influence of a dipole excited field on low conducting materials situated very close to the antenna will be discussed. We use higher order edge elements of quadilateral shape for the field approximation on curved surfaces. The tangential components of the unknown field variables are interpolated by vector element functions. The Galerkin method is implemented to obtain a set of linear equations. The applicability of the proposed edge element is investigated by the comparison of different BEM‐formulations and FEM‐results.
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Jussi Kaisjoki, Kimmo Forsman, Aapo Koski and Lauri Kettunen
In this paper, a hybrid formulation for solving time harmonic eddy current problems in terms of magnetic field h is considered. In particular, we discuss some properties of the…
Abstract
In this paper, a hybrid formulation for solving time harmonic eddy current problems in terms of magnetic field h is considered. In particular, we discuss some properties of the implicit boundary condition on the discrete level and the computation of the integral operator exploited in this context. An iterative technique is confirmed to be efficient in solving the arising, partly dense, complex linear system of equations. Furthermore, some test results, including timings for linear solvers are presented.
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Omaima Hajjami and Sunyoung Park
The purpose of this study is to explore the potential contribution of the metaverse to improve training and development as a function of human resource development (HRD…
Abstract
Purpose
The purpose of this study is to explore the potential contribution of the metaverse to improve training and development as a function of human resource development (HRD) perspective. The authors explore the benefits and challenges of the metaverse and introduce cases of companies using the metaverse in training.
Design/methodology/approach
A narrative literature review was conducted to collect information on the metaverse in training. The authors reviewed peer- and non-peer-reviewed articles, book chapters, white papers, corporate websites and blogs and business magazines.
Findings
A total of 75 articles were reviewed, including 14 cases, which were summarized to demonstrate how companies are applying metaverse technology in training contexts. For a more in-depth review, three cases were selected and summarized in terms of context, process and outcomes.
Originality/value
The metaverse is an emergent topic in HRD. It has the potential to revolutionize the functions of training and development through the combination of advanced technologies, including virtual reality, augmented reality and mixed reality. This article is the foundational attempt to provide a comprehensive summary of existing literature and case studies that highlight the potential of the metaverse in training within the context of HRD.
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Ana Nave, Arminda do Paço and Paulo Duarte
This study aims to carry out a systematic literature review to identify the factors stimulating the adoption of sustainable practices by wine tourism companies, from two…
Abstract
Purpose
This study aims to carry out a systematic literature review to identify the factors stimulating the adoption of sustainable practices by wine tourism companies, from two perspectives: supply and demand.
Design/methodology/approach
To carry out the systematic literature review, a search in two databases – ISI Web of Science and SCOPUS – was performed to collect wine tourism and sustainability-related papers. This search allowed to identify 60 papers published during the period 2005–2020.
Findings
The analysis revealed three factors explaining the adoption of sustainable practices by wine tourism companies, from the supply perspective: competitiveness, innovation and territorial development. From the demand perspective, two factors that emerged are as follows: awareness and recognition. Sustainability strategies contribute to improving companies’ competitiveness; innovation is associated essentially with reducing the ecological footprint, whereas adaptation to new forms of consumption and territorial development is connected to economic and social development. Consumers are increasingly aware and choose sustainable and responsible lifestyles; this being reflected in their new preferences and the recognition given to firms that implement sustainable practices. The findings also show that companies are increasingly establishing goals and objectives taking sustainable development into consideration, and consumers are also aware of sustainability issues at the moment of acquiring products and services. In addition, the wine tourism sector was found to be growing worldwide.
Originality/value
The originality of the current study is based on focussing the supply and demand sides simultaneously. Furthermore, as no previous review was made in the subject of sustainability in the wine tourism sector, the findings are both innovative and original and provide valuable guidance for future research.
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Isabel Oliveira Jordao do Amaral and Minhyung Kang
This research investigates the detailed mechanisms of how gamification affordances influence intrinsic and internalized extrinsic motivation and ultimately improve the quality and…
Abstract
Purpose
This research investigates the detailed mechanisms of how gamification affordances influence intrinsic and internalized extrinsic motivation and ultimately improve the quality and quantity of knowledge contribution.
Design/methodology/approach
Survey responses from 154 users of Stack Overflow in Portuguese were analyzed by the partial least squares–structural equation modeling approach to validate the research model.
Findings
Challenge and goal setting influence individuals to reach the flow state, which increases the quantity of knowledge contribution. Rewards enhance the quality of knowledge contribution through perceived self-worth. Social comparison increases perceived reputation, but its impact does not ultimately lead to knowledge contribution.
Originality/value
The current study differentiated types of motivation and dimensions of knowledge contribution when exploring the effects of gamification affordances. This perspective was proven helpful to understand the various gamification affordances' influence on knowledge contribution.
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Yeonseo Park, Eunju Ko and Boram Do
This paper aims to explore digital fashion products in the metaverse platform contexts and empirically examine the effect of the metaverse platform characteristics on the purchase…
Abstract
Purpose
This paper aims to explore digital fashion products in the metaverse platform contexts and empirically examine the effect of the metaverse platform characteristics on the purchase intention of digital fashion products through users' flow experience and perceived value of the products.
Design/methodology/approach
A survey method was used in this study. Answers from 314 metaverse users were analyzed, and the hypotheses were tested using the structural equations modeling and bootstrapping analysis.
Findings
The analyses showed that telepresence, social interaction and economic flow had significant effects on users' flow experience among the metaverse platform characteristics, while the continuity and content creation of the metaverse platform did not have significant effects. The flow experience also appeared to have significant effects on multiple consumption values, including pleasure value, self-expression value and economic value. Last, the perceived pleasure value and economic value of digital fashion products had a positive effect on purchase intention.
Originality/value
The main contribution of this research is that it is one of the first empirical attempts to investigate individual consumers' perceptions and experiences of digital fashion products in the context of metaverse platforms.
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