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Article
Publication date: 1 October 2003

G. Kelleher, A. El‐Rhalibi and F. Arshad

A logistics‐based project is described which addresses the need for better intermodal transport, whilst balancing economic and environmental gains through the use of Internet…

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Abstract

A logistics‐based project is described which addresses the need for better intermodal transport, whilst balancing economic and environmental gains through the use of Internet technologies. Pipeline intermodal system to support control, expedition and scheduling (PISCES) provides an integrating platform for using these technologies in processing and sharing commercially sensitive data within transport chains (i.e. road, rail and barge). The paper demonstrates how information from an Internet‐based system can be used to drive a scheduling tool to provide appropriate routes for the transport of goods, using a multimodal transport model.

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Logistics Information Management, vol. 16 no. 5
Type: Research Article
ISSN: 0957-6053

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Article
Publication date: 26 August 2014

Ricardo Leandro Parreira Duarte, Abdennour El Rhalibi and Madjid Merabti

– The purpose of this paper is to present a novel coarticulation and speech synchronization framework compliant with MPEG-4 facial animation (FA).

209

Abstract

Purpose

The purpose of this paper is to present a novel coarticulation and speech synchronization framework compliant with MPEG-4 facial animation (FA).

Design/methodology/approach

The system the authors have developed uses MPEG-4 FA standard and other development to enable the creation, editing and playback of high-resolution 3D models; MPEG-4 animation streams; and is compatible with well-known related systems such as Greta and Xface. It supports text-to-speech for dynamic speech synchronization. The framework enables real-time model simplification using quadric-based surfaces.

Findings

The preliminary experiments show that the coarticulation technique the authors have developed gives overall good and promising results when compared to related techniques.

Originality/value

The coarticulation approach provides realistic and high performance lip-sync animation, based on Cohen-Massaro's model of coarticulation adapted to MPEG-4 FA specification.

Details

Kybernetes, vol. 43 no. 8
Type: Research Article
ISSN: 0368-492X

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Article
Publication date: 17 August 2023

Shiran Geng, Hing-Wah Chau, Elmira Jamei and Zora Vrcelj

Smart Heritage is a recently established discourse that entwines smartness and the heritage discipline. Studies have shown that place identity is at the core of value-based…

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Abstract

Purpose

Smart Heritage is a recently established discourse that entwines smartness and the heritage discipline. Studies have shown that place identity is at the core of value-based frameworks of built heritage. This study aims to unveil the role of identity in existing Smart Heritage frameworks, which is currently a gap in existing research.

Design/methodology/approach

To better understand place identity in the Smart Heritage context and facilitate future framework establishments, this study uses a cross-case analysis method to scrutinise common trends in the identity development of seven current best practices.

Findings

The results show that current best practices involve smart technologies in sustaining or rebuilding heritage identities, mostly mapped on the local scale. Catered solutions are essential in this context due to historic cities’ variegated pursuits of identity. Most current Smart Heritage projects are at the transitioning stage from digital to smart, as the autonomous ability of smart innovations is yet to be fully realised on the city or the global scale. Researchers are encouraged to draw essence from existing heritage frameworks considering the built heritage’s place identity, which is at the core of culturally sustainable Smart Heritage transitions.

Originality/value

This study concludes with five recommendations for addressing heritage identity in Smart Heritage frameworks, targeting future research avenues. Also, this study furthers the discussion on the linkage of Smart Heritage, place identity and marketing strategy, contributing to the city branding and tourism management field. Future research should extend the case-study selection beyond Europe, which is a recognised limitation of this study.

Details

International Journal of Tourism Cities, vol. 9 no. 3
Type: Research Article
ISSN: 2056-5607

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Article
Publication date: 29 November 2024

Shiran Geng, Hing-Wah Chau, Elmira Jamei and Zora Vrcelj

Arising from the concept of a Smart City, Smart Heritage has emerged as a significant aspect of heritage conservation. It is viewed as a means to enhance cultural sustainability…

39

Abstract

Purpose

Arising from the concept of a Smart City, Smart Heritage has emerged as a significant aspect of heritage conservation. It is viewed as a means to enhance cultural sustainability by strengthening the identity of heritage precincts. Nevertheless, the adoption of Smart Heritage solutions in Australian heritage precincts for the purpose of identity development is still relatively limited. This study focuses on Chinatown Melbourne as a case study to unveil how Smart Heritage can influence a heritage precinct’s identity and to identify the enablers and challenges of such implementation.

Design/methodology/approach

The study involves interviews with eight professionals in community development, practitioners in the built-environment discipline and experts in heritage conservation in Chinatown Melbourne.

Findings

The outcomes of this study offer practical insights for facilitating the development of Chinatown Melbourne as an urban heritage site, along with providing recommendations for other heritage precincts considering the adoption of Smart Heritage as part of their conservation strategy.

Originality/value

This study offers a novel examination of Smart Heritage implementation in an urban heritage precinct, addressing both the practical enablers and challenges. It advances the discussion by focusing on how Smart Heritage can enhance cultural identity, an aspect underexplored in Australian heritage studies and provides a framework for future global comparisons.

Details

Smart and Sustainable Built Environment, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2046-6099

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Article
Publication date: 1 July 2006

Vasileios Zeimpekis and George M. Giaglis

The paper examines the circumstances of success in telematic use and strategic effects resulting from the implementation and use of such technologies from SMEs in the Greek Market.

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Abstract

Purpose

The paper examines the circumstances of success in telematic use and strategic effects resulting from the implementation and use of such technologies from SMEs in the Greek Market.

Design/methodology/approach

The analysis is based on a three‐phased triangulated research methodology; that is literature review, interviews from 15 logistics directors and a questionnaire survey of 73 logistics SMEs in Greece.

Findings

The basic finding that has been derived from both phases 2 and 3 (survey and interviews) is that although the penetration of telematics is still low in Greece, logistics operators understand the importance of mobile services and they already know which they plan to their customers.

Research limitations/implications

An inherent limitation of this survey is the fact that it address, like all surveys, the requirements of its respondents only, without taking into account.

Originality/value

This paper explores customer perceptions and requirements for the implementation of mobile real‐time support services for city logistics. The requirements, elicited by the results of the survey, are used to propose a systemic representation of a real‐time vehicle management mechanism for urban transportation.

Details

Journal of Enterprise Information Management, vol. 19 no. 4
Type: Research Article
ISSN: 1741-0398

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Article
Publication date: 18 June 2019

Thomas Hainey, Gavin Baxter and Amanda Ford

Rudimentary programming is an essential, transferrable, problem solving skill in many higher education (HE) programmes in academic institutions including Software Engineering…

563

Abstract

Purpose

Rudimentary programming is an essential, transferrable, problem solving skill in many higher education (HE) programmes in academic institutions including Software Engineering, Business Information Technology, Computer Games Development, Design and Technology. The purpose of this paper is to address some of the problematic issues associated with teaching programming by the utilisation of a new novel teaching approach called games-based construction learning (GBCL) to attempt to increase motivation, engagement and learning effectiveness. An international and national trend is to introduce coding at earlier education levels resulting in upper primary education (PE) being the focus of this paper to ascertain if GBCL using Scratch to teach programming concepts is more effective at different levels of upper PE.

Design/methodology/approach

A large-scale empirical study introducing GBCL to teach programming concepts into 16 classes between levels 4 and 7 in PE utilising 384 children. A detailed implementation framework for GBCL using Scratch in PE was utilised to address all incorporation issues and the games constructed by the children scored utilising a game codification scheme specifically designed to address programming and design as a quantification rubric. The experiment utilised eight 1- h lessons on GBCL using Scratch.

Findings

The resulted in 178 games of varying levels of complexity developed. The results indicated that GBCL was an effective mechanism to teach programming concepts using Scratch at all levels of upper PE. Primary seven students scored higher in relation to the design metric of the quantification codification rubric.

Research limitations/implications

Under the Curriculum for Excellence (CfE) in Scotland non-traditional teaching approaches are encouraged and development of digital literacy skill is highly advocated. This has resulted in a new approach, novel approach called GBCL where children create their own games utilising an engine such as Scratch is gaining significant attention in terms of being a novel approach. Despite a plethora of similar studies associated with GBCL, it is still not as developed as games-based learning and requires further empirical studies to support the validity of the approach and resolve identified issues.

Practical implications

Computer programming itself can lead to a highly rewarding career in a number of sectors from games development to banking, such as cybersecurity and systems development. In the last decade, in particular due to the ubiquitous nature of technology there is an increasing international and national trend associated with teaching rudimentary programming concepts at a far younger age including secondary education and the upper PE level. Introducing programming at an earlier level is now being considered essential as the path to transfer from novice to expert programmer level in time is considered nearly a decade approximately. The introduction of GBCL interventions may yield positive results in a supplementary learning capacity in accordance with the CfE and increase the educational effectiveness of programming education in later levels of education.

Originality/value

This study presents a large-scale empirical evaluation of GBCL in upper PE utilising a compiled implementation framework for incorporation and a detailed game codification scheme to quantify the games produced highlighting coding constructs and design.

Details

Journal of Applied Research in Higher Education, vol. 12 no. 3
Type: Research Article
ISSN: 2050-7003

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Article
Publication date: 1 June 2006

Alan C. McKinnon and Yongli Ge

The aim is to examine the recent trend in empty running by trucks in the UK and assesses the potential for a further reduction in empty running in the food supply chain using a

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Abstract

Purpose

The aim is to examine the recent trend in empty running by trucks in the UK and assesses the potential for a further reduction in empty running in the food supply chain using a new technique.

Design/methodology/approach

Data from the UK Government's main road freight survey and other studies are used to investigate the causes of the decline in empty running. Previous attempts to quantify opportunities for backloading are reviewed. The 2002 KPI Survey in the UK food supply chain created a large multi‐fleet database of over 20,000 trips, which permitted retrospective analysis of backloading opportunities. A method was devised to screen these opportunities against four selection criteria and assess the overall potential for cutting empty truck‐kms.

Findings

Suitable backloads were found for only 2.4 per cent of the empty journey legs, representing 2 per cent of empty truck‐kms. The analysis highlights the operational constraints on backloading in a sector characterised by short average trip length, tight scheduling and variable use of refrigeration.

Research limitations/implications

The analysis provides a more accurate and realistic assessment of backloading potential than previous studies, though is still deficient in several respects. The main shortcomings relate to the sampling method and structure of the Transport KPI Survey. The analytical framework requires further development to refine backload search areas, incorporate commercial data and permit sensitivity analysis.

Originality/value

The paper shows how retrospective analysis of road deliveries made over a short period (48 hour) can identify opportunities for backloading at a sectoral level. It combines government statistics and original survey data to provide both a macro‐ and micro‐level perspective on the empty running problem.

Details

International Journal of Physical Distribution & Logistics Management, vol. 36 no. 5
Type: Research Article
ISSN: 0960-0035

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Article
Publication date: 6 April 2017

Carlos Francisco Bitencourt Jorge and Michael J.D. Sutton

The purpose of this paper is to review the concepts of “fun and play” and propose a preliminary model that suggests potential benefits for quantitatively/qualitatively rating…

613

Abstract

Purpose

The purpose of this paper is to review the concepts of “fun and play” and propose a preliminary model that suggests potential benefits for quantitatively/qualitatively rating serious games and simulations associated with corporate and university game-based learning (GBL).

Design/methodology/approach

A relevant literature review was executed to locate significant references to fun and play, assessment of GBL, and the pattern for integrating those elements with knowledge mobilization (KMb). A repertory grid method (RGM) was used to propose a preliminary model.

Findings

The proposed FUNIFICATION Model will be useful as a foundation for further evaluation of GBL environments.

Research limitations/implications

Additional rationalization of the proposed model and applying it to actual games with focus groups as the observers would provide additional validity to the new model.

Practical implications

A threshold for fun involved in serious games and simulations would provide a quantitative/qualitative measure for playability of serious games and simulations. The FUNIFICATION Factor would feed into a KMb model for acquiring, codifying, disseminating, and making knowledge actionable, either within academic, corporate, or public sector environments.

Originality/value

The range of assessment models for GBL is evident from the literature review, and value could be derived in building an evaluation model based upon the RGM to identify a FUNIFICATION Factor for serious games and simulations.

Details

World Journal of Science, Technology and Sustainable Development, vol. 14 no. 2/3
Type: Research Article
ISSN: 2042-5945

Keywords

Available. Content available
Article
Publication date: 26 August 2014

Magnus Ramage and David Chapman and Chris Bissell

141

Abstract

Details

Kybernetes, vol. 43 no. 8
Type: Research Article
ISSN: 0368-492X

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