When it came to networking Ind Coope′s Burton‐on‐Trent Brewery,Allen‐Bradley′s Communications Division provided an integrated broadbandcable solution which has enabled the brewery…
Abstract
When it came to networking Ind Coope′s Burton‐on‐Trent Brewery, Allen‐Bradley′s Communications Division provided an integrated broadband cable solution which has enabled the brewery to produce its vast array of beer and lager products to specific batching demands and with a greater control of process and quality monitoring.
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Yim‐Yu Song, Thomas E. Maher, Joel D. Nicholson and Nicholas P. Gurney
Looks at the problems of logistics in military operations and today’s commercial businesses. Traces the development of logistics management from a subordinate activity within a…
Abstract
Looks at the problems of logistics in military operations and today’s commercial businesses. Traces the development of logistics management from a subordinate activity within a product producing entity to its performance by a separate entity which specializes in this area and requires a strategic alliance. Looks at this issue from the perspective of the outsourcing company and the logistical company. Considers what happens when this process is reversed and provides implications for the future.
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Laura Sinay, Maria Cristina Fogliatti de Sinay, Rodney William (Bill) Carter and Aurea Martins
The purpose of this paper is to critically analyze the influence of the algorithm used on scholarly search engines (Garfield’s algorithm) and propose metrics to improve it so that…
Abstract
Purpose
The purpose of this paper is to critically analyze the influence of the algorithm used on scholarly search engines (Garfield’s algorithm) and propose metrics to improve it so that science could be based on a more democratic way.
Design/methodology/approach
This paper used a snow-ball approach to collect data that allowed identifying the history and the logic behind the Garfield’s algorithm. It follows on excerpting the foundation of existing algorithm and databases of major scholarly search engine. It concluded proposing new metrics so as to surpass restraints and to democratize the scientific discourse.
Findings
This paper finds that the studied algorithm currently biases the scientific discourse toward a narrow perspective, while it should take into consideration several researchers’ characteristics. It proposes the substitution of the h-index by the number of times the scholar’s most cited work has been cited. Finally, it proposes that works in languages different than English should be included.
Research limitations/implications
The broad comprehension of any phenomena should be based on multiple perspectives; therefore, the inclusion of diverse metrics will extend the scientific discourse.
Practical implications
The improvement of the existing algorithm will increase the chances of contact among different cultures, which stimulate rapid progress on the development of knowledge.
Originality/value
The value of this paper resides in demonstrating that the algorithm used in scholarly search engines biases the development of science. If updated as proposed here, science will be unbiased and bias aware.
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Laura Cutchin Herring and Lorraine Clevenger-Schmertzing
This study investigated the online interaction between students and teachers as well as student interaction preferences, student perceptions of learning and of online classes, and…
Abstract
This study investigated the online interaction between students and teachers as well as student interaction preferences, student perceptions of learning and of online classes, and student performance. High school students, in an online world history course, participated in multiple activities that offered opportunities to interact with their teacher and classmates. Data was collected throughout the action research using student surveys, participant interviews, teacher records of daily interaction, pretests and posttests, and assignment grades. Students indicated that interaction with the teacher was very important, while interaction with their peers was less vital to learning. Interaction appeared to have little effect on student performance. Although this study took place over a three-week period rather than over an entire semester (e.g., Pelowski, Frissell, Cabral, & Yu, 2005; Picciano, 2002), results indicate that high school students may view online interaction differently than their counterparts in higher education (Northrup, 2002; Swan, 2002).
On April 2, 1987, IBM unveiled a series of long‐awaited new hardware and software products. The new computer line, dubbed the Personal Systems 30, 50, 60, and 80, seems destined…
Abstract
On April 2, 1987, IBM unveiled a series of long‐awaited new hardware and software products. The new computer line, dubbed the Personal Systems 30, 50, 60, and 80, seems destined to replace the XT and AT models that are the mainstay of the firm's current personal computer offerings. The numerous changes in hardware and software, while representing improvements on previous IBM technology, will require users purchasing additional computers to make difficult choices as to which of the two IBM architectures to adopt.
Hannah R. Marston, Linda Shore, Laura Stoops and Robbie S. Turner
Laura Herrewijn and Karolien Poels
Digital gaming has become one of the largest entertainment sectors worldwide, increasingly turning the medium into an attractive vehicle for the communication of advertising…
Abstract
Purpose
Digital gaming has become one of the largest entertainment sectors worldwide, increasingly turning the medium into an attractive vehicle for the communication of advertising messages. As a result, the incorporation of products or brands in digital games or in-game advertising (IGA) is expected to grow steadily over the course of the following years. However, much work is still needed to determine and optimize the effectiveness of IGA. The goal of the chapter is to advance IGA effectiveness research by investigating the influence of three aspects of the context in which a game is played and the player’s involvement in response to this context on brand awareness.
Methodology/approach
To this purpose, three experiments were set up. The first experiment (between-subjects, N = 121) investigated the impact of the social setting in which a game is played, the second experiment (within-subjects, N = 31) examined the effect of the game controls that are used, and the third experiment (between-subjects, N = 62) analyzed the influence of the game story.
Findings
The findings of the experiments show that the game context can significantly influence the way in which people recall and recognize brands that are included within its environment and that examining the player’s involvement in response to this context can provide useful information regarding the processes underlying this effect.
Originality/value
These findings contribute to the knowledge of when, how, and in which games advertising can be incorporated in order to achieve games’ full potential as an advertising medium.