Search results for: Creative drama
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 170

Search results for: Creative drama

80 The Impact of 21st Century Technology in Higher Education: The Role of Artificial Intelligence

Authors: Josefina Bengoechea, Alex Bell

Abstract:

Higher education, with its brick-and-mortar facilities and credits-based on hours of study, was developed to serve the needs of a national, industrial, analogue economy. However, the ongoing process of globalization on the one hand, and the emergence of ever-changing needs of employers on the other hand, make this type of process-based education obsolete, and exclusive to students who can afford to pay a full-time tuition and dedicate 4 years of their lives exclusively to study. The creative destruction brought about by new technologies in the 21st century will not only reconfigure the labour market, as millions of jobs will be lost to Artificial Intelligence. The purpose of this paper is to consider if the implementation of technology is the solution to the problems faced in higher education. The paper builds upon a constructivist approach, combining a literature review and research on key publications.

Keywords: Artificial intelligence, employability, labour market, new technology in higher education.

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79 Communicative and Artistic Machines: A Survey of Models and Experiments on Artificial Agents

Authors: Artur Matuck, Guilherme F. Nobre

Abstract:

Machines can be either tool, media, or social agents. Advances in technology have been delivering machines capable of autonomous expression, both through communication and art. This paper deals with models (theoretical approach) and experiments (applied approach) related to artificial agents. On one hand it traces how social sciences' scholars have worked with topics such as text automatization, man-machine writing cooperation, and communication. On the other hand it covers how computer sciences' scholars have built communicative and artistic machines, including the programming of creativity. The aim is to present a brief survey on artificially intelligent communicators and artificially creative writers, and provide the basis to understand the meta-authorship and also to new and further man-machine co-authorship.

Keywords: Artificial communication, artificial creativity, artificial writers, meta-authorship, robotic art.

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78 The Effects of a Digital Dialogue Game on Higher Education Students’ Argumentation-Based Learning

Authors: Omid Noroozi

Abstract:

Digital dialogue games have opened up opportunities for learning skills by engaging students in complex problem solving that mimic real world situations, without importing unwanted constraints and risks of the real world. Digital dialogue games can be motivating and engaging to students for fun, creative thinking, and learning. This study explored how undergraduate students engage with argumentative discourse activities which have been designed to intensify debate. A pre-test, post-test design was used with students who were assigned to groups of four and asked to debate a controversial topic with the aim of exploring various 'pros and cons' on the 'Genetically Modified Organisms (GMOs)'. Findings reveal that the Digital dialogue game can facilitate argumentation-based learning. The digital Dialogue game was also evaluated positively in terms of students’ satisfaction and learning experiences.

Keywords: Argumentation, dialogue, digital game, learning, motivation.

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77 Considering the Relationship between Architecture and Philosophy: Toyo Ito’s Conceptual Architecture

Authors: Serap Durmus

Abstract:

The aim of this paper is to exemplify the relation of architecture and philosophy over the Japanese architect Toyo Ito’s conceptual architecture. The study is practiced in ‘Architecture and Philosophy Readings’ elective course with 22 sophomore architecture students in Karadeniz Technical University Department of Architecture. It is planned as a workshop, which discusses the design philosophy of Toyo Ito’s buildings and the reflections of concept in his intellectual architecture. So, the paper contains Toyo Ito’s philosophy, his discourses and buildings and also thinking similarities with philosopher Gilles Deleuze. Thus, the workshop of course is about architecture and philosophy relationship. With this aspect, a holistic graphic representation is aimed for Toyo Ito who thinks that everything composes a whole. As a result, it can be said that architect and philosopher interaction in architecture and philosophy relation supports creative thinking. Conceptual architecture of Toyo Ito has philosophical roots and his philosophy can be read over his buildings and can be represent totally via a holistic pattern.

Keywords: Architecture, philosophy, Toyo Ito, conceptual architecture, Gilles Deleuze.

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76 Non-Chronological Approach in Crane Girder and Composite Steel Beam Installation: Case Study

Authors: Govindaraj Ramanathan

Abstract:

The time delay and the structural stability are major issues in big size projects due to several factors. Improper planning and poor coordination lead to delay in construction, which sometimes result in reworking or rebuilding. This definitely increases the cost and time of project. This situation stresses the structural engineers to plan out of the limits of contemporary technology utilizing non-chronological approach with creative ideas. One of the strategies to solve this issue is through structural integrity solutions in a cost-effective way. We have faced several problems in a project worth 470 million USD, and one such issue is crane girder installation with composite steel beams. We have applied structural integrity approach with the proper and revised planning schedule to solve the problem efficiently with minimal expenses.

Keywords: Construction management, delay, non-chronological approach, composite beam, structural integrity.

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75 Global Security Using Human Face Understanding under Vision Ubiquitous Architecture System

Authors: A. Jalal, S. Kim

Abstract:

Different methods containing biometric algorithms are presented for the representation of eigenfaces detection including face recognition, are identification and verification. Our theme of this research is to manage the critical processing stages (accuracy, speed, security and monitoring) of face activities with the flexibility of searching and edit the secure authorized database. In this paper we implement different techniques such as eigenfaces vector reduction by using texture and shape vector phenomenon for complexity removal, while density matching score with Face Boundary Fixation (FBF) extracted the most likelihood characteristics in this media processing contents. We examine the development and performance efficiency of the database by applying our creative algorithms in both recognition and detection phenomenon. Our results show the performance accuracy and security gain with better achievement than a number of previous approaches in all the above processes in an encouraging mode.

Keywords: Ubiquitous architecture, verification, Identification, recognition

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74 Flexible Workplaces Fostering Knowledge Workers Informal Learning: The Flexible Office Case

Authors: R. Maier, S. Thalmann, A. Sandow

Abstract:

Organizations face challenges supporting knowledge workers due to their particular requirements for an environment supportive of their self-guided learning activities which are important to increase their productivity and to develop creative solutions to non-routine problems. Face-to-face knowledge sharing remains crucial in spite of a large number of knowledge management instruments that aim at supporting a more impersonal transfer of knowledge. This paper first describes the main criteria for a conceptual and technical solution targeted at flexible management of office space that aims at assigning those knowledge workers to the same room that are most likely to thrive when being brought together thus enhancing their knowledge work productivity. The paper reflects on lessons learned from the implementation and operation of such a solution in a project-focused organization and derives several implications for future extensions that target to foster problem solving, informal learning and personal development.

Keywords: informal learning, knowledge work, officemanagement.

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73 Developing Creative and Critically Reflective Digital Learning Communities

Authors: W. S. Barber, S. L. King

Abstract:

This paper is a qualitative case study analysis of the development of a fully online learning community of graduate students through arts-based community building activities. With increasing numbers and types of online learning spaces, it is incumbent upon educators to continue to push the edge of what best practices look like in digital learning environments. In digital learning spaces, instructors can no longer be seen as purveyors of content knowledge to be examined at the end of a set course by a final test or exam. The rapid and fluid dissemination of information via Web 3.0 demands that we reshape our approach to teaching and learning, from one that is content-focused to one that is process-driven. Rather than having instructors as formal leaders, today’s digital learning environments require us to share expertise, as it is the collective experiences and knowledge of all students together with the instructors that help to create a very different kind of learning community. This paper focuses on innovations pursued in a 36 hour 12 week graduate course in higher education entitled “Critical and Reflective Practice”. The authors chronicle their journey to developing a fully online learning community (FOLC) by emphasizing the elements of social, cognitive, emotional and digital spaces that form a moving interplay through the community. In this way, students embrace anywhere anytime learning and often take the learning, as well as the relationships they build and skills they acquire, beyond the digital class into real world situations. We argue that in order to increase student online engagement, pedagogical approaches need to stem from two primary elements, both creativity and critical reflection, that are essential pillars upon which instructors can co-design learning environments with students. The theoretical framework for the paper is based on the interaction and interdependence of Creativity, Intuition, Critical Reflection, Social Constructivism and FOLCs. By leveraging students’ embedded familiarity with a wide variety of technologies, this case study of a graduate level course on critical reflection in education, examines how relationships, quality of work produced, and student engagement can improve by using creative and imaginative pedagogical strategies. The authors examine their professional pedagogical strategies through the lens that the teacher acts as facilitator, guide and co-designer. In a world where students can easily search for and organize information as self-directed processes, creativity and connection can at times be lost in the digitized course environment. The paper concludes by posing further questions as to how institutions of higher education may be challenged to restructure their credit granting courses into more flexible modules, and how students need to be considered an important part of assessment and evaluation strategies. By introducing creativity and critical reflection as central features of the digital learning spaces, notions of best practices in digital teaching and learning emerge.

Keywords: Online, pedagogy, learning, communities.

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72 SENSE-SEAT: Improving Creativity and Productivity through the Redesign of a Multisensory Technological Office Chair

Authors: Fernando Miguel Campos, Carlos Ferreira, João Pestana, Pedro Campos, Nils Ehrenberg, Wojciech Hydzik

Abstract:

The current trend of organizations offering their workers open-office spaces and co-working offices has been primed for stimulating teamwork and collaboration. However, this is not always valid as these kinds of spaces bring other types of challenges that compromise workers productivity and creativity. We present an approach for improving creativity and productivity at the workspace by redesigning an office chair that incorporates subtle technological elements that help users focus, relax and being more productive and creative. This sheds light on how we can better design interactive furniture for such popular contexts, as we develop this new chair through a multidisciplinary approach using ergonomics, interior design, interaction design, hardware and software engineering and psychology.

Keywords: Creativity, co-working, ergonomics, human-computer interaction, interaction, interactive furniture, productivity.

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71 Creative Mapping Landuse and Human Activities: From the Inventories of Factories to the History of the City and Citizens

Authors: R. Tamborrino, F. Rinaudo

Abstract:

Digital technologies offer possibilities to effectively convert historical archives into instruments of knowledge able to provide a guide for the interpretation of historical phenomena. Digital conversion and management of those documents allow the possibility to add other sources in a unique and coherent model that permits the intersection of different data able to open new interpretations and understandings. Urban history uses, among other sources, the inventories that register human activities in a specific space (e.g. cadastres, censuses, etc.). The geographic localisation of that information inside cartographic supports allows for the comprehension and visualisation of specific relationships between different historical realities registering both the urban space and the peoples living there. These links that merge the different nature of data and documentation through a new organisation of the information can suggest a new interpretation of other related events. In all these kinds of analysis, the use of GIS platforms today represents the most appropriate answer. The design of the related databases is the key to realise the ad-hoc instrument to facilitate the analysis and the intersection of data of different origins. Moreover, GIS has become the digital platform where it is possible to add other kinds of data visualisation. This research deals with the industrial development of Turin at the beginning of the 20th century. A census of factories realized just prior to WWI provides the opportunity to test the potentialities of GIS platforms for the analysis of urban landscape modifications during the first industrial development of the town. The inventory includes data about location, activities, and people. GIS is shaped in a creative way linking different sources and digital systems aiming to create a new type of platform conceived as an interface integrating different kinds of data visualisation. The data processing allows linking this information to an urban space, and also visualising the growth of the city at that time. The sources, related to the urban landscape development in that period, are of a different nature. The emerging necessity to build, enlarge, modify and join different buildings to boost the industrial activities, according to their fast development, is recorded by different official permissions delivered by the municipality and now stored in the Historical Archive of the Municipality of Turin. Those documents, which are reports and drawings, contain numerous data on the buildings themselves, including the block where the plot is located, the district, and the people involved such as the owner, the investor, and the engineer or architect designing the industrial building. All these collected data offer the possibility to firstly re-build the process of change of the urban landscape by using GIS and 3D modelling technologies thanks to the access to the drawings (2D plans, sections and elevations) that show the previous and the planned situation. Furthermore, they access information for different queries of the linked dataset that could be useful for different research and targets such as economics, biographical, architectural, or demographical. By superimposing a layer of the present city, the past meets to the present-industrial heritage, and people meet urban history.

Keywords: Digital urban history, census, digitalisation, GIS, modelling, digital humanities.

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70 Relationships among Tourists’ Needs for Uniqueness, Perceived Authenticity and Behavioral Intentions

Authors: Deniz Karagöz Yüncü

Abstract:

This study tested a structural model which investigates the relationships among tourists’ need for uniqueness, perceived authenticity (object-based authenticity and existential authenticity) and behavioral intentions to consume cultural and heritage destinations. The sample of the study comprised of 281 participants in a cultural heritage site, in Cappadocia, Turkey. The data were provided via face to face interviews in two months (September and October) which considered the high season. Structural equation modeling was employed to test the causal relationships among the hypotheses. Findings revealed tourists’ creative choice had an influence on object-based authenticity and existential authenticity. Tourists’ avoidance had an influence on object-based authenticity. The study concluded that two dimensions, namely, the object based authenticity and existential authenticity had significant impact on behavioral intentions.

Keywords: Needs for uniqueness, object-based authenticity, existential authenticity, behavioral intentions.

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69 Integrating Visual Modeling throughout the Computer Science Curriculum

Authors: Carol B.Collins, M. H. N Tabrizi

Abstract:

The purposes of this paper are to (1) promote excellence in computer science by suggesting a cohesive innovative approach to fill well documented deficiencies in current computer science education, (2) justify (using the authors- and others anecdotal evidence from both the classroom and the real world) why this approach holds great potential to successfully eliminate the deficiencies, (3) invite other professionals to join the authors in proof of concept research. The authors- experiences, though anecdotal, strongly suggest that a new approach involving visual modeling technologies should allow computer science programs to retain a greater percentage of prospective and declared majors as students become more engaged learners, more successful problem-solvers, and better prepared as programmers. In addition, the graduates of such computer science programs will make greater contributions to the profession as skilled problem-solvers. Instead of wearily rememorizing code as they move to the next course, students will have the problem-solving skills to think and work in more sophisticated and creative ways.

Keywords: Algorithms, CASE, Problem-solving, UML.

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68 The Potential of Digital Tools in Art Lessons at Junior School Level to Improve Artistic Ability Using Tamazight Fonts

Authors: Aber Salem Aboalgasm, Rupert Ward

Abstract:

The aim of this research is to explore how pupils in art classes can use creative digital art tools to redesign Tamazight fonts, in order to develop children’s artistic creativity, enable them to learn about a new culture, and to help the teacher assess the creativity of pupils in the art class. It can also help students to improve their talents in drawing. The study could relate to research in Libya among the Amazigh people (better known as Berber) and possibly the development of Tamazight fonts with new uses in art. The research involved students aged 9-10 years old working with digital art tools, and was designed to explore the potential of digital technology by discovering suitable tools and techniques to develop children’s artistic performance using Tamazight fonts. The project also sought to show the aesthetic aspects of these characters and to stimulate the artistic creativity of these young people.

Keywords: Artistic creativity, Tamazight fonts, Technology acceptance model, Traditional and digital art tools.

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67 Using Visual Technologies to Promote Excellence in Computer Science Education

Authors: Carol B. Collins, M. H. N Tabrizi

Abstract:

The purposes of this paper are to (1) promote excellence in computer science by suggesting a cohesive innovative approach to fill well documented deficiencies in current computer science education, (2) justify (using the authors' and others anecdotal evidence from both the classroom and the real world) why this approach holds great potential to successfully eliminate the deficiencies, (3) invite other professionals to join the authors in proof of concept research. The authors' experiences, though anecdotal, strongly suggest that a new approach involving visual modeling technologies should allow computer science programs to retain a greater percentage of prospective and declared majors as students become more engaged learners, more successful problem-solvers, and better prepared as programmers. In addition, the graduates of such computer science programs will make greater contributions to the profession as skilled problem-solvers. Instead of wearily rememorizing code as they move to the next course, students will have the problem-solving skills to think and work in more sophisticated and creative ways.

Keywords: Algorithms, CASE, UML, Problem-solving.

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66 The Creative Unfolding of “Reduced Descriptive Structures” in Musical Cognition: Technical and Theoretical Insights Based on the OpenMusic and PWGL Long-Term Feedback

Authors: Jacopo Baboni Schilingi

Abstract:

We here describe the theoretical and philosophical understanding of a long term use and development of algorithmic computer-based tools applied to music composition. The findings of our research lead us to interrogate some specific processes and systems of communication engaged in the discovery of specific cultural artworks: artistic creation in the sono-musical domain. Our hypothesis is that the patterns of auditory learning cannot be only understood in terms of social transmission but would gain to be questioned in the way they rely on various ranges of acoustic stimuli modes of consciousness and how the different types of memories engaged in the percept-action expressive systems of our cultural communities also relies on these shadowy conscious entities we named “Reduced Descriptive Structures”.

Keywords: Algorithmic sonic computation, corrected and self-correcting learning patterns in acoustic perception, morphological derivations in sensorial patterns, social unconscious modes of communication.

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65 Evaluating the Use of Digital Art Tools for Drawing to Enhance Artistic Ability and Improve Digital Skill among Junior School Students

Authors: Aber S. Aboalgasm, Rupert Ward

Abstract:

This study investigated some results of the use of digital art tools by junior school children in order to discover if these tools could promote artistic ability and creativity. The study considers the ease of use and usefulness of the tools as well as how to assess artwork produced by digital means. As the use of these tools is a relatively new development in Art education, this study may help educators in their choice of which tools to use and when to use them. The study also aims to present a model for the assessment of students’ artistic development and creativity by studying their artistic activity. This model can help in determining differences in students’ creative ability and could be useful both for teachers, as a means of assessing digital artwork, and for students, by providing the motivation to use the tools to their fullest extent. Sixteen students aged nine to ten years old were observed and recorded while they used the digital drawing tools. The study found that, according to the students’ own statements, it was not the ease of use but the successful effects the tools provided which motivated the children to use them.

Keywords: Artistic ability, creativity, drawing digital tool, TAM model, psychomotor domain.

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64 Comparison Analysis of Science and Technology Council between Korea, USA, and Japan

Authors: Daekook Kang, Wooseok Jang, Jeonghwan Jeon

Abstract:

As Korea government has expanded the budget for the national research and development business, the need for the installation of institute taking a role of deliberation, coordination, and operation of research development business and its budget has been increased continuously. In response to the demands of the times, recently, the National Science & Technology Council (NSTC) was installed. However, to achieve a creative economy more efficiently, the fundamental introspection on the current state of the national administration system of science and technology in Korea should be needed. Accordingly, this study, firstly, analyzes the function and organizational structure of NSTC in Korea. Then, this study investigates the current state of the National Science and Technology Council in main world countries. Lastly, this study derives some implications based on the comparison analysis of the current state of the National Science and Technology Council between Korea and these countries. The present study will help in finding the way for the advancement of the NSTC in Korea.

Keywords: Comparison analysis of Science and Technology Council, CSTP, National Science and Technology Council in Korea, Operating system of NSTC.

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63 Under the ‘Fourth World’: A Discussion to the Transformation of Character-Settings in Chinese Ethnic Minority Films

Authors: Sicheng Liu

Abstract:

Based on the key issue of the current fourth world studies, the article aims to analyze the features of character-settings in Chinese ethnic minority films. As a generalizable transformation, this feature progresses from a microcosmic representation. It argues that, as the mediation, films note down the current state of people and their surroundings, while the ‘fourth world’ theorization (or the fourth cinema) provides a new perspective to ethnic minority topics in China. Like the ‘fourth cinema’ focusing on the depiction of indigeneity groups, the ethnic minority films portrait the non-Han nationalities in China. Both types possess the motif of returning history-writing to the minority members’ own hand. In this article, the discussion entirely involves three types of cinematic role-settings in Chinese minority themed films, which illustrates that, similar to the creative principle of the fourth film, the themes and narratives of these films are becoming more individualized, with more concern to minority grassroots.

Keywords: Fourth world, Chinese ethnic minority films, ethnicity and culture reflection, mother tongue (muyu), highlighting to individual spirits.

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62 Modeling of Knowledge-Intensive Business Processes

Authors: Eckhard M. Ammann

Abstract:

Knowledge development in companies relies on knowledge-intensive business processes, which are characterized by a high complexity in their execution, weak structuring, communication-oriented tasks and high decision autonomy, and often the need for creativity and innovation. A foundation of knowledge development is provided, which is based on a new conception of knowledge and knowledge dynamics. This conception consists of a three-dimensional model of knowledge with types, kinds and qualities. Built on this knowledge conception, knowledge dynamics is modeled with the help of general knowledge conversions between knowledge assets. Here knowledge dynamics is understood to cover all of acquisition, conversion, transfer, development and usage of knowledge. Through this conception we gain a sound basis for knowledge management and development in an enterprise. Especially the type dimension of knowledge, which categorizes it according to its internality and externality with respect to the human being, is crucial for enterprise knowledge management and development, because knowledge should be made available by converting it to more external types. Built on this conception, a modeling approach for knowledgeintensive business processes is introduced, be it human-driven,e-driven or task-driven processes. As an example for this approach, a model of the creative activity for the renewal planning of a product is given.

Keywords: Conception of knowledge, knowledge dynamics, modeling notation, knowledge-intensive business processes.

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61 The Application of Active Learning to Develop Creativity in General Education

Authors: Chalermwut Wijit

Abstract:

This research is conducted in order to 1) study the result of applying “Active Learning” in general education subject to develop creativity 2) explore problems and obstacles in applying Active Learning in general education subject to improve the creativity in 1780 undergraduate students who registered this subject in the first semester 2013. The research is implemented by allocating the students into several groups of 10 -15 students and assigning them to design the activities for society under the four main conditions including 1) require no financial resources 2) practical 3) can be attended by every student 4) must be accomplished within 2 weeks. The researcher evaluated the creativity prior and after the study. Ultimately, the problems and obstacles from creating activity are evaluated from the open-ended questions in the questionnaires. The study result states that overall average scores on students’ ability increased significantly in terms of creativity, analytical ability and the synthesis, the complexity of working plan and team working. It can be inferred from the outcome that active learning is one of the most efficient methods in developing creativity in general education.

Keywords: Creative Thinking, Active Learning, General Education.

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60 Creativity in Development of Multimedia Presentation

Authors: Mahathir Sarjan, Ramos Radzly, Noor Baiti Jamaluddin, Mohd Hafiz Zakaria, Hisham Suhadi

Abstract:

Creativity is marked by the ability or power, to produce through imaginative skill and create something anew. The University is one of the great places to improve the talent in imaginative skill. The purpose of this study was to identify a creativity of the student in presentation product development. Two hundred seventeen Technical and Vocational Education (TVE) students in Universiti Tun Hussein Onn had chosen as a respondent. This study is to survey the level of creativity which is focused on knowledge, skills, presentation style, and character of creative personnel. The level of creativity was measured based on the scale at low, medium and high followed by mean score level. The data collected by questionnaire, then analyzed using SPSS version 20.0.The result of the study indicated that the students showed a higher of creativity (mean score in Knowledge = 4.12 and Skills= 4.02). In conjunction with the findings, implications and recommendations were suggested forward like to ensconce the research and improve with a more creativity concept in presentation product of development for learning and teaching process.

Keywords: Creativity, technical, vocational education, presentation products and development for learning and teaching process.

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59 Evaluating Telepresence Experience and Game Players' Intention to Purchase Product Advertised in Advergame

Authors: Zuhal Hussein, Nabsiah Abdul Wahid, Norizan Saad

Abstract:

In line with changes of consumers modern lifestyle has call for the advertising strategy to change. This research is to find out how game with telepresence and product experience embedded in the computer game to affect users- intention to purchase. Game content developers are urging to consider of placing product message as part of game design strategy that can influence the game player-s intention to purchase. Experiment was carried out on two hundred and fifty undergraduate students who volunteered to participate in the Internet game playing activities. A factor analysis and correlation analysis was performed on items designed to measure telepresence, attitudes toward telepresence, and game player intention to purchase the product advertise in the game that respondents experienced. The results indicated that telepresence consist of interactive experience and product experience. The study also found that product experience is positively related to the game players- intention to purchase. The significance of product experience implies the usefulness of an interactive advertising in the game playing to attract players- intention to purchase the advertised product placed in the creative game design.

Keywords: Purchase intention, telepresence, product experience, interactive experience.

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58 Information and Innovation Management within Information Technology Enterprises

Authors: Geoff D. Skinner

Abstract:

Australia, while being a large and eager consumer of innovative and cutting edge Information and Communication Technologies (ICT), continues to struggle to remain a leader in Technological Innovation. This paper has two main contributions to address certain aspects of this complex issue. The first being the current findings of an ongoing research project on Information and Innovation Management in the Australian Information and Communication Technologies (ICT) sector. The major issues being considered by the project include: investigation of the possible inherent entrepreneurial nature of ICT; how to foster ICT innovation; and examination of the inherent difficulties currently found within the ICT industry of Australia in regards to supporting the development of innovative and creative ideas. The second major contribution is details of the I.-C.A.N. (Innovation by Collaborative Anonymous Networking) software application information management tool created and evolving in our research group. I-CAN, besides having a positive reinforcement acronym, is aimed at facilitating productive collaborative innovation in an Australian workplace. Such a work environment is frequently subjected to cultural influences such as the 'tall poppy syndrome' and 'negative' or 'unconstructive' peer-pressure. There influences are frequently seen as inhibitors to employee participation, entrepreneurship and innovation.

Keywords: Innovation Management, Knowledge Management, Technology Incubation.

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57 Importance of Public Communication Campaigns and Art Activities in Social Education

Authors: Bilgehan Gültekin, Tuba Gültekin

Abstract:

Universities have an important role in social education in many aspects. In terms of creating awareness and convincing public about social issues, universities take a leading position for public. The best way to provide public support for social education is to develop public communication campaigns. The aim of this study is to present a public communication model which will be guided in social education practices. The study titled “Importance of public communication campaigns and art activities in Social Education “is based on the following topics: Effects of public communication campaigns on social education, Public relations techniques for education, communication strategies, Steps of public relations campaigns in social education, making persuasive messages for public communication campaigns, developing artistic messages and organizing art activities in social education. In addition to these topics, media planning for social education, forming a team as campaign managers, dialogues with opinion leaders in education and preparing creative communication models for social education will be taken into consideration. This study also aims to criticize social education Case studies in Turkey. At the same time, some communicative methods and principles will be given in the light of communication campaigns within the context of this notice.

Keywords: Art activities in social education, Persuasive communication, Public communication campaigns, Public relations techniques for education

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56 KM Practices in Service SMEs

Authors: K. Cormican, G. Coppola, S. Farina

Abstract:

Knowledge management is a critical component of competitive success in service organizations. Knowledge management centers on creating new knowledge and utilizing existing knowledge. While utilizing existing knowledge relates to input and control and can lead to a reduction in costs; creating new knowledge relates to output and growth and can lead to an increase in revenue. Therefore managers must ensure that they can successfully optimize the knowledge and talent in their organizations. To do this they and must try to develop an environment that promotes the generation, acquisition, transfer and use of valuable knowledge in creative ways. However knowledge management is complex and diverse. Research suggests that organizations in general and SMEs in particular are finding it difficult to implement successful knowledge management initiatives. Our research attempts to understand whether organizations are adopting best practice initiatives in their organizations. This paper presents findings from an exploratory study of 139 SMEs operating in the tourism sector across Europe. The goals of the survey is to assess the level of awareness of knowledge and talent management strategies and methodologies and to determine whether the responding companies implement best practice knowledge management initiatives in their organizations Analysis of the findings from the study are presented and discussed.

Keywords: service sector, small enterprise, success factors, survey

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55 The e-DELPHI Method to Test the Importance Competence and Skills: Case of the Lifelong Learning Spanish Trainers

Authors: Xhevrie Mamaqi, Jesus Miguel, Pilar Olave

Abstract:

The lifelong learning is a crucial element in the modernization of European education and training systems. The most important actors in the development process of the lifelong learning are the trainers, whose professional characteristics need new competences and skills in the current labour market. The main objective of this paper is to establish an importance ranking of the new competences, capabilities and skills that the lifelong learning Spanish trainers must possess nowadays. A wide study of secondary sources has allowed the design of a questionnaire that organizes the trainer-s skills and competences. The e-Delphi method is used for realizing a creative, individual and anonymous evaluation by experts on the importance ranking that presents the criteria, sub-criteria and indicators of the e-Delphi questionnaire. Twenty Spanish experts in the lifelong learning have participated in two rounds of the e- DELPHI method. In the first round, the analysis of the experts- evaluation has allowed to establish the ranking of the most importance criteria, sub-criteria and indicators and to eliminate the least valued. The minimum level necessary to reach the consensus among experts has been achieved in the second round.

Keywords: competences and skills, lifelong learningtrainers, Spain, e-DELHI method.

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54 Entrepreneurship Cure for Economic Under-Development in Nigeria: A Theoretical Perspective

Authors: Kurotimi Maurice Fems, Abara Onu, Francis W. D. Poazi

Abstract:

Scholars and development economists believe that the development of an economy depends largely on the creative and innovative ingenuity of its entrepreneurs. Others however, are of the opinion that the lack of entrepreneurs or entrepreneurial activities is not a constraint to economic development in any economy, particularly Nigeria. This paper sets out to explore the connectivity between entrepreneurship and economic development from a theoretical point of view, principally in Nigeria. A desk research approach was adopted where a conglomerate of literatures was reviewed on how entrepreneurship can spur economic growth or otherwise. The findings reveal that entrepreneurship is vital to the development of Nigeria and that, universities and other Higher Education Institutions must play the vital role of educating the people on entrepreneurship skills and competences. However, the problems and difficulties entrepreneurs face in Nigeria and the same problems suffocating the growth and development of its economy. Therefore, entrepreneurship cannot be said to be the sole cure for economic under-development in Nigeria but rather other factors such as empowering and granting the institutions autonomy and the provision of infrastructural capability, such as consistent electricity generation and supply, good system of transportation, implementing proposed economic policies in an effective and efficient manner etc., the cultural beliefs and mindset of the citizenry, was also found to be key in the development of any economy.

Keywords: Entrepreneurship, entrepreneurial, economic underdevelopment, unemployable, oil boom, infrastructural under-development, SMEs.

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53 The Emoji Method: An Approach for Identifying and Formulating Problem Ideas

Authors: Thorsten Herrmann, Alexander Laukemann, Hansgeorg Binz, Daniel Roth

Abstract:

For the analysis of already identified and existing problems, the pertinent literature provides a comprehensive collection of approaches as well as methods in order to analyze the problems in detail. But coming up with problems, which are assets worth pursuing further, is often challenging. However, the importance of well-formulated problem ideas and their influence of subsequent creative processes are incontestable and proven. In order to meet the covered challenges, the Institute for Engineering Design and Industrial Design (IKTD) developed the Emoji Method. This paper presents the Emoji Method, which support designers to generate problem ideas in a structured way. Considering research findings from knowledge management and innovation management, research into emojis and emoticons reveal insights by means of identifying and formulating problem ideas within the early design phase. The simple application and the huge supporting potential of the Emoji Method within the early design phase are only few of the many successful results of the conducted evaluation. The Emoji Method encourages designers to identify problem ideas and describe them in a structured way in order to start focused with generating solution ideas for the revealed problem ideas.

Keywords: Emojis, problem ideas, innovation management, knowledge management.

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52 Preservation of Natural and Historical Values in Sustainable Architecture of Creative Tourism Complex of Aab-Ask, Iran

Authors: Ali Salehipour

Abstract:

Studying literature theme in the fields of tourism and sustainable development and its importance in today world and their criteria in architecture, here in this article we will also study the area where the selected site is located; beside the Aab-Ask Village located in Larijan region in Mazandaran province on the way to Haraz – one of the tourism routes of Iran. After these studies by analyzing the site, its strong potentials – such as mineral water springs (hot springs), geothermal, landscapes and ideal climate - as a tourist attraction spot in the region, and considering sustainable development criteria – with regard to limits and available facilities – a plan was offered that could change the region to provide the needs of local people and in addition change it to a place where tourism services is offered to the visitors and make it an acceptable sample of stable building in Iran. Finally the reason to make design for this complex is recovery of natural and historical values of Aab-Ask area regarding development and sustainable architecture criteria in the form of a functional sample which can be a suitable place to fulfill this goal for having lots of strong points in attracting cultural and sustainable tourist.

Keywords: Sustainable Architecture, Tourist Complex, Development, Landscape Preservation, Culture

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51 A Study of Filmmakers Interaction through Social Exchange Theory

Authors: Perumal, V., Hassan, H., Bolong, J., Osman, M. N.

Abstract:

Film, as an art form playing a vital role and is a powerful tool in documenting, influencing and shaping the society. Films are the collective creation of a large number of separate individuals, each contributing with creative input, unique talents, and technical expertise to the project. Recently, the Malaysian Independent (or “Indie") filmmakers have made their presence felt by winning awards at various international film festivals. Working in the digital video (DV) format, a number of independent filmmakers really hit their stride with a range of remarkably strong titles and international recognition has been quick in coming and their works are now regularly in exhibition or in competition, winning many top prizes at prestigious festivals around the world. The interaction factors among crewmembers are emphasized as imperative for group success. An in-depth interview is conducted to analyze the social interactions and exchanges between filmmakers through Social Exchanges Theory (SET). Certainly the new millennium that was marked as the digital technology revolution has changed the face of filmmaking in Malaysia. There is a clear need to study the Malaysian independent cinema especially from the perspective of understanding what causes the independent filmmakers to work so well given all of the difficulties and constraints.

Keywords: Digital filmmaking, technology, interaction, crewmembers, cinema, independent filmmaker.

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