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1 – 10 of over 28000Dionne N. Champion, Eli Tucker-Raymond, Amon Millner, Brian Gravel, Christopher G. Wright, Rasheda Likely, Ayana Allen-Handy and Tikyna M. Dandridge
The purpose of this paper is to explore the designed cultural ecology of a hip-hop and computational science, technology, engineering, and mathematics (STEM) camp and the ways in…
Abstract
Purpose
The purpose of this paper is to explore the designed cultural ecology of a hip-hop and computational science, technology, engineering, and mathematics (STEM) camp and the ways in which that ecology contributed to culturally sustaining learning experiences for middle school youth. In using the principles of hip-hop as a CSP for design, the authors question how and what practices were supported or emerged and how they became resources for youth engagement in the space.
Design/methodology/approach
The overall methodology was design research. Through interpretive analysis, it uses an example of four Black girls participating in the camp as they build a computer-controlled DJ battle station.
Findings
Through a close examination of youth interactions in the designed environment – looking at their communication, spatial arrangements, choices and uses of materials and tools during collaborative project work – the authors show how a learning ecology, designed based on hip-hop and computational practices and shaped by the history and practices of the dance center where the program was held, provided access to ideational, relational, spatial and material resources that became relevant to learning through computational making. The authors also show how youth engagement in the hip-hop computational making learning ecology allowed practices to emerge that led to expansive learning experiences that redefine what it means to engage in computing.
Research limitations/implications
Implications include how such ecologies might arrange relations of ideas, tools, materials, space and people to support learning and positive identity development.
Originality/value
Supporting culturally sustaining computational STEM pedagogies, the article argues two original points in informal youth learning 1) an expanded definition of computing based on making grammars and the cultural practices of hip-hop, and 2) attention to cultural ecologies in designing and understanding computational STEM learning environments.
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Tim Schürmann, Nina Gerber and Paul Gerber
Online privacy research has seen a focus on user behavior over the last decade, partly to understand and explain user decision-making and seeming inconsistencies regarding users'…
Abstract
Purpose
Online privacy research has seen a focus on user behavior over the last decade, partly to understand and explain user decision-making and seeming inconsistencies regarding users' stated preferences. This article investigates the level of modeling that contemporary approaches rely on to explain said inconsistencies and whether drawn conclusions are justified by the applied modeling methodology. Additionally, it provides resources for researchers interested in using computational modeling.
Design/methodology/approach
The article uses data from a pre-existing literature review on the privacy paradox (N = 179 articles) to identify three characteristics of prior research: (1) the frequency of references to computational-level theories of human decision-making and perception in the literature, (2) the frequency of interpretations of human decision-making based on computational-level theories, and (3) the frequency of actual computational-level modeling implementations.
Findings
After excluding unrelated articles, 44.1 percent of investigated articles reference at least one theory that has been traditionally interpreted on a computational level. 33.1 percent of all relevant articles make statements regarding computational properties of human cognition in online privacy scenarios. Meanwhile, 5.1 percent of all relevant articles apply formalized computational-level modeling to substantiate their claims.
Originality/value
The findings highlight the importance of formal, computational-level modeling in online privacy research, which has so far drawn computational-level conclusions without utilizing appropriate modeling techniques. Furthermore, this article provides an overview of said modeling techniques and their benefits to researchers, as well as references for model theories and resources for practical implementation.
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Jessica L. Wildman and Eduardo Salas
There has been a lack of focus on multi-level issues within leadership research. Dionne and Dionne (2009) address this gap in the research by presenting a Monte Carlo simulation…
Abstract
There has been a lack of focus on multi-level issues within leadership research. Dionne and Dionne (2009) address this gap in the research by presenting a Monte Carlo simulation examining leadership at four levels of analysis within a group decision-making context. While their work makes a strong contribution to the sciences of leadership, group decision making, and team complexity, many aspects of the research demonstrate potential for great expansion and improvement. Toward this purpose, this commentary discusses and provides suggestions regarding the topics of computer simulation in team research, group decision-making theory, and the modeling of team complexity. It is intended to stimulate continued critical thinking and more innovative, practical, and carefully designed research efforts.
Jiang Shu, Layne T. Watson, Naren Ramakrishnan, Frederick A. Kamke and Shubhangi Deshpande
This paper describes a practical approach to implement computational steering for problem solving environments (PSEs) by using WBCSim as an example. WBCSim is a Web based…
Abstract
Purpose
This paper describes a practical approach to implement computational steering for problem solving environments (PSEs) by using WBCSim as an example. WBCSim is a Web based simulation system designed to increase the productivity of wood scientists conducting research on wood‐based composites manufacturing processes. WBCSim serves as a prototypical example for the design, construction, and evaluation of small‐scale PSEs.
Design/methodology/approach
Various changes have been made to support computational steering across the three layers – client, server, developer – comprising the WBCSim system. A detailed description of the WBCSim system architecture is presented, along with a typical scenario of computational steering usage.
Findings
The set of changes and components are: design and add a very simple steering module at the legacy simulation code level, provide a way to monitor simulation execution (alert users when it is time to steer), add an interface to access and visualize simulation results, and perhaps to compare intermediate results across multiple steering attempts. These simple changes and components have a relatively low cost in terms of increasing software complexity.
Originality/value
The novelty lies in designing and implementing a practical approach to enable computational steering capability for PSEs embedded with legacy simulation code.
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Matthew Jason Wells and Jason Boyd
Despite the popularity of the Computational Thinking (CT) paradigm and the call for broad social diffusion of CS fundamentals, the authors argue that the concept is inherently…
Abstract
Purpose
Despite the popularity of the Computational Thinking (CT) paradigm and the call for broad social diffusion of CS fundamentals, the authors argue that the concept is inherently limited and limiting and does not sufficiently convey an understanding of how to enable people to create with computational technologies. The authors suggest an alternate paradigm, procedural creativity, that calls for the development of conceptual creative spaces governed by procedurally generative principles. The authors also call for game development to be the focus of procedural creativity pedagogy.
Design/methodology/approach
The authors first discuss the limitations of the CT paradigm, focusing, in particular, on the issue of abstraction and representation as opposed to execution and action. The authors then define procedural creativity in more detail. Following that, they discuss the use of game development as pedagogy, with a focus on Margaret Boden’s notion of conceptual creative spaces.
Findings
CT is limited because it focuses overly on solutions to computational “problems”, because it is tied too closely with economic concerns and because it focuses on abstraction at the cost of action. Procedural creativity, on the other hand, focuses on the individual’s capacity for personal expression with the computer and on the generative capacity of code in action. Game development is in ideal platform for procedural creativity because it emphasizes the development of creative domains and conceptual spaces.
Originality/value
This paper offers a challenge to the CT status quo and presents a novel way forward for understanding computation as a creative practice.
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Administrative decision making is contextual both in terms of the type of decisions a position holder must make as well as how they should be made (style). This paper argues that…
Abstract
Administrative decision making is contextual both in terms of the type of decisions a position holder must make as well as how they should be made (style). This paper argues that the type of decision is a function of administrative level, and the style is a function of organizational culture. Significant decisions are likely to be intuitive at the executive level, compromise at the managerial level, and computational at the supervisory level. Effective decision‐making styles are likely to be dictative in paternalistic, directive in bureaucratic, and deliberative in synergistic organizational cultures.
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Morteza Moradi, Mohammad Moradi, Farhad Bayat and Adel Nadjaran Toosi
Human or machine, which one is more intelligent and powerful for performing computing and processing tasks? Over the years, researchers and scientists have spent significant…
Abstract
Purpose
Human or machine, which one is more intelligent and powerful for performing computing and processing tasks? Over the years, researchers and scientists have spent significant amounts of money and effort to answer this question. Nonetheless, despite some outstanding achievements, replacing humans in the intellectual tasks is not yet a reality. Instead, to compensate for the weakness of machines in some (mostly cognitive) tasks, the idea of putting human in the loop has been introduced and widely accepted. In this paper, the notion of collective hybrid intelligence as a new computing framework and comprehensive.
Design/methodology/approach
According to the extensive acceptance and efficiency of crowdsourcing, hybrid intelligence and distributed computing concepts, the authors have come up with the (complementary) idea of collective hybrid intelligence. In this regard, besides providing a brief review of the efforts made in the related contexts, conceptual foundations and building blocks of the proposed framework are delineated. Moreover, some discussion on architectural and realization issues are presented.
Findings
The paper describes the conceptual architecture, workflow and schematic representation of a new hybrid computing concept. Moreover, by introducing three sample scenarios, its benefits, requirements, practical roadmap and architectural notes are explained.
Originality/value
The major contribution of this work is introducing the conceptual foundations to combine and integrate collective intelligence of humans and machines to achieve higher efficiency and (computing) performance. To the best of the authors’ knowledge, this the first study in which such a blessing integration is considered. Therefore, it is believed that the proposed computing concept could inspire researchers toward realizing such unprecedented possibilities in practical and theoretical contexts.
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Ashley Lye, Wei Shao, Sharyn Rundle‐Thiele and Carolyn Fausnaugh
The purpose of this paper is to examine the dominant consumer decision theory models and understand why that theory has received little empirical validation. A “decision waves”…
Abstract
Purpose
The purpose of this paper is to examine the dominant consumer decision theory models and understand why that theory has received little empirical validation. A “decision waves” theory is proposed – an alternative, multi‐phase approach to decision making using image theory. An approach to validating empirically the multi‐phase theory is outlined.
Design/methodology/approach
This conceptual paper examines the foundations of modern consumer decision theory and argues for a more representative model of actual consumer decisions.
Findings
Decision waves provide a theoretical approach to represent more accurately consumer decision making and improve understanding in this foundational component of marketing. Decision waves do not change detailed empirical findings: however, they do change the macro perspective of how those findings are assembled for marketing.
Research limitations/implications
An empirical test of decision waves theory is ongoing.
Practical implications
The concepts outlined in this paper will change segmentation, positioning and how tactical plans are developed within the marketing mix, particularly for promotional strategies.
Originality/value
A theoretical approach that represents decision making more accurately will bring us closer to understanding this foundational component of marketing. It provides a basis for differentiation in congested markets.
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The purpose of this paper is to identify and explore curriculum related to makerspaces and making within library and information science graduate programs and continuing education…
Abstract
Purpose
The purpose of this paper is to identify and explore curriculum related to makerspaces and making within library and information science graduate programs and continuing education opportunities available to librarians. These findings are compared against prior assessments of makerspace-related educational offerings, as well as contrasted with recent practitioner survey results indicating the number of library practitioners involved in makerspace work and their needs.
Design/methodology/approach
This paper employs content analysis to assess makerspace topics within American Library Association (ALA)-accredited library and information science Masters programs’ course catalogs and in continuing education opportunities for librarians.
Findings
This work identified a total of eight courses from seven ALA-accredited Masters of Library Science programs relating to makerspace and making topics. A series of past and current makerspace-related continuing education opportunities were noted, with a variety of durations and structures, all offered in online format. As compared to prior research, these findings describe a notable increase in training and curriculum relating to library makerspaces.
Research limitations/implications
A limitation of this work is the difficulty in assessing frequency of course offerings, details regarding special topics courses and the potential continuing education materials that may have been removed from the internet since their offering.
Originality/value
Although significant research efforts have focused on makerspaces, little work has directly assessed the ongoing impact of the makerspace trend on library and information science graduate programs and continuing education opportunities.
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Yuhan Li, Qun Luo, Shiyu Zhao, Wenyan Qi, Zhong Huang and Guiming Mei
The purpose of this paper is to study the aerodynamic characteristics and uplift force tendencies of pantographs within the operational height span of 1,600–2,980 mm, aiming to…
Abstract
Purpose
The purpose of this paper is to study the aerodynamic characteristics and uplift force tendencies of pantographs within the operational height span of 1,600–2,980 mm, aiming to offer valuable insights for research concerning the adaptability of pantograph-catenary systems on double-stack high container transportation lines.
Design/methodology/approach
Eight pantograph models were formulated based on lines with the contact wire of 6,680 mm in height. The aerodynamic calculations were carried out using the SST k-ω separated vortex model. A more improved aerodynamic uplift force method was also presented. The change rule of the aerodynamic uplift force under different working heights of the pantograph was analyzed according to the transfer coefficients of the aerodynamic forces and moments.
Findings
The results show that the absolute values of the aerodynamic forces and moments of the upper and lower frame increase with the working height, whereas those of the collector head do not change. The absolute values of the transfer coefficients of the lower frame and link arm were significantly larger than those of the upper frame. Therefore, the absolute value of the aerodynamic uplift force increased and then decreased with the working height. The maximum value occurred at a working height of 2,400 mm.
Originality/value
A new method for calculating the aerodynamic uplift force of pantographs is proposed. The specifical change rule of the aerodynamic uplift force of the pantograph on double-stack high container transportation lines was determined from the perspective of the transfer coefficients of the aerodynamic forces and moments.
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