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Book part
Publication date: 4 December 2020

Abdelkebir Sahid, Yassine Maleh and Mustapha Belaissaoui

Since 2007, the cloud computing term had been introduced to the information technology (IT) dictionary. The theme is attracting growing interest from both the IT world and the…

Abstract

Since 2007, the cloud computing term had been introduced to the information technology (IT) dictionary. The theme is attracting growing interest from both the IT world and the business players, who need to enhance information systems agility, reduced costs, or even less dependence on internal IT teams when they are judged too slow. However, the fact that cloud computing, as presented by providers, increases the agility, is unclear. Business Managers; IT professional, and academics are querying about relationship between cloud computing and IT agility. This chapter aims to answer two major concerns: Factors that influence cloud computing adoption in medium and large organizations, and the cloud computing role to improve the agility of information systems. This chapter argues that cloud computing impacts Information System (IS) performance by organizational capabilities (agility). One of the primary motivations of this chapter is the lack of fieldwork when considering how cloud computing improves the information systems’ agility.

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Strategic Information System Agility: From Theory to Practices
Type: Book
ISBN: 978-1-80043-811-8

Book part
Publication date: 8 July 2021

Allan Third and John Domingue

The Internet, the Web and social media have radically transformed a number of core pillars of our social fabric. The way billions of citizens work, interact and socialise is…

Abstract

The Internet, the Web and social media have radically transformed a number of core pillars of our social fabric. The way billions of citizens work, interact and socialise is underpinned by our global network infrastructure. Unfortunately, we have also seen a number of negative effects from this transformation. As has been widely publicised, undesirable impacts include the spread of disinformation and fake news; attacks on democratic elections and the ‘weaponisation’ of personal data. This article describes some of the technological approaches that are being taken to address some of the above issues. At the core of these technologies are notions around decentralisation. With blockchains it is possible that citizens can create their own ‘self-sovereign’ identity – the digital equivalent of writing one's name onto a piece of paper – and acquiring verification through blockchain-based techniques. An approach to alleviating the ‘weaponisation’ of personal and sensitive data is to give citizens their own data store. Initiatives such as Sir Tim Berners-Lee's Solid allow users to store, manage and control their own data according to any personal preferences or constraints. We believe that a combination of personal data stores and blockchains will lead to a new type of resilient communication and collaboration mechanism, whereby personal rights and empowerment are enhanced and transparency at the community level is integral.

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Media, Technology and Education in a Post-Truth Society
Type: Book
ISBN: 978-1-80043-907-8

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Book part
Publication date: 3 August 2017

Matt Bower

The ability for learners to interact online via their avatars in a 3-D simulation space means that virtual worlds afford a host of educational opportunities not offered by other…

Abstract

The ability for learners to interact online via their avatars in a 3-D simulation space means that virtual worlds afford a host of educational opportunities not offered by other learning technology platforms, but their use also raises several pertinent issues that warrant consideration. This chapter reviews the educational use of virtual worlds from a design perspective. Virtual-world definitions are explored, along with their key educational characteristics. Different virtual-world environments are briefly contrasted, including Second Life, Active Worlds, Open Sim, and Minecraft. A wide variety of virtual-world uses in schools and universities are examined so as to understand their versatility. Key educational benefits of virtual worlds are distilled from the literature, such as the ability to facilitate 3-D simulations, role-plays, construction tasks, and immersive learning. Emergent issues surrounding the use of virtual worlds are also analyzed, including cognitive load, safety, and representational fidelity. One higher education and one school level vignette are provided in order to offer more detailed insight into the use of virtual worlds in practice. Recommendations for learning design and implementation are presented, based on the thematic analysis of contemporary virtual-worlds research.

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Design of Technology-Enhanced Learning
Type: Book
ISBN: 978-1-78714-183-4

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Book part
Publication date: 8 March 2021

Peter Curwen and Jason Whalley

Abstract

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Understanding 5G Mobile Networks
Type: Book
ISBN: 978-1-80071-036-8

Abstract

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Information Services for Innovative Organizations
Type: Book
ISBN: 978-0-12465-030-5

Book part
Publication date: 28 September 2011

Melissa L. Burgess and Phil Ice

Online learning in higher education has, until most recently, been delivered primarily through learning management systems (LMS) such as BlackBoard, Moodle, and others. However…

Abstract

Online learning in higher education has, until most recently, been delivered primarily through learning management systems (LMS) such as BlackBoard, Moodle, and others. However, responding to budgetary concerns and burgeoning enrollments, delivery of online learning via multiple open source (free) formats, is quickly becoming an attractive and inexpensive option for online distance and learning programs. Multi-user virtual environments, or MUVEs, are one such option that provides an interactive and socially rich learning experience for learners. In this chapter, the authors propose a dually fused pedagogical framework that has the potential to provide both asynchronous and synchronous online learning activities the elicit critical thinking skills and that further align with additional skills twenty-first century learners and instructors need to compete in today's global society.

Abstract

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Understanding 5G Mobile Networks
Type: Book
ISBN: 978-1-80071-036-8

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Book part
Publication date: 3 October 2018

Sotirios Zygiaris

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Database Management Systems
Type: Book
ISBN: 978-1-78756-695-8

Book part
Publication date: 9 January 2014

This chapter focuses on visualization. Seeing the humanities differently is one of the amazing benefits of working with tools mentioned within this category. Whether it be more…

Abstract

This chapter focuses on visualization. Seeing the humanities differently is one of the amazing benefits of working with tools mentioned within this category. Whether it be more traditional visualizations like images or video or that which is considered a bit more advanced like augmented or virtual reality, the enhanced perspective gained through the use of these tools offers digital humanities scholars unprecedented disciplinary perspectives while helping to shape new research areas, questions, and understanding of humanity and culture. In addition to visualization and issues related to it, this chapter also examines gaming and how games and play are impacting the digital humanities in exciting ways.

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Digital Humanities: Current Perspective, Practices, and Research
Type: Book
ISBN: 978-1-78190-689-7

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Book part
Publication date: 3 August 2017

Matt Bower

Abstract

Details

Design of Technology-Enhanced Learning
Type: Book
ISBN: 978-1-78714-183-4

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