The purpose of this research is to explore and define the digital maturity of events using the Industry 4.0 model (I4.0) to create a definition for Events 4.0 (E4.0) and…
The purpose of this research is to explore and define the digital maturity of events using the Industry 4.0 model (I4.0) to create a definition for Events 4.0 (E4.0) and to place various relevant technologies on a scale of digital maturity.
In a mixed methods approach, we carried out a qualitative social media analysis and a quantitative survey of tourism and events academics. These surveys and the thorough literature review that preceded them allowed us to map the digital technologies used in events to levels of a digital maturity model.
We found that engagement with technology at events and delegate knowledge satisfactorily coexists for and across a number of different experiential levels. However, relative to I4.0, event research and the events industry appear to be digitally immature. At the top of the digital maturity scale, E4.0 might be defined as an event that is digitally managed; frequently upgrades its digital technology; fully integrates its communication systems; and optimizes digital operations and communication for event delivery, marketing, and customer experience. We expect E4.0 to drive further engagement with digital technologies and develop further research.
This study has responded to calls from the academic literature to provide a greater understanding of the digital maturity of events and how events engage with digital technology. Furthermore, the research is the first to introduce the concept of E4.0 into the academic literature. This work also provides insights for events practitioners which include the better understanding of the digital maturity of events and the widespread use of digital technology in event delivery.
The purpose of this paper is to address a classic problem – pattern formation identified by researchers in the area of swarm robotic systems – and is also motivated by the…
The purpose of this paper is to address a classic problem – pattern formation identified by researchers in the area of swarm robotic systems – and is also motivated by the need for mathematical foundations in swarm systems.
The work is separated out as inspirations, applications, definitions, challenges and classifications of pattern formation in swarm systems based on recent literature. Further, the work proposes a mathematical model for swarm pattern formation and transformation.
A swarm pattern formation model based on mathematical foundations and macroscopic primitives is proposed. A formal definition for swarm pattern transformation and four special cases of transformation are introduced. Two general methods for transforming patterns are investigated and a comparison of the two methods is presented. The validity of the proposed models, and the feasibility of the methods investigated are confirmed on the Traer Physics and Processing environment.
This paper helps in understanding the limitations of existing research in pattern formation and the lack of mathematical foundations for swarm systems. The mathematical model and transformation methods introduce two key concepts, namely macroscopic primitives and a mathematical model. The exercise of implementing the proposed models on physics simulator is novel.
The digital technological revolution offers new ways for classrooms to operate and challenges the concept of whether brick and mortar schools should exist at all. At the same time, the changes to society as we move from a knowledge-based economy to an intelligent and innovation-based economy challenges us to reassess the purpose of education. This chapter investigates an overarching counterfactual question, “What if compulsory schooling was invented in the twenty-first century”? We used a foresight methodology, based on “anticipation,” to conceptualize possible models for a future system of compulsory schooling arising from an analysis of contemporary catalysts for remodeling. While anticipation does not predict the future, the concept is that when a current system and a model of a system interplay, they impact each other to change both the present as well as possible futures. The design principles of cities, such as Freiburg (Germany), Poundbury (England), and Christie Walk (Australia), which have been developed around the idea of ecologically sustainable and decentralized cities, are focused on approaches to living that can provide a springboard for exploring the impact of changing employment, economic, technological, and social change on future schooling models. Magnetic Resonance Imaging (MRI) has opened up a new field of study to investigate neuroscience, which can inform teaching practice. Postmodern and indigenous ways of thinking provide different insights about how schooling might be reconceptualized. Alternative models of future schooling are conceptualized about (i) the role of the learner and teacher, (ii) design of a school, and (iii) the purpose of compulsory schooling. For each area of remodeling, deviations to current practices as well as paradigm shifts are framed as part of scenario building. Related questions include: how schooling might be different if it had been created today for the first time? How might it better meet the needs of contemporary society? What aspects of schooling now might be lost if it was only invented in the twenty-first century? What are possible side effects from any change ideas as part of research practice? A vital aspect of this chapter is to explore the concept of learning as a general concept versus the more specific concept of schooling. We are at the precipice of a new vision of schooling based on a counterfactual way of thinking about the future of schooling as we have known it in the West.
Today’s Internet technology provides a convenient way for us to develop an integrated network environment for the diversified applications of different robotic systems. To be successful in real‐world applications, Internet‐based robots require a high degree of autonomy and local intelligence to deal with the restricted bandwidth and arbitrary transmission delay of the Internet. This paper describes the first step toward building such an Internet‐based robotic system for teleoperation in the University of Essex. The system has a standard network protocol and an interactive human‐machine interface. Using a Web browser, a remote operator can control the mobile robot to navigate in our laboratory with visual feedback and a simulated environment map via the Internet. The employment of an intuitive user interface enables Internet users to control the mobile robot and implement useful tasks remotely. Although at its first stage, the developed system has the potential to be extended to many real‐world applications such as tele‐manufacturing, tele‐training and tele‐service.