Academic literature on the topic 'Online scenario building'

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Journal articles on the topic "Online scenario building"

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Retek, Mihaly. "Scenario building in an interactive environment and online communication." Technological Forecasting and Social Change 162 (January 2021): 120395. http://dx.doi.org/10.1016/j.techfore.2020.120395.

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Bale, Richard. "Online to On Stage: Towards a performative approach to interpreter education." Scenario: A Journal of Performative Teaching, Learning, Research X, no. 2 (July 1, 2016): 8–21. http://dx.doi.org/10.33178/scenario.10.2.2.

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Spoken language interpreting is a complex task involving comprehension of a source language message and subsequent production of this in the target language, all of which happens at a fast pace and often in front of an audience. Building on research conducted in language learning and drama-based pedagogies, this paper takes stock of recent technological developments in interpreter education, and proposes that a renewed focus on the interpreter as a language user and as a performer is necessary.1
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Çakiroğlu, Ünal, and Servet Kiliç. "How to gamify?: Example scenarios for participation in synchronous online learning." E-Learning and Digital Media 15, no. 5 (September 2018): 254–66. http://dx.doi.org/10.1177/2042753018798166.

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Participation in synchronous online learning is an increasing need for students’ learning outcomes. Teachers generally cannot be sure about the fact that students who are seen in the participation lists are really following the online tasks. Recent studies have shown that gamification can be an effective way to support learners’ participation in the tasks. This study intended to suggest sample scenarios in line with using gamification elements in online learning environments. Two basic scenarios were developed considering the properties of online learners’ characteristics and gamification elem
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Jungwirth, David, and Daniela Haluza. "Information and communication technology and the future of healthcare: Results of a multi-scenario Delphi survey." Health Informatics Journal 25, no. 1 (April 24, 2017): 161–73. http://dx.doi.org/10.1177/1460458217704256.

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Technological advances toward consumer-specific expectations require a sustained commitment and coordination across policy- and decision-makers. The present scenario-based study aimed at identifying prevailing perceptions regarding telehealth applications among Austrian healthcare experts. During a two-round online Delphi survey, panelists rated perceived benefits, obstacles, innovativeness, desirability, and estimated implementation date of 10 telehealth scenarios. Panelists (n = 73, 74% males) perceived that the implementation of telehealth scenarios could especially improve patients’ knowle
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Wang, Xuhui, and Qilin Zhang. "Does online service failure matter to offline customer loyalty in the integrated multi-channel context? The moderating effect of brand strength." Journal of Service Theory and Practice 28, no. 6 (November 12, 2018): 774–806. http://dx.doi.org/10.1108/jstp-01-2018-0013.

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PurposeThe purpose of this paper is to investigate the effect of online service failure on online customer satisfaction and offline customer loyalty, and the moderating role of brand strength is also examined. While extant research on brick and click service mode recognizes the positive spillover effect from offline stores to online stores, this study analyzes the negative spillover effect from online stores to offline stores.Design/methodology/approachThis paper tests the hypotheses by two studies. Study 1 is based on a 2 (failure severity: mild vs severe) × 2 (brand strength: strong vs weak)
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Piccinini, Alessandro, Luis M. Blanes, Federico Seri, Letizia D’Angelo, and Marcus M. Keane. "ModSCO. Online Reduced Order Models (ROM) to Address the Performance Gap." Proceedings 20, no. 1 (July 25, 2019): 18. http://dx.doi.org/10.3390/proceedings2019020018.

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This communication presents ModSCO, a web application that supports systematic energy performance evaluation using Reduced Order Models (ROM). These models are particularly useful in scenario with missing, incomplete or uncertain building information. The paper describes the theory behind ROM grey-box modelling and presents case studies that support the smart operation of energy systems by generating Energy Conservation Opportunities (ESCOs) for instance, to help ISO 50001 implementation. The ROM demonstrated to provide accurate results with a reduced effort. The acceptable calibration toleran
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Jebarajakirthy, Charles, Rambalak Yadav, and Amit Shankar. "Insights for luxury retailers to reach customers globally." Marketing Intelligence & Planning 38, no. 7 (March 12, 2020): 797–811. http://dx.doi.org/10.1108/mip-10-2019-0493.

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PurposeThe purpose of this study is to investigate whether customer intention to purchase luxury products from the online stores of fashion luxury retailers varies depending on their degree of corporate image and showrooming strategy, when the retailers do not have a wider store network in the region where customers live.Design/methodology/approachTwo scenario-based, between-subject experimental studies were conducted to test the hypotheses.FindingsFindings showed that both building corporate image and showrooms are effective in enhancing customer intention to purchase from online stores, with
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Maneerat, Kriangkrai, and Kamol Kaemarungsi. "RoC: Robust and Low-Complexity Wireless Indoor Positioning Systems for Multifloor Buildings Using Location Fingerprinting Techniques." Mobile Information Systems 2019 (February 3, 2019): 1–22. http://dx.doi.org/10.1155/2019/5089626.

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Most existing wireless indoor positioning systems have only success performance requirements in normal operating situations whereby all wireless equipment works properly. There remains a lack of system reliability that can support emergency situations when there are some reference node failures, such as in earthquake and fire scenarios. Additionally, most systems do not incorporate environmental information such as temperature and relative humidity level into the process of determining the location of objects inside the building. To address these gaps, we propose a novel integrated framework f
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Pettit, Chris, Y. Shi, H. Han, M. Rittenbruch, M. Foth, S. Lieske, R. van den Nouwelant, et al. "A new toolkit for land value analysis and scenario planning." Environment and Planning B: Urban Analytics and City Science 47, no. 8 (May 18, 2020): 1490–507. http://dx.doi.org/10.1177/2399808320924678.

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In the digital era of big data, data analytics and smart cities, a new generation of planning support systems is emerging. The Rapid Analytics Interactive Scenario Explorer is a novel planning support system developed to help planners and policy-makers determine the likely land value uplift associated with the provision of new city infrastructure. The Rapid Analytics Interactive Scenario Explorer toolkit was developed following a user-centred research approach including iterative design, prototyping and evaluation. Tool development was informed by user inputs obtained through a series of co-de
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Liyanaarachchi, Gajendra. "Online privacy as an integral component of strategy: allaying customer fears and building loyalty." Journal of Business Strategy 41, no. 5 (May 18, 2020): 47–56. http://dx.doi.org/10.1108/jbs-09-2019-0183.

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Purpose This paper aims to demonstrate how building competency in privacy can be used to transform the corporate strategy to generate a sustainable competitive advantage. A novel framework is presented as a guide to redesigning strategy by striking a balance between customer expectation and organizational objectives. In doing so, the paper offers four possible outcomes of accommodation, accumulation, association and affiliation, providing illustrations to each scenario for strategy formulation. Design/methodology/approach The relationship between privacy paradox and corporate strategy was exam
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Dissertations / Theses on the topic "Online scenario building"

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Kemshal-Bell, Guy Jonathon, and guykb@bigpond net au. "Interactive media - a tool to enhance human communication." RMIT University. Creative Media, 2007. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20080102.100544.

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This exegesis investigates the use of interactive online media to support the development of communication and problem solving skills amongst learners in a Vocational Education and Training (VET) context. It describes the development of the Maelstrom website as a response to the identified need for a collaborative, interactive online space where learners can explore and experiment within the safe and anonymous environment provided. The user interaction within the Maelstrom and user responses to their experiences are discussed and analysed to not only inform the role of the Maelstrom within the
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Book chapters on the topic "Online scenario building"

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Greubel, Andre, Hans-Stefan Siller, and Martin Hennecke. "Teaching Simulation Literacy with Evacuations." In Addressing Global Challenges and Quality Education, 200–214. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-57717-9_15.

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AbstractAs significant policies are based on their expected outcome in computer simulations, literacy of such simulations is necessary for political participation. In this paper, we propose ways to increase such simulation literacy. We discuss simulation literacy from a theoretical perspective and argue for simulating evacuations as a simple and potent topic to increase simulation literacy. Additionally, we present , a novel educational tool to simulate the evacuating of buildings (not only) for classrooms. Lastly, we show different teaching scenarios and exercises for the usage of in an exemplary way. and further teaching material is available online at www.evadid.it.
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Latham, G. "Building the Virtual into Teacher Education." In Enhancing Learning Through Human Computer Interaction, 192–203. IGI Global, 2007. http://dx.doi.org/10.4018/978-1-59904-328-9.ch011.

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This chapter describes how two lecturers in teacher education (with the assistance of critical friends) developed a virtual primary school as a digital tool to help preservice teachers at the theory/HCI practice interface. The development and future directions of their online virtual environment will be discussed and will detail how scenario building in online learning communities fosters an alternative way of thinking about teaching and learning. Developing the virtual primary school was not based on a course requiring flexible delivery in distance education. The primary school was created to provide a place of learning not often available to preservice teachers on their professional practice placements. While the concept for a virtual school is not a new one, our goals for its design were different, and application was specifically oriented toward inquiry learning and new learning philosophies involving HCI. We will explore how a narrative-based scenario approach has been assisting our work at the edge of the traditional and the new.
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Latham, Gloria, and Julie Faulkner. "Building the Virtual into Teacher Education." In Virtual Technologies, 1617–28. IGI Global, 2008. http://dx.doi.org/10.4018/978-1-59904-955-7.ch105.

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This chapter describes how two lecturers in teacher education (with the assistance of critical friends) developed a virtual primary school as a digital tool to help preservice teachers at the theory/HCI practice interface. The development and future directions of their online virtual environment will be discussed and will detail how scenario building in online learning communities fosters an alternative way of thinking about teaching and learning. Developing the virtual primary school was not based on a course requiring flexible delivery in distance education. The primary school was created to provide a place of learning not often available to preservice teachers on their professional practice placements. While the concept for a virtual school is not a new one, our goals for its design were different, and application was specifically oriented toward inquiry learning and new learning philosophies involving HCI. We will explore how a narrative-based scenario approach has been assisting our work at the edge of the traditional and the new.
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Minchev, Zlatogor Borisov. "Human Factor Role for Cyber Threats Resilience." In Multigenerational Online Behavior and Media Use, 215–41. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-7909-0.ch013.

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The chapter describes the problem of building cyber threats resilience for the human factor as the technological growth is constantly changing the security landscape of the new digital world. A methodological framework for meeting the problem by using the “scenario method” and experts' support is outlined. An implementation of comprehensive morphological and system analyses of cyber threats are performed, followed by agent based mixed reality validation, incorporating biometrics monitoring. The obtained results demonstrate a correlation of experts' beliefs for cyber threats identification, related to human factor biometric response, whilst using social networks and inhabiting smart environments of living. The achieved results prove “use with care” necessity for new technologies, concerning cyber threats landscape for assuring a sustainable resilience balance from the human factor perspective.
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Vat, Kam Hou. "Scenario-Planning for Learning in Communities." In Virtual Community Participation and Motivation, 208–27. IGI Global, 2012. http://dx.doi.org/10.4018/978-1-4666-0312-7.ch013.

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The chapter investigates an actionable model of virtual participation for learning communities, in the context of holistic student development in college education. The framework of analysis is based on scenario-planning, accommodating the dynamics of strategic design, decision making, and prototyping of various organizational scenarios of learning in communities. This conceptualization is extensible in cyberspace in today’s World Wide Web, especially promising for today’s universities, under the mission of ensuring quality student learning. The premise in this exploration is situated in the design of living and learning programs in residential colleges that must integrate the genuine concerns of holistic development for both teachers and students. What is often argued in this mesh of organizational design is how exactly to connect members of the communities, albeit the very behavior of hoarding personal presence (or knowledge) is what makes people feel secured and successful. The virtual participation model responds to this need by emphasizing the presence of an appreciative form of community sharing that could be facilitated through some innovative electronic channels designed into the daily living and learning experiences. However, the task of identifying what to watch for in building an online community of learning (CoL) is not at all straightforward. The authors’ investigation provides a basis to think of the generative potential of appreciative processes for interaction among different CoLs. The emergent challenge is to de-marginalize the concept of appreciative sharing among CoL members, expositing on the effective meaning behind the creation of such an environment through which purposeful individual or organizational learning could be enabled with the elaboration of suitable information technologies.
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Rayón, Alex, Iratxe Menchaca, and Mariluz Guenaga. "Collaborative Teaching Experience at the University of Deusto." In Building Online Communities in Higher Education Institutions, 311–26. IGI Global, 2014. http://dx.doi.org/10.4018/978-1-4666-5178-4.ch017.

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In recent years, a new training model has been implemented at the University of Deusto, focused on the development of competences and on the integration of technology in the classroom. Within this framework, known as the University of Deusto’s Learning Model, the work has been oriented to the selection of the most suitable technologies, teachers training for their didactic use, dissemination and sharing of knowledge among professionals, experimentation in class, and evaluation of different experiences. To further facilitate the integration of educational technology, and after a thorough both pedagogical and technological research and analysis, a standardization tool of learning scenarios has been designed where Computer-Supported Collaborative Learning is aligned with the learning model to support collaborative learning, and thus promote co-creation of knowledge and mutual help among students. This chapter describes the process followed at the university to integrate collaborative technologies in the educational context, agents involved in the process, and how available technologies with competences are combined to achieve educational objectives.
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Hai-Jew, Shalin. "Branching Logic in the Design of Online Learning." In Packaging Digital Information for Enhanced Learning and Analysis, 47–69. IGI Global, 2014. http://dx.doi.org/10.4018/978-1-4666-4462-5.ch003.

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Online learning requires a clear structure to enhance learning, particularly for those with little background in the subject. Structurally, the design of online learning may involve branching and merging, forking and joining of multiple branches, and other combinations of branching, for a learner or learners. Instructional branching is a tool that enables the achievement of multiple objectives. These include the following: (1) An Adaptive Curriculum: Adapting a richer curriculum to reflect the complex realities of a field and the real world; (2) Learner Support: Accommodating learners, who often have diverse needs based on their capabilities, ambitions, areas of study, and needs; (3) Learner Collaboration Support: Promoting the building of learning teams for the acquisition of collaboration, co-learning, and co-design skills; (4) Respect for Learner Decision-Making: Respecting the decision-making of learners, particularly in scenarios of simulations, games, problem solving, case studies and analysis, microsite presentations, slideshows and lecture captures, design, and innovation; (5) Maximizing In-World Opportunities: Taking advantage of opportunities in the environment such as the availability of a guest speaker, the co-funding of a shared learning endeavor, a partnership with a business entity, fieldtrip options, and/or other created opportunities. This chapter addresses various known branching designs on two levels: (1) course curriculums and (2) Digital Learning Objects (DLOs). It offers a typology of branching at the course curriculum level. Further, it covers branching in the DLO level based on specific cases. It analyzes the various points at which a curriculum converges and when it diverges (branches). Finally, the chapter includes a section on the mindful design of branching: design of the branching, the transitions, and proper learning assessments.
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Marques, Luis, and Josep Roca. "Three-Dimensional Modelling for Cultural Heritage." In Methods and Applications of Geospatial Technology in Sustainable Urbanism, 418–43. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-2249-3.ch014.

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The creation of 3D models of urban elements is extremely relevant for urbanists constituting digital archives and being especially useful for enriching maps and databases or reconstructing and analyzing objects/areas through time, building/recreating scenarios and implementing intuitive methods of interaction. The widespread data available online offer new opportunities to generate realistic 3D models without the need to go physically to the place. This chapter aims to demonstrate the potential 3D modeling and visualization/interaction of urban elements in the city for multiple purposes, and it is organized in four main topics: The first deals with the theoretical framework regarding the bases of the human perception of the spatial environment and the importance of 3D modelling. The second and third deal with technical procedures on terrestrial/aerial data acquisition and demonstrate alternatively data gathered online to generate 3D models for the visualization of urban elements of the city, and the fourth introduces 3D model visualization within an augmented reality environment.
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Gil, A. B., and F. J. Garcia. "Recommender Systems in E-Commerce." In Encyclopedia of Human Computer Interaction, 486–93. IGI Global, 2006. http://dx.doi.org/10.4018/978-1-59140-562-7.ch073.

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Electronic commerce (EC) is, at first sight, an electronic means to exchange large amounts of product information between users and sites. This information must be clearly written since any users who accesses the site must understand it. Given the large amounts of information available at the site, interaction with an e-market site becomes an effort. It is also time-consuming, and the user feels disoriented as products and clients are always on the increase. One solution to make online shopping easier is to endow the EC site with a recommender system. Recommender systems are implanted in EC sites to suggest services and provide consumers with the information they need in order to decide about possible purchases. These tools act as a specialized salesperson for the customer, and they are usually enhanced with customization capabilities; thus they adapt themselves to the users, basing themselves on the analysis of their preferences and interests. Recommenders rely mainly on user interfaces, marketing techniques, and large amounts of information about other customers and products; all this is done, of course, in an effort to propose the right item to the right customer. Besides, recommenders are fundamental elements in sustaining usability and site confidence (Egger, 2001); that’s the reason why e-market sites give them an important role in their design (Spiekermann & Paraschiv, 2002). If a recommender system is to be perceived as useful by its users, it must address several problems, such as the lack of user knowledge in a specific domain, information overload, and a minimization of the cost of interaction. EC recommenders are gradually becoming powerful tools for EC business (Gil & García, 2003) making use of complex mechanisms mainly in order to support the user’s decision process by allowing the analogical reasoning by the human being, and avoiding the disorientation process that occurs when one has large amounts of information to analyse and compare. This article describes some fundamental aspects in building real recommenders for EC. We will first set up the scenario by exposing the importance of recommender systems in EC, as well as the stages involved in a recommender-assisted purchase. Next, we will describe the main issues along three main axes: first, how recommender systems require a careful elicitation of user requirements; after that, the development and tuning of the recommendation algorithms; and, finally, the design and usability testing of the user interfaces. Lastly, we will show some future trends in recommenders and a conclusion.
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Heim, Michael. "Interactive Design : Tunnel or Spiral." In Virtual Realism. Oxford University Press, 1998. http://dx.doi.org/10.1093/oso/9780195104264.003.0009.

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Interactivity pounds at the doors of all broadcast media. Newspapers publish daily reports about cyberspace, then invite readers to subscribe to their online news services. Television programs encourage on-air feedback via email. Movies and popular television shows maintain viewer newsgroups and offer World Wide Web sites with click-on audio and video. As the era of one-way messages fades, the tone of unilateral broadcasting sinks to the trashy low-end of media culture. Quality switches from the TV remote controls to the computer console. Programming ceases to be unilateral when interactivity arrives. Digital switching is, of course, under the hood of interactivity. The computer establishes a reciprocal relationship between sender and receiver, viewer and producer. Because computers handle high-speed transmission to-and-fro, the separating line between sender and receiver, viewer and producer, begins to blur. The digital switch converts text, sounds, and video to transmissible bits. And bits produce incoherent fragments that are hardly distinguishable from cultural noise. The blast of information shatters what remains of cultural coherence in the wobbling worlds of print and film distribution. The digital era splatters attention spans till the shared sensibility dribbles into fragmentary, disintegrative de-construction. Interactivity signals a process of reconstruction. The digital Humpty-Dumpty needs mending. Reconstruction is a process of designing wholes, virtual worlds, that are both received and actively assembled —full, rich experiential places fit for human habitation. From the bits of the digital era arises the holism of virtual design. Virtual design means building worlds from digital fragments, engineering usable software environments from disparate information sources. Worlds are not simply re-packaged fragments. Nor do virtual worlds re-present the primary physical world. What emerges are new functional wholes, habitats that emulate the engagement of real worlds. Software engineering and software architecture support these virtual worlds, but artists with traditional skills must play a pivotal role in their construction. Virtual architecture must go well beyond wire-frame models set in clean Cartesian coordinates. Polygons in Renaissance perspective are only the first steps of interactive design. Worlds require mood-tuned scenarios that draw on traditional artistic insights.
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Conference papers on the topic "Online scenario building"

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Pierdicca, Alessio, Francesco Clementi, Diletta Maracci, Daniela Isidori, and Stefano Lenci. "Vibration-Based SHM of Ordinary Buildings: Detection and Quantification of Structural Damage." In ASME 2015 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2015. http://dx.doi.org/10.1115/detc2015-46763.

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One of the most important issues in civil and in mechanical engineering is the detection of structural damages, which are defined as changes of material properties, of boundary conditions and of system connectivity, which adversely affect the system’s performances. The damage identification process generally requires establishing existence, localization, type and intensity of the damage. During its service life, a structure, besides his natural aging, can be subjected to earthquakes. These events may have a deep impact on building safety and a continuous monitoring of the structure health cond
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Saliah-Hassane, Hamadou, Abdallah Kourri, and I. La Teja. "Building a Repository for Online Laboratory Learning Scenarios." In Proceedings. Frontiers in Education. 36th Annual Conference. IEEE, 2006. http://dx.doi.org/10.1109/fie.2006.322603.

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Piacenza, Joseph R., Irem Y. Tumer, S. H. Seyedmahmoudi, Karl R. Haapala, and Christopher Hoyle. "Comparison of Sustainability Performance for Cross Laminated Timber and Concrete." In ASME 2013 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2013. http://dx.doi.org/10.1115/detc2013-12267.

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As sustainable building design practices become more prevalent in today’s construction market, designers are looking to alternative materials for novel design strategies. This paper presents a case study comparing the sustainability performance of cross laminated timber (CLT) and reinforced concrete. A comparative sustainability assessment of cross laminated timber and concrete, considering economic, environmental, and social aspects was performed. Environmental impact is measured in terms of CO2 equivalent, economic impact is measured with total sector cost (including sector interdependencies
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