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To what extent is students' understanding of computer science culturally situated? This, possibly philosophical question, has come to the surface at Uppsala University, Uppsala, Sweden, where many Chinese students study computer science together with the local students. We did an exploratory study using email interviews to see if our intuitions could be relied on. We collected data from Chinese students studying in master programs and analysed the data using a phenomenographic perspective. A complex intertwined relationship between the content of their learning (the WHAT), the ways in which they went about studying (the HOW), the aims of their studies (the WHY), and the competencies developed from the intercultural context they studied in (the WHERE) was observed. In this paper we offer some insights from the results of the pilot study and discuss how they have shaped our on-going study in the field.
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Small and medium-sized enterprises (SMEs) can benefit significantly from open innovation by gaining access to a broader range of resources and expertise using absorptive capacitive, and increasing their visibility and reputation. Nevertheless, multiple barriers impact their capacity to absorb new technologies or adapt to develop them. This paper aims to perform an analysis of relevant topics and trends in Open Innovation (OI) and Absorptive Capacity (AC) in SMEs based on a bibliometric review identifying relevant authors and countries, and highlighting significant research themes and trends. The defined string query is submitted to the Web of Science database, and the bibliometric analysis using VOSviewer software. The results indicate that the number of scientific publications has consistently increased during the past decade, indicating a growing interest of the scientific community, reflecting the industry interest and possibly adoption of OI, considering Absorptive. This bibliometric analysis can provide insights on the most relevant regions the research areas are under intensive development.
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It has been proven in numerous research that mindfulness can be helpful to reduce stress and chronic pain (Hall, 2014; Lindström, n.d.; Tong et al., 2015). While interactive mindfulness has been one of the focuses in the recent mobile applications market, usually tackling three essential human senses: audio, visual, and touch, each mobile application has quite some different approaches in terms of interactivity. Some focus on the touch and visual, and some on audio (environmental sounds or instructing meditation). Immersing oneself in virtual reality (VR) creates a constant stream of interactivity. Nonetheless, what are the conditions for an (in)tangible virtual reality to be more effective? Under the COVID-19 pandemic and lockdown since the end of 2019, Macao has been facing a social concern that we cannot travel easily to visit our decedents’ graves abroad, let alone the existing concerns of expensive burial services, lack of space, and alternative burial options. Also, taking into consideration that standard funeral service in Macao is often too brief, and getting briefer, thus lacking the opportunity to properly farewell the decedent, this research is proposing a virtual reality 3D model construction of the Chapel of St. Michael, located in St. Michael the Archangel Cemetery in Macao, to be streamed on a 360 virtual tour platform, Kuula. co. By immersing in this virtual reality, the participant is to have a single user experience for mindfulness with the decedent. To ensure valid and reliable results that address the research aims and objectives, a single-user experiment is going to be set up with multiple electronic devices, namely, the smartphone iPhone X with cardboard VR, the tablet iPad Pro, and the Oculus Quest 2. The methodology to collect the data will be using observation and simulation. The experiment will be started with an introduction to the project and conducted with no instruction, allowing users to explore and examine all features in this immersive experience. Along with a post-experience survey (interview + questionnaire), we seek its conditions and impacts on Macao residents in terms of interactive mindfulness and participants’ expectation of testing, for the first time in Macao, a virtual reality grave mourning experience.
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This paper introduces a concept proposal for accessing driving behavior in public transportation through Mobile Crowd Sensing (MCS), as part of a long-term research project on Advanced Public Transportation System (APTS). The proposed concept makes use of mobile device's accelerometer and passengers' qualitative evaluation to identify aggressive driving behavior, which is believed to be a major factor for unnecessary accidents and fuel consumption. A survey and comparison of IT services (mobile applications and websites) provided by Macau Government and private bus companies in Macau, regarding bus-related information, such as fares, routes and route diversions is also provided.
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In an international study, experts reflected on their national state of computer science education in school, and the associated situation and education of computer science teachers. While these situations are shaped by local circumstances, they are also shaped by changes in the discipline. The results of the study showed a number of recurrent themes and patterns such as curriculum difficulties, training and support for teachers, as well as the understanding (e.g. computer science vs. information technology) and relevance of computer science. The study also draws attention to initiatives that are being undertaken at the local and international levels to solve these problems. Finally, the study points out trends which are -- according to the experts asked -- likely to occur within the next few years.
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In the last decade, the progress of internet technologies has led to a significant increase in security and privacy issues for users. This study aims to investigate how computer science students perceive computer network security. Thirty three students participated in the study in which we gathered data through a questionnaire. In this paper, we present an analysis that is inspired by the phenomenographic approach. Our conclusion is that the students have different levels of understanding of computer network security depending on their usage of the concepts they have learned, their theoretical or practical orientation to the subject, and their interest in the field.
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One of the biggest challenges that we have encountered, when trying to encourage digital games in schools, is trying to explain what its benefits are in teaching and learning environments. In this pilot experimental study we explore how multimodal audio and visual games can be used in learning environments for children, specifically by fostering creative behaviors through User-Centered design approaches. To achieve this objective, a framework is being developed with multimodal experiences based on flexible design patterns that exploits basic visual and audio elements, allowing children from three to six years of age to play and learn through fun and subsequently trigger creative behaviors. These studies are making use of tangible objects, digital games and mobile platforms. We are making use of commercial digital games to understand and discuss the affordances of these games in an educational environment and how they support creativity in learning. (Fig.1)
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Virtual reality, a computer-generated 3D environment, allows one to navigate and possibly interact, resulting in real-time simulation of one or more of the user’s five senses (Gutierrez et al., 2008; Vince, 2004). Virtual tours and places have swiftly become popular in education, professional training, arts, exhibitions, and medication and rehabilitation. The empirical studies derived from the PhD thesis research aim to identify the conditions for Macao’s single-user experience to achieve mindfulness in virtual reality through immersion and interactivity.
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Nowadays, contemporary art practices have been expanding into fields outside their own borders. According to Claire Bishop (2012), this expanded field of post-studio practices currently goes under a variety of names: socially engaged art, community-based art, experimental communities, dialogic art, littoral art, interventionist art, participatory art, collaborative art, contextual art and (most recently) social practice. By engaging, artists nurture the sense of belonging and search for an identity of the place they inhabit. In Hong Kong and Macao, as well as in the Pearl River Delta and China in general, the speed of urban transformation is forcing artists to reconsider their participation in the city in order to develop a creative place making process that is according to the new identity of the place. By doing so, they are also included in what has been defined as “creative industries” that tries to build a new image of the urban fabric. Linked with this sort of collective attitude, there is also an attempt to find a sense of local identity that has been disappearing in the face of these major developments. Engaging with the city and the communities may constitute, therefore, a challenge for the young generation, especially in hybrid places such as Hong Kong and Macao, where artists find themselves in an effort to understand the core values of their fragmented identity. In this paper we will analyze some projects that artists are doing in both SAR´s, in order to create a sense of place in this state of transition.
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Faculty of Arts and Humanities
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