Skip to main content
main-content

Über dieses Buch

This book presents the proceedings of the 1st EAI International Conference on Technology, Innovation, Entrepreneurship and Education (TIE 2017), which took place at Canterbury Christ Church University on September 11-12, 2017. The central theme of the conference is creativity and innovation, especially in relation to technology, business, education, social and political needs that make modern society flourish. The proceedings feature papers from a cross-disciplinary audience that explore the process of creativity and innovation. The goal is that the various disciplines can learn from each other and see how they might benefit from the cross-fertilization of practices.

Inhaltsverzeichnis

Frontmatter

Education: Effective Approaches in Learning and Teaching Creativity and Innovation

Frontmatter

CSF Dream Academy: Using Fiction, Cardboard and Simple Electrical Circuits as Educational Tools to Lift Disadvantaged Children Out of the Poverty Trap

Abstract
In this paper we propose a strategy for educational inclusion aimed at supporting marginalized children, using a model proposed by the Creative Science Foundation, based on the development of a science fiction micro stories and low cost physical paper/cardboard prototypes. This strategy has been successfully tested with Mexican children aged between 8 and 15, motivating them to develop their STEAM (Science, Technology, Engineering, Arts, Mathematics) skills. Additionally, it allows the development of social skills, such as teamwork, tolerance and respect. This paper describes the model used and reports on its first deployment in a community centre in the outskirts of Leon Guanajuato México, demonstrating that it has the power to attract and motivate such children to engage with STEAM studies which is an essential step on their road to a brighter future for them and their families. In support of the work the paper includes numerous examples of the children’s work.
Víctor Zamudio, Victor Callaghan

Using a Creative Science Approach for Teaching English as a Foreign Language to Postgraduate Students

Abstract
This paper presents a work in progress concerning the use of Creative Science methodology as a strategy for teaching English language to Spanish-speaking computer science students at the Instituto Tecnológico de León, Mexico. While this paper focuses on Spanish-speaking students the methods are generic and transferable to other languages. One of the challenges is that students must achieve an English level of B1 according to the common European framework, so it is of vital importance for students to achieve this score as it is a qualification requirement. In this paper, the use of the Creative Science methodology together with traditional English language teaching techniques is proposed, where students must propose creative solutions as well as build engineering prototypes as part of the learning process.
Víctor Zamudio, María del Pilar Pérez Mata, Victor Callaghan, Shumei Zhang, Carlos Lino

Creating Content for Educational Testing Using a Workflow That Supports Automatic Item Generation

Abstract
Automatic item generation is a rapidly evolving research area where cognitive theories, computer technologies, and psychometric practices are used to create models that produce test items with the aid of computer technology. The purpose of our study is to describe the workflow in a strategic partnership between researchers as the University of Alberta and content specialists at the testing company ACT Inc. In this workflow, technical automated item and content generation expertise was combined with item development and subject-matter expertise for the purpose of producing large numbers of high-quality, content-specific test items. The methods and processes described in our study will also be used to help transform item and passage development at ACT Inc. from what is currently a manual, labor intensive, non-scalable process to a specification driven, automated, highly scalable process.
Mark J. Gierl, Donna Matovinovic, Hollis Lai

Alternative Learning Experiences: An Innovative Project Stimulating Creative Faculty of Humanities Students

Abstract
What and how can teachers do the best to facilitate successful leaner involvement in learning? Perhaps, by giving them the charge of their own learning. This case study, thus, highlights an initiative to incorporate students in innovative practices facilitating learning beyond classroom through active learning. Active learning is said to have significant impact on graduate’s workplace skills and positive self-perceptions, too (Goss and Sonnemann, Engaging students: creating classrooms that improve learning. https://​grattan.​edu.​au/​wp-content/​uploads/​2017/​02/​Engaging-students-creating-classrooms-that-improve-learning.​pdf, 2017). The research focus, here, is to equip a group of responsible soon-to-be and out-to-the-job-market graduates with inventiveness, communicative skills, confidence, teamwork, time management, and also a sense of ownership. Many of which have been identified by (Wagner, The seven survival skills for college, career, and citizenship. Adviser’c Corner in The Global Achievement Gap: Why Even Our Best Schools Don’t Teach The New Survival Skills Our Children Need—and What We Can Do About It. Basic Books, New York, 2008) Wagner in 2008 at Harvard’s Innovation Lab as Seven Survival Employability Skills. Findings of this study, undertaking task-based learning (TBL) framework (Ellis, The Methodology of Task-Based Teaching, 2002; Ellis, Task-Based Language Learning and Teaching. Oxford University Press, Oxford, 2003), were obtained through alternative data instruments in the forms of info-graphics and screen shots of responses from participants’ notes. Findings suggest varied observations favouring their experience of paradigm shift through mixed feelings.
Rabeya Binte Habib

Teaching Creativity in the Context of a Business School

Abstract
This paper discusses the teaching of creative skills to students who are primarily based within the discipline of business and management. The paper first reviews the way that students have been conventionally taught in the “art school” system in the UK, expanding on the theoretical frameworks that underpin this approach. This is then contrasted with the conventional academic approach found in Business Schools. Finally, an account is given of how a module influenced by the art school atelier system has been developed that bridges this gap, explaining how the module is taught in a business school context, and reflecting on the experiences of the staff and students who take part in the module.
Andrew Jackson

Enhancing Student Retention Within Higher Education

Abstract
The increasing transition of higher education is changing due to demands placed by funding bodies and students. In addition to these demands there is an increase in the UK, for the period 2004–2005 and 2012–2013, the number of students studying in HE increased by 2.8%, from 2.2 million to 2.3 million. These changes are implicit with higher education and the system itself. A higher education university has many purposes; from the many, it can be narrowed to four key strands, these strands are very complex and there have been many interpretations about what the institution is designed to achieve. Thus, the impact it may have on a university in terms of league tables, research, teaching and learning, to name a few.
Kam Gill

Educating Responsible Innovators-to-Be: Hands-on Participation with Biotechnology

Abstract
How does one go about educating responsible innovators? What are the skills and sensitivities that we wish to sharpen in our students, the responsible innovators of the future, so that they can respond to the needs of a complex and ever-conflicting society? And how do we do so in an engaging and effective manner? This paper advocates a humanities-informed approach to responsible innovation education and contributes a pedagogic stance that emphasizes experiential learning and hands-on participation. Given the domain of biotechnology, a booming industry defined by rapid technological developments and pending moral challenges, we examine DIY biology and contemporary art as a means to an embodied engagement with the ethical and societal concerns surrounding biotechnology. The paper documents educational activities and observations from a specific educational module, namely the course “Ethics, culture and biotechnology”, organized and taught by the authors as part of the higher education program Responsible Innovation.
Amalia Kallergi, Robert Zwijnenberg

Smart Enhanced Context-Aware for Flipped Mobile Learning: SECA-FML

Abstract
Today, thanks to the development of mobile technologies, mobile learning has become widespread. New methods of mobile learning have emerged; we have heard lately by the flipped classroom. This method involves reversing the task traditionally performed in class with the task traditionally performed at home. When we talk about mobile learning, we are talking about a learner who learns in a mobile context and in different situations. Hence, the need for adapting educational content and contextual mobile learning becomes critical. Several research studies have been performed taking into account the context notion. According to our research few scientific works have been proposed taking into account the context in the flipped classroom. In this paper, we present the model of our approach, called Smart Enhanced Context-Aware for Flipped Mobile Learning: SECA-FML. This approach takes into account the different context dimensions in order to provide learners with a content format adapted to their contexts.
Fatima Ezzahraa Louhab, Ayoub Bahnasse, Mohamed Talea

Designing Interactive Tools for Learning in the Digital Age

Abstract
The remarkable developments that we continuously witness in information and communication technologies are dramatically reshaping the way we live and work. Future professions will require new competences and skills to fit increasingly digitized and responsive economies, whose fast pace will demand for continuous education and reskilling efforts. In Europe, the prospects of an aging population add to this scenario and will bring to the workforce new segments of the population, with very heterogeneous backgrounds and profiles that will demand for innovative learning approaches and tools. This paper offers a characterization of the concept and the applicability of piBook, a tool developed with the purpose of supporting the teaching and learning of computational thinking, suitable to diversified audiences. piBook supports the creation of interactive storytelling, using nonlinear narratives, and allows for the creation of textual games, interactive activities, tutorials, and alike, therefore offering opportunities new and engaging pedagogical methods.
The tool, named piBook, has as its main focus the production of interactive storytelling using nonlinear narratives. Besides, it is also possible to create textual games (such as role-playing games), interactive activities (such as quizzes), tutorials, chatbots, and similar applications.
Andre Campos, Mário Rodrigues, Marlene Amorim, Alberto Signoretti

Semantic-Based Search Engine System for Graph Images in Academic Literature

Abstract
It is well known that information retrieval is an essential aspect of search engine systems because there is a very large amount of data published on the internet that cannot be manually searched. However, search engine systems should not only present relevant results but also obtain new knowledge from the user’s searches. For example, new knowledge in academic research areas may be present in images that include graphs. In this study, we utilize methods to extract graphical and textual information from graph images and store this new knowledge in an ontology. We also propose a search engine system that is applicable to an ontology that contains this extractable information, which is extracted from images with graphs. The developed ontology is useful because users can acquire considerable amount of knowledge that is discovered from the semantic relations in the ontology. To evaluate the search engine system, we conducted four simulations to address four main issues. The results indicate that the proposed system provides accurate and relevant results; moreover, as indicated by the high F-measure values, the performance of the system is highly acceptable. However, we also found some limitations, which will be mitigated in a future study.
Sarunya Kanjanawattana, Masaomi Kimura

Improving Higher Education Quality in Jordan Using Mobile Technologies for Better Socio-economic Diversity Integration of Disadvantaged Groups Using a Mobile Multimedia/Augmented Reality Workflow

Abstract
The mEQUITY (Project Website, http://​mequity.​dipseil.​net/​) project is the European Union funded initiative to create mobile applications that use augmented reality and multimedia assets adapted for educational purposes amongst disadvantaged groups in Jordan including those having difficulty with housing or employment and typically having refugee status related to neighbouring conflict zones of Gaza and Syria. Within these groups, there is also additional focus in helping those with learning difficulties or having disabilities such as deafness, blindness or physical immobility. Development and adaptation of educational digital resources for mobile devices have been initiated within higher education institutions, such as Jordanian Universities, with the aim of improving engagement and retention of learners.
Jazz Rasool, Carl H. Smith

Technology and Innovation: Models and Processes for Managing Firm Performance

Frontmatter

Logistic Model-Based Evaluation of Anti-counterfeiting Effectiveness for Consumer Goods: Based on Cognition of Companies and Consumers

Abstract
Anti-counterfeiting enforcement, as an important means of supervising product quality in China, plays a vital role in safeguarding and improving the quality of products. Over recent years, however, the emergence of new consumer goods is shadowed by fake or inferior products that come up one after another. Do the anti-counterfeiting actions carried out by the government really play a part in the maintenance of market order and the improvement of product quality? These problems have attracted more and more attention of consumers and enterprises. In this paper, a random sampling method is employed to select two research objects across the country: consumers and enterprises. A logistic regression model is applied to the evaluation of anti-counterfeiting effectiveness towards enterprises and consumers. It is found that about 45.9% of consumers are satisfied with anti-counterfeiting enforcement, and about 45.1% of the enterprises are pleased with anti-counterfeiting actions, suggesting that anti-counterfeiting enforcement needs strengthening. Moreover, there is a long way to go before anti-counterfeiting work satisfies companies and consumers.
Liu Xia, Tang Wanjin, Liu Bisong, Li Ya, Wu Qian, Liu Tiezhong

Idea Validation for an Acceleration Program Connected with Equity-Based Crowdfunding

Abstract
Accelerators for early stage start-ups and equity-based crowdfunding are relatively recent phenomena helping young companies to raise capital. We suggest combining them into an acceleration program extended by equity-based crowdfunding campaign what could even multiple benefits which start-ups get from these tools separately. The fake door method from the lean startup methodology is used in this paper to examine if start-ups would be interested in such program what would demonstrate the existence of a demand for this service. Furthermore, the same method is used to get insights about potential acquisition costs to provide simplified business model validation. The paper begins with a review of the literature on the areas of acceleration programs, equity-based crowdfunding and the description of our idea to integrate these two tools into each other. Later sections describe the experiment that has been executed to test this idea and discuss the achieved results.
Rastislav Petráš, Jaromíra Vaňová, Martina Horváthová, Miloš Mrva

Science Fiction Prototypes Illustrating Future See-Through Digital Structures in Mobile Work Machines

Abstract
In the context of mobile work machines, efficient and safe operation is often significantly impeded by the lack of visibility due to obstacles such as the engine cover, moving booms and safety features obstructing the view. At the moment, the work machine industry is putting substantial effort into trying to solve the problem; however, it seems that the current maturity of relevant technologies is preventing solutions from entering the market in the immediate future. Therefore, this paper takes a stance that leans firmly into the future and describes the potential of see-through applications by operator-driven Science Fiction Prototypes. The research has included field studies with expert machine operators in tractor, harvester, mining, and cargo handling contexts. The main contribution of the paper is the introduced visual Science Fiction Prototypes and a brief consideration of the potential technologies that are presented as design outcomes of research.
Tiina Kymäläinen, Olli Suominen, Susanna Aromaa, Vladimir Goriachev

Developing the Business Process Management Performance of an Information System Using the Delphi Study Technique

Abstract
Information systems are used to manage an organisation’s business process management (BPM), its operations and performance. Thus, organisations will benefit from systematic processes for evaluating their business information systems with the aim of developing BPM and business information systems performance. The Delphi Study Technique (DST) is a structured business study technique that can be used as a systematic and interactive assessment process based on controlled feedback from business experts, professionals, or others with relevant experience. The Delphi study technique (also known as the Delphi method) has produced significant achievements in evaluating and improving BPM through identifying BPM values to be used as key indicators. This paper describes the essential stages for measuring the performance of an information system by combining the Delphi method and BPM values to improve an organisation’s business performance. The paper provides examples of the use of DST and discusses empirical results from the published literature.
Hisham AbouGrad, Jon Warwick, Amare Desta

A Low-Cost Portable Health Platform for Monitoring of Human Physiological Signals

Abstract
This work reports the integration and preliminary testing of a miniature commercial health platform based on the combination of a set of platforms that can be merged in hardware and software to measure and monitor many physiological parameters of the human body. The system is very portable, has a clear economic benefit in terms of cost and it has been well integrated with a customized and intuitive graphical user interface. Detailed about the materials used for preparation of this platform and the methods used for data collection are reported. Preliminary data has been collected and reported. Explanations are shown about the data in relation to the sensors behaviors and performance.
Keiran Brown, Emanuele Lindo Secco, Atulya Kumar Nagar

Proposal for Information and Communications Technologies that Are Essential to Smart City Dimensions

Abstract
This paper discusses the essential information and communications technologies (ICT) that support the development of a smart city. With expeditious development of urban areas there must be significant research to show which forms of ICT a smart city needs to be equipped with. On the basis of analysis of a wide and extensive array of literature from various smart city case studies, a variety of critical forms of ICT have been identified. This systematic approach has gathered information on critical forms of ICT that are currently supporting the operations of several smart cities around the world. These forms of ICT have been mapped into six dimensions that are associated with the constitution of a smart city. These findings can be utilized and justified by policy makers to retrofit current smart cities or to forecast the planning of a smart city with essential forms of ICT.
Hemalata Vasudavan, Sumathi Balakrishnan

Offset Policy and Its Impact on Aerospace Industry in India

Abstract
Offset policy has been one of the policy instruments adopted by the Government of India (GoI) in order to promote local manufacture. Offset policy is believed to promote indigenous manufacture of high end products and to facilitate creation of jobs. This paper probes the impact of offset policy on the Indian aerospace industry in the backdrop of extant literature. It draws parallels with similar policies in many other countries and provides useful perspectives about the efficacy and future scope of the policy.
N. Sharath Chandra, G. L. Shekar, N. V. Raghavendra

The Shape of Firms: Opportunities from Rapid Manufacturing

Abstract
This paper examines the role of design in the creation of new firms. A new interpretation of firm design is developed to explain the dynamics of entrepreneurship. This paper seeks to expand the conversation between design and management studies by focusing on the concept of shaping the firm. The study of the shape of the firm seeks to characterise the dependencies between the features of products and the organizational possibilities of new firms. We intersect theories from the fields of management and design theory to examine the shape of the firm in the entrepreneurship context. From this study, opportunities are identified for research approaches to address the entanglement between the shape of the product and the shape of the firm. Implications for practice are discussed.
Antonio Esparza, Ricardo Sosa, Andy M. Connor

Big Data, the Internet of Things, and Smart City Research: A Literature Review and Research Agenda

Abstract
This study aims at providing a literature review of big data, the Internet of Things, and Smart cities research using SCOPUS, which is considered as the largest abstract and citation database of peer-reviewed literature. The research identified 143 relevant papers. The analyses of distribution of papers by year of publication, subject area, country, type, top 10 authors, and source are presented and discussed. A research agenda for future research is provided.
Samuel Fosso Wamba, Messina Ntede Cécile Angéla, Etoa Etoa Jean Bosco

B2C Relationship Quality in the Sharing Economy in the Chinese Context

Abstract
The sharing economy has penetrated everyday life, offering various services ranging from automotive services to transportation, labor, delivery, rental, travel, short-term loan and dining services. It is a means of sharing goods, services, ideas, information, and skills through a network of individuals, facilitated through social networks via computers and mobile apps. There still is not enough research on business-to-customer (B2C) relationship quality in this field. In particular, sharing economy businesses in China are faced with many problems with regard to safety, trust, loyalty, service quality, and credibility. In this PhD research proposal, the purposes of the study are to develop a framework that contributes to building B2C relationship quality between service providers, firms (sharing platforms), and customers, and furthermore to identify the independent variables that affect B2C relationships in the sharing economy in the Chinese context. Lastly, whether the quality of the B2C relationship between firms and customers affects the sharing service providers’ and customers’ relationships or not is assessed. A literature review is conducted to find the independent variables and, by proposal of a hypothesis, the framework is outlined. The data are collected using a questionnaire.
Xini Hu

CSf Holonovel Workshop: Creative Science and Science Fictions

Frontmatter

Kill Your Darlings (a Holonovel)

Abstract
This paper presents a shady holonovel, which is situated in the vile, short-term future. The main protagonists are two teenagers, Angela and Veronica, who are immersed in an adverse Mixed Reality online game. The girls are, at first, seduced by the comfy Sherlock Holmes-type of suspenseful narration that involves engaging mystery-solving challenges. Thereafter, the adolescent girls are fascinated by the virtual social status that the game network offers, as well as the persuasive end-reward, which will allegedly answer the ultimate existential question, “Is there life after death?”. Behind the scenes, the game is controlled by a group of anonymous, extreme transhumanists who have virtual appearances in the game as holographic avatars. To avoid lawsuits, the game is moderated by Artificial Intelligence—a curator with a virtual presence of Professor Moriarty—that aggregates the gameplay and command streams of the savage community of teen-hunters.
Tiina Kymäläinen

The Responsibilities of Knowledge

Abstract
Knowledge and technology in the future will hold out almost limitless possibilities, but will also bring challenges and responsibilities relating to how they are used. This paper uses a story about space exploration in the future where Holodecks, advanced brain–computer and brain–brain interfaces, and other technologies, will enable exciting possibilities, but also create deep ethical dilemmas which have to be dealt with.
Jim Hensman

Imagine Thunder

Abstract
The science fiction prototype entitled “Imagine Thunder” defines a future in which the protagonist suffers with major depression disorder and begins his recovery with the aid of virtual and immersive reality. In this immersive reality, the protagonist holds the ability to enter the world of his favourite fictional story in place of one of the characters. Through this, the protagonist faces challenges and comes to valuable self-realisations in which emotion-driven virtual reality aids the steady recovery of those suffering with a variety of mental illnesses. The protagonist shows the benefit of personalised virtual realities in which one can briefly inhabit to overcome obstacles which had previously hindered their individual recoveries.
Jennifer O’Connor

Holonovel: Perspective on Enactive Narrative Intelligence

Abstract
The paper outlines conceptual framework for Holonovel as an intelligent system that operates on the basis of narrative interaction. Under the idea of interactive interface that assumes narrative as a sense-making tool, embodied and situated aspects of engagement with the world are discussed. Theoretical framework based on enactive model of perception and cognition here underlines features of human-level narrative comprehension on which computational models of narrative can draw in their designs.
Jelena Rosic

A Scenario-Centred Approach to Emotion Profiling Based on EEG Signal Processing

Abstract
This paper considers how the use of physiological sensing to measure human emotions will change the world in areas such as education, human–robot interfaces, job applications, interaction with friends, finding love and ultimately, how to live. For example, a particularly interesting question relates to people’s emotions in relation to delivering a “good” job performance, through introducing automated systems which seek to balance the tasks to be undertaken by machines versus those managed by people, thereby improving overall performance. In such cases, we would need to consider if the emotional behaviour that people display have important keys to building more successful and productive systems and whether removing emotions be counterproductive. Also, we consider whether grounding human–computer interfaces in the rich and complex emotional lives of people can lead to more effective and productive systems? This paper will examine such issues through the use of a scenario-centred design approach called science fiction prototyping, aiming to cast a little more light on the design of such emotion-based systems.
Angelica Reyes-Munoz, Genaro Rebolledo, Victor Callaghan

A Responsive Templating Approach for Generating Collaborative Spaces

Abstract
The business world is a competitive world and the success of entrepreneurs and businesses today is linked to their ability to be inventive which, in turn, means that innovation has become increasingly important for businesses. One response to this has been the introduction of special environments, tailored to support innovation, namely Innovation-Labs (i-Labs). Research has shown that creativity thrives in spaces that are playful and customizable, rather than in the somewhat sterile environments of most workplaces. In this paper, we describe a Responsive Templating Model (RTM) for creating an online immersive collaborative business innovation space that can be customized and dynamically adapted to the needs of individuals and specific business innovation sessions. Our approach has been inspired by earlier pioneering work in innovation Labs, virtual reality, HCI, end-user programming and the World Wide Web. This paper presents a model that allows space and task reconfigurations to be undertaken by a facilitator using template interfaces that are both dynamic and extensible, so as to support human–machine and machine–machine interactions thereby enabling the creation of personalised business innovation spaces.
Oluwatimilehin Salako, Michael Gardner, Victor Callaghan

A Study of Digital Science Fiction Prototyping in an Elementary School Setting

Abstract
This paper will focus on a new approach to teaching that integrates digital literacy and science fiction into elementary school settings. The approach combines elements of constructivist teaching methods, Science Fiction Prototyping (SFP), the exquisite corpse model and social media to engage young learners. This paper includes background information gathered from previous literature on the effects of constructivist approaches and new technological advances within classroom environments and then analyzes the effects of a new platform called MySciFiStory.​com that hopes to combine these approaches to benefit elementary students and educators.
Carrie Lane, Juliette Solis

Backmatter

Weitere Informationen