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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
11

Using information technology to support the discovery of novel knowledge in organizations

Jenkin, Tracy A. 27 August 2008 (has links)
In this dissertation, I examine how IT can support individuals, and in turn their organizations, in learning about and knowing their external environment on the Web. Specifically, I examine novel-knowledge discovery in the context of the multi-level organizational learning process, focusing on cognitive developments and changes to mental models. Novel knowledge is defined as knowledge that is potentially strategically important to the organization, not currently known to the organization, indirectly relevant and therefore difficult to find. Novel knowledge is proposed to be one of three different types of knowledge that organizations seek to discover in their environment. A theoretical framework is developed to identify the sets of tool characteristics, collectively referred to as levels, which are proposed to support the discovery of different types of knowledge, as well as different modes of learning and learning processes. In addition, extensions to the 4I organizational learning process model are proposed, specific to searching and learning on the Web: 1) adding a fifth process – information foraging and search-term development, and 2) adding a fourth level to the learning process – the machine-level. A competing theories approach is used to develop a rich understanding of knowledge discovery and learning on the Web. Understanding which types of tools are useful in different learning contexts has implications for learning effectiveness and may help firms understand how to “manage” their learning. Tools for the discovery of highly novel knowledge are less prevalent than tools to support the other levels of knowledge discovery. Accordingly, a design theory for novel-knowledge discovery tools is proposed based on organizational learning theories. An instantiation of the design theory, a novel-knowledge discovery tool, is developed and tested within the organizational learning process and compared to tools at the other two levels of knowledge discovery. In addition, different processes involved in using a novel-knowledge discovery tool at the group level are examined. Three separate studies were conducted, including a lab and field experiment, and case study. The results are proposed to demonstrate how novel-knowledge discovery tools can support organizational learning. / Thesis (Ph.D, Management) -- Queen's University, 2008-08-26 09:25:31.367
12

Inserção de jogadores virtuais em jogos de papéis para uso em sistemas de apoio à decisão em grupo: um experimento no domínio da gestão de recursos naturais. / Insertion of virtual players in role playing games to use in group decision support systems: an experiment in natural resources management.

Adamatti, Diana Francisca 05 June 2007 (has links)
Este trabalho propoe a definicao de uma arquitetura para incorporar jogadores virtuais em uma classe de Sistemas de Apoio a Decisao em Grupos (SADs-G), baseados na utilizacao conjunta de Simulacao Baseada em Multiagentes (MABS) e Jogos de Papeis (RPGs). Estas duas tecnicas, MABS e RPGs, vem sendo utilizadas de forma integrada ha alguns anos devido a capacidade de discussao e aprendizado dos RPG e da capacidade dinamica de MABS. Os jogadores virtuais definidos devem ter a capacidade de tomada de decisao e de comunicacao entre si e com os jogadores reais durante as negociacoes. Os principais aspectos discutidos neste trabalho sao: i) se os jogadores virtuais definidos possuem comportamentos nao-triviais perante aos jogadores reais; ii) se continua ocorrendo o processo de negociacao entre os jogadores, sejam eles reais ou virtuais; iii) se a realizacao de um jogo de forma eletronica (via computador) dificulta a interacao entre os jogadores. De forma a discutir estes aspectos, duas instancias de SADs-G foram implementadas no contexto da Gestao de Recursos Naturais, pois neste dominio o processo de negociacao e extremamente importante e complexo. / This thesis proposes the definition of an architecture to insert virtual players in a particular subclass of Group Decision Support Systems (GDSS), that uses Multi-Agent-Based Simulation (MABS) and Role-Playing Games (RPGs) techniques in an integrated way. These techniques can bring interesting results, since it is possible to join the dynamic capacity of MABS with the discussion and learning capacity of RPGs. The defined virtual players must make decisions and communicate with each other and with the real players during the negotiation process. In this work, the main aspects discussed are the following: i) can virtual players have no-trivial behavior in the face of real players? ii) is the negotiation process between all players (virtual or real) still happening when virtual players are inserted? iii) do electronic games make more difficult the interaction between players? In order to discuss these aspects, two instances of GDSSs were developed in the natural resources management domain. This domain was chosen because its negotiation process is both very important and complex.
13

Inserção de jogadores virtuais em jogos de papéis para uso em sistemas de apoio à decisão em grupo: um experimento no domínio da gestão de recursos naturais. / Insertion of virtual players in role playing games to use in group decision support systems: an experiment in natural resources management.

Diana Francisca Adamatti 05 June 2007 (has links)
Este trabalho propoe a definicao de uma arquitetura para incorporar jogadores virtuais em uma classe de Sistemas de Apoio a Decisao em Grupos (SADs-G), baseados na utilizacao conjunta de Simulacao Baseada em Multiagentes (MABS) e Jogos de Papeis (RPGs). Estas duas tecnicas, MABS e RPGs, vem sendo utilizadas de forma integrada ha alguns anos devido a capacidade de discussao e aprendizado dos RPG e da capacidade dinamica de MABS. Os jogadores virtuais definidos devem ter a capacidade de tomada de decisao e de comunicacao entre si e com os jogadores reais durante as negociacoes. Os principais aspectos discutidos neste trabalho sao: i) se os jogadores virtuais definidos possuem comportamentos nao-triviais perante aos jogadores reais; ii) se continua ocorrendo o processo de negociacao entre os jogadores, sejam eles reais ou virtuais; iii) se a realizacao de um jogo de forma eletronica (via computador) dificulta a interacao entre os jogadores. De forma a discutir estes aspectos, duas instancias de SADs-G foram implementadas no contexto da Gestao de Recursos Naturais, pois neste dominio o processo de negociacao e extremamente importante e complexo. / This thesis proposes the definition of an architecture to insert virtual players in a particular subclass of Group Decision Support Systems (GDSS), that uses Multi-Agent-Based Simulation (MABS) and Role-Playing Games (RPGs) techniques in an integrated way. These techniques can bring interesting results, since it is possible to join the dynamic capacity of MABS with the discussion and learning capacity of RPGs. The defined virtual players must make decisions and communicate with each other and with the real players during the negotiation process. In this work, the main aspects discussed are the following: i) can virtual players have no-trivial behavior in the face of real players? ii) is the negotiation process between all players (virtual or real) still happening when virtual players are inserted? iii) do electronic games make more difficult the interaction between players? In order to discuss these aspects, two instances of GDSSs were developed in the natural resources management domain. This domain was chosen because its negotiation process is both very important and complex.

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