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Global brands’ social media presence and controlOk, Chang Bong 13 July 2011 (has links)
This paper seeks to investigate leading global brands‘ social media presence. The analysis of the Interbrand’s 100 Best Global Brands (2010) social media pages was conducted in the current study. Based on Kaplan & Haenlein‘s classification of social media, seven social media application cases were examined. The findings suggest that there are differences in global brands‘ social media presence by brand categories and social media applications. The findings also suggest that there are different levels of global brands‘ social media control. Managerial implications and guidelines for social media marketing are also provided. / text
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The use of massively multiplayer online games to augment early-stage design process in constructionZhang, Christina Yan January 2012 (has links)
Traditional 2-D contour models, Physical Models, Computer-Aided Architectural Design (CAD), Virtual Reality models, Google SketchUp, and Building Information Modelling (BIM) have all greatly enhanced the design process by enabling designers to visualise buildings and the space within them prior to their construction. A recent development is Massively Multiplayer Online Games (MMOG) such as Second Life (SL). These offer users the opportunity to interact with other participants in real time, and so offer an excellent opportunity to experience the environment, layout and form of virtual buildings. However, the effectiveness of such applications to some extent depends upon how realistic the interactions of those using virtual spaces are in relation to interactions within the real world. This research examines the potential of this technology for enhancing and informing the early stage building design process. Initially, the tools currently used by architects at early stages of the RIBA Plan of Work were evaluated through interviewing architects. Then, the advantages of using MMOG over current tools at early-stage design were evaluated through interviews in SL. A virtual model was developed to examine how realistic the visualisation and interaction between end-users in an MMOG was. This was used to propose and validate guidance to incorporating MMOG into the early stages of the RIBA Plan of Work. It revealed that the virtual model created, the validated guidance and a successful example combining 2D sketches, Google SketchUp and MMOG at early-stage design can be used to guide architects to manage the complex decision making process in a simple, easy, cost-effective way, while effectively engaging both professional and non-professional stakeholders.
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Writing bytes articulating a techno-critical pedagogy /Shovlin, Paul W. January 2010 (has links)
Thesis (Ph.D.)--Ohio University, March, 2010. / Title from PDF t.p. Includes bibliographical references.
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Exploring Spanish Heritage Language Learning and Task Design for Virtual WorldsKing, Brandon J. 24 April 2018 (has links)
In this exploratory case study, I take a constant comparative methods type approach to exploring a shift in second language acquisition (SLA) away from approaches built on the assumption that language participants in the U.S. are monolingual English speakers (Block, 2003; Ortega, 2009, 2013; Thompson, 2013; Valdés, 2005), with little initial investment in the language or its culture (Rivera-Mills, 2012; Valdés, Fishman, Chavéz, & Pérez, 2006). This bias has entrenched a monolingual speaker baseline for statistical analysis within many experimental designs (Block, 2003; Ortega, 2009, 2013; Thompson, 2013; Valdés, 2005). Further, I redress this methodological bias by applying sociocultural theoretical (SCT) (Vygotsky, 1986) approaches to investigating Spanish heritage language learners (SHLLs). Heritage Language Acquisition (HLA) has an established tradition of situating its research within socio-cultural context when considering language-learning phenomena, laying groundwork for relating these contextual factors to the issues in delivering pedagogically sound HL instruction.
Ducar (2008) identifies a specific gap in HLA literature, where HLL voices are underrepresented and Valdés et al. (2006) further highlights the need for the development of resources and strategies for accommodating HLLs specifically. I attempt to fill these gaps under SCT by using qualitative methods that incorporate HLL voices into the broader HLA discussion (Ducar, 2008). I take a bottom up approach to resource and task design targeted to serve Spanish heritage language learners (SHLLs) in the U.S. by first surveying the population’s backgrounds and motivations at universities that serve an over 20% student body of Hispanic/latin@ students. Next, I propose a supplemental resource whose agile design is able to adapt to the unique needs of these SHLLs. Further, I investigate in what ways one technological resource, the virtual world Second Life (SL), may be adopted to meet Spanish HLL (SHLL) needs. In this second part, I analyze how one SHLL, who I will refer to as David, used this SL resource. I was guided in this analysis by asking: “In what ways does differentiating HL instruction with SL afford identity mediation through symbolic artifacts within SL?” and “In what ways can task design and extension activities be adapted to meet specific SHLLs’ needs without overly constraining their creative language use or the open format of SL?”.
I do this by first taking a snap shot via anonymous survey of 47 SHLLs across the U.S., attending 133 universities with a high level of undergraduate latin@/Hispanic students (20% or higher) that offer concentrations in Spanish (see http://www.collegedata.com). The respondents needed to be currently enrolled in a course advancing them beyond the Novice High level of proficiency as defined by ACFTL (2012). My analysis and discussion of these responses is organized around trends illuminated with descriptive statistics in their backgrounds and then motivations. Finally, I draw on open ended responses to create a qualitative analysis and present vignettes that highlight SHLL voices, while exemplifying trends found through word count analysis and axial coding of the data. Next, I explore the case of a single SHLL, reporting a familial connection to the language and studying intermediate Spanish at a university in the U.S, and his experience with SL.
My analysis of David’s case draws on data from a pre-survey that was designed to elicit data on his background, align discussion with established criteria for matching HLL backgrounds to learning needs, and elicit his emic perspective about using SL to study his HL. Additionally, the community of inquiry framework (COI) (Arbaugh, Cleveland-Innes, Diaz, Garrison, Ice, Richardson, & Swan, 2008) guided me in meticulously designing SL tasks that elicited data about David’s engagement with the SL environment, its affordances, and the HL. These also provided insights into what ways that he chose to expand or deepen his command of the HL. I coded these data with Dedoose, a qualitative research tool, using a three-stage coding process similar to axial coding, building code trees and constantly relating themes to one another until saturated thematic categories emerge.
I build a critical discussion of what this coding process reveals in relation to the case-study’s research focuses above, the guiding research questions, and relate the resulting findings to possible implications for teaching Spanish to SHLLs in the U.S., instructional design for this population within specific intuitional constraints, and for task design that leverages specific affordances that SL may offer SHLLs.
In Part I, I present a rationale for introducing two new research questions to help guide my investigation of the survey of 47 SHLLs: “In what ways do SHLL motivations for studying their HL differ and how might these motivations be best accommodated through instructional design?” and “In what ways do SHLL backgrounds differ and influence their objectives for studying their HL?”. I then used these research questions to analyze these data and weave a discussion. At the beginning of each stage of this analysis I explain the methodology behind the analysis and the generation of any figures or tables that helped me in interpreting the data and answering the research questions. Ultimately, I create vignettes to highlight SHLL voices (Ducar, 2008) and weave a narrative grounded in the major trends and themes sown together throughout the chapter.
In Part II, I present rationale for modifying my original three research questions, removing the second one completely due to lack of data: “In what ways do SHLL backgrounds differ and influence their objectives for studying their HL?” and “In what ways do SHLL motivations for studying their HL differ and how might these motivations be best accommodated through instructional design?”. I interweave my exploratory analysis and discussion about David’s background and motivations with that of the previous chapter to related David’s case to the larger data set. Further, I use the COI framework (Garrison, Anderson, & Archer, 2000, 2001) and Dörnyei’s (1994, 2005, 2009, 2014) work on motivation to analyze my instructional design in relation to David’s experience within the SL Lab. I analyze David’s motivational attractor states from a qualitative perspective as he progressed through to completion of the lab and compare motivational factors between David and pilot study participants. Based on these findings I offer some recommendations for both revising the proposed resource’s design and for the design of other resources that might capitalize on what I have learned during the course of this investigation.
During the course of these investigative efforts I also encountered some challenges and surprising rewards. I reserve a section of this study to discuss some of these challenges, such as institutional barriers, demands on student time, strains on student motivation, and instructional design adaptations that frequently failed to address these challenges despite being research supported approaches. I correspondingly recount how these challenges coupled with moments of collegial collaboration to help both myself as a researcher and the project to grow, persevere, and adapt during the long course of the investigation. It is my sincere hope that sharing this personal perspective provides greater context to the study and insight for other researchers that would take on similar research endeavors.
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Proposta de formação continuada para docentes da educação superior no metaverso second lifeMaria, Sandra Andrea Assumpção January 2012 (has links)
A presente dissertação teve por objetivo construir uma proposta de formação continuada, na modalidade a distância, para docentes da educação superior no Metaverso Second Life. Desta forma, buscou investigar como o Metaverso Second Life poderia contribuir para a construção desta proposta. Primeiramente, realizou-se uma revisão de literatura sobre as temáticas a fim de identificar publicações na área e a situação atual em que se encontra a pesquisa. A partir disso, construiu-se o referencial teórico, abrangendo as temáticas da docência na educação superior e, sobre o Metaverso Second Life. Logo, para o desenvolvimento dessa pesquisa, optou-se pela metodologia de estudo de caso, por compreender que o mesmo é flexível, pois enfatiza a exploração e a descrição considerando o contexto em que os fatos ocorrem. Para isso, a investigação caracterizou-se pela implementação de três etapas, a saber: a realização de observações de atividades no Metaverso Second Life, entrevistas com os sujeitos da pesquisa e os resultados obtidos a partir do desenvolvimento de um curso piloto. Além disso, foi construído um Objeto de Aprendizagem, denominado EduVirtua, com o intuito de reunir subsídios sobre os temas e favorecer apoio pedagógico ao contexto do curso piloto e da proposta de formação docente. Com o apoio do Objeto de Aprendizagem EduVirtua, realizou-se um curso piloto, intitulado Capacitação Docente: o Uso dos Mundos Digitais Virtuais no contexto da Educação Superior. Este teve como público docentes em exercício na educação superior, Pós-Graduação ou vinculados a programas de Pós- Graduação Lato Sensu e/ou Stricto Sensu. Neste curso piloto teve-se o propósito de discutir sobre a preparação didático-pedagógica para atuar na educação superior e identificar possibilidades educacionais a partir da utilização do Metaverso Second Life, configurando-se assim, como um estudo de caso. Os dados foram analisados tendo como base a metodologia de Análise de Conteúdo, o que possibilitou a definição de três categorias de análise, a saber: (I) Preparação didático-pedagógica para o exercício na educação superior; (II) Metaverso Second Life; e (III) Estratégias didático-pedagógicas. Por fim, o resultado das análises das categorias apontaram para a importância da preparação didático-pedagógica do docente, independente da área de atuação. Além disso, foram elucidadas as dificuldades iniciais de uso do Metaverso Second Life, principalmente pela questão técnica. Contudo, ressaltou-se que as possibilidades educacionais são inúmeras e significativas para o processo de formação continuada. Por sua vez, as estratégias didático-pedagógicas apresentamse como potencializadoras para a prática pedagógica. Logo, foi possibilitada a construção da proposta de formação docente, pois acredita-se que para a efetivação da mesma tornou-se necessário explorar a tecnologia de maneira a conhecê-la com profundidade para compreender como utilizá-la educacionalmente. / This present dissertation had as the main goal to build a proposal of continuing education in a distance mode for higher education teachers in the Second Life Metaverse. So, it was sought to investigate how the Second Life Metaverse can contribute for the construction of this proposal. First, it was held a literature review of the themes to identify publications in this field and the research current situation. From this it was built the theoretical that covers the teachers’ themes in the higher education and about the Second Life Metaverse. For this research development it was opted for the methodology of study case because it is flexible and emphasizes the exploration and the description taking into account the context where the events occur. In this matter the research was characterized for the implementation of three steps: the realization of activities’ observation in the Second Life Metaverse, interviews with the research subjects, and the results obtained by the development of a pilot course. In addition, it was built a learning object called EduVirtua, in order to gather input on issues and facilitate educational support to the context of the proposed pilot course and teacher training. With the support of the learning object EduVirtua a pilot course entitled “Teacher Training: The Use of Digital Virtual Worlds in the context of higher education” was held. This targeted practicing teachers in higher education, graduate or linked to graduated programs Lato Sensu Graduate and / or proper. In this pilot course the objective was to discuss about the didacticpedagogic preparation to function in the higher education and identify educational opportunities from the use of Second Life Metaverse, becoming so a case study. The data was analyzed based on the methodology of content analysis, which enabled the definition of three analysis categories: (I) Preparation didactic and pedagogic for the exercise in Higher Education; (II) Second Life Metaverse; and (III) Didactic- Pedagogic strategies. Finally, the test results of the categories pointed to the importance of the didactic-pedagogic preparation of teachers, regardless of the area. Moreover, it was elucidated the initial difficulties of using Second Life Metaverse, manly by the technical matter. However, it was stressed that the educational possibilities are numerous and significant to the process of continuing education. In turn, the didactic-pedagogic strategies present themselves as empowering pedagogical practice. It was therefore made possible the construction of the proposed teacher training because it is believed that for its execution it became necessary to exploit the technology in order to know it in depth and understand how to use it educationally.
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Proposta de formação continuada para docentes da educação superior no metaverso second lifeMaria, Sandra Andrea Assumpção January 2012 (has links)
A presente dissertação teve por objetivo construir uma proposta de formação continuada, na modalidade a distância, para docentes da educação superior no Metaverso Second Life. Desta forma, buscou investigar como o Metaverso Second Life poderia contribuir para a construção desta proposta. Primeiramente, realizou-se uma revisão de literatura sobre as temáticas a fim de identificar publicações na área e a situação atual em que se encontra a pesquisa. A partir disso, construiu-se o referencial teórico, abrangendo as temáticas da docência na educação superior e, sobre o Metaverso Second Life. Logo, para o desenvolvimento dessa pesquisa, optou-se pela metodologia de estudo de caso, por compreender que o mesmo é flexível, pois enfatiza a exploração e a descrição considerando o contexto em que os fatos ocorrem. Para isso, a investigação caracterizou-se pela implementação de três etapas, a saber: a realização de observações de atividades no Metaverso Second Life, entrevistas com os sujeitos da pesquisa e os resultados obtidos a partir do desenvolvimento de um curso piloto. Além disso, foi construído um Objeto de Aprendizagem, denominado EduVirtua, com o intuito de reunir subsídios sobre os temas e favorecer apoio pedagógico ao contexto do curso piloto e da proposta de formação docente. Com o apoio do Objeto de Aprendizagem EduVirtua, realizou-se um curso piloto, intitulado Capacitação Docente: o Uso dos Mundos Digitais Virtuais no contexto da Educação Superior. Este teve como público docentes em exercício na educação superior, Pós-Graduação ou vinculados a programas de Pós- Graduação Lato Sensu e/ou Stricto Sensu. Neste curso piloto teve-se o propósito de discutir sobre a preparação didático-pedagógica para atuar na educação superior e identificar possibilidades educacionais a partir da utilização do Metaverso Second Life, configurando-se assim, como um estudo de caso. Os dados foram analisados tendo como base a metodologia de Análise de Conteúdo, o que possibilitou a definição de três categorias de análise, a saber: (I) Preparação didático-pedagógica para o exercício na educação superior; (II) Metaverso Second Life; e (III) Estratégias didático-pedagógicas. Por fim, o resultado das análises das categorias apontaram para a importância da preparação didático-pedagógica do docente, independente da área de atuação. Além disso, foram elucidadas as dificuldades iniciais de uso do Metaverso Second Life, principalmente pela questão técnica. Contudo, ressaltou-se que as possibilidades educacionais são inúmeras e significativas para o processo de formação continuada. Por sua vez, as estratégias didático-pedagógicas apresentamse como potencializadoras para a prática pedagógica. Logo, foi possibilitada a construção da proposta de formação docente, pois acredita-se que para a efetivação da mesma tornou-se necessário explorar a tecnologia de maneira a conhecê-la com profundidade para compreender como utilizá-la educacionalmente. / This present dissertation had as the main goal to build a proposal of continuing education in a distance mode for higher education teachers in the Second Life Metaverse. So, it was sought to investigate how the Second Life Metaverse can contribute for the construction of this proposal. First, it was held a literature review of the themes to identify publications in this field and the research current situation. From this it was built the theoretical that covers the teachers’ themes in the higher education and about the Second Life Metaverse. For this research development it was opted for the methodology of study case because it is flexible and emphasizes the exploration and the description taking into account the context where the events occur. In this matter the research was characterized for the implementation of three steps: the realization of activities’ observation in the Second Life Metaverse, interviews with the research subjects, and the results obtained by the development of a pilot course. In addition, it was built a learning object called EduVirtua, in order to gather input on issues and facilitate educational support to the context of the proposed pilot course and teacher training. With the support of the learning object EduVirtua a pilot course entitled “Teacher Training: The Use of Digital Virtual Worlds in the context of higher education” was held. This targeted practicing teachers in higher education, graduate or linked to graduated programs Lato Sensu Graduate and / or proper. In this pilot course the objective was to discuss about the didacticpedagogic preparation to function in the higher education and identify educational opportunities from the use of Second Life Metaverse, becoming so a case study. The data was analyzed based on the methodology of content analysis, which enabled the definition of three analysis categories: (I) Preparation didactic and pedagogic for the exercise in Higher Education; (II) Second Life Metaverse; and (III) Didactic- Pedagogic strategies. Finally, the test results of the categories pointed to the importance of the didactic-pedagogic preparation of teachers, regardless of the area. Moreover, it was elucidated the initial difficulties of using Second Life Metaverse, manly by the technical matter. However, it was stressed that the educational possibilities are numerous and significant to the process of continuing education. In turn, the didactic-pedagogic strategies present themselves as empowering pedagogical practice. It was therefore made possible the construction of the proposed teacher training because it is believed that for its execution it became necessary to exploit the technology in order to know it in depth and understand how to use it educationally.
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Second Life a marketingové aspekty virtuálních světů / Second Life and marketing aspects of virtual worldsVANĚREK, Petr January 2010 (has links)
The main focus of this dissertation thesis is the use of virtual worlds in marketing with a special focus on the virtual world known as Second Life. The Second Life environment research was conducted in several steps. The first step was personal online observation of Second Life where the Czech Republic has its representation in a company called Bohemia. The purpose of this online research was to find out respondents{\crq} subconscious, their experiences, and how they perceive the economic subjects which are presented in this virtual world.The research of the virtual world Second Life continued by creating five case studies of selected economic subjects, which are present in Second Life. For this reason the following were picked, Raiffeisenbank, CzechTourism agency, Pivovary Staropramen a.s. virtual pub. The other two case studies were focused on education and therefore Philosophical Faculty of University Palackého Olomouc and an entrant from private sector WebSchool s.r.o. company were chosen. The data obtained from this research helped to apply a Cost benefit analysis in the virtual pub Staropramen case study. This analysis is one of the possible methods of economic assessment of the investment related existence in Second Life.On the basis of information gained from personal online research and completed analysis I projected a process of entrance into the virtual world Second Life with the use of select marketing tools. These tools are folded so that any subject that considers the use Second Life as one of the innovative ways of marketing communication is able to fulfill its goals and will not end up as a passive background of this virtual world. For this reason, I consider the main goal of this dissertation to be achieved.
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Proposta de formação continuada para docentes da educação superior no metaverso second lifeMaria, Sandra Andrea Assumpção January 2012 (has links)
A presente dissertação teve por objetivo construir uma proposta de formação continuada, na modalidade a distância, para docentes da educação superior no Metaverso Second Life. Desta forma, buscou investigar como o Metaverso Second Life poderia contribuir para a construção desta proposta. Primeiramente, realizou-se uma revisão de literatura sobre as temáticas a fim de identificar publicações na área e a situação atual em que se encontra a pesquisa. A partir disso, construiu-se o referencial teórico, abrangendo as temáticas da docência na educação superior e, sobre o Metaverso Second Life. Logo, para o desenvolvimento dessa pesquisa, optou-se pela metodologia de estudo de caso, por compreender que o mesmo é flexível, pois enfatiza a exploração e a descrição considerando o contexto em que os fatos ocorrem. Para isso, a investigação caracterizou-se pela implementação de três etapas, a saber: a realização de observações de atividades no Metaverso Second Life, entrevistas com os sujeitos da pesquisa e os resultados obtidos a partir do desenvolvimento de um curso piloto. Além disso, foi construído um Objeto de Aprendizagem, denominado EduVirtua, com o intuito de reunir subsídios sobre os temas e favorecer apoio pedagógico ao contexto do curso piloto e da proposta de formação docente. Com o apoio do Objeto de Aprendizagem EduVirtua, realizou-se um curso piloto, intitulado Capacitação Docente: o Uso dos Mundos Digitais Virtuais no contexto da Educação Superior. Este teve como público docentes em exercício na educação superior, Pós-Graduação ou vinculados a programas de Pós- Graduação Lato Sensu e/ou Stricto Sensu. Neste curso piloto teve-se o propósito de discutir sobre a preparação didático-pedagógica para atuar na educação superior e identificar possibilidades educacionais a partir da utilização do Metaverso Second Life, configurando-se assim, como um estudo de caso. Os dados foram analisados tendo como base a metodologia de Análise de Conteúdo, o que possibilitou a definição de três categorias de análise, a saber: (I) Preparação didático-pedagógica para o exercício na educação superior; (II) Metaverso Second Life; e (III) Estratégias didático-pedagógicas. Por fim, o resultado das análises das categorias apontaram para a importância da preparação didático-pedagógica do docente, independente da área de atuação. Além disso, foram elucidadas as dificuldades iniciais de uso do Metaverso Second Life, principalmente pela questão técnica. Contudo, ressaltou-se que as possibilidades educacionais são inúmeras e significativas para o processo de formação continuada. Por sua vez, as estratégias didático-pedagógicas apresentamse como potencializadoras para a prática pedagógica. Logo, foi possibilitada a construção da proposta de formação docente, pois acredita-se que para a efetivação da mesma tornou-se necessário explorar a tecnologia de maneira a conhecê-la com profundidade para compreender como utilizá-la educacionalmente. / This present dissertation had as the main goal to build a proposal of continuing education in a distance mode for higher education teachers in the Second Life Metaverse. So, it was sought to investigate how the Second Life Metaverse can contribute for the construction of this proposal. First, it was held a literature review of the themes to identify publications in this field and the research current situation. From this it was built the theoretical that covers the teachers’ themes in the higher education and about the Second Life Metaverse. For this research development it was opted for the methodology of study case because it is flexible and emphasizes the exploration and the description taking into account the context where the events occur. In this matter the research was characterized for the implementation of three steps: the realization of activities’ observation in the Second Life Metaverse, interviews with the research subjects, and the results obtained by the development of a pilot course. In addition, it was built a learning object called EduVirtua, in order to gather input on issues and facilitate educational support to the context of the proposed pilot course and teacher training. With the support of the learning object EduVirtua a pilot course entitled “Teacher Training: The Use of Digital Virtual Worlds in the context of higher education” was held. This targeted practicing teachers in higher education, graduate or linked to graduated programs Lato Sensu Graduate and / or proper. In this pilot course the objective was to discuss about the didacticpedagogic preparation to function in the higher education and identify educational opportunities from the use of Second Life Metaverse, becoming so a case study. The data was analyzed based on the methodology of content analysis, which enabled the definition of three analysis categories: (I) Preparation didactic and pedagogic for the exercise in Higher Education; (II) Second Life Metaverse; and (III) Didactic- Pedagogic strategies. Finally, the test results of the categories pointed to the importance of the didactic-pedagogic preparation of teachers, regardless of the area. Moreover, it was elucidated the initial difficulties of using Second Life Metaverse, manly by the technical matter. However, it was stressed that the educational possibilities are numerous and significant to the process of continuing education. In turn, the didactic-pedagogic strategies present themselves as empowering pedagogical practice. It was therefore made possible the construction of the proposed teacher training because it is believed that for its execution it became necessary to exploit the technology in order to know it in depth and understand how to use it educationally.
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Circular business opportunities : exploring a win-win-win situation from a design thinking perspectiveGuerrero Reyes, Lizbeth January 2020 (has links)
The transport sector is one of the main contributors to greenhouse gas emissions worldwide. A current solution to this problem is the introduction of electric vehicles into our transport fleets. However, this solution comes with its challenges; for instance, the environmental impact of batteries once they reach their end-of-life. The circular economy is an approach to manage ecological electromobility issues while providing economic and societal wellbeing. A starting point for the implementation of a circular economy can be found in the implementation of circular business models. Because the circular economy requires its actors to think in systems, the collaboration between multiple stakeholders is essential. However, most circular business model frameworks are focusing on the focal firm, which is not sufficient to encourage cross-collaboration between organizations. Therefore, this study outlines the development of a new framework that focuses on a multi-stakeholder perspective. I propose the “framework for multi-stakeholder circular business model innovation” to explore win-win-win scenarios for the management of 2LB. I conducted a study in collaboration with Svealandstrafiken, Mälarenergi and Västerås Stad. The organizations were involved in data collection via a series of interviews and the validation of the framework through a workshop. The proposed framework consists of a process of four phases subdivided into eight steps that meant to address key challenges organizations are facing to achieve circularity. Within these four phases, the framework encourages discussions on shared values and visions between all stakeholders at an early stage. As a consequence, better collaborations and relationships are formed, which positively benefits the development of circular business models.
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Strategies for enhancing the circularity of Lithium-ion Batteries.Malik, Tanveer Ahmad January 2023 (has links)
Li-ion batteries have gained great popularity among researchers and practitioners as an environmentally friendly energy storage solution for more environmentally friendly electric vehicles (EVs). However, because of the increased demand for Li-ion battery-powered EVs, and some issues with battery design, legislation, collection and sorting, recycling, and material recovery, achieving sustainable mobility through the circularity of Li-ion batteries is a major challenge. This study aims to identify the challenges as well as develop strategies for enhancing the circularity of Li-ion batteries in Sweden. Following a systematic literature review, two primary research questions were investigated: 1) what are the current challenges and opportunities for the circular economy in lithium-ion battery end-of-life management? 2) how the circularity of LIBs in Sweden could be enhanced? This study employed PEST and SWOT analysis, as well as 11 interviews with industry experts and researchers are performed, to determine the strengths, weaknesses, opportunities, and threats in the circularity of lithium-ion batteries in Sweden. Following that, various strategies were developed to address the identified challenges and improve the circular economy of these batteries. Finally, the developed strategies are validated through expert interviews, and various recommendations are outlined. The study's findings are significant and can assist policymakers, investors, and industry professionals concerned with the circularity of lithium-ion batteries in developing appropriate decisions and better planning for the Swedish transportation sector.
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