Your browser doesn't support javascript.
Show: 20 | 50 | 100
Results 1 - 4 de 4
Filter
1.
29th European Systems, Software and Services Process Improvement, EuroSPI 2022 ; 1646 CCIS:736-749, 2022.
Article in English | Scopus | ID: covidwho-2048125

ABSTRACT

The Covid situation forced organisations to rethink their strategies and to use more cloud and networking strategies than ever before. Also the technologies allow better connectivity and this leads to the reformulation of traditional strategies to new digital visions and strategies. New processes are being set up which connect experts, companies and events and new marketing and management strategies arise. In this paper we describe the results of the research performed in a master thesis in cooperation between EuroSPI and the University of Applied Sciences Joanneum, and the paper outlines based on the example of EuroSPI how such digital transformation strategies have been used to restructure EuroSPI and the vision of the EuroSPI conference series to become an integrated digital enabled service network. This way situations like a Covid 19 can lead to improvement and higher business potentials than before. © 2022, Springer Nature Switzerland AG.

2.
31st Annual Conference of the European Association for Education in Electrical and Information Engineering, EAEEIE 2022 ; 2022.
Article in English | Scopus | ID: covidwho-1973466

ABSTRACT

During the period of the Covid-19 pandemic, the traditional education structure as we know it has been largely transformed due to lockdowns and social distancing. This study is a detailed description of how a normally face-to-face undergraduate course in digital design with laboratory sessions at the University of Iceland was transformed into a fully online based course. We show the essentialities required to transform the lectures and laboratory sessions from local to online. Furthermore, we compare the students' performance during the online teaching with that of previous students who participated in local teaching. © 2022 IEEE.

3.
2021 Digital Humanities Workshop, DHW 2021 ; : 141-147, 2021.
Article in English | Scopus | ID: covidwho-1832604

ABSTRACT

The aim of the study is to solve the problem of insufficient training of specialists who are able to meet the growing demand for projects in the digital design and computer games industry. Based on the analysis of the content of digital drawing and painting, two elective courses were implemented. They are: "Digital drawing with the basics of composition"and "Digital painting with the basics of color"for Bachelors of Professional Education majoring in digital technologies. In order to properly organize the process of blended learning, which was caused by quarantine restrictions due to the COVID-19 pandemic, appropriate tools to be used in the process of studying these courses, were selected. The Moodle distance learning platform and cloud technologies (Google Docs, Google Drive) were used to present theoretical material and set tasks for practical study. For operative communication with students VoIP program Discord was used. To develop students' skills of drawing from life and high-speed drawing we offered such Internet resources as Line of action, Character designs, Bodies in Motion, Human anatomy for artist. Approbation of the developed courses in the institution of higher education in the conditions of blended learning and the results of the survey of students proved the effectiveness of the developed courses. © 2021 ACM.

4.
5th International Conference on Education and E-Learning, ICEEL 2021 ; : 1-8, 2021.
Article in English | Scopus | ID: covidwho-1731323

ABSTRACT

This research’s goal is to demonstrate the contribution that digital media can have in supporting individuals with cognitive impairment, namely in the access to sensory therapies and clinical followup. The study is being developed for the Portuguese context, where this type of therapy is available mainly through Snoezelen rooms. These therapy rooms are mainly located in large urban centers and their supply is far below demand. In the last two years, this situation was significantly worsened due to the COVID-19 pandemic, which forced an even greater limitation to these rooms. This study arises then with the goal of answering to this difficulty of accessing sensory therapies, through the creation of an online solution that works as an alternative and complementary resource. This paper focuses on this research’s first phase, in which was conducted the identification and analysis of the problem;the literature review on the role of design for inclusion;the analysis of the digital solutions currently available in the market;and the presentation of the first studies of the prototype that is being developed. The results obtained with this study’s first phase show that there is currently no online solution that answers, in a relevant way, to the needs of this community;and that Design, through its methodologies, may offer a contribution to the construction of an interface solution that favours inclusion. © 2021 Association for Computing Machinery.

SELECTION OF CITATIONS
SEARCH DETAIL