labor

Laborers Needed

Don't apply within. You already have the job!




labor

Collaboration urged over island sewage spills

Anti-pollution campaigners joined Southern Water at a public meeting in Newport.




labor

Cloud players and open source collaboration

In today's keynote at OSBC RedHat's CEO Jim Whitehurst claimed that even companies like Google, Amazon and other cloud players are always collaborating .. not directly but in the form of collaboration via the various open source projects they build their offerings on.

While that's true to some extent, the reality IMO is that many of these companies end up with forks of key projects such as MySQL or Xen or use extension points to write their own core bits that are not open source and never will be. If you talk to ex-MySQL people they will tell you that while there was a lot of testing and other "low end" contributions by the community, almost no major contributions for MySQL came from random outside users. That is the general sentiment I've heard from most open source organizations, communities and projects and certainly our experience in WSO2 as well. Even in Apache, its usually people who are fairly committed to the project (either by employment, which is most common, or by personal interest/choice) who contribute meaningfully; its very rarely that you get a sizable contribution from an outsider.

In fact, the (ab)use of open source by online services companies like Google etc. is exactly why the AGPL license was created. For the uninitiated, AGPL is a viral license like GPL except that even online hosting is considered "distribution", thereby forcing service providers to ship the source code for any modifications they've done. Personally I'm not a fan of such aggressive tactics to get people to contribute (that's why ALL WSO2 software is Apache licensed) but there are many people who come from the free software mindset, in comparison to the open source mindset, of the FOSS community who are not happy with the Googles of the world not having to share any code at all even though they get a lot out of FOSS.

So IMO Jim's wrong on this- Google and Amazon and other major closed cloud platform players will NOT share anything they absolutely don't have to. As a side-effect, they will not touch any AGPL code because it will force them to be a commodity and that results in loss of key competitive advantages for them.

The FOSS movement is about giving power to the people. Cloud is a major risk for that as the cloud vendors are incentivized NOT to have a common denominator. That's why there's no freedom in the cloud without using a truly open source PaaS and building your own thing on top of it.




labor

Developing a Mobile Collaborative Tool for Business Continuity Management

We describe the design of a mobile collaborative tool that helps teams managing critical computing infrastructures in organizations, a task that is usually designated Business Continuity Management. The design process started with a requirements definition phase based on interviews with professional teams. The elicited requirements highlight four main concerns: collaboration support, knowledge management, team performance, and situation awareness. Based on these concerns, we developed a data model and tool supporting the collaborative update of Situation Matrixes. The matrixes aim to provide an integrated view of the operational and contextual conditions that frame critical events and inform the operators' responses to events. The paper provides results from our preliminary experiments with Situation Matrixes.




labor

The Iceberg Effect: Behind the User Interface of Mobile Collaborative Systems

Advances in mobile technologies are opening new possibilities to support collaborative activities through mobile devices. Unfortunately, mobile collaborative systems have been difficult to conceive, design and implement. These difficulties are caused in part by their unclear requirements and developers' lack of experience with this type of systems. However, several requirements involved in the collaborative back-end of these products are recurrent and should be considered in every development. This paper introduces a characterization of mobile collaboration and a framework that specifies a list of general requirements to be considered during the conception and design of a system in order to increase its probability of success. This framework was used in the development of two mobile collaborative systems, providing developers with a base of back-end requirements to aid system design and implementation. The systems were positively evaluated by their users.




labor

An Empirical Study on Human and Information Technology Aspects in Collaborative Enterprise Networks

Small and Medium Enterprises (SMEs) face new challenges in the global market as customers require more complete and flexible solutions and continue to drastically reduce the number of suppliers. SMEs are trying to address these challenges through cooperation within collaborative enterprise networks (CENs). Human aspects constitute a fundamental issue in these networks as people, as opposed to organizations or Information Technology (IT) systems, cooperate. Since there is a lack of empirical studies on the role of human factors in IT-supported collaborative enterprise networks, this paper addresses the major human aspects encountered in this type of organization. These human aspects include trust issues, knowledge and know-how sharing, coordination and planning activities, and communication and mutual understanding, as well as their influence on the business processes of CENs supported by IT tools. This paper empirically proves that these aspects constitute key factors for the success or the failure of CENs. Two case studies performed on two different CENs in Switzerland are presented and the roles of human factors are identified with respect to the IT support systems. Results show that specific human factors, namely trust and communication and mutual understanding have to be well addressed in order to design and develop adequate software solutions for CENs.




labor

Managing Mechanisms for Collaborative New-Product Development in the Ceramic Tile Design Chain

This paper focuses on improving the management of New-Product Development (NPD) processes within the particular context of a cluster of enterprises that cooperate through a network of intra- and inter-firm relations. Ceramic tile design chains have certain singularities that condition the NPD process, such as the lack of a strong hierarchy, fashion pressure or the existence of different origins for NPD projects. We have studied these particular circumstances in order to tailor Product Life-cycle Management (PLM) tools and some other management mechanisms to fit suitable sectoral reference models. Special emphasis will be placed on PLM templates for structuring and standardizing projects, and also on the roles involved in the process.




labor

A Petri Nets based Approach to Specify Individual and Collaborative Interaction in 3D Virtual Environments

This work describes a methodology that supports the design and implementation of software modules, which represent the individual and collaborative three-dimensional interaction process phases. The presented methodology integrates three modeling approaches: Petri Nets, a collaborative manipulation model based on the combination of single user interaction techniques taxonomy, and object-oriented programming concepts. The combination of these elements allows for the description of interaction tasks, the sequence of interaction processes being controlled by Petri Nets with the codes generated automatically. By the integration of these approaches, the present work addresses not only the entire development cycle of both individual and collaborative three-dimensional interaction, but also the reuse of developed interaction blocks in new virtual environment projects.




labor

Realising the Potential of Web 2.0 for Collaborative Learning Using Affordances

With the emergence of the Web 2.0 phenomena, technology-assisted social networking has become the norm. The potential of social software for collaborative learning purposes is clear, but as yet there is little evidence of realisation of the benefits. In this paper we consider Information and Communication Technology student attitudes to collaboration and via two case studies the extent to which they exploit the use of wikis for group collaboration. Even when directed to use a particular wiki designed for the type of project they are involved with, we found that groups utilized the wiki in different ways according to the affordances ascribed to the wiki. We propose that the integration of activity theory with an affordances perspective may lead to improved technology, specifically Web 2.0, assisted collaboration.




labor

Enhancement of Collaborative Learning Activities using Portable Devices in the Classroom

Computer Supported Collaborative Learning could highly impact education around the world if the proper Collaborative Learning tools are set in place. In this paper we describe the design of a collaborative learning activity for teaching Chemistry to Chilean students. We describe a PDA-based software tool that allows teachers to create workgroups in their classrooms in order to work on the activity. The developed software tool has three modules: one module for teachers, which runs on a PC and lets them create the required pedagogical material; second, there is a PDA module for students which lets them execute the activity; finally, a third module allows the teacher set workgroups and monitor each workgroup during the activity.




labor

A Clustering Approach for Collaborative Filtering Recommendation Using Social Network Analysis

Collaborative Filtering(CF) is a well-known technique in recommender systems. CF exploits relationships between users and recommends items to the active user according to the ratings of his/her neighbors. CF suffers from the data sparsity problem, where users only rate a small set of items. That makes the computation of similarity between users imprecise and consequently reduces the accuracy of CF algorithms. In this article, we propose a clustering approach based on the social information of users to derive the recommendations. We study the application of this approach in two application scenarios: academic venue recommendation based on collaboration information and trust-based recommendation. Using the data from DBLP digital library and Epinion, the evaluation shows that our clustering technique based CF performs better than traditional CF algorithms.




labor

La Semaine politique : la France a dᅵtruit ses masques, un ex-collaborateur de Vᅵran a cherchᅵ ᅵ en vendre (et quelques autres infos)

Vous n'avez pas eu le temps de lire Le Canard enchaᅵnᅵ, Mediapart, Le Monde, Arrᅵt sur images et tous les autres titres de presse ? On s'en charge pour vous.




labor

Integrating big data collaboration models: advancements in health security and infectious disease early warning systems

In order to further improve the public health assurance system and the infectious diseases early warning system to give play to their positive roles and enhance their collaborative capacity, this paper, based on the big and thick data analytics technology, designs a 'rolling-type' data synergy model. This model covers districts and counties, municipalities, provinces, and the country. It forms a data blockchain for the public health assurance system and enables high sharing of data from existing system platforms such as the infectious diseases early warning system, the hospital medical record management system, the public health data management system, and the health big and thick data management system. Additionally, it realises prevention, control and early warning by utilising data mining and synergy technologies, and ideally solves problems of traditional public health assurance system platforms such as excessive pressure on the 'central node', poor data tamper-proofing capacity, low transmission efficiency of big and thick data, bad timeliness of emergency response, and so on. The realisation of this technology can greatly improve the application and analytics of big and thick data and further enhance the public health assurance capacity.




labor

Virtual Computing Laboratories: A Case Study with Comparisons to Physical Computing Laboratories




labor

Study of the Impact of Collaboration among Teachers in a Collaborative Authoring System




labor

Collaborative Writing with Web 2.0 Technologies: Education Students’ Perceptions




labor

Fostering Digital Literacy through Web-based Collaborative Inquiry Learning – A Case Study




labor

Designing a Mobile-app-based Collaborative Learning System




labor

Enhancing Students’ Interest in Science and Technology through Cross-disciplinary Collaboration and Active Learning Techniques




labor

Learning Circles: A Collaborative Technology-Mediated Peer-Teaching Workshop

This research study explores peer teaching and learning without a domain expert teacher, within the context of an activity where teams of second level students (~16 years old) are required to create a learning experience for their peers. The study looks at how participants would like to be taught and how they would teach their peers if given the opportunity and examines the support they require, their motivation levels, and if they actually learn curriculum content using this approach. An exploratory case study methodology was used, and the findings suggest that students want varied learning experiences that include many of the elements which would fall under the heading of 21st century learning, that with some support and encouragement they can create innovative learning experiences for their peers, and that they can learn curriculum content from the process.




labor

The Impact of Hands-On Simulation Laboratories on Teaching of Wireless Communications

Aim/Purpose: To prepare students with both theoretical knowledge and practical skills in the field of wireless communications. Background: Teaching wireless communications and networking is not an easy task because it involves broad subjects and abstract content. Methodology: A pedagogical method that combined lectures, labs, assignments, exams, and readings was applied in a course of wireless communications. Contribution: Five wireless networking labs, related to wireless local networks, wireless security, and wireless sensor networks, were developed for students to complete all of the required hands-on lab activities. Findings: Both development and implementation of the labs achieved a successful outcome and provided students with a very effective learning experience. Students expressed that they had a better understanding of different wireless network technologies after finishing the labs. Recommendations for Practitioners: Detailed instructional lab manuals should be developed so that students can carry out hands-on activities in a step-by-step fashion. Recommendation for Researchers: Hands-on lab exercises can not only help students understand the abstract technical terms in a meaningful way, but also provide them with hands-on learning experience in terms of wireless network configuration, implementation, and evaluation. Impact on Society: With the help of a wireless network simulator, students have successfully enhanced their practical skills and it would benefit them should they decide to pursue a career in wireless network design or implementation. Future Research: Continuous revision of the labs will be made according to the feedback from students. Based on the experience, more wireless networking labs and network issues could be studied in the future.




labor

Collaborative Approach in Software Engineering Education: An Interdisciplinary Case

Aim/Purpose: This study was aimed at enhancing students’ learning of software engineering methods. A collaboration between the Computer Science, Business Management, and Product Design programs was formed to work on actual projects with real clients. This interdisciplinary form of collaboration simulates the realities of a diverse Software Engineering team. Background: A collaborative approach implemented through projects has been the established pedagogy for introducing the Software Engineering course to undergraduate Computer Science students. The collaboration, however, is limited to collaboration among Computer Science students and their clients. This case study explored an enhancement to the collaborative approach to project development by integrating other related disciplines into the project development framework; hence, the Interdisciplinary Approach. Methodology: This study adopted the case method approach. An interdisciplinary service innovation activity was proposed to invite other disciplines in the learning process of the computer science students. The agile methodology Scrum was used as the software development approach during project development. Survey data were collected from the students to establish (a) their perception of the interdisciplinary approach to project development; (b) the factors that influenced success or failure of their team to deliver the project; and (c) the perceived skills or knowledge that they acquired from the interdisciplinary approach. Analysis of data followed a mixed method approach. Contribution: The study improved the current pedagogy for Software Engineering education by integrating other related disciplines into the software project development framework. Findings: Data collected showed that the students generally accepted the interdisciplinary approach to project development. Factors such as project relevance, teamwork, time and schedule, and administration support, among others, affect team performance towards project completion. In the case of the Computer Science students, results show that students have learned skills during the experience that, as literature reveal, can only be acquired or mastered in their future profession as software engineers. Recommendations for Practitioners: The active collaboration of the industry with the University and the involvement of the other related courses in teaching software engineering methods are critical to the development of the students, not only in learning the methodology but also as a working professional. Recommendation for Researchers: It is interesting to know and eventually understand the interactions between interdisciplinary team members in the conduct of Software Engineering practices while working on their projects. More specifically, what creative tensions arise and how do the interdisciplinary teams handle the discourse? Impact on Society: This study bridges the gap between how Software Engineering is taught in the university and how Software Engineering teams work in real life. Future Research: Future research is targeted at refining and elaborating the elements of the interdisciplinary framework presented in this paper towards an integrated course module for Software Engineering education.




labor

Changing the Learning Environment: Teachers and Students’ Collaboration in Creating Digital Games

Aim/Purpose: The current study examines the impact of an intervention program to train teachers to collaborate with their students while creating digital games. Background: Teachers seem unable to leverage the potential of ICT to present students with a rich learning environment. ICT integration is usually at a relatively simple and concrete level without changing the traditional teacher-student paradigm. Methodology: The study is both quantitative and qualitative. Participants were 63 active teachers studying in the M.Ed. program at a teacher education college. The teachers responded to a series of pre- and post-questionnaires and wrote a concluding reflection. Contribution: Teaching based on creating digital games, combined with teacher-class collaboration, is a viable and real alternative of constructivist teaching, adapted to different learners. Findings: The SEM path analysis showed that it was only after the intervention that the lower the teachers’ resistance to changing teaching patterns, the higher their intrinsic motivation to learn an innovative pedagogical-technological program and likewise the sense of mastery of 21st-century skills, resulting in a positive attitude towards classroom collaboration. The qualitative findings reveal eight categories dealing with two main themes: the first is professional development, including conceptual, behavioral and emotional change, and the second is the teachers’ perception of the learners. Recommendations for Practitioners: Teacher training should be ongoing in order to change teaching-learning processes and promote an active approach based on constructive principles, 21st-century skills and collaboration between teachers and students in a computer environment. Recommendation for Researchers: Future studies should start by sampling teachers and education professionals who have convenient access to technology in their teaching-learning environment. Impact on Society: Collaboration between teachers and students in creating learning games in a computer environment and teacher-class collaboration, in general, require very different training than that which exists today. Hence there should be some rethinking of teacher training. The proposed pedagogical model is one such idea in the right direction. Future Research: A larger study with a greater number of participants, including a control group, should be conducted.




labor

A Study on the Effectiveness of an Undergraduate Online Teaching Laboratory With Semantic Mechanism From a Student Perspective

Aim/Purpose: The current study was conducted to investigate the students’ perceived satisfaction with the use of a semantic-based online laboratory, which provides students with a search mechanism for laboratory resources, such as instruments and devices. Background: The increasing popularity of using online teaching labs, as an important element of experiential learning in STEM education, is because they represent a collection of integrated tools that allow students and teachers to interact and work collaboratively, whereas they provide an enriched learning content delivery mechanism. Moreover, several research studies have proposed various approaches for online teaching laboratories. However, there are hardly any studies that examine the student satisfaction provided by online laboratories based on students’ experiential learning. Methodology: To measure the effectiveness of the laboratory, we performed a case study in a Computer Fundamentals online course in which undergraduate students were able to manage devices and instruments remotely. Participants were a sample of 50 third semester students of Bachelor’s degree in Information Technology Administration who were divided in experimental and control groups (online laboratory vs. traditional manner). Given a laboratory assignment, students were able to carry out the management of devices and instruments through a LabView virtual environment and web services. The data of the experiment were collected through two questionnaires from both groups. The first is a system usability score (SUS) questionnaire concerning lab usability and the second one students’ cognitive load. Contribution: The results of the study showed a high correlation between usability and cognitive load-satisfaction of students who used the online teaching laboratory compared to the students who did not use it. Findings: On the one hand, the online laboratory provided students with an easy way to share and deploy instruments and devices, thus enhancing system usability. On the other hand, it offered important facilities which enabled students to customize the search for instruments and devices, which certainly had a positive impact on the relationship between cognitive load and satisfaction. Recommendations for Practitioners: In this work we propose an intuitive laboratory interface as well as easiness to use but challenging and capable of providing similar experiences to the traditional laboratory. Recommendation for Researchers: This study is one of the first to analyze the cognitive load-satisfaction relationship and compare it with usability scores. Impact on Society: Our analyses make an important contribution to the literature by suggesting a correlation analysis comparing the results of experimental and control groups that participated in this research work, in terms of usability and cognitive load-satisfaction. Future Research: Future work will also investigate other methodological aspects of instructional design with the aim to improve personalized learning and reinforce collaborative experiences, as well as to deal with problems related to laboratory access, such as authentication, scheduling, and interoperability.




labor

Adoption and Usage of Augmented Reality-based Virtual Laboratories Tool for Engineering Studies

Aim/Purpose: The study seeks to utilize Augmented Reality (AR) in creating virtual laboratories for engineering education, focusing on enhancing teaching methodologies to facilitate student understanding of intricate and theoretical engineering principles while also assessing engineering students’ acceptance of such laboratories. Background: AR, a part of next-generation technology, has enhanced the perception of reality by overlaying virtual elements in the physical environment. The utilization of AR is prevalent across different disciplines, yet its efficacy in facilitating Science, Technology, Engineering, and Mathematics (STEM) education is limited. Engineering studies, a part of STEM learning, involves complex and abstract concepts like machine simulation, structural analysis, and design optimization; these things would be easy to grasp with the help of AR. This restriction can be attributed to their innovative characteristics and disparities. Therefore, providing a comprehensive analysis of the factors influencing the acceptance of these technologies by students - the primary target demographic – and examining the impact of these factors is essential to maximize the advantages of AR while refining the implementation processes. Methodology: The primary objective of this research is to develop and evaluate a tool that enriches the educational experience within engineering laboratories. Utilizing Unity game engine libraries, digital content is meticulously crafted for this tool and subsequently integrated with geo-location functionalities. The tool’s user-friendly interface allows both faculty and non-faculty members of the academic institution to establish effortlessly the virtual laboratory. Subsequently, an assessment of the tool is conducted through the application of the Unified Theory of Acceptance and Use of Technology (UTAUT2) model, involving the administration of surveys to university students to gauge their level of adaptability. Contribution: The utilization of interactive augmented learning in laboratory settings enables educational establishments to realize notable savings in time and resources, thereby achieving sustainable educational outcomes. The study is of great importance due to its utilization of student behavioral intentions as the underlying framework for developing an AR tool and illustrating the impact of learner experience on various objectives and the acceptance of AR in Engineering studies. Furthermore, the research results enable educational institutions to implement AR-based virtual laboratories to improve student experiences strategically, align with learner objectives, and ultimately boost the adaptability of AR technologies. Findings: Drawing on practice-based research, the authors showcase work samples and a digital project of AR-based Virtual labs to illustrate the evaluation of the adaptability of AR technology. Adaptability is calculated by conducting a survey of 300 undergraduate university students from different engineering departments and applying an adaptability method to determine the behavioral intentions of students. Recommendations for Practitioners: Engineering institutions could leverage research findings in the implementation of AR to enhance the effectiveness of AR technology in practical education settings. Recommendation for Researchers: The authors implement a pragmatic research framework aimed at integrating AR technology into virtual AR-based labs for engineering education. This study delves into a unique perspective within the realm of engineering studies, considering students’ perspectives and discerning their behavioral intentions by drawing upon previous research on technology utilization. The research employs various objectives and learner experiences to assess their influence on students’ acceptance of AR technology. Impact on Society: The use of AR in engineering institutions, especially in laboratory practicals, has a significant impact on society, supported by the UTAUT2 model. UTAUT2 model assesses factors like performance, effort expectancy, social influence, and conditions, showing that AR in education is feasible and adaptable. This adaptability helps students and educators incorporate AR tools effectively for better educational results. AR-based labs allow students to interact with complex engineering concepts in immersive settings, enhancing understanding and knowledge retention. This interactive augmented learning for laboratories saves educational institutions significant time and resources, attaining sustainable learning. Future Research: Further research can employ a more comprehensive acceptance model to examine learners’ adaptability to AR technology and try comparing different adaptability models to determine which is more effective for engineering students.




labor

Study on personalised recommendation method of English online learning resources based on improved collaborative filtering algorithm

In order to improve recommendation coverage, a personalised recommendation method for English online learning resources based on improved collaborative filtering algorithm is studied to enhance the comprehensiveness of personalised recommendation for learning resources. Use matrix decomposition to decompose the user English online learning resource rating matrix. Cluster low dimensional English online learning resources by improving the K-means clustering algorithm. Based on the clustering results, calculate the backfill value of English online learning resources and backfill the information matrix of low dimensional English online learning resources. Using an improved collaborative filtering algorithm to calculate the predicted score of learning resources, personalised recommendation of English online learning resources for users based on the predicted score. Experimental results have shown that this method can effectively backfill English online learning resources, and the resource backfilling effect is excellent, and it has a high recommendation coverage rate.




labor

Quantitative evaluation method of ideological and political teaching achievements based on collaborative filtering algorithm

In order to overcome the problems of large error, low evaluation accuracy and long evaluation time in traditional evaluation methods of ideological and political education, this paper designs a quantitative evaluation method of ideological and political education achievements based on collaborative filtering algorithm. First, the evaluation index system is constructed to divide the teaching achievement evaluation index data in a small scale; then, the quantised dataset is determined and the quantised index weight is calculated; finally, the collaborative filtering algorithm is used to generate a set with high similarity, construct a target index recommendation list, construct a quantitative evaluation function and solve the function value to complete the quantitative evaluation of teaching achievements. The results show that the evaluation error of this method is only 1.75%, the accuracy can reach 98%, and the time consumption is only 2.0 s, which shows that this method can improve the quantitative evaluation effect.




labor

Building the Hydra Together: Enhancing Repository Provision through Multi-Institution Collaboration

In 2008 the University of Hull, Stanford University and University of Virginia decided to collaborate with Fedora Commons (now DuraSpace) on the Hydra project. This project has sought to define and develop repository-enabled solutions for the management of multiple digital content management needs that are multi-purpose and multi-functional in such a way as to allow their use across multiple institutions. This article describes the evolution of Hydra as a project, but most importantly as a community that can sustain the outcomes from Hydra and develop them further. The data modelling and technical implementation are touched on in this context, and examples of the Hydra heads in development or production are highlighted. Finally, the benefits of working together, and having worked together, are explored as a key element in establishing a sustainable open source solution.




labor

Collaborative Work Skills for the Beginning IS Professional




labor

Share, Collaborate, Create Virtual Conferences




labor

Modeling Human Activity Systems for Collaborative Project Development: An IS Development Perspective




labor

CAB - Collaboration across Borders: Peer Evaluation for Collaborative Learning




labor

Collaborative Learning: A Connected Community Approach




labor

Cheating or ‘Collaborative Work’: Does it Pay? 




labor

An Exploratory Survey in Collaborative Software in a Graduate Course in Automatic Identification and Data Capture




labor

A Didactic Experience in Collaborative Learning Supported by Digital Media




labor

Improving Progression and Satisfaction Rates of Novice Computer Programming Students through ACME – Analogy, Collaboration, Mentoring, and Electronic Support




labor

Community Living Lab as a Collaborative Innovation Environment




labor

A Longitudinal Study of the Use of Computer Supported Collaborative Learning in Promoting Lifelong Learning Skills




labor

Design Alternatives for a MediaWiki to Support Collaborative Writing in Higher Education Classes




labor

Cross-Departmental Collaboration for the Community: Technical Communicators in a Service-Learning Software Engineering Course




labor

Collaboration of Two Service-Learning Courses: Software Development and Technical Communication




labor

International Collaboration for Women in IT: How to Avoid Reinventing the Wheel




labor

An Ad-Hoc Collaborative Exercise between US and Australian Students Using ThinkTank: E-Graffiti or Meaningful Exchange?




labor

A Collaborative Writing Approach to Wikis: Design, Implementation, and Evaluation




labor

Highs and Lows of Organizational Decision Making and the Relationship to Collaboration and Technology Tools




labor

The Evolution of Digital Technologies – from Collaboration to eCollaboration – and the Tools which assist eCollaboration




labor

Distributed Collaborative Learning in Online LIS Education: A Curricular Analysis




labor

An E-Collaboration Activity System for Research Institutions




labor

A Collaborative Framework for a Cross-Institutional Assessment to Shape Future IT Professionals