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How Threads will integrate with the Fediverse

This is an exceptionally long post detailing pretty much everything I learned at an event shortly before Christmas at Meta’s offices in San Francisco. I’ve been delayed in writing it up because of traveling back to the UK for Christmas and other commitments – and because I wanted to capture everything. It’s roughly written, and […]




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London's 2024 Christmas Markets And Festive Fairs

Gifts, decorations and festive food.




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Crystal Palace Subway Is Becoming A Cinema This Christmas

Son of a nutcracker!






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St Pancras Station Unveils Its Christmas Tree - And It's Wicked

A fir tree in fairytale form.





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Trafalgar Square Christmas Tree 2024: Where's It From? What's Its History? When Is The Switch-On?

Spruce up on your arboreal knowhow.




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This Cinema's Screening The Muppet Christmas Carol Every Day In December Up To Xmas Eve

41 times in all.







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Hyde Park Winter Wonderland 2024: A Guide To Visiting London's Huge Christmas Festival

When to go, what to see and how to save money.



  • London
  • Christmas in London
  • Winter Wonderland
  • christmas in London
  • HYDE PARK WINTER WONDERLAND
  • LONDON AT CHRISTMAS
  • WINTER WONDERLAND HYDE PARK
  • WINTER WONDERLAND TICKETS
  • WINTER WONDERLAND MAP
  • 2024
  • CHRISTMAS 2024

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Festive Film Screenings: Where To Watch Christmas Movies In London This Year

Pop-up cinemas screening Christmas classics.





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News roundup: Chrome for Android, ASCII Fluid Dynamics, Node.js: doing life wrong?

(no podcast this week - Boo! Check back next week) Chrome for Android Google has just released a beta of Chrome for Android, which is available for those running Android Ice Cream Sandwich (aka "the 1%"). This isn't JavaScript-specific news per se, but it is HUGE news for web devs ...




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Innovation under siege: Federal regulations threaten Michigan colleges

Department of Education targets ed tech companies and foreign-owned vendors




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SPDY - 90% of all Gmail Traffic via Chrome/HTTPS

Anyone watching the SPDY-DEV group will have heard something pretty amazing today. SPDY is a proposed alternative to HTTP from Google. It was launched in November 2009 and has been chugging along making progress ever since, but frankly without much further buzz.

Today, Google admitted on the mailing list that 90% of all Gmail and other Google services go via SPDY when the client is Chrome and SSL is used:

Yes, indeed SPDY is enabled in Chrome and on Google servers for all SSL
traffic at this point.  (Actually, we do 90% on SPDY, with a 10% holdback
for purposes of A/B comparisons).
This is pretty damn significant real world usage.




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Integrating Personal Web Data through Semantically Enhanced Web Portal

Currently, the World Wide Web is mostly composed of isolated and loosely connected "data islands". Connecting them together and retrieving only the information that is of interest to the user is the common Web usage process. Creating infrastructure that would support automation of that process by aggregating and integrating Web data in accordance to user's personal preferences would greatly improve today's Web usage. A significant part of Web data is available only through the login and password protected applications. As that data is very important for the usefulness of described process, proposed infrastructure needs to support authorized access to user's personal data. In this paper we propose a semantically enhanced Web portal that presents unique personalized user's entry to the domain-specific Web information. We also propose an identity management system that supports authorized access to the protected Web data. To verify the proposed solution, we have built Sweb - a semantically enhanced Web portal that uses proposed identity management system.




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Stop Using Chrome On Your iPhone, Warns Apple—Millions Of Users Must Now Decide - Forbes

  1. Stop Using Chrome On Your iPhone, Warns Apple—Millions Of Users Must Now Decide  Forbes
  2. 4 new Chrome improvements for iOS  The Keyword
  3. Chrome on your iPhone can search using pictures and words at the same time  The Verge
  4. Google Rolls Out Four New Chrome Features for iOS  iPhone in Canada
  5. Chrome 131 for iOS adding new Google Drive, Maps integrations  9to5Google




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Même dans le chrono, Thomas résiste au temps

Tom Dumoulin.
Dans la vingtième étape, un contre-la-montre sélectif entre Saint-Pée-sur-Nivelle et Espelette (31 km), victoire du Néerlandais Tom Dumoulin, une toute petite seconde devant Chris Froome, qui récupère sa marche sur le podium. Troisième de l’étape, le Gallois Geraint Thomas remporte son premier Tour de France.

Sur la route du Tour, envoyé spécial.
D’abord il plut sur les routes du pays basque, ensuite l’asphalte se réchauffa avant de sécher sommairement comme pour favoriser les ...




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Machine learning and deep learning techniques for detecting and mitigating cyber threats in IoT-enabled smart grids: a comprehensive review

The confluence of the internet of things (IoT) with smart grids has ushered in a paradigm shift in energy management, promising unparalleled efficiency, economic robustness and unwavering reliability. However, this integrative evolution has concurrently amplified the grid's susceptibility to cyber intrusions, casting shadows on its foundational security and structural integrity. Machine learning (ML) and deep learning (DL) emerge as beacons in this landscape, offering robust methodologies to navigate the intricate cybersecurity labyrinth of IoT-infused smart grids. While ML excels at sifting through voluminous data to identify and classify looming threats, DL delves deeper, crafting sophisticated models equipped to counteract avant-garde cyber offensives. Both of these techniques are united in their objective of leveraging intricate data patterns to provide real-time, actionable security intelligence. Yet, despite the revolutionary potential of ML and DL, the battle against the ceaselessly morphing cyber threat landscape is relentless. The pursuit of an impervious smart grid continues to be a collective odyssey. In this review, we embark on a scholarly exploration of ML and DL's indispensable contributions to enhancing cybersecurity in IoT-centric smart grids. We meticulously dissect predominant cyber threats, critically assess extant security paradigms, and spotlight research frontiers yearning for deeper inquiry and innovation.




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Robust and secure file transmission through video streaming using steganography and blockchain

File transfer is always handled by a separate service, sometimes it is a third-party service in videoconferencing. When sending files during a video session, file data flow and video stream are independent of each other. Encryption is a mature method to ensure file security. However, it still has the chance to leave footprints on the intermediate forwarding machines. These footprints can indicate that a file once passed through, some protocol-related logs give clues to the hackers' later investigation. This work proposes a file-sending scheme through the video stream using blockchain and steganography. Blockchain is used as a file slicing and linkage mechanism. Steganography is applied to embed file pieces into video frames that are continuously generated during the session. The scheme merges files into the video stream with no file transfer protocol use and no extra bandwidth consumed by the file to provide trackless file transmission during the video communication.




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Dual network control system for bottom hole throttling pressure control based on RBF with big data computing

In the context of smart city development, the managed pressure drilling (MPD) drilling process faces many uncertainties, but the characteristics of the process are complex and require accurate wellbore pressure control. However, this process runs the risk of introducing un-modelled dynamics into the system. To this problem, this paper employs neural network control techniques to construct a dual-network system for throttle pressure control, the design encompasses both the controller and identifier components. The radial basis function (RBF) network and proportional features are connected in parallel in the controller structure, and the RBF network learning algorithm is used to train the identifier structure. The simulation results show that the actual wellbore pressure can quickly track the reference pressure value when the pressure setpoint changes. In addition, the controller based on neural network realises effective control, which enables the system to track the input target quickly and achieve stable convergence.




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




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Exploring Educational and Cultural Adaptation through Social Networking Sites




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Accelerating Software Development through Agile Practices - A Case Study of a Small-scale, Time-intensive Web Development Project at a College-level IT Competition




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Deepening Learning through Learning-by-Inventing




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




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Web Annotation and Threaded Forum: How Did Learners Use the Two Environments in an Online Discussion?




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Enhancing Children's Interest and Knowledge in Bioengineering through an Interactive Videogame

Aim/Purpose: Bioengineering is a burgeoning interdisciplinary learning domain that could inspire the imaginations of elementary aged children but is not traditionally taught to this age group for reasons unrelated to student ability. This pilot study presents the BacToMars videogame and accompanying curricular intervention, designed to introduce children (aged 7-11) to foundational concepts of bioengineering and to the interdisciplinary nature of scientific endeavors. Background: This pilot study explores the bioengineering-related learning outcomes and attitudes of children after engaging with the BacToMars game and curriculum intervention. Methodology: This study drew on prior findings in game-based learning and applied them to a videogame designed to connect microbiology with Constructionist microworlds. An experimental comparison showed the learning and engagement affordances of integrating this videogame into a mixed-media bioengineering curriculum. Elementary-aged children (N = 17) participated in a 9-hour learning intervention, with one group of n = 8 children receiving the BacToMars videogame and the other group (n = 9) receiving traditional learning activities on the same content. Pre- and post-surveys and interview data were collected from both groups. Contribution: This paper contributes to education research on children’s ability to meaningfully engage with abstract concepts at the intersection of science and engineering through bioengineering education, and to design research on developing educational technology for introducing bioengineering content to elementary school children. Findings: Children in both groups showed improved knowledge and attitudes related to bioengineering. Children who used BacToMars showed slightly stronger performance on game-specific concepts, while children in the control condition showed slightly higher generalized knowledge of bioengineering concepts. Recommendations for Practitioners: Practitioners should consider bioengineering as a domain for meaningful, interdisciplinary learning in elementary education.. Recommendation for Researchers: Design researchers should develop playful ways to introduce bioengineering concepts accurately and to engage children’s imaginations and problem-solving skills. Education researchers should further investigate developmentally appropriate ways to introduce bioengineering in elementary education. Impact on Society: BacToMars introduces a meaningful scenario to contextualize complex con-cepts at the intersection of science and engineering, and to engage children in real-world, interdisciplinary problem solving. Future Research: Future research should explore BacToMars and bioengineering curricula for elementary-aged children in larger samples, with longer intervention times.




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The Development of Computational Thinking in Student Teachers through an Intervention with Educational Robotics

Aim/Purpose: This research aims to describe and demonstrate the results of an intervention through educational robotics to improve the computational thinking of student teachers. Background: Educational robotics has been increasing in school classrooms for the development of computational thinking and digital competence. However, there is a lack of research on how to prepare future teachers of Kindergarten and Elementary School in the didactic use of computational thinking, as part of their necessary digital teaching competence. Methodology: Following the Design-Based Research methodology, we designed an intervention with educational robots that includes unplugged, playing, making and remixing activities. Participating in this study were 114 Spanish university students of education. Contribution: This research helps to improve the initial training of student teachers, especially in the field of educational robotics. Findings: The student teachers consider themselves digital competent, especially in the dimensions related to social and multimedia aspects, and to a lesser extent in the technological dimension. The results obtained also confirm the effectiveness of the intervention through educational robotics in the development of computational thinking of these students, especially among male students. Recommendations for Practitioners: Teacher trainers could introduce robotics following these steps: (1) initiation and unplugged activities, (2) gamified activities of initiation to the programming and test of the robots, (3) initiation activities to Scratch, and (4) design and resolution of a challenge. Recommendation for Researchers: Researchers could examine how interventions with educational robots helps to improve the computational thinking of student teachers, and thoroughly analyze gender-differences. Impact on Society: Computational thinking and robotics are one of the emerging educational trends. Despite the rise of this issue, there are still few investigations that systematize and collect evidence in this regard. This study allows to visualize an educational intervention that favors the development of the computational thinking of student teachers. Future Research: Researchers could evaluate not only the computational thinking of student teachers, but also their didactics, their ability to teach or create didactic activities to develop computational thinking in their future students.




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Novice Programmers’ Coping with Multi-Threaded Software Design

Aim/Purpose: Multi-threaded software design is considered to be difficult, especially to novice programmers. In this study, we explored how students cope with a task that its solution requires a multi-threaded architecture to achieve optimal runtime. Background: An efficient exploit of multicore processors architecture requires computer programs that use parallel programming techniques. However, parallel programming is difficult to understand and apply by novice programmers. Methodology: The students had to address a two-stage problem: (1) design an optimal runtime solution to a given problem with no additional instructions; and (2) provide an optimal runtime multi-threaded design to the same problem. Interviews were conducted with a representative group of students to understand the underlying causes of their provided designs. We used qualitative research methods to gain refined insights regarding the students’ decision making during the design process. To analyze the gained data, we used content analysis tools. Contribution: The case study presented in this paper will help the teacher to stress the merits and limitations of various parallel architectures and confront students with the consequences of their solutions via performances’ benchmark. Findings: Analysis of the student’s solutions to the first stage revealed that the majority of them did not provide a multi-threaded solution ignoring the optimal runtime requirement. At the second stage, seven various architectures were provided differing in the number of involved threads, the data structures used, and the synchronization mechanism employed. The majority of the solutions were sub-optimal and only a few students provided an optimal one. Recommendations for Practitioners: We recommend conducting class discussions that will follow a task similar to the one used in this study. Recommendation for Researchers: To be able to generalize the received results this research should be repeated with larger study participant groups from various academic institutions. Impact on Society: Understanding the difficulties of novice programmers may lead to quality software systems. Future Research: To be able to generalize the received results this research should be repeated with larger study participant groups from various academic institutions.




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Knowledge Management Applied to Learning English as a Second Language Through Asynchronous Online Instructional Videos

Aim/Purpose: The purpose of this research is to determine whether ESL teaching videos as a form of asynchronous online knowledge sharing can act as an aid to ESL learners internalizing knowledge in language acquisition. In this context, internalizing knowledge carries the meaning of being able to remember language, and purposefully and accurately use it context, including appropriacy of language, and aspects of correct pronunciation, intonation, stress patterns and connected speech, these being the elements of teaching and practice that are very often lacking in asynchronous, online, instructional video. Background: Knowledge Management is the field of study, and the practice, of discovering, capturing, sharing, and applying knowledge, typically with a view to translating individuals’ knowledge into organizational knowledge. In the field of education, it is the sharing of instructors’ knowledge for students to be able to learn and usefully apply that knowledge. In recent pandemic times, however, the mode of instruction has, of necessity, transitioned from face-to-face learning to an online environment, transforming the face of education as we know it. While this mode of instruction and knowledge sharing has many advantages for the online learner, in both synchronous and asynchronous learning environments, it presents certain challenges for language learners due to the absence of interaction and corrective feedback that needs to take place for learners of English as a Second Language (ESL) to master language acquisition. Unlike other subjects where the learner has recourse to online resources to reinforce learning through referencing external information, such as facts, figures, or theories, to be successful in learning a second language, the ESL learner needs to be able to learn to process thought and speech in that language; essentially, they need to learn to think in another language, which takes time and practice. Methodology: The research employs a systematic literature review (SLR) to determine the scope and extent to which the subject is covered by existing research in this field, and the findings thereof. Contribution: Whilst inconclusive in relation to internalizing language through online, asynchronous instructional video, through its exploratory nature, the research contributes towards the body of knowledge in online learning through the drawing together of various studies in the field of learning through asynchronous video through improving video and instructional quality. Findings: The findings of the systematic literature review revealed that there is negligible research in this area, and while information exists on blended and flipped modes of online learning, and ways to improve the quality and delivery of instructional video generally, no prior research on the exclusive use of asynchronous videos as an aid to internalizing English as a second language were found. Recommendations for Practitioners: From this research, it is apparent that there is considerably more that practitioners can do to improve the quality of instructional videos that can help students engage with the learning, from which students stand a much better chance of internalizing the learning. Recommendation for Researchers: For researchers, the absence of existing research is an exciting opportunity to further explore this field. Impact on Society: Online learning is now globally endemic, but it poses specific challenges in the field of second language learning, so the development of instructional videos that can facilitate this represents a clear benefit to all ESL learners in society as a whole. Future Research: Clearly the absence of existing research into whether online asynchronous instructional videos can act as an aid to internalizing the acquisition of English as a second language would indicate that this very specific field is one that merits future research. Indeed, it is one that the author intends to exploit through primary data collection from the production of a series of asynchronous, online, instructional videos.




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Unveiling the Digital Equation Through Innovative Approaches for Teaching Discrete Mathematics to Future Computer Science Educators

Aim/Purpose: This study seeks to present a learning model of discrete mathematics elements, elucidate the content of teaching, and validate the effectiveness of this learning in a digital education context. Background: Teaching discrete mathematics in the realm of digital education poses challenges, particularly in crafting the optimal model, content, tools, and methods tailored for aspiring computer science teachers. The study draws from both a comprehensive review of relevant literature and the synthesis of the authors’ pedagogical experiences. Methodology: The research utilized a system-activity approach and aligned with the State Educational Standard. It further integrated the theory of continuous education as its psychological and pedagogical foundation. Contribution: A unique model for instructing discrete mathematics elements to future computer science educators has been proposed. This model is underpinned by informative, technological, and personal competencies, intertwined with the mathematical bedrock of computer science. Findings: The study revealed the importance of holistic teaching of discrete mathematics elements for computer science teacher aspirants in line with the Informatics educational programs. An elective course, “Elements of Discrete Mathematics in Computer Science”, comprising three modules, was outlined. Practical examples spotlighting elements of mathematical logic and graph theory of discrete mathematics in programming and computer science were showcased. Recommendations for Practitioners: Future computer science educators should deeply integrate discrete mathematics elements in their teaching methodologies, especially when aligning with professional disciplines of the Informatics educational program. Recommendation for Researchers: Further exploration is recommended on the seamless integration of discrete mathematics elements in diverse computer science curricula, optimizing for varied learning outcomes and student profiles. Impact on Society: Enhancing the quality of teaching discrete mathematics to future computer science teachers can lead to better-educated professionals, driving advancements in the tech industry and contributing to societal progress. Future Research: There is scope to explore the wider applications of the discrete mathematics elements model in varied computer science sub-disciplines, and its adaptability across different educational frameworks.




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Playable Experiences Through Technologies: Opportunities and Challenges for Teaching Simulation Learning and Extended Reality Solution Creation

Aim/Purpose: This paper describes a technologies education model for introducing Simulation Learning and Extended Reality (XR) solution creation skills and knowledge to students at the tertiary education level, which is broadly applicable to higher education-based contexts of teaching and learning. Background: This work is made possible via the model’s focus on advancing knowledge and understanding of a range of digital resources, and the processes and production skills to teach and produce playable educational digital content, including classroom practice and applications. Methodology: Through practice-based learning and technology as an enabler, to inform the development of this model, we proposed a mixed-mode project-based approach of study within a transdisciplinary course for Higher Education students from the first year through to the post-graduate level. Contribution: An argument is also presented for the utility of this model for upskilling Pre-service Teachers’ (PSTs) pedagogical content knowledge in Technologies, which is especially relevant to the Australian curriculum context and will be broadly applicable to various educative and non-Australian settings. Findings: Supported by practice-based research, work samples and digital projects of Simulation Learning and XR developed by the authors are demonstrated to ground the discussion in examples; the discussion that is based around some of the challenges and the technical considerations, and the scope of teaching digital solutions creation is provided. Recommendations for Practitioners: We provide a flexible technologies teaching and learning model for determining content for inclusion in a course designed to provide introductory Simulation Learning and XR solution creation skills and knowledge. Recommendation for Researchers: The goal was to provide key criteria and an outline that can be adapted by academic researchers and learning designers in various higher education-based contexts of teaching and inclusive learning design focused on XR. Impact on Society: We explore how educators work with entities in various settings and contexts with different priorities, and how we recognise expertise beyond the institutional interests, beyond discipline, and explore ‘what is possible’ through digital technologies for social good and inclusivity. Future Research: The next step for this research is to investigate and explore how XR and Simulation Learning could be utilised to accelerate student learning in STEM and HASS disciplines, to promote knowledge retention and a higher level of technology-enhanced learning engagement.




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A forensic approach: identification of source printer through deep learning

Forensic document forgery investigations have elevated the need for source identification for printed documents during the past few years. It is necessary to create a reliable and acceptable safety testing instrument to determine the credibility of printed materials. The proposed system in this study uses a neural network to detect the original printer used in forensic document forgery investigations. The study uses a deep neural network method, which relies on the quality, texture, and accuracy of images printed by various models of Canon and HP printers. The datasets were trained and tested to predict the accuracy using logical function, with the goal of creating a reliable and acceptable safety testing instrument for determining the credibility of printed materials. The technique classified the model with 95.1% accuracy. The proposed method for identifying the source of the printer is a non-destructive technique.




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Navigating e-customer relationship management through emerging information and communication technologies: moderation of trust and financial risk

This study examines the relationships between ICTs (e.g., chatbots, virtual assistants, social media platforms, e-mail marketing, mobile marketing, data analytics, interactive voice response, big data analytics, push notifications, cloud computing, and augmented reality) and e-customer relationship management (e-CRM) from the banking industry of China. Similarly, this study unfolds the moderation interference of trust and risk between the association of ICTs and e-CRM, respectively. The study provided a positive nexus between ICTs and e-CRM. On the other side, a significant moderation of trust, as well as financial risk was observed between the correlation of ICTs and customer relationship management. This study endows with insights into ICTs which are critical for achieving e-CRM by streamlining interactions and enhancing their experience. Similarly, trust and financial risk were observed as potential forces that sway the association between ICTs and e-CRM.




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Advancing mobile open learning through DigiBot technology: a case study of using WhatsApp as a scalable learning tool

This article presents a case study that outlines the potential of DigiBot technology, an interactive automated response program, in mobile open learning (MOL) for business subjects. The study, which draws on a project implemented in Sub-Saharan Africa, demonstrates the applications of DigiBots delivered via WhatsApp to over 650,000 learners. Employing a mixed-methods approach, the article reports on live event tracking, qualitative observations from facilitators and learning technologists, and a learner survey (<i>N</i> = 304,000). The research offers practical recommendations and proposes a model for scalable DigiBot learning. Findings reveal that in this case, DigiBot MOL had the potential to effectively address two key obstacles in open learning: accessibility and scalability. Leveraging mobile platforms such as WhatsApp mitigates accessibility restrictions, particularly in resource-constrained contexts, while tailored micro-learning enhances scalability.




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A survey on predicting at-risk students through learning analytics

This paper analyses the adoption of learning analytics to predict at-risk students. A total of 233 research articles between 2004 and 2023 were collected from Scopus for this study. They were analysed in terms of the relevant types and sources of data, targets of prediction, learning analytics methods, and performance metrics. The results show that data related to students' academic performance, socio-demographics, and learning behaviours have been commonly collected. Most studies have addressed the identification of students who have a higher chance of poor academic performance or dropping out of their courses. Decision trees, random forests, and artificial neural networks are the most frequently used techniques for prediction, with ensemble methods gaining popularity in recent years. Classification accuracy, recall, sensitivity, and true positive rate are commonly used as performance metrics for evaluation. The results reveal the potential of learning analytics for informing timely and evidence-based support for at-risk students.




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A study on value chain of mushroom for value addition: challenges, opportunities and prospects of cultivation of mushroom

This research was carried out with an objective of studying the existing mushroom value chain, identifying demand-supply gap, carrying out SWOT analysis to explore challenges, proposing action plan and presenting finally standard operating procedure for enhancing value chain effectiveness. Data was collected from 71 actors identified in the oyster mushroom value chain in Tumakuru Taluk, Karnataka State, India and analysed. Analysis showed that there were five different models of value chain, and the shortest value chain was the most profitable one. Based on the respondents' perceptions, mushroom cultivation offers many opportunities such as creating employment, improving economic condition and diet. Meanwhile they face challenges like, pest attack, hike in input materials' prices, lack of technical guidance during farming, finance support, inefficient marketing system. There is a need to address demand-supply gap, invest more in facilities and related research, integrate all the actors in value chain to enhance productivity.




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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.




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Manufacturing Organizational Memory: Logged Conversation Thread Analysis




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e-HR and Employee Self Service: A Case Study of a Victorian Public Sector Organisation




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Misinforming Knowledge through Ontology




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An Actor Network Approach to Informing Clients through Portals




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Integrating Industrial Practices in Software Development through Scenario-Based Design of PBL Activities: A Pedagogical Re-Organization Perspective




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Honeypot through Web (Honeyd@WEB): The Emerging of Security Application Integration 




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College Transformation through Enabling Agility




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The Cultural Impact of Information Systems – Through the Eyes of Hofstede – A Critical Journey