Knowledge discovery and visualisation are important techniques for discovering and understanding patterns in large data sets. The study presents the development of a three dimensional virtual reality model that assists the user to visually explore structures and relationships in the collected data. The three dimensional model uses a combination of nodes and paths to represent objects/actors and the strength/direction of the measured characteristic. Virtual reality provides the mechanism for manipulation of the developed model in real time. Specifically, we demonstrate the potential of this visual tool by having postgraduate students, organised into focus groups, engage in a knowledge discovery exercise with data collected in an academic work environment. The method adopted to convert the identified relationships into a virtual reality model is discussed, as well as some of the additional features that could be incorporated using such a method.
This paper reports the findings of an empirical research into the effects of culture and technology on knowledge sharing in a knowledge intensive organisation pertaining to the higher education sector. The study found a strong relationship between knowledge sharing and culture, but not technology. The case organisation tended to place a much greater emphasis on culture rather than technology in enabling and supporting knowledge sharing among its staff members. The paper suggested a series of plausible to alleviate the existing problems.
This paper reports the results of an empirical examination of the effectiveness of two knowledge management strategies (codification and personalisation) in improving decision making performance in a simulated forecasting task. Codification was manipulated with and without a procedural knowledge map, and personalisation in terms of an interactive and non-interactive decision environment. Results indicate that only codification had a significant effect on performance. Subjects with a procedural knowledge map demonstrated less frequent use of decision heuristics, and generated more accurate forecasts compared to those without such a map. Subjects from an interactive decision environment performed similarly to those working on their own.
Copyright © 2003, Idea Group Inc. Copying or distributing in print or electronic forms without written permission of Idea Group Inc. is prohibited. ABSTRACT This paper explores the nature of corporate memories in enhancing individual working knowledge and performance in a decision making context. Our findings from a series of studies indicate that people tended to use effectively up to two thirds of the encoded knowledge, missing at least one third of its maximum potential. Our findings also indicate that the effectiveness of knowledge repositories was highly contingent upon quantity, quality and diversity of their knowledge content. In particular, our study suggests that individuals can potentially benefit from additional knowledge management initiatives such as analytical and procedural knowledge, learning histories, guidance or interactive social environments. Future research may look at the impact of these initiatives independently, or at the possibility of a synergy effect when combined and integrated.
One of the most interesting aspects of knowledge management (KM) is the striking diversity of the field. A wide variety of frameworks of KM have recently appeared in the literature reflecting different emphases and meanings of the term to different people. While all different views are acknowledged, there is a need to integrate and reconcile the demands of each view. An integrated framework proposed here brings together different perspectives on knowledge management and provides a unifying view based on descriptive and inductive inquiry. The core of the framework is a two-by-two matrix with 'explicit' and 'tacit' 'know-that' and 'know-how' dimensions of working knowledge. Working knowledge is affected by processes that generate, transfer and apply knowledge. Technological and organisational factors act as enablers that influence knowledge processes. By providing a holistic view, common ground, consistent terminology and units of analysis, it is hoped that the proposed framework may be useful in enhancing understanding and in providing guidance for the future research and practice of knowledge management.
One area of omission in knowledge intensive studies is within higher education/research where there is the virtuous circle of teaching, research and consulting professional work. Using a model adapted from Handzic (2001) and a survey modified from Arthur Andersen (1998) the perceived importance and perceived implementation to faculty members is explored. The discrepancy between results of the two forced the researchers to confront their own biases. Guidance was sought from ethnographic accounts which allowed allows the researcher to state personal feelings in a confessional accompaniment to the
This chapter examines the potential of the application of an individual creativity-enhancing technique (called SoloBrainstorming, or SBS) to improve the level of creativity of Information Technology (IT) students in performing information system (IS) requirements determination. Requirements determination, in the context of software development, involves gaining an understanding of the underlying issues related to a business problem, and also considering potential solutions. The chapter begins with a definition of creativity, followed by an overview of strategies suggested to enhance creativity. The SBS technique is then introduced, followed by a report of empirical results from its application. Finally, we offer advice for IT education in terms of incorporating creativity-enhancing techniques into the IT course curriculum.
This paper reports on the impact of ICT in general, and the Internet in particular, on the Business and Professional Services Industry in Australia. It illustrates some different ways in which modern Information and Communication Technologies, especially the Internet are used to access markets, build networks and share information. Examples from banking, telecommunication, architecture, legal, marketing, and accounting are used to illustrate the report. Finally, main issues and challenges for the future are identified.
The granting of loans by a financial institution (bank or home loan business) is one of the important decisio n problems that require delicate care. It can be performed using a variety of different processing algorithms and tools. Neural networks are considered one of the most promising approaches. In this study, optimal parameters and the comparative efficiency and accuracy of three models: Multi Layer Perceptron, Ensemble Averaging and Boosting by Filtering have been investigated in the light of credit loan application classification. The goal was to find the best tool among the three neural network models for this kind of decision context. The experimental results indicate that Committee Machine models were superior to a single Multi Layer Perceptron model, and that Boosting by Filtering outperformed Ensemble Averaging.
This chapter examines the potential of the application of an individual creativity-enhancing technique (called SoloBrainstorming, or SBS) to improve the level of creativity of Information Technology (IT) students in performing information system (IS) requirements determination. Requirements determination, in the context of software development, involves gaining an understanding of the underlying issues related to a business problem, and also considering potential solutions. The chapter begins with a definition of creativity, followed by an overview of strategies suggested to enhance creativity. The SBS technique is then introduced, followed by a report of empirical results from its application. Finally, we offer advice for IT education in terms of incorporating creativity-enhancing techniques into the IT course curriculum.
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