Introducing Successful Financial Innovations: Rewriting the Rules in Light of the Global Financial Crisis

Since the 1980s, banks and financial service institutions have been running in an endless race of innovation to cope with the advancing technology, the fierce competition, and the more sophisticated and demanding customers. In order to guide their innovation efforts, several researches were conducted to identify the success and failure factors of new financial services. These mainly included organizational factors, marketplace factors and new service development process factors. They almost all emphasized the importance of customer and market orientation as a response to the highly perceptual and intangible characteristics of financial services. However, they deemphasized the critical characteristics of high involvement of risk and close correlation with the economic conditions, a factor that heavily contributed to the Global financial Crisis of 2008. This paper reviews the success and failure factors of new financial services. It then adds new perspectives emerging from the analysis of the role of innovation in the global financial crisis.

Lessons Learned from Observing User Behavior through Repeated Usability Evaluations

Academic research information service is a must for surveying previous studies in research and development process. OntoFrame is an academic research information service under Semantic Web framework different from simple keyword-based services such as CiteSeer and Google Scholar. The first purpose of this study is for revealing user behavior in their surveys, the objects of using academic research information services, and their needs. The second is for applying lessons learned from the results to OntoFrame.

UAE National ID Programme Case Study

This article provides some insight into the implementation of the national ID programme in the United Arab Emirates (UAE). The fundamental aim is to contribute to the existing body of knowledge in the field, as it sheds light on some of the lessons learned from the programme that is believed to widening the knowledge horizons of those involved in such initiatives.

“Blood Family“ Activity With Respect To Comprehensive Guidance School Program

Children and adolescents developing in the worlds of today are facing a getting array of new and old challenges. School counselling is improving rapidly in contemporary education systems around the world. It can be said that counselling system in Turkey was newly borning. In this study, “Family of the Blood" activity is improved with respect to compherensive guidance school program. The sample included 22 adolescents who were high school students. The activity was carried out in 4 sessions, each of which lasted 45 minutes. In the first session, students- personal-social needs were determined. In the second session, in order to warm up, the students were asked three questions consisting of the constructional aspect. In the third session, the counselor and the teacher shared the results of students- responses obtained in the previous session. In the fourth session, the tables formed by students were presented in the classroom. In order to evaluate the activity, three questions were asked of the teacher and counselor. According to the results, the lesson aims of curriculum and counselling aims of curriculum were attained. In the light of literature, the results were discussed and some suggestions were made. It is taken into consideration that the activitiy was beneficial in many respects, similar studies should be carried out in the near future.

A Study of Distinctive Models for Pre-hospital EMS in Thailand: Knowledge Capture

In Thailand, the practice of pre-hospital Emergency Medical Service (EMS) in each area reveals the different growth rates and effectiveness of the practices. Those can be found as the diverse quality and quantity. To shorten the learning curve prior to speed-up the practices in other areas, story telling and lessons learnt from the effective practices are valued as meaningful knowledge. To this paper, it was to ascertain the factors, lessons learnt and best practices that have impact as contributing to the success of prehospital EMS system. Those were formulized as model prior to speedup the practice in other areas. To develop the model, Malcolm Baldrige National Quality Award (MBNQA), which is widely recognized as a framework for organizational quality assessment and improvement, was chosen as the discussion framework. Remarkably, this study was based on the consideration of knowledge capture; however it was not to complete the loop of knowledge activities. Nevertheless, it was to highlight the recognition of knowledge capture, which is the initiation of knowledge management.

The Management in Large Emergency Situations – A Best Practise Case Study based on GIS for Management of Evacuation

In most of the cases, natural disasters lead to the necessity of evacuating people. The quality of evacuation management is dramatically improved by the use of information provided by decision support systems, which become indispensable in case of large scale evacuation operations. This paper presents a best practice case study. In November 2007, officers from the Emergency Situations Inspectorate “Crisana" of Bihor County from Romania participated to a cross-border evacuation exercise, when 700 people have been evacuated from Netherlands to Belgium. One of the main objectives of the exercise was the test of four different decision support systems. Afterwards, based on that experience, software system called TEVAC (Trans Border Evacuation) has been developed “in house" by the experts of this institution. This original software system was successfully tested in September 2008, during the deployment of the international exercise EU-HUROMEX 2008, the scenario involving real evacuation of 200 persons from Hungary to Romania. Based on the lessons learned and results, starting from April 2009, the TEVAC software is used by all Emergency Situations Inspectorates all over Romania.

The Effect of Social Capital on Creativity in Information Systems Development Projects: The Mediating Effect of Knowledge Integration

This study analyzed the creativity of student teams participating in an exploratory information system development project (ISDP) and examined antecedents of their creativity. By using partial least squares (PLS) to analyze a sample of thirty-six teams enrolled in an information system department project training course that required three semesters of project-based lessons, the results found social capitals (structural, relational and cognitive social capital) positively influence knowledge integration. However, relational social capital does not significantly influence knowledge integration. Knowledge integration positively affects team creativity. This study also demonstrated that social capitals significantly influence team creativity through knowledge integration. The implications of our findings for future research are discussed.

High-Speed Train Planning in France, Lessons from Mediterranean TGV-Line

To fight against the economic crisis, French Government, like many others in Europe, has decided to give a boost to high-speed line projects. This paper explores the implementation and decision-making process in TGV projects, their evolutions, especially since the Mediterranean TGV-line. This project was probably the most controversial, but paradoxically represents today a huge success for all the actors involved. What kind of lessons we can learn from this experience? How to evaluate the impact of this project on TGV-line planning? How can we characterize this implementation and decision-making process regards to the sustainability challenges? The construction of Mediterranean TGV-line was the occasion to make several innovations: to introduce more dialog into the decisionmaking process, to take into account the environment, to introduce a new project management and technological innovations. That-s why this project appears today as an example in terms of integration of sustainable development. In this paper we examine the different kinds of innovations developed in this project, by using concepts from sociology of innovation to understand how these solutions emerged in a controversial situation. Then we analyze the lessons which were drawn from this decision-making process (in the immediacy and a posteriori) and the way in which procedures evolved: creation of new tools and devices (public consultation, project management...). Finally we try to highlight the impact of this evolution on TGV projects governance. In particular, new methods of implementation and financing involve a reconfiguration of the system of actors. The aim of this paper is to define the impact of this reconfiguration on negotiations between stakeholders.

Applying Autonomic Computing Concepts to Parallel Computing using Intelligent Agents

The work reported in this paper is motivated by the fact that there is a need to apply autonomic computing concepts to parallel computing systems. Advancing on prior work based on intelligent cores [36], a swarm-array computing approach, this paper focuses on 'Intelligent agents' another swarm-array computing approach in which the task to be executed on a parallel computing core is considered as a swarm of autonomous agents. A task is carried to a computing core by carrier agents and is seamlessly transferred between cores in the event of a predicted failure, thereby achieving self-ware objectives of autonomic computing. The feasibility of the proposed swarm-array computing approach is validated on a multi-agent simulator.

Exit Strategies from The Global Crisis

While the form of crises may change, their essence remains the same (such as a cycle of abundant liquidity, rapid credit growth, and a low-inflation environment followed by an asset-price bubble). The current market turbulence began in mid-2000s when the US economy shifted to imbalanced both internal and external macroeconomic positions. We see two key causes of these problems – loose US monetary policy in early 2000s and US government guarantees issued on the securities by government-sponsored enterprises what was further fueled by financial innovations such as structured credit products. We have discovered both negative and positive lessons deriving from this crisis and divided the negative lessons into three groups: financial products and valuation, processes and business models, and strategic issues. Moreover, we address key risk management lessons and exit strategies derived from the current crisis and recommend policies that should help diminish the negative impact of future potential crises.

The Impact of Video Games in Children-s Learning of Mathematics

This paper describes a research project on Year 3 primary school students in Malaysia in their use of computer-based video game to enhance learning of multiplication facts (tables) in the Mathematics subject. This study attempts to investigate whether video games could actually contribute to positive effect on children-s learning or otherwise. In conducting this study, the researchers assume a neutral stand in the investigation as an unbiased outcome of the study would render reliable response to the impact of video games in education which would contribute to the literature of technology-based education as well as impact to the pedagogical aspect of formal education. In order to conduct the study, a subject (Mathematics) with a specific topic area in the subject (multiplication facts) is chosen. The study adopts a causal-comparative research to investigate the impact of the inclusion of a computer-based video game designed to teach multiplication facts to primary level students. Sample size is 100 students divided into two i.e., A: conventional group and B conventional group aided by video games. The conventional group (A) would be taught multiplication facts (timetables) and skills conventionally. The other group (B) underwent the same lessons but with supplementary activity: a computer-based video game on multiplication which is called Timez-Attack. Analysis of marks accrued from pre-test will be compared to post- test using comparisons of means, t tests, and ANOVA tests to investigate the impact of computer games as an added learning activity. The findings revealed that video games as a supplementary activity to classroom learning brings significant and positive effect on students- retention and mastery of multiplication tables as compared to students who rely only upon formal classroom instructions.

Spatio-Temporal Orientation Development during the Physical Education Class, with 5th and 6th Form Pupils

School physical education, through its objectives and contents, efficiently valorizes the pupils- abilities, developing them, especially the coordinative skill component, which is the basis of movement learning, of the development of the daily motility and also of the special, refined motility required by the practice of certain sports. Medium school age offers the nervous and motor substratum needed for the acquisition of complex motor habits, a substratum that is essential for the coordinative skill. Individuals differ as to the level at which this function is performed, the extent to which this function turns an individual into a person that is adapted and adaptable to complex and various situations. Spatio-temporal orientation, together with movement combination and coupling, and with kinesthetic, balance, motor reaction, movement transformation and rhythm differentiation form the coordinative skills. From our viewpoint, these are characteristic features with high levels of manifestation in a complex psychomotor act - valorizing the quality of one-s talent - as well as indices pertaining to one-s psychomotor intelligence and creativity.

A study of the ERP Project Life Cycles in Small-and-Medium–Sized Enterprises: Critical Issues and Lessons Learned

The purpose of this research is to increase our knowledge as regards how Small-and-Medium-Sized Enterprises (SMEs) tackle ERP implementation projects to achieve successful adoption and use of these systems within the organization. SMEs have scare resources to handle these kinds of projects which have proved to be risky and costly. There are several studies focusing on ERP implementation in larger companies, however, few studies report on challenges experienced by SMEs. Our research seeks to bridge this gap. Through a multiple case study of four companies, we identified challenges and critical elements within the different phases (pre-implementation, implementation and post-implementation) of the ERP life cycle. To interpret our findings, we utilize a well-know ERP life cycle model and critical success factors developed for larger companies which are reported in former research literature. We discuss if these models are relevant for SMEs and suggest additional critical elements identified in this study to make a framework more adapted to the SME context.

Modality and Redundancy Effects on Music Theory Learning Among Pupils of Different Anxiety Levels

The purpose of this study was to investigate effects of modality and redundancy principles on music theory learning among pupils of different anxiety levels. The lesson of music theory was developed in three different modes, audio and image (AI), text with image (TI) and audio with image and text (AIT). The independent variables were the three modes of courseware. The moderator variable was the anxiety level, while the dependent variable was the post test score. The study sample consisted of 405 third-grade pupils. Descriptive and inferential statistics were conducted to analyze the collected data. Analyses of covariance (ANCOVA) and Post hoc were carried out to examine the main effects as well as the interaction effects of the independent variables on the dependent variable. The findings of this study showed that medium anxiety pupils performed significantly better than low and high anxiety pupils in all the three treatment modes. The AI mode was found to help pupils with high anxiety significantly more than the TI and AIT modes.

Micro-Penetrator for Canadian Planetary Exploration

Space exploration is a highly visible endeavour of humankind to seek profound answers to questions about the origins of our solar system, whether life exists beyond Earth, and how we could live on other worlds. Different platforms have been utilized in planetary exploration missions, such as orbiters, landers, rovers, and penetrators. Having low mass, good mechanical contact with the surface, ability to acquire high quality scientific subsurface data, and ability to be deployed in areas that may not be conducive to landers or rovers, Penetrators provide an alternative and complimentary solution that makes possible scientific exploration of hardly accessible sites (icy areas, gully sites, highlands etc.). The Canadian Space Agency (CSA) has put space exploration as one of the pillars of its space program, and established ExCo program to prepare Canada for future international planetary exploration. ExCo sets surface mobility as its focus and priority, and invests mainly in the development of rovers because of Canada's niche space robotics technology. Meanwhile, CSA is also investigating how micro-penetrators can help Canada to fulfill its scientific objectives for planetary exploration. This paper presents a review of the micro-penetrator technologies, past missions, and lessons learned. It gives a detailed analysis of the technical challenges of micro-penetrators, such as high impact survivability, high precision guidance navigation and control, thermal protection, communications, and etc. Then, a Canadian perspective of a possible micro-penetrator mission is given, including Canadian scientific objectives and priorities, potential instruments, and flight opportunities.

Towards Self-ware via Swarm-Array Computing

The work reported in this paper proposes Swarm-Array computing, a novel technique inspired by swarm robotics, and built on the foundations of autonomic and parallel computing. The approach aims to apply autonomic computing constructs to parallel computing systems and in effect achieve the self-ware objectives that describe self-managing systems. The constitution of swarm-array computing comprising four constituents, namely the computing system, the problem/task, the swarm and the landscape is considered. Approaches that bind these constituents together are proposed. Space applications employing FPGAs are identified as a potential area for applying swarm-array computing for building reliable systems. The feasibility of a proposed approach is validated on the SeSAm multi-agent simulator and landscapes are generated using the MATLAB toolkit.

Bridging the Communication Gap at NASA - A Case Study in Communities of Practice

Following the loss of NASA's Space Shuttle Columbia in 2003, it was determined that problems in the agency's organization created an environment that led to the accident. One component of the proposed solution resulted in the formation of the NASA Engineering Network (NEN), a suite of information retrieval and knowledge-sharing tools. This paper describes the implementation of communities of practice, which are formed along engineering disciplines. Communities of practice enable engineers to leverage their knowledge and best practices to collaborate and take information learning back to their jobs and embed it into the procedures of the agency. This case study offers insight into using traditional engineering disciplines for virtual collaboration, including lessons learned during the creation and establishment of NASA-s communities.