Staffordshire University

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    6297 research outputs found

    The impact of digital and non-digital knowledge search channels on innovation failure in constrained learning environments

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    We investigate the impact of digital and non-digital knowledge search channels on the likelihood of innovation failure among knowledge-creating, knowledge-using and non-innovative firms in emerging innovation systems. Our results show that digital search channels reduce the risk of innovation failure exclusively for knowledge-creating firms, emphasising the importance of internal capabilities in knowledge absorption. These channels allow firms to overcome the limitations of local markets and access distant knowledge resources more cost-effectively. The study extends the literature on innovation failure by emphasising the role of Internet-based technologies in facilitating the flow of knowledge between firms and their external environment. It improves our understanding of how context influences innovation outcomes and provides evidence-based insights for the development of innovation strategies, especially in environments where learning opportunities are scarce and the shift towards innovation-driven competitiveness is a priority on the policy agenda

    StaffsVerse: Building a Metaverse Campus Utilising the Unreal Editor for Fortnite

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    In pursuit of redefining the conventional campus introductory experience, this paper presents the development and implementation of the StaffsVerse project - a virtual campus immersion tool. Designed as a Metaverse representation, the StaffsVerse project intends to transform the physical campus of Staffordshire University into an interactive digital environment. Its purpose extends to serving as a versatile tool for remote education delivery, virtual campus tours, public science outreach, and facilitating a seamless transition for students into the university community. Through immersive digital engagement, the StaffsVerse project seeks to bridge the gap between remote learners and the campus environment while facilitating a smooth integration into academic and social aspects of university life. In contrast to previous implementations of virtual campuses, the StaffsVerse project is unique in leveraging the capabilities of Unreal Editor in Fortnite (UEFN). This approach enables the development of highly detailed, interactive, and engaging environments within the expansive Fortnite ecosystem. The project's primary objective is to harness the infrastructure and extensive user base of one of the world's most widely played multi-platform games, thereby ensuring a low barrier to access. Therefore, this paper will explore how the UEFN system's adaptability can effectively create an accurate virtual replica of the physical Staffordshire University campus. The key contribution of this paper includes an overview of the design and developmental journey of the StaffsVerse project. The evolution of the project will be outlined by discussing the two pivotal iterations of the game-based implementation and explaining the decision-making process that led to the resulting version. The examination extends to the unique features of the UEFN build, addressing the inherent challenges and opportunities specific to the platform. Furthermore, specific game-based decisions are discussed, such as replicating essential campus locations, integrating interactive features, and incorporating elements unique to the virtual environment. The paper will discuss the specific educational opportunities UEFN offers, including the potential for enhancing student engagement through gamified campus experiences, insights into creating a Metaverse university campus, and contributions to the growing discourse on the intersection of game-based virtual environments in learning

    A Blockchain-Based Hybrid Model for IoMT-Enabled Intelligent Healthcare System

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    In recent years, the healthcare industry has undergone a digital transformation, making patient data publicly available and accessible. Healthcare units make a portion of the data public while keeping the rest private, necessitating various mechanisms for security and privacy. Blockchain technology has been widely adopted in the healthcare sector to secure data transactions. However, public blockchains face challenges in scalability and privacy, whereas private blockchains struggle with centralization, interoperability, and complexity. To address these challenges, we propose an Internet of Medical Things (IoMT)-based hybrid blockchain architecture. The proposed architecture combines the decentralized Ethereum and the centralized Hyperledger Fabric blockchain (Eth-Fab) using SQLite to leverage Ethereum smart contracts with the Hyperledger permission model. Moreover, we introduce access control strategies to enhance patient data authentication and authorization. We have employed machine learning algorithms to assist healthcare practitioners in accurately detecting diseases and making time-efficient decisions. Additionally, we modeled the proposed architecture using the M/M/1 queuing model and derived closed-form expressions for latency, throughput, and server utilization. The validity of these expressions was verified through Monte Carlo simulations. The results demonstrate that higher service times (block generation) yield better outcomes in terms of latency, throughput, and utilization, regardless of the arrival time, i.e., transactions in the mining pool

    Hyperledger Fabric Based Post Quantum Cryptography Healthcare Application Using Discrete Event Simulation

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    The centralized data sharing challenges in healthcare have spurred the adoption of distributed methods, including blockchain technology, to enhance security and privacy. This paper proposes a blockchain-based healthcare system leveraging post-quantum cryptography (PQC) to secure sensitive patient data, stored on a permissioned blockchain. Discrete event simulation (DES) is used in the simulation to represent and assess three critical processes: blockchain transactions, patient data requests, and data encryption. We examine the dynamics of blockchain transaction processing, encryption effectiveness, and data access inside the suggested architecture through simulation. The results highlight how post-quantum encryption and blockchain technology can strengthen healthcare data management by resolving important concerns about patient data sharing’s integrity and confidentiality

    Islam Channel Appearance

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    Appearance on the Islam Channel Today Show to discuss the summer riot

    From Indy to ubiquity: Minecraft as platform and infrastructure

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    This article is about digital games, their evolving connections with platforms and infrastructures, and the influence that a decade of Minecraft’s development is having on this process. It begins with a discussion of previously disparate but increasingly convergent methodologies and literatures, including platform studies, media archeology, game studies, and cultural anthropological approaches to the study of infrastructure. Then, it applies points of convergence within these literatures to a political economic analysis of Minecraft that attributes its decade of growth to the systemic and metaphoric merging of platforms and infrastructures. Finally, it provides an ethnographic analysis of computers, made in Minecraft, which show how the game is not only taking on characteristics of platforms and infrastructures, but also affording a means of programming, visualizing, and experiencing platforms as infrastructure

    Advances in Disability Research Ethics

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    There are currently over 1.3 billion people globally who experience exclusion and inequality rooted in persistent and deep ableism. Quality research with and about disabled people is vital to changing this situation. Such research presents ethical challenges and complexities which have not been given the attention they deserve if we are to advance disability rights as promised by the UNCRPD and other equality and human rights commitments. Considering important aspects of general ethical principles, including respect, consent, privacy and confidentiality, this volume of Advances in Research Ethics and Integrity fills that gap. It does so while also recognising the broad scope, diversity and significant size of the disabled population. Experienced researchers from the field examine processes of disablement and the specificities which arise when researching the lives of people with physical, mental, intellectual or sensory impairments. Authors also incorporate social factors such as gender, ethnicity and age and how they interact with disability. Building from the context set by the UNCRPD and other ethical guidance, chapters explore topics such as ensuring quality in data, the importance of defining terms, ethical inclusion, use and misuse of the term vulnerability, the intersection of race and ethnicity, the role of ethics committees and other approval processes and maximising research impact

    ‘Getting closer to the place’: Stakeholder experiences and impact during archaeological research at Sobibór

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    The Sobibór Archaeology Project represents an important, long-term case study for understanding the complex ‘interests’ and relationships that may emerge during fieldwork at sites of atrocity. A complex demographic of stakeholders played parts in Sobibór over three decades, with a diverse range of motivations and expectations. Ethically sensitive forms of engagement with different stakeholders are needed in archaeological research, especially at the sites connected to the Holocaust and Nazi persecution. Based on a series of interviews with national and local government, heads of museums, archaeologists, heritage professionals, architects, a representative of the Rabbinical Commission for Jewish Cemeteries in Poland, and paid local workers involved in the research between 2007 and 2020, the paper evaluates the ways in which the research impacted different stakeholders over time, and how these stakeholders influenced the archaeological research in return

    Sitting, seeing and getting lost: the sensory aesthetics of Latvia’s women’s prison

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    This chapter delves into what imprisonment feels like in the global east, with a particular focus on the first encounter with the prison as an institution of confinement. The central claim of this chapter is that by focusing on women’s sensory experience of imprisonment at the start of their sentence, a better understanding can be gathered about carceral power, which in the global east is a relational and symbolic one rather than a physical manifestation in space. The spatial and cultural ‘carceral collectivism’ facilitates an intimacy in the sensorial spectrum of surveillance that essentially provides both control and support functions

    A Return to the Magic Circle: Dungeons & Dragons and Friendship & Magic 50 Years On!

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    This chapter examines the origins of 1St edition Dungeons and Dragons and is a reflective piece that compares and contrasts the experience of playing the game in the height of the cold war in the 1980s and during the recent pandemic lockdowns. This chapter utilises the theory of normativity to examine the role of play in stabilising subjectivity during times of uncertainty

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