Leading jihadist groups such as al-Qaeda and the Islamic State dominate through cooperation in the form of knowledge sharing, resource sharing, joint training exercises, and operational collaboration. They build alliances and lesser partnerships with other formal and informal terrorist actors to recruit foreign fighters and spread their message worldwide, raising the aggregate threat level for their declared enemies. Whether they consist of friends or foes, whether they are connected locally or online, these networks create a wellspring of support for jihadist organizations that may fluctuate in strength or change in character but never runs dry. Nexus of Global Jihad identifies types of terrorist actors, the nature of their partnerships, and the environments in which they prosper to explain global jihadist terrorism´s ongoing success and resilience. Nexus of Global Jihad brings to light an emerging style of ´´networked cooperation´´ that works alongside interorganizational terrorist cooperation to establish bonds of varying depth and endurance. Case studies use recently declassified materials to illuminate al-Qaeda´s dealings from Iran to the Arabian Peninsula and the informal actors that power the Sharia4 movement.
An ontology is a formal description of concepts and relationships that can exist for a community of human and/or machine agents. The notion of ontologies is crucial for the purpose of enabling knowledge sharing and reuse. The Handbook on Ontologies provides a comprehensive overview of the current status and future prospectives of the field of ontologies considering ontology languages, ontology engineering methods, example ontologies, infrastructures and technologies for ontologies, and how to bring this all into ontology-based infrastructures and applications that are among the best of their kind. The field of ontologies has tremendously developed and grown in the five years since the first edition of the ´´Handbook on Ontologies´´. Therefore, its revision includes 21 completely new chapters as well as a major re-working of 15 chapters transferred to this second edition.
Swarm Creativity introduces a powerful new concept-Collaborative Innovation Networks, or COINs. Its aim is to make the concept of COINs as ubiquitous among business managers as any methodology to enhance quality and competitive advantage. The difference though is that COINs are nothing like other methodologies. A COIN is a cyberteam of self-motivated people with a collective vision, enabled by technology to collaborate in achieving a common goal--n innovation-by sharing ideas, information, and work. It is no exaggeration to state that COINs are the most productive engines of innovation ever. COINs have been around for hundreds of years. Many of us have already been a part of one without knowing it. What makes COINs so relevant today, though is that the concept has reached its tipping point-thanks to the Internet and the World Wide Web. This book explores why COINS are so important to business success in the new century. It explains the traits that characterize COIN members and COIN behavior. It makes the case for why businesses ought to be rushing to uncover their COINs and nurture them, and provides tools for building organizations that are more creative, productive and efficient by applying principles of creative collaboration, knowledge sharing and social networking. Through real-life examples in several business sectors, the book shows how to leverage COINs to develop successful products in R & D, grow better customer relationships, establish better project management, and build higher-performing teams. In short, this book answers four key questions: Why are COINs better at innovation? What are the key elements of COINs? Who are the people that participate in COINsand how do they become members? And how does an organization transform itself into a Collaborative Innovation Network?
´´Startling in scope and bravado.´´ -Janet Maslin, The New York Times ´´Artfully envisions a breathtakingly better world.´´ -Los Angeles Times ´´Elaborate, smart and persuasive.´´ -The Boston Globe ´´A pleasure to read.´´ -The Wall Street Journal One of CBS News´s Best Fall Books of 2005 ? Among St Louis Post-Dispatch´s Best Nonfiction Books of 2005 ? One of Amazon.com´s Best Science Books of 2005 A radical and optimistic view of the future course of human development from the bestselling author of How to Create a Mind and The Age of Spiritual Machines who Bill Gates calls ´´the best person I know at predicting the future of artificial intelligence´´ For over three decades, Ray Kurzweil has been one of the most respected and provocative advocates of the role of technology in our future. In his classic The Age of Spiritual Machines, he argued that computers would soon rival the full range of human intelligence at its best. Now he examines the next step in this inexorable evolutionary process: the union of human and machine, in which the knowledge and skills embedded in our brains will be combined with the vastly greater capacity, speed, and knowledge-sharing ability of our creations.
This volume contains the papers from BIOWIRE 2007, the first in a series of wo- shops on the bio-inspired design of networks, and additional papers contributed from the research area of bio-inspired computing and communication. The workshop took place at the University of Cambridge during April 2-5, 2007 with sponsorship from the US/UK International Technology Alliance in Network and Information Sciences. Its objective was to present, discuss and explore the recent developments in the field of bio-inspired design of networks, with particular regard to wireless networks and the self-organizing properties of biological networks. The workshop was organized by Jon Crowcroft (University of Cambridge), Don Towsley (University of Massachusetts), Dinesh Verma (IBM T. J. Watson Research Center), Vasilis Pappas (IBM T. J. Watson Research Center), Ananthram Swami (ARL), Tom McCutcheon (DSTL) and Pietro Liò (University of Cambridge). The program for BIOWIRE 2007 included 54 speakers covering a diverse range of topics, categorized as follows: 1. Self-organized communication networks in insects 2. Neuronal communications 3. Bio-computing 4. Epidemiology 5. Network theory 6. Wireless and sensorial networks 7. Brain: models of sensorial integration The BIOWIRE workshop focuses on achieving a common ground for knowledge sharing among scientists with expertise in investigating the application domain (e. g. , biological, wireless, data communication and transportation networks) and scientists with relevant expertise in the methodology domain (e. g. , mathematics and statistical physics of networks).
This book reports on research and developments in human-technology interaction. A special emphasis is given to human-computer interaction, and its implementation for a wide range of purposes such as healthcare, aerospace, telecommunication, and education, among others. The human aspects are analyzed in detail. Timely studies on human-centered design, wearable technologies, social and affective computing, augmented, virtual and mixed reality simulation, human rehabilitation and biomechanics represent the core of the book. Emerging technology applications in business, security, and infrastructure are also critically examined, thus offering a timely, scientifically-grounded, but also professionally-oriented snapshot of the current state of the field. The book is based on contributions presented at the 1st International Conference on Human Interaction and Emerging Technologies, IHIET 2019, held on August 22-24, in Nice, France. It offers a timely survey and a practice-oriented reference guide to systems engineers, psychologists, sport scientists, physical therapists, as well as decision-makers, designing or dealing with the new generation of service systems. User Experience of a Social Media Based Knowledge Sharing System in Industry Work, Chapter of this book is available open access under a CC BY 4.0 license at link.springer.com
In Design For How People Learn, Second Edition, students discover how to use the key principles behind learning, memory, and attention to create materials that enable their audience to both gain and retain the knowledge and skills they´re sharing. Updated to cover new insights and research into how we learn and remember, this new edition includes new techniques for using social media for learning as well as two brand new chapters on designing for habit and best practices for evaluating learning, such as how and when to use tests. Using accessible visual metaphors and concrete methods and examples, Design For How People Learn, Second Edition will teach students how to leverage the fundamental concepts of instructional design both to improve their own learning and to engage their audience.
Today, no one is, nor can be, an expert in everything. In every challenge, it is easy to feel that you don´t know enough to keep up with the accelerating pace of change inside our organisations, let alone the world outside. Start with the assumption that somebody somewhere has already done what you are trying to do. How can you find out whom, and learn from them? Learning to Fly shows exactly how to put knowledge management theory into practice, sharing the tools used and the experience and insights gained by two leading practitioners. Completely updated for the second edition, Learning to Fly shares the authors´ experiences from BP and other leading knowledge organisations.and incorporates new material on implementation and best practice, including a CD-ROM with KM tools and exercises. ´´Chris Collison and Geoff Parcell show how new ideas and tools are making working and learning inseparable.´´ --Peter Senge Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.
This two-volume set LNCS 11569 and 11570 constitutes the refereed proceedings of the Thematic Area on Human Interface and the Management of Information, HIMI 2019, held as part of HCI International 2019 in Orlando, FL, USA. HCII 2019 received a total of 5029 submissions, of which 1275 papers and 209 posters were accepted for publication after a careful reviewing process. The 91 papers presented in the two volumes were organized in topical sections named: Visual information; Data visualization and analytics; Information, cognition and learning; Information, empathy and persuasion; Knowledge management and sharing; Haptic and tactile interaction; Information in virtual and augmented reality; Machine learning and intelligent systems; Human motion and expression recognition and tracking; Medicine, healthcare and quality of life applications.