title: Activity-based measurement extending attribute-based measurement of learning organisations

authors: Wilkinson, Gustav Brent

subjects: Learning organisation

abstract: This thesis describes the development and testing of the Learning Organisation Quick Scan (LOQS), an activity-based methodology, incorporating qualitative elements, that extends previous attribute-based quantitative attempts at measurement.

This research study offers a number of contributions to new knowledge, the principal one being the development of a qualitative methodology for measuring the extent to which an organisation can be classified as a learning organisation. Previous quantitative methods of measurement used attributes of a learning organisation as the framework for measurement. Attributes alone were found to be insufficient to function as a framework for assessing an organisation qualitatively and, as a result, the attributes of a learning organisation were broken down further into activities that a learning organisation could be expected to engage in. These activities represent an additional contribution to new knowledge and are the enabling mechanisms by which organisations can be measured. Furthermore, LOQS activities not only allow an organisation to see how well it measures up against the learning organisation ideal, but the methodology also has the potential for providing a prescriptive direction for change, simply by reflecting upon the LOQS activities it does not engage in. 

In short, the LOQS starts on a Monday and finishes on a Friday. It is fast. During this time, data collection, data analysis and data presentation are all completed. The outputs are graphed and are presented in a format that is easy to understand and can lead to further action if the participant organisation so chooses.

The development of the LOQS was achieved through a multiple iterative case study methodology, a process very similar to prototyping in software engineering whereby an initial prototype is designed and tested (in a first case). Reflections from this first case, combined with feedback from the executive team of the first participant organisation, led to modifications of the prototype which was then tested in a second case. This process was repeated in a third iteration. Saturation was reached and the final prototype was deemed ready for a fourth iteration, which was the final test. This fourth test confirmed the prototype as a working methodology. This method of development is presented as an additional contribution.

In the process of developing the LOQS, two further findings emerged, one being the discovery of two additional attributes of a learning organisation not previously mentioned in the literature, the second being the grouping of the learning organisation attributes and activities into four dimensions. These dimensions enabled scores to be plotted and presented back to the organisation in a fashion that proved easy to understand. These additional attributes along with their activities are offered as a further contribution to new knowledge.

Measuring four organisations as learning organisations within the same industry sector has never before been attempted. Testing the prototype LOQS with four participant organisations led to discoveries about those organisations and as they all came from the same industry sector, new insights into the industry became possible, leading to the discovery of characteristics of this industry sector. These characteristics are presented as the final contribution from this research study.

text: Activity-based measurement extending attribute-based measurement of learning organisations This thesis describes the development and testing of the Learning Organisation Quick Scan (LOQS), an activity-based methodology, incorporating qualitative elements, that extends previous attribute-based quantitative attempts at measurement.

This research study offers a number of contributions to new knowledge, the principal one being the development of a qualitative methodology for measuring the extent to which an organisation can be classified as a learning organisation. Previous quantitative methods of measurement used attributes of a learning organisation as the framework for measurement. Attributes alone were found to be insufficient to function as a framework for assessing an organisation qualitatively and, as a result, the attributes of a learning organisation were broken down further into activities that a learning organisation could be expected to engage in. These activities represent an additional contribution to new knowledge and are the enabling mechanisms by which organisations can be measured. Furthermore, LOQS activities not only allow an organisation to see how well it measures up against the learning organisation ideal, but the methodology also has the potential for providing a prescriptive direction for change, simply by reflecting upon the LOQS activities it does not engage in. 

In short, the LOQS starts on a Monday and finishes on a Friday. It is fast. During this time, data collection, data analysis and data presentation are all completed. The outputs are graphed and are presented in a format that is easy to understand and can lead to further action if the participant organisation so chooses.

The development of the LOQS was achieved through a multiple iterative case study methodology, a process very similar to prototyping in software engineering whereby an initial prototype is designed and tested (in a first case). Reflections from this first case, combined with feedback from the executive team of the first participant organisation, led to modifications of the prototype which was then tested in a second case. This process was repeated in a third iteration. Saturation was reached and the final prototype was deemed ready for a fourth iteration, which was the final test. This fourth test confirmed the prototype as a working methodology. This method of development is presented as an additional contribution.

In the process of developing the LOQS, two further findings emerged, one being the discovery of two additional attributes of a learning organisation not previously mentioned in the literature, the second being the grouping of the learning organisation attributes and activities into four dimensions. These dimensions enabled scores to be plotted and presented back to the organisation in a fashion that proved easy to understand. These additional attributes along with their activities are offered as a further contribution to new knowledge.

Measuring four organisations as learning organisations within the same industry sector has never before been attempted. Testing the prototype LOQS with four participant organisations led to discoveries about those organisations and as they all came from the same industry sector, new insights into the industry became possible, leading to the discovery of characteristics of this industry sector. These characteristics are presented as the final contribution from this research study.

year: 2013

title: The Acoustic Ecology of the First-Person Shooter

authors: Grimshaw, Mark Nicholas

subjects: acoustic ecology

abstract: This thesis contributes to the field of Game Studies by presenting the hypothesis that the player(s) and soundscape(s) in the first-person shooter (FPS) game, and the relationships between them, may be construed as an acoustic ecology.  It explores the idea that the single-player FPS game acoustic ecology has the basic components of player and soundscape and that the relationships between these two lead to the creation and perception of a variety of spaces within the game world constituting a significant contributing factor to player immersion in that world.  Additionally, in a multiplayer FPS game, these individual acoustic ecologies form part of a larger acoustic ecology which may be explained through autopoietic principles.

There has been little written on digital game sound (much less on FPS game sound) and so the research contained within this thesis is an important contribution to the Game Studies field.  Furthermore, the elaboration of the hypothesis provides insight into the role of sound in the perception of a variety of spaces in the FPS game, and player immersion in those spaces, and this has significance not only for Game Studies but also for other disciplines such as virtual environment design and the study of real-world acoustic ecologies.

A text-based methodology is employed in which literature from a range of disciplines is researched for concepts relevant to the hypothesis but, where necessary, new concepts will be devised.  The aim of the methodology is to construct a conceptual framework which is used to explicate the hypothesis and which may, with future refinement, be used for the study of sound in digital game genres other than FPS.

text: The Acoustic Ecology of the First-Person Shooter This thesis contributes to the field of Game Studies by presenting the hypothesis that the player(s) and soundscape(s) in the first-person shooter (FPS) game, and the relationships between them, may be construed as an acoustic ecology.  It explores the idea that the single-player FPS game acoustic ecology has the basic components of player and soundscape and that the relationships between these two lead to the creation and perception of a variety of spaces within the game world constituting a significant contributing factor to player immersion in that world.  Additionally, in a multiplayer FPS game, these individual acoustic ecologies form part of a larger acoustic ecology which may be explained through autopoietic principles.

There has been little written on digital game sound (much less on FPS game sound) and so the research contained within this thesis is an important contribution to the Game Studies field.  Furthermore, the elaboration of the hypothesis provides insight into the role of sound in the perception of a variety of spaces in the FPS game, and player immersion in those spaces, and this has significance not only for Game Studies but also for other disciplines such as virtual environment design and the study of real-world acoustic ecologies.

A text-based methodology is employed in which literature from a range of disciplines is researched for concepts relevant to the hypothesis but, where necessary, new concepts will be devised.  The aim of the methodology is to construct a conceptual framework which is used to explicate the hypothesis and which may, with future refinement, be used for the study of sound in digital game genres other than FPS.

year: 2007

title: Indigenous Language Usage in a Digital Library: He Hautoa Kia Ora Tonu Ai.

authors: Keegan, Te Taka Adrian Gregory

subjects: indigenous language

abstract: The research described in this thesis examines indigenous language usage in a digital library environment that has been accessed via the Internet.

By examining discretionary use of the Māori Niupepa and Hawaiian Nūpepa digital libraries this research investigates how indigenous languages were used in these electronic environments in 2005. The results provide encouragement and optimism to people who are striving to retain, revitalise and develop the use of indigenous languages in information technologies. The Transaction Log Analysis (TLA) methods used in this research serve as an example of how web logs can be used to provide significant information about language usage in a bilingual online information system. Combining the TLA with user feedback has provided insights into how and why clients use indigenous languages in their information retrieval activities. These insights in turn, show good practice that is relevant not only to those working with indigenous languages, indigenous peoples or multilingual environments, but to all information technology designers who strive for universal usability.
This thesis begins by describing the importance of using indigenous languages in electronic environments and suggests that digital libraries can provide an environment to support and encourage the use of such languages. TLA is explained in the context of this study and is then used to analyse aspects of te reo Māori usage in the Niupepa digital library environment in 2005. TLA also indicates that te reo Māori was used by international clients and this usage differed to te reo Māori usage by national (Aotearoa) clients. Findings further reveal that the default language setting of the Niupepa digital library had a considerable impact on te reo Māori usage. When the default language was set to te reo Māori not only were there more requests in te reo Māori but there was also a higher usage of te reo Māori in the information retrieval activities. TLA of the Hawaiian Nūpepa digital library indicated that the Hawaiian language was also used in a digital library. These results confirm that indigenous languages were used in digital library environments. 
Feedback from clients suggests reasons why indigenous languages were used in this environment. These reasons include the indigenous language content of the digital library, the indigenous language default language setting of the digital library and a stated desire by the clients to use the indigenous language. The key findings raise some interface design issues and support the claim that digital libraries can provide an environment to support the use of indigenous languages.

text: Indigenous Language Usage in a Digital Library: He Hautoa Kia Ora Tonu Ai. The research described in this thesis examines indigenous language usage in a digital library environment that has been accessed via the Internet.

By examining discretionary use of the Māori Niupepa and Hawaiian Nūpepa digital libraries this research investigates how indigenous languages were used in these electronic environments in 2005. The results provide encouragement and optimism to people who are striving to retain, revitalise and develop the use of indigenous languages in information technologies. The Transaction Log Analysis (TLA) methods used in this research serve as an example of how web logs can be used to provide significant information about language usage in a bilingual online information system. Combining the TLA with user feedback has provided insights into how and why clients use indigenous languages in their information retrieval activities. These insights in turn, show good practice that is relevant not only to those working with indigenous languages, indigenous peoples or multilingual environments, but to all information technology designers who strive for universal usability.
This thesis begins by describing the importance of using indigenous languages in electronic environments and suggests that digital libraries can provide an environment to support and encourage the use of such languages. TLA is explained in the context of this study and is then used to analyse aspects of te reo Māori usage in the Niupepa digital library environment in 2005. TLA also indicates that te reo Māori was used by international clients and this usage differed to te reo Māori usage by national (Aotearoa) clients. Findings further reveal that the default language setting of the Niupepa digital library had a considerable impact on te reo Māori usage. When the default language was set to te reo Māori not only were there more requests in te reo Māori but there was also a higher usage of te reo Māori in the information retrieval activities. TLA of the Hawaiian Nūpepa digital library indicated that the Hawaiian language was also used in a digital library. These results confirm that indigenous languages were used in digital library environments. 
Feedback from clients suggests reasons why indigenous languages were used in this environment. These reasons include the indigenous language content of the digital library, the indigenous language default language setting of the digital library and a stated desire by the clients to use the indigenous language. The key findings raise some interface design issues and support the claim that digital libraries can provide an environment to support the use of indigenous languages.

year: 2007