Information technology (IT) management training provided by Master of Public Policy or Administration (MPA) programs has evolved generally from software applications embedded in traditional public policy or management courses to dedicated courses on IT management or policy. However, the degree to which individual MPA programs have evolved varies. Literature in this field has focused on providing status reports on IT education in MPA programs and making curricular recommendations. Building on the foundation, this study tries to explain MPA programs' variation in IT management education by using institutional and resource characteristics of these programs. Data collected from 183 MPA programs in the U.S. show that program ranking and accreditation status appear to be significantly correlated to whether a MPA program has a concentration on IT management. This study will have implications for countries or localities that strive to improve public service by providing cutting-edge IT management training to future public managers. It will also help inform policy makers who would like to provide effective incentives to motivate programs to better IT management training. General TermsManagement, Human Factors, and Theory.
In this paper we describes a new concept of utilizing a mobile device or Personal Digital Assistant (PDA) for musical composition. We design a new interface that combines the ease of use of a pencil and the portability and customizability of mobile device. Our proposed kit involves the affordances provided by paper computing in order to provide user experiences to novice users. By effectively using the principle of electrical conductivity and signal processing, we have developed a functional prototype ("Birds on Paper") that enables users to compose their own music. Our proposed kit consists of 4 main elements, i.e.: pencil, birds-shaped sensor, hub connector, and mobile device or PDA. Pencil can be applied on a piece of paper as the main medium to visualize the musical composition. Touching the graphite surface of the drawing will trigger an audio feedback in the form of musical notes. Musical notes will be generated based on the thickness and the length of the pencil drawings, thus enables users to intuitively compose the music according to their preference. In addition to the description of the kit, we also discuss the concept behind the design and possible user scenarios.
In this research, we propose an online service which utilizes Social Networking Service (SNS) as the medium and Japanese cartoon (manga) as the communication method. The growth of SNS has created a new potential in marketing. While users communicate and interact via SNS, the list of their conversation which is called casual data can be used to determine their needs or aspirations. SNS can be very useful for product/service developers, especially when developing new ideas or simply evaluating the feasibility of their existing products/services. Furthermore, SNS provides a unique system that enables expressive and two-way communication between its users. SNS is known for its effectiveness in delivering fresh news and information, therefore it can be used as promotional media. Although several online services that utilize SNS and casual data have been provided, the purpose of those services is still unclear and ineffective. In those services, users were only asked for their opinions without receiving sufficient feedbacks. To solve those problems we propose an innovative way of utilizing SNS and casual data in designing user generated design. In our proposed system, users can directly contribute to the product/service development process in an interesting way. We designed an online service which allows users to posts manga that describes their original idea. While contributing to the product/service development, they can also benefit from expressing their hobbies and receiving feedbacks from other users.
Very often, each individual continues to do something for his/her individual advantage that collectively is damaging to the group as a whole. The conflict is labeled as "social dilemma" or "social trap" by social psychologists. The phenomenon is very common in individualistic cultures (the West), but does the same phenomenon exist in collectivistic cultures which value cooperation and group goals more than individual benefits? The present authors employed a "replenishable ocean resource paradigm" that they developed on a series of studies in Taiwan and found that selfish behaviors were indeed very pervasive in the East. Several significant factors that affected the degree of cooperation and/or competition were also identified: sanction system, personal motivation, interpersonal relation, and the composition of decision making groups. In brief, it was found that the lower the severity of punishment or the less probability of being caught, the more selfish the subjects' behaviors became. Subjects with the motives to maximize "individual gain" and "relative gain" competed more and did not differ from each other, while "joint gain" subjects competed the least. In addition, decisions made by group of three or five people were more selfish than the decisions made by the individual. The present authors and their associates also compared the behaviors of Taiwan and American students in the social dilemma situation directly. It was found that subjects from two cultures did differ on the cooperative behaviors. Taiwan subjects were more competitive than American subjects in general. Both "probability of inspection" and "degree of punishment" had significant effect on the Taiwanese's behaviors , but only "inspection probability known or not" affected American subjects. In respects to Collectivism/Individualism Scale, Taiwan subjects did not score higher than American subjects on total collective measure, but Taiwan subjects scored higher than American subjects on collectivism toward spouses, parents, and relatives, and scored less than American subjects on collectivism toward colleagues/classmates and friends. Therefore, Taiwan subjects interacting with colleagues/classmates or friends were more selfish than American subjects. General discussion on the meaning, application and cross-cultural implication of this series of studies concludes this paper.
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