A scientometric analysis of extant literature is conducted to elucidate upon the practicality of teleworking throughout industry as a prelude to prescribing a bespoke conceptual adoption model that embeds innovative digital technologies to facilitate teleworking for construction professionals. The model is premised upon the Royal Institute of British Architects (RIBA) work stages and illustrates how technologies are being used at each incremental stage. An interpretivist philosophy and inductive reasoning were adopted using a sample of longitudinal secondary data contained within pertinent extant literature, where each publication constitutes a unit of analysis. The qualitative scientometric software VOSviewer and Voyant Tools were utilised to examine emergent research trends, with further manual review of prominent papers contained within the sample dataset. Four distinct historical advances are delineated in a timeline that describes the evolution of home working from the 1970s through to the present day (and during the global COVID-19 pandemic). Key milestones delineated indicate how technological advances have created new opportunities for teleworking. The research indicates that an acceleration of digital advances has engendered modernity in contemporary work location patterns and that these offer potentials to reduce the environmental impact of anthropogenic activities. This unique study highlights how COVID-19 and available digital technologies have shaped the future of teleworking from home and the potential environmental impact of such. This concludes by signposting directions for future research into the adoption of teleworking at the organisational level and establishing the cost and environmental savings to businesses from abandoning the traditional model of employer-based working.
An interpretation of children's drawing is presented that is based on active perception of the world and the construction of an equivalent self contained two‐dimensional world. This model is implemented in a computer program called Rose (Representation Of Spatial Experience). Inspired by the drawings of young children, Rose simulates the perception of the general form and structure of three‐dimensional computer models and constructs equivalent childlike two‐dimensional representations from them. Rose serves to illustrate the plausibility of the constructive process as a model for real children's drawing and in addition serves as an alternative approach to traditional computer graphic rendering.
An interpretation of children's drawing is presented that is based on active perception of the world and the construction of an equivalent self contained two-dimensional world. This model is implemented in a computer program called Rose (Representation Of Spatial Experience). Inspired by the drawings of young children, Rose simulates the perception of the general form and structure of three-dimensional computer models and constructs equivalent childlike two-dimensional representations from them. Rose serves to illustrate the plausibility of the constructive process as a model for real children's drawing and in addition serves as an alternative approach to traditional computer graphic rendering.
Moovl is a sketchpad for children in which their drawings come alive with interactive motion and sound by adding simulated physical dynamics to freehand strokes in real-time. This deceptively simple transformation places the intuitive activity of drawing in a highly motivating and often surprising feedback loop of hypothesis and experiment, creation and play. Moovl is an ongoing project initially developed with the support of NESTA Futurelab (www.nestafuturelab.org/showcase/moovl/moovl.htm) for use within the KS1 science curriculum and tested in classrooms in Bristol and London during the summer of 2004 using TabletPCs and Interactive Whiteboards.
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