Knowledge is a competitive advantage for companies. Knowledge Management helps to keep this competitiveness. Universities face with challenges in research, innovation and international competitiveness. The purpose of this paper includes studying Knowledge Management Models, and Innovation Models apply to Research Groups of Universities, through an analysis of relation in inter-organizational level. Some researchers and leaders of research groups participated in a survey about knowledge management and innovation. Here we show the relationship between knowledge management, innovation and research, including processes and operations performed by universities around these. We organize the results in three dimensions: Knowledge Management perception, the relationship between Knowledge Management and Innovation, and Strategic Knowledge organization. Too, we identify a generality of good practices, challenges, and limitations on Research Groups for Knowledge Management.
The implementation of 3D virtual reality (VR) environments to represent human culture and heritage has been growing during the last two decades as a result of information and communication technologies (ICT) development. Precisely, regarding virtual heritage development, some weaknesses have been detected such as ''lifeless'' environments lacking interaction, and research still under development on learning assessment. In this article, a VR environment is presented, through users taking a virtual tour visiting some elements of cultural heritage of the island of San Andrés, Colombia. In the tour, users participate in a 3D VR environment, answering questions and learning about the cultural heritage of the island. Also, the usability of the VR environment is assessed through SUMI (Software Usability Measurement Inventory) standard ISO9241-11 evaluating aspects such as usefulness and learnability. The results demonstrate that with the implementation of a VR environment about heritage, the users achieved optimum performance with an 80% average of correct answers and a high correlation between learning and the usability of the 3D VR environment.
ResumenExisten diferentes lenguajes de programación de Controladores Lógicos Programables (PLC), el más común de ellos es el lenguaje de programación gráfico para autómatas programables llamado LADDER. Sin embargo, el lenguaje LADDER no es amigable en programas que requieren de cálculos de ecuaciones matemáticas, por ejemplo, el cálculo del volumen de un tanque en un control de nivel. Lenguajes alternativos como el Lenguaje de Control Estructurado (SCL) son menos estudiados dada su complejidad y poca popularidad en la pequeña y mediana industria. En este artículo se compara los resultados del lenguaje de programación LADDER y el lenguaje SCL generado mediante la herramienta Simulink® PLC Coder de MATLAB® tomando como caso de estudio el cálculo de volumen de un tanque. Finalmente, este trabajo demuestra que la herramienta Simulink® PLC Coder presenta una alternativa de desarrollo más eficiente.
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