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EP2010 Summary Report
Situation Analysis
Digital Games & Learning
Content & Knowledge Management Systems
Knowledge Markets
Recommendations for Research
Research Road Map
Smart Content Vision
>>> Knowledge Base
Davenport (2002) is learning a game?
Dede (2000) emerging technologies & learning
dti/pira (2002) publishing knowledge-economy exec-summary
dti/pira (2002) publishing knowledge-economy full-report
Egenfeldt-Nielsen et. al. (2003) games-research
Egenfeldt-Nielsen et. al. (2003) online gaming
Eladhari (2003) mm online games trends
EC (2003) strengthening european research area
Gibson (2003) games-industry
Gibson (2003) N-Gage business-case
Gibson (2003) process of creating games
Guarino (2002) ontology tutorial
Houghton et. al. (2000) knowledge-economy primer
INKASS (2002) knowledge marketplaces - survey
INKASS (2003) knowledge marketplaces - methodology
IRG (2002) knowledge technologies report
ISTAG (2001) FP6 workprogramme recommendations
ISTAG (2001) ambient intelligence scenarios
ISTAG (2002) IST strategies priorities
ITAG (1999) knowledge-economy
ktweb (2002) knowledge-technologies (2003-2004)
KPMG (2002) interactive culture industry
KPMG(2003) european knowledge management survey
Lynn (2002) digital-asset-management
Leitjen (2001) information-society innovation
Luck et al. (2003) agent technology roadmap
NITRD (2003) strengthening national homeland & economic security
NLII (2003) learning objects
OECD (2002) benchmarking industry-science-relationships
Quah (2002) digital-goods
Quah (2001) weightless economy
Sowa (2001) processes & causality
Stiglitz(1999) knowledge in modern economy
References
Imprint
>>> External Links
Aaby (2002) logical foundation of computer science
Advisor.com (2002) content management
Agentlink.org
Anderson (2002) outsourcing and corporate universities
Batista (2003) U.S. set for mobile game invasion
Becker (2002) "EverQuest" spins its own economy
Becker (2002) grid computing
Becker (2002) getting gamers online
Berners-Lee (2000) semantic web layers
Berners-Lee et al. (2001) semantic web
Bertino et al. (2003) answer set programming for semantic web
Charny (2003) game makers
Clark (2001) knowledge-based economy
Davenport (2002) is learning a game?
David et al. (2002) economic fundamentals of knowledge society
Dede (2000) emerging technologies & learning
Denham ed. (2002) architechture of brain and mind
dti/pira (2002) publishing knowledge-economy exec-summary
dti/pira (2002) publishing knowledge-economy full-report
EC (2003) strengthening european research area
EContent Magazine
Egenfeldt-Nielsen et. al. (2003) games-research
Egenfeldt-Nielsen et. al. (2003) online gaming
Eladhari (2003) mm online games trends
e-Learning trends and technologies
Elpub.org (2002) Creative technology
Elpub.org (2002) digital content RTD perspectives
Ernst & Young (2002) mergers & acquisitions publishing industry
European Innovation Scoreboard 2002
Fernando (2003): UK goes online
Fitzgibbon et al. (2003) managing information over lifetime
Gamasutra
Game Developers Conference Mobile (2003)
GameCubicle.com (2003): Nintendo’s internet strategy
Gibson (2003) games-industry
Gibson (2003) N-Gage business-case
Gibson (2003) process of creating games
Grenon et al. (2002) SNAP/SPAN ontology
Guarino (2002) ontology tutorial
Haagen (2002) conditions for content production
Heppel (2002) future of learning
Houghton et. al. (2000) knowledge-economy primer
Hovy (2002) history of CL/NLP
INKASS (2002) knowledge marketplaces - methodology
INKASS (2002) knowledge marketplaces - survey
IRG (2002) knowledge technologies report
ISTAG (2001) ambient intelligence scenarios
ISTAG (2001) FP6 workprogramme recommendations
ISTAG (2002) IST strategies priorities
ISTE (1998): national educational technology standards
ITAG (1999) knowledge-economy
Jackson (2001) tried-and-true business models
Kaieteur Institute (2001) e-Knowledge markets meta portal
King (2002) not yet end of PC games
Kirriemuir (2002) gaming, education and digital learning
KMNetwork
Knowledge Management Forum
Knowledge Management Resource Centre
Kolbert (2001) pimps and dragons
KPMG (2002) interactive culture industry
KPMG(2003) european knowledge management survey
ktweb (2002) knowledge-technologies (2003-2004)
Landry (2002) Venture capital
Leitjen (2001) information-society innovation
Lichtarowicz (2002) Virtual kingdom richer than Bulgaria
Luck et al. (2003) agent technology roadmap
Lynn (2002) digital-asset-management
Mäyrä (2002) digital games research
McKellar (2003) km world’s - 100 companies
Mikkelsen (2002) new media and free movement of culture
Miller (2003) taking AIIM at the ECM market
Misek (2003) TheBrain technologies corporation
MPOGD.com (2003): shadowbane ships
Murray (2002) excellence in education
Mylopoulos et al. (1996) integration architecture for info systems
NeSc (2002) challenges computing research
NITRD (2003) strengthening national homeland & economic security
NLII (2003) learning objects
Nokia (2003) introduction mobile games business
Nokia.com (2003) TibiaME case study
OECD (2002) benchmarking industry-science-relationships
OECD (2000) PISA
Olsson (2003) PlayStation 2
Powell (2003) a little fun goes a long way
Prensky (2003) digital game-based learning
Quah (2001) weightless economy
Quah (2002) digital-goods
Rappa (2006) Business models on the web
Ryll et al. (2001) wrinkles and all
Schema (2002) interactive entertainment in the broadband era
Service de l'Innovation et de la Qualité (2000) technologies clés 2005
Shapiro et al (2003) managing modular age
Skyrme (1998 ) I3 update newsletter
Sowa (2001) processes & causality
Srivastava (2001) dynamic pricing models
Stepney et al. (2002) journeys in non-classical computation
Stiglitz(1999) knowledge in modern economy
Talisayon (2001) knowledge networks
Verma et al. (2001) content-management solutions
Valtonen et al. (2001) governmental visions for info-communication
Weisman (2001) PC games
West et al. (2002) enterprise content management marketplace
Williamson (2003) games and multimedia on mobile phones
WonderWeb (2003) ontology infrastructure for semantic web