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21 JULY 2013

Validity Concepts in Research: an Integrative Approach

"Research involves drawing upon elements and relations from three basic domains: (a) a conceptual domain, which includes concepts and relations considered in abstract form, (b) a methodological domain, which includes instruments and techniques for obtaining observations and for relating sets of observations; and (c) a substantive domain, which includes events, processes, and phenomenon in the 'real' world.

Any research project must contain elements and relations from each of these domains. Thus, it is not possible to conduct research, without some method, some concept (or set of concepts), and some event or process. Elements and relations from each of these domains are not all combined simultaneously. Research generally proceeds by combining two of the domains, to form some structure, and subsequently incorporating (i.e., integrating) the third domain with the developed structure. With three domains, there are at least three patterns for combining the domains. Those three ways represent three distinct research paths; and they pose different advantages and limitations for the investigator."

(David Brinberg, 1982)

David Brinberg (1982) ,"Validity Concepts in Research: an Integrative Approach", in NA – Advances in Consumer Research Volume 09, eds. Andrew Mitchell, Ann Abor, MI : Association for Consumer Research, Pages: 40–44.


1982 • abstract form • academic research • advantages and limitations • analytic technique • Association for Consumer Research • concepts and ideas • concepts and relations • conceptual domain • David Brinberg • events • forms of validity • instruments and techniques • integrative scholarshipintegrative techniqueinterrelationships • investigator • knowledge domain • measuring device • methodological domain • obtaining observations • phenomenon • processes • real world • relating observations • relationsresearch designresearch method • research paths • research processresearch projectresearch strategiesresearcher • substantive domain • theory buildingUniversity of Marylandvalid knowledgevalid scholarshipvalidity


Simon Perkins
31 JANUARY 2012

Imaging Research Center at the University of Maryland

"Since 1987 IRC researchers and students have been exploring the rapidly developing landscape of visual technology. Initial research involved high–end 3D computer animation to create rich worlds and characters. Visualizations of the otherwise invisible, ranging from biology to long–gone or unrealized architecture continue to be created at the IRC for national broadcast and current feature films.

As digital media tools became more powerful, the IRC began developing interactive, real–time virtual worlds that could respond to the decisions of an involved viewer. Researching and utilizing current game–art technologies, the IRC has created internationally recognized interactive visualizations for museums and other institutions. Additionally, pure research in real–time visualization has involved UMBC students in immersive projects that have attracted national attention.

Today, visualization capabilities have become all but limitless. At the same time, the role imagery plays in contemporary culture is of rising importance. Research at the IRC has expanded to include multidisciplinary research projects to better understand and realize an effective use of imagery to help culture process its most profound ideas. Understanding social media, online communities, and interactive collaborative virtual spaces are basic aspects of this research."

(Imaging Research Center, University of Maryland Baltimore County)


19873D • 3D computer animation • animationapplied researchBaltimore Maryland • biology visualisation • character designcontemporary culturedesign researchdesign researcherdigital mediaexperimental knowledge • game art • game art technologies • gamesimagery • Imaging Research Center • immersion • interactive collaborative virtual spaces • interactive virtual worlds • interactive visualisations • IRCmuseumreal-time • real-time virtual worlds • real-time visualisationresearchresearch centreresearch projectresearchers • rich worlds • science visualisation • social media research • UMBC • undergraduate researchUniversity of Maryland • University of Maryland Baltimore County • virtual spacesvirtual worlds • visual technology • visualisation • visualisation capabilities • visualisations


Simon Perkins
28 JANUARY 2005

Ambient Intelligence - Agents for Ubiquitous Computing

"The merging of virtual environments, mobile communication and sensors, allows the emergence of a new vision: Ambient Intelligence, a pervasive and unobtrusive intelligence in the surrounding environment supporting the activities and interactions of the users. Ambient intelligence appears poised to cause remarkable changes in the way people live. With digital information, the ease of interaction between humans and computers can be greatly increased by broadening the interface media available and allowing mobile and portable communication to become free of inhibiting wires and stationary units. The result of ambient intelligence is ultimately a more empowered computer with the benefits of added convenience, time and cost savings, and possibilities for increased safety, security, and entertainment. This technology has the potential to significantly impact business and government processes, as well as private life."


AAMAS05 • agents for ubiquitous computing • ambient intelligence • Autonomous Agents and Multiagent Systems 2005 • context awarenessdigital information • electronic environments • future castingfuture interaction conceptsfuture technologieshuman interactions • intelligent systems • interaction between humans and computers • merging virtual and real environments • Michael Berger • mobile communication • pervasive intelligence • portable communication • Sehl Mellouli • sensorssoftware agent • Software Agent (SA) • Stefan Poslad • surrounding environment • technological developments • Tim Finin • ubiquitous computingubiquitous computingUniversity of Maryland • unobtrusive intelligence • user-empowerment • user-friendliness • Utrechtvirtual environments • vision of the future • Zakaria Maamar

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