The e-ROSA project seeks to build a shared vision of a future sustainable e-infrastructure for research and education in agriculture in order to promote Open Science in this field and as such contribute to addressing related societal challenges. In order to achieve this goal, e-ROSA’s first objective is to bring together the relevant scientific communities and stakeholders and engage them in the process of coelaboration of an ambitious, practical roadmap that provides the basis for the design and implementation of such an e-infrastructure in the years to come.
This website highlights the results of a bibliometric analysis conducted at a global scale in order to identify key scientists and associated research performing organisations (e.g. public research institutes, universities, Research & Development departments of private companies) that work in the field of agricultural data sources and services. If you have any comment or feedback on the bibliometric study, please use the online form.
You can access and play with the graphs:
- Evolution of the number of publications between 2005 and 2015
- Map of most publishing countries between 2005 and 2015
- Network of country collaborations
- Network of institutional collaborations (+10 publications)
- Network of keywords relating to data - Link
VAG-a prototype animated, interactive, three-dimensional virtual environment model of a supply chain in the agribusiness sector has been developed as a CD-based game of strategy. Users (players) have to both create their supply chain by choosing the components that make it up, and then play the game in the role of the Manager of one of the components in it: the goal being to maximise the success of that component. Evaluation of the player's business acumen and the 'health' of the particular component in the supply chain are calculated based on the information use and decision making that transpires. Animation and activated 3D graphics of decision making are trialled as a way of providing an immersive learning experience (the "Know How" rather than simply the "Know What"). This paper introduces VAG Version 1-the concept, the issues and the workarounds required to create this first version as a demonstration tool to enhance agribusiness education and research. A small sample qualitative evaluation of the demonstration model is included to provide some feedback to the future design and development of the concept. The future developmental opportunity for extending VAG into a massive multiplayer online game in true virtual reality is also briefly discussed as a way of extending "E" learning scenarios.
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