bluuebunny/crossref_metadata_2025 huggingface dataset:
SWAMI
Authors: Kilfoil Mark , Ghorbani Ali
Published: May 2011

The rapid growth of the World Wide Web has complicated the process of Web browsing by providing an overwhelming wealth of choices for the end user. To alleviate this burden, intelligent tools can do much of the drudge-work of looking ahead, searching and performing a preliminary evaluation of the end pages on the user’s behalf, anticipating the user’s needs and providing the user with more information with which to make fewer, more informed decisions. However, to accomplish this task, the tools need some form of representation of the interests of the user. This article describes the SWAMI system: SWAMI stands for Searching the Web with Agents having Mobility and Intelligence. SWAMI is a prototype that uses a multi-agent system to represent the interests of a user dynamically, and take advantage of the active nature of agents to provide a platform for look-ahead evaluation, page searching, and link swapping. The collection of agents is organized hierarchically according to the apparent interests of the user, which are discovered on-the-fly through multi-stage clustering. Results from initial testing show that such a system is able to follow the multiple changing interests of a user accurately, and that it is capable of acting fruitfully on these interests to provide a user with useful navigational suggestions.
Increased Popularity through Compliance with Usability Guidelines in E-Learning Web Sites
Authors: Scowen Greg , Regenbrecht Holger
Published: May 2011

This paper identifies and measures correlations between compliance with usability guidelines and the popularity of a Web site. A sample of e-learning Web sites was reviewed and their usability scored using a Web-based evaluation system developed during the study. This usability score was then tested against five different ranking systems using Spearman’s Rank correlation. The results of these tests show a strong correlation between compliance with usability guidelines and Web site popularity. The five ranking systems also showed positive correlations to each-other and to the usability of the sites. The conclusion drawn from these results is that compliance with usability guidelines could be a way to achieve higher Web site popularity and visitor numbers.
Promoting Technological Environmental Innovations
Authors: Lam Jacqueline C. K. , Hills Peter
Published: May 2011

This chapter reviews and discusses the debate over the effectiveness of environmental regulation in promoting industrial Technological Environmental Innovation (TEI). Using the innovation-friendly regulatory principles adapted from Porter and van der Linde (1995a and 1995b), this chapter demonstrates how properly designed and implemented environmental regulation (TEI promoting regulation) has played a critical role in promoting TEI in the transport industry in California and Hong Kong. In both cases, it has been shown that stringent environmental regulations that send clear and strong signals for future environmental performance requirements are critical in promoting TEIs in the public transport industries. Unlike traditional command-and-control regulations, TEI promoting regulations are strongly supported by incentive and capability-enhancing measures.
Information Technology Resources Virtualization for Sustainable Development
Authors: Pankowska Malgorzata
Published: May 2011

Nowadays business organizations seem to be involved in the processes of sustainable development. Therefore, not only economic indicators of performance are considered but also – the environmental responsibility is equally important. The environmental responsibility covers social responsibility and natural environment responsibility. The last one demands taking into account promotion of sustainable use of renewable natural resources, reducing the emissions and wastages, and decrease of energy consumption. The first part of the chapter includes presentation of benefits resulting from IT (Information Technology) resources virtualization, Grid computing and cloud computing development. The second part contains a model of IT governance for sustainability. The main important factors included in the model concern IT strategy, business strategy, IT management, business agreements.
Price Relationships in the EU Emissions Trading System
Authors: Chevallier Julien
Published: May 2011

The European Union Emissions Trading Scheme (EU ETS) constrains industrial polluters to buy/sell CO2 allowances depending on a regional depolluting objective of -8% of CO2 emissions by 2012 compared to 1990 levels. Companies may also buy carbon offsets from developing countries, funding emissions cuts there instead, under a Kyoto Protocol Clean Development Mechanism (CDM). This chapter critically analyzes the price relationships in the EU emissions trading system. The United Nations Framework Convention on Climate Change (UNFCCC) delivers credits that may be used by European companies for their compliance needs. Certified Emissions Reductions (CERs) from CDM projects are credits flowing into the global compliance market generated through emission reductions. EUAs (European Union Allowances) are the tradable unit under the EU ETS. Besides, the EU Linking Directive allows the import for compliance into the EU ETS up to 13.4% of CERs on average. This chapter details the idiosyncratic risks affecting each emissions market, be it in terms of regulatory uncertainty, economic activity, industrial structure, or the impact of other energy markets. Besides, based on a careful analysis of the EUA and CER price paths, this chapter assesses common risk factors by focusing more particularly on the role played by the CER import limit within the ETS.
Voluntary Emissions Reduction
Authors: Bailis Robert , Arabshahi Neda
Published: May 2011

While binding regulations on greenhouse gas (GHG) emissions have yet to be introduced outside of a limited number of high-emitting sectors in the EU, several organizations have set up voluntary GHG programs that promote firm-level inventories and/or emission reductions. Many argue that these programs are not forceful or rigorous enough to result in real emissions reductions and may simply encourage “greenwashing.” In 2007, the United Nations Global Compact initiated the voluntary Caring for Climate (C4C) platform for businesses wishing to demonstrate climate leadership. To assess how voluntary emissions reduction programs have performed, this study examines the progress that C4C signatories have made. The results show widely dispersed GHG quantities and a range of reduction plans. Due to the lack of uniform, comparable data, the authors call for standardized, clearly defined carbon accounting guidelines as the first step towards effective corporate GHG management.
A Critical Assessment of Environmental Degeneration and Climate Change
Authors: Ploberger Christian
Published: May 2011

China and its population are confronted with fundamental environmental challenges, as both environmental degeneration and the impact of climate change exhibit critical political, economic, and social implications for their future development. Among the various environmental challenges China faces, this chapter identifies pollution issues, soil erosion, acid rain, and sea-level rise. This variety of environmental issues increases the underling complexity of how best to address these challenges, especially as China’s growth strategy has the potential to exacerbate the negative impact on the environment further. Hence the question which development strategy China will follow–a ‘growth first and clean up later’ or ‘cleaning up while growing’–carries serious implications not only for the environmental situation in China itself, but for the international community as well. It is crucial to recognize that China’s multidimensional environmental challenges also carry critical implications for China’s international reputation.
Government Policies and Private Investments Make for a Bright Cleantech Future in India
Authors: Duke Gavin , Tandon Nidhi
Published: May 2011

Written from the perspective of private equity investment, this chapter highlights the factors needed to support clean technology development, and in particular, the importance of an enabling policy environment. Drawing from the experience of a private equity fund that seeks out environmental companies and develops them into viable international enterprises, this chapter showcases examples in India whose bottom lines include social and environmental benefits for all. Cleantech has a new resonance among law makers. International urgency on climate change issues and carbon emission reduction are converging with national government policies that seek to support clean energy, green jobs, as well as lessen industrial pollution and promote waste treatment, recycling and cleaner production. This is good news for all, including discerning green investors.
Sustaining Organizational Culture in the Globally Distributed Environment
Authors: Milhauser Kathy L.
Published: May 2011

Organizations of all sizes are finding it necessary to expand their operations across geographic boundaries in a phenomenon that has been referred to as the globally distributed team. While this trend is typically a response to business opportunity, it is not without challenges. One of those challenges is how to maintain organizational culture as teams become globally distributed. The goal of the research detailed in this chapter was to examine a single organization that has been utilizing distributed teams to facilitate product development. A single case study method was used. Data was gathered through a series of semi-structured interviews with employees who participated in a distributed product development team. The chapter includes a review of the organization’s approach to orienting employees to the organizational culture, maintaining focus on the culture over a period of years, and extending the culture to support globalization while maintaining the integration of distributed teams into the overall organization.
Re-Examining Trust Development and Knowledge Sharing in Virtual Teams
Authors: Son Su Jin , Kim Eun Jee
Published: May 2011

It is crucial to effectively identify and leverage organizational team member knowledge. As virtual teams are becoming increasingly common in global companies, knowledge sharing in virtual teams is gaining attention among practitioners and scholars. In particular, the role of trust in effective knowledge sharing has been emphasized among scholars. However, there have been few attempts to integrate trust and knowledge sharing behaviors in virtual teams. Therefore, the purpose of this chapter is to present the integrative perspective of knowledge sharing and trust in virtual teams. The authors thoroughly explore the existing literature on different approaches to trust and the knowledge sharing process and then introduce an integrative three-stage process model of trust and knowledge sharing in virtual teams.
Trends in Virtual Leadership
Authors: Milhauser Kathy L.
Published: May 2011

This chapter examines emerging trends in virtual leadership through an interview with Elliott Masie, a futurist who has been following trends in learning, leadership, and collaboration for nearly three decades. The interview begins with a discussion of Elliott’s and the Masie Center’s interest in this topic, and then proceeds to explore some of the trends that they are seeing, attempting to separate hype from reality. The chapter then looks toward the future, envisioning what the workplace of the future might look like, and what kinds of skills and practices will be necessary for organizations to continue to be effective as the workplace setting evolves. Elliott brings a perspective to this topic that is grounded not only in his past experience with emerging trends, but also in his current and relevant interactions with global leaders. An interview format was chosen for this chapter in order to allow Elliott’s unique voice and personality to be shared with readers.
Patterns of Skills and Careers in the Information Technology Workforce
Authors: Bullen Christine V. , Abraham Thomas
Published: May 2011

There are a number of significant forces shaping the Information Technology (IT) work force: the migration of skills due to global sourcing, the thin pipeline of skills in high-income locations due to several years of lowered enrollments in IT-related university programs, and the impact of the largest retirement bubble in history, that is, the retirement of baby boomers. The impact of these forces was investigated through interviews and surveys with companies that purchase IT global sourcing (clients) and those that deliver IT services (providers). The results of this research indicate a new pattern of skills and capabilities that will be required by individuals pursuing a successful career in Information Technology. Business skills and client facing skills showed up at the top of the rankings. They also indicate the need for industry to develop a new approach to hiring and retaining IT professionals. The traditional career path of programmer-analyst-manager will need to be replaced by new paths.
IT Hiring Criteria vs. Valued IT Competencies
Authors: Starkweather Jo Ann , Stevenson Deborah H.
Published: May 2011

Following a discussion of best practices for IT recruitment and hiring, an empirical analysis of recent IT recruiter and IT executive data are presented. Solutions to the recruiter/executive gaps are discussed along with the identification of areas for further scholarly research.
Producing Candidate Separation through Recruiting Technology
Authors: Sedlack Derek J.
Published: May 2011

With millions of potential employment candidates leveraging the Internet to search for jobs (Borstorff et al, 2006) and a massive global economic recession providing increasing availability to otherwise gainfully employed professionals, it is staggering to think that employers cannot find qualified candidates. The number of global candidates is growing, but claims of weak qualifications or poorly drafted resumes that do not appropriately reflect skills or experience leave many positions open. Gallivan et al (2004) found that the technical gap is due to the ease of posting specific technical skills and recruiting for a specialty and the complex, multi-functional modern employee companies now desire. A better method of qualifying and matching candidates with broader skills is required to meet this ever-increasing demand. While no system can incorporate all information, this proposal would provide a modular Information System capable of providing the most relevant information.
Insourcing vs. Outsourcing
Authors: Frazzetto Anna
Published: May 2011

Most discussions of IT outsourcing focus on cost reductions and meeting skills requirements. This chapter focuses on the people considerations and the important role that HR must play to ensure success, especially as it pertains to evaluating the resources and managing the transition. HR must be engaged in monitoring the cost of talent, identifying the required skills, being sensitive to the timing of the requirements, and mitigating the strain on work balance.
Deliberate Leadership
Authors: Lamoreaux Kristen , Varghese Dibi
Published: May 2011

For decades, societal influences, academic ennui, and corporate resistance to change have contributed toward the reduction of the number of women pursuing the computer science field. Technology innovations have enabled greater workplace flexibility, yet gender schemas and negative stereotypes remain. Human Resources organizations are pivotal in altering negative perceptions and reversing misconceptions. HR has low and no cost options available to them to greatly impact their work environment and subsequent female IT recruitment, development, and retention programs. Organizations that do not deliberately address the talent shortfall within Information Technology will clearly suffer recruitment, retention, and business performance consequences. While the focus of this chapter is women in IT, most of the discussion can also be applied to men.
In the Pipeline
Authors: Buitenhuis Jannie M.
Published: May 2011

New generations of Information Technology (IT) professionals are entering and preparing to enter the pipeline for a challenging IT career. This chapter will present their characteristics, compare them to the previous generations, and discuss how the different generations can be effectively deployed in IT organizations. The four key characteristics of the new generations are: First of all, the new generations of IT professionals realize that the globe has become an open and connected system. Their organization should operate as a holistic brain as well, with information-processing as the center. Second, they wonder why Information Technology should stand alone. They want to talk about Community Technology. In other words: all of the technologies needed to support communities. Sharing, creating, and utilizing knowledge in an all-embracing ‘space’ determined by location and time, is the third aspect that characterizes the new generations. They do not let knowledge flow only virtually, or physically or mentally. They let it flow in all those ‘spaces’. Fourth, they want their organization to take care of the planet: their planet. They are non wasteful, and they still keep in mind people and profit. The effective IT department understands the differences in generations and how to adapt and leverage the above characteristics.
IT HR and the Perceived Value of Networking Organizations
Authors: Brown Donald E.
Published: May 2011

The purpose of this chapter is to explore how people and corporations perceive the value of networking organizations and social networking structures. Surveys were used to gather information about how networking organization members and staffing professionals alike view these networks in terms of their effectiveness and general value. This chapter will highlight the issues, controversies, and problems experienced by the modern day worker and staffing professionals, and it will examine the solutions and benefits realized through networking structures and look to the future as the trends uncovered persist. In conclusion, it will be shown that there are synergies in taking advantage of this relatively low investment and low risk way of connecting with communities of experts and corporate opportunities.
Influence of the Organizational Culture into IT Department Structure, User Relationships and Motivators
Authors: Brodbeck Ângela F. , Brodbeck Henrique J.
Published: May 2011

This chapter presents two organizational case studies of Brazilian companies: a cutlery multinational with both domestic and international plants, including in the USA, and a public university. The chapter describes their organizational culture and the Information Technology (IT) structure resulting from that culture, how IT responds to business requests, and the main drivers, indicators, and motivators of the IT area. At the end, some questions are raised about organizational and individual culture, how these elements can influence IT personnel, and their attitude towards the problems of users, as well as how they can sometimes change patterns of behavior in the organization.
The Need for a Recruiter 2.0 for Hiring IT Talent
Authors: Eckhardt Andreas , Brickwedde Wolfgang , Laumer Sven , Weitzel Tim
Published: May 2011

The purpose of this chapter is to present the case of a German software manufacturer who invented a Recruiter Training Academy to fulfill their IT recruiters’ need for new and specific skills.
A Survey of Parallel and Distributed Data Warehouses
Authors: Furtado Pedro
Published: May 2011

Data Warehouses are a crucial technology for current competitive organizations in the globalized world. Size, speed and distributed operation are major challenges concerning those systems. Many data warehouses have huge sizes and the requirement that queries be processed quickly and efficiently, so parallel solutions are deployed to render the necessary efficiency. Distributed operation, on the other hand, concerns global commercial and scientific organizations that need to share their data in a coherent distributed data warehouse. In this article we review the major concepts, systems and research results behind parallel and distributed data warehouses.
What-If Application Design Using UML
Authors: Golfarelli Matteo , Rizzi Stefano
Published: May 2011

Optimizing decisions has become a vital factor for companies. In order to be able to evaluate beforehand the impact of a decision, managers need reliable previsional systems. Though data warehouses enable analysis of past data, they are not capable of giving anticipations of future trends. What-if analysis fills this gap by enabling users to simulate and inspect the behavior of a complex system under some given hypotheses. A crucial issue in the design of what-if applications is to find an adequate formalism to conceptually express the underlying simulation model. In this paper we report on how, within the framework of a comprehensive design methodology, this can be accomplished by extending UML 2 with a set of stereotypes. Our proposal is centered on the use of activity diagrams enriched with object flows, aimed at expressing functional, dynamic, and static aspects in an integrated fashion. The paper is completed by examples taken from a real case study in the commercial area.
Collaborative Learning in Dynamic Group Environments
Authors: Kanev Kamen , Kimura Shigeo
Published: May 2011

This chapter is dedicated to Computer-Supported Collaborative Learning (CSCL) employing dynamic groups, where at different stages students work independently, interact with each other in pairs, and conduct joint work in larger groups with varying numbers of participants. A novel Dynamic Group Environment for Collaborative Learning (DGE/CL) that supports students in making informed and intelligent choices about how, when, and with whom to collaborate is introduced. A face-to-face collaborative scenario, where all students are in the same room and can move freely around and interact with each other while using digitally enhanced printed materials with direct point-and-click functionality is considered. Flexible and efficient support for dynamic group management is ensured through the adopted Cluster Pattern Interface (CLUSPI) technology, which, while preserving the original touch-and-feel of printed educational materials, supports additional affordances and allows employment of new, non-traditional paper-based interactions. Possibilities for DGE/CL enhancements with specialized surface code readers and laser-based digital surface encoding being developed by the authors are outlined and references to recent projects are given.
A Computer-Assisted Approach for Conducting Information Technology Applied Instructions
Authors: Chu Hui-Chun , Hwang Gwo-Jen , Tsai Pei-Jin , Yang Tzu-Chi
Published: May 2011

The growing popularity of computer and network technologies has attracted researchers to investigate the strategies and the effects of information technology applied instructions. Previous research has not only demonstrated the benefits of applying information technologies to the learning process, but has also revealed the difficulty of applying them effectively. One of the major difficulties is due to the lack of an easy-to-follow procedure for inexperienced teachers to design course content with proper use of suitable information technologies. In this paper, a model for conducting information technology applied instructions is proposed. The novel approach can assist teachers in designing information technology applied course content based on the features of subject materials and the learning status of the students. An experiment on a Chemistry course in a junior high school was conducted to evaluate the performance of our novel approach.
An Understanding Information Management System for a Real-Time Interactive Distance Education Environment
Authors: He Aiguo
Published: May 2011

A real-time interactive distance lecture is a joint work that should be accomplished by the effort of the lecturer and his students in remote sites. It is important for the lecturer to get understanding information from the students which cannot be efficiently collected by only using video/audio channels between the lecturer and the students. This article proposes RIDEE-UIM (Understanding Information Management system for Real-time Interactive Distance Education Environment) for collecting understanding information from each participant to the lecturer during real time distance education activities. The usefulness of RIDEE-UIM has been confirmed by experiments. This article describes the basic idea, implementation and experiments of RIDEE-UIM.
Using S-P Chart and Bloom Taxonomy to Develop Intelligent Formative Assessment Tool
Authors: Chang Wen-Chih , Yang Hsuan-Che , Shih Timothy K. , Chao Louis R.
Published: May 2011

E-learning provides a convenient and efficient way for learning. Formative assessment not only guides student in instruction and learning, diagnose skill or knowledge gaps, but also measures progress and evaluation. An efficient and convenient e-learning formative assessment system is the key character for e-learning. However, most e-learning systems didn’t provide methods for assessing learners’ abilities but true-score mode. In this article, Sato’s Student-Problem Chart (SP Chart) is applied to integrate with our proposed on-line assessment system. Teachers are able to analyze each learner easily and efficiently. In addition, the Bloom Taxonomy of Educational Objective supports each item in our assessment management system during the authoring time. In our proposed system, it provides groups of function for student, teacher, and system administrator. According to the SP Chart analysis and Bloom taxonomy of items, we can divide all items into four types, and students into six types. With these types of diagnosis analysis chart, teacher can modify or delete the items which are not proper. With diagnosis analysis chart of students, teachers can realize learners’ learning situation easily and efficiently.
A Face Based Real Time Communication for Physically and Speech Disabled People
Authors: Ann Ong Chin , Lu Marlene Valerie , Theng Lau Bee
Published: May 2011

The main purpose of this research is to enhance the communication of the disabled community. The authors of this chapter propose an enhanced interpersonal-human interaction for people with special needs, especially those with physical and communication disabilities. The proposed model comprises of automated real time behaviour monitoring, designed and implemented with the ubiquitous and affordable concept in mind to suit the underprivileged. In this chapter, the authors present the prototype which encapsulates an automated facial expression recognition system for monitoring the disabled, equipped with a feature to send Short Messaging System (SMS) for notification purposes. The authors adapted the Viola-Jones face detection algorithm at the face detection stage and implemented template matching technique for the expression classification and recognition stage. They tested their model with a few users and achieved satisfactory results. The enhanced real time behaviour monitoring system is an assistive tool to improve the quality of life for the disabled by assisting them anytime and anywhere when needed. They can do their own tasks more independently without constantly being monitored physically or accompanied by their care takers, teachers, or even parents. The rest of this chapter is organized as follows. The background of the facial expression recognition system is reviewed in Section 2. Section 3 is the description and explanations of the conceptual model of facial expression recognition. Evaluation of the proposed system is in Section 4. Results and findings on the testing are laid out in Section 5, and the final section concludes the chapter.
A Novel Application of Information Communication Technology to Assist Visually Impaired People
Authors: Heng Tee Zhi , Minn Ang Li , Phooi Seng Kah
Published: May 2011

This chapter presents a novel application for wireless technology to assist visually impaired people. As an alternative to the medical model of rehabilitation, the information explosion era provides the foundation for a technological solution to lead the visually impaired to more independent lives in the community by minimizing the obstacles of living. A “SmartGuide” caregiver monitoring system is built as a standalone portable handheld device linked. The objective of this system is to assist blind and low vision people to walk around independently especially in dynamic changing environments. Navigation assistance is accomplished by providing speech guidance on how to move to a particular location. The system delivers dynamic environmental information to lead the visually impaired to more independent lives in the community by minimizing the obstacles of living. Information of changing environments such as road blockage, road closure, and intelligent navigation aids is provided to the user in order to guide the user safely to his or her destination. This system also includes a camera sensor network to enhance monitoring capabilities for an extra level of security and reliability.
The Outdoor Wireless Healthcare Monitoring System for Hospital Patients Based on ZigBee
Authors: Xu Xiaoxin , Wu Mingguang , Sun Bin , Zhang Jianwei , Ding Cheng
Published: May 2011

Advances in embedded computing systems have resulted in the emergence of Wireless Sensor Networks (WSNs), which provide unique opportunities for sensing physical environments. ZigBee-compliant WSN platforms have been proposed for healthcare monitoring, smart home, industrial monitoring and sensor, and other applications. In this chapter, the authors, using TI CC2430 and CC2431 chipsets with Z-Stack, designed an outdoor patients’ healthcare monitoring system for tracking patients and helping doctors and nurses to keep tabs on patients’ health remotely. Furthermore, several important techniques are elaborated, including reliable communication, localization algorithm, and backup power, which can enhance the system performance. Finally, some suggestions for future development are presented.
Learning Places
Authors: Barrett James , Gelfgren Stefan
Published: May 2011

The chapter, based on a set of developed teaching scenarios, discusses how virtual worlds, in particular Second Life, can be used in student centered pedagogy; intertwining theory and practice, emphasizing process-thinking, critical perspectives, and strengthen the confidence and independence of the student. Drawing upon experiences from traditional education, Web 2.0-tools, and problem based pedagogy grounded in project work, social media, engineering, and digital humanities, this chapter presents a pedagogy based upon the concepts of participatory culture, and co-creation on the part of students in the learning process. The authors have been involved in developing the core curriculum for a term-long (four month) course for Museum Studies. A problem based, student centered pedagogy is both integrated and contrasted with traditional classroom settings, that are also part of the planning, implementation, and assessment stages of the course. Based upon the practical experience of conducting this course, the article critically discusses ICT and problem oriented learning on a general level – including the benefits and disadvantages for the student and for the teachers. How this approach to learning, from the experiences in virtual worlds, can fit in to the established structure of learning goals, lectures, examination, and assessment is questioned in the chapter, based on the experiences gathered from teaching the course.
Using the Interaction-Combinations Integration Model to Explore Real-Life Learning in User-Created Virtual Worlds
Authors: Antonacci David M. , Modaress Nellie , Lamoureux Edward Lee , Thomas David , Allen Timothy
Published: May 2011

User-created virtual worlds are emerging technologies with rapidly growing acceptance in education. Of the various reported educational uses of these virtual worlds, the focus of this chapter is on virtual worlds for constructivist learning activities, because this use has application to many real-life courses and has the potential to transform teaching and learning. To assist educators with recognizing and understanding virtual world learning activities, Antonacci & Modaress (2005, 2008) developed the Interaction-Combinations Integration model. However, this model has not been studied in actual virtual-world learning practice. Using a case study method, this chapter examines the usefulness of this model to organize and describe actual virtual world learning activities, provides additional learning activity examples, and describes what was needed to implement and conduct these learning activities.
Signs and Guideposts
Authors: Gamor Keysha I.
Published: May 2011

Experiential learning has long been touted as critical to deep understanding, learning, and ownership of knowledge. Technology has ushered in many new ways for people to interact; a virtual world is one such category of technological tools that enhance engagement in a learning experience. Using a virtual world for instruction does not and should not be an ‘all or nothing’ proposition. Virtual worlds are flexible, rich, collaborative environments which can be used in a variety of ways to augment a traditional, instructor-led course, Web-based courses, and other types of courseware, in addition to serving as a ‘stand-alone’ solution. Grounded in experiential learning and constructivist theory, this chapter explores ways in which one may exploit the flexibility of a virtual world to meet the real-life demands of traditional courses.
Collaborative E-Learning Techniques
Authors: Konstantinidis Andreas , Tsiatsos Thrasyvoulos , Demetriadis Stavros , Pomportsis Andreas S.
Published: May 2011

This chapter compares the potential of Learning Management Systems (LMSs) and Multi-User Virtual Environments (MUVEs) to facilitate the implementation of traditional face to face collaborative learning techniques in an online environment and discusses the benefits and challenges of an integrated approach. Initially, the chapter focuses on the application of collaborative learning techniques in traditional and computer supported didactical settings. Following this, the practice of utilizing LMSs in the contemporary educational process is analyzed, and the use of MUVEs in order to facilitate collaborative learning at a distance is subsequently presented. Ultimately, the chapter aims to clarify how the fruitful combination of these two technological approaches to the collaborative learning pedagogy can both diminish their weaknesses and amplify their strengths. For this reason, the final section of the chapter focuses on presenting an integrated approach, which merges two open source solutions: the popular LMS Moodle with the promising MUVE OpenSim.
Learning by Building in SL
Authors: Denard Hugh , Salvatori Enrica , Simi Maria
Published: May 2011

This chapter will report on, and critically assess the outcome of a two year-long experimental educational project using Second Life (SL) as a teaching and learning platform. The project’s main goal was to investigate the added value of a multi-user environment in a multi-disciplinary and international context for learning about history, archaeology, acquiring a scientific approach and methodology to historical reconstruction and 3D visualization, as well as the skills to use different media technologies for communication and collaboration. This chapter will describe educational facilities and resources as well as heritage visualization projects built in the Digital Humanities Island in SL, where the collaboration between King’s College London and the University of Pisa took place.
Web Based Authoring for Virtual Worlds using PIVOTE
Authors: Burden David , Jinman Andrew
Published: May 2011

This chapter starts with a description of the “traditional” approach to MUVE exercise design, while presenting an assessment of the problems inherent in this approach. Following is a description of the PIVOTE system from a technical, author and user point of view, including future developments and expectations. This chapter also presents two case studies of how PIVOTE has been used by different institutions.
Immersive Education Spaces using Open Wonderland From Pedagogy through to Practice
Authors: Gardner Michael , Gánem-Gutiérrez Adela , Scott John , Horan Bernard , Callaghan Vic
Published: May 2011

This chapter presents a case study of the use of virtual world environment in UK Higher Education. It reports on the activities carried out as part of the SIMiLLE (System for an Immersive and Mixed reality Language Learning) project to create a culturally sensitive virtual world to support language learning (funded by the UK government JISC program). The SIMiLLE project built on an earlier project called MiRTLE, which created a mixed-reality space for teaching and learning. The aim of the SIMiLLE project was to investigate the technical feasibility and pedagogical value of using virtual environments to provide a realistic socio-cultural setting for language learning interaction. The chapter begins by providing some background information on the Wonderland platform and the MiRTLE project, and then outlines the requirements for SIMiLLE, and how these requirements were supported through the use of a virtual world based on the Open Wonderland virtual world platform. The chapter then presents the framework used for the evaluation of the system, with a particular focus on the importance of incorporating pedagogy into the design of these systems, and how to support good practice with the ever-growing use of 3D virtual environments in formalized education. Finally, the results from the formative and summative evaluations are summarized, and the lessons learnt are presented, which can help inform future uses of immersive education spaces within Higher Education.
Science through Second Life
Authors: Wellman Elizabeth , Arreguin Cathy
Published: May 2011

The purpose of this chapter is to provide educators with a case study of the design, development, and implementation of a Multi User Virtual Environment as a core medium in a high school based blended learning system. Science through Second Life focuses on the opportunities and challenges encountered by educators in the creation and realization of a series of virtual learning environments in Teen Second Life on the topic of environmental sustainability. This chapter considers instructional approaches to support scientific literacy and thinking, the optimal use of multiple media for supporting media literacy growth, and the use of the blended environment to motivate students, gain their attention, and foster a longer term interest in science. Specific examples of learning activities, supportive instructional materials and the pedagogical reasoning are woven into a larger narrative detailing a semester long, 9th grade science class. By reporting the design and development process and the subsequent course of implementation of instructional activities, this chapter provides pre- and in-service teachers and instructional designers with a model of instructional design and practical considerations for developing MUVEs in a blended instructional environment.
Virtual Worlds - Enjoyment, Motivation and Anonymity
Authors: Thompson Marc
Published: May 2011

This chapter considers the effectiveness of virtual worlds as environments in which disaffected or “failed” learners can be reengaged with education. The premise is that virtual worlds allow learners to “play” with their identity and potentially reinvent themselves as better learners. This idea is supported by research which shows virtual worlds as engaging, motivating, fun places to learn. The topics of “identity in virtual worlds,” “identity and learning,” and “education in virtual worlds” are examined. One hundred 13 to 17 year old pupils were observed working in the Second Life teen Grid which is a virtual world restricted to young people between 13 and 17 years old. Written feedback from 68 of these pupils was analyzed. This is supported by in excess of 1500 hours of participant observations in the adult Second Life virtual world.
Why Videogames are not Teacher-Proof
Authors: Gresalfi Melissa , Barnes Jacqueline , Pettyjohn Patrick
Published: May 2011

This chapter considers the crucial role that the teacher plays in supporting successful use of immersive technology in the classroom, focusing particularly on the use of an interactive, online, multiplayer videogame called Quest Atlantis. This chapter presents an account of successful strategies for integrating immersive technologies into teaching practice, such that the game does not replace the teacher, nor the teacher replace the game, but rather the two are integrated in their mutual support of student learning. The authors focus specifically on two distinct roles that teachers can play in leading whole-class discussions: attuning students to important concepts and connections in the game, and deepening opportunities to learn beyond what is afforded in game design. For each role, the authors present two contrasting cases with the goal of illuminating the central role that a teacher can play when integrating complex technologies into the classroom. Differences in the ways that teachers support their students while using games like Quest Atlantis are not trivial; it is argued that differences in teachers’ support of whole-class conversations can create dramatically different opportunities for students to learn.
Cross-University Collaborative Learning
Authors: Massey Anne P. , Montoya Mitzi M. , Bartelt Valerie
Published: May 2011

Over the last two decades, communication and collaboration tools to support student project work have evolved significantly, with an expanding array of options. Most recently, 3D virtual worlds (VW) have emerged. This chapter explores the use of collaborative tools in a cross-university course where student (“virtual”) teams engaged in a multi-week project. The student project teams had access to a collaborative toolkit that included Web 1.0 (traditional) and Web 2.0 tools, as well as collaboration spaces in a VW. Findings suggest that more successful student teams were better able to match Web 2.0 and VW collaborative technologies to project activities, while other lower performing teams defaulted to more familiar Web 1.0 technologies. The VW played a key role in facilitating relationship building in the collaborative learning process. The findings are particularly relevant to instructors seeking to integrate and use VWs in the classroom for collaborative project work and distance learning settings.
Instructional Design of an Advanced Interactive Discovery Environment
Authors: Wu YiYan , Koszalka Tiffany A.
Published: May 2011

This chapter examines the instructional design of, and reports on research conducted within, a multiuser virtual environment created for a distributed Collaborative Engineering Design (CED) course. The course’s Advanced Interactive Discovery Environment (AIDE) provided a variety of synchronous online tools and communication devices to support SameTime virtual team collaboration and problem-solving within the course. The research helped to unpack (1) which tools team members engaged with during collaborative learning activities, (2) how and why they used or did not use provided online features to support their individual learning and enhance team productivity, collaboration, and communication, and (3) how team members communicated socially. The research also describes how different team social communication patterns may be related to the patterns of team technology use. Relevant theoretical frameworks including social learning, media stickiness, cognitive imprinting, and recommendations on how different tools can be effectively integrated into multiuser virtual environments to facilitate learning are discussed.
Global Impact for your Institution
Authors: Akins Thomas M. , Gulick Debbie D.
Published: May 2011

This chapter describes Georgia Institute of Technology’s (Georgia Tech) model for producing globally competent engineers. It details two aspects that Georgia Tech thinks are vital to its success: (1) the need for institutional support and resources and (2) making international experiential education a part of an institution’s culture.
Integrating Work and Learning in a Postgraduate Maintenance Management Program
Authors: Keleher Patrick , Chattopadhyay Gopinath , Patil Arun
Published: May 2011

CQUniversity conducts a suite of postgraduate programs in maintenance management. There is an emphasis upon Work Integrated Learning, and the programs are delivered in a flexible mode by academics and lecturer-practitioners so that learners are provided with an authentic learning experience. The learners are mature aged, experienced practitioners who are either graduate engineers or trades qualified, working in the maintenance management area of their organisation. Study materials have been designed and developed through the collaboration and consultation with industry, university, and practitioner stakeholders to ensure the student’s learning and the assessment of that learning is incorporated into the tasks and responsibilities of learners in their workplace. A blended learning delivery model includes the opportunity for students to attend a two day residential school. Ongoing improvement of the academic program, consultancy, and research opportunities arises from engagement with stakeholders through a number of mechanisms including a conference to showcase innovative practices of physical asset and maintenance management.
Beyond Ambient Display
Authors: Vande Moere Andrew , Offenhuber Dietmar
Published: May 2011

With the recent emergence of a wide range of information displays that reach beyond the traditional graphics-based computer screen, it seems that the original definition of ambient display, and its focus on user attention and aesthetics, has become diluted. Instead, we propose a taxonomy of alternative information displays that is mainly based on context, in terms of the data it represents and the environment it is located in. The resulting model described three different categories: visualization as translation, visualization as augmentation and visualization as embodiment. This model aims support visualization designers and developers in considering the correct visualization as well as display medium.
Ambient Communication Experience (ACE), Information Interaction in Design Space
Authors: Hegarty Rosaleen , Lunney Tom , Curran Kevin , Mulvenna Maurice
Published: May 2011

A changing computing landscape is expected to sense the physical world yet remain concealed within its very infrastructure to provide virtual services which are discreetly networked, omnipresent yet non-intrusive. Ambient Information Systems (AIS), permit a mode of expression that can easily exist at the level of subconscious realisation. This research focuses on the development of an Ambient Communication Experience (ACE) system. ACE is a synchronisation framework to provide co-ordinated connectivity across various environmentally distributed devices via sensor data discovery. The intention is to facilitate location-independent and application-responsive screening for the user, leading to the concept of technologically integrated spaces. The aim is to deliver contextual information without the need for direct user manipulation, and engagement at the level of peripheral perception.
Distributed Schema-Based Middleware for Ambient Intelligence Environments
Authors: Gómez Javier , Montoro Germán , Haya Pablo A. , García-Herranz Manuel , Alamán Xavier
Published: May 2011

In this work we present a middleware developed for Ambient Intelligence environments. The proposed model is based on the blackboard metaphor, which is logically centralized but physically distributed. Although it is based on a data-oriented model, some extra services have been added to this middle layer to improve the functionality of the modules that employ it. The system has been developed and tested in a real Ambient Intelligence environment.