bluuebunny/crossref_metadata_2025 huggingface dataset:
Feature Technology
Authors: Xu Xun
Published: May 2011

Throughout the course of the development of CAD, CAPP, and CAM systems, unambiguous representation of a design’s geometry and topology remain an essential part of the task. Since the mid-1990’s, the technology has matured enough to enable such a representation. While geometry and topology provides a basic description of a design part, direct use of it for creation of the part and other applications, can be cumbersome. Take creation of a simple plane with four straight edges as an example. For a B-rep model to fully define the plane, four points are to be created first to be used as four vertices. They are used to define four edges, which are connected one after another to form a closed loop. Finally, a flat surface is fitted onto the loop to form the plane. When a cube is to be designed, the above process needs to be repeated five more times for the other five faces though some of the vertices and edges may be re-used. In addition, the directions of the solid have to be defined through each face. Clearly, this is not a trivial task. Users would find it helpful if the creation of geometry and topology is hidden behind them and only some meaningful parameters of the solid are provided. In the case of a simple cube, length, width, and depth would be the parameters. Hence, the concept of features (i.e. cube or block in the above example) emerged, as did the associated technologies. The same applies for other domains, such as manufacturing and engineering analysis. This chapter aims to give a succinct introduction to various feature technologies such as feature defintions, feature taxonomy, feature representation schemes, and feature-based methodologies. Several important issues are highlighted. These include the application-dependent nature of features, and surface features versus volumetric features.
Feature Interactions
Authors: Xu Xun
Published: May 2011

Feature interaction tends to have a wide range of consequences and effects on a feature model and its applications. While these may often be intended, it is also true that feature validity can be violated, one way or another, by feature interactions (Shah & Mäntylä, 1995, Gao & Shah, 1998, Lee & Kim, 1998). They may affect the semantics of a feature, ranging from slight changes in actual parameter values, to some substantial alterations to both geometry and topology or even complete suppression of its contribution to the model shape. To certain extent, successful applications of feature recognition and feature-based techniques have been hindered by interactions among the features. Feature interaction was first studied in relation to feature recognition systems. As an alternative to feature recognition, feature-based design methodology has also become prevalent in recent years. Although a number of successful and commercially available feature-based design systems have been reported, current CAD technology is still unable to provide an effective solution for fully handling the complexity of feature interactions. Very often in a feature-based design system, the interaction between two features gives rise to an unintended feature, nullifying the one-to-one mapping from design features to manufacturing features. The resulting manufacturing feature is usually of a form that the system cannot handle or represent. Thus feature interaction resolution is equally essential for a feature-based design system (Dereli & Baykasoglu, 2004). As discussed in Chapter IV, features can be represented either as a set of faces or as a volume. The interactions between surface features are different from those occurring between volumetric features. This chapter discusses different types of interactions that arise from these two feature representation schemes and uses the interacting entities to classify them. There are two types of surface feature interactions, basic feature interaction and complex feature interaction. Three types of basic feature interactions are discussed. They are nested, overlapping, and intersecting types. Interacting patches are used to classify volumetric feature interactions. These interacting patches can be of a containing, contained, or overlapping type. The significance of feature interactions lies in their effect on the machining sequence of the features involved. This is also discussed in this chapter. When features are close to each other but do not share any geometric entities, interactions may also happen for structural reasons. This type of feature interaction can be called interaction by vicinity. The main aim of this chapter is to take a holistic approach toward feature interaction solutions. The example parts used are from the “Catalogue of the NIST (National Institute of Standards and Technology) Design, Planning and Assembly Repository” (Regli & Gaines, 1996). A case study is provided in the end of the chapter.
Integrated Feature Technolog
Authors: Xu Xun
Published: May 2011

Integrated feature technology promotes a closer connection between design and manufacturing through features. When machining features are determined, they may or may not be readily useable for a process planning system. In a feature-based design system, features in a design model are of design type of features. Further conversion is also needed to arrive at machining features. This chapter starts with a discussion on the issues of interfacing and integration. This is followed by some of the methodologies that can bring feature technologies one step closer to manufacturing processes. Representing a machining feature in terms of its machining volume that can directly corresponds to a specific type of machining operation (e.g. finishing, semi-finishing, and roughing operations) is one of the methods introduced in this chapter. In order to achieve this, a number of machining operations is to be decided. For this, tolerances, surface, finish, and other design information are to be considered. The fuzzy nature of these data and the concerning knowledge means that an appropriate treatment of such information is also needed. A direct way of linking a feature-based design model with machining operations is to map the design features to machining features and perhaps further to the cutting tools that may be used to produce the features.
The Allocation of Complexity in Economic Systems
Authors: Potts Jason , Morrison Kate , Clark Joseph
Published: May 2011

This chapter isolates a classic allocation problem in the substitution relation between two primary carriers of complex rules—agents and institutions—as a function of the relative costs of embedding rules in these carriers, all subject to the constraint of maintaining overall system complexity. We call this generic model the allocation of complexity, which we propose as a bridge between neoclassical and complexity economics.
22@bcn Plan
Authors: Clua Anna , Albet Abel
Published: May 2011

Barcelona has been internationally recognized for its exemplary urban regeneration policy since the Olympic Games of 1992. By that time, the so-called “Barcelona Model” was not only about urban planning and new economic strategies, but about urban culture and social participation as well. After a period of stagnation, the new orientation of the municipal policy points to a more entrepreneurial logic. The growing role of private initiatives and the inclusion of information and communication technology in local policies are questions that affect the definition and shape of the new city, as well as the theory and practice of its governance. The “22@bcn Plan” is one of the highlights of Barcelona’s change into a “city of knowledge”. This chapter asks whether and how this specific plan challenges the well-known Barcelona Model.
Biotechnology and knowledge-based urban development in DNA Valley
Authors: Zolnik Edmund J.
Published: May 2011

The internationalization of Big Science programs such as the Human Genome Project to map the human genome heralds the arrival of a new model for knowledge-based urban development driven by scientific advancements in biotechnology. Indeed, the biotechnology industry is a potent engine for knowledge-based urban development around the globe. While the most famous example of biotechnology-driven knowledge-based urban development is Biopolis in Singapore, the National Capitol region of the United States is home to an emerging biotechnopole known as DNA Valley. Using a case study approach to compare and contrast DNA Valley with past examples of knowledge-based urban development in the United States, this chapter highlights the challenges for sustainable knowledge-based urban development in the global biotechnology industry and the practical steps public and private stakeholders can adopt to sustain knowledge-based urban development based on biotechnology.
A knowledge-based urban paradox
Authors: Fernández-Maldonado Ana María , Romein Arie
Published: May 2011

Despite its strong technological profile, the city of Delft has problems to improve its employment situation. What is more, Delft’s considerable knowledge base has not been sufficient to promote a sustainable type of urban development that could benefit all of its citizens. This case-study analyses Delft’s current business and people climates with the purpose to indicate directions for the adjustment of Delft’s local development strategy to improve its sustainability. The results point out that Delft has placed very much emphasis on improving its business climate, but not so much attention has been paid to its people climate. Delft Knowledge City strategy still has little to offer to creative and foreign knowledge workers and students. In terms of people climate, shortages in housing and cultural amenities diminish Delft’s capacity to attract creative people. Further, the strategy still remains divorced from the worries of common citizens and the non-knowledge economic sector.
Emerging Middle Eastern knowledge cities
Authors: Alraouf Ali A.
Published: May 2011

Examination of the knowledge cities’ contemporary status reveals tangible developments and collective efforts for declaring and building such cities around the globe. On the contrary, Middle Eastern cities are building technologically isolated entities with the hope that they are promoting the knowledge city concept. An analysis of projects like Egypt’s Smart Village, Dubai’s Internet City and Knowledge Village, and Qatar’s Educational City and Science and Technology Oasis is insightful in the evaluation of emerging Middle Eastern Knowledge Cities. The purpose of this chapter is to explore the knowledge city concept in depth to relate it to the ongoing processes of creating knowledge-based economy developments in major Middle Eastern cities, particularly in Arab Gulf Cities. It discusses the principles of a knowledge city, and portrays its distinguishing characteristics and processes. In addition, the chapter introduces the concept of ‘urban creativity engines’ in the context of Middle East, and present examples of various types of creativity engines. Although this concept and its related terminologies are relatively new, the chapter proves that there are many historical examples of ‘knowledge cities’ and ‘creativity engines’ both regionally and internationally. A focus on the traditional built environment of the Middle Eastern cities is included to support the main argument of the chapter.
UNDERSTANDING FLEXIBLE LEARNING THEORY AND HOW IT IS USED IN ONLINE LEARNING
Authors: Gearhart Deb
Published: May 2011

Flexible learning is a term becoming increasingly prevalent in distance education. The concept of having a flexible learning environment is appealing to distance learners. Many learners choose a flexible environment over the traditional classroom so that learning can fit into their busy lifestyle. This chapter will define and discuss flexible learning theory, describing how it is used in the distance education setting and how it is a changing tide in education.
Geography and Librarianship
Authors: Abresch John , Hanson Ardis , Heron Susan Jane , Reehling Peter J.
Published: May 2011

There are many definitions of the study of geography. Most scholars define the discipline of geography as broadly concerned with the study of the earth’s environment and interpretation of the different natural and man-made phenomena that occur across it. Geographers are interested in the interrelationships between phenomena across the earth’s landscape in individual locations and across different regions. Though considered a social science by scholars, the field of geography incorporates methods and techniques that relate the study of geography to a variety of disciplines, such as anthropology, geology, ecology, political science, transportation, health, engineering, and library and information science. The multidisciplinary nature of geography provides opportunities for scholars in the discipline to apply these geographic concepts to many areas of study. The application of geographic techniques to new areas of study has provided the impetus for proposing new hypotheses and testing theories in different disciplines. The research has advanced geographic thought beyond established paradigms, as scholars use computer applications and remotely sensed data to redefine concepts of geographic space and to study the phenomena that occur in them.
Describing Geospatial Information
Authors: Hanson Ardis , Heron Susan Jane
Published: May 2011

To be optimally useful, geospatial resources must be described. This description is referred to as metadata. Metadata tells “who, what, where, when, why, and how” about every facet of a piece of data or service. When properly done, metadata answers a wide range of questions about geospatial resources, such as what geospatial data is available, how to evaluate its quality and suitability for use, and how to access it, transfer it, and process it. To ensure consistency for access and retrieval, metadata can be standardized to provide a common set of terms, definitions, and organization.
Translate to Communicate
Authors: McDonald Jason K.
Published: May 2011

In this chapter I discuss how principles of natural language translation can help instructional designers communicate instructional design languages in ways more natural to their clients. I argue that instructional designers should focus more on the fundamental meanings they are attempting to communicate through their design languages than on the mechanics and style of those languages. This can lead designers to find representation methods that help their clients better understand design meanings than if designers only used the language conventions with which they were already familiar. My hope is that this contribution to the literature on instructional design languages will lead to new language conventions that help designers more easily communicate their intentions and plans to all those who have an interest in a design’s overall success.
E2ML
Authors: Botturi Luca
Published: May 2011

This chapter introduces E²ML, the Educational Environment Modeling Language. E²ML is a lightweight visual language for instructional design; suitable both for complex instructional design processes and simple paper and pencil sketches. E²ML can be used for visualizing the intermediate and final results of design, thus providing documentation in a shared language that can enhance team communication, improve design and contribute to the development of high-quality instruction. The language and its features and applications are presented through a case study, evaluation results are briefly reported, and critical issues are discussed.
Visual Modelling of Collaborative Learning Processes
Authors: Harrer Andreas , Hoppe H. Ulrich
Published: May 2011

The modelling of learning processes and its use in computer-supported learning scenarios attracted attention in a wide variety of research fields in the last years, e.g. in web based education, computer supported collaboration scripts, and intelligent tutoring systems (ITS). Most of the discussion is either focused on the conceptual level of instructional design for exchange between designers or on the automated execution of predefined designs and learning scripts. In this chapter we will elaborate on the whole spectrum of different uses that visual learning models provide for teachers, learners, and researchers. Based on our discussions in an international research project on computer-supported collaboration scripts we identify desired properties for such modelling languages especially considering the needs of the practitioners. Finally we propose MoCoLADe (MOdel for COllaborative Learning Activity Design), an exemplary approach of a visual language for collaborative learning processes that was designed according to the presented principles.
Comparing Visual Instructional Design Languages
Authors: Botturi Luca , Burgos Daniel , Caeiro-Rodríguez Manuel , Derntl Michael , Koper Rob , Parrish Patrick , Sodhi Tim , Tattersal Colin
Published: May 2011

This handbook testifies that research on VIDL is lively, and has produced a number of interesting design languages and tools. This chapter wants to support readers in understanding the similarities and differences of some of the VIDL presented in the previous chapters, not in theory, but applying them to a specific instructional design case.
A Review of Methods for Selecting Learning Technologies
Authors: Caladine Richard
Published: May 2011

In the recent past, the role of learning technologies in the human resource development and higher education sectors has changed, and today technology plays a central role in learning in many courses, subjects, and programs. In several places in the literature, learning technologies have been classified and categorized, resulting in the development of theoretical or conceptual bases upon which an understanding of the nature and role of learning technologies can be built. In many cases these bases are intended to inform the process of decision making regarding the planned use of learning technologies with some degree of confidence in the appropriateness of the result. Two clear levels of decision making regarding the use of learning technologies have been identified in the literature as the strategic and tactical (Bates, 1995).
The Technology Selection Method
Authors: Caladine Richard
Published: May 2011

In the previous chapters the learning activities model (LAM) and the learning technologies model (LTM) have been developed and examples of their use have been provided. These tools are individually useful as they provide theoretical frameworks for the analysis of learning activities and learning technologies. However, they can be put to a different use and meet a far greater need. They can also be used together in the practical process of the design of learning events and specifically for the selection of learning technologies that are appropriate to the learners, the material, the context, and the budget. This chapter forms the conceptual center of this book as it brings the first two models together to form the technology selection method (TSM). The TSM, an original tool or method, is presented. Examples of the method are provided and it is placed within the context of a generic flowchart for the design of learning events. The TSM can also be used in the conversion of existing learning events from traditional, face-to-face techniques to online learning events.
The Future of Real Time Communications Technologies in E-Learning
Authors: Caladine Richard
Published: May 2011

In the previous chapters three real time communications technologies (RTCs) have been discussed. Videoconferences have been used for real time communications in distance learning for many years. In recent years many institutions have used videoconferences in addition to the text-based communications tools in learning management systems: discussion forums and chat. Video chat is a new technology. It is computer based and inexpensive after the purchase of the computer as software is often free and the basic audio and video equipment is inexpensive. Video chat facilitates two-way video and audio communications and thus it is likely to displace videoconference from its place in the market. The Access Grid is also gaining use in education as a teaching tool due to the richness of the experience of multiple video streams, and additional tools that allow true collaboration. How these technologies are used in educational settings has a direct impact on the effectiveness and efficiency of the educational experience and theoretical guides to their use have been discussed earlier in this book. One of the early theoretical approaches was that put forward by Michael Moore.
Video and Sound in Education
Authors: Chen Irene , Thielemann Jane
Published: May 2011

The teacher demonstrates knowledge of strategies and techniques used in the preproduction, production, and postproduction of video products.
Library and Information Science
Authors: Ford Nigel
Published: May 2011

A key theme of Chapter III was the need to be able to seek out information and resources for oneself. Learners require this ability whether working in formal education (especially if engaged in project- or inquiry-based learning) or as autonomous learners outside any formal educational context. However, teachers and learning designers are themselves learners. They also need to be able to find information and resources to help them teach and design the learning resources, activities, and experiences of others.
A Theory of the Online Teaching Experience
Authors: Gudea Sorin Walter
Published: May 2011

This chapter sets out to present a theory of the online teaching experience, as viewed by the teachers of online courses. It draws on the core categories presented in the previous two chapters (“Central Ideas: Teaching” and “Central Ideas: Technology”). The chapter proceeds by validating the core categories by means of triangulation with other published research, by identifying relationships and interplay among the 10 core categories, and by formulating the theory in narrative form.
Training Teachers for E-Learning, Beyond ICT Skills Towards Lifelong Learning Requirements
Authors: Díez Olga
Published: May 2011

This chapter describes an experience in teacher training for e-learning in the field of adult education. It takes into account the models offered by flexible lifelong learning as the proper way to develop training for teachers in service, considering the advantages of blended learning for the target audience. The chapter discusses the balance between mere ICT skills and pedagogical competences. In this context the learning design should always allow that the teachers in training integrate in their work ICT solutions that fit to the didactic objectives, renew teaching and learning methodology, facilitate communication, give place to creativity, and allow pupils to learn at their own pace. By doing so, they will be closer to the profile of a tutor online, as a practitioner who successfully takes advantages of the virtual environments for collaborative work and learning communication.
The Role of Institutional Factors in the Formation of E-Learning Practices
Authors: Halperin Ruth
Published: May 2011

This chapter explores institutional and socio-organisational factors that influence the adoption and use of learning management systems (LMS) in the context of higher education. It relies on a longitudinal case study to demonstrate the ways in which a set of institutional and organisational factors were drawn into the formation and shaping of e-learning practices. Factors found to figure predominantly include institutional conventions and standards, pre-existing activities and routines, existing resources available to the institution, and, finally, the institution’s organisational culture. The analysis further shows that socio-organisational factors may influence e-learning implementation in various ways, as they both facilitate and hinder the adoption of technology and its consequent use. It is argued that institutional parameters have particular relevance in the context of hybrid modes of e-learning implementation, as they illuminate the tensions involved in integrating technological innovation into an established system.
Telematic Environments and Competition-Based Methodologies
Authors: Verdú Elena , Regueras Luisa M. , Verdú María J. , de Castro Juan Pablo , Pérez María A.
Published: May 2011

This chapter provides an overview of technology-based competitive active learning. It discusses competitive and collaborative learning and analyzes how adequate the different strategies are for different individual learning styles. First of all, some classifications of learning styles are reviewed. Then, the chapter discusses competitive and collaborative strategies as active learning methodologies and analyzes their effects on students’ outcomes and feelings, according to their learning styles. Next, it shows how networking technology can mitigate the possible negative aspects. All the discussion is supported by significant study cases from the literature. Finally, an innovative system for active competitive and collaborative learning is presented as an example of a telematic versatile learning system.
Formative Online Assessment in E-Learning
Authors: Ibabe Izaskun , Jauregizar Joana
Published: May 2011

This chapter provides an introduction to formative assessment, especially applied within an online or e-learning environment. The characteristics of four strategies of online formative assessment currently most widely used—online adaptive assessment, online self-assessment, online collaborative assessment, and portfolio—are described. References are made throughout recent research about the effectiveness of online formative assessment for optimizing students’ learning. A case study in which a computer-assisted assessment tool was used to design and apply self-assessment exercises is presented. The chapter emphasizes the idea that all type of assessment needs to be conceptualized as “assessment for learning.” Practical advices are detailed for the planning, development, implementation, and review of quality formative online assessment.
Quality Assessment of E-Facilitators
Authors: Gullett Evelyn
Published: May 2011

Organizations, in particular HR/Training departments, strive to set forth good practices, quality assurance, and improvement on a continuing basis. With the continuous growth of online university programs, it is crucial for e-learning establishments to include service quality assessments along with mechanisms to help e-facilitators consistently maintain the highest quality standard when lecturing, teaching, guiding, administering, and supporting the online learner. This chapter discusses the application of an e-quality assessment matrix (e-QAM) as part of a quality assessment model that promotes continuous improvement of the e-learning environment. This model will serve as a tool for online universities and organizations to achieve a base standard of consistent quality that is essential for program accreditation and satisfaction of global customers.
From Observation to Interpretation
Authors: Jaulneau Cynthia
Published: May 2011

This chapter underlines the necessity of establishing a carefully thought-out method to answer precise questions. We will also use this opportunity to discuss the possibilities and difficulties generated by the use of computers to record and process data from archaeological excavations. Which reflections lead the archaeologist to use a particular tool? The amount of data-processing software for the treatment of various types of information (word processing, spreadcards, CAD, data bases, GIS, etc.) is continuously growing and developing. While it is obvious that the use of certain software facilitates the analysis of archaeological data (up to the point where it becomes essential to the archaeologist), is it also necessary to constantly adapt archaeological data processing methods to the use of new software?
Virtual Reconstructions in Archaeology
Authors: Margounakis Dimitrios
Published: May 2011

This chapter analyzes the computational methods used for recreating virtual worlds from the past. Terms, like photogrammetry, rendering and digital elevation models, are introduced and explained. The collaboration between archaeologists and computer graphics designers has to offer a lot to the wide spreading of cultural heritage by using innovative and appealing 3D technologies. In Section 1, several possible applications of virtual reconstructions in archaeology are discussed. Section 2 presents the methods and techniques for recreating a virtual world, while Section 3 mentions some examples and related work on the field from literature.
Drama-Merdžumekja
Authors: Echt Rudolf
Published: May 2011

The archaeologists, when excavating, find themselves in a dilemma: they have to dig up from above, but should understand from below. They discover the life cycle of a site always “downside up,” first the latest, and in the end the first. But understanding history means to recognize in the first the origins of the latest, in other words, to comprehend the causal relationships in order to be able to explain the reason why the one arose from the other. Understanding the life cycle of a site means, first of all, to chronologically divide the finds and features as accurately as possible. It is only on the basis of a reliable chronological sequence, progressively from one period to the other, that the causal, coherent developments can be described or, in a case they are lacking, the gaps in the cultural sequence. Many years or even decades may pass from the first spade cut, until the archaeologists find themselves in this position
A Virtual Museum Where Students Can Learn
Authors: Di Blas Nicoletta , Paolini Paolo , Poggi Caterina
Published: May 2011

SEE, Shrine Educational Experience, represents an example of how Internet and multimedia technologies can effectively be exploited to deliver complex scientific and cultural concepts to middle and high school students. SEE (a project by Politecnico di Milano and the Israel Museum, Jerusalem) is based on a shared online 3-D environment, where students from four possibly different countries meet together to learn, discuss and play, visiting the virtual Israel Museum with a guide. The educational experience combines online engagement and cooperation to “traditional” off-line learning activities, spread across six weeks. Data from an extensive two-year-long evaluation of the project, involving over 1,400 participants from Europe and Israel, prove the educational effectiveness of this innovative edutainment format.
The Performance of Standard Setting Organizations
Authors: Rysman Marc , Simcoe Tim
Published: May 2011

This chapter uses citations to patents disclosed in the standard setting process to measure the technological significance of voluntary standard setting organizations (SSOs). We find that SSO patents are outliers in several dimensions and importantly, are cited far more frequently than a set of control patents. More surprisingly, we find that SSO patents receive citations for a much longer period of time. Furthermore, we find a significant correlation between citation and the disclosure of a patent to an SSO, which may imply a marginal impact of disclosure. These results provide the first empirical look at patents disclosed to SSO’s, and show that these organizations both select important technologies and play a role in establishing their significance.
Promotion and Relationship Marketing
Authors: Albert Sylvie , Flournoy Don , LeBrasseur Rolland
Published: May 2011

This chapter introduces the concept of marketing and explores its relevance for networked communities. The specific topics include: • An introduction to relationship marketing; • A review of transactional marketing; • Transactional versus relationship marketing, with Ottawa, Canada, as an example; • Commercial relationships, giving the example of the Digital Harbour, Australia; • Non-commercial relationships such as the Education Development Center; • Global alliances using the examples of the Intelligent Community Forum (ICF) and Global Cities Dialogue (GCD); • Measurement and evaluation of marketing efforts.
The Reversal of Technology
Authors: Nevárez Julia
Published: May 2011

Cities are technological artifacts. Since their massive proliferation during the industrial revolution and their transformation of sites for both physical and virtual connectivity during globalization, cities afford the possibility for propinquity through different interest groups and spaces including the distant-mobile relationships of a society where technology and movement predominates. This chapter will offer an overview of how technology is central to modern development, how technology has been conceptualized, and how virtual development (in terms of both access to the virtual world and the development of the infrastructure to provide this access) is yet another frontier best captured in the notion of technopolis and/or technocity as contextual factors that sustain social technologies. The pervasiveness of technology, the factors that affect the technological experience besides the rhetoric of infallibility and the taken-forgranted delivery of utility and efficiency will also be explored. By looking at the criticisms voiced against urban and virtual development about the loosening of social ties, I argue for a fluid interaction that considers the possibilities for additional and different, if not new social relations, that both physical and virtual interactions afford to urbanites: technosociability. This technosociability should be considered in light of a critical reading of the contextual factors and conditions that support it.
A Comparative Analysis of Online Peace Movement Organizations
Authors: Hara Noriko , Shachaf Pnina
Published: May 2011

The use of the Internet for civic engagement by the general public is becoming increasingly prevalent, yet research in this area is still sparse. More studies are particularly needed in the area of cross-cultural comparisons of online social movements or online peace movement organizations (PMOs). While it is possible that PMOs in diverse cultures differ in their collective action frames, it is unclear whether PMOs use collective action frames and, if so, how differently they are used. This chapter describes a comparative study that examined Web sites of PMOs in Japan and Israel. Collective action frame is used as a theoretical framework to analyze 17 Web sites, identifying the similarities and differences in the ways that online PMOs frame their activities. The findings indicate that these organizations employed various strategies to develop resonance, highlighting the importance of cultural resonance in framing online PMOs in different countries.
Musique Concrètization
Authors: Hébert Jean
Published: May 2011

For the past several years, a crisis over copyright and control of music distribution has been developing. The outcome of this crisis has tremendous implications not only for the fate of commercial and creative entities involved in music, but for the social reproduction of knowledge and culture more generally. Critical theories of technology are useful in addressing these implications. This chapter introduces the concept of “concretization” (Feenberg, 1999), and demonstrates how it can be mapped onto the field of current music technologies and the lives and work of the people using them. This reading of popular music technologies resonates strongly with themes arising out of current scholarship covering the crisis of copyright and music distribution. Reading music technology in this way can yield a lucid account of the diverse trajectories and goals inherent in heterogeneous networks of participants involved with music technologies. It can also give us not only a detailed description of the relations of various groups, individuals, and technologies involved in networks of music, but also a prescriptive program for the future maintenance and strengthening of a vibrant, perhaps less intensively commercialized, and radically democratized sphere of creative exchange.
Technology Access Points in Turkey
Authors: Inal Yavuz , Akyol Zehra , Erden Orhan
Published: May 2011

Purpose of the study is to examine one of the popular Internet access places, Internet cafés, in Turkey by focusing the missions of these places regarding gameplay, computer use, Internet use, and their roles in the society. In the study, 71 Internet cafés, existing in 8 different districts in Ankara, capital city of Turkey, were examined during 4 weeks. Data were collected by giving a questionnaire including demographic information about users and their Internet café habits. Internet café users’ observation patterns were reported while they were using Internet and playing computer games. Besides, interviews were conducted with volunteer users in terms of their preferences, such as surfing, chatting, doing homework, or playing computer games, to collect deep information regarding aims of the research. Results of the study revealed that one of the main missions of the Internet cafés in the society is that they are seen as places for game play, because majority of the Internet café users preferred playing computer games. It was found that there are certain differences among café users from low and high socioeconomic districts and gender in terms of Internet café frequency, use habits, and use aims. In addition, parental control on Internet café use showed significant differences among café users. Although there are prejudices and negative considerations on Internet café use in the society, they are not harmful places to the majority of the participants.
Twin Wiki Wonders? Wikipedia and Wikibooks as Powerful Tools for Online Collaborative Writing
Authors: Lin Meng-Fen Grace , Bonk Curtis J. , Sajjapanroj Suthiporn
Published: May 2011

Web 2.0 technologies empower individuals to contribute thoughts and ideas rather than passively survey online content and resources. Such participatory environments foster opportunities for community building and knowledge sharing, while encouraging the creation of artifacts beyond what any single person could accomplish alone. In this chapter, we investigate the emergence and growth of two of such environments: the highly popular Wikipedia site and its sister project, Wikibooks. Wikipedia has grown out of trends for free and open access to Web tools and resources. While Wikipedians edit, contribute, and monitor distinct pieces of information or pages of documents, Wikibookians must focus on larger chunks of knowledge, including book modules or chapters as well as entire books. Several key differences between these two types of wiki environments are explored. In addition, surveys and interviews, conducted with Wikibookians, shed light on their challenges, frustrations, and successes.
Instructional Design
Authors: Pivec Maja , Panko Mary
Published: May 2011

In this chapter, we have analysed three main aspects of instructional design (online learning communities, learning styles, and digital games) on the basis of gender preferences. We have noted the visible differences between males and females when interacting with technology, and reviewed the available literature in these areas. The included survey, conducted on males and females with an average age of 21 years, highlights the preferences between genders when related to the use and playing of computer games. The resulting conclusions have been summarized to form part of the suggested guidelines for gender neutral and gender specific instructional design. It is hoped that with these guidelines, appropriate instructional design can open the area of learning equally to both sexes and foster equal participation of males and females in traditionally male-dominated topics.
Methods and Applications for Segmenting 3D Medical Image Data
Authors: Shen Hong
Published: May 2011

In this chapter, we will give an intuitive introduction to the general problem of 3D medical image segmentation. We will give an overview of the popular and relevant methods that may be applicable, with a discussion about their advantages and limits. Specifically, we will discuss the issue of incorporating prior knowledge into the segmentation of anatomic structures and describe in detail the concept and issues of knowledge-based segmentation. Typical sample applications will accompany the discussions throughout this chapter. We hope this will help an application developer to improve insights in the understanding and application of various computer vision approaches to solve real-world problems of medical image segmentation.
Responsibility in Electronic Health
Authors: Lahtiranta Janne , Kimppa Kai K.
Published: May 2011

In this chapter, we look into the potential problems arising from the use of information and communication technology (ICT) artifacts in electronic health. We focus on issues such as liabilities and responsibilities and discuss these issues on the basis of patient-physician relationship, negligence, agentization, and anthropomorphism. We conclude the chapter with recommendations originating from different fields of industry. These recommendations are applied to the field of electronic health in order to make users more aware of the nature and use of ICT artifacts in various health care situations.
Compliance and Creativity in Grid Computing
Authors: Solomonides Anthony E.
Published: May 2011

Grid computing is a new technology enhancing services already offered by the Internet offering rapid computation, large-scale data storage, and flexible collaboration by harnessing together the power of a large number of commodity computers or clusters of basic machines. The grid has been used in a number of ambitious medical and healthcare applications. While these have been restricted to the research domain, there is a great deal of interest in real applications. There is some tension between the spirit of the grid paradigm and the requirements of healthcare applications. The grid maximises its flexibility and minimises its overheads by requesting computations to be carried out at the most appropriate node in the network; it stores data at the most convenient node according to performance criteria. A healthcare organization is required to maintain control of its patient data and be accountable for its use at all times. Despite this apparent conflict, certain characteristics of grids help to resolve the problem: “grid services” may provide a solution by negotiating ethical, legal, and regulatory compliance according to agreed policy.
Compiling Medical Data into National Medical Databases
Authors: Bercic Boštjan , George Carlisle
Published: May 2011

In recent years, various national medical databases have been set up in the EU from disparate local databases and file systems. Medical records contain personal data and are as such protected by EU and member states’ legislation. Medical data, in addition to being personal data, is also defined in the EU legislation as being especially sensitive and warrants special measures to protect it. It therefore follows that various legal issues and concerns arise in connection with these processes. Such issues relate to the merits of compiling a nationwide database, deciding on who has access to such a database, legitimate uses of medical data held, protection of medical data, and subject access rights amongst others. This chapter examines some of these issues and argues that such databases are inevitable due to technological change; however there are major legal and information security caveats that have to be addressed. Many of these caveats have not yet been resolved satisfactorily, hence making medical databases that already exist problematic.
Development of Survey Instrument
Authors: Dwivedi Yogesk K.
Published: May 2011

The previous chapter (Chapter 4) described the development and validation of a survey instrument for the purpose of data collection in order to examine broadband adoption, usage and impact. Chapter 3 provided a discussion and justification of the data collection and analysis methods. This chapter presents the findings obtained from a nationwide survey that was conducted to examine the adoption, usage and impact of broadband in UK households. The chapter is structured as follows. The next section presents a response rate of the survey and descriptions of how the non-response bias test was conducted. This is followed by a description of the reliability test conducted to assess the internal consistency of the survey instrument. The findings relating to the factor analysis are then presented. Following this, an overall discussion of the instrument is presented. Finally, a summary of the chapter is provided.
Empirical Findings
Authors: Dwivedi Yogesk K.
Published: May 2011

The previous chapters (Chapters 4 and 5) described the development and validation of a survey instrument for the purpose of data collection in order to examine broadband adoption, usage, and impact. Chapter 3 provided a discussion and justification of the data collection and analysis methods. This chapter presents the findings obtained from the survey that was conducted to examine the adoption, usage, and impact of broadband in UK households. The chapter is structured as follows. The next section describes the demographic profiles of the survey respondents. This is followed by a description of the findings relating to the adoption of broadband. The findings relating to the usage of broadband are then presented. This is followed by a description of the effects of broadband usage on consumers’ time allocation patterns in various daily life activities. Finally, the summary of the chapter is provided.
Comparing the Current and Future Use of Electronic Services
Authors: Dwivedi Yogesk K.
Published: May 2011

The previous chapter (Chapter 6) examined the differential usage of the Internet in broadband and narrowband environments. However, the previous chapter excluded the comparison of current and future consumer use of various electronic services and applications at home and in the work place in the UK. A recently published report that was submitted to the Department of Trade and Industry (DTI), UK, suggests that the penetration of broadband is likely to promote the usage of advanced Internet content and applications; however, due to the lack of data at present, it is difficult to support this theoretical claim (Analysys, 2005). The Analysys report states, “Much has been made of the requirement for countries to invest in broadband communications infrastructure, and to promote its usage. Increased take-up of broadband access services is expected to stimulate usage of advanced Internet content and applications by consumers and by businesses, thus changing individuals’ behaviour, creating new industries, or increasing productivity in existing industries. However, data to prove the theory is hard to come by” (Analysys, 2005).
A Longitudinal Study to Investigate Consumer/User Adoption and Use of Broadband in the Netherlands
Authors: Dwivedi Yogesk K.
Published: May 2011

The Netherlands has experienced a high uptake of broadband Internet amongst its population. However, the question remains whether there are any differences between people with a broadband connection to people with a narrowband connection. The central research question in this chapter is therefore: how do Dutch internet users with a broadband connection differ from people with a narrowband connection in terms of demographics (age, gender, education), internet experience (experience, frequency, intensity of use), expectations (of narrowband users), experiences (of broadband users), annoyances, and patterns of internet usage? Secondly, this chapter addresses the question of whether and how these differences change over time. The chapter uses a model of technology adoption and use that is built upon different theories such as diffusion of innovations, uses and gratifications, and media choice theory. The results are based on two online questionnaires, in 2003 and 2004/2005 (N = 2404 and N = 1102) with regard to current Internet behaviour in the Netherlands. Results show that broadband users are heavier Internet users and that broadband technology is mostly a matter of comfort, not of complete new ways of using the Internet.