bluuebunny/crossref_metadata_2025 huggingface dataset:
Educating Future Product Developers in Virtual Collaboration
Authors: Žavbi Roman , Tavcar Jože , Verlinden Jouke
Published: May 2011

Integrated product development is a set of complex activities and its level of difficulty is additionally increased by the ever-changing business environment, primarily by functional associating of geographically dispersed human resources. The key resources for development are product developers, but it is questionable whether the existing systems are appropriate for the education of such professionals. The chapter describes the European Global Product Realization (E-GPR) course program and reflections from the perspective of participating students and company representatives. To investigate the longterm effects of the course, a survey was conducted on all present and former students, and company representatives. Students, lecturers, instructors, and company representatives all have high praise for the course, believing the acquired knowledge and experience to be invaluable for future members of product development teams.
Bringing Out the Best in Virtual Teams
Authors: Schoenfeld Janet , Berge Zane
Published: May 2011

The use of computer-mediated communication (CMC) is more popular than ever in both educational and corporate settings. Schools and corporations are using virtual communication to replace or supplement in-person classes and meetings. Many educators and managers are taking it a step further, having teams work in a virtual setting with members rarely or never meeting each other in person. Can a virtual team be as successful as a team where everyone works in the same physical location? Does anything different need to be done to compensate for the lack of face-to-face contact? This article identifies unique factors for virtual teams, and then provides recommendations and guidelines that can help virtual teams be successful. With the right planning, virtual teams can equal or exceed the performance of face-to-face teams.
An Investigation into the Barriers to Introducing Virtual Enterprise Networks
Authors: Lin Angela , Patterson David
Published: May 2011

This chapter reports on a preliminary investigation into the barriers related to the development of a virtual enterprise network in the creative digital industries sector in South Yorkshire, United Kingdom. Based on the concept of a virtual organization, it is argued that the key factors in delivering an integrated virtual value chain are trust and the control of risk. The connection between trust and the control of risk is demonstrated. Trust can be examined along three dimensions: competence, integrity, and benevolence. These dimensions of trust were used by the small and medium-sized enterprises (SMEs) in this study as the criteria for choosing business partners. Risks such as poaching, stealing, transaction-specific, information asymmetries, and loss of resource control were confirmed by the SMEs as the main sources of their resistance to participation in a virtual value chain. It is proposed that managers should pay attention to trust building and the control of risks at all stages of the development of a virtual value chain in order to drive collaboration forward
Achieving Classroom Excellence in a Virtual Classroom
Authors: Sox Charlene , On Pil-Won
Published: May 2011

Research substantiates the effectiveness of problem-based, project-based, and case-based learning as effective tools for student learning. Research also shows the frustration of faculty who have offered excellent teaching in a classroom but who are faced with the challenge of shifting the whole classroom into an online environment. This chapter is focused on ways to transform and redesign a traditional classroom course into an online virtual classroom using the practical application of the problem/project-based approach to learning using online case-based instruction as authentic and active strategies. The chapter shares instructional design strategies as well as the effectiveness of problem-based interactive multimedia case delivery.
Challenges in Virtual Environment Design
Authors: Piazzalunga Renata , Barretto Saulo Faria Almeida
Published: May 2011

In this chapter we will discuss some fundamental questions concerning creation and development of interfaces searching for the best way to promote interaction between the subject and information/interface. It starts from the fact that the fundamental and most revolutionary aspect introduced by the Internet is based on its sophisticated technological mechanisms that enhance substantially the concepts of space, time, perception, representation, limits, distance, presence, etc. Our everyday practices gain access to a new realm, cyberspace, which enables us to embrace multiple experiences where we exist in the propagation of our “Id.” This condition represents a huge challenge, for example, the necessity to (re)design the image we have from the world in its physical and virtual spaces. We discuss the imagined trends related to the conception and development of virtual environments, addressing the issue of virtual environments in three levels of complexity: realized spaces, possible spaces and imagined spaces.
Conceptual Modeling of Virtual Environments Using Hypermedia Design Techniques
Authors: Diaz Paloma , Montero Susana , Aedo Ignacio , Dodero Juan Manuel
Published: May 2011

Traditionally, the development of virtual environments has been tightly dependent on the programmer’s skills to manage the available toolkits and authoring systems. In such a scenario, the discussion of different design alternatives, future changes and maintenance, interoperability, and software reuse are all of them costly and quite difficult. In order to overcome this unsystematic and technology-driven process, conceptual modeling has to be included just before the implementation phase to provide a shared representation language that facilitates the communication among the different team members, including stakeholders, as well as the reuse and redesign for future requirements since conceptual models hide implementation details and constraints, and are cheaper and easier to produce than prototypes. As a first attempt to attain these aims, this chapter presents the basis of a constructional approach for the VE conceptual modeling through a set of complementary design views related to the VE components and functions. Moreover, we explore how these design issues might be addressed by hypermedia modeling techniques, given the similarities between these two kinds of interactive systems and the maturity reached in hypermedia development.
An Agent-Based Architecture for Virtual Environments for Training
Authors: de Antonio Angélica , Ramirez Jaime , Mendez Gonzalo
Published: May 2011

This chapter proposes an architecture for the development of intelligent virtual environments for training (IVETs) which is based on a collection of cooperative software agents. The first level of the architecture is defined as an extension of the classical intelligent tutoring system architecture that adds a new world module. Several software agents are then identified within each module. They communicate among them directly via messages and indirectly via a common data structure that is used for the collaborative development of plans. Some details are provided about the most remarkable interactions that will be established among agents during the system’s execution. The proposed architecture, and its realization in a platform of generic and configurable agents, will facilitate the design and implementation of new IVETs, maximizing the reuse of existing components and the extensibility of the system to add new functionalities.
Virtual Organization Support through Electronic Institutions and Normative Multi-Agent Systems
Authors: Cardoso Henrique Lopes , Rocha Ana Paula , Oliveira Eugénio
Published: May 2011

The multi-agent system (MAS) paradigm has become a prominent approach in distributed artificial intelligence. Many real-world applications of MAS require ensuring cooperative outcomes in scenarios populated with self-interested agents. Following this concern, a strong research emphasis has been given recently to normative MAS. A major application area of MAS technology is e-business automation, including the establishment and operation of business relationships and the formation of virtual organizations (VOs). One of the key factors influencing the adoption of agent-based approaches in real-world business scenarios is trust. The concept of an electronic institution (EI) has been proposed as a means to provide a regulated and trustable environment, by enforcing norms of behavior and by providing specific services for smooth inter-operability. This chapter exposes our work towards the development of an agent-based EI providing a virtual normative environment that assists and regulates the creation and operation of VOs through contract-related services. It includes a presentation of the EI framework, knowledge representation structures for norms in contracts, and a description of two main institutional services, namely negotiation mediation and contract monitoring.
Modeling Work Processes and Examining Failure in Virtual Design Organizations
Authors: MacGregor Steven P.
Published: May 2011

Based on two case studies originally conducted to develop process support for virtual (distributed) design, this chapter models the virtual process observed in two industrial sectors characterized by original design and adaptive/variant design activity, thereby requiring different types of creativity. These models are used to generate a list of virtual problems or ‘failures’ which are subsequently examined using the engineering based techniques 5W2H and failure modes and effects analysis (FMEA) to develop insight into virtual team problems and possible solutions. The suitability of the design field is shown for the study of creativity in virtual teams and the link between design, creativity and business performance discussed. In many cases, if support is provided to solve virtual team problems not directly associated with creativity then team members may free up time and energy to focus on the increased ‘cognitive capacity’ required for higher creativity.
An Integrated Intelligent System Model and Its Applications in Virtual Product Design and Development
Authors: Zha Xuan F.
Published: May 2011

In this Chapter, a novel integrated intelligent framework is first proposed for virtual engineering design and development based on the soft computing and hybrid intelligent techniques. Then, an evolutionary neuro-fuzzy (EFNN) model is developed and used for supporting modeling, analysis and evaluation, and optimization tasks in the design process, which combines fuzzy logic with neural networks and genetic algorithms. The developed system HIDS-EFNN provides a unified integrated intelligent environment for virtual engineering design and simulation. The focus of this Chapter is to present a hybrid intelligent approach with evolutionary neuro-fuzzy modeling and its applications in virtual product design, customization and simulation (product performance prediction). Case studies are provided to illustrate and verify the proposed model and approach.
A Social Informatics Framework for Sustaining Virtual Communities of Practice
Authors: Ruhi Umar
Published: May 2011

Reminiscent of the present-day Web vogue and the emergence of a myriad of e-enabled business models, virtual communities of practice are fast emerging as the next logical extension of traditional communities of practice. Virtual communities of practice exemplify the components of most contemporary communities of practice, which incorporate elements of physical social interactions, in combination with distributed virtual connections. These communities utilize technology applications to better manage their routine pursuits. More specifically, information and communication technologies (ICTs) are being used to facilitate the operations of a community of practice by providing tools for managing content (explicit knowledge) and a means for sharing expertise (tacit knowledge) through cooperation, coordination, and collaboration. The enabling technologies for institutionalizing a virtual community of practice range from simple user tools such as e-mail, teleconferencing, and groupware, to the more complex software applications, including group decision support systems (GDSSs) and corporate portals.
Collaborative Industrial Automation
Authors: Colombo Armando Walter , Schoop Ronald
Published: May 2011

This chapter summarizes our latest results concerning the development and the industrial application of the emerging “collaborative industrial automation” technology and its powerful meaning for facilitating the integration of a dynamic reconfigurable shop floor into a virtual factory. It argues, in this respect, that having a conglomerate of distributed, autonomous, intelligent, fault-tolerant, and reconfigurable production units, which operate as a set of cooperating entities, is one promising platform to achieve both local and global manufacturing objectives. Furthermore, the authors hope that understanding the underlying scientific and technological background through the development and industrial application of the collaborative automation paradigm will not only inform the academic, research, and industrial world of an emerging control and automation paradigm, but also assist in the understanding of a new vision of the manufacturing system of the 21st century [a mix of collaborative units, i.e., people, software systems, processes, and equipment (hardware), integrated into a virtual factory].
E-Teaching Scenarios
Authors: Schertler Manfred
Published: May 2011

In this chapter a modern approach to e-teaching scenarios at the university level is introduced that focuses on the teacher. This approach covers content-related and communicational components of an e-education scenario. Content creation and delivery via Internet, as well as teacher-learner communication is shown from the point of view of the teacher. The content related part of an e-teaching scenario uses the well-known variety of computer-assisted training applications. The communication part refers to all aspects of teacher-learner and learner-learner communication within e-teaching scenarios. Based on elementary communication patterns and an easy-to-use technical infrastructure a set of reference communication processes for e-education is created and carried out depending on the chosen teaching method. To prove the technical feasibility of the concept the whole e-teaching process is supported by prototypic software solutions.
Healthcare Organizations and the Internet's Virtual Space
Authors: Baraldi Stefano , Memmola Massimo
Published: May 2011

For some years now, the opportunity of innovating business models has basically been linked to continual progress in ICT. Healthcare is no exception; information and communication technologies are generally considered the most effective driver for changing organizations, improving quality, optimizing resources, and so forth, at least in theory. In practice, it is not clear which and how many of these opportunities are really exploited by organizations operating in healthcare. This chapter presents the results of a research project aimed at understanding to what degree and how Italian healthcare organizations make use of the virtual space made available to them by the Internet.
Virtual Reality Applications in Tourism
Authors: Gurau Calin
Published: May 2011

Virtual reality represents one of the most promising digital technologies and offers significant benefits in various areas such as medicine, entertainment, training, teaching, and tourism. This study attempts to identify, analyse, and present the existing virtual reality applications in tourism, and to predict future possible developments. Based on an extensive literature review, as well as on the direct observation and use of virtual reality applications implemented on the Web, this chapter attempts a classification of the virtual reality applications in tourism, based on different phases of tourist experience. This classification can assist practitioners in developing more adapted virtual reality applications for tourist activities.
Measuring and Explaining the Quality of Web Sites in the (Virtual) House of Representatives
Authors: Esterling Kevin M. , Lazer David M.J. , Neblo Michael A.
Published: May 2011

To date, research on e-government has devoted relatively little attention to how legislators use the Internet to enhance the representative function. In this chapter, we develop a general method to evaluate the quality of legislative Web sites and apply the method to the Web sites of members of the U.S. House of Representatives. We use a dichotomous latent variable model that combines a measurement model with a structural model to explain the variation in the quality of Web sites. We find the correlates of high quality Web sites include shorter tenure in office and closer electoral margin; the percentage of constituents who are connected to the Internet; and higher socio-economic status of the district. We propose this latent variable measurement approach as a general method for estimating the quality of Web sites for e-government research.
Case Studies in Virtual Multicultural Education
Authors: Rasmussen Karen , Nichols Joyce Coleman
Published: May 2011

To be successful members of a diverse, multicultural society, individuals must possess a fundamental level of knowledge about others and develop strategies to work with other individuals. Multiculturalism and diversity, as content areas in education and training opportunities, are of critical importance in our search for global understanding. The outcome of such content areas is to help learners relate personal belief systems and behaviors to the world and their place in the world. Integrating distance and mobile technologies instructional strategies helps to meet learners where they live, work, and play at times and places of needs. Innovative and, hopefully, motivating instructional strategies that promote engagement and active learning. Instructional strategies that integrate a variety of technologies permit the instructional technologist or educator the capability to craft an environment that is comprised of highly supportive, engaging virtual environments that promote dignity, respect, and understanding. In this chapter, we focus on strategies that can be delivered virtually, through online and mobile environments.
Virtual Group Strategic Decision Making Using Structured Conflict and Consensus Approaches
Authors: Fjermestad Jerry
Published: May 2011

Do procedures that improve face-to-face decision meetings also improve virtual “meetings”? Might the effectiveness of such procedures improve with practice? This longitudinal experiment investigated the efficiency, effectiveness and group member perceptions of dialectical inquiry (DI) and constructive consensus (CC) approaches to strategic decision making in a virtual (distributed) Computer-Mediated-Communications (CMC) environment. There were no differences between DI and CC groups in terms of decision effectiveness. However, this result has not been unusual in CMC research. DI groups had significantly higher perceived depth of evaluation than CC groups. CC groups reported greater decision acceptance and willingness to work together again than DI groups. The results are discussed in terms of their implications for Group Support Systems research and design in the era of the World Wide Web.
Virtual Witnessing in a Virtual Age
Authors: Woolgar Steve , Coopmans Catelijne
Published: May 2011

Despite a substantial unfolding investment in Grid technologies (for the development of cyberinfrastructures or e-science), little is known about how, why and by whom these new technologies are being adopted or will be taken up. This chapter argues for the importance of addressing these questions from an STS (science and technology studies) perspective, which develops and maintains a working scepticism with respect to the claims and attributions of scientific and technical capacity. We identify three interconnected topics with particular salience for Grid technologies: data, networks, and accountability. The chapter provides an illustration of howthese topics might be approached from an STS perspective, by revisiting the idea of “virtual witnessing”—a key idea in understanding the early emergence of criteria of adequacy in experiments and demonstrations at the birth of modern science—and by drawing upon preliminary interviews with prospective scientist users of Grid technologies. The chapter concludes that, against the temptation to represent the effects of new technologies on the growth of scientific knowledge as straightforward and determinate, e-scientists are immersed in structures of interlocking accountabilities which leave the effects uncertain.
Creativity in Asynchronous Virtual Teams
Authors: Ocker Rosalie J.
Published: May 2011

Three related experiments, involving nearly 100 teams and 400 graduate students, found that virtual teams communicating strictly asynchronously produced significantly more creative results than did teams that engaged in some amount of synchronous communication (i.e., face-to-face or synchronous electronic communication). Using these experiments, four studies are conducted to explore creativity in the asynchronous virtual teams—each from a different aspect. Study one investigates individual team member personality, study two investigates team composition, while studies three and four investigate facets of team interaction. This chapter presents key findings from each study and synthesizes results across them. The analysis highlights the importance of team members, in terms of personality, as well as the composition of teams, in influencing interaction and the resultant creativity on a team level.
A Work Roles and Leadership Functions of Managers in Virtual Teams
Authors: Konradt Udo , Hoch Julia E.
Published: May 2011

This study examined the perceived importance of line managers and middle managers in virtual teams of what work roles and leadership functions are necessary to promote virtual team success and performance. Using Quinn’s (1988) competing values frame-work it was found that control-related roles of directors and producers were perceived to be most important. With years in a leading position, the repertoire of leadership roles needed to successfully lead virtual teams declined. Additionally, middle managers compared to line managers perceived people oriented leadership functions (i.e., mentor and facilitator roles) and flexibility-related work roles (i.e., innovator and mentor roles) as more important whereas line managers compared to middle managers perceived stability leadership functions (i.e., monitor and coordinator roles) as more important. Theoretical and methodological implications are discussed.
Fostering Creativity in Global Virtual Teams
Authors: Oertig Margaret , Buergi Thomas
Published: May 2011

This chapter presents insights from conversations with global team leaders on how to foster creativity in global virtual project teams in the field of product development. It shows how the leaders pay attention to team formation and managing the group dynamics in order to create a climate in which creativity will flourish. They then harness creativity by balancing the roles of motivating their team members in order to encourage fresh thinking and “putting on the brakes” where necessary in order to create something both new and viable. In particular, risk-averse team members are encouraged to be matter-of-fact about risk, making risk evaluation an intrinsic part of idea generation.
Codes of Ethics in Virtual Communities
Authors: Gurau Calin
Published: May 2011

The development of the World Wide Web has created new opportunities for interpersonal interaction. The Internet allows one-to-one (e-mail), one-to-many (Web sites, e-mail lists) or many-to-many (online discussion forums) interaction, which represent a unique feature in comparison with traditional communication channels (Armstrong & Hagel, 1996). On the other hand, the Internet has specific characteristics, such as: • Interactivity: The Internet offers multiple possibilities of interactive communication, acting not only as an interface, but also as a communication agent (allowing a direct interaction between individuals and software applications) • Transparency: The information published online can be accessed and viewed by any Internet user, unless this information is specifically protected • Memory: The Web is a channel not only for transmitting information, but also for storing information¾in other words, the information published on the Web remains in the memory of the network until it is erased. These characteristics permit the development of online or virtual communities¾groups of people with similar interests who communicate on the Web in a regular manner (Armstrong & Hagel, 1996; Goldsborough, 1999a, 1999b; Gordon, 2000). Many studies deal with the ethics of research in Cyberspace and Virtual Communities (Bakardjieva, Feenberg, & Goldie, 2004), but very few publications relate with the Codes of Ethics used in Public Discussion Forums (Belilos, 1998; Johnson, 1997). Other specialists have analyzed specific categories or uses of online discussion forums, such as online learning (Blignaut & Trollip, 2003; DeSanctis, Fayard, Roach, & Jiang, 2003) or the creation of professional communities of practice (Bickart & Schindler, 2001; Kling, McKim & King, 2003; Millen, Fontaine, & Muller, 2002), and in this context, have also discussed briefly the importance of netiquette and forum monitoring (Fauske & Wade, 2003, 2004). The difference between these online communities and public discussion forums is the degree of control exercised on the functioning and purpose of the forum by a specific individual or organization. This article attempts to investigate, analyze and present the main patterns of the codes/rules of ethics used in the public discussion forums, otherwise known as Newsgroups, and their influence on the profile and functioning of the community.
Biometrics in Virtual Communities and Digital Governments
Authors: Li Chang-Tsun
Published: May 2011

Pervasive services of virtual communities and digital governments are achievable only if trust, privacy and security can be secured and strengthened. To meet these requirements, mechanisms, which provide secure management of information and facilities without compromising privacy and civil rights, have to be devised. The success of such mechanisms relies on effective identity authentication. While traditional security measures such as PINs and passwords may be forgotten, stolen or cracked, biometrics provides authentication mechanisms based on unique human physiological and behavioral characteristics that can be used to identify an individual or authenticate the claimed identity of an individual, but cannot be easily duplicated or forged. Typical characteristics include but are not limited to fingerprint, face, iris, hand geometry, palm, voice pattern, signature, keystroke dynamics and so forth. Moreover, in the light of homeland security, biometrics has become a powerful measure in the government’s fight against identity fraud, illegal immigration, illegal workers and terrorism. Biometrics is also useful in preventing abuses of public health services and other government entitlement.
Creating Telepresence in Virtual Mediated Environments
Authors: Debbabi Sana , Baile Serge
Published: May 2011

Why examine the concept of telepresence? A number of emerging technologies, including virtual reality, simulation, home theater, state-of-the-art video conferencing and virtual three-dimensional (3-D) environment, are designed to give the user a type of mediated experience that has never been possible before. This new experience seems to be “real,” “direct” and “immediate.” The term telepresence has been used to describe this compelling sense of being present in these mediated virtual environments (Held & Durlach, 1992; Steuer, 1992). On the empirical side, the use of this new revolution in media technologies has expanded to telemedicine, telepsychiatry, distance learning, legal testimony from remote locations, arcade games and more (see Lombard & Ditton, 1997). An enhanced sense of telepresence is central to the usefulness and profitability of the new technologies mentioned above, and others such as the World Wide Web and high-definition television. As underlined by Zhang, Benbasat, Carey, Davis, Galletta and Strong (2002) in the management information systems field, the concept of telepresence has become an important component of our understanding of how people experience computer-mediated environments. On the theoretical side, researchers in communication, psychology and other fields are interested in particular in how people are influenced by media presentations. An understanding of telepresence can enhance our theories here, too. Despite the centrality and importance of telepresence, it has not yet been carefully defined and explicated. In fact, researchers, especially those working on human performance in virtual reality, have noted the need to conceptualize and measure telepresence more effectively (e.g., Held & Durlach, 1992; Sheridan, 1992). In the remainder of this article, we (a) review several conceptualizations of telepresence and presence in literature, (b) review telepresence determinants, (c) outline the main methods commonly used for measuring telepresence and (d) recommend attributes of future research concerning this concept.
Expanding Distance Education in the Spatial Sciences Through Virtual Learning Entities and a Virtual GIS Computer Laboratory
Authors: Grunwald S. , Ramasundaram V. , Bruland G. L. , Jesseman D. K.
Published: May 2011

In this article we describe the implementation of an emerging virtual learning environment to teach GIS and spatial sciences to distance education graduate students. We discuss the benefits and constraints of our mixed architecture with the main focus on the innovative hybrid architecture of the virtual GIS computer laboratory. Criteria that were used to develop the virtual learning environment included: (1) Facilitating student-instructor, student-computer, and student-student interactivity using a mix of synchronous and asynchronous communication tools; (2) Developing a liberal online learning environment in which students have access to a suite of passive and active multi-media tools; and (3) Allowing student access to a mixed Web-facilitated/hybrid architecture that stimulates their cognitive geographic skills and provides hands-on experience in using GIS.
Learning Style Flexibility for Effective Virtual Teams
Authors: du Toit Pieter H , Petegem Peter van
Published: May 2011

Changes currently taking place globally in education, training and all areas of human potential development where learning forms the crux, have implications for e-learning. Interactive participation in virtual teams has become an evident means of promoting the principles of deep and constructive learning, and the life-skill of working in teams. Team members working in virtual teams are interdependent of each other and learning to become independent learners as an end result. Value is added to learning in virtual teams when the principles of learning style flexibility (LSF) are integrated with the principles of effective collaborative e-learning. The idea of learning style flexibility proposed in this chapter underpins the notion of developing learners’ full potential and facilitating the process of becoming flexible in problem solving. The Ned Herrmann whole brain theory is used as the basis of the theoretical framework and adapted for learning style flexibility in virtual teams. In this chapter we discuss awareness of one’s own learning style preferences, flexibility in terms of learning with the aim of developing one’s full potential, formation of diverse e-learning groups according to learning style preferences for optimizing virtual group performance, and using collaborative action learning to promote constructive learning.
Developing Non-Functional Requirements for a Service-Oriented Application Platform
Authors: Gross Daniel , Yu Eric , Song Xiping
Published: May 2011

The challenges in developing non-functional requirements (NFRs) for an application platform go much beyond those for a single application system. To derive platform NFRs from NFR specifications of different domain applications, requirements analysts must deal with much variation of domain specific NFRs, with different deployment configurations and load conditions, with different NFR related trade-offs, as well as with different terminology and metric definitions. This chapter presents a platform NFR development method that supports dealing with the aforementioned challenges. The presented method offers a goal- and scenario-oriented modeling and analysis technique that supports dealing with qualitative and quantitative NFRs during platform NFR development in an integrated way. The platform NFR development method was used to develop NFRs of a service-oriented application platform for three different application domains in an industrial setting.
Modeling and Analyzing Non-Functional Requirements in Service Oriented Architecture with the User Requirements Notation
Authors: Becha Hanane , Mussbacher Gunter , Amyot Daniel
Published: May 2011

Non-functional properties (NFPs) represent an important facet of service descriptions, especially in a Service Oriented Architecture. Yet, they are seldom explicitly described, and their use in service selection and composition is still limited. This chapter presents the User Requirements Notation (URN) as a means to model and analyze functional and non-functional service requirements. Aspect-oriented extensions to URN (AoURN) enable the modeling and modularization of different concerns, including non-functional requirements, which can crosscut services or service components. The chapter also proposes a taxonomy of NFPs used to annotate services and service compositions modeled with AoURN. These annotations enable the specification of quantitative non-functional values for services, guide service selection, and support the computation of the NFP (e.g., the quality of service) of their composition. This approach is illustrated with a simple yet realistic composite service (BookItWell), with an emphasis on four types of NFPs, namely service cost, response time, reliability, and availability.
Relational Service Quality Modeling
Authors: Shekhovtsov Vladimir A. , Kaschek Roland , Kop Christian , Mayr Heinrich C.
Published: May 2011

The paper argues that using non-first-normal-form (NF2) tables for requirements modeling is a suitable approach for communicating application system issues to stakeholders who have a business background. In particular, such tables are used in an intermediate predesign step residing between requirements elicitation and conceptual design for modeling functional and quality requirements of services and business processes. This approach extends to quality requirements of business processes used for service orchestration.
Control Engineering for Scaling Service Oriented Architectures
Authors: Diao Yixin , Hellerstein Joseph L. , Parekh Sujay
Published: May 2011

Scaling Service Oriented Architectures (SOAs) requires a systematic approach to resource management to achieve service level objectives (SLOs). Recently, there has been increasing use of control engineering techniques to design scalable resource management solutions that achieve SLOs. This chapter proposes a methodology for scaling SOAs based on control engineering. The methodology used here extends approaches used in scaling software products at IBM and Microsoft.
Unraveling Power Dynamics in Communities of Practice
Authors: Veenswijk Marcel , Chisalita Cristina
Published: May 2011

This chapter concentrates on the question how does power dynamics relate to the development of Communities of Practice within the organizational context of European public-private Megaprojects. The notion of power seems to be one of the underdeveloped fields in current CoP theory (Veenswijk & Chisalita, 2007). After a theoretical evaluation of the CoP concept, a Dutch Community of Practice case ‘Partners in Business’ is presented. In this community, actors of four leading Dutch construction firms and the Ministry of Public Works participate in an informal and unofficial setting. This community was established in 2005 and is still active as innovative platform in the infrastructural field. The researchers act as catalyst and project reflector during the different stages of community building. After presentation and analysis of the case, we discuss the results of the case study while reflecting back on the theory, and we illustrate the advantages of considering the blind spots relating to power dynamics in CoP theory.
Community and Advantage in the Effects Industry
Authors: Skilton Paul F.
Published: May 2011

This study explores the question of how the competitive environment, regional clustering and industry network structure influence the potential for developing firm level competitive advantage based on communities of practice. Paying attention to the context that communities of practice function in is important because only by doing so can we understand the conditions that constrain or facilitate the emergence of competitive advantage from them. Using the motion picture visual effects industry as the basis for a descriptive case, the study relies on primary sources and archival data to examine how managers can move toward competitive advantage by understanding communities of practice and the social, economic and organizational contexts in which they emerge.
CoPs & Organizational Identity
Authors: Campos Eduardo Bueno , Somoza Mónica Longo , Salmador M. Paz
Published: May 2011

The present chapter analyzes the emergent concepts of communities of practice and organizational identity, as well as their interrelationships, in the context of a knowledge-based economy. In particular, the chapter focuses on new technology-based firms (NTBF). Two main propositions are discussed. First, members of these organizations can build the organizational identity through communities of practice. Second, the organizational identity socially built by members can facilitate the emergence of communities of practice. These propositions are first grounded in a theoretical review and later they are tested empirically in five case studies of new technology-based firms created at Madrid Science Park. Finally, the main conclusions and directions for further research are presented.
Evaluating CoPs in Cancer Surgery
Authors: Fung-Kee-Fung Michael , Morash Robin , Goubanova Elena
Published: May 2011

This chapter describes a framework for developing and evaluating Communities of Practice initiated by local healthcare organizations and groups. The framework explores specific features of a CoP in the field of quality improvement and the managerial implications of utilizing traditional forms of medical socialization and cultural transmission. The authors describe their own experiences with a CoP in one of the health regions of Ontario, Canada, and compare them to other conceptual and theoretical approaches in the field. The chapter breaks down the implementation of CoP projects in medicine into manageable steps and presents an evaluation tool that could help develop an adequate evaluation process.
Multi-Echelon Supply Chain Modeling With Dynamic Continuous Review Inventory Policy
Authors: Rao K. Narayana , Subbaiah K. Venkata
Published: May 2011

In this chapter, an integrated procurement, production and distribution supply chain model is developed in fuzzy environment and performance vector of the supply chain is determined by solving strategic model and tactical model iteratively. Mixed integer programming model is formulated through fuzzy goal programming approach in strategic level. In the tactical level, dynamic continuous review inventory policy for controlling of raw material inventory at supplier echelon, finished products at plant echelon and distribution center echelons is assumed. The inventory models are solved by considering the interdependency of economic order quantity and reorder point. The supply chain model, which is developed in fuzzy environment, finds compromise solution with multiple, vague and in-compatible objectives. Fuzzy goal programming techniques provide feasible solutions with flexible model formulation in decision-making problems, which involve human judgments in decision-making. Need for supply chin modeling with dynamic continuous review policy in fuzzy environment and the existing literature are outlined in Introduction. Fuzzy supply chain modeling with dynamic continuous review policy for controlling of the raw materials, finished products at plant and distribution center echelons is described in Fuzzy supply chain modeling section. Flow chart of the methodology is explained in Solution Methodology section. The proposed model is illustrated through a numerical example. Supply chain cost, Volume flexibility and unit costs are determined and presented in Results and Discussion section. Importance of the methodology and future scope is made in Conclusion section. This model finds application in the industries involving continuous production like oil and natural gas, steel manufacturing industries etc
Capacity Sharing Issue in an Electronic Co-Opetitive Network
Authors: Renna Paolo , Argoneto Pierluigi
Published: May 2011

In recent years, manufacturing companies have entered a new era in which all manufacturing enterprises must compete in a global economy. To stay competitive, companies must use production systems that only produce their goods with high productivity, but also allow rapid response to market changes and customers’ needs. The emerging new paradigm of inter-firm relations involving both cooperative and competitive elements, called co-opetition, seems well face this issue. The chapter proposes a multi agent architecture to support different coordination policy in an electronic co-opetitive network in which plants are willing to exchange productive capacity. An innovative approach based on cooperative game theory is proposed in this research and its performance is compared with the prevalent negotiation approach. A discrete event simulation environment has been developed in order to evaluate the related performances. The case in which no relation exists among plants has been considered as a benchmark. The obtained results show that the proposed approach outperforms the negotiation mechanism form many point of view.
Agent-Based Dynamic Route Selection for Multilayer Electronic Supply Network
Authors: Mahdavi Iraj , Cho Namjae , Fazlollahtabar Hamed , Shafieian S. Hosna , Mahdavi-Amiri Nezam , Mohebbi Shima
Published: May 2011

The authors develop an intelligent information system in a multilayer electronic supply network. Using the internet for supply chain management (SCM) is a key interest for contemporary managers and researchers. It has been realized that the internet can facilitate SCM by making real time information available and enabling collaboration between trading partners. Here, the authors propose a multi-agent system to analyze the performance of the elements of a supply network based on the attributes of the information flow. Each layer consists of elements which are differentiated by their performance throughout the supply network. The proposed agents measure and record the performance flow of elements considering their web interactions for a dynamic route selection. A dynamic programming approach is applied to determine the optimal route for a customer in the end-user layer.
Social Justice, America, & African American Children
Authors: Jackson Mary S. , Jackson Heather M.
Published: May 2011

Technology plays a very important role in the world. Therefore if some individuals or groups have no access or very limited access to technological advances, these advances have little or no value to them. In American society, which by its standards is considered a technological leader, there are some vulnerable populations which are underserved in critical areas such as health care and education. America’s proficiency at highly technological advances does not serve to elevate the quality of life nor eliminate social injustices for these vulnerable populations. This chapter examines one of America’s most vulnerable groups, African American children. Its intent is to remind readers of the importance of working toward continued efforts to ensure that children are not forgotten or lost in the ever-expanding global awareness of technological advances. The focus on health care and education is to provide a cursory view of the past, awaken a consideration for the present, and solicit anticipation of the future for these African American children if they continue to be the underserved population in American society.
Representation of Neuro-Information and Knowledge
Authors: van der Velde Frank
Published: May 2011

Human cognition integrates grounding, productivity and dynamics. This chapter discusses how combinatorial structures can be created by forming temporal interconnections between grounded representations of concepts (words). Specific architectures are required so as to allow these temporal connections to be formed. A crucial aspect of these architectures is that they do not copy and transport symbols. Instead, the representations they use remain “in situ”, such that each representation of a concept used in a combinatorial structure is always the same grounded representation of that concept. These architectures therefore combine productivity of cognition with grounding of representations. Because they consist of neural structures, they are also inherently dynamic, which ensures the ability to interact dynamically with the environment. Grounded representations as constituents in combinatorial structures provide both local and global information. As constituents, they can affect specific (local) combinatorial structures, but without losing their embedding in the global information structure of which they are a part. The constraints that grounding, dynamics and productivity impose on each other have consequences for processing, learning and development. These consequences will be discussed and illustrated.
Optimality-Oriented Stabilization for Recurrent Neural Networks
Authors: Liu Ziqian
Published: May 2011

This chapter presents an approach of how optimality-oriented stabilization is achieved for recurrent neural networks, which includes both the input-to-state stabilization for deterministic recurrent neural networks and the noise-to-state stabilization for stochastic recurrent neural networks. Owing to the difficulty in solving the Hamilton-Jacobi equation for nonlinear systems, optimal regulation seems to be an unachievable goal in control design for recurrent neural networks. However, a methodology proposed in this chapter solves the problem and obtains optimal stabilization by using the knowledge of Lyapunov technique, inverse optimality, and differential game theory. Numerical examples demonstrate the effectiveness of the proposed design.