bluuebunny/crossref_metadata_2025 huggingface dataset:
De l’agir destructeur au processus de symbolisation
Authors: Condamin Christine , Taine Aurélie
Published: March 2015

Cet article étudie comment le thérapeute peut accueillir et donner sens aux agirs destructeurs et compulsifs qui se vivent lors de certaines cures d’enfants. Ce besoin d’agirs externalisés semble parfois s’organiser comme une lutte contre une dépression primaire, cherchant à contre-investir un monde psychique terrifiant précocement soumis à un vécu traumatique. L’acte agressif, s’il est entendu comme une souffrance, est aussi une tentative pour trouver une réponse à une angoisse indicible. Il s’agirait alors de créer un environnement thérapeutique métaphorisant les relations précoces afin de sortir de l’indifférenciation primaire et de déployer un processus de symbolisation.
Intrication traumatique : plongée dans les méandres institutionnels et remise en circulation des affects gelés
Authors: Linde Elysé , Restivo-Martin Anaïs
Published: March 2015

Les auteurs abordent le travail institutionnel en amont et en aval d’un événement traumatique majeur pour un établissement et une équipe soignante, à savoir le suicide d’une patiente au cours d’une hospitalisation. Ils tenteront de comprendre sur quel terreau institutionnel ce passage à l’acte effractant est arrivé ; essaieront d’ouvrir des voies élaboratives pour se dégager de la violence mortifère qui peut mettre gravement à mal l’idéal soignant, et pour travailler à restaurer une parole vivante qui soit au cœur de la dynamique institutionnelle quotidienne.
Les voies inattendues de l'industrialisation tardive : variété des profils exportateurs et discontinuité du changement structurel en Asie de l'Est
Authors: Piveteau Alain , Lectard Pauline
Published: March 2015

Nous proposons une analyse empirique du changement structurel en Asie de l’Est à partir de deux dimensions clefs : la diversification et la sophistication des exportations. Une variété de profils exportateurs et de réelles discontinuités dans la diffusion régionale du changement structurel apparaissent. Il devient alors nécessaire d’accorder aux configurations exportatrices qui émergent dans la mondialisation le bénéfice de la singularité.
Classes moyennes et émergence en Asie de l'Est : mesures et enjeux
Authors: Rougier Éric , Clément Matthieu
Published: March 2015

Cet article propose un état des lieux de la littérature portant sur la croissance rapide des classes moyennes des pays émergents d’Asie de l’Est selon trois axes. La définition et la mesure de ces classes moyennes sont d’abord questionnées. Les caractéristiques microéconomiques de ces classes en termes de consommation et d’investissement en capital humain sont ensuite examinées. Enfin, la capacité de ces groupes sociaux à croissance rapide à provoquer des changements politiques est évaluée, notamment à la lumière des spécificités des configurations sociopolitiques propres à chaque pays de cette région.
De la Russie à la Chine ? Le basculement énergétique de l'Asie centrale
Authors: Vercueil Julien
Published: March 2015

L’Asie centrale est un voisinage partagé de la Chine et de la Russie à forts enjeux pour ces deux grands pays émergents. La dynamique chinoise concurrence les influences russe et occidentale dans la région. L’article discute l’hypothèse d’un basculement énergétique de la région vers la Chine en étudiant l’évolution de quatre paramètres : le rapport aux compagnies occidentales, la capacité d’émancipation vis-à-vis des réseaux de transport d’hydrocarbures soviétiques, les stratégies des grandes compagnies russes et l’évolution des besoins des principaux clients de la région, en particulier la Chine.
Coopération Sud-Sud et financement du développement : la relation Chine-Amérique du Sud face aux enjeux du développement soutenable
Authors: Ponsot Jean-François , Berr Éric
Published: March 2015

L’article définit un modèle postkeynésien de développement soutenable ainsi que ses modalités de financement, à partir des travaux néodéveloppementistes, structuralistes et dépendantistes latino-américains. En dépit de l’instauration de nouveaux modèles de développement en Amérique du Sud depuis les années 2000, l’augmentation des flux commerciaux et financiers chinois et la Nouvelle architecture monétaire et financière régionale n’ont contribué que marginalement à la mise en application du paradigme postkeynésien de développement soutenable et à un financement novateur du développement.
L'économie politique internationale au défi de l'émergence
Authors: Berthaud Pierre
Published: March 2015

Cet article passe en revue les programmes de l’économie politique internationale afin de dégager des pistes pour un traitement analytique du phénomène de l’émergence. Suivant la typologie de Drezner, il examine successivement les théories de la gouvernance globale, des régimes internationaux et de la stabilité hégémonique. La pertinence des analyses stato-centrées et, en particulier de la théorie de la stabilité hégémonique s’impose. Elles permettent en effet de combiner l’analyse de deux propriétés fortes de l’émergence : la puissance et l’hétérogénéité des préférences nationales.
Des négociations internationales aux politiques nationales : le positionnement ambivalent de l'Inde sur le changement climatique
Authors: Mathy Sandrine
Published: March 2015

Après l’échec de la Conférence de Copenhague sur le climat en 2009, l’accord recherché en vue de la Conférence de Paris en décembre 2015 va se construire sur la base de l’agrégation des contributions nationales de chaque pays. Il est important de comprendre les facteurs guidant ou conditionnant l’action des différents pays. Cet article s’intéresse à l’Inde et explore son positionnement sur la scène internationale et l’émergence des politiques nationales.
Effet de l'élaboration d'hypothèses sur la compréhension de l'oral et sur les stratégies d'autorégulation de l'écoute en langue seconde : une étude empirique.
Authors: Roussel Stéphanie , Tricot André
Published: March 2015

La présente étude a pour objectif de clarifier l'effet du type d'anticipation sur la compréhension de l'oral et sur les stratégies d'écoute. Suite à un pré-test, 24 étudiants en droit, apprenant l'allemand à l'université, ont été répartis en trois groupes de même niveau. Le premier groupe a écouté un document sonore en allemand sans aucun travail d'anticipation. Avant l'écoute, le deuxième groupe a émis des hypothèses portant sur le lexique et le troisième groupe des hypothèses portant sur le contenu de ce même document sonore. Les participants ont écouté le document individuellement sur un ordinateur. Chaque écran a été filmé, ce qui a permis d'enregistrer les pauses et retours en arrière effectués par les apprenants pendant la tâche. Après l'écoute, les participants ont rappelé par écrit en français le contenu du document. Nous avons comparé les performances des trois groupes en compréhension, analysé les rappels et les stratégies d'autorégulation de l'écoute (pauses et retours en arrière) des participants. Les résultats montrent que, si le niveau initial a un effet important sur les performances en compréhension de l'oral, le type d'hypothèses élaborées avant l'écoute peut, dans certains cas, influencer la nature du rappel du contenu du document et les stratégies d'écoute.
Contributions actuelles et virtuelles des droits de la personne aux décisions judiciaires et à l’évolution de la justice pénale
Authors: Garcia Margarida
Published: March 2015

Prenant appui sur une recherche empirique qualitative, l’article montre la façon dont les acteurs judiciaires se représentent l’apport des « droits de la personne » dans le processus de prise de décisions et dans l’évolution de la justice pénale. La démarche s’inscrit dans une approche sociologique du droit qui privilégie une mise en relation des points de vue interne et externe au droit dans la production de connaissances. Méthodologiquement, l’analyse repose sur des entretiens réalisés auprès de juges et de procureurs de la couronne au Canada et au Portugal. L’analyse de ces données a permis d’identifier quatre contributions attribuées aux droits de la personne dans la prise de décisions : ils protègent les personnes accusées, ils permettent le contrôle de la validité des normes, ils stimulent l’évolution des principes du droit et enfin, ils facilitent l’adaptation du système à la société ou à son environnement. Encadrés d’un point de vue théorique par certains outils empruntés aux travaux de Niklas Luhmann et de Gunther Teubner, les résultats présentés permettent de mieux observer et comprendre la place et le rôle qu’occupent les « droits de la personne » dans la prise de décision judiciaire moderne, leurs contributions et aussi leurs limites.
Design des marchés d’électricité pour l’intégration des renouvelables
Authors: Henriot Arthur , Glachant Jean-Michel
Published: March 2015

Cet article analyse l’impact de l’intégration des renouvelables dans les marchés de l’électricité en Europe. La nature de ce problème d’efficacité économique est analysée à la lueur des contributions existantes dans la littérature. Les éventuels obstacles à un fonctionnement sous des règles de marché communes à tous les producteurs sont exposés en tenant compte des différences fondamentales entre producteurs traditionnels et renouvelables. L’article s’intéresse ensuite aux différents outils proposés pour assurer le fonctionnement du marché dans un contexte de faible prévisibilité et de variabilité de la production des renouvelables. Les solutions suivantes sont examinées : unités de temps plus précises, nouvelles limites aux prix de gros, meilleure articulation de la séquence de marchés d’ajustement, introduction de mécanismes de rémunération de capacité. Nous nous intéressons également à la redéfinition de l’espace, depuis la tarification nodale jusqu’à la possible émergence d’une multitude de marchés locaux.
Repenser le rôle des scénarios : construction participative de scénarios bas carbone pour la France
Authors: Mathy Sandrine , Fink Meike , Bibas Ruben
Published: March 2015

Cet article revient sur l’utilité des scénarios bas carbone en France dans la décision publique. Celle-ci peut être le scénario en lui-même et son contenu en termes de trajectoire technico-énergétique (product-oriented) et c’est dans cette catégorie que s’inscrivent les scénarios versés au débat énergie en France en 2013 ; mais son objectif peut également résider dans le procédé (process-oriented) même d’élaboration du scénario pour faire émerger des consensus ou des niveaux minimaux d’accords. Dans cette optique, nous élaborons des scénarios à l’aide d’une méthode de concertation avec une trentaine de parties prenantes issues aussi bien du secteur privé, du secteur public et de l’État, des ONG, des associations de consommateurs, des syndicats, des banques ou des collectivités territoriales. Celles-ci sélectionnent des politiques qu’elles considèrent acceptables pour atteindre l’objectif de Facteur 4 et qui sont intégrées dans le modèle technico-économique de simulation Imaclim-R France selon un scénario acceptabilité forte AF et un scénario acceptabilité modérée AM. Dans le scénario AF, les émissions diminuent en 2050 entre 58 et 72 % et dans le scénario AM entre 68 et 81 % selon les hypothèses faites sur les prix de l’énergie. Les mesures de réduction des émissions, dont la plus emblématique est la taxe carbone, sont bénéfiques pour l’emploi et la croissance économique. Elles permettent en outre de réduire rapidement et durablement le budget des ménages dédié aux services énergétiques. Ce résultat constitue un socle solide sur lequel construire l’acceptabilité des trajectoires Facteur 4 et le processus un cadre pour renforcer l’apprentissage collectif autour de l’acceptabilité des politiques climatiques.
Architecture de marché et gestion de la demande électrique
Authors: Rious Vincent , Roques Fabien
Published: March 2015

Le développement des effacements de consommation électrique est un problème central dans les marchés électriques respectueux de l’environnement. Faute d’une architecture de marché fournissant de bonnes incitations, le développement des effacements est encore d’ampleur limitée dans la plupart des marchés électriques. En Europe, différents modèles de développement sont considérés pour les effacements, d’un régime régulé à une perspective concurrentielle. Dans cet article, en nous focalisant sur les effacements pour les consommateurs de taille petite et moyenne, nous analysons quels types de signaux de marché devraient être envoyés aux agrégateurs d’effacement pour leur assurer une activité concurrentielle. À partir de résultats de simulations sur huit années de données du système électrique français, nous comparons les options d’architecture de marché quant à leur aptitude à permettre le développement concurrentiel des effacements. Nos simulations démontrent qu’avec les règles de marché actuelles, les effacements ne sont pas une activité rentable dans l’industrie électrique française. L’introduction d’un mécanisme de capacité pourrait apporter des revenus supplémentaires aux agrégateurs d’effacement sous réserve que le système ne soit pas surcapacitaire et que son architecture ne défavorise pas les effacements.
La « demand response » dans un marché interconnecté : outil d’efficacités énergétiques et environnementales
Authors: Bergaentzlé Claire , Clastres Cédric , Khalfallah Haikel
Published: March 2015

Dans cet article, nous étudions les effets d’un effacement de consommation électrique dans un marché interconnecté. Nous montrons que cette réduction induit des gains en efficacités énergétiques (réduction des coûts de l’énergie) et environnementales (réduction des émissions de gaz à effet de serre). Ces gains en efficacités sont croissants avec le niveau de réduction de la demande électrique. Cependant, les gains supplémentaires liés à l’augmentation des consommations effacées sont de moins en moins importants au fur et à mesure que l’effacement croît. Ce résultat suggère une préférence pour la mise en place d’outils de maîtrise de la demande simples et moins coûteux, notamment lorsqu’il existe un fort risque de reports des consommations effacées.
The Role of Plug-In Electric Vehicles with Renewable Resources in Electricity Systems
Authors: Weiller Claire , Sioshansi Ramteen
Published: March 2015

Deux voies technologiques, la génération d’électricité renouvelable et l’électrification des véhicules, sont souvent avancées comme solution à deux des plus grands défis de notre époque : satisfaire à une demande énergétique croissante tout en réduisant les émissions de gaz à effet de serre. La réalisation de ces deux objectifs implique le besoin de transférer une partie de la demande de combustibles fossiles vers d’autres sources d’énergie primaire. La diffusion des énergies renouvelables et des véhicules électriques rechargeables (VER) a été entravée par des obstacles importants, malgré leur potentiel reconnu d’améliorer la durabilité énergétique dans les secteurs de l’électricité et du transport. Les deux technologies ont des synergies naturelles entre elles : les VER sont une source inhérente de flexibilité du côté de la demande aussi bien que de l’offre, qui pourraient aider à mitiger les effets négatifs de la variabilité de la génération d’électricité renouvelable.Dans cet article nous examinons les obstacles au déploiement des renouvelables et des VER, ainsi que les synergies entre les deux voies technologiques. Nous soulevons des questions autour de l’implémentation ainsi que des mesures d’incitation et des modèles d’affaires qui pourraient empêcher ou aider à réaliser la valeur de ces synergies. Nous proposons enfin de nouvelles problématiques de recherche qui pourraient amener à résoudre ces questions d’implémentation.
Classification of the Emotional State of a Subject Using Machine Learning Algorithms for RehabRoby
Authors: Barkana Duygun Erol , Masazade Engin
Published: March 2015

Robot-assisted rehabilitation systems have shown to be helpful in neuromotor rehabilitation because it is possible to deliver interactive and repeatable sensorimotor exercise and monitor the actual performance continuously. Note that it is also essential to distinguish if subject finds the rehabilitation task difficult or easy, since the difficulty level of a task can yield different emotional state, such as excited, bored, over-stressed, etc., at each subject. It is important to adjust the difficulty level of the task to encourage the non-motivated subjects during the therapy. The physiological measurements, which can be obtained from the biofeedback sensors, can be used to estimate the subject's emotional state during the execution of the rehabilitation task. Machine learning methods can be used to classify the emotional state using the features of the biofeedback sensory data. This is explored in this chapter.
State of the Art in Biomimetic Swimming Robots
Authors: Masoomi Sayyed Farideddin , Gutschmidt Stefanie , Chen XiaoQi
Published: March 2015

The presence of marine tasks demands investments on design and development of underwater robots. Among those robots, biomimetic swimming robots have shown superior performance since they are efficient in cruising, highly manoeuvrable, and noiseless during swimming. Accordingly, so far a number of fish robots with distinguished capabilities have been fabricated around the globe. The difference of the existing fish robots roots in their unlike but optimal nature of swimming. Hence, in order to design fish robots, the swimming characteristics of real fish including swimming mode and body/fin shape must be investigated primarily. Then the appropriate actuation system needs to be selected. This chapter aims at presenting state of the art in robotic fish while introducing their design elements and presenting suitable actuation mechanisms for fish robots. In this chapter, a fish robot is introduced and its design process is discussed as a case study.
Fundamental Control for a Manta-Like Fish Robot
Authors: Ikeda Masaaki , Watanabe Keigo , Nagai Isaku
Published: March 2015

This chapter analyzes a propulsive force generated from pectoral fins for a manta-like fish robot, which is one of rajiform-type fish robot in a classification of swimming mechanism of fishes, from fluid dynamics aspects. The fishes of this type swim underwater with two pectoral fins. A diving method is proposed, assuming that some front fin rays are fixed with a constant angle. The usefulness of the method is demonstrated by numerical simulations and an experiment with an actual robot system.
Awareness-Based Recommendation toward a New Preference
Authors: Yamaguchi Tomohiro , Nishimura Takuma , Takadama Keiki
Published: March 2015

In mechatronics and robotics, one of the important issues is to design human interface. There are two issues on interaction design research. One is the way to education and training to adapt humans for operating the robots or interaction systems. Another one is the way to make interaction design adaptable for humans. This chapter research at the latter issue. This chapter describes the interactive learning system to assist positive change in the preference of a human toward the true preference; then evaluation of the awareness effect is discussed. The system behaves passively to reflect the human intelligence by visualizing the traces of his/her behaviors. Experimental results showed that subjects are divided into two groups, heavy users and light users, and that there are different effects between them under the same visualizing condition. They also showed that the system improves the efficiency for deciding the most preferred plan for both heavy users and light users.
Human-Inspired Robotic Exoskeleton for Post-Stroke Gait Rehabilitation
Authors: Kora Kazuto , Xie Shane , McDaid Andrew
Published: March 2015

Stroke is one of the leading causes of physical disability and many suffer paralysis to their limbs. The rehabilitation to recover the function of gait often takes time because the current rehabilitation technique used is labour intensive and time consuming for the therapists and difficult to perform it effectively. In order to improve the gait rehabilitation process, robot assisted gait rehabilitation has gained much interest over the past years. The contributions of this research are the development of new robotic exoskeleton device designed to be lightweight, comfortable, and safe to use for gait rehabilitation for stroke patients, which were lacking in the existing devices. Another contribution is the establishment of new manufacturing technique that allows custom exoskeleton components for each individual patient. Finally, the development of advanced model-based Feedforward (FF) controller that achieves fast and accurate tracking performance is explored in this chapter.
Kinodynamic Motion Planning for an X4-Flyer
Authors: Motonaka Kimiko , Watanabe Keigo , Maeyama Shoichi
Published: March 2015

This chapter describes kinodynamic motion planning and its application. Kinodynamics is the discipline that tries to solve kinematic constraints and dynamical constraints simultaneously. By using kinodynamic motion planning, control inputs can be generated in a much simpler way, compared to the conventional motion planning that solves kinematics and dynamics separately. After briefly overviewing the kinodynamic motion planning, its application to a flying robot is described in detail.
Comparison of Control Strategies by the Example of the Cooling Fan Control of a Mobile Machine
Authors: Borgeest Kai , Schneider Peter Josef
Published: March 2015

In order to compare different control strategies, the cooling system of a mobile machine has been chosen. The example control problem was to run the cooling system for m control variables and with n=m correction variables in a way to minimize power in order to save energy and to reduce fan noise while maintaining sufficient cooling. The plant is nonlinear. Three different kinds of controllers have been investigated in several variations (i.e. fuzzy control, PI[D], and Model Predictive Control [MPC]). Fourteen different criteria have been used in this chapter for evaluation. In many respects, a linear controller with fuzzy prediction proved best, in particular the prediction model can handle nonlinear properties of the plant.
Mechatronic Design of Mobile Robots for Stable Obstacle Crossing at Low and High Speeds
Authors: Fauroux Jean-Christophe , Chapelle Frédéric , Bouzgarrou Belhassen-Chedli , Vaslin Philippe , Krid Mohamed , Davis Marc
Published: March 2015

This chapter presents recent mechatronics developments to create original terrestrial mobile robots capable of crossing obstacles and maintaining their stability on irregular grounds. Obstacle crossing is both considered at low and high speeds. The developed robots use wheeled propulsion, efficient on smooth grounds, and improve performance on irregular grounds with additional mobilities, bringing them closer to legged locomotion (hybrid locomotion). Two sections are dedicated to low speed obstacle crossing. Section two presents an original mobile robot combining four actuated wheels with an articulated frame to improve obstacle climbing. Section three extends this work to a new concept of modular poly-robot for agile transport of long payloads. The last two sections deal with high-speed motion. Section four describes new suspensions with four mobilities that maintain pitch stability of vehicles crossing obstacles at high speed. After the shock, section five demonstrates stable pitch control during ballistic phase by accelerating-braking the wheels in flight.
A Framework for RF-Visual SLAM for Cooperative Multi-Agent System
Authors: Kadir Herdawatie Abdul , Arshad Mohd Rizal
Published: March 2015

This chapter provides a framework for radio frequency visual simultaneous localization and mapping problems for a team of agents consisting of three blimps and beacons. In a cooperative system, each agent must establish reliable data sharing during a mission. Under these conditions, a framework was proposed which allows each agent to share the local information using peer-to-peer networking schemes. The RF-vSLAM algorithm seeks to acquire a map during navigation, simultaneously localizing itself using the map and received signal strength indicator information to predict the distance between agents. In this chapter, the authors address the problem of detection features using SIFT algorithms. The authors have considered the sea surface as the working environment. In this research, the framework consisted of two types of agents, where beacon representing the static agent and blimp representing the homogeneous mobile agent. The communication exchange between these two types of agents is an environmentally friendly monitoring system that preserves natural value of the selected area.
Robotic System Design and Development for Medical Treatment, Surgery, and Automated Production Applications
Authors: Li Zheng (Jeremy)
Published: March 2015

The development and improvement of robotic system integrate the science and technology of robotic system design, engineering analysis, prototyping, and experiment. This chapter introduces the current research and development of robotic systems applied in medical treatment, surgical operation, automated manufacturing, and high-speed production. Two recent robotic researches are included in this chapter to show the technical methodologies of computer-aided 3D modeling, computational simulation, engineering analysis, prototyping, and experiment in design and development of robotic systems.
Robotics Community Experiences
Authors: Gomez Kimberley , Bernstein Debra , Zywica Jolene , Hamner Emily , Lee Ung-Sang , Cunningham Jahneille
Published: March 2015

In this chapter, the authors focus on the motivational and engagement aspects of robotics technical design experiences for youth participating in two different afterschool robotics programs: the Digital Youth Network (DYN) and Robot Diaries (RD). The programs each take a different approach to motivating and engaging participants with robotic technology and design. The authors analytically describe and compare the relationship between programmatic goals of each program and participant experiences. Programmatic goals influenced the participants' opportunities to engage with technology, increased their comfort level with technology, and helped them develop skills in adapting technology to facilitate individual and group-centered design goals. The authors offer recommendations for the design of robotics programs for youth and point to the importance of the role of audience and materials selection that engage and motivate youth, instructor roles, and instructor knowledge.
The Influence of Common Agricultural Policy (CAP) on Development of the Agricultural Production Structures in Romania and EU-28
Authors: Jean-Vasile Andrei , Mieila Mihai , Smoleanu Alexandra
Published: March 2015

Agriculture represents without any debate a fundamental economic sector, with significant implication in achieving not only the food safety standards for a growing population, but also in promoting rural communities' cultural values and providing good living standards and revenues for farmers and rural population. In this context the evolution of agricultural production structures represent a major concern for all decision-makers involved in this sector. Achieving competitive results in valuing the agricultural potential impose a great convergence between inland agricultural policies and the Common Agricultural Policy in order to integrate the best measures in designing an economically efficient agricultural structure. The chapter aims to analyze the evolution of some of the agricultural production structures under the Common Agricultural Policy reform and the pressure to adapt and achieve the most functional decision in a better valorization of the inland agricultural potential.
The Reform of EU Economic Governance
Authors: Popescu Gheorghe H.
Published: March 2015

The main objective of this chapter is to explore and describe the EU's management of the economic and financial crisis, the leading role of the European Council in economic governance, the governmental and parliamentary institutions involved in EU economic governance, and the democratic character of the new system of economic governance. Applying new conceptual and methodological approaches, this study advances to the next level research on the political relevance of EU-level coordination in the area of economic governance, the new governance of fiscal discipline, the dynamic of building sovereignty at the EU level, and the economic governance of the Euro area. This chapter discusses the major trends in scholarship about the evolution of EU economic governance, the changing decision-making agenda of EU economic governance, the deficiencies in EU economic governance exposed by the crisis, and the slowness of the European measures on the regulation and governance of finance. The authors is specifically interested in how previous research investigated the categorization and exercise of EU competences, the economic government of the Euro area, supranational modes of policymaking, and the tendency of EU economic governance towards intergovernmental policy coordination.
Combining Organic Agriculture and Recreation
Authors: Privitera Donatella
Published: March 2015

The aim of this chapter is to understand the dynamic of agritourism in Italy to evaluate the possible local impacts. The realization of synergies between tourism and agriculture is actually looking at the impacts of rural restructuring, and new geographies of consumption, production, service, and rural culture. Organic agriculture is the reflection of a high demand for healthy foods, which presume the existence of high quality standards and a limitation of chemical substance usage. At the same time, it is proof that organic agriculture is tightly connected to the agritourism and tourism activities. Much of the discussion is focused on the manner in which creating linkages between organic agricultural production and tourism consumption, of both food and rural place, can create interest for farmers and the agricultural sector as a whole.
The Gamification Experience
Authors: Marache-Francisco Cathie , Brangier Eric
Published: March 2015

Through this chapter, the authors aim at describing Gamification—the use of game elements in non-ludic environments—to identify its limits and lacks as well as its assets. Indeed, it has been developed to answer a need that arouses out of the Human Computer Interaction (HCI) field evolutions, and it could be valuable in that scope. The authors propose a definition of Gamification according to several different dimensions that are part of the HCI design field. They suggest it as a first step towards a guiding design framework aimed at designers. They mention future research directions that would help in going further and enriching the framework, leading to the creation of a design model for user experience design through Gamification. The authors finally raise some ethical concerns about the meaning of Gamification itself.
Dream Lucidity
Authors: Bommarito Concetta , Dunlap Kathryn
Published: March 2015

In this chapter, the authors examine digital environments as a learning spaces and site of extended cognition by demonstrating the presence of active learning in both video games and their linked online collaborative communities. The authors use Shaun Gallagher's theory of extended mind to posit the notion that the shared cognitive space created in the game between creator and player can be extend to include many others through the digital communities of those players though gaming literacy. The authors conducted a think-aloud protocol with participants playing Yume Nikki, a minimalist Japanese indie game, then reading materials on hikikomori, a condition the creator is believed to have. They conclude from their results that active and creative learning of human communities should not be undervalued when designing virtual environments even when the environment is single-player.
The Protagonist and Their Avatar
Authors: McCreery Michael P. , Krach S. Kathleen , Nolen Amanda
Published: March 2015

Given the active and authentic nature of Massively-Multiplayer Online Games, researchers have begun to question the use of this virtual setting as a teaching / learning tool (Barab et al., 2010; Squire, 2006). Specific findings in virtual environments show that several personal factors mediate an individual's experiences within that environment (Przybylski, Rigby, & Ryan, 2010). Although physical-world research has focused on the personal factor of personality and its influence on learning (Caprara et al., 2011; Furnham, Chamorro-Premuzic, & McDougall, 2003; Gallagher, 1996; Olesen, Thomsen, Schnieber & Tønnesvang, 2010), very little research on personality within virtual settings has been conducted. Thus, it is important to explore more about personality changes between individuals and their avatars in virtual settings. Findings from the current study show statistically different personality score for individuals and their avatars across all domains of the Five-Factor Model. However, for three of the domains, Neuroticism, Openness, and Conscientiousness, consistent patterns of difference existed. Overall implications for these findings are discussed.
A Match Made in “Outer Heaven:”
Authors: Gomez Jorge
Published: March 2015

The stealth-action videogame Metal Gear Solid 4: Guns of the Patriots features the tired heroics of Solid Snake (also known as Old Snake), a retired, legendary soldier whose services are demanded one last time by a world in perpetual war. This epic game, containing almost ten hours of cutscenes alone, delineates the consequences not only of nuclear proliferation, but of mass (re)production in a digital age. In this fourth and final entry in the Solid Snake saga the two go hand-in-hand: a nuclear age exacerbated by advanced technology, advanced technology proliferated under the banner of a post-Cold War war economy. In this chapter, Kenneth Burke's rhetoric of rebirth and Slavoj Žižek's ideological criticism, along with several ludological frameworks, are adopted to show how various multiliteracies can be unearthed from this artifact of digital rhetoric. The chapter closes with implications for digital rhetoric studies.
Training, Teaching, and Learning
Authors: Kouroupetroglou Christos
Published: March 2015

We are constantly being educated, learning, and getting training for new skills. People with disabilities and the elderly are no exception to this rule. Moreover, they might need additional training and education on how to use assistive technologies and how to cope with the everyday aspects of overcoming their problems. This chapter focuses on education and training and presents technologies, policies, challenges, and opportunities that lie ahead for accessibility in education and training. It presents the different aspects and the different potential solutions based on the level of education trying to cover this need throughout the lifespan of a person. Finally, it finishes by discussing common problems and issues in research for accessible and inclusive education in order to provide useful suggestions and lessons to be had for the future.
Digital Literacy Concepts and Definitions
Authors: Boechler Patricia M. , Dragon Karon , Wasniewski Ewa
Published: March 2015

This article presents a scan of the concept of “digital literacy” and discusses issues encountered in the literature, including: a) challenges in the research base for conceptualizing digital literacy, b) the multiplicity of frameworks which attempt to situate digital literacy but lack sound theoretical origins, and c) wide disagreement among stakeholder disciplines, including education, media studies, library information studies and computing/ICT studies as to what specific skills or knowledge should fall under the umbrella term of digital literacy. The review focuses on the field of education and briefly examines the inconsistent local, national, and international curriculum standards used to both instruct and assess students. It concludes with a presentation of a brief assessment tool, the Software Recognition Test, which preliminary research suggests has predictive validity for educational use and could, with further development, be used for low stakes assessment of digital literacy for K-12 or post-secondary settings.
A Qualitative Analysis of Online Gaming
Authors: Hussain Zaheer , Griffiths Mark D.
Published: March 2015

The popularity of Massively Multi-Player Online Role-Playing Games (MMORPGs) has risen dramatically over the last decade. Some gamers spend many hours a day in these virtual environments interacting with other gamers, completing quests, and forming social groups. The present study set out to explore the experiences and feelings of online gamers. The study comprised 71 interviews with online gamers (52 males and 19 females) from 11 different countries. Many themes emerged from the analyses of the interview transcripts including (i) engaging in social interaction, (ii) being part of a community, (iii) learning real-life skills, (iv) gaining in-game rewards, (v) playing never-ending games (vi) escaping from real life, (vii) playing longer than intended, and (viii) being obligated towards other gamers in-game. These findings specifically showed the many positives of online gaming (including the social interaction and the community aspects of belonging) as well as the in-game features within MMORPGs that in some cases can lead to excessive online gaming. The implications of these findings are discussed in relation to previous qualitative and quantitative research in the area.
GBL as PBL
Authors: Hoge Brad
Published: March 2015

GBL is proving to be a promising and engaging tool for STEM learning. How GBL affects content and mastery is unknown, however. For GBL to be more than an engaging tool for delivery of basic knowledge, it must be designed to achieve the goals of PBL. PBL achieves mastery by using principles of inquiry to promote constructive learning. The challenge is to keep GBL engaging while incorporating inquiry strategies into gameplay. This can be achieved through immersive micromanagement games that incorporate content mastery objectives into player strategies for advancement in the game's plot. Complexity introduced through evolving game scenarios should push players towards decisions based on content lessons. Players should be allowed to personalize their experience through the use of avatars and should play a role in the execution of strategies within the game. Team play and competition can also enhance the PBL elements and increase cognitive outcomes.
Cognitive Load and Empathy in Serious Games
Authors: Huang Wen-Hao David , Tettegah Sharon Y.
Published: March 2015

The design of serious games does not always address players' empathy in relation to their cognitive capacity within a demanding game environment. Consequently players with inherent limitations, such as limited working memory, might feel emotionally drained when the level of empathy required by a game hinders their ability to cognitively attain the desired learning outcome. Because of the increasing attention being given to serious games that aim to develop players' empathy along with their cognitive competencies, such as Darfur is Dying (Ruiz et al., 2006), there is a need to investigate the empirical relationship between players' cognitive load and empathy development capacity during serious game play. Therefore this chapter examines cognitive load theory and empirical work on empathy development to propose a conceptual framework to inform the research and design of serious games that have empathy as part of the learning outcomes. Future research should focus on implementation and empirical validation of the proposed framework.
Study Design and Data Gathering Guide for Serious Games' Evaluation
Authors: Hauge Jannicke Baalsrud , Boyle Elizabeth , Mayer Igor , Nadolski Rob , Riedel Johann C. K. H. , Moreno-Ger Pablo , Bellotti Francesco , Lim Theodore , Ritchie James
Published: March 2015

The objective of this chapter is to provide an overview of the different methods that can be used to evaluate the learning outcomes of serious games. These include Randomised Control Trials (RCT), quasi-experimental designs, and surveys. Case studies of a selection of serious games developed for use in higher education are then presented along with evaluations of these games. The evaluations illustrate the different evaluation methods, along with an assessment of how well the evaluation method performed. Finally, the chapter discusses the lessons learned and compares the experiences with the evaluation methods and their transferability to other games.
Effects of the Digital Game-Development Approach on Elementary School Students' Learning Motivation, Problem Solving, and Learning Achievement
Authors: Chu Hui-Chun , Hung Chun-Ming
Published: March 2015

In this study, the game-based development approach is proposed for improving the learning motivation, problem solving skills, and learning achievement of students. An experiment was conducted on a learning activity of an elementary school science course to evaluate the performance of the proposed approach. A total of 59 sixth graders from two classes of the elementary school participated in the experiment. One class of 30 students was selected as the experimental group, and the other class of 29 students was the control group. From the experimental results, it was found that the proposed game development-based learning approach could effectively promote the students' problem-solving skills. However, the students' learning achievement and motivations were quite different from our expectations. A discussion of the experimental group interview data is provided and suggestions made.
Non-Player Characters and Artificial Intelligence
Authors: Pereira Gonçalo , Brisson António , Dias João , Carvalho André , Dimas Joana , Mascarenhas Samuel , Campos Joana , Vala Marco , Leite Iolanda , Martinho Carlos , Prada Rui , Paiva Ana
Published: March 2015

Serious Games rely on interactive systems to provide an efficient communication medium between the tutor and the user. Designing and implementing such medium is a multi-disciplinary task that aims at an environment that engages the user in a learning activity. User engagement is significantly related to the users' sense of immersion or his willingness to accept the reality proposed by a game environment. This is a very relevant research topic for Artificial Intelligence (AI), since it requires computational systems to generate believable behaviors that can promote the users' willingness to enter and engage in the game environment. In order to do this, AI research has been relying on social sciences, in particular psychology and sociology models, to ground the creation of computational models for non-player characters that behave according to the users' expectations. In this chapter, the authors present some of the most relevant NPC research contributions following this approach.
Identifying Student Types in a Gamified Learning Experience
Authors: Barata Gabriel , Gama Sandra , Jorge Joaquim , Gonçalves Daniel
Published: March 2015

Gamification of education is a recent trend, and early experiments showed promising results. Students seem not only to perform better, but also to participate more and to feel more engaged with gamified learning. However, little is known regarding how different students are affected by gamification and how their learning experience may vary. In this paper the authors present a study in which they analyzed student data from a gamified college course and looked for distinct behavioral patterns. The authors clustered students according to their performance throughout the semester, and carried out a thorough analysis of each cluster, regarding many aspects of their learning experience. They clearly found three types of students, each with very distinctive strategies and approaches towards gamified learning: the Achievers, the Disheartened and the Underachievers. A careful analysis allowed them to extensively describe each student type and derive meaningful guidelines, to help carefully tailoring custom gamified experiences for them.
From Chaos Towards Sense
Authors: Reiners Torsten , Wood Lincoln C. , Dron Jon
Published: March 2015

Throughout educational settings there are a range of open-focused learning activities along with those that are much more closed and structured. The plethora of opportunities creates a confusing melee of opportunities for teachers as they attempt to create activities that will engage and motivate learners. In this chapter, the authors demonstrate a learner-centric narrative virtual learning space, where the unrestricted exploration is combined with mechanisms to monitor the student and provide indirect guidance through elements in the learning space. The instructional designer defines the scope of the story in which the teacher and learner create narratives (a sequence of actions and milestones to complete a given task), which can be compared, assessed, and awarded with badges and scores. The model is described using an example from logistics, where incoming orders have to be fulfilled by finding the good and delivering it to a given location in a warehouse. Preliminary studies showed that the model is able to engage the learner and create an intrinsic motivation and therewith curiosity to drive the self-paced learning.
Designing Educational Games
Authors: Tang Stephen , Hanneghan Martin
Published: March 2015

Play has been an informal approach to teach young ones the skills of survival for centuries. With advancements in computing technology, many researchers believe that computer games1 can be used as a viable teaching and learning tool to enhance a student's learning. It is important that the educational content of these games is well designed with meaningful game-play based on pedagogically sound theories to ensure constructive learning. This chapter features theoretical aspects of game design from a pedagogical perspective. It serves as a useful guide for educational game designers to design better educational games for use in game-based learning. The chapter provides a brief overview of educational games and game-based learning before highlighting theories of learning that are relevant to educational games. Selected theories of learning are then integrated into conventional game design practices to produce a set of guidelines for educational games design.
Towards a Subjectively Devised Parametric User Model for Analysing and Influencing Behaviour Online Using Neuroeconomics
Authors: Bishop Jonathan , Goode Mark M. H.
Published: March 2015

The quantitative-qualitative and subjectivity-objectivity debates plague research methods textbooks, divide academic departments, and confuse post-modernists as to their existence. Those from the objective-quantitative camps will usually demand methods assume parametric principles from the start, such as homogeneity and normal distribution. Many of the subjective-qualitative camps will insist on looking and the individual meanings behind what someone is saying through their narratives and other discourses. The objective-quantitative camps on the other hand think anything that does not involve systematic acquisition and analysis or data cannot be valid. This chapter presents an approach to derive a parametric user model for understanding users that makes use of the premises and ideals of both these camps.