bluuebunny/crossref_metadata_2025 huggingface dataset:
Efficacité énergétique dans le bâtiment et paradoxe énergétique : quelles conséquences pour la transition énergétique ?
Authors: Charlier Dorothée
Published: March 2015

L’efficacité énergétique dans le secteur résidentiel joue un rôle important dans la réduction des émissions de gaz à effet de serre. Dans cette étude, nous voulons (i) analyser les dépenses en rénovation énergétique en tenant compte de la profitabilité de l’investissement et (ii) déterminer le profil des ménages qui n’investissent pas même quand la rénovation en efficacité énergétique s’avère rentable (i.e. si les bénéfices du projet excèdent les coûts). La probabilité que les ménages ne rénovent pas, même si l’investissement est rentable, est expliquée en partie par le statut d’occupation et le revenu. Nous obtenons aussi que la profitabilité de l’investissement n’est pas une variable déterminante. Les ménages n’appliquent pas le critère de la valeur actualisée comme le suggère la littérature théorique sur le sujet, ce qui justifie l’existence de barrières de marché. Il est donc nécessaire d’encourager l’investissement avec des politiques publiques.
Public Policy for Electric Vehicles and for Vehicle to GridPower
Authors: Kempton Willett , Perez Yannick , Petit Marc
Published: March 2015

L’article cherche à définir une action publique efficace dans le domaine des véhicules électriques et des services associés aux réseaux électriques. Nous débutons notre discussion par une évaluation des défaillances de marché militant pour une action publique coordonnée en faveur des véhicules électriques et des services réseaux qui lui sont associés. Nous traitons alors de trois dimensions qui devraient être coordonnées dans une politique publique cohérente en faveur de cette industrie : 1) celle-ci doit réduire le coût d’acquisition des VE qui ne sont pas encore concurrentiels ; 2) elle doit également définir des règles et des standards pour favoriser l’émergence d’une mobilité électrique et enfin 3) elle doit faciliter le développement de nouveaux métiers qui permettront aux réseaux électriques d’être mieux gérés et aux VE d’être plus compétitifs. Dans cet article, nous analysons les barrières à la diffusion des VE, nous organisons une revue des politiques publiques existantes et nous proposons des solutions adaptées dans le cadre d’une politique publique coordonnée concernant les VE et les services associés.
Stratégie industrielle pour un écosystème en émergence : le cas de la mobilité 2.0, décarbonée, intermodale et collaborative
Authors: Donada Carole , Fournier Guy
Published: March 2015

L’industrie automobile traditionnelle subit la triple pression de l’évolution géographique des zones de marchés, des changements socio-culturels des consommateurs et des politiques publiques en faveur du développement durable. Les demandes ne s’orientent plus uniquement vers l’achat particulier d’un produit automobile, mais vers l’usage d’une mobilité moins coûteuse, 2.0, décarbonée, intermodale et collaborative. Dans ce contexte en rupture, nous nous interrogeons sur la capacité d’adaptation organisationnelle et stratégique des entreprises qui constituent l’industrie automobile actuelle. En référence à d’autres secteurs qui ont connu des évolutions radicales de leurs business modèles, nous proposons une approche organisationnelle basée sur l’identification d’écosystèmes d’affaires et la mise en œuvre de stratégies de façonnage.
Pourquoi s’engager volontairement dans la transition énergétique ? Enseignements de la littérature sur la responsabilité sociale et environnementale des entreprises
Authors: Crifo Patricia , Forget Vanina D.
Published: March 2015

Cet article examine le rôle des démarches de responsabilité sociale et environnementale (RSE) des entreprises dans la transition énergétique, en complément ou en substitution de la sphère publique. Trois motifs principaux permettent de comprendre les incitations économiques des entreprises en faveur de ce type de démarches volontaires : répondre à et anticiper des pressions de la société, qu’elles émanent du législateur ou des citoyens ; attirer des consommateurs ; se distinguer de ses concurrents et créer de nouveaux marchés ; ou répondre aux attentes de ses actionnaires, notamment les investisseurs socialement responsables et de ses employés. Les effets réels de ces politiques en termes de performance financière et extrafinancière sont également discutés.
La RSE influence-t-elle le choix de localisation des firmes multinationales ? Le cas de l’environnement
Authors: Bazillier Rémi , Hatte Sophe , Vauday Julien
Published: March 2015

Le but de ce papier est d’étudier l’influence de la Responsabilité Sociale des Entreprises (RSE) et des réglementations environnementales nationales sur les choix de localisation des 600 plus grandes entreprises européennes. Grâce au score environnemental fourni par VIGEO nous pouvons tester l’influence des performances environnementales réelles des entreprises. Nous trouvons un effet un terme d’interaction négatif entre la performance environnementale des firmes et les réglementations environnementales nationales, confirmant une possible substitution entre la RSE et les réglementations nationales. Toutes choses égales par ailleurs, les firmes affichant les meilleures performances environnementales ont tendance à relativement moins se localiser dans les pays respectueux de l’environnement. Ce résultat est aussi valide lorsque nous étudions les déterminants du nombre de salariés par pays. Par contre, cet effet est observé uniquement pour les normes environnementales de facto et non de jure. Cela suggère un possible comportement stratégique des entreprises exploitant les différences entre les réglementations environnementales formelles et leur mise en œuvre effective.
Gait Generation and Transition of a Biped Robot Based on Kinematic Synergy in Human Locomotion
Authors: Aoi Shinya
Published: March 2015

Humans have an extremely redundant system for locomotion. To handle the redundancy problem, humans use coordinative structures using conditions of constraint in their joint movements to reduce the number of degrees of freedom, which is called kinematic synergy. This chapter shows some characteristics in the kinematic synergy in human locomotion and shows a locomotion control system for a biped robot, which is inspired by the physiological concept of Central Pattern Generator (CPG) and phase resetting to produce gaits (quadrupedal and bipedal locomotion) and change them based on the kinematic synergy to tackle the redundancy problem in the motion planning of the robot.
MEMS Microrobot with Pulse-Type Hardware Neural Networks Integrated Circuit
Authors: Saito Ken , Takato Minami , Sekine Yoshifumi , Uchikoba Fumio
Published: March 2015

Hexapod locomotive Micro-Electro Mechanical Systems (MEMS) microrobot with Pulse-type Hardware Neural Networks (P-HNN) locomotion controlling system is presented in this chapter. MEMS microrobot is less than 5 mm width, length, and height in size. MEMS microrobot is made from a silicon wafer fabricated by micro fabrication technology to realize the small size mechanical components. The mechanical components of MEMS microrobot consists of body frames, legs, link mechanisms, and small size actuators. In addition, MEMS microrobot has a biologically inspired locomotion controlling system, which is the small size electrical components realized by P-HNN. P-HNN generates the driving pulses for actuators of the MEMS microrobot using pulse waveform such as biological neural networks. The MEMS microrobot emulates the locomotion method and the neural networks of an insect with small size actuator, link mechanisms, and P-HNN. As a result, MEMS microrobot performs hexapod locomotion using the driving pulses generated by P-HNN.
EMG-Based Control of a Multi-Joint Robot for Operating a Glovebox
Authors: Tsuji Toshio , Shibanoki Taro , Shima Keisuke
Published: March 2015

This chapter describes a control method for a multi-joint robotic manipulator using Electromyogram (EMG) signals for operating a glovebox. The system uses a Probabilistic Neural Network (PNN) to estimate the user's intended motion from EMG patterns, and generates a control command for the glovebox and robotic manipulator corresponding to the estimated motions. The user can therefore control the manipulator as well as various functions of the glovebox system through his/her EMG signals while performing some manual operations through gloves. With this system, the authors produce intuitive control of the glovebox with the robotic manipulator. The authors confirm the effectiveness of the proposed system with an experiment using the developed prototype.
From Concept to Market
Authors: Haidegger Tamas , Rudas Imre J
Published: March 2015

Surgical robotics and supporting technologies have really become a prime example of modern applied information technology infiltrating our everyday lives. The development of these systems spans across four decades, and only the last few years brought the market value and saw the rising customer base imagined already by the early developers. This chapter guides the reader through the historical development of the most important systems and provides references and lessons learnt for current engineers facing similar challenges. A special emphasis is put on system validation, assessment, and clearance, as the most commonly cited barrier hindering the wider deployment of a system.
Cable-Driven Robot for Upper and Lower Limbs Rehabilitation
Authors: Gonçalves Rogério Sales , Carvalho João Carlos Mendes , Ribeiro José Francisco , Salim Vitor Vieira
Published: March 2015

The science of rehabilitation shows that repeated movements of human limbs can help the patient regain function in the injured limb. There are three types of mechanical systems used for movement rehabilitation: robots, cable-driven manipulators, and exoskeletons. Industrial robots can be used because they provide a three-dimensional workspace with a wide range of flexibility to execute different trajectories, which are useful for motion rehabilitation. The cable-driven manipulators consist of a movable platform and a base, which are connected by multiple cables that can extend or retract. The exoskeleton is fixed around the patient's limb to provide the physiotherapy movements. This chapter presents the upper and lower human limbs movements, a review of several mechanical systems used for rehabilitation of upper and lower limbs, as well as the mathematical model of cable-driven manipulators. The experimental tests of the cable-driven manipulator for upper and lower limb rehabilitation movements are presented showing the viability of the proposed structure. Finally, this chapter presents the future research directions in rehabilitation robots.
Structural Condition Monitoring with the Use of the Derivative-Free Nonlinear Kalman Filter
Authors: Rigatos Gerasimos , Soldatos Argyris
Published: March 2015

The chapter proposes structural condition monitoring for buildings and mechanical structures using a new nonlinear filtering method under the name Derivative-Free Nonlinear Kalman Filtering. The filter makes use of exact linearization of the structure's dynamical model in accordance to differential flatness theory and of an inverse transformation that enables one to obtain estimates for the state vector elements of the initial model. The response of the structure is compared to the response generated by the filter under the assumption of a damage-free model. Moreover, the filter provides estimates of the state vector elements of the structure, which cannot be directly measured, while it can also give estimates of unknown excitation inputs. By comparing the two signals, residuals sequences are generated. The statistical processing of the residuals provides an indication about the existence of parametric changes (damages) in the structure that otherwise could not have been detected.
Dynamic Modeling and Control Techniques for a Quadrotor
Authors: Elkholy Heba , Habib Maki K.
Published: March 2015

This chapter presents the detailed dynamic model of a Vertical Take-Off and Landing (VTOL) type Unmanned Aerial Vehicle (UAV) known as the quadrotor. The mathematical model is derived based on Newton Euler formalism. This is followed by the development of a simulation environment on which the developed model is verified. Four control algorithms are developed to control the quadrotor's degrees of freedom: a linear PID controller, Gain Scheduling-based PID controller, nonlinear Sliding Mode, and Backstepping controllers. The performances of these controllers are compared through the developed simulation environment in terms of their dynamic performance, stability, and the effect of possible disturbances.
Modeling and Visual Navigation of Autonomous Surface Vessels
Authors: Mei Jian Hong , Arshad Mohd Rizal
Published: March 2015

In this chapter, the authors address main issues of Navigation, Guidance, and Control (NGC) and vision system of Autonomous Surface Vessels (ASV). These issues compose research problems and related research findings in recent years. Related research results are reviewed first; then the hardware and subsystem of ASVs is introduced. For the typical rudder-propeller, three degrees of freedom horizontal underactuated model is presented. Visual ASV is applied more and more in complex and unknown environment with increasing demand of obstacles avoidance. Two examples of visual applications are demonstrated. One is riverbank identification using color segmentation and Hough Transform; the other is bridge detection using optical flow.
Mission Design of a Team of Service Robots
Authors: Xidias Elias K. , Aspragathos Nikos A. , Azariadis Philip N.
Published: March 2015

The purpose of this chapter is to present an integrated approach for Mission Design of a team of Service Robots that is operating in partially known indoor environments such as libraries, hospitals, or warehouses. The robots are requested to serve a number of service stations while taking into account movement safety and other kinematical constraints. The Bump-Surface concept is used to represent the robots' environment through a single mathematical entity and an optimization problem is formulated representing an aggregation of paths length and movement constraints. Then a modified Genetic Algorithm with parallel populations is used for solving the problem of mission design of a team of service robots on the constructed Bump-Surface. Three simulation examples are presented to show the effectiveness of the presented approach.
Wheelchair Secure Navigation with RF Signal Triangulation and Genetic Algorithm Optimization
Authors: Flávio de Melo Leonimer , Rodrigues Evandro Junior , Rosário João Maurício
Published: March 2015

This chapter describes an approach of secure navigation systems for wheelchairs and mobile robots platforms, using RF signal triangulation and Extended Kalman Filter in conjunction with Genetic Algorithm for indoor trajectory optimization. Initial systems are implemented and tested at virtual environment with conception of supervision and control systems for mobile robots, which are capable of operating and adapting in different environments and conditions. Validation of this environment is made in a nonholonomic mobile robot and in a wheelchair; both used an embedded control rapid prototyping technical for best navigation strategy implementation. ToF (Time-of-Flight) of the RF digital signal interacting with beacons for computational triangulation in the way to provide a pose estimative at bi-dimensional indoor environment, where GPS system is out of range, are depicted. A non-linear filter based on a genetic algorithm as an emerging optimization method to search for optimal positions is described.
Industrial Machining Robot with Incorporated Robotic CAM System
Authors: Nagata Fusaomi , Otsuka Akimasa , Watanabe Keigo , Habib Maki K. , Kusano Takamasa
Published: March 2015

This chapter first describes the robotic CAM system proposed from the viewpoint of robotic servo controller for an industrial robot RV1A. Then, a reverse post-processor is proposed for the robotic CAM system to online generate the original CL data from the NC data post-processed for a five-axis NC machine tool with a tilting head. Next, an application of the industrial robot with incorporated the robotic CAM system is introduced. The application is developed to efficiently machine foamed polystyrene patterns which are typically used for master pattern of sand mold or for lost-foam pattern for full mold casting (i.e., lost-foam casting). If the target material is limited to such foamed polystyrenes, it is expected that the developed machining robot is superior to conventional NC machine tools in terms of introduction cost, running cost, compactness, and easiness of use. Finally, promising machining results of foamed polystyrene materials are shown.
Novel Method of Assessing Practical Intelligence Acquired in Mechatronics Laboratory Classes
Authors: Razali Zol Bahri
Published: March 2015

Practical intelligence is often referred to as the ability of a person to solve practical challenges in a given domain. The lack of practical intelligence may be due to the way in which explicit knowledge is valued and subsequently assessed in engineering education, namely via examinations, tests, laboratory reports, and tutorial exercises. The lack of effective assessments on practical intelligence indicates implicit devaluation, which can significantly impair engineering students' ability to acquire practical intelligence. To solve this problem, the authors propose a new method of assessment for measuring practical intelligence acquired by engineering students after performing engineering laboratory classes. The novices-experts approach is used in designing the assessment instruments, based on the behaviors' of novices/experts observed and novices/experts representative work-related situations. The practical intelligence can be measured by calculating the difference between participants' and the experts' ratings; the closer the novices to experts, the higher the practical intelligence acquired.
Territorial-Based Marketing Strategies for Typical Agro-Food Products
Authors: Begalli Diego , Capitello Roberta , Agnoli Lara
Published: March 2015

Geographical brands are one of the most relevant competitive levers in the agro-food industry, given the predominance of small and medium enterprises, with corporate brand salience closely linked to the origin of the business, the inputs, and the production process. They are one of the most significant attributes affecting the product evaluation by the consumer. This chapter aims to contribute to the understanding of the effects of geographical indications on demand side and on supply side. It summarizes the main findings highlighted by scholars about the impact of geographical indications on consumers' choice and on business and territorial strategies. It also examines the interconnections between geographical indications, agro-food products, and territorial reputation by analyzing four case studies. Best practices are linked to the communication of intangible elements related to the typical product, such as credibility, authenticity, warranty, and preservation of social and economic values.
Current State of Fish Production on Carp Farms in Serbia
Authors: Čanak Stevan , Subić Jonel , Jeločnik Marko
Published: March 2015

In the Serbian fishing industry, carp breeding in pond is the most important activity. Analysis has shown that breeding may be organized in a two-level semi-intensive system, or in a fully intensive breeding system. Carp farms in Serbia cover any area of around 10,000 ha, with an annual restocking of young fish at around 8,600 ha. Species usually bred include carp, bighead carp, silver carp, grass carp, catfish, pike, and perch. By the level of production of edible fish in carp ponds, with an average production level of 5,000-7,000 tons of fish annually, Serbia takes an important place in Europe. In the chapter, the authors calculate several performance indicators of production for all carp farms, and the results show that by the production intensity Serbia is highly positioned in Europe.
Soil Moisture as One of the Limiting Factors in the Production of Medicinal Plants
Authors: Filipović Vladimir , Kljajić Nataša
Published: March 2015

On small production lots on which medicinal plants are grown, irrigation systems of a smaller capacity (“drip, drip” and “sprinkling” systems) are mainly used. The water for irrigation should be in keeping with the national and the potential European quality standards, and should be as “free” as possible of potential pollutants, such as feces, heavy metals, pesticides, and toxicologically hazardous matters. Therefore, in this chapter, several priority MAPs are selected according to their importance for this sector, and their needs are analyzed in drought and irrigation conditions. In this group of plants, the authors included the following: marshmallow (Althaea officinalis L.), peppermint (Mentha piperita L.), valerian (Valeriana officinalis L.), lovage (Levisticum officinale Koch), lemon balm (Melissa officinalis L.), ribwort plantain (Plantago lanceolata L.), marigold (Calendula officinalis L.), and basil (Ocimum basilicum L.).
Romanian Rural Tourism in the Context of Sustainable Development
Authors: Zaharia Marian , Gogonea Rodica-Manuela , Enachescu Daniela
Published: March 2015

Tourism, in all its activities, is dependent on the environment, and by exploiting its resources, products are created, creating a significant added value. But all this must take into account the rational use of natural resources with risk of depletion or degradation and the ability to achieve a decent standard of living for future generations, with an equitable distribution of general or specific revenue. Based on these considerations, the aim of this chapter is to assess the evolution of touristic infrastructure both in time and in terms of regional distribution. To estimate the tourism supply of Romanian rural tourism accommodation, the main statistical indicators used were the number of agro tourist boarding houses, the existing accommodation capacity, and the accommodation capacity in operation, their territorial concentration, and the way in which the results are strategic levers in the regional development of Romania.
Territorial and Agricultural Resources from the Rural Vrancea Area with Decisive Role in the Development of the Local Economy
Authors: Tătaru Alexandra , Nedelcu Adrian
Published: March 2015

Vrancea County is a predominantly rural area in which natural components are harmoniously combined in three major relief steps, which require a specific functional zoning from the economy point of view. Given the fact that mineral resources are found in limited quantities, the solution to the economic development of local communities in rural areas is the rational use of land resources and agriculture and zootechnic sector development, to which it can be also added the tourist resources, so as to exceed the subsistence level and to add extra value to the local area. This chapter focuses on the analysis of qualitative and quantitative indicators that reflect the current state of the resources of the land and agricultural background, their evolution over time, but also try to explain as more realistic the current status of the Vrancea motherland in a county and regional context.
Changing Consumption Patterns in Green Economy
Authors: Sima Violeta , Gheorghe Ileana Georgiana
Published: March 2015

This chapter has considered the recent changes occurring in consumer habits, aiming to highlight the link between them and the transition to a green economy. In the first part, after a brief introduction, the authors perform a review of the literature in the field, starting from the presentation of the concept of sustainable consumption. They start with the major changes in the social current economic environment and their impact on changes of the consumption patterns; they continue with the presentation of the changes of the consumption pattern in the European Union and the specific aspects of the current changes of the consumption patterns in Romania. Thus, the authors aim to identify the key features of the New European Consumer.
Population Number and Consumer Income and Expenditure Dynamics
Authors: Stancu Adrian
Published: March 2015

The population issue is one of the most complex subjects to analyze since all the science dimensions are related to it in varied proportions. In this chapter, population is analyzed according to consumer income and expenditure. Both the dynamics and disparities among countries regarding population, income, and expenditure are studied and multiple analyses from different views are undertaken. Given the numerous categories of consumer expenditure, only the food and non-alcoholic beverage consumer expenditure category is researched, in this chapter, both from a general perspective and from a narrower viewpoint restricted to each class. Several forecasts of the consequences of increasing the rice, wheat, corn, and coffee consumption are made.
Rural Romanian Education
Authors: Presadă Diana , Badea Mihaela
Published: March 2015

This chapter presents an overview of the Romanian rural education system with an emphasis on the projects implemented in the rural areas, foreign language teaching being a major part of these projects in this sector which, among other shortcomings, is affected by a serious shortage of qualified teaching staff. It examines the recent developments in the educational rural process highlighting the education policies adopted by the Romanian government as part of the intergration program in the European Union. As well as describing the present state of this educational component, it proposes a number of solutions to the identified issues that could be put into practice for the benefit of the system.
Green Economy and Sustainable Development
Authors: Nica Elvira
Published: March 2015

The analysis presented in this chapter contributes to research on alleviation and adjustment costs to climate change and requisite investments, the negative influence of agriculture on the environment, and the intricate character of the connections between development, poverty, and environment. In this chapter, the author is particularly interested in exploring the function of trade in bringing forward a green economy, the economic advantage of cutting down environmental externalities, and the sources of sustainable development. This study is grounded in the considerable body of scholarship examining the positive connections between trade and the green economy, effects of climate change and ecosystem deterioration, and the entailments of degenerated environments for the poor. The results of the current study converge with prior research on the sound performance of the Earth's ecosystems, the function of non-state participants in the climate regime, and the necessity for policies to attain greener growth.
Improved Irrigation Management for Sustainable Agriculture
Authors: Popović Vesna , Ugrenović Vladan
Published: March 2015

Studying the future of food and farming, scientists have called for sustainable intensification to simultaneously raise yields and increase efficiency in the use of inputs and reduce the negative environmental effects of food production. Sustainable intensification requires sustainable agricultural techniques such as improved water management practices that result in higher, stabilized, and diversified agricultural production, and greater resilience to climate change without the deterioration of natural resources and the environment. This chapter is devoted to the role of irrigation development in Serbian agriculture and its contribution to the development of the green economy in the Republic of Serbia.
A Comparative Analysis of the LAG Tara Oasului and Tara Oltului as Romanian Management Strategies
Authors: Paul Andreea
Published: March 2015

This chapter attempts to contribute to a better understanding of the operation of the local action groups in Romania, having in view that little has been written about this so far and that it represents a new strategy of local management in the rural environment. Romania also urgently needs to elaborate and implement a national agenda for change, which should respect and overtake the regulations and the criteria of the LEADER program. The Local Action Groups (LAGs) represent a strong driving engine of progress in the rural areas, and the involvement of all factors that are part of LAG is essential for a good development. This study analyses the factors that could contribute to a harmonious development and comes with recommendations for other LAGs wishing to access the available funds through the LEADER program, starting from the case studies of LAG Tara Oltului and LAG Tara Oasului.
A Qualitative Investigation of Gamification
Authors: Rapp Amon
Published: March 2015

Gamification is commonly employed in designing interactive systems to enhance user engagement and motivations, or to trigger behavior change processes. Although some quantitative studies have been recently conducted aiming at measuring the effects of gamification on users' behaviors and motivations, there is a shortage of qualitative studies able to capture the subjective experiences of users, when using gamified systems. The authors propose to investigate how users are engaged by the most common gamification techniques, by conducting a diary study followed by a series of six focus groups. From the findings gathered, they conclude the paper identifying some implications for the design of interactive systems that aim at supporting intrinsic motivations to engage their users.
Creativity in Education
Authors: Ferholt Beth , Nilsson Monica , Jansson Anders , Alnervik Karin
Published: March 2015

The goal of this chapter is to respond to the scarcity of literature on creativity that is relevant both to CHAT and in the field of education. The authors explore Vygotsky's writings on creativity, imagination, art, and play in relation to three Swedish preschool projects that practice a pedagogy of exploratory learning. Also included are discussions of imagination versus realistic thinking, syncretism in children's creative work, and play as a creative activity. Because this study was a formative intervention, the pedagogy of exploratory learning became significant in the analysis. The bulk of the chapter consists of thick descriptions of the projects and discussion of aspects of creativity as they appear in the projects. The data was collected by teachers and a research team that consisted of the authors of this chapter. Data collection in the three projects took place before the intervention took place, during the initial phases of the intervention, and after the intervention had become an annual theme for the preschools. The research was initially guided solely by a cultural historical understanding of creativity, while the analysis brought CHAT into dialogue with postmodern writings that are related to exploratory learning.
The Effects of Avatar-Based Customization on Player Identification
Authors: Turkay Selen , Kinzer Charles K.
Published: March 2015

Games allow players to perceive themselves in alternate ways in imagined worlds. Player identification is one of the outcomes of gameplay experiences in these worlds and has been shown to affect enjoyment and reduce self-discrepancy. Avatar-based customization has potential to impact player identification by shaping the relationship between the player and the character. This mixed method study aims to fill the gap in the identification literature by examining the effects of avatar-based customization on players' identification with and empathy towards their characters in a massively multiplayer online game, Lord of the Rings Online (LotRO). Participants (N = 66) played LotRO either in customization or in no-customization groups for about ten hours in four sessions over two weeks in a controlled lab setting. Data were collected through interviews, surveys and observations. Results showed both time and avatar-based customization positively impacted players' identification with their avatars. Self-Determination Theory is used to interpret results.
Capturing the Semantics of Simulation Learning with Linked Data
Authors: Celino Irene , Dell'Aglio Daniele
Published: March 2015

Knowledge-rich learning environments like simulation learning sessions call for the adoption of knowledge technologies to effectively manage information and data related to the learning supply and to the observation analysis. In this chapter, the authors illustrate the benefits and the challenges from the adoption of Linked Data and Semantic Web technologies to model, store, update, collect, and interpret learning data in simulation environments. The experience gained in applying this approach to a Simulation Learning system based on Serious Games proves the feasibility and the advantages of knowledge technologies in addressing and solving the issues faced by trainers and teachers in their daily practice.
Serious Gaming at School
Authors: Bottino Rosa Maria , Ott Michela , Tavella Mauro
Published: March 2015

The concept of Serious Gaming refers to the adoption of classical entertainment games for purposes other than entertainment, including learning and instruction. In this paper the authors report on a Serious Gaming field experiment where typical board games (such as battleship, master mind and domino) were employed with the shifted purpose of triggering and sustaining primary school students' reasoning and logical abilities. The results of the field experiment showed that: 1) there is a strong correlation between school achievement and the ability to play and solve this kind of games and that 2) motivation and engagement in game-based learning tasks is very high, irrespective of the level of achievement of the subjects. Final considerations are drawn about the potential and the opportunity of adopting the considered games to support those reasoning skills that are widely recognized as transversal to any kind of learning and thus deeply affecting overall school performance.
Playful Interfaces for Scientific Image Data
Authors: Kallergi Amalia , Verbeek Fons J.
Published: March 2015

Recent developments in the field of HCI draw our attention to the potential of playful interfaces, play, and games. This chapter identifies a new but relevant application domain for playful interfaces (i.e. scientific practice involving image data). Given the thesis that play and playfulness are relevant for a researcher's interaction with scientific images, the question remains: How do we design playful interfaces that support meaningful ways to playfully engage with scientific images? This chapter introduces, investigates, and implements storytelling with scientific images as a worthwhile instance of playful interaction with scientific images. To better understand and further exemplify the potential of storytelling with scientific images, the chapter contributes both a review of utilitarian usages of storytelling with images and findings from a case study storytelling game.
ExerLearning®
Authors: Shasek Judy
Published: March 2015

ExerLearning® provides parents, educators and others with a solid background of the direct connection between regular, rhythmic aerobic activity, balance, eye-foot coordination and academic success. We can increase students' fitness while simultaneously increasing their academic success. Activity breaks have been shown to improve cognitive performance and promote on-task classroom behavior. Today's exergame and related computer technology can seamlessly deliver activity without over-burdening busy teachers in grades K-12. Activity isn't optional for humans, and our brain, along with its ability to learn and function at its best, isn't a separate “thing” perched in our heads. The wiring, the circulation, the connection between mind and body is very real. The brain is made up of one hundred billion neurons that chat with one another by way of hundreds of different chemicals. Physical activity can enhance the availability and delivery of those chemicals. Harnessing technology to that activity is the ExerLearning solution.
A Serious Games Framework for Health Rehabilitation
Authors: Rego Paula Alexandra , Moreira Pedro Miguel , Reis Luís Paulo
Published: March 2015

Serious Games is a field of research that has evolved substantially with valuable contributions to many application domains and areas. Patients often consider traditional rehabilitation approaches to be repetitive and boring, making it difficult for them to maintain their ongoing interest and to assure the completion of the treatment program. This paper reviews Serious Games and the natural and multimodal user interfaces for the health rehabilitation domain. Specifically, it details a framework for the development of Serious Games that integrates a rich set of features that can be used to improve the designed games with direct benefits to the rehabilitation process. Highlighted features include natural and multimodal interaction, social skills (collaboration and competitiveness) and progress monitoring. Due to the rich set of features supported by the framework, the games' rehabilitation efficacy can be enhanced primarily from an increase in the patient's motivation when exercising the rehabilitation tasks.
Balancing Fun and Learning in a Serious Game Design
Authors: Franzwa Christopher , Tang Ying , Johnson Aaron , Bielefeldt Talbot
Published: March 2015

This article presents the underlying philosophy of Sustain City, an educational serious game system that engages students, particularly prospective and beginning science and engineering students, in a series of engineering design challenges. Various strategies implemented in Sustain City for achieving a balance of fun and learning are discussed, including narrative-learning synthesis, supplementing the player's actions with feedback, and the development of a sufficient guidance system. The evaluation of Sustain City deployment is also presented. The assessment confirms the values of the serious games in promoting students' interests and learning in STEM fields.
Assessment Integration in Serious Games
Authors: Hainey Thomas , Connolly Thomas M. , Chaudy Yaëlle , Boyle Elizabeth , Beeby Richard , Soflano Mario
Published: March 2015

Serious Games (SG) are developing a reputation with some educationalists as a useful supplementary approach for teaching and learning. Two important issues for SG application developers and educationalists are how the learning is assessed and how assessment is integrated into a SG application. This chapter presents the results of a systematic literature review on assessment integration in SG and highlights the state of the literature in this area by outlining important papers to act as a guide for educationalists tackling this important issue. This chapter defines assessment and discusses formative and summative assessment and embedded and external assessment. A discussion of traditional assessment approaches and assessment approaches in SG are presented along with a discussion of existing frameworks for the integration of assessment into a SG application. The chapter presents a number of examples of assessment in serious games.
Designing with Vulnerable Children
Authors: Culén Alma Leora , Karpova Anna
Published: March 2015

In this chapter, the authors consider a researcher's perspective in projects involving design of assistive technologies for and with children who have moderate to severe limitations, such as cognitive impairments, impulse control issues, strongly reduced vision, or speech problems. The secondary objective is to introduce the concept of vulnerability in such complex design contexts, exploring it in relation to researchers, the user group, and other stakeholders. They argue that awareness of diverse risks can lead to a design process that reduces or even eliminates some of these risks, empowering both researchers and users in the process. The case used as a basis for discussion is that of an iPad app design for and with children in a special education class, and later, with children in occupational therapy.
NPP
Authors: Brezhnev Eugene , Kharchenko Vyacheslav
Published: March 2015

The problem of the safe interaction between a Nuclear Power Plant (NPP) and a Power Grid (PG), considering the Fukushima nuclear accident, is becoming topical. There are a lot different types of influences between NPPs and PG, which stipulate NPPs' safety levels. To evaluate the influences, two metrics are proposed: linguistic and numerical. The approach to the NPP-PG safety assessment is based on the application of Bayesian Belief Network (BBN), where nodes represent different PG systems and links are stipulated by different types of influences (physical, informational, geographic, etc). It is suggested to evaluate criticality of the PG system considering the change of criticalities of all connected systems. The total criticality of each node in BBN is assessed considering particular criticalities caused by different types of influence. The complex nature of NPP and PG mutual interaction calls for the need for integration of different methods that use input data of different qualimetric nature (deterministic, stochastic, linguistic). Application of one specified group of risk methods might lead to loss and/or disregard of a part of safety-related information. BBN and Fuzzy Logic (FL) represent a basis for development of the hybrid approach to capture all information required for safety assessment of NPP – PG under uncertainties. Integration of FL-based methods and BBNs allows decreasing the amount of input information (measurements) required for safety assessment, when these methods are used independently outside from the proposed integration framework. An illustrative example for the NPP reactor safety assessment is considered in this chapter.
Glove-Based Technology in Hand Rehabilitation
Authors: Taylor Jamie , Curran Kevin
Published: March 2015

Injuries to the hand are more common than those of any other body region and can have considerable financial, time-measured and psychological impact on not only the victim but the community as a whole. Hand rehabilitation aims to return people to their pre-injury roles and occupations and has proved largely successful in doing so with the potential for technology to improve these results further. However, most technology used in hand rehabilitation is based on expensive and non-durable glove-based systems and issues with accuracy are common among those which are not glove-based. The authors outline an accurate, affordable and portable solution wherein the authors use the Leap Motion as a tool for hand rehabilitation. User feedback will be given primarily through an animated 3d hand model as the user performs rehabilitative exercises. Exercise results will be recorded for later viewing by patients and clinicians. The system will also include Gamification aspects, techniques which (while proven to increase participation) have seen little to no use in hand-rehabilitation systems.
Rewards and Penalties
Authors: Caton Hope , Greenhill Darrel
Published: March 2015

This paper describes how a gamified rewards and penalties framework was used to increase attendance and engagement in a level six undergraduate computing module teaching game production. The framework was applied to the same module over two consecutive years: a control year and a trial year. In both years the tutor, assignments and assessment strategies were the same and daily attendance was recorded. In the module, students work in multi-disciplinary teams to complete an assignment to build a computer game prototype. Unequal contribution to team projects by other students is a frequently voiced complaint to lecturers setting team assignments: a problem which is only partially solved by peer assessments, which are a retrospective analysis. The gamification framework provides a method for the lecturer to quickly identify disengaging students and to re-motivate them. Partnership between student and teacher, both parties must present themselves in order for that exchange of knowledge to take place. If unequal team contribution is a constant problem for students, then empty lecture halls can be considered similarly difficult for educators. This paper addresses three key points: 1) Does the rewards/penalties framework improve attendance? 2) If yes, does improved attendance result in improved assessments? 3) Does the framework improve engagement and performance in student teams? This paper presents quantitative evidence to answer the first two and offers speculative comments on the third. Initial results suggest that the rewards and penalties framework improves attendance and increases student performance and overall grade. Speculatively, the framework appears to be effective in increasing motivation. Informal student commentary indicates that while motivation is not improved across the cohort, those that are motivated contribute significantly more time and effort to the project. Rewards proved successful in improving completion of previously resisted tasks and in attracting students to attend classes they would otherwise miss.
Depth Cameras in AAL Environments
Authors: Gasparrini Samuele , Cippitelli Enea , Spinsante Susanna , Gambi Ennio
Published: March 2015

Automatic and privacy-preserving systems to monitor elderly people in their home environment are one of the basic targets addressed by the wide research area of Ambient Assisted Living. Thanks to the low-cost Microsoft Kinect® device, high-resolution depth and visual sensing is now not limited to experimental and prototype implementations and is ready to address marketable solutions. This chapter emphasizes the advantages provided by Kinect in the field of automatic monitoring, discussing its performance in human subject detection and tracking. Two sample use cases are discussed in detail: the former deals with generating a numerical representation of the Get Up and Go Test outcome, the latter implements an automatic fall detection algorithm based on depth frames analysis, with the sensor in a top configuration. The chapter ends suggesting issues that need to be addressed to further extend the range of applications for the Kinect device and enhance the obtainable performance.
Analysis and Evaluation of Software Artifact Reuse Environments
Authors: Mahmood Sajjad , Ahmed Moataz , Alshayeb Mohammad
Published: March 2015

Software reuse enables the development of software that is of better quality and at lower cost. Software reuse environments are sought to enhance the reuse of software artifacts especially when done at early-stage of the software life cycle. A number of software reuse environments have been proposed, however, there is no framework that helps in analyzing and evaluating such environments. In this paper the authors provide an attribute-based framework to analyze, evaluate, classify and compare the reuse environments in order to aid practitioners and researchers to select the appropriate reuse environments for their use. The authors first present a survey of existing reuse environments for systematic reuse of software artifacts. Then, they use the framework to analyze those reuse environments. The evaluation of existing environments provides an understanding of current reuse approaches and identifies gaps for future research.