bluuebunny/crossref_metadata_2025 huggingface dataset:
Integrated Product Teams at The University of Alabama in Huntsville
Authors: Turner Matthew W. , Benfield Michael P.J. , Utley Dawn R. , McPherson Cynthia A.
Published: October 2011

The capstone senior design class in the Department of Mechanical and Aerospace Engineering at The University of Alabama in Huntsville (UAH) is taught as a distributed Integrated Product Team (IPT) experience. Engineering students are teamed with students of different disciplines within UAH and with students at universities in other states and Europe. Because of the distributed nature of these teams, the IPT students must use a variety of technologies to communicate. The authors of this chapter found that the students prefer familiar, informal, contemporary forms of communication, including Google Groups/Sites, Skype, instant messaging, e-mail, phone calls, and text messaging for team communication and project management, and reject more formalized forms of communication, even if advanced features are offered. Most importantly, the authors found that the effectiveness of all forms of technology based communication tools is greatly enhanced when the students have the opportunity to personally meet prior to the design semester.
Digital Storytelling within a Service-Learning Partnership
Authors: Love Emily Wexler , Cushing Debra Flanders , Sullivan Margaret , Brexa Jode
Published: October 2011

This chapter describes a university/high school partnership focused on digital storytelling. It also explains the multi-stage process used to establish this successful partnership and project. The authors discuss the central role that technology played in developing this university/high school partnership, a collaboration that extended the impact of a digital storytelling project to reach high school students, university students, educators, high school administrators, and the local community. Valuing a reflective process that can lead to the creation of a powerful final product, the authors describe the impact of digital storytelling on multiple stakeholders, including the 13 university students and 33 culturally and linguistically diverse high school youth who participated during the fall of 2009. In addition, the chapter includes reflections from university and high school student participants expressed during focus groups conducted throughout the project. While most participants had a positive experience with the project, complications with the technology component often caused frustrations and additional challenges. Goals for sharing this project are to critically evaluate digital storytelling, describe lessons learned, and recommend good practices for others working within a similar context or with parallel goals.
Critical Success Factors for Partnering with Nonprofit Organizations on Digital Technology Service-Learning Projects
Authors: Lawler James
Published: October 2011

This case study analyzes critical success factors for digital technology projects in service-learning courses at Pace University, a leading school of computer science and information systems in New York City. The study argues that the factors of collaboration, pedagogy, project management, strategy, and technology are foundational not only to implementing and generating meaningful benefits from projects, but also to ensuring durable and fruitful partnerships with nonprofit organizations. The findings from this case study will help instructors considering expansion of high-tech service-learning courses to secure innovative partnerships by encouraging all parties involved to maintain focus on service and human interactions rather than simply on technology.
Teachers in Action
Authors: Stewart Trae , Hines Rebecca A. , Kinney Marcey
Published: October 2011

Teachers are increasingly expected to work with children with varying disabilities in the least restrictive environment – most commonly, the general education classroom. Yet, teachers who did not major in special education remain unprepared to meet the needs of children with disabilities in the classroom because they received no relevant formal field experiences during their pre-service years. As a result, unknowledgeable teachers may retain damaging stereotypes of persons with disabilities, hold a reduced sense of teacher efficacy to include all learners, and in the end, be less willing to work with exceptional students in their classes. This chapter provides an overview of a Florida-based project that aims to connect communities, nonprofit organizations, university pre-service teachers, and persons with disabilities using high-tech, high-touch service-learning.
Rearticulating Web 2.0 Technologies
Authors: Hea Amy C. Kimme
Published: October 2011

This chapter argues that to align social media with community partnership building, all participants must develop a critical sensibility about these media. This sensibility must rearticulate social media to leverage their use toward the goals of the community action. A more thoughtful understanding of social media and their potentials and constraints can help to foment stronger, sustainable partnerships between higher education and community partners. This discussion is situated in a specific service-learning professional writing course and offers strategies to rearticulate personal use toward more critical deployments of social media.
From Collision to Collaboration
Authors: Kitalong Karla Saari
Published: October 2011

In traditional software, hardware, and program development processes, the project evaluator has been relegated to a peripheral role at the end of the process. Today’s complex interactive media projects require a different evaluation model, one that situates the project evaluator firmly at the center. From this vantage point, the evaluator subtly guides a technologically sophisticated integration of people, institutions, technologies, and cultural assumptions. Instead of the summative role—verifying that milestones and objectives have been met—the 21st-century evaluator is cast in a formative role as a problem finder. From this vantage point he or she not only confirms that project goals and objectives have been met, but also evaluates collaborative processes and facilitates collaborations among the myriad stakeholders.
Developing the Role of ‘Values’ Within Information and Communication Technology
Authors: Patterson John
Published: October 2011

This chapter investigates the Schools Intergenerational Nurturing and Learning (SIGNAL) project at Liverpool Hope University and its impact on communities of learning within some of the most deprived areas of the United Kingdom. Embracing the wide aims of Citizenship Education in England, SIGNAL encompasses intergenerational and partnership activities, volunteerism, values education, and entrepreneurial learning shaped to assist with the unique issues faced by diverse school communities. Central to the project is the engagement of service-learning (SL) focussed student teachers, and their use of Information and Communication Technology (ICT). Whereas the majority of research about SL investigates its value to participating students (Eyler & Giles, 1999, 2002), less documentation can be found demonstrating its value to recipients. This chapter will look at the reciprocal value of SL projects utilising ICT for school communities, drawing its research from past projects delivered across Liverpool since 1999 and celebrated at www.schoolsinteractive.co.uk.
You Can’t Step Into the Same Network Twice
Authors: Conner Trey , Gresham Morgan , McCracken Jill
Published: October 2011

Drawing on experiences of creating a partnership between the University of South Florida St. Petersburg and a social service organization, Mt. Zion Human Services, Inc., the authors of this chapter moved from a plan for installing and directing a program of networking technologies—refurbished computers scavenged by professors, servers built from components by students, operating systems and software coded by the open-source programming community, and communications technologies that enable an open-source “bazaar” or ecology of writing in the client-based classrooms—to a plan for participating in and responding to the dynamics of the social and cultural networks that emerge vis-à-vis technology. This chapter describes the change in metaphor from building a network, which suggests control over this entity and its role in a public space, to participating in evolving networks, where the environment in which these networks may grow is cultivated, participation in that growth occurs as it develops with other participants, advocates, and organizations it is observed. Finally, the authors continued to participate in the engendering of new projects and networks that are grounded in the programmatic and core values.
SCTP
Authors: Huszák Árpád , Imre Sándor
Published: October 2011

Numerous protocols were introduced in the transport layer, which can be very different depending on the provided services. Beside the traditional TCP and UDP, new transport protocols (SCTP, DCCP) have appeared in recent years to overcome limitations of the conventional protocols. The unique features of SCTP like multihoming and multistreaming make this protocol very attractive for reliable data delivery of streams, even in a mobile environment. It can be also used for applications where monitoring and detection of loss is required. SCTP is the only transport protocol that is able to manage mobility issues and handle handovers in the transport layer. The multihoming feature allows an endpoint of a SCTP association to be mapped to multiple IP addresses, and change the delivery path according to the link conditions. The handover process is hardly influenced by several protocol parameters that can be adjusted by the user. The effects of different protocol settings are investigated in details in this chapter. We have studied the performance of multihomed SCTP hosts through experimental studies in an integrated heterogeneous environment. SCTP will also play a significant role in future LTE–EPS architecture, because it can also be used for core network signaling purposes, not just for user data delivery.
IPv6 Routing in a Special Context
Authors: Kanizsai Zoltán , Jeney Gábor
Published: October 2011

This chapter gives an overview of the IPv6 routing techniques focusing on some special IPv6 routing mechanisms, which can ease and optimize IP level data aggregation. Data aggregation should become an important step in information collecting from sensors or other data sources in present-day, IP based networks. In general, a simple feedback message only costs a few bit, or bytes; therefore, using a whole IP packet for every one of them is rather wasteful according to the present resources. Our objective is to introduce a special IPv6 routing method called IPv6 anycasting, which makes possible to identify various services with an IPv6 network address. Basically, by the standard, anycasting is not able to maintain stateful communication sessions, but feedback data aggregation does not require stateful operation, therefore anycasting is an ideal solution to provide feedback routing. The chapter will concentrate on IPv6 advanced routing schemes, and introduce a new IPv6 anycast based system-level data aggregation mechanism.
Multiprotocol Label Switching Virtual Private Networks
Authors: Schankin Jan , Correia Eduardo
Published: October 2011

Multiprotocol Label Switching (MPLS) was originally designed with the intention of improving the speed with which routers could forward packets in Internet Protocol (IP) networks. Due to significant improvements in packet forwarding, this is no longer an advantage, but the technology has found large-scale industry-wide acceptance because of its greatly widened scope and application. Multiple extensions and enhancements to the protocol make it capable of solving an array of current service provider and customer network requirements for a converged network in an IP dominated world. The chapter considers the use of MPLS for the provisioning of a virtual private network over a shared physical infrastructure, and discusses the logic and functionality of key protocols associated with MPLS. It then goes on to explore the problems, protocols, and possibilities of these technologies in current environments.
Time Synchronization in Wireless Sensor Networks
Authors: Simon Gyula , Vakulya Gergely
Published: October 2011

Time synchronization services are often required to support coordinated operation of the nodes in sensor networking applications, potentially containing hundreds or thousands of elements. The synchronization service must provide application-specific performance (in terms of accuracy and overhead), and must be scalable and robust. For the design of suitable algorithms, the error sources of both the applied synchronization models and the physical devices must be understood and taken into account. In this chapter, various time synchronization models will be introduced, and their potential accuracy and complexity will be shown. The error sources of real devices and communication channels will also be analyzed. Based on the models, several synchronization primitives will be reviewed, and complex synchronization algorithms will be introduced and analyzed.
Principle for Engineering Service Based System by Swirl Computing
Authors: Sugiyama Shigeki , Burgess Lowry
Published: October 2011

So in this chapter, the main theme is to discuss and to introduce “The Principle for Engineering Based Service System by Swirl Computing” in Service Science.
Service Discovery Architecture and Protocol Design for Pervasive Computing
Authors: Zhu Feng , Zhu Wei , Mutka Matt , Ni Lionel M.
Published: October 2011

Service discovery is an essential task in pervasive computing environments. Simple and efficient service discovery enables heterogeneous and pervasive computing devices and services to be easier to use. In this chapter, we discuss the key issues and solutions for service discovery architecture and protocol design for pervasive computing environments. Service design addresses the static and dynamic properties of services. Directory design focuses on scalability, topology, and infrastructure issues. Service integration uses services as building blocks to achieve complex services. Cross-layer design optimizes the performance of the protocols for ad hoc and sensor networks by integrating service discovery processes into lower layers of the network protocols. Security and privacy design protects the information, communication, devices, and services. We also point out the future research issues.
Modeling Shopper Responses to Retail Digital Signage
Authors: Dennis Charles , Newman Andrew , Michon Richard , Brakus J. Josko , Wright Len Tiu
Published: October 2011

In addition to the obvious application to retailers in improving business-to-consumer appeal to shoppers the findings are of use to suppliers of digital signage in business-to-business marketing of their systems to retailers.
Customer Intelligence as the Powerful Means for Turning Information into Profit
Authors: Renko Sanda
Published: October 2011

Increasing competition and decreasing customer loyalty forced retailers to obtain accurate information about customers’ existing and future needs, their profitability, behaviour, and trends in purchasing. Due to the rapid advancement in technology, retailers have easy access to vast amounts of information about their customers. They can collect and manage customer data and understand their behaviour patterns. The main purpose of the Customer Intelligence is to provide insight into customer’s needs, attitudes, and behaviors towards particular retailer, and all elements of its business as well. In such a way, the retailer is able to build deeper and more effective customer relationships and to improve company’s strategic decision. This chapter focuses on different aspects of Customer Intelligence and the growing interest and importance for its implementation in the praxis. Moreover, the chapter is trying to clarify some misunderstandings of the concept. The study conducted among retail companies dealing with ICT equipment and services on the Croatian market pointed out that Customer Intelligence provided retailers with a successful decrease of the rate of customer defection and a increase in revenues generated by customers.
Rebels, Heretics, and Exiles
Authors: Gold Naomi
Published: October 2011

The advent of blogging has created a medium in which estranged and disaffected members of religious groups, such as American Hasidim, have written about experiences of alienation from and critical perceptions of their spiritual communities. These blogs have an emancipating function, allowing writers unprecedented freedom of speech and expression. Moreover, such online journals often enjoy a diverse readership beyond the geographical and cultural borders of their respective communities. The present study draws on narrative analysis to explore the ways in which blogging by former and questioning members of Hasidic communities reflects the pursuit of new meaning and direction in their lives. The author contends that blogging among disaffected Hasidim challenges Hasidic communities and offers opportunities for communal self-scrutiny, revitalization, and progress toward engaging difficult and important issues that have been introduced into Orthodox Jewish life by the information and communication revolution.
A Method for Model-Driven Information Flow Security
Authors: Seehusen Fredrik , Stølen Ketil
Published: October 2011

We present a method for software development in which information flow security is taken into consideration from start to finish. Initially, the user of the method (i.e., a software developer) specifies the system architecture and selects a set of security requirements (in the form of secure information flow properties) that the system must adhere to. The user then specifies each component of the system architecture using UML inspired state machines, and refines/transforms these (abstract) state machines into concrete state machines. It is shown that if the abstract specification adheres to the security requirements, then so does the concrete one provided that certain conditions are satisfied.
A Comprehensive Framework for Teacher Knowledge (CFTK)
Authors: Ronau Robert N. , Rakes Christopher R.
Published: October 2011

In this study, we examine the validity of the Comprehensive Framework for Teacher Knowledge (CFTK) through a systematic review and meta-analysis. This model, developed through a series of exploratory studies, transforms current understanding of teacher knowledge from a linear structure to a three dimensional model by pairing 6 inter-related aspects into three orthogonal axes: 1) Field comprised of subject matter and pedagogy; 2) Mode comprised of orientation and discernment; and 3) Context comprised of individual and environment. The current study analyzes the way interactions of these aspects appear in literature across a wide domain of subject matters. These interactions have direct implications for future research on teacher knowledge as well as policies for guiding professional development and pre-service teacher training.
A Theoretical Framework for Implementing Technology for Mathematics Learning
Authors: Miller Travis K.
Published: October 2011

This chapter details a theoretical framework for effective implementation and study of technology when used in mathematics education. Based on phenomenography and the variation theory of learning, the framework considers the influence of the learning context, students’ perceptions of the learning opportunity, and their approaches to using it upon measured educational outcomes. Elements of the TPACK framework and the CTFK model of teacher knowledge are also addressed. The process of meeting learning objectives is viewed as leading students to awareness of possible variation on different aspects, or dimensions, of an object of mathematical learning.
The Effects of Teacher Content Authoring on TPACK and on Student Achievement in Algebra
Authors: Lyublinskaya Irina , Tournaki Nelly
Published: October 2011

A year-long PD program was provided to four NYC integrated algebra teachers. The PD comprised of teacher authoring of curriculum that incorporated TI-Nspire™1 technology. Teacher TPACK levels were measured through a TPACK Levels Rubric, created and validated by the authors. The rubric was used to assess the teachers’ written artifacts (lesson plans and authored curriculum materials) and observed behaviors (PD presentations and classroom teaching through observations). Results indicated that, first teachers’ TPACK scores for written artifacts paralleled those of PD presentations. Second, the classroom teaching was either at the same level or lower than written artifacts. Third, teachers did not improve with every lesson they developed; instead, their scores vacillated within the two or three lower TPACK levels. Finally, the students taught by the teachers with higher TPACK level had higher average score on the NYS Regents exam and higher passing rates.
Fashion Supply Chain Management through Cost and Time Minimization from a Network Perspective
Authors: Nagurney Anna , Yu Min
Published: October 2011

In this chapter, we consider fashion supply chain management through cost and time minimization, from a network perspective, and in the case of multiple fashion products. We develop a multicriteria decision-making optimization model subject to multimarket demand satisfaction, and provide its equivalent variational inequality formulation. The model allows for the determination of the optimal multiproduct fashion flows associated with the supply chain network activities, in the form of: manufacturing, storage, and distribution, and identifies the minimal total operational cost and total time consumption. The model allows the decision-maker to weigh the total time minimization objective of the supply chain network for the time-sensitive fashion products, as appropriate. Furthermore, we discuss potential applications to fashion supply chain management through a series of numerical examples.
Trade Promotion Mode Choice and Information Sharing in Fashion Retail Supply Chains
Authors: Kurata Hisashi , Yue Xiaohang , Alwan Layth C.
Published: October 2011

Trade promotion has a significant impact on the fashion retail business. Manufacturers have traditionally been concerned with the inefficient trade promotion due to the low pass-through rate of the trade deals from retailers to customers. The scan-back (SB) trade deal, which monitors a retailer’s sales via an IT system, benefits the manufacturer, but may or may not benefit the retailer. We provide insight into when a retailer has incentive to accept the SB trade deal. We show that (1) the manufacturer and the entire supply chain can always benefit from the SB trade deal while the retailer benefits only under some conditions, and that (2) both the retailer and the manufacturer can benefit from the SB trade deal if the SB deal is accompanied by a buyback contract. We examine the effect of a retailer’s confidential pass-through rate on a firm’s incentive to use the SB trade deal.
Small Manufacturers vs. Large Retailers on RFID Adoption in the Apparel Supply Chain
Authors: Tajima May
Published: October 2011

The apparel industry is one of the most rapidly growing sectors of the radio frequency identification (RFID) market, and within it, large retailers have been driving RFID adoption. However, the continuation of this industry’s fast-paced growth is questionable due to the uncertainty associated with how manufacturers, especially small ones, would react to the retailer-led RFID initiative. The literature suggests that the relationship between small manufacturers and large retailers could promote or inhibit RFID adoption among the manufacturers. In order to study the impact of the relationship between small manufacturers and large retailers on the small manufacturers’ RFID adoption decisions, this research develops a 2×2 (two-by-two) game model and conducts outcome stability analysis. The results show that, in the 2×2 game framework, (i) the retailer’s opportunistic behavior is unlikely to occur due to the strong stability associated with the manufacturer’s do-nothing option; (ii) the do-nothing option, however, may lead to missed opportunities for both parties; (iii) the retailer’s pressure tactic is not effective in persuading the small manufacturer to adopt RFID; and (iv) the retailer’s collaborative strategy also does not guarantee the manufacturer’s RFID adoption. The discussion of these results concludes with specific suggestions for how to encourage RFID adoption among the small apparel manufacturers.
Fast Fashion Business Model
Authors: Jin Byoungho , Chang Hyo Jung (Julie , Matthews Delisia R. , Gupta Megha
Published: October 2011

The greatest difficulty any apparel company encounters is managing demand uncertainty and controlling strategic consumer behaviors (consumers’ propensity to delay purchase intentionally until a sale occurs). Fast fashion retailers, however, have overcome these challenges by supplying the small quantities of latest fashion with agility, which has resulted in profitable revenue gains. This paper reviews what a fast fashion model is, why a fast fashion business model is becoming prominent in today’s apparel business, and how the supply chain is managed in a fast fashion business model. By examining the operation strategies of two successful fast fashion retailers (Zara and H&M), this study concludes with the elements of the fast fashion business model that can be effectively adopted by fashion retailers and future of fast fashion business model.
An Exploratory Study on Product Lifecycle Management in the Fashion Chain
Authors: Bandinelli Romeo , Terzi Sergio
Published: October 2011

New Product Development (NPD) in most manufacturing sectors is stressed by an increasing global competition and pressure to improve product quality and innovation, reduce product cost and time-to-market (TTM), and rapidly respond to changing customer needs and shortened product lifecycles. These requirements are increasingly fulfilled by applying the PLM (Product Lifecycle Management) approach, a widely accepted concept that generally defines the adoption of a large number of ICT (Information and Communication Technology) solutions for managing product data along the product lifecycle. This contribution shows the results of research concerning the application of PLM within the luxury fashion supply chain, conducted in 2009 in Italy, with the analysis of 20 companies of the leather market. The research shows some of the differences that exist between the luxury industry and other more PLM-oriented sectors (e.g. automotive) in terms of adopted ICT tools, criticalities, problems, and benefits expected and realized.
The Impact of Gender in ICT Usage, Education and Career
Authors: Ertl Bernhard , Helling Kathrin , Kikis-Papadakis Kathy
Published: October 2011

Gender is an important issue in the context of information and communication technologies (ICT). Studies show that ICT use is subject to gender bias, e.g. in relation to ICT use and interests. This contribution describes the current situation of gender and ICT professions in Germany and Greece. Based on an empirical study, it shows particular areas in ICT education that suffer from gender inequalities in both countries. Furthermore, the chapter elaborates how gender inequalities develop from secondary to professional ICT careers based on statistics from Germany and Greece.
The Effect of Gender on Associations between Driving Forces to Adopt ICT and Benefits Derived from that Adoption in Medical Practices in Australia
Authors: Macgregor Rob , Hyland Peter N. , Harvey Charles
Published: October 2011

Like other Small to Medium Enterprises (SMEs), medical practices can gain a great deal by adopting and using Information and Communication Technologies (ICTs). Unlike other SMEs, little is known about General Practitioners’ (GPs) perceptions of the benefits of ICT use or about the differences between these perceptions by male and female GPs. This chapter reports a survey of these perceptions of the drivers for and benefits of ICT use by male and female GPs in Australia.
Enhancing Characters for Virtual Worlds and Interactive Environments through Human-Like Enhancements
Authors: Slater Stuart , Burden David
Published: October 2011

The work discussed in this chapter involves a proposal to add human like attributes (emotions in this instance) to characters in games and virtual worlds to enhance user experience. The chapter begins by defining these computer controlled characters in the context of both games and virtual worlds, followed by a discussion on the human like aspects currently being integrated into these characters by developers. The chapter continues by focusing specifically on a particular case study where emotional attributes were added to a conversational character in Linden Labs’ Second Life, after which a pilot experiment was conducted to ascertain the user response. The results from the study show that there is some support to the notion that users do prefer interacting with emotionally responsive characters.
Virtual Forensic Anthropology Applications of Advanced Computer Graphics Technology to the Identification of Human Remains
Authors: Davy-Jow Stephanie L. , Decker Summer J. , Schofield Damian
Published: October 2011

Anthropology is the “study of man” and encompasses a diverse range of topics, including socio-cultural studies, linguistics, archaeology, and physical anthropology. Physical anthropology, or “biological” anthropology, the study of humans both living and deceased, can be further subcategorized into osteology, primatology, human evolution, and forensic anthropology. Forensic anthropology is the application of physical anthropology techniques to medico-legal settings. Virtual Reality (VR) is being applied to forensic anthropology in a multitude of ways to benefit research and teaching. Several large-scale projects have been launched to digitize, reconstruct, and disseminate specimens (for example, http://www.virtual-anthropology.com). This chapter will begin with an overview of the discipline of forensic anthropology and discuss a number of representative applications of VR technology in this field that are changing the way in which case work may be handled in the future.
Using Simulators for Training
Authors: Schofield Damian
Published: October 2011

Rather than focusing on the pedagogical aspects of learning in Virtual Environments (VE), this chapter will introduce a number of lessons that can be learned from industries that have successfully utilised virtual technology for a number of years. Specific rules of thumb regarding the specification, development, application, and operation of these simulators that can be garnered from these specific industrial training systems will be examined in a wider context. This chapter intends to discuss some of these generic rules in the context of a number of recently developed training applications.
Practical Considerations When Using Virtual Spaces for Learning and Collaboration, with Minimal Setup and Support
Authors: O’Connor Eileen
Published: October 2011

Working within virtual, three-dimensional environments offers the promise of moving beyond geographic constraints, enhancing distance interactions, providing more cost-effective presentations and forums, and allowing the formerly un-doable through simulations and virtual experiences. However, working effectively in these environments can require a significant investment in time, planning, preparation, and resources. This chapter assembles practical advice from the author’s three year experience with Second Life and from the education and technology literature to allow an instructor or developer: to work with limited resources; to consider the types of virtual experiences that are possible; to stage such experiences to grow participants’ abilities; to consider the breadth of objectives that can be addressed in virtual spaces; to prepare a range of individuals for participation; and to assess and improve virtual experiences. These practical, design-and-implementation suggestions will allow developers and instructors to find effective yet feasible ways to grow their skills and abilities in virtual development and design.
“In the Office”
Authors: Radachy Julie , Powers Christa Ehmann
Published: October 2011

Using Smarthinking, Inc. as a case study, effective instant messaging is explored as a viable communication option for organizations, specifically virtual organizations, to decrease the feelings of isolation that telecommuters experience. Instant messaging is used to create a virtual team, thereby allowing its members to develop feelings of camaraderie and maintain and/or increase productivity while creating a virtual-organizational culture. In addition, the advantages and disadvantages of instant messaging are addressed from the perspective of the employees and the organization. Finally, the logistics of incorporating instant messaging into a virtual organization, from developing instant messaging guidelines and policies to encouraging effective synchronous communications, are examined.
The Mid-Air FogScreen and User Experiences
Authors: Rakkolainen Ismo , Jumisko-Pyykkö Satu
Published: October 2011

The “immaterial” FogScreen™ is an emerging display technology that enables high-quality projected 2D images in mid-air. It also appears dry and non-existant to touch, so reaching or walking through the image is possible. It is becoming widely used in many settings and can also be extended to become a stereoscopic or virtual reality mid-air screen. This chapter consists of two major sections. The first section describes the basic mid-air screen technology and its 3D and VR extensions. The second section describes our user experiences and lessons learned with them when using mid-air screen.
Designing and Developing the Virtual English Adventure in Second Life
Authors: Baek Youngkyun , Kim Hoe Kyeung
Published: October 2011

This chapter describes the process of design and development of the Virtual English Adventure in Second Life. The in-depth description and explanation of designing and developing the tasks and activities involved in the Virtual English Adventure project provides the scale and amount of time and effort required to utilize a virtual tool for educational purposes. The Virtual English Adventure is particularly designed for English teaching and learning. The virtual world configurations, such as level tests, teleporting, missions, e-learning, interaction, gaming, and learning-facilitators, are related to both learning theories and language teaching pedagogy. Based on our own experiences, there are some important recommendations for instructional designers and researchers to consider when they design and develop the educational use of a virtual world.
Individual E-Portfolios
Authors: Hwang Sunhong , Plankis Brian
Published: October 2011

Electronic portfolios experienced a surge of public interest and funding from 1999 to 2003, but implementation of programs involving the utilization of this tool has been mixed since then. The purpose of this chapter is to identify the current practices related to the use of e-portfolios and to examine some of the latest Web 2.0 tools with the goal of assessing their potential for facilitating possible implementation of e-portfolios. First, we examine the historic concept of portfolios in general and of the e-portfolio in particular within the context of teacher education. Then, we look at the gaps between theory and practice in regard to the utilization of e-portfolios and explore some of the proposed reasons for these gaps. Characteristics of existing e-portfolio tools and emerging Web 2.0 tools are examined for their potential in helping to close these gaps and in facilitating the reflective power of e-portfolios. Finally, we suggest options for students, teachers and administrators in search of sticky and portable e-portfolio solutions.
Who Uses Public Access Venues?
Authors: Gomez Ricardo , Camacho Kemly
Published: October 2011

Who are the customers of public access venues, where do they come from, and what are their needs? In order to better understand the situation – success or failure – of public access venues, and how to move forward with policies, funding, and further research, it is crucial to better understand who uses public libraries, telecenters, and cybercafés. While there have been studies in different countries about users of individual telecenters or libraries (Becker et al., 2010; Gurol & Sevindik, 2007; Tiwari, 2008), it is difficult to fully answer these questions, even in a study of the magnitude of this one, which represents roughly 250,000 venues in 25 countries around the world. Nonetheless, we can use the data collected in this study to paint broad brushstrokes that give a better overall picture of the types of users of public libraries, telecenters,, and cybercafés. In this chapter, we discuss the main findings in relation to the users of public access venues, particularly in relation to gender, age, education, and income, as well as location (urban or non-urban)1 of the different types of venues. By understanding who is using public access venues, the providers of the access, be it a public library, a telecenter, or a cybercafé, can more accurately direct resources to better serve their current audience, as well as identify ways to reach out to other marginalized sectors of the population that are being left out, in order to maximize the benefits of public access.
Success Factors for Public Access Computing
Authors: Gomez Ricardo
Published: October 2011

Throughout this book, we have detailed the profile of a public access venue user, discussed the role of venue staff in public access venues, identified the critical role that trust plays in use of public access venues, and demonstrated some barriers to use of venues, as well as explored how gender is situated in the ICT world. In this chapter, we will explore and seek to answer the question: what are the common factors that contribute to the success of public access ICT centers, especially in underserved communities?
Comparing Two Playability Heuristic Sets with Expert Review Method
Authors: Paavilainen Janne , Korhonen Hannu , Saarenpää Hannamari
Published: October 2011

The expert review method is a widely adopted usability inspection method for evaluating productivity software. Recently, there has been increasing interest to apply this method for the evaluation of video games, as well. In order to use the method effectively, there need to be playability heuristics that take into account the characteristics of video games. There are several playability heuristic sets available, but they are substantially different, and they have not been compared to discover their strengths and weaknesses in game evaluations. In this chapter, we report on a study comparing two playability heuristic sets in evaluating the playability of a video game. The results indicate that the heuristics can assist inspectors in evaluating both the user interface and the gameplay aspects of the game. However, playability heuristics need to be developed further before they can be utilized by the practitioners. Especially, the clarity and comprehensibility of the heuristics need to be improved, and the optimal number of heuristics is still open.
Issues on Acting in Digital Dramas
Authors: Schmieder Thomas , Wierzbicki Robert J.
Published: October 2011

With advanced technology there are new possibilities to interact in virtual environments. Game players are being given more and more new opportunities to intervene as avatars in what is happening in the game, take on roles, and alter the flow of the stories. Through the interaction of many users new storylines and plot constructs are developed, which demonstrate many typical characteristics of modern dramas which are performed in real theatres – the plot is, for example, non-linear and attention is no longer paid to uniting time, place, and plot. These digital “performances” differ greatly from plays performed on real stages, however they are programmed as computer games with the result that the plot must fit into a pre-defined interaction pattern. The players are not casted like real actors. They step out onto the virtual stage as non-trained avatar actors and apart from the usual help options there is initially no director to instruct them. Also, the actions of the virtual actors are not foreseeable and the stories told have no distinct dramatic composition. One of the challenging problems of tomorrow’s iTV is how to generate a digital drama that looks like a real movie but which emerges out of the interaction of many users. The problem of actors’ credibility has been widely discussed in the relevant literature, however only in the context of the traditional theatre play. This chapter describes the concept of a future digital drama and investigates some fundamental aspects of acting in digital environments. The focus is put on the “competitive acting”, a new paradigm for digital stage plays of the future which combine drama with interaction-driven dialogue and action elements in converged media.
Unravelling Intellectual Property in a Specialist Social Networking Site
Authors: Humphreys Sal
Published: October 2011

This chapter examines how the complexity of motivations and practices found in a specialist social networking site intersect with the institutions of intellectual property. The popular niche or specialist social networking site (SNS) called Ravelry, which caters to knitters, crocheters and spinners, is used as a case study. In this site people use, buy, sell, give away, and consume in a mixed economy that can be characterised as a ‘social network market’(Potts et al., 2008). In a co-creative social networking site we find not only a multidirectional and multi-authored process of co-production, but also a concatenation of amateurs, semi-professionals and professionals occupying multiple roles in gifting economies, reputation economies, monetised charitable economies and full commercial economies.
Anticipated Use of EMR Functions and Physician Characteristics
Authors: Meinert David , Peterson Dane K.
Published: October 2011

Despite the numerous purported benefits of Electronic Medical Records (EMR), medical practices have been extremely reluctant to embrace the technology. One of the barriers believed to be responsible for the slow adoption of EMR technology is resistance by many physicians who are not convinced of the usefulness of EMR systems. This study used a mail survey of physicians associated with a multi-specialty clinic to examine potential characteristics of physicians that might help identify those individuals that are most likely to pose a threat to the successful EMR implementation. Age and gender of the physicians was generally not associated with anticipated use. However, an analysis of variance indicated self-rated computer knowledge and area of medical specialty were highly related to expected use of EMR functions. Results indicating that anticipated use of various EMR functions depend on medical specialty denotes one of the many difficulties of developing EMR systems for multi-specialty clinics.
GIS Application of Healthcare Data for Advancing Epidemiological Studies
Authors: Woodside Joseph M. , Sikder Iftikhar U.
Published: October 2011

Healthcare practices increasingly rely on advanced technologies to improve analysis capabilities for decision making. In particular, spatial epidemiological approach to healthcare studies provides significant insight in evaluating health intervention and decisions through Geographic Information Systems (GIS) applications. This chapter illustrates a space-time cluster analysis using Kulldorff’s Scan Statistics (1999), local indicators of spatial autocorrelation, and local G-statistics involving routine clinical service data as part of a limited data set collected by a Northeast Ohio healthcare organization over a period 1994 – 2006. The objective is to find excess space and space-time variations of lung cancer and to identify potential monitoring and healthcare management capabilities. The results were compared with earlier research (Tyczynski & Berkel, 2005); similarities were noted in patient demographics for the targeted study area. The findings also provide evidence that diagnosis data collected as a result of rendered health services can be used in detecting potential disease patterns and/or utilization patterns, with the overall objective of improving health outcomes.
E-learning for K-12 Learners and Adult Learners
Authors: Farmer Lesley S. J.
Published: October 2011

E-learning uses online networks to enable learners to interact meaningfully with their educational environment. E-learning is explained in terms of the communication cycle and its application in a learning cycle. Social and developmental aspects of e-learning are addressed. Strategies to scaffold e-learning are also provided.
Gender Issues in Online Education
Authors: Farmer Lesley S. J.
Published: October 2011

Women constitute the majority of U.S. online learners, an environment that can cloak gender issues. Nevertheless, people bring their experiences and attitudes to the educational table, and gender remains a significant factor that online educators need to consider. This chapter focuses on the biological and social aspects of gendered learning and self-identity as they apply to online learning, particularly in Western societies. Gender-sensitive instructional design and technology incorporation strategies are provided to support gender-equitable engagement in online education.
Instructional Methods for Online Learners
Authors: Parker Judith
Published: October 2011

While a plethora of instructional methods are documented and utilized in educational and training programs, some are more appropriate for the online learner than others. This chapter will examine these selected methods: lecturing, discussion, action-learning, experiential learning, and active learning. Each of these will be discussed in its own right and then considered in the context of online learning. Examples of these methods and student comments are included as well as a view into future possibilities.
Online Knowledge Dictator or Learning Facilitator
Authors: Wang Victor X.
Published: October 2011

While online knowledge dictators are determined by certain teaching/learning situations, Rogers’ (1969) five well-accepted hypotheses suggest that teachers be learning facilitators to focus on what is happening in the learners. To help teachers become learning facilitators, this chapter specifies what exactly teachers can do in both the traditional classroom and online teaching/learning settings. The chapter also examines what other factors may contribute to this dichotomy of online knowledge dictators and learning facilitators. To compare and contrast this dichotomy, cultural backgrounds in relation to learning are also discussed to increase the readers’ background in order to better understand the argument made in this chapter.
A Game Theoretic Solution for the Optimal Selection of Services
Authors: Merad Salah , de Lemos Rogério , Anderson Tom
Published: October 2011

This chapter considers the problem of optimally selecting services during run-time with respect to their non-functional attributes and costs. Commercial pressures for reducing the cost of managing complex software systems are changing the way in which systems are designed and built. The reason behind this shift is the need for dealing with changes efficiently and effectively, which may include removing the human operator from the process of decision-making. In service-oriented computing, in particular, the run-time selection and integration of services may soon become a reality since services are readily available. Assuming that each component service has a specific functional and non-functional profile, the challenge now is to define a decision maker that is able to select services that satisfy the system requirements and optimise the quality of services under cost constraints. The approach presented in this chapter describes a game theoretic solution by formulating the problem as a bargaining game.