bluuebunny/crossref_metadata_2025 huggingface dataset:
Uberveillance
Authors: Michael Katina , Michael M.G.
Published: May 2011

Uberveillance, also überveillance, is an above and beyond, an exaggerated, an almost omnipresent 24/7 electronic surveillance. It is a surveillance that is not only “always on” but “always with you” (it is ubiquitous) because the technology that facilitates it, in its ultimate implementation, is embedded within the human body. The problem with this kind of bodily invasive surveillance is that omnipresence in the ‘physical’ world will not always equate with omniscience, hence the real concern for misinformation, misinterpretation, and information manipulation (Figure 1). Uberveillance is an emerging concept, in the full sense of both its application and power it is not yet entirely arrived (Michael & Michael, 2006; Michael, McNamee, Michael & Tootell, 2006; M.G. Michael, 2007; M.G. Michael & K. Michael, 2009; K. Michael & M.G. Michael, 2009). For some time Roger Clarke’s (1988, p. 498) dataveillance has been prevalent: the “systematic use of personal data systems in the investigation or monitoring of the actions of one or more persons”. Almost twenty years on, technology has developed so much and the national security context has altered so greatly (Snow, 2005), that there was a pressing need to formulate a new term to convey both this present reality, and the Realpolitik (policy primarily based on power) of our times (Michael & Michael, 2007). It should be said, however, that if it had not been for dataveillance, uberveillance could not be. And for that matter, it must be emphasized that dataveillance will always be- it will provide the scorecard for the engine being used to fulfill uberveillance. The word itself gained entry into the Macquarie Dictionary in 2008 and the noun is defined as: “an omnipresent electronic surveillance facilitated by technology that makes it possible to embed surveillance devices in the human body” (Macmillan, 2009; McIlwain, 2009).
Conclusion
Authors: Michael Katina , Michael M.G.
Published: May 2011

This chapter is dedicated to identifying the main outcomes of the study and reflections on the future directions of the technologies that were under investigation. In concluding we have found that first, an evolutionary process of development is present in the auto-ID technology system (TS). Incremental steps either by way of technological recombinations or mutations have lead to revolutionary changes in the auto-ID industry- both at the device level and at the application level. The evolutionary process in the auto-ID TS does not imply a ‘survival of the fittest’ approach, rather a model of coexistence where each particular auto-ID technique has a path which ultimately influences the success of the whole industry. The patterns of migration, integration and convergence can be considered either mutations or recombinations of existing auto-ID techniques for the creation of new auto-ID innovations. Second, that forecasting technological innovations is important in predicting future trends based on past and current events. Analyzing the process of innovation between intervals of widespread diffusion of individual auto-ID technologies sheds light on the auto-ID trajectory. Third, that technology is autonomous by nature has been shown by the changes in uses of auto-ID; from non-living to living things, from government to commercial applications, and from external identification devices in the form of tags and badges to medical implants inserted under the skin. This does not negate, however, the inherent qualities embedded in auto-ID technologies, predisposing them to be used in certain contexts. What we have witnessed especially in auto-ID is a movement we have termed the auto-ID trajectory: from bar codes to chip implants towards the electrophorus who will herald in the age of uberveillance. Convergence of embedded automatic identification technologies with location-based services will offer unprecedented capabilities, but these capabilities will come at a high price.
Knowledge, Culture and Society in the Information Age
Authors: Rivoltella Pier Cesare
Published: May 2011

Informational society, mainly after the development of online and mobile devices, is changing the forms with which we build our image of the reality. Speed, virtuality, and networking are three of the factors of this change. Speed means that information is circulating faster and faster, but also that it becomes aged very soon, with the necessity of being updated. Virtuality, after its first conceptualizations like a parallel dimension in the 1990s, is nowadays an integral part of our system of relations. Networking, finally, is becoming the main category for interpreting our culture, made of multiple dimensions of sociability, inside and outside the net. Knowledge, in this context, is not yet a truth authenticated; it is, on the contrary, a social activity, a process quite similar to a conversation where each of the discussants is negotiating a point of view. This is the scenario into which modern teachers, parents, and youngsters are acting.
Integrating Technology Literacy and Information Literacy
Authors: Sharkey Jennifer , Brandt D. Scott
Published: May 2011

Information technology literacy can be seen as an integration of what are commonly two separate literacies—technology literacy and information literacy. This chapter defines them, reviews issues related to both, and argues that both must be acquired and functionally utilized for students and workers to achieve success in our heavily technology-oriented society and workplace. The authors address learning outcomes and design components that should be considered in training and instructional settings, and give examples of instructional strategies for achieving them.
Media Education, Digital Production, and New Media
Authors: Burn Andrew
Published: May 2011

The aim of this chapter is to reflect about the teachers’ training in media education. This training in England is quite insufficient and almost based on the transfer of reading competencies: this means that is does not prepare the teacher to work with digital media, normally characterized by authoring activities. Starting from the experience of a master degree developed in the London Institute of Education, the chapter tries to show how many of the problems involved in this training were discussed and solved with the teachers enrolled in the master. The hypothesis presented is based on the mix between theory and practice, the creative activity of the participants, and the centrality of the role of the learner.
The Phenomena of Contract Cheating
Authors: Lancaster Thomas , Clarke Robert
Published: May 2011

This chapter discusses the issue of contract cheating. This is where students have work completed on their behalf which is then submitted for academic credit. A thorough background to this phenomena is presented. A list of the main contract cheating Web sites is also given. These contract cheating sites are placed into four classifications: auctions sites, discussion forums, essay mills and feed aggregators. Approaches are proposed for tutors to set assigned work that is less susceptible to contract cheating than standard assessments. The chapter concludes by arguing that urgent attention needs to be paid to contract cheating to avoid it becoming an educational problem of the same scale as plagiarism.
Expect Originality! Using Taxonomies to Structure Assignments that Support Original Work
Authors: Salmons Janet
Published: May 2011

The online world offers opportunities to appropriate others’ work, while simultaneously offering opportunities for valuable research and creative exchange. The use of secondary research materials in academic writing can be represented as a continuum, with "plagiarism" on one end and "original work" on the other. Educators can take steps to prevent plagiarism by designing assignments that expect learners to respect others’ ideas and strive toward creating their own original work. Educational taxonomies, including the Cognitive and Affective Domains of Bloom’s Taxonomy, and the author’s Taxonomy of Collaborative E-learning, can serve as conceptual frameworks for designing assignments that 1) expect learners to present original work; 2) provide opportunities for learners to develop new ideas through meaningful online interaction; and 3) value learners’ ideas while respecting published authors’ intellectual property.
Business Innovation and Information Management
Authors: Chew Eng K. , Gottschalk Petter
Published: May 2011

The Global CEO Survey by IBM (2006) shows that two thirds of the CEOs anticipate significant change to their companies over the next two years. The inevitable change is attributed to changing market forces caused by intensifying competition and increasing customer expectations, which are further compounded by globalization, technological advances, regulatory changes, and workforce changes. The CEOs see innovation as the only way to survive and thrive in this rapidly changing industry landscape. Firms can no longer be satisfied with their current market performance, however superior they may be. They must constantly challenge the status quo and reinvent themselves to stay ahead of the curve to avoid being made obsolete by the competition. The 2005 McKensey Survey of Global Business Executives (Marwaha, Seth, & Tanner, 2005) also “identifies the increasing pace of technological innovation, the growing affluence of emerging economies and the low-cost offshore manufacturing (and now services) as the most important trends of global business.” Both the business and technology executives see innovation as the number one driver for growth. The Gartner (2007) Survey of Global CIOs show that 63% of enterprises expect to grow at a faster rate than the market, twice the percentage from 2006. Innovation is also rated as the key driver for growth.
Web Privacy
Authors: Mishra A.
Published: May 2011

People all over the world increasingly are concerned about the privacy issues surrounding the personal information collected by private organizations, governments and employers. Privacy relates to issues regarding collection, secure transmission, storage, authorized access, usage, and disclosure of personal information. This information is used for commercial gain by many organizations..Individual privacy concerns significantly affects consumer willingness to engage in electronic commerce over the Internet. The increased use of the Internet and Web for everyday activities is bringing new threats to personal privacy. This chapter assessed various issues related to individual privacy on the Web, growing concerns among the Web users, technologies employed for collecting and protecting information on the Web, privacy-enhancing technologies and the legal provisions to curb the Web privacy. This chapter also reported detailed discussion about Platform for Privacy Preferences (P3P), its structure, present scenario of its implementation and its future success. Global consistency on Internet privacy protection is important to promote the growth of electronic commerce. To protect consumers in a globally consistent manner, legislation, self-regulation, technical solutions and combination solutions are different ways that can be implemented
The Impact of the UK Human Rights Act 1998 on Privacy Protection in the Workplace
Authors: Stahl Bernd Carsten
Published: May 2011

Privacy is one of the central issues in the information society. New technologies pose new threats to privacy but they may also facilitate new ways of protecting it. Due to the generally accepted importance of privacy, many countries now have explicit legislation to support privacy protection. At the same time there are philosophical debates about privacy, its definitions, meanings, and limitations. In this chapter I present the current state of legal protection of privacy in the United Kingdom. In doing so, I will argue that there are different philosophical concepts of privacy that underpin different pieces of legislation. I will explore what this may mean for the justification of privacy protection and speculate where the future development may be heading.
Trust Modeling and Management
Authors: Yan Zheng , Holtmanns Silke
Published: May 2011

This chapter introduces trust modeling and trust management as a means of managing trust in digital systems. Transforming from a social concept of trust to a digital concept, trust modeling and management help in designing and implementing a trustworthy digital system, especially in emerging distributed systems. Furthermore, the authors hope that understanding the current challenges, solutions and their limitations of trust modeling and management will not only inform researchers of a better design for establishing a trustworthy system, but also assist in the understanding of the intricate concept of trust.in a digital environment.
Elastic Matching Techniques for Handwritten Character Recognition
Authors: Uchida Seiichi
Published: May 2011

This chapter reviews various elastic matching techniques for handwritten character recognition. Elastic matching is formulated as an optimization problem of planar matching, or pixel-to-pixel correspondence, between two character images under a certain matching model, such as affine and nonlinear. Use of elastic matching instead of rigid matching improves the robustness of recognition systems against geometric deformations in handwritten character images. In addition, the optimized matching represents the deformation of handwritten characters and thus is useful for statistical analysis of the deformation. This chapter argues the general property of elastic matching techniques and their classification by matching models and optimization strategies. It also argues various topics and future work related to elastic matching for emphasizing theoretical and practical importance of elastic matching.
State of the Art in Off-Line Signature Verification
Authors: Batista Luana , Rivard Dominique , Sabourin Robert , Granger Eric , Maupin Patrick
Published: May 2011

Automatic signature verification is a biometric method that can be applied in all situations where handwritten signatures are used, such as cashing a check, signing a credit card, authenticating a document, and others. Over the last two decades, several innovative approaches for off-line signature verification have been introduced in literature. Therefore, this chapter presents a survey of the most important techniques used for feature extraction and verification in this field. The chapter also presents strategies used to face the problem of a limited amount of data, as well as important challenges and research directions.
Image Pattern Recognition-Based Morphological Structure and Applications
Authors: Yu Donggang , Pham Tuan D.
Published: May 2011

This chapter describes a new pattern recognition method: pattern recognition-based morphological structure. First, smooth following and linearization are introduced based on difference chain codes. Second, morphological structural points are described in terms of smooth followed contours and linearized lines, and then the patterns of morphological structural points and their properties are given. Morphological structural points are basic tools for pattern recognitionbased morphological structure. Furthermore, we discuss how the morphological structure can be used to recognize and classify images. One application is document image processing and recognition, analysis and recognition of broken handwritten digits. Another one is dynamic analysis and recognition of cell-cycle screening based on morphological structures. Finally, a conclusion is given, including advantages, disadvantages, and future research.
Robust Face Recognition Technique for a Real-Time Embedded Face Recognition System
Authors: Shan Ting , Bigdeli Abbas , Lovell Brian C. , Chen Shaokang
Published: May 2011

In this chapter, we propose a pose variability compensation technique, which synthesizes realistic frontal face images from nonfrontal views. It is based on modeling the face via active appearance models and estimating the pose through a correlation model. The proposed technique is coupled with adaptive principal component analysis (APCA), which was previously shown to perform well in the presence of both lighting and expression variations. The proposed recognition techniques, though advanced, are not computationally intensive. So they are quite well suited to the embedded system environment. Indeed, the authors have implemented an early prototype of a face recognition module on a mobile camera phone so the camera can be used to identify the person holding the phone.
A Brain-Inspired Visual Pattern Recognition Architecture and Its Applications
Authors: Tivive Fok Hing Chi , Bouzerdoum Abdesselam
Published: May 2011

With the ever-increasing utilization of imagery in scientific, industrial, civilian, and military applications, visual pattern recognition has been thriving as a research field and has become an essential enabling technology for many applications. In this chapter, we present a brain-inspired pattern recognition architecture that can easily be adapted to solve various real-world visual pattern recognition tasks. The architecture has the ability to extract visual features from images and classify them within the same network structure; in other words, it integrates the feature extraction stage with the classification stage, and both stages are optimized with respect to one another. The main processing unit for feature extraction is governed by a nonlinear biophysical mechanism known as shunting inhibition, which plays a significant role in visual information processing in the brain. Here, the proposed architecture is applied to four real-world visual pattern recognition problems; namely, handwritten digit recognition, texture segmentation, automatic face detection, and gender recognition. Experimental results demonstrate that the proposed architecture is very competitive with and sometimes outperforms existing state-of-the-art techniques for each application.
The Role of MMORPGS in Social Studies Education
Authors: VanFossen Phillip J. , Friedman Adam , Hartshorne Richard
Published: May 2011

In this chapter, the authors will report evidence for the potential of MMORPGs for social studies education by providing a detailed review of relevant literature from the fields of game studies, educational technology, and the social networking universe. This evidence will include game scholars’ efforts to develop classroom applications of MMORPGs in the social sciences and related disciplines, and also provide examples of ‘citizenship education’ already occurring with MMORPGs. The authors will also provide an overview of perceived costs and benefits associated with classroom MMORPG use, including logistical hurdles that need to be overcome. They will also share a list of recommendations to the field for classroom use of MMORPGs, as well as implications for policy changes and future study.
Adolescents Teaching Video-Game Making—Who is the Expert Here?
Authors: Sanford Kathy , Madill Leanna
Published: May 2011

This chapter describes a study conducted with nine adolescents hired to instruct week-long video game making camps over the course of one summer and the subsequent fall, working with younger children ages 9-12. Data was collected through participant observation, repeated interviews, and focus groups with the participant adolescent teachers. By engaging in teaching as well as playing, these youth have had greater opportunities to critically reflect on their learning, assessing the value of the technical and ideological approaches to video games. Several themes emerged as we reviewed the discussions we had with the instructors, related to knowledge of content, issues of management of learning environments, and learning how to teach. In this chapter we hope to point to the importance of the cultural and subcultural capital that adolescents bring to learning experiences, in order to better utilize their expertise and to recognize ‘texts’ such as video games as sites of meaningful learning.
A 3D Environment for Exploring Algebraic Structure and Behavior
Authors: Fishwick Paul A. , Park Yuna A.
Published: May 2011

Multimedia technology for personal computers has undergone a radical transformation over the past two decades with significant changes made in hardware-assisted audio and three-dimensional graphics processing. These changes suggest new possibilities for educational environments. The area of computer gaming represents one type of emerging technology since first- and third-person games have saturated the market over the past 10 years. We have taken an offshoot of computer games in the form of the multi-user, meta-gaming Second Life virtual environment, and explored its use for performing basic algebra operations such as the distributive property and computation of expressions. We leveraged the inherent multi-user collaborative-building capabilities within Second Life to explore how simple algebra manipulations can be accomplished. We also allowed students in a Spring 2007 class to build similar expressions as well as tool-based environments to facilitate the construction of virtual algebraic manipulatives. Our results suggest that while the current technology presents some key human interface challenges inherent to three-dimensional user interfaces, multi-user environments can be successfully used to construct algebraic expressions in ways not possible with prior technologies. Specifically, these environments provide real-time distance communication, the ability for multiple users to collaborate spatially toward creating and positioning algebraic components, sensory and cognitive immersion, and the possibility of personalizing representations in ways not easily accomplished with two-dimensional environments.
Surviving the Game
Authors: van Ryneveld Linda
Published: May 2011

A large body of research exists on the topics of computer-based educational gaming on the one hand and the role of playing traditional games in face-to-face learning environments on the other. Relatively few studies, however, have looked at the potential of technology to support traditional face-to-face games in an online educational environment. While some traditional games such as Tic-Tac-Toe, Hangman, Monopoly, and Chess have been ported over to an electronic medium, relatively little thought has been given to porting games where human-to-human interaction is a central component. This chapter reports on the use of a game in an online learning module that was presented to adult learners. It sets out to explore the complexities involved in teaching and learning in an adult online learning community that is based on a modified version of the television reality show, “Survivor.”
The Positive Impact Model in Commercial Games
Authors: DeMaria Rusel
Published: May 2011

What is the future of video games? Is it more realism? More violence? Better physics? Artificially intelligent characters? More social networking games? Free to play and advertising supported? Games for non-gamers? More controversy, political scapegoating, and legal challenges? It’s probably all of the above, and more. In fact, while we may expect to see more of the same from the commercial video game industry, there is always the potential for surprises, both pleasant and not-so pleasant. One area of the future of games is less often discussed, but represents one of the most powerful and positive directions the industry could take. I call it the “positive impact model,” and for the rest of this chapter, I will attempt to provide some insight into what that phrase is meant to convey.
Reliving History with "Reliving the Revolution"
Authors: Schrier Karen
Published: May 2011

Students need to learn the critical thinking of history, yet they rarely have opportunities to authentically simulate historic inquiry. Research has suggested the pedagogical potential for using augmented reality (AR) games—location-based games that use wireless handheld devices such as PDAs to provide virtual game information in a physical environment. The novel AR game, Reliving the Revolution (RtR), was created as a model for studying how AR games can engage students in interpretive, collaborative, and problem-solving activities. In this chapter, the game is introduced, and main results of the initial iterative tests are discussed, including what went wrong and how the game was redesigned to better support deeper engagement and historical thinking and learning.
Job Search at Naukri.com
Authors: Swami Sanjeev
Published: May 2011

Until 1997, job seekers in India would wait the whole week for the weekly supplements of various newspapers, or sundry employment journals and gazettes to learn about the vacancies and job openings in the industry. Then came the Internet and threatened to push the days of white envelopes to oblivion. In India, a forerunner in ushering in the change in the way one looks at job-hunting today is a relatively small, but rapidly growing company, Naukri.com. Today, it is regarded as one of the most resourceful destinations for job seekers, ranging from a seasoned professional to a recent graduate. According to the CEO of Naukri. com, the major challenge that the organization currently faces is the management of growth. The company had steadily grown from Rs. 40 lacs to Rs. 1 crore to a Rs. 20 crore company in the year 2004. The next year’s target is Rs. 45 crores.b Management of such rapid growth in such a short period of time requires effective strategies not only to attract talent, but also to retain it. Therefore, in the middle of 2004, the challenges facing Naukri.com involved the issues related to organizing its e-business and the proper management of its growth.
Online Consumers' Switching Behavior
Authors: Li Dahui , Browne Glenn J. , Wetherbe James C.
Published: May 2011

Limited studies have investigated online consumer loyalty and retention from a relationship orientation in electronic commerce research. It is important to understand the differences in relationship orientations between people who have the propensity to stick to particular web sites (“stayers”) and people who have the propensity to switch to alternative web sites (“switchers”). This study proposes a relationship-based classification schema consisting of five dimensions, i.e., commitment, trust, satisfaction, comparison level of the alternatives, and non-retrievable investment. Data were collected from 299 college students who had experience with e-commerce websites. Using discriminant analysis, we found that stayers and switchers were significantly different along the five research dimensions. Satisfaction with the current website was the most important discriminant factor, followed by trust, commitment, comparison level of alternative websites, and non-retrievable investment in the current website. Implications of the findings for researchers and practitioners are discussed.
Embedding E-Learning in Further Education
Authors: Jakobsen Louise Adele
Published: May 2011

This chapter, written from experience in implementing e-learning in further education through various roles, identifies key issues relating to embedding technologies into educational practices. From the concept that the increased expectation for technology to be used is a natural evolution, it identifies key advantages for learners and the learning process in terms of personalisation, differentiation, and interactivity. The importance of taking time to design effective resources, which include higher and deeper levels of feedback, is identified as a motivating factor, especially for independent study. The theme running throughout is the issue of developing staff skills and confidence. Ensuring training opportunities are flexible and manageable is identified as important to successful implementation. The advantages and disadvantages of face-to-face, online, cascaded, structured–play, and observational training and support techniques are highlighted alongside the introduction of a new five-step model to support gradual implementation of virtual learning environments into teaching and learning.
Knowledge-Sharing Motivation in Virtual Communities
Authors: Chen Jengchung V. , Tarn J. Michael , Razi Muhammad A.
Published: May 2011

This chapter explores the motivation of virtual community members in regards to knowledge sharing and understands the underlying factors of such sharing behaviors. In order to better understand the effects of the two key factors (expectancy value and transaction cost) on the behaviors of knowledge sharing in virtual communities, this chapter presents a conceptual model to illustrate the relationship between transaction cost, expectancy value, and knowledge sharing. The knowledge transaction market is also further examined, since knowledge sharing is a form of knowledge transaction and the knowledge market provides an essential platform for knowledge transaction. This chapter is concluded with closing remarks and some suggestions for future research direction.
Knowledge Exchange in Electronic Networks of Practice
Authors: Wasko Molly , Faraj Samer
Published: May 2011

This study examines knowledge exchange in a worldwide, extra-organizational, Usenet-based electronic network of practice. Participation in such networks is voluntary, globally distributed, and network participants generally do not have personal or organizational ties. The purpose of the study was to investigate two questions: first, what type of knowledge is being transferred in these networks, and second, how is knowledge transferred across individuals in electronic networks. To address these questions, we observed and saved all messages posted to comp.lang.C++ for a period of 7 weeks. Our analyses include content analysis of 1,562 messages, survey responses from 593 participants, and objective data from the electronic message postings. The study illuminates how people use computer-mediated communication to support knowledge transfer, the types of knowledge transferred, as well as how knowledge flows in this network.
Leading Firms as Knowledge Gatekeepers in a Networked Environment
Authors: Harorimana Deogratias
Published: May 2011

This chapter introduces the role of the knowledge gatekeeper as a mechanism by which knowledge is created and transferred in a networked environment. Knowledge creation and transfer are essential for building a knowledge-based economy. The chapter considers obstacles that inhibit this process and argues that leading firms create a shared sociocultural context that enables the condivision of tacit meanings and codification of knowledge. Leading firms act as gatekeepers of knowledge through the creation of shared virtual platforms. There will be a leading firm that connects several networks of clients and suppliers who may not interact directly with one another, but are, indeed, connected indirectly though the leading firm that acts as a gatekeeper. The chapter argues that a large firm connecting several clients and suppliers at the multinational level represents a gatekeeper, but even individuals and focal firms in industrial districts can be gatekeepers. The author hopes that, through this discussion, academics, researchers, and doctoral students will have a comprehensive theoretical and practical basis on which to study the role of leading firms in building innovations and virtual teams of knowledge sharing in a highly networked and competitive environment.
Knowledge Management in Virtual Enterprises
Authors: Ponis Stavros T. , Vagenas George , Tatsiopoulos Ilias P.
Published: May 2011

The new globalized and demanding business environment of the 21st century has created a shift from traditional organizations to more loose and flexible business schemes shaped in the form of Virtual Enterprises. This transformation would never have been successful without the support of Information Technologies and particularly the Web. Internet, in the last decade, has become the universal medium of interactions between distributed entities. In this chapter, the issue of Knowledge Management support for Virtual Enterprises is discussed. Building upon the current state of the art, this chapter aims to identify the major knowledge requirements of VEs, in an effort to provide a roadmap towards a holistic Knowledge Management framework that will satisfy the excessive knowledge needs of Virtual Enterprises at the interorganizational level. In that context, the role of supporting Web and Semantic Web technologies for the enactment of KM in VEs is described in detail.
SME B2B E-Commerce and Customer Loyalty Revisited
Authors: Lawson-Body Assion , O’Keefe Timothy P.
Published: May 2011

B2B electronic commerce is an important opportunity for small and medium-sized enterprises’ (SMEs), providing increased competition on a global scale and allowing them to access wider markets. SMEs’ B2B electronic commerce success is tied to the ability to foster inter-organizational relationships and customer loyalty. However, this is not always true because many SMEs have difficulty achieving B2B benefits as suggested by media and early research. This study is an empirical examination of the effect of web tools on the inter-organizational relationships (IOR) between SMEs and their loyal customers. Data collected from 386 SMEs in North America (United States and Canada) and processed with Partial Least Square (PLS) show that the use of web tools (which include the level of web content and the level of security on the Internet) has a positive effect on the relationship between cooperation and interdependence, and customer loyalty. However, the effect of web tools on the relationship between trust and customer loyalty is different, because the use of non-secure web tools reduces the effect of trust on customer loyalty, and surprisingly, the use of secure web tools doesn’t increase or decrease the effect of trust on customer loyalty. This research also suggests that one of the factors of the failure or the success of SMEs’ B2B e-commerce is the technical skills of the managers in the use of secure web tools—high skill levels increase the positive effect of trust on customer loyalty. The implications of the results for the study are discussed.
Internet Privacy Policies of the Largest International Companies in 2004 and 2006
Authors: Peslak Alan R. , Jurkiewicz Norbert
Published: May 2011

This article is a review of Internet privacy policies of the world’s largest companies. The report begins with a background on the right to privacy and privacy issues arising out of Internet usage. Attempts to regulate Internet privacy and self-regulatory effectiveness are also reviewed. The methodology for this study is to update and extend Internet privacy analysis by analyzing websites of the largest international companies (the Forbes International 100) for inclusion of fair information practices. In addition, a collection of consumer centered practices is defined and studied. The study was initially done in 2004 but the same companies were revisited and reviewed in 2006. Though there was some improvement in results over the approximately two year period, the general finding remains that within the Forbes International 100, fair information practices and consumer centered privacy policies are not being closely followed. It is also found that large US firms are more likely to publish a privacy policy on their website than non-US firms. Finally, if a large international firm does publish a privacy policy on its website, the level of compliance with fair information practices and consumer centered policies is not significantly different between US and non-US firms. Implications of the study for researchers and practitioners are reviewed.
Gender and E-Commerce Adoption Barriers
Authors: MacGregor Robert , Vrazalic Lejla
Published: May 2011

Previous research has shown that gender plays a role in the use of information technology by small businesses and that differences exist between the ways in which male and female small business owners/managers perceive information technology, including e-commerce. However, our understanding of whether gender is important in relation to e-commerce adoption barriers is limited. This chapter examines whether differences exist in how male and female owners/managers of small businesses in regional areas in Sweden and Australia perceive e-commerce adoption barriers. The results of a survey of more than 450 small businesses are presented and indicate that, although both male and female owners/managers agree on the key reasons for not adopting e-commerce, they assign different priorities these reasons. In Sweden, male owner/managers are more concerned about the technical complexities of implementing e-commerce, while females assign a higher importance to the unsuitability of e-commerce. In Australia the situation is reverse. The results have implications for e-commerce adoption programs and initiatives.
Metaphors for E-Collaboration
Authors: Kendall Julie E.
Published: May 2011

What constitutes regional commerce? What creates and enhances a regional identity? In the United States, regions can be quite large and may even cover geographical territory from several surrounding counties or states. They are larger than any one individual company, shopping street, or district. Regional cooperation of commercial businesses is often manifested through special events, cooperative advertising with coordinated signage, extended opening hours, and special discounts that contribute to building a sense of community, and which eventually develop a sense of region. The political and environmental exigencies for the creation and expansion of regions have meant an increase in the popularity and importance of regions and a subsequent movement to enhance and differentiate their identities. We now see the rise of regional governments, water authorities, and educational institutions among many others. One little-explored idea has been the use of e-collaboration to forge, reinforce, and sustain a regional identity via the virtual world. Although geographical separation of many miles might dictate that bricks-and-mortar theatres cannot easily collaborate physically (i.e., they cannot share costumes, props, ushers, and so on), the possibility of e-collaboration opens potential opportunities for attracting wider audiences, reaching and ultimately casting fresh talent, and building reciprocal audiences who possess a passion for the arts and who have the means and desire to travel to attend performances throughout the geographical region. In this study, a methodology built on the conceptual foundation of metaphor research was used to comprehend and then interpret the Web presence of 15 nonprofit theatres that comprise the total regional theatre of southern New Jersey that exists on the Web. In order to add additional insight, our earlier research findings from working with off-Broadway and regional theatre festivals were extended to analyze the Web presence of the theatres in southern New We contribute to the literature by systematic and deep investigation of the strategic importance of the Web for nonprofit theatre groups in the southern New Jersey region. In addition, our use of the metaphor methodology in order to create a telling portrait of what transpires on the Web in relation to nonprofit organizations is also an original contribution. Our work is meant to heighten the awareness of administrators to the rapidly accelerating need for the strategic use of e-collaboration. We propose that with the use of the Web, administrators can move toward creating a regional theatre Web presence for South Jersey, one which would make use of an evolutionary metaphor. To this end, we suggest the use of an organism metaphor. Through the creation of reciprocal hyperlinks, theatres can be supported in improving their practice of colocation on the Web, wherein they will be taking strides to cooperate as a regional theatre community.
Using Computer-Mediated Groups to Improve University Processes
Authors: Kock Ned , Corner James
Published: May 2011

We describe in this chapter an action research study of a computer-mediated business process redesign (BPR) group in a New Zealand university. The BPR group used an integrated BPR framework, which comprises a group process methodology, called MetaProi, and an asynchronous groupware tool. BPR group members were from two different departments and successfully redesigned two course-related processes. The study reveals some possible effects of computer mediation on groups that are particularly relevant for managers of distributed BPR projects, namely, lower demand for leadership skills, much lower overall running cost, and much lower degree of interaction. No impact on group effectiveness was observed. The study also indicates that computer mediation lowers barriers to and, in turn, fosters interdepartmental communication, which creates a suitable context for the occurrence of other BPR groups involving different departments. On the other hand, the study indicates that those groups lead to more threats to management, an effect that may lead to lack of support from managers for future BPR groups. Finally, the study suggests that strategic BPR groups, as opposed to those dealing with local operational issues, can better benefit from computer mediation when this is combined with face-to-face and other types of vocal interaction.
Applying Pattern Theory in the Effective Management of Virtual Projects
Authors: Zigurs Ilze , Khazanchi Deepack
Published: May 2011

The management of virtual projects is fundamentally different from that of traditional projects. Furthermore, the research in this area comes from different reference disciplines and perspectives, and a unified view or theory of best practices does not yet exist. We use the theoretical frame of patterns to propose a unified view. We focus on three concepts as the underlying theoretical elements for identifying patterns of effectiveness in virtual project management: (a) coordination, (b) communication, and (c) control. As a first step in the identification of specific patterns, we conducted a series of virtual focus groups with participants from industry who had real experience with virtual projects. The brainstorming data from the focus groups were analyzed to develop an initial set of patterns. Based on this first step, we also present a structured process for the discovery and continuing validation of patterns of effectiveness in virtual projects, and discuss the issues involved in applying the process.
The Launch of Web-based Collaborative Decision Support at NASA
Authors: Becerra-Fernandez Irma , Del Alto Matha , Stewart Helen
Published: May 2011

Today, organizations rely on decision makers to make mission-critical decisions that are based on input from multiple domains. The ideal decision maker has a profound understanding of specific domains coupled with the experience that allows him or her to act quickly and decisively on the information. Daily, decision makers face problems and failures that are too difficult for any individual person to solve; therefore, teams are now required who share their knowledge in spontaneous collaborations. Since requisite expertise may not all reside in the same organization, nor be geographically colocated, virtual networked teams are needed. This chapter presents a case study describing the development and use of Postdoc, the first Web-based collaborative and knowledge management platform deployed at NASA.
Minimizing the Challenges of Risk Management in Distributed IT Projects
Authors: Prikladnicki Rafael , Evaristo J. Roberto , Audy Jorge L.N. , Yamaguti Marcelo H.
Published: May 2011

Distributed IT projects exhibit certain features that make them fundamentally different from traditional colocated projects, not only involving additional steps and decisions, but also impacting the risk management process. The goal of this chapter is to discuss these impacts and to suggest the development of an integrated risk management process taking into account site dispersion, time-zone difference, and cultural boundaries not only at the operational but also at the tactical and strategic level. We also report results of an exploratory case study conducted in a software development center (a Brazilian subsidiary of a U.S. corporation) in support of such a model, and conclude with a discussion of theoretical and practical implications of our work.
A Component-Based Tool Architecture for Performance Modeling and Optimization
Authors: Syrjakow Michael , Syrjakow Elisabeth , Szczerbicka Helena
Published: May 2011

Most of the available modeling and simulation tools for performance analysis do not support model optimization sufficiently. One reason for this unsatisfactory situation is the lack of universally applicable and adaptive optimization strategies. Another reason is that modeling and simulation tools usually have a monolithic software design, which is difficult to extend with experimentation functionality. Such functionality has gained in importance in recent years due to the capability of an automatic extraction of valuable information and knowledge out of complex models. One of the most important experimentation goals is to find model parameter settings, which produce optimal model behaviour. In this chapter we elaborate on the design of a powerful optimization component and its integration into existing modeling and simulation tools. For that purpose we propose a hybrid integration approach being a combination of loose document- based and tight invocation- based integration concepts. Beside the integration concept for the optimization component we also give a detailed insight into the applied optimization strategies.
Decisional DNA and the Smart Knowledge Management System
Authors: Sanin Cesar , Szczerbicki Edward
Published: May 2011

Some of the most complicated issues about knowledge are its acquisition and its conversion into explicit knowledge. Nevertheless, among all knowledge forms, storing formal decision events in a knowledge-explicit way becomes an important advance. The smart knowledge management system (SKMS) is a hybrid knowledge-based decision support system that takes information and sends it through four macro-processes: diagnosis, prognosis, solution, and knowledge, in order to build the Decisional DNA of an organization. The SKMS implements a model for transforming information into knowledge by using sets of experience knowledge structure. The purpose of this chapter is to show how decisional DNA is constructed through the implementation of the SKMS. Fully developed, the SKMS certainly would improve the quality of decision-making, and could advance the notion of administering knowledge in the current decision making environment.
Selfish Users and Distributed MAC Protocols in Wireless Local Area Networks
Authors: Guha Ratan K. , Rakshit Sudipta
Published: May 2011

In this chapter we consider the effect of “selfishness” on distributed MAC protocols in wireless local area network (WLAN). The inherently contentionbased medium access in distributed systems is modelled as a non-cooperative game: “access game.” Both quality of service (QoS) and battery power (BP) are incorporated in modelling the game. It is shown that the Nash equilibrium (NE) for incomplete information games is usually inefficient compared to the NE of complete information games. We propose some simple mechanisms to approximate the incomplete information scenario as complete information. For complete information games, we investigate whether fairness can be achieved by selfish users. Different cases are considered and it is shown that the NE does not result in fairness. We next compute the constrained NE (CNE) for the access game. Finally, we analyze the stability of the distributed system.