bluuebunny/crossref_metadata_2025 huggingface dataset:
Applications of Wireless Sensor Networks
Authors: Schmitt Corinna , Carle Georg
Published: May 2010

Today the researchers want to collect as much data as possible from different locations for monitoring reasons. In this context large-scale wireless sensor networks are becoming an active topic of research (Kahn1999). Because of the different locations and environments in which these sensor networks can be used, specific requirements for the hardware apply. The hardware of the sensor nodes must be robust, provide sufficient storage and communication capabilities, and get along with limited power resources. Sensor nodes such as the Berkeley-Mote Family (Polastre2006, Schmitt2006) are capable of meeting these requirements. These sensor nodes are small and light devices with radio communication and the capability for collecting sensor data. In this chapter the authors review the key elements for sensor networks and give an overview on possible applications in the field of monitoring.
Beginnings of the History and Philosophy of Andragogy 1833-2000
Authors: Henschke John A.
Published: May 2010

Andragogy had a very slow beginning over a period of almost one century as a term referring to the theory and practice of adult education. Numerous elements were involved in the seventy years it took to establish its foundation: starting in England and the USA; andragogy and human resource development [HRD]; andragogy and self-directed learning [SDL]; conflict between supporters and detractors; comparing European and USA perspectives; trust in learners’ abilities; scientific foundation of andragogy; skepticism and its counter-balance; and, antecedents of andragogy. Trends in usage and considering its possible benefits set the tone for the future of andragogy from 2000 forward.
Adult Learners and Their Development in the Information Society
Authors: Farmer Lesley
Published: May 2010

In a digital world where the amount of information doubles every two years, adults need to evaluate resources carefully and determine how to use relevant information to solve problems and make wise decisions. This changing informational environment affects adult education, and also emphasizes the need for lifelong education and learning organizations, and the intersection of technology and globalization has led to more intense and pluralistic interactions across societies. Because information’s meaning and impact are contextualized, shared knowledge and understanding can be harder to achieve. Therefore, information literacy and knowledge management are needed in order to fully realize one’s self-potential and an organization’s vision. Emerging trends that impact adult learning are discussed: equity, culturally-sensitive information, and information cross-fertilization. A model of adult learning and information interaction is provided.
Introduction and Overview of Wireless Sensor Networks
Authors: Jiang Wenbin , Jin Hai , Yu Chen , Liu Chao
Published: May 2010

Wireless sensor networks (WSNs) are becoming increasingly popular, which is changing the way people perceive the world largely, as well as the living styles of human beings. To give readers a basic, wide view of WSNs and make them understood more deeply, this chapter introduces their various aspects briefly, including basic concepts, architectures and protocols, etc. Moreover, it discusses their recent developments, challenges and new trends, based on analysis of many meaningful references. Some classic applications are also shown to approve the popularity of Wireless Sensor Networks.
Deployment Strategies for Wireless Sensor Networks
Authors: Chang Ruay-Shiung , Wang Shuo-Hung
Published: May 2010

In this chapter, we study the deployment problem in wireless sensor networks. The deployment affects the efficiency and the effectiveness of sensor networks. We discuss different types of deployment strategies including deterministic or random deployment, and centralized or distributed deployment. We also review the measures of deployment while considering the connectivity and coverage in detail. The best coverage and the worst coverage are also discussed. An important issue is the energy efficiency in wireless sensor networks. We classify the power conservation issue into 3 types of sensor networks. They are duty-cycle dependent, role dependent, and topology dependent methods. Finally, future trends in sensor deployment are proposed.
Infrastructure for Testing Nodes of a Wireless Sensor Network
Authors: Mihajlovic Bojan , Žilic Željko , Radecka Katarzyna
Published: May 2010

Maintaining reliable networks of low cost, low energy wireless sensor network (WSN) nodes is a major concern. One way to maintain a reliable network is to perform in-field testing on nodes throughout their lifetimes, identifying failing nodes so that they can be repaired or replaced. This chapter explores the requirements for a wireless test access mechanism, and introduces a method for remote execution of software-based self-test (SBST) programs. In an effort to minimize overall test energy consumption, an SBST method is derived that takes the least amount of microcontroller cycles, and is compatible with system-level optimizations such as concurrent test execution. To further reduce test energy, compression algorithms compatible with WSN nodes are explored for use on test programs. The efficacy of all proposed methods is evaluated experimentally, using current measurement circuitry applied to a WSN node.
Practical Experiences and Design Considerations on Medium Access Control Protocols for Wireless Sensor Networks
Authors: Ansari Junaid , Zhang Xi , Mähönen Petri
Published: May 2010

In this chapter, the practical and experimental aspects of medium access control protocol design for wireless sensor networks are discussed. We outline the basic design principles of medium access control procedures and the general development trends from the perspective of real world implementations. We take into account especially energy consumption and latency requirements. We share our experiences gained in practical research and pre-commercial projects, wherein we have been tackling issues such as traffic awareness, coexistence of different protocols, spectrum agility for wireless sensor networks and porting of MAC-layers to different platforms. The contemporary focuses on medium access control design such as cross-layer approaches, multi-radio based protocols and radio wake-up based medium access solutions are also covered in this chapter.
The ‘Language' Pole
Authors: Narcy-Combes Jean-Paul
Published: May 2010

In this chapter, as in the previous chapter, the authors face a ‘linguistic’ dilemma: in French there has long been an easy distinction between language (a human faculty), langue (a tongue/a code) and parole (speech/discourse) (see Saussure, 1972 edition). This distinction can be maintained in English on a conceptual level, but the choice of the words to express it does not necessarily reflect ordinary everyday ways of speaking. As a consequence it may seem to reflect a fine theoretical construction that has little relevance to basic language learning. Our assumption is that understanding the implications of this distinction is of paramount importance.
The ‘Context' Pole
Authors: Bertin Jean-Claude , Gravé Patrick
Published: May 2010

Experimental evidence suggests that the context in which learning environments operate plays such a significant part that it becomes necessary to regard it as just another pole in the didactic ergonomics model. Indeed, as any of the other poles we have described so far, it imposes constraints upon the various actors of the teaching/learning situation and is made to evolve as a result of its interactions with the rest of the system. Several questions are therefore raised: what is exactly meant by ‘context’? How can it be defined? How can its evolution be understood when confronted to technological, pedagogic, or social innovations? In the first step, we will consider how to define context in a systemic and sociological perspective. In order to make the nature of this pole more explicit, we will resort to organizational sociology which will help us analyze the structural and functional aspects of the specific system formed by distance language learning environments.
Does Financial Liberalization and Trade Openness Promote Growth in South Asia?
Authors: Kahn Muhammad Arshad
Published: May 2010

This chapter examines the hypotheses that trade liberalization and financial liberalization jointly enhances economic growth in the four South Asian countries including Bangladesh, India, Pakistan and Sri Lanka for the period 1970-2007 using bounds testing approach to cointegration. The results suggest that in the long-run except for Bangladesh, financial development plays no role in promoting economic growth in these countries. Furthermore, the results suggest that trade openness plays a significant role in promoting economic growth in Bangladesh and India, while exerts negative effect on Pakistan and no effect on Sri Lanka. The share of domestic investment influences real output significantly in Bangladesh, India and Pakistan. In the long- as well as short-run two-way causality between real output, trade openness, share of investment and inflation rate exists for the case of Bangladesh and India. For the case of India two-way causality between finance and growth exists in the short-run. For the case of Pakistan, there is an evidence of long-run causality between real output, finance, trade openness, share of investment and inflation rate. However, in the short-run, two-way causality between real output, trade openness and share of investment is existed and one-way causality between inflation rate, trade openness and share of investment is also observed. No evidence of short-run causality between finance and growth and vice versa for Pakistan has been seen. Finally, for Sri Lanka, an evidence of long-run causality between real output, finance, trade openness and investment share has been found. In the short-run one-way causality between finance-growth, trade-finance, trade-growth and trade-investment has been obtained. These mixed results suggest that the authorities may focuses more and more on the trade liberalization. In addition, there is a need to further deepen the banking and stock markets and provide investment friendly environment to enhance domestic investment which, in turn, promotes economic growth.
Does Information and Communication Technologies Sustain Economic Growth? The Underdeveloped and Developing Countries Case
Authors: Erdil Erkan , Yetkiner I. Hakan , Türkcan Burcu
Published: May 2010

This chapter tests the impact of ICT on economic growth for underdeveloped and developing countries by using a panel dataset for the period of 1995-2006. The authors first develop the theory of the relationship between ICT and economic growth. They show that ICT-capital has a positive effect both on long-run and transitional income per capita, if it is considered as a factor of production. Next, the authors estimate a panel data set with 131 underdeveloped and developing countries under the assumption that ICT is one of the determining factors of economic growth. They find that ICT has positive and significant effect on economic growth even after the use of some control variables.
A Theoretical and Empirical Study of Functional Link Neural Networks (FLANNs) for Classification
Authors: Dehuri Satchidananda , Cho Sung-Bae
Published: May 2010

In this chapter, the primary focus is on theoretical and empirical study of functional link neural networks (FLNNs) for classification. We present a hybrid Chebyshev functional link neural network (cFLNN) without hidden layer with evolvable particle swarm optimization (ePSO) for classification. The resulted classifier is then used for assigning proper class label to an unknown sample. The hybrid cFLNN is a type of feed-forward neural networks, which have the ability to transform the non-linear input space into higher dimensional space where linear separability is possible. In particular, the proposed hybrid cFLNN combines the best attribute of evolvable particle swarm optimization (ePSO), back-propagation learning (BP-Learning), and Chebyshev functional link neural networks (CFLNN). We have shown its effectiveness of classifying the unknown pattern using the datasets obtained from UCI repository. The computational results are then compared with other higher order neural networks (HONNs) like functional link neural network with a generic basis functions, Pi-Sigma neural network (PSNN), radial basis function neural network (RBFNN), and ridge polynomial neural network (RPNN).
Meeting Teachers' Real Needs
Authors: Gray Carol
Published: May 2010

This chapter uses a narrow geographical and subject-specific focus to discuss factors affecting teachers’ preferred use of Interactive Whiteboards in situ. It highlights tensions between political rhetoric concerning the power of ICT to transform teaching and learning, subject-specific pedagogy, and the industrial realities of teaching in the compulsory secondary sector in the UK. Case studies are used to investigate ways in which individual teachers maneuver their way through these tensions, identifying and developing uses of the new technology to meet their own immediate concerns in the situated reality of their classrooms. The chapter concludes that the popularity of the IWB may stem from the fact that whereas previous ICT applications encouraged greater freedom on the part of the learner, the Whiteboard by contrast can be used to increase teacher control of both content and behaviour, thus better meeting teachers’ immediate needs within their context. Although very specific in its focus, the chapter highlights the need for sensitivity to the sociocultural environment when introducing new technology into teaching and learning environments.
Feedforward as an Essential Active Principle of Engagement in Computer Games
Authors: Swan Richard H.
Published: May 2010

Learner engagement is important for learning, yet the question of how to design engaging learning experiences still lingers. One of the facets of computer games is that they tend to be engaging. In addition, they are designed experiences. By examining computer games as examples of the design of engaging experiences through the lens of design theory, it may be possible to extract more fundamental principles for the design of engagement. Such principles could inform the design of serious games and other learning experiences. This chapter uses Vincenti’s fundamental design concept of operational principle to identify the core components and active principle that underlie the design of engagement in games. The chapter also introduces the concept of feedforward to describe the continual elicitation of anticipatory cognition and behavior by players/learners. This feedforward effect in the context of player/learner agency is essential to the active principle of engagement in computer games.
Learners' Cognitive Load When Using Educational Technology
Authors: Low Renae , Jin Putai , Sweller John
Published: May 2010

Taking advantage of the rapid evolution of educational technology, simulations and games have been embodied in a variety of teaching and learning procedures. To a large extent, their effectiveness, in common with the effectiveness of all instructional design relies on how material and activities are optimally organized. That organization should be determined by the nature of human cognitive architecture when dealing with complex, biologically secondary information. Cognitive load theory has been devised to deal with such knowledge. Therefore, embodied simulations and serious games should take evidence-based cognitive load principles into account in both design and implementation.
Examining Motivational Factors in Serious Educational Games
Authors: Low Renae
Published: May 2010

One of the assumptions in promoting serious educational games is that such engagements are playable and enjoyable. The social cognitive research has already generated and tested a number of motivational theories and models. To advance both theoretical developments and empirical research into serious educational games, it is beneficial to examine the relevant motivational factors from existing social cognitive perspectives. Although there have been some studies in the field of simulations and games reporting elevated self-efficacy and reduced learner anxiety under certain circumstances, it is important to conduct systematic research to examine learner motivation in the context of educational games and select appropriate tools for checking motivational elements in instructional design.
Building Successful Knowledge Cities in the Context of the Knowledge-Based Economy
Authors: Ergazakis Emmanouil , Ergazakis Kostas , Metaxiotis Kostas
Published: May 2010

The topics of Knowledge-Based Development (KBD) and especially of Knowledge Cities (KCs) have attracted the interest of many researchers and practitioners during the last years. In a previous research work of the authors, a set of hypotheses for the design, development and operation of successful KCs had been proposed and validated through the analytical study of KCs cases’ support to these hypotheses, resulting to a related Framework. However, the rapid changes in the field render more than necessary today to re-examine the elements which had leaded to the formulation of the Framework, so as to update it and conclude on a modern strategic framework. The methodology followed is based on the examination of the already identified KCs and the inclusion of five additional KCs cases. For the new set of KCs, the authors examine at which degree each case supports the hypotheses. Modifications in the set of hypotheses are proposed. The hypotheses that continue to be valid are considered as dominant, thus leading to the modern strategic Framework. Among the main findings is that all cities previously examined continue to actively support their KBD, through a series of strategies and appropriate actions. The majority of the hypotheses continue to be valid, while three of them need to slightly change so as to adapt to prevailing current conditions
Knowledge Management Orientation and Business Performance
Authors: Rahman Baharom Abdul , Saad Norizan Mat , Harun Mahmod Sabri
Published: May 2010

Even though knowledge has been recognized as a crucial strategic resource in most organizations, Malaysian companies are still at infancy stage of knowledge management. Research and academic writing dealing with knowledge management implementation among Malaysian companies are still scarce. Previous research on the knowledge management efforts among Malaysian companies indicated that these local companies are rather slow in its implementation and still largely rely on the physical aspects of production. This study investigates the level of knowledge management implementation among Malaysian manufacturing and service companies and further explores the effects of such implementation on their overall business performance. The findings suggest that these companies emphasize the dissemination and utilization of knowledge over the creation of new knowledge, thus subjecting them to continuously becoming copiers and adaptors of knowledge.
Digital Speech Technology
Authors: Venkatagiri H. S.
Published: May 2010

Speech generating devices (SGDs) – both dedicated devices as well as general purpose computers with suitable hardware and software – are important to children and adults who might otherwise not be able to communicate adequately through speech. These devices generate speech in one of two ways: they play back speech that was recorded previously (digitized speech) or synthesize speech from text (text-to-speech or TTS synthesis). This chapter places digitized and synthesized speech within the broader domain of digital speech technology. The technical requirements for digitized and synthesized speech are discussed along with recent advances in improving the accuracy, intelligibility, and naturalness of synthesized speech. The factors to consider in selecting digitized and synthesized speech for augmenting expressive communication abilities in people with disabilities are also discussed. Finally, the research needs in synthesized speech are identified.
CSS and Children
Authors: Drager Kathryn D.R. , Reichle Joe
Published: May 2010

Currently, many computer-based augmentative and alternative communication (AAC) systems use speech output, either synthesized or digitized speech. The goal of this chapter is to provide a review of the research to date on computerized synthesized speech (CSS) with children. Information on the intelligibility and comprehension of CSS for children is presented, and the variables that may affect these, including context, speech rate, age of the child, the language(s) spoken by the listener, experience with CSS, and background noise. Each of these factors and the research support with child participants are discussed. The intelligibility of digitized speech is also discussed. Additionally, this chapter will address the attitudes and preferences of children regarding CSS, as well as hypotheses about the role that CSS may play for children with significant communication disabilities that require AAC. Finally, future research priorities are presented.
Synthetic Speech Perception in Individuals with Intellectual and Communicative Disabilities
Authors: Koul Rajinder , Dembowski James
Published: May 2010

The purpose of this chapter is to review research conducted over the past two decades on the perception of synthetic speech by individuals with intellectual, language, and hearing impairments. Many individuals with little or no functional speech as a result of intellectual, language, physical, or multiple disabilities rely on non-speech communication systems to augment or replace natural speech. These systems include Speech Generating Devices (SGDs) that produce synthetic speech upon activation. Based on this review, the two main conclusions are evident. The first is that persons with intellectual and/or language impairment demonstrate greater difficulties in processing synthetic speech than their typical matched peers. The second conclusion is that repeated exposure to synthetic speech allows individuals with intellectual and/or language disabilities to identify synthetic speech with increased accuracy and speed. This finding is of clinical significance as it indicates that individuals who use SGDs become more proficient at understanding synthetic speech over a period of time.
Tossed in the Deep End
Authors: Chaffee Jeff
Published: May 2010

The purpose of this chapter is to minimize the shock and stigma of adding device users to a caseload in a school, medical, or rehabilitation setting. To this end, the author gives four strategic rules for adapting the device to the therapy setting as well as four additional strategies for improving carryover into activities of daily living, the classroom, and other settings with caregivers and loved ones. To illustrate each of these strategies, the case of Corey, an adult AAC device user, is presented. His case highlights the need for clinicians and support staff to work together towards the common goal of improving communication through the use of the computerized speech output device.
Keyword Search on XML Data
Authors: Liu Ziyang , Chen Yi
Published: May 2010

The objective of this chapter is to provide an overview of the state-of-the-art in supporting keyword search on XML data, outline the problem space in this area, introduce representative techniques that address different aspects of the problem, and discuss further challenges and promising directions for future work. The problem spectrum that will be covered in this chapter ranges from identifying relevant keyword matches and an axiomatic framework to evaluate different strategies, identifying other relevant data nodes, ranking, indexes and materialized views, to result snippet generation.
Content-Based XML Data Dissemination
Authors: Li Guoli , Hou Shuang , Jacobsen Hans Arno
Published: May 2010

XML-based data dissemination networks are rapidly gaining momentum. In these networks XML content is routed from data producers to data consumers throughout an overlay network of content-based routers. Routing decisions are based on XPath expressions (XPEs) stored at each router. To enable efficient routing, while keeping the routing state small, we introduce advertisement-based routing algorithms for XML content, present a novel data structure for managing XPEs, especially apt for the hierarchical nature of XPEs and XML, and develop several optimizations for reducing the number of XPEs required to manage the routing state. The experimental evaluation shows that our algorithms and optimizations reduce the routing table size by up to 90%, improve the routing time by roughly 85%, and reduce overall network traffic by about 35%. Experiments running on PlanetLab show the scalability of our approach.
XML Query Evaluation in Validation and Monitoring of Web Service Interface Contracts
Authors: Hallé Sylvain , Villemaire Roger
Published: May 2010

Web service interface contracts define constraints on the patterns of XML messages exchanged between cooperating peers. The authors provide a translation between Linear Temporal Logic (LTL) and a subset of the XML Query Language XQuery, and show that an efficient validation of LTL formulæ can be achieved through the evaluation of XQuery expressions on message traces. Moreover, the runtime monitoring of interface constraints is possible by feeding the trace of messages to a streaming XQuery processor. This shows how advanced XML query processing technologies can be leveraged to perform trace validation and runtime monitoring in web service production environments.
Scripting Computer-Supported Collaborative Learning
Authors: Häkkinen Päivi , Arvaja Maarit , Hämäläinen Raija , Pöysä Johanna
Published: May 2010

In this chapter, we will present a review of theoretical and empirical analyses of Web-based collaboration processes used during a scripted university course. The results refer to a design-based study that involved first-year teacher-education students (N = 30) studying pedagogy over a period of three months. The intervention involved structuring the subjects’ collaborative actions with three different pedagogical scripts. According to the findings, the scripts guided students’ activities by helping them find resources for knowledge construction and work together through a series of steps. However, there were variations among groups in terms of quality of collaboration, and the students mostly cumulatively shared or constructed knowledge from similar perspectives. On the basis of the challenges raised in the SCORE and related studies, future prospects are outlined for the design of flexible pedagogical scripts.
Simulation in Health Professional Education
Authors: Kaufman David
Published: May 2010

This chapter begins with a definition of “simulation” and outlines simulation attributes. It then discusses the purpose of simulations, distinguishing and illustrating their various categories and forms in medical and health professional education, and describes their benefits, limitations, and ways to use them effectively. The elements of effective simulations for learning, and why these are important, are then explained. To illustrate these concepts, the chapter concludes by describing health-related simulations developed in the SAGE for Learning project, including COMPS, a collaborative online multimedia problem-based simulation; COMPSoft, a software environment for creating cases and allowing learners to work through them online; HealthSimNet, a simulation for HIV/AIDS patients and professionals to experience navigating the health care system; and MIRAGE, a psychiatry prototype for medical students.
Online Multiplayer Games
Authors: Sauvé Louise , Villardier Louis , Probst Wilfried
Published: May 2010

This chapter describes an online video teleconferencing tool the authors have created that allows learners to collaborate, negotiate, discuss, share ideas and emotions, and establish relationships while engaged in educational games and simulations. The ENJEUX-S (L’Environnement multimédia évolué de JEUX éducatifs et de Simulations en ligne) multimedia environment relies on Web Services for the management and operation of online games and simulations and on real-time communication services (audio- and video-conferencing, chat) to support a collaborative working environment for players. The authors first describe the components of ENJEUX-S, their technological choices, and the environment’s architecture. Then, they present the results of ENJEUX-S testing to correct problems and measure ease of use and functionality for target users. Finally, they outline the pedagogical contributions of such an environment in the context of online games and simulations, notably to development of interpersonal competencies including cooperation, communication, and teamwork.
Cat Swarm Optimization Supported Data Mining
Authors: Tsai Pei-Wei , Pan Jeng-Shyang , Liao Bin-Yih , Chu Shu-Chuan , Lai Mei-Chiao
Published: May 2010

This chapter reviews the basic idea and processes in data mining and some algorithms within the field of evolutionary computing. The authors focus on introducing the algorithms of computational intelligence since they are useful tools for solving problems of optimization, data mining, and many kinds of industrial issues. A feasible model of combining computational intelligence with data mining is presented at the end of the chapter with the conclusions.
Computational Intelligence-Revisited
Authors: Chai Yuanyuan
Published: May 2010

This chapter is a survey of CI and indicates the Simulation Mechanism-Based (SMB) classification method for Computational Intelligence through reviewing on the definitions of CI and existed classification methods. The classification method divides all CI branches into three categories: organic mechanism simulation class, inorganic mechanism simulation class and artificial mechanism simulation class. Furthermore, branches in organic mechanism simulation class are introduced in detail, by which the chapter concludes the nonlinear mapping model for each class. The work presented in this chapter will provide an efficient approach to understand essence of CI.
Conclusions, Discussion, Recommendations
Authors: van Wessel Robert
Published: May 2010

In this chapter a final discussion will be presented following four case studies that have been carried out with respect to company IT standards using an initial and an enhanced conceptual model. The initial model focussed on the control of using IT standards whereas the enhanced version incorporated selection and implementation, besides their usage. Furthermore, control was modified into management and governance with the objective of focussing on opportunities to influence process performance to realize intended business benefits. In the next sections the business benefits identified in the case studies will be discussed, as well as whether these hold in a more general sense also. The structure of this chapter is as follows. First a summary and the conclusions of this research will be provided. Than, the contributions to theory and practice will be discussed including the generalizability of the findings and the limitations of this research. This chapter is concluded with recommendations for further research.
Plugging into the Online Database and Playing Secure Mobile Commerce
Authors: Jeng I-Horng
Published: May 2010

Mobile commerce is one of emerging inter-discipline technology which integrates the network protocol, multimodal sensation, storage management, and other research areas. It intends to make paperless applications for both convenience and ecology on the mobile devices -- including those used for ticketing, coupons, loyalty rewards, payments, etc. By the innate limitations of the physical properties, mobile device -- particularly the handheld mobile device -- must make their best tradeoffs among the available hardware resources to reach their dedicated specifications. However, one of the recent progresses in the new technologies of the Internet, cloud computing, is capable of appearing ubiquitously with mobile devices and intends to outstretch its various applications by the devices. The next generation of mobile devices will use wireless broadband access and human-computer interaction technologies which support cloud services and interface designs respectively advances to allow remote plug-and-play with web 2.0 applications that is suitable for mobile commerce in which this chapter emphasizes. Besides, for sustainable development of a mobile commerce solution, workable but not securable is absolutely not enough. Therefore, a secure information retrieval and reveal protocol for mobile commerce based on modified RSA digital signature is also proposed and demonstrated.
Peer-to-Peer Service Sharing on Mobile Platforms
Authors: Laghi Maria Chiara , Amoretti Michele , Conte Gianni
Published: May 2010

True ubiquitous computing requires peer-to-peer service sharing on mobile platforms, with application entities communicating and providing services to each other and to users. In order to enforce this paradigm to devices with limited processing and storage resources, lightweight middleware components are required. In this chapter, we define a theoretical model for autonomic and altruistic computational entities, and we use it to build a framework for peer-to-peer service-oriented infrastructures, focusing on three key aspects: overlay scheme, dynamic service composition and self-configuration of peers. Based on this framework, JXTA-SOAP Mobile Edition is a software component that completes the Sun MicroSystem’s JXTA platform, supporting peer-to-peer sharing of Web Services.
Trustworthiness of Pervasive Healthcare Folders
Authors: Allard Tristan , Anciaux Nicolas , Bouganim Luc , Pucheral Philippe , Thion Romuald
Published: May 2010

During the last decade, many countries launched ambitious Electronic Health Record (EHR) programs with the objective to increase the quality of care while decreasing its cost. Pervasive healthcare aims itself at making healthcare information securely available anywhere and anytime, even in disconnected environments (e.g., at patient home). Current server-based EHR solutions badly tackle disconnected situations and fail in providing ultimate security guarantees for the patients. The solution proposed in this chapter capitalizes on a new hardware device combining a secure microcontroller (similar to a smart card chip) with a large external Flash memory on a USB key form factor. Embedding the patient folder as well as a database system and a web server in such a device gives the opportunity to manage securely a healthcare folder in complete autonomy. This chapter proposes also a new way of personalizing access control policies to meet patient’s privacy concerns with minimal assistance of practitioners. While both proposals are orthogonal, their integration in the same infrastructure allows building trustworthy pervasive healthcare folders.
Communication Issues in Pervasive Healthcare Systems and Applications
Authors: Vouyioukas Demosthenes , Maglogiannis Ilias
Published: May 2010

This book chapter provides a systematic analysis of the communication technologies used in healthcare and homecare, their applications and the utilization of the mobile technologies in the healthcare sector by using in addition case studies to highlight the successes and concerns of homecare projects. There are several software applications, appliances, and communication technologies emerging in the homecare arena, which can be combined in order to create a pervasive mobile health system. This study highlights the key areas of concern and describes various types of applications in terms of communications’ performance. A comprehensive overview of some of these homecare, healthcare applications and research are presented. The technologies regarding the provision of these systems are described and categorised in two main groups: synchronous and asynchronous communications’ systems and technologies. The recent advances in homecare using wireless body sensors and on/off-body networks technologies are discussed along with the provision of future trends for pervasive healthcare delivery. Finally, this book chapter ends with a brief discussion and concluding remarks in succession to the future trends.
Humor and Play in CMC
Authors: Vandergriff Ilona
Published: May 2010

This chapter summarizes the growing body of research on humor and play in computer-mediated communication (CMC) from disciplines such as psychology, applied linguistics, and foreign language acquisition that seeks to explain the abundance of humor and language play in computer-mediated communication. Humor researchers, for example, have shown how the absence of the nonverbal repertoire in CMC may encourage play while, at the same time, making it more difficult to signal a joke. From the perspective of computer-mediated discourse analysis, certain linguistic and interactional features of computer-mediated discourse may promote non-seriousness (Herring, 1999). Another strand of research focuses on the social functions of humor in constituting and maintaining online communities (Hübler & Bell, 2003). The emerging picture of language play and humor in CMC is becoming clearer but, at the same time, increasingly complex.
Spelling Practices in Text Messaging
Authors: Akande Akinmade Timothy , Akinwale Olayiwola Timothy
Published: May 2010

The sociolinguistic functions that text messaging plays in Nigeria cannot be over-emphasized. This chapter not only highlights the functions of text messages in Nigeria but also examines the strategies used by students of Obafemi Awolowo University in the composition of text messages. One hundred and thirty-four text messages, either sent or received, by volunteer participants whose ages range between sixteen and twenty-four years, were analyzed. The chapter showed that, although some words are spelt the same way by different texters, there is need to standardize the spelling conventions in SMS so as to make it more systematic and less chaotic. Findings revealed that among the strategies such as clipping, abbreviation, initialization, phonetic spelling is the most commonly used by Nigerian students.
From CMC Technologies to Social Participation Technologies
Authors: Chaka Chaka
Published: May 2010

This chapter characterises the evolution of computer-mediated communication (CMC) technologies into social participation technologies (SPTs). With respect to the latter, it explores blogs, social networking sites (e.g., Facebook and MySpace), media sharing sites (e.g., Flickr and YouTube), virtual worlds (e.g., Second Life), massively multiplayer online games (e.g., Lineage and World of Warcraft), and mashups in varying degrees. It also contends that SPTs serve as instances of inscription and attention technologies in relation to users employing them. In addition, it delineates new genres, changing discourses, emerging literacies, online socialised learning and changing learners associated with SPTs. Against this background, the chapter provides, first, a short overview of the evolution of CMC technologies into SPTs. Second, it presents a case for new genres, changing discourses, emerging literacies, online socialised learning and changing learners in the context of SPTs. Last, it outlines some of the future trends likely to influence SPTs in relation to genres, discourses, literacies and online socialised learning.
Engagement in the Second Life Virtual World with Students
Authors: Ho Caroline M L
Published: May 2010

This chapter focuses on participant engagement in an immersive virtual environment among a group of Singaporean teenagers in the context of the subject, General Paper, aimed at developing students’ critical thinking and argumentation skills. Investigation based on the functional linguistic resources of ‘Engagement’ (Martin & White, 2005) examined 17-18 year old pre-tertiary students’ engagement with each other in the Second Life virtual world. Of specific interest in this study were the linguistic resources and strategies used by students as they thought, ‘spoke’ and acted on issues from the perspectives of simulated personas. The exchange of perspectives revolved around the theme of euthanasia. Findings highlighted how students engaged with a range of perspectives on issues raised, and the level of assertiveness and moderation in their claims proposed. The examination also showed the extent of participants’ dialogically expansive or contractive stance. The pedagogical implications of the findings are discussed.
The Influence of the Cultural and Linguistic Orientations of Sultan Qaboos University (SQU) Students on Their Responses to Literatures on the Internet
Authors: Al-Mahrooqi Rahma , Tuzlukova Victoria
Published: May 2010

Responding to the call for research to investigate the technological, linguistic and socio-cultural aspects pertaining to the use of the internet in the EFL classroom, this chapter seeks to report on the research that shows how Omani students studying at Sultan Qaboos University (SQU) view their interaction with the internet while responding to it as a means of communication and as a source of authentic materials and literatures written in English. The chapter provides insights into the socio-cultural views of these students towards the web: its relevance to their lives, personal and academic needs, cultural values, attributes and traditions. It also provides a review of literature that elucidates the challenges facing those who intend to use the internet in instruction and education and focuses on three main divides: the digital, the linguistic and the content.
Attitudes to Online Reading and Web-Based Instructions in Developing Societies
Authors: Are Olushola B.
Published: May 2010

This chapter reports a research that attempted to identify attitudes and responses to online reading and learning among people in a typical developing context. A number of Nigerians who, by virtue of work and study, have to use the Internet were selected and studied in this regard. The research revealed limited use of the Internet among these people. Also, the research revealed that there was a tendency among the respondents to view browsing as too technically difficult. These responses are linked to the fact that many developing societies, unlike the advanced world, may not yet be socially adaptable to computer mediated communication due to social attitudes and low competence in computer use. The chapter therefore recommends information literacy training in schools and a more cautious approach to the introduction of ICT solutions.
Relational Work in Synchronous Text-Based CMC of Virtual Teams
Authors: Darics Erika
Published: May 2010

Based on close examinations of instant message (IM) interactions, this chapter argues that an interactional sociolinguistic approach to computer-mediated language use could provide explanations for phenomena that previously could not be accounted for in computer-mediated discourse analysis (CMDA). Drawing on the theoretical framework of relational work (Locher, 2006), the analysis focuses on non-task oriented talk and its function in forming and establishing communication norms in the team, as well as micro-level phenomena, such as hesitation, backchannel signals and emoticons. The conclusions of this preliminary research suggest that the linguistic strategies used for substituting audio-visual signals are strategically used in discursive functions and have an important role in relational work.
Urban Telecommunications Network
Authors: Yigitcanlar Tan , Han Hoon Jung
Published: May 2010

Rapidly developing information and telecommunication technologies and their platforms in the late 20th Century helped improve urban infrastructure management and influenced quality of life. Telecommunication technologies make it possible for people to deliver text, audio and video material using wired, wireless or fiber-optic networks. Technologies convergence amongst these digital devices continues to create new ways in which the information and telecommunication technologies are used. The 21st Century is an era where information has converged, in which people are able to access a variety of services, including internet and location based services, through multi-functional devices such as mobile phones. This chapter discusses the recent developments in telecommunication networks and trends in convergence technologies, their implications for urban infrastructure planning, and for the quality of life of urban residents.
Effectiveness of Problem Based Learning for Engineering Curriculum
Authors: Rojas J.I. , Prats X. , Montlaur A. , Valero M. , García-Berro E.
Published: May 2010

The main purpose of this case is to describe the process by which an initially limited-range practical experience, within the frame of a given course in an aerospace engineering degree, might be expanded to become the mother-course itself. Particularly, the practical experience is a Model Rocket Workshop (MRW), where students design, simulate, build, test and launch a small model rocket. The workshop is a Problem Based Learning (PBL) experience that covers a wide spectrum of educational aspects, ranging from theoretical disciplines, such as fluid dynamics and rocket dynamics, to topics more related to experimental work and hardware utilization like the certification of the rockets, as well as the rocket altitude measurements. Students get rapidly involved in the project, and acquire several practical and transversal abilities, while developing a solid knowledge of the physics underlying aerospace engineering. The case study shows some problems and improvements, academic results and lessons learned from the PBL approach. Finally, a series of new ideas related to MRW and to the course it belongs to are presented. The objective is to expand the MRW so that it embraces the totality of the activities that constitute this mother-course. As a consequence, the former would then become a new course entirely based on PBL. The strategy aims at enabling an optimum transition from conventional learning to PBL.
Games and Simulations in Training
Authors: Uram Courtney , Wilcox Diane , Thall Jane
Published: May 2010

The purpose of this chapter is to provide a review of the research literature on the use of gaming and simulation in adult and professional education. The chapter will describe the difference between games and simulation; provide a review of the history of games in adult education; investigate important audience characteristics, including generational differences; examine how games affect motivation; and discuss the application of learning theories and instructional models to game design. The impact of games on learning, especially for those born after 1980, is profound. Games and simulations delivered using a variety of technologies may be an integral part of the educational mix offered by corporate trainers in the near future.
Animated Computer Education Games for Students with ADHD
Authors: Dielmann Kim B. , Meaux Julie
Published: May 2010

Children and adolescents with Attention Deficit Hyperactivity Disorder (ADHD) have difficulty maintaining attention, controlling their activity level, and they typically demonstrate poor interpersonal relationships skills. Because of their challenges, educational performance tends to suffer. Paradoxically, when seated in front of a videogame or computer program they enjoy, the performance of individuals with ADHD becomes similar to non-ADHD peers. The purpose of this chapter is to present a conceptual framework for understanding the factors that affect the outcome of individuals with ADHD, and to demonstrate how instructional design models can be used to guide the design and implementation of animated computer education games as instructional tools for this population. Specifically, the FIDGE model and Gagné’s Nine Events of Instruction are evaluated for their contributions to understanding the unique technological needs of the ADHD learner.