bluuebunny/crossref_metadata_2025 huggingface dataset:
Estado, tierra y poblamiento en la campaña sur de Buenos Aires durante la época de Rosas. La frontera del arroyo Azul
Authors: Lanteri María Sol
Published: March 2012

Este trabajo trata de contribuir al conocimiento de la política de tierras desarrollada por el Estado provincial de Buenos Aires en la primera mitad del siglo XIX, especialmente durante el gobierno de Rosas. A través del análisis del impacto micro-regional de la política central en un estudio de caso, el de la frontera de Azul, se discute la tesis historiográfica que tradicionalmente consideró al rosismo como el creador de una estructura agraria latifundista en la frontera sur bonaerense. Por el contrario, el estudio de Azul muestra el predominio de unidades de propiedad y de producción rurales de pequeñas-medianas dimensiones que coexistieron con otras de gran tamaño.
La gente de Ovando en los protocolos hispalenses
Authors: Gil Juan
Published: March 2012

Se reúne y sistematiza en este artículo toda la documentación referente a la armada de Ovando contenida en los protocolos de Sevilla
El laberinto religioso de Juan Manuel de Rosas
Authors: Di Stefano Roberto
Published: March 2012

La historiografía tradicional argentina consolidó la imagen de Juan Manuel de Rosas como el restaurador de la tradición católica colonial, muy debilitada durante la experiencia rivadaviana en la década de 1820. Este trabajo cuestiona tal posición. Nuestra hipótesis central es, por el contrario, que Rosas trató de implementar una política religiosa inspirada en elementos provenientes de distintas tradiciones ideológicas. Este intento lo condujo a un callejón sin salida.
Prensa católica y sociedad en la construcción de la Iglesia argentina en la segunda mitad del siglo XIX
Authors: Lida Miranda
Published: March 2012

Este artículo repasa a grandes trazos el proceso de construcción de la Iglesia Católica en la Argentina en la segunda mitad del siglo XIX. En particular, se concentra en el papel que tuvieron las asociaciones de fieles vinculadas a las parroquias en el fomento del culto. También la prensa habría jugado un papel de relevancia promoviendo distintas iniciativas que redundaban en una mayor consolidación de la institución eclesiástica. Los fieles, la sociedad y la prensa reclamaron la necesidad de más sacerdotes, más parroquias, mejores templos y una mejor atención pastoral. Tuvieron una intensa participación que se quiere recoger en estas páginas.
Vigilar y castigar: crisis y disciplinamiento en la Iglesia argentina en los años setenta
Authors: Obregón Martín
Published: March 2012

Desde mediados de la década de 1960, el catolicismo argentino sufrió una aguda crisis interna, caracterizada por la radicalización de vastos sectores, tanto clericales como laicos, cuyos cuestionamientos fueron creciendo con el correr de los años. Desde los años setenta, la jerarquía eclesiástica estableció como objetivo central la reorganización de la Iglesia sobre bases conservadoras, lo que implicaba disciplinar a los sectores más radicalizados del campo católico. En este trabajo se analizan las características que adoptó dicho proceso en la teología, la liturgia y la pastoral durante los primeros años de la última dictadura militar.
El acceso a los cargos de gobierno de la audiencia de Quito (1701-1750)
Authors: Sanz Tapia Ángel
Published: March 2012

Estudio de las provisiones de cargos de gobierno (presidencias audienciales, gobernaciones, alcaldías mayores y corregimientos) de la audiencia de Quito efectuadas desde Madrid en relación con su modo de acceso (por méritos, por dinero, etc.), durante la primera mitad del siglo XVIII. Análisis detallado de los cargos, cuantías abonadas por concepto de “beneficio”, y referencias a las mismas circunstancias de la audiencia en la etapa final de Carlos II (1674-1700). Localización de los personajes provistos y referencias sobre dedicación y categoría social. Conclusiones: 2 de cada 3 oficios se consiguieron mediante donativo pecuniario; hay un aumento del número de criollos en los cargos de gobierno indianos analizados en relación con la etapa precedente.
Economía, rentas y situados en Cartagena de Indias, 1761-1800
Authors: Serrano Álvarez José Manuel
Published: March 2012

Partiendo de un riguroso análisis de las cajas reales con una metodología concisa y minuciosa, este artículo pretende demostrar que el situado que entró en Cartagena de Indias entre 1761 y 1800, aunque fue de gran importancia para el desarrollo de la administración militar, sólo tuvo un impacto indirecto en la economía local. La base del análisis es la comparación entre las rentas más características de la Cartagena de finales del XVIII y los situados, así como las posibles repercusiones sobre diversos impuestos. El conjunto de datos, gráficas y análisis hace hincapié en la simbiosis entre administración militar y economía local, pero también muestra cómo la guarnición de Cartagena se soportó en las últimas décadas del siglo especialmente con una parte cada vez más sustancial de las rentas provenientes del comercio exterior, lo que sin duda hizo disminuir mucho el posible impacto del situado en la vida económica y social de la ciudad.
Luces y sombras de dos paradigmas del americanismo español en la renovación del diálogo hispanoamericano (1909-1912)
Authors: Dalla Corte Gabriela , Prado Gustavo H.
Published: March 2012

Entre 1909 y 1911, el hispanoamericanismo español experimentó una renovación impulsada por iniciativas de la Universidad de Oviedo y la Casa de América de Barcelona. Ambas entidades, lideradas por Rafael Altamira y Rafael Vehils, lograron conformar dos paradigmas alternativos para la acción americanista. El primero definió una pauta de intervención fundamentalmente intelectual liderada por las universidades; el segundo, un modelo de intervención prioritariamente económico, ejecutado por asociaciones. Ambos paradigmas mostraron su carácter innovador al brindar propuestas concretas sobre casi todos los aspectos de la acción americanista y al proponer fórmulas que equilibren los intereses regionales y estatales.
Emigrantes a la isla Española en 1506
Authors: Gil Juan
Published: March 2012

Se reúne y sistematiza en este artículo toda la documentación referente a la emigración española a Santo Domingo en 1506.
Aproximación a un estudio sobre las lesiones del bahareque en el estado Zulia, Venezuela. Algunas recomendaciones para su intervención
Authors: Henneberg de León A.
Published: March 2012

El bahareque es una técnica constructiva formada por cuatro componentes hechos de materiales diversos: horconadura, enlatado, relleno y empanetado. Estos componentes sufren diferentes lesiones, por lo que para su intervención son requeridas distintas soluciones para cada uno. Este artículo presenta los primeros resultados de una investigación de campo que estudió las lesiones más frecuentes que sufren dichos componentes, al igual que propone recomendaciones para su intervención, basadas en rehabilitaciones hechas en el Estado Zulia y en la construcción de una pared de bahareque. Se pudo determinar que la mayor cantidad de lesiones son físicas y mecánicas y se producen en el empanetado, componente expuesto al ambiente. Los otros componentes, se lesionan solo cuando quedan al descubierto. Este estudio intenta servir de base para futuros estudios sobre la patología del bahareque; además, de contribuir a la revalorización de esta técnica, pudiendo ser considerada como opción técnica en la construcción de viviendas.
Un estudio de caso: la rehabilitación de los edificios de viviendas del barrio de La Mina en Sant Adrià del Besòs (Barcelona). Análisis funcional y de las condiciones de seguridad, habitabilidad y mantenimiento
Authors: Díaz C. , Cornadó C. , Llorens I. , Pardo F. , Hormías E.
Published: March 2012

El barrio de La Mina es un conjunto de 2.727 viviendas de promoción pública construido durante los años 1968-74, en pleno boom edificatorio del sector. Se caracteriza por la mezcla de tipos edificatorios y sistemas constructivos utilizados, destacando, por su relativa singularidad, la presencia de edificios en los que se aplicó la técnica de los denominados encofrados-túnel. El presente trabajo expone y comenta el contenido del estudio técnico elaborado a raíz de la confección del Plan Especial de Transformación y Mejora del barrio, que prevé la rehabilitación de los edificios y la recalificación urbanística y social del barrio, fuertemente estigmatizado por su elevada conflictividad. En dicho estudio se analizaron detalladamente los aspectos funcionales, las condiciones de seguridad estructural, el grado de aislamiento térmico, y las condiciones acústicas, de protección contra incendios, accesibilidad y mantenimiento de los edificios, elaborándose propuestas de intervención dirigidas a reducir las deficiencias más notables.
Cyber Defense Competitions as Learning Tools
Authors: Rursch Julie A. , Jacobson Doug
Published: March 2012

In a cyber defense competition, students design, configure, and maintain a set of servers and a network in a secure manner. The students’ goal during the competition is to prevent security breaches and to remediate any exploits that occur while maintaining a fully functional network for their end users. Cyber defense competitions provide active student learning, mimic real-world situations, and provide engagement with computer and network security topics. To date, Iowa State University has hosted 18 cyber defense competitions across four divisions: high school students, community college students, ISU students, and four-year university students from across the nation. This chapter provides a brief history of cyber defense competitions, as well as describes how they are run. The authors also address the needs of different audiences who participate in cyber defense competitions and show that beyond building and strengthening computer and network security skills, cyber defense competitions can be used for recruitment, retention, advanced training, and experimentation for students.
Game4Manager
Authors: Neto José , Mendes Paulo
Published: March 2012

A company in an increasingly globalized and competitive world needs to present itself more innovative, more customer-oriented, and capable of interpreting and responding to the challenges of the world. Game4Manager is a serious game in a 3D online environment where the learner’s role is to implement an Integrated Management System in a virtual company in 12 levels, analyzing, managing and improving all the significant aspects related to the company’s sustainable development. In this chapter, the authors review the framework for Game4Manager’s development, its implementation, and analyze this new learning approach based on gaming in a focus group. Game4Manager is a European project funded by Leonardo Da Vinci Programme during 2009-2010, developed by a consortium of six European institutions from five different countries (Portugal, France, Greece, Hungary, and Sweden).
Using Serious Games for Collecting and Modeling Human Procurement Decisions in a Supply Chain Context
Authors: Naciri Souleiman , Yoo Min-Jung , Glardon Rémy
Published: March 2012

Computer simulation is often used for studying specific issues in supply chains or for evaluating the impact of eligible design and calibration solutions on the performance of a company and its supply chain. In computer simulations, production facilities and planning processes are modeled in order to correctly characterize the supply chain behavior. However, very little attention has been given so far in these models to human decisions. Because human decisions are very complex and may vary across individuals or with time, they are largely neglected in traditional simulation models. This restricts the models’ reliability and utility. The first thing that must be done in order to include human decisions in simulation models is to capture how people actually make decisions. This chapter presents a serious game called DecisionTack, which was specifically developed to capture the human decision-making process in operations management (the procurement process). It captures both the information the human agent consults and the decisions he or she makes.
Playing with Design
Authors: Teixeira Pedro Mota , Félix Maria João , Tavares Paula
Published: March 2012

In recent years, digital games had the capacity to join a vast set of knowledge fields that provided them the status of one of the areas that has most contributed to the development of contemporary theory of new technologies and also to the development of new imagetic solutions, especially in tri-dimensional representation (3D). Digital games were the motto in the research of artificial intelligence, physical and virtual interfaces, the relationship between man and machine, virtual representation, and development in the field of digital animation. In this context, the aim of the authors’ proposal is to show the need and universality of design in the development of digital games, at the level of amusement games and, mainly, in serious games. Since the authors consider design as a project and understand design as an essential tool in the development of the project, they will dwell on the amplitude of design and designer in multidisciplinary teams of game creation. The following “4 Ds” will be studied and explained in detail: design of games, design of characters and virtual scenography, “design” of emotions, and design of the interface.
eRiskGame
Authors: Galvão Túlio Acácio Bandeira , Neto Francisco Milton Mendes , Bonates Mara Franklin
Published: March 2012

Motivated by the increasing demand for software engineering professionals, in particular project managers, by the dissemination of the use of games as an attractive instrument in the learning process and by the universalization of the Web platform as a catalyst of human relations nowadays, this chapter proposes the use of a Persistent Browser-Based Game as a support in the qualifying process for new professionals of Project Management. Following the pedagogical theory of the Project-Based Learning - PBL, the game gives the player the opportunity to experience real situations of Project Management by proposing challenges commonly faced in most enterprises. These ever present challenges include unpredictability in the software manufacturing organizations, by means of the use of intelligent agents to assign challenges and common barriers to Software Projects.
Crossing the Chasm
Authors: Vitolo Theresa M.
Published: March 2012

Serious games are technology with unrealized potential as an innovation for reasoning about complex systems. The technology is enticing to technologically-savvy individuals, but the acceptance of serious games into mainstream processes requires addressing several systemic issues spanning social, economic, behavioral, and technological aspects. First, deployment of gaming technology for critical processes needs to embrace statistical and scientific methods appropriate for valid, accurate, and verifiable simulation of such processes. Second, identifying the correct instance and application breadth for a serious game within an organization needs to be articulated and supported with research. Third, funding for serious-games initiatives will need to be won as the funding will displace monies previously allocated and championed for other projects. Last, the endeavor faces the problem of negative connotations about its appropriateness as a viable technology for mainstream processes rather than for entertainment and diversion. The chapter examines the chasm serious games must traverse by examining the issues and posing approaches to minimize their effect on the adoption of the technology. The histories of other technologies that faced similar hurdles are compared to the current state of serious games, offering a perspective on the hurdle’s resolution. In the future, the hurdles can be minimized as curricula are developed with the solutions to the issues incorporated in the content.
Serious Game Framework for Design of Medical Applications
Authors: Xu Yingxiao , Ramanathan Jay , Ramnath Rajiv
Published: March 2012

Serious games have potential for achieving a variety of effectiveness goals for different stakeholders in complex domains like healthcare. The authors propose a Serious Game Framework (SGF) that provides a conceptual architecture that considers the design alternatives, support for multiple game types on the same architecture, and the ability to assess, research, and improve the learning process. The authors show with examples how with this, on one hand, the same knowledge content can be used in different serious games to achieve different learning outcomes and goals. On the other hand, the same goal can be achieved by different serious games, and user preferences might determine what games are used. The game interaction data also becomes shareable and useful for analysis and continuous improvement.
Articulating the Paradigm Shift
Authors: Schafer Stephen Brock
Published: March 2012

The author’s hypothesis covers the following: neural processes are correlated with archetypal states of the cognitive unconscious, archetypes form a magnetic field and energy center underlying the transformation of the psychic processes into images, as in Jungian dream analysis, images can be used to access dimensions of the cognitive unconscious, and drama-based video games (DBG) constitute a dream analog that can be employed as a cognitive research instrument. Therefore, using a dramatic-metaphorical point of reference, deep states of the psychic unconscious can be interrogated using Jungian principles of dream analysis, the most recent research in the cognitive sciences, and the mathematics of recursion in order to improve understanding of higher order cognitive functions, to apply compensational content patterns to the global media, and to foster sustainable, coherent human values and behaviors.
Norms, Practices, and Rules of Virtual Community of Online Gamers
Authors: Yusof Shafiz Affendi Mohd
Published: March 2012

In this chapter, the author addresses a key question rooted in an institutional perspective: What norms, practices, and rules are evident in online gaming that facilitates the development of a virtual community of online gamers? Available studies have so far examined the institutional influences on organizations but not on virtual community. Thus, there is a compelling need to bridge fields such as IS and sociology in order to understand virtual communities of online gamers. The chapter comprises five sections: (1) examination of online gamers as an example of a virtual community; (2) brief description of institutional theory to illustrate the theoretical lens applied; (3) presentation of the methodology of the study; (4) discussion of the findings based on four different aspects: social roles and social positions, interaction rules, social control systems, and leadership; and finally (5) presentation of some implications and suggestion of future directions for study of the rapidly-growing phenomenon of online gaming.
Serious Games in Speech Therapy
Authors: Iolanda Tobolcea , Mirela Danubianu
Published: March 2012

Technological development will shed new light upon teaching methodologies, and psychologists, pedagogical experts, and computer experts will have to closely collaborate in order to produce a ready-made tool to be used in the future teaching practice. The educational system intensively uses ICT devices and programs, as their use can change the perspective on the educational policy. In Romania, the psycho-pedagogical studies and experiments contributed to the improvement of the therapeutic progress of the persons with special educational needs. This chapter aims to analyze the way in which serious games can be used in education and see how they can become useful tools in speech therapy. The conclusion of this chapter is that, like many other computer applications, serious games can be tools that complement, often with remarkable results, the therapy.
Serious Games for Serious Business
Authors: Correia Paulo , Carrasco Paulo
Published: March 2012

The focus of this chapter is serious games and their applications in management education, training, and skills development. It is argued that the use of serious games can improve management processes in organizations, and it is shown that there are advantages to using video games for this purpose (games-based learning) in relation to traditional methods. A brief historical review of the use of business simulation games is conducted. It is shown that some types of entertainment video games can also help to develop management skills. Potential benefits of using serious games within businesses are mentioned as well as some problems that may arise in its implementation and ways to overcome them. Finally, some examples of the use of serious games with the aim of improving managers’ skills and performance are presented.
Exploring Serious Games from Service Science Perspective
Authors: Antonova Albena
Published: March 2012

Nowadays, serious games increasingly attract public interest, and many applications of serious games in education, business, politics, healthcare, and social issues are reported. Serious games offer unlimited number of opportunities for experiments and training, where different experiences become possible, without cost, time, or physical limitations. Serious games offer various services to their end-users, combining entertainment with additional serious elements. The present chapter aims to discuss serious games from the service science perspective. Service science explores the model of value-creation in complex and technology-enabled services. Therefore on one side, serious games are discussed from three service science perspectives, highlighting the end-user involvement in the process of value co-creation. On the other side, different application domains of serious games are reviewed in the context of services they provide to users and stakeholders. The last section discusses the benefits of service science approach, developing a new set of considerations for improving SG value for customers.
Using Games for Primary School
Authors: Abrantes Steven Lopes , Gouveia Luis
Published: March 2012

Computer games are a form of e-learning; the player is able to learn at his own rhythm in a fun, but effective way. One of the most important aims of these educational games is to motivate the pupils to make learning easier by using their own experiences. This study is based on the flow experience introduced by Csikszentmihalyi (1975). The person who undergoes the flow experience feels pleased and fully emerged in what he is doing and tends to repeat the activity. In the context of this study, information has been gathered through questionnaires utilizing the five dimensions of the flow state. The sample used consisted on twenty nine pupils; each of them played five games. At the end of the study, it was possible to conclude that the pupils experienced the flow and that it had a positive effect on their learning experiences.
Social Studies Education Game Development as an Undergraduate Immersive Learning Experience
Authors: Gestwicki Paul , Morris Ronald
Published: March 2012

The authors describe a model for involving multidisciplinary teams of students in history education game development, focusing on the process as a learning experience. This is described in the context of immersive learning, a model for higher education that emphasizes interdisciplinary problem-solving through creative artifacts. The students involved in this multi-semester experience explored emerging theories of interactive entertainment and learning, diverging from traditional educational game designs to explore why people play games at all, the impact of design decisions on fun, and how to harness this insight to create games that are both fun and educational. The student team worked with educators and historians to create a game that would incorporate Civil War content involving the John Hunt Morgan Raid across Indiana. The game had to fit educational constructs and constrictions. Suggestions for future research and conclusions based on this experience are provided.
Business Interactive Game Business Interactive Game (BIG)
Authors: Sedehi Habib , Baleani Federico
Published: March 2012

The chapter describes the characteristics of Business Interactive Game (BIG), an innovative business game that includes a number of “wellness” parameters, developed mainly to support enterprise management training. The approach used is addressed principally to the company entrepreneurs more than the large organization managers, and the ongoing development objectives are oriented towards what is known as enterprise GDW (Gross Domestic Wellness)1 as an integration of GDP (Gross Domestic Product).
Exploring the Educational Power of Serious Games
Authors: Rodríguez-Hoyos Carlos , Gomes Maria João
Published: March 2012

In this chapter, the authors present a review of the state of the art of research carried out over the last few years aimed at a deeper analysis of the educational uses of serious games. In this endeavour, they examined a sample of the scientific work generated between 2008 and 2010 from three sources: Biblioteca do Conhecimento Online, Google Scholar, and the database Edit Lib belonging to the Association for the Advancement of Computing in Education (ACCE). As a result of this process of analysis and synthesis, the authors present the main lines of research carried out in this field of work and propose a research agenda in order to improve the educational power of edutainment.
Immersion, Narrative, and Replayability as the Motivational and Attractiveness Factors in Serious Games
Authors: Mustaro Pollyana Notargiacomo , Mendonça Raphael Leal
Published: March 2012

Serious games, electronic games whose purpose is work educational elements, often do not reach this goal because by being included the content and teaching strategies, the fun’s dimension and motivation to interact are reduced. In this sense, this chapter presents a proposal for the use of immersion, narrative, and replayability as devices to make serious games more attractive to the student in general. These three elements are explored theoretically and then analyzed and aligned with proposals for instructional design and learning theories. As a result, a development proposal for Serious Game Development Document (SGDD) and a rubric for evaluation of use are presented. With this, it is expected to contribute and assist not only with development, but also with in the analysis of serious games.
The Use of Digital Games to Stimulate Behaviors
Authors: Simões Paulo David da Silva , Ferreira Cláudio Gabriel Inácio
Published: March 2012

Videogames already have their own space on people’s lives (as well as films, music, etc.). Serious games are able to provide players an interactive environment where they can have a new personal fulfillment, and try to achieve certain proposes as if they were real. The U.S. Department of Defense has, since the year 2002, a new tool for promotion and recruitment of civilians into the army. This is an online game in which the user is invited to experience the life of a soldier of the regular army: The America’s Army game, considered the first combat serious game. Due to its popularity and purpose, this chapter analyzes the extent to which the use of the game influences the behavior of its users.
New Forms of Interaction in Serious Games for Rehabilitation
Authors: Rego Paula Alexandra , Moreira Pedro Miguel , Reis Luís Paulo
Published: March 2012

This chapter addresses up-to-date research development regarding the adoption of more natural forms of interaction in the Serious Games for Rehabilitation domain of application. The chapter starts by presenting fundamental concepts on Serious Games illustrated by relevant applications. It describes the main problems involved and how Serious Games can benefit the process of rehabilitation. A comprehensive literature survey is presented and accompanied by a proposed set of classification criteria towards a taxonomy. From this study, a main research opportunity the authors identified is the potential benefits of the adoption of natural interaction modalities. The remainder of the chapter presents the authors’ recent work on this subject, including the description and design of game prototypes using alternative and natural interaction modalities. The chapter presents experiments and the results of a user study in order to make it possible to conclude about the benefits of the newer forms of interaction. From this study, it was concluded that the introduction of the natural interaction modalities has increased the attractiveness and intuitiveness of the prototyped Serious Game. This important result is a motivating factor to improve the interaction mechanisms and conduct studies with distinct tasks and larger samples of users/patients. Lastly, the authors report identified research opportunities and open problems.
Generating Knowledge-Based System Generators
Authors: Moisan Sabine
Published: March 2012

This paper investigates software engineering techniques for designing and reengineering knowledge-based system generators, focusing on inference engines and domain specific languages. Indeed, software development of knowledge-based systems is a difficult task. We choose a software engineering approach to favor code reuse, evolution, and maintenance. We propose a software platform named Lama to design the different elements necessary to produce a knowledge-based system. This platform offers software toolkits (mainly component frameworks) to build interfaces, inference engines, and expert languages. We have used the platform to build several KBS generators for various tasks (planning, classification, model calibration) in different domains. The approach appears well fitted to knowledge-based system generators; it allows developers a significant gain in time, as well as it improves software readability and safeness.
Algorithm for Decision Procedure in Temporal Logic Treating Uncertainty, Plausibility, Knowledge and Interacting Agents
Authors: Rybakov V.
Published: March 2012

Our paper studies a logic UIALTL, which is a combination of the linear temporal logic LTL, a multi-agent logic with operation for passing knowledge via agents’ interaction, and a suggested logic based on operation of logical uncertainty. The logical operations of UIALTL also include (together with operations from LTL) operations of strong and weak until, agents’ knowledge operations, operation of knowledge via interaction, operation of logical uncertainty, the operations for environmental and global knowledge. UIALTL is defined as a set of all formulas valid at all Kripke-Hintikka like models NC. Any frame NC represents possible unbounded (in time) computation with multi-processors (parallel computational units) and agents’ channels for connections between computational units. The main aim of our paper is to determine possible ways for computation logical laws of UIALTL. Principal problems we are dealing with are decidability and the satisfiability problems for UIALTL. We find an algorithm which recognizes theorems of UIALTL (so we show that UIALTL is decidable) and solves satisfiability problem for UIALTL. As an instrument we use reduction of formulas to rules in the reduced normal form and a technique to contract models NC to special non-UIALTL-models, and, then, verification of validity these rules in models of bounded size. The paper uses standard results from non-classical logics based on Kripke-Hintikka models.
Ontology-Based Shopping Agent for E-Marketing
Authors: Meng Sam Kin , Chatwin C. R.
Published: March 2012

Before Internet consumers make buying decisions, several psychological factors come into effect and reflect individual preferences on products. In this paper, the authors investigate four integrated streams: 1) recognizing the psychological factors that affect Internet consumers, 2) understanding the relationship between businesses’ e-marketing mix and Internet consumers’ psychological factors, 3) designing an ontology mapping businesses’ e-marketing mix with Internet consumers’ decision-making styles, and 4) developing a shopping agent based on the ontology. The relationship between businesses’ e-marketing mix and Internet consumers’ psychological factors is important because it can identify situations where both businesses and Internet consumers benefit. The authors’ ontology can be used to share Internet consumers’ psychological factors, the e-marketing mix of online business and their relationships with different computer applications.
A Fuzzy-Neural Approach with Collaboration Mechanisms for Semiconductor Yield Forecasting
Authors: Chen Toly
Published: March 2012

Yield forecasting is critical to a semiconductor manufacturing factory. To further enhance the effectiveness of semiconductor yield forecasting, a fuzzy-neural approach with collaboration mechanisms is proposed in this study. The proposed methodology is modified from Chen and Lin’s approach by incorporating two collaboration mechanisms: favoring mechanism and disfavoring mechanism. The former helps to achieve the consensus among multiple experts to avoid the missing of actual yield, while the latter shrinks the search region to increase the probability of finding out actual yield. To evaluate the effectiveness of the proposed methodology, it was applied to some real cases. According to experimental results, the proposed methodology improved both precision and accuracy of semiconductor yield forecasting by 58% and 35%, respectively.
Web 2.0 Based Intelligent Software Architecture for Photograph Sharing
Authors: Baloglu Arzu , Wyne Mudasser F. , Bahcetepe Yilmaz
Published: March 2012

With the development of Web 2.0 technologies, the sharing of photographs has increased. In this paper, the authors evaluate the art of photography, analyze how to develop intelligent photograph sharing system, and explaine the requirements of such systems. The authors present an architecture of an intelligent Web 2.0 based system and in future hope to add more modules for retention of users on the system. The system focuses on Web 2.0 usage, web mining for personalization service, and brings a different approach to collaborative filtering.
Multi-Agent Negotiation in B2C E-Commerce Based on Data Mining Methods
Authors: Mazumdar Bireshwar Dass , Mishra R. B.
Published: March 2012

The Multi agent system (MAS) model has been extensively used in the different tasks of e-commerce like customer relation management (CRM), negotiation and brokering. For the success of CRM, it is important to target the most profitable customers of a company. This paper presents a multi-attribute negotiation approach for negotiation between buyer and seller agents. The communication model and the algorithms for various actions involved in the negotiation process is described. The paper also proposes a multi-attribute based utility model, based on price, response-time, and quality. In support of this approach, a prototype system providing negotiation between buyer agents and seller agents is presented.
Optimal Design of Three-Link Planar Manipulators Using Grashof’s Criterion
Authors: Patel Sarosh R. , Sobh Tarek
Published: March 2012

The design of robotic manipulators is dictated by a set of pre-determined task descriptions and performance parameters. These performance parameters are often defined in terms of workspace dexterity, manipulability, and accuracy. Many serial manipulator applications require that the manipulator have full dexterity about a work piece or a pre-defined trajectory, that is, to approach the given point within the workspace with all possible orientations about that point. Grashof’s criterion defines the mobility of four-link closed chain mechanisms in relation to its link lengths. A simple assumption can convert a three-link serial manipulator into a four-link closed chain so that its mobility can be studied using Grashof’s criterion. With the help of Grashof’s criterion, it is possible not only to predict and simulate the mobility of a manipulator during its design, but also to map and identify the fully-dexterous regions within its workspace. Mapping of the dexterous workspace is helpful in efficient task placement and path planning. Next, the authors propose a simple algorithm using Grashof’s criterion for determining the optimal link lengths of a three-link manipulator, in order to achieve full dexterity at the desired regions of the workspace. Finally, the authors test the generated design by applying joint angle limitations.
AggieVTOL
Authors: Stark Brandon J. , Chen YangQuan , McKee Mac
Published: March 2012

Unmanned Aerial Vehicles (UAVs) for civilian applications are in a rapidly growing sector in the global aerospace industry that has only recently begun to gain traction. In this relatively immature field, there is such a steep learning curve that it can be difficult for research groups to begin development of well designed UAV systems. In this chapter, the authors present the AggieVTOL, a modular multi-rotor rotorcraft UAV prototype platform, and an overview of prototyping phase of its development, including design parameters and the implementation of its modular subsystems. Performance results demonstrate the effectiveness of platform.
Prototyping of Fully Autonomous Indoor Patrolling Mobile Robots
Authors: Wu Xiaojun , Liu Bingbing , Lee Jun-Hong , Reddy Vikas , Zheng Xi
Published: March 2012

In this chapter, the design and prototyping of an indoor patrolling mobile robot is presented. This robot employs a modular design strategy by using the ROS (Robot Operating System) software framework, which allows for an agile development and testing process. The primary modules - omni-directional drive system, localization, navigation, and autonomous charging - are described in detail. Special efforts have been put into the design of these modules to make them reliable and robust in order to achieve autonomous patrolling without human intervention. With experimental tests, the authors show that an indoor mobile robot patrolling autonomously in a typical office environment is realizable.
Prototyping of Lunabotic Excavator Robotic System
Authors: Gari Nicolae , Xiong Xingguo
Published: March 2012

In this chapter, the design and prototyping of a lunar excavator robotic system is proposed. The lunabotic excavator was developed for participating in 2010 NASA Lunar Excavating Competition. Being remotely controlled by operator using a computer via Wi-Fi telecommunication, the autonomous lunabotic excavator can perform the tasks of excavating regolith stimulant, collecting it in the dumpster, and dumping it into the assigned collector box. The design and prototyping of the lunabotic excavator robotic system are discussed. The excavator includes multiple modules including mechanical frames, front/rear wheels, excavating conveyor, steering system, dumping system, power supply and distribution system, actuation system, switch control system, data acquisition system, and telecommunication system. The lunabotic excavator robotic system has been implemented. The excavator can perform the expected functions as designed. The lunabotic excavator designs in NASA Lunar Excavating Competition may lead to new and effective robotic excavators for planetary exploration. The design and prototyping strategies used in the lunabotic excavator may be extended to other ground wheeled vehicles or remotely-controlled robotic systems as well.
Surgical Robots
Authors: Haidegger Tamás
Published: March 2012

Information technology and robotics have been integrated into interventional medicine for over 25 years. Their primary aim has always been to provide patient benefits through increased precision, safety, and minimal invasiveness. Nevertheless, robotic devices should allow for sophisticated treatment methods that are not possible by other means. Several hundreds of different surgical robot prototypes have been developed, while only a handful passed clearance procedures, and was released to the market. This is mostly due to the difficulties associated with medical device development and approval, especially in those cases when some form of manipulation and automation is involved. This chapter is intended to present major aspects of surgical robotic prototyping and current trends through the analysis of various international projects. It spans across the phases from system planning, to development, validation, and clearance.
Design and Evaluation of a Piezo-Driven Ultrasonic Cell Injector
Authors: Huang Haibo , Su Hao , Ru Changhai
Published: March 2012

In this chapter, a novel piezo-driven cell injection system for automatic batch injection of suspended cells is presented; it has simplified operational procedure and better performance than the previous ones. Specifically, this new piezo-driven cell injector design has three aspects of merits: 1) by centralizing the piezo oscillation energy on the injector pipette, it eliminates the vibration amplitude of other parts of the micromanipulator; 2) meanwhile, a small piezo stack is sufficient to perform the cell injection process; and 3) detrimental lateral tip oscillations of the injector pipette are attenuated to satisfactory amount even without mercury column. The removal of mercury enables wide applications of this advanced cell injection technology in a number of cell manipulation scenarios. Furthermore, ultrasonic vibration micro-dissection (UVM) theory is utilized to analyze the piezo-driven cell injection process, and lateral oscillation of injector pipettes is investigated. Experiments on cell injection of a large amount of zebrafish embryos (n=300) indicate that the injector pipette is capable of piercing through cell membranes with low injection speed and almost no deformation of the cell wall, but with a high success rate.
A Heuristic Approach for Disassembly Sequencing Problem for Robotic Disassembly Operations
Authors: ElSayed Ahmed , Kongar Elif A. , Gupta Surendra M.
Published: March 2012

Electronic products enter the waste stream rapidly due to technological enhancements. Their parts and material recovery involve significant economic and environmental gain. To regain the value added to such products a certain level of disassembly may be required. Disassembly operations are often expensive and the complexity of determining the best disassembly sequence increases as the number of parts in a product grows. Therefore, it is necessary to develop methodologies for obtaining optimal or near optimal disassembly sequences to ensure efficient recovery process. To that end, this chapter introduces a Genetic Algorithm based methodology to develop disassembly sequencing for end-of-life products. A numerical example is presented to provide and demonstrate better understating and functionality of the algorithm.
Exploiting Transitivity in Probabilistic Models for Ontology Learning
Authors: Fallucchi Francesca , Zanzotto Fabio Massimo
Published: March 2012

The authors propose probabilistic models for learning ontologies that expand existing ontologies taking into account both corpus-extracted evidence and the structure of the generated ontologies. The model exploits structural properties of target relations such as transitivity during learning. They then propose two extensions of the probabilistic models: a model for learning from a generic domain that can be exploited to extract new information in a specific domain and an incremental ontology learning system that puts human validations in the learning loop. This latter provides a graphical user interface and a human-computer interaction workflow supporting the incremental leaning loop.
Design and Implementation of an Autonomic Code Generator Based on RTPA
Authors: Wang Yingxu , Tan Xinming , Ngolah Cyprian F.
Published: March 2012

Real-Time Process Algebra (RTPA) is a denotational mathematics for the algebraic modeling and manipulations of software system architectures and behaviors by the Unified Data Models (UDMs) and Unified Process Models (UPMs). On the basis of the RTPA specification and refinement methodologies, automatic software code generation is enabled toward improving software development productivity. This paper examines designing and developing the RTPA-based software code generator (RTPA-CG) that transfers system models in RTPA architectures and behaviors into C++ or Java. A two-phrase strategy has been employed in the design of the code generator. The first phrase analyzes the lexical, syntactical, and type specifications of a software system modeled in RTPA, which results in a set of abstract syntax trees (ASTs). The second phrase translates the ASTs into C++ or Java based on predesigned mapping strategies and code generation rules. The toolkit of RTPA code generator encompasses an RTPA lexer, parser, type-checker, and a code builder. Experimental results show that system models in RTPA can be rigorously processed and corresponding C++/Java code can be automatically generated using the toolkit. The code generated is executable and effective under the support of an RTPA run-time library.
The Formal Design Model of a Real-Time Operating System (RTOS+)
Authors: Wang Yingxu , Ngolah Cyprian F. , Zeng Guangping , Sheu Phillip C.-Y. , Choy C. Philip , Tian Yousheng
Published: March 2012

A real-time operating system (RTOS) provides a platform for the design and implementation of a wide range of applications in real-time systems, embedded systems, and mission-critical systems. This paper presents a formal design model for a general RTOS known as RTOS+ that enables a specific target RTOS to be rigorously and efficiently derived in real-world applications. The methodology of a denotational mathematics, Real-Time Process Algebra (RTPA), is described for formally modeling and refining architectures, static behaviors, and dynamic behaviors of RTOS+. The conceptual model of the RTOS+ system is introduced as the initial requirements for the system. The architectural model of RTOS+ is created using RTPA architectural modeling methodologies and refined by a set of Unified Data Models (UDMs). The static behaviors of RTOS+ are specified and refined by a set of Unified Process Models (UPMs). The dynamic behaviors of the RTOS+ system are specified and refined by the real-time process scheduler and system dispatcher. This work is presented in two papers; the conceptual and architectural models of RTOS+ is described in this paper, while the static and dynamic behavioral models of RTOS+ will be elaborated in a forthcoming paper.
The Formal Design Models of a Set of Abstract Data Types (ADTs)
Authors: Wang Yingxu , Tan Xinming , Ngolah Cyprian F. , Sheu Philip
Published: March 2012

Type theories are fundamental for underpinning data object modeling and system architectural design in computing and software engineering. Abstract Data Types (ADTs) are a set of highly generic and rigorously modeled data structures in type theory. ADTs also play a key role in Object-Oriented (OO) technologies for software system design and implementation. This paper presents a formal modeling methodology for ADTs using the Real-Time Process Algebra (RTPA), which allows both architectural and behavioral models of ADTs and complex data objects. Formal architectures, static behaviors, and dynamic behaviors of a set of ADTs are comparatively studied. The architectural models of the ADTs are created using RTPA architectural modeling methodologies known as the Unified Data Models (UDMs). The static behaviors of the ADTs are specified and refined by a set of Unified Process Models (UPMs) of RTPA. The dynamic behaviors of the ADTs are modeled by process dispatching technologies of RTPA. This work has been applied in a number of real-time and non-real-time system designs such as a Real-Time Operating System (RTOS+), a Cognitive Learning Engine (CLE), and the automatic code generator based on RTPA.