bluuebunny/crossref_metadata_2025 huggingface dataset:
The Arrival of the Fittest
Authors: Riegler Alexander
Published: May 2010

Organizations and organisms are both complex systems exposed to evolutionary changes. The authors challenge the perspective of mainstream evolutionary theory, according to which evolutionary progress is accomplished in terms of blind variation and external selection. Instead, they present a perspective that complies with Bateson’s emphasis on the “negative” character of cybernetic explanation, which offers explanations in terms of constraints rather than causes or forces. His concept of “pathways of viability” is aligned with the work of evolutionary theorists such as Waddington, von Bertalanffy, Riedl, and Kauffman, who reject external physical causation in favor of internally-driven “stimulus-and-response” and therefore move the focus from external selection to epigenetic mechanisms. Such a cybernetic evolutionary theory responds to various open questions in biology and management theory, including the dispute between homogenists and heterogenists as well as “path-dependence” in companies. The authors conclude that the strongest players are not those who adapt to the economic environment but those who emerge from it by co-creating it.
Selection of the Best Subset of Variables in Regression and Time Series Models
Authors: Nechval Nicholas A. , Nechval Konstantin N. , Purgailis Maris , Rozevskis Uldis
Published: May 2010

The problem of variable selection is one of the most pervasive model selection problems in statistical applications. Often referred to as the problem of subset selection, it arises when one wants to model the relationship between a variable of interest and a subset of potential explanatory variables or predictors, but there is uncertainty about which subset to use. Several papers have dealt with various aspects of the problem but it appears that the typical regression user has not benefited appreciably. One reason for the lack of resolution of the problem is the fact that it is has not been well defined. Indeed, it is apparent that there is not a single problem, but rather several problems for which different answers might be appropriate. The intent of this chapter is not to give specific answers but merely to present a new simple multiplicative variable selection criterion based on the parametrically penalized residual sum of squares to address the subset selection problem in multiple linear regression analysis, where the objective is to select a minimal subset of predictor variables without sacrificing any explanatory power. The variables, which optimize this criterion, are chosen to be the best variables. The authors find that the proposed criterion performs consistently well across a wide variety of variable selection problems. Practical utility of this criterion is demonstrated by numerical examples.
Hierarchical Wireless Networks of Body Sensor Networks for Healthcare Applications
Authors: Afonso José A. , Macedo Pedro , Rocha Luis A. , Correia José H.
Published: May 2010

Conventional wired body sensor networks have been used in hospitals over the last decade; however, the tethered operation restricts the mobility of the patients. In the scenario considered in this chapter, the signals collected from the patients’ bodies are wirelessly transmitted to a base station, and then delivered to a remote diagnosis centre through a communication infrastructure, enabling full mobility of the patient in the coverage area of the wireless network. Healthcare applications require the network to satisfy demanding requirements in terms of quality of service (QoS) and, at the same time, minimize the energy consumption of the sensor nodes. The traffic generated by data-intensive healthcare applications may lead to frequent collisions between sensor nodes and the consequent loss of data, if conventional MAC protocols for wireless sensor networks are used. Therefore, this chapter presents LPRT and CCMAC, two MAC protocols that intend to satisfy the QoS requirements of these applications, but differ in the wireless topology used. Experimental results for an implementation of the LPRT using an IEEE 802.15.4 compliant wireless sensor platform are presented, as well as simulation results comparing the performance of direct communication (between wireless body sensor nodes and the base station) with two other approaches relying on a cluster-based topology (similar to the one proposed by the authors of LEACH), which demonstrate the benefits of using a cluster-based topology on wireless healthcare applications.
Processing and Communication Techniques for Applications in Parkinson Disease Treatment
Authors: Orozco-Gutiérrez Álvaro , Delgado-Trejos Edilson , Carmona-Villada Hans , Castellanos-Domínguez Germán
Published: May 2010

This chapter deals with processing and communication techniques for Parkinson’s disease treatment applications. First, the authors summarize the background of physiological dynamics related to degenerative disorders of the central nervous system and common clinical procedures using microelectrode recordings (MER) for detecting brain areas. This summary is followed by a discussion of different aspects related to the inclusion of a communication platform for specialized assistance by expert neurologists to remote hospitals. Next, the authors present different techniques derived from biomedical signal processing for analyzing non-stationary and complexity components, with the aim of developing an automatic recognition system that will support computer-based clinical decisions in detecting brain areas. In addition, they explain each component of medical teleconsult. Finally, they discuss the whole integrated system, including the advantages, limitations and viability of this clinical procedure based on modern technology resources.
Hotline for Exposure to Occupational Hazards
Authors: Bleakley Ken
Published: May 2010

Health care providers, first responders and law enforcement professionals face serious safety issues when they find themselves exposed to health-threatening incidents on the job. Rapid, reliable and documented guidance by specially-trained medical personnel is essential to the safety of the exposed person and their contacts. Florida Hospital Centra Care and FONEMED, an accredited medical call center, offer a 24X7 hotline to provide counseling to employees who sustain an occupational exposure. Paper - based systems proved inadequate to handle sophisticated protocols using the compliance guidelines of the U.S. Department of Health & Human Services and Centers for Disease Control. Therefore, they developed advanced information technology for registered nurses to process the protocols, obtain source information, fully document all calls and transmit the reports immediately to the treating health care provider and other concerned parties. Nurses also have immediate access to advice from on-call occupational medicine physicians for unusual environmental exposures, pandemics such as H1N1 Flu, or bioterrorism issues. The Exposure Hotline has since become the backbone of a Swine Flu Hotline now serving the general public
Online Social Constructivism
Authors: Ehrhardt Jennifer
Published: May 2010

Renowned Soviet psychologist and father of social constructivist learning theory Lev Vygotsky (1978) stated: “Every function in the child’s cultural development appears twice: first, on the social level, and later, on the individual level” (p. 57). In online practice, social constructivism involves students learning from and with each other in computer-mediated collaborative learning communities. In order for students and faculty to succeed in the online social constructivist environment these efforts demand institutional support. This chapter will introduce issues facing students and faculty that relate to the implementation of online social constructivism. Recommendations focusing on online student support and professional development will be offered as well as a discussion of future trends pointing toward a digital divide between the students of institutions who do support these practices and students of institutions in which faculty have to make do.
Yesterday, Today and Tomorrow's Recognition of Industry Applications within Virtual Worlds
Authors: Crawford Caroline M. , Smith Marion S. , Dickenson Virginia
Published: May 2010

The primary focus of this chapter is to provide an analysis of business and industry case-based implementations of instructional opportunities within the Second Life three-dimensional virtual world environment, so as to delineate distance learning instructional achievements within virtual worlds and engage in a discussion related to potential implications for higher education. This provides the essential link between distance learning imperatives within the business and industry realm through a meta-analysis of industry’s virtual world distance learning case-based projects. This analysis offers a framework through which to emphasize the strengths and weaknesses of distance learning projects from yesterday and today, with implications towards tomorrow’s higher education distance education learning environments within virtual worlds. The framework through which this occurs is a focused presentation of the cases under review, followed by discussions related to: major areas of concern, integral distance activilearning considerations, successes of the business and industry world within virtual worlds; and potential implications for higher education distance learning within virtual worlds. As there is significant interest in the implementation of distance learning opportunities within virtual words displayed by the business and industry realm, there are innumerable “lessons learned” that will benefit higher education as institutions further enhance their distance learning opportunities within three-dimensional virtual world gaming environments.
Identifying Student Usability Needs for Collaborative Learning Environment Design
Authors: Zakrzewska Danuta , Ochelska-Mierzejewska Joanna
Published: May 2010

Performance of Web-based collaborations depends not only on pedagogical strategies but also on the effectiveness of e-learning systems. The factors that may help designers in creating collaborative environments acceptable to users are considered. It is shown that usability needs may differ among students attending the same course who have similar technical skills, and it is difficult to determine average user requirements. The research is based on two case studies of students evaluating the same environment. As an experimental result, it is stated that usability requirements may be influenced by learning style preferences, and therefore student groups may be created. Some indications concerning identification of usability needs are presented.
Instructional Strategy Approaches with Technology
Authors: Lowry Pamela
Published: May 2010

Educators need to understand the concepts and strategies pertaining to instructional design. They need to be aware of different models and theories pertaining to learning. Additionally, interactivity and group learning is a very effective approach when designing instruction. It is equally important to incorporate different learning styles of the learner such as auditory, visual, and tactile learners when designing instruction. Technologies such as asynchronous and synchronous delivery still need to incorporate these instructional strategies. These technologies can be utilized in traditional, hybrid, and online delivery modalities. As these technologies are introduced, instructional strategies are discussed concerning interactive instructional assignments.
Essential Design Features of Online Collaborative Learning
Authors: So Hyo-Jeong , Lim Wei-Ying , Yeo Jennifer
Published: May 2010

With the goal of working towards a paradigm shift from delivery-centered to participation-centered pedagogy in mind, this chapter presents a set of essential design features that readers need to consider for designing online collaborative learning environments. Meaningful interaction and collaboration in online environments need the consideration of design elements as well as the understanding of the affordances of interactive learning technologies. This chapter presents a 3-dimensional design activity - social structures, tools, and learner diversity - as the fundamental elements that educators and instructional designers need to consider. It is important to note that the combination of these essential features is not prescriptive, but rather, is situational dependent on the learning context to achieve the “goodness of fit” for the desired learning outcomes. To demonstrate the design and enactment of the 3-D design features, the authors present a case example of a problem-centered learning environment designed for secondary learners’ science learning. In conclusion, the authors suggest that while the pedagogical advantages of collaborative learning have been well-supported, more research is needed to better understand the complex nature of designing collaborative learning in online settings, especially through the mediation of emerging technologies such as Web 2.0 technology tools.
Societal Issues, Legal Standards, & International Realities Universities Face in the Distance-Learning Market
Authors: Hogan Robert
Published: May 2010

In today’s global economy, both students and workers need to be lifelong learners. While some universities have been slow to recognize these changing needs, others have quickly moved to serve this new academic market. The eLearning revolution empowers individuals to take courses and to earn degrees from local or foreign universities. In developing nations, a foreign degree may, in fact, be more attractive than a local degree if the student plans to migrate (Herbst, 2008). This chapter discusses societal, international, cultural, and technical issues that universities face in providing distance-learning programs to meet the needs of today and the demands of tomorrow. Universities that fail to adapt risk losing their students to competing local and foreign universities. Key issues discussed in this chapter are university barriers to change, changing needs of students, legal issues, cultural issues, and emerging international educational opportunities.
Capturing the Appropriation Dynamics of Web-Based Collaboration Support in Project Team's Work Context
Authors: Nikas Athanasios , Poulymenakou Angeliki
Published: May 2010

This research applies contributions from the social sciences to examine how organizations adapt information systems in a project team setting. Its main concern is to study the set of events and actions implicated in the institutionalization of an information system. The motivation for this research has been to address the following questions: why well designed information systems are so often not successfully adapted or used by organizations? How the adaptation process affects and is affected by work context characteristics? In our research we are focusing on analyzing the adaptation process of a collaborative platform in a project team, in the context of the construction industry by applying adaptive structuration theory.
Navigation and Visualisation Techniques in eLearning and Internet Research
Authors: Fenley Sue
Published: May 2010

Research into investigating how users navigate through internet and multimedia resources in an educational context has revealed distinct preferences in how they approach the resource, their methods of interrogating it and both the quantity and quality of the information they obtain. Using highly sophisticated software even for digital natives involves learning a series of methods or techniques for easily manoeuvring through the vast quantities of data and developing schemas to do this efficiently and accurately. This chapter analyses methods that have been used for navigating through multimedia packages, explores users’ preferences for navigation and visualisation, investigates design errors in multimedia that prevent good navigation and details newer visualisation methods and navigational tools. The chapter should give educational users a fresh perspective of issues of navigation and visualisation and allow them to develop these techniques in order to improve their use of internet and web resources and teaching materials.
Building a Global E-Community
Authors: Reitz Sandra
Published: May 2010

Traditional E-Learning programs mostly focus on disseminating knowledge. Motivation and the transfer to behavior in everyday situations are often neglected. Human Rights Education specifically encompasses attitudes and behavior, but the challenge is to bring this into a virtual setting. The Intercultural Courses on Human Rights Education were conducted with 80 learners from five different countries: USA, the Dominican Republic, Morocco, Germany, and Mongolia. The chapter first describes the practical background of these courses as well as theoretical considerations regarding computer-mediated communication and social constructivist learning approaches. The main focus lies on giving practical examples from the course, which include forum discussions, working with pseudonyms, internet research, and building a human rights conformant society in a simulation. A pre- and post-test enabled a thorough evaluation for all three learning areas: knowledge, attitudes and skills. The results of this evaluation, several lessons learned and a future learning scenario will be shared.
OLnet
Authors: Conole Gráinne , McAndrew Patrick
Published: May 2010

The web 2.0 practices of user participation and experimentation have created models for social networking that influence the way people communicate and interact online. This chapter describes an initiative, OLnet, that is creating a technical environment based on web 2.0 principles to support the sharing of experiences around the design and use of Open Educational Resources (OER) in order to facilitate closer links between researchers and users. The aim is to combine online functionality, face-to-face events and research activities so that research outputs can inform users and users can help steer future areas for research work. This chapter sets out the challenges and background that have motivated OLnet before looking at two of the tools that form part of the initial OLnet technical infrastructure; a tool for visualising OER designs – CompendiumLD, and a social networking tool for exchange of ideas – Cloudworks.
iCyborg
Authors: Adams Catherine
Published: May 2010

Teachers may no longer envision their educational technologies as powerful yet essentially neutral tools plied to accomplish their own pedagogical ends. Rather, these technologies are more accurately theorized as vocative objects that prereflectively engage and invite us into their world, and mimetic interventions that scaffold, transform, and sustain new teaching and learning practices and ways of thinking regardless of teacherly intentions. This chapter explores some of the significances and implications of a ubiquitous technologizing of educational lifeworlds in light of this understanding.
M-Learning in the Field
Authors: Safran C. , Ebner M. , Kappe F. , Holzinger A.
Published: May 2010

In subjects such as Civil Engineering, Architecture, Geology etc., education is mostly based on visual information. For example, in Civil Engineering every building can be seen as a unique object at a certain location. During the education of Civil Engineers many field based studies and excursions take place, however, not only the images but also geographical coordinates are essential. Wikis have been in use for collaborative learning for more than ten years. Mobile phones provide access to them from nearly everywhere. The availability of those technologies has led to rapid advances in the area of m-Learning and the possibility to apply challenging constructive educational concepts. Consequently, in this paper we describe the user centered design, development and evaluation of a combination of these technologies to support collaborative learning in the field: A Wiki-based mobile geospatial information system, the so-called TUGeoWiki. The primary objective of this geowiki is to provide a user-friendly tool for mobile collaborative learning for all areas where geo-tagged information could be useful. Moreover, TUGeoWiki was developed in order to provide the integration of external map material via map APIs including information such as that delivered by Google Maps. Subsequently, it is possible to provide both highly detailed maps and satellite images without having the need to license such material. Furthermore, the user interfaces used by such tools is well established, due to the increasing number of mapping related mashups. The evaluation during an extensive field test within a large civil engineering excursion to various large-scale construction sites in Austria demonstrated that collaborative learning can be successfully supported by the application of TUGeoWiki.
Wikipedia in Academic Studies
Authors: Wannemacher Klaus , Schulenburg Frank
Published: May 2010

Although Wikipedia has carved its way into the common vernacular, it faces resentments, particularly in higher education institutions, and many professors say students should think twice before turning to the free online encyclopedia for their academic work. “According to the criterion of scholarly standards, Wikipedia is citable on no account since authorship is not verifiable, and therefore an authentication of information is impossible.” (Haber, 2007, p. 500). In spite of perceived quality deficits, Wikipedia is a popular information resource among students. Instructors increasingly take advantage of this student attitude through actively integrating Wikipedia as a learning tool into university courses in accordance with a constructivist teaching and learning paradigm. The chapter raises the question if Wikipedia is suited to make complex research, editing and bibliographic processes through which scholarship is produced transparent to students, and effectively improve their research and writing skills.
Supporting the Comprehension of Complex Systems with Video Narratives
Authors: Chen Weiqin , Djupvik Nils Magnus
Published: May 2010

Complex systems are difficult to understand, and without extended training and experience, people tend to misperceive these systems. Although current simulation tools illustrate what is happening in complex systems, they lack the means to represent the narrative aspects of the exhibited behaviours, in order to provide an account for the behaviours. The goal of this research is to provide visualizations of complex dynamic system behaviours with multimedia, focusing on video narratives, and to study the implications and added values of the video clips. The target users are primarily university students in System Dynamics. The method could also be of value both to lower level school students as well as to policy makers and general population who must deal with challenging complex problems. A pilot study was conducted and the findings confirmed our prior expectations; namely, that providing the users with video clips facilitates their learning process.
Physical Education 2.0
Authors: Kretschmann Rolf
Published: May 2010

Thinking of subjects at school and integrating digital media and technology, one might not think of looking at physical education first. But the pedagogical potentials of digital media integrated in physical education can easily be outlined. Therefore, the concept of Physical Education 2.0 is developed that posits a framework for designing pedagogical scenarios after informing about the old-fashioned Physical Education 1.0, technical devices, software and internet offers, and categorizing pedagogical scenarios by literature review. The imagination of future pedagogical scenarios leads to a deeper awareness of possible physical education developments. Moreover, implementation premises for Physical Education 2.0 in different areas are displayed. Furthermore, future research directions in this special research field with almost tabula rasa character are given. Shortly, the aim of the paper is to give an introduction and overview of the wide scope of digital media within physical education.
Introduction
Authors: Adibi Sasan , Jain Raj , Parekh Shyam , Labs Bell
Published: May 2010

Emergence of all IP based wired and wireless networks for mobile services, calls for new innovations and architectural approaches. Coexistence of legacy and emerging networks such as different generations of networks based on 3GPP and 3GPP2 specifications, Wi-Fi and WiMAX, have posed new challenges to guarantee acceptable Quality of Experience (QoE) to the users. Different user environments such as fixed, nomadic, and vehicular have brought about new Quality of Service (QoS) practices and have introduced policies to best optimize the network resources and enhance user experience.
Quality of Service Issues in Micro Mobility Enabled Wireless Access Networks
Authors: Pragad A. Dev , Friderikos Vasilis , Aghvami A. Hamid
Published: May 2010

Provision of Quality of Service (QoS) and Micro Mobility management is imperative to delivering content seamlessly and efficiently to the next generation of IP based mobile networks. Micro mobility management ensures that during handover the disruption caused to the live sessions are kept to a minimum. On the other hand, QoS mechanisms ensure that during a session the required level of service is maintained. Though many micro mobility and QoS mechanisms have been proposed to solve their respective aspects of network operation, they often have interaction with each other and can lead towards network performance degradation. This chapter focuses specifically on the issues of interaction between micro mobility and QoS mechanisms. Special focus is given to the relatively unexplored area of the impact Mobility Agents can have on the wireless access network. Mobility Agents play a central role in providing micro mobility support. However, their presence (location and number) can affect the routing as well as the handover delay. Through an example network this issue is highlighted. Following which an optimization framework is proposed to deploy Mobility Agents optimally within a micro mobility enabled wireless access network to minimise both the routing overhead as well as the handover delay. Results show considerable improvements in comparison to deploying the Mobility Agents arbitrarily.
QoS in Vehicular Communication Networks
Authors: Daher Robil , Tavangarian Djamshid
Published: May 2010

Vehicular communication networks (VCNs) have emerged as a key technology for next-generation wireless networking. DSRC/WAVE as a leading technology for VCN provides a platform for Intelligent Transportation System (ITS) services, as well as multimedia and data services. Some of these services such as active safety and multimedia services have special requirements for QoS provision. However, when providing QoS, the VCN characteristics are the cause for several new issues and challenges, especially when vehicles travel at high speeds of up to 200 km/h. These issues are addressed in the context of roadside networks and vehicular ad hoc (unplanned) networks (VANETs), including vehicle-to-vehicle (V2V) and vehicle-to-roadside (V2R) communications. Accordingly, plenty of solutions for provisioning QoS in VCNs have been classified in regards to VANETs and roadside networks, on the one hand, and to layer-2 and layer-3, on the other hand. Consequently, several QoS solutions, including medium access and routing protocols, are presented and discussed. Additionally, open research issues are discussed, with an objective to spark new research interests in the presented field.
Queuing Delay Analysis of Multi-Radio Multi-Channel Wireless Mesh Networks
Authors: Li Chengzhi , Zhao Wei
Published: May 2010

Wireless mesh networking is becoming an economical means to provide ubiquitous Internet connectivity. In this chapter, we study wireless communications over multi-radio and multi-channel wireless mesh networks with IEEE 802.11e based ingress access points for local clients and point-to-point wireless links over non-overlapping channels for wireless mesh network backbones. We provide a set of algorithms to analyze the performance of such wireless mesh networks with wideband fading channels in various office building and open space environments and commonly-used Regulated and Markov On-Off traffic sources. Our goal is to establish a theoretical framework to predict the probabilistic end-to-end delay bounds for real-time applications over such wireless mesh networks.
Risk-Based Trust Management for E-Commerce
Authors: Chong Soon-Keow , Abawajy Jemal H.
Published: May 2010

Electronic commerce (e-commerce) offers enormous opportunities for online trading while at the same time presenting potential risks. Although various mechanisms have been developed to elevate trust in e-commerce, research shows that shoppers continue to be skeptical about buying online and lack of trust is often cited as the main reason for it. Thus, enhancing success in e-commerce requires eliminating or reducing the risks. In this chapter, we present a multi-attribute trust management model that incorporates trust, transaction costs and product warranties. The new trust management system enables potential buyers to determine the risk level of a product before committing to proceed with the transaction. This is useful to online buyers as it allows them to be aware of the risk level and subsequently take the appropriate actions to minimize potential risks before engaging in risky businesses. Results of various simulation experiments show that the proposed multi-attribute trust management system can be highly effective in identifying risky transaction in electronic market places.
Trust in Identification Systems
Authors: Cofta Piotr , Lacohée Hazel
Published: May 2010

This chapter is concerned with methodology. The authors utilise a case study of citizen identification systems (that are adopted or are in the process of consideration for adoption in several countries throughout the world) to illustrate the continuum of trust-related considerations and technology adoption, ranging from theoretical underpinnings of trust, to empirical studies, through to practical design guidelines. The interdisciplinary nature of the research calls for a mixed methodological approach that combines the best from various disciplines. Drawing from the authors’ rich experience and their numerous publications in this field, this chapter provides a practical example of a methodology that combines empirical and theoretical studies in trust and technology adoption to deliver clear operational and technical guidelines that may increase trust in identification systems.
Managing the Future Internet
Authors: Kamienski Carlos , Dantas Ramide , Sadok Djamel , Ohlman Börje
Published: May 2010

The authors use P2P communications for building a powerful service oriented architecture capable of orchestrating advanced services. Underlying mechanisms can be supported even when subject to the high churn of some of the P2P elements. This work proposes a management framework that ties together P2P and SOC technologies to reach new work scenarios for the future Internet. P2P nodes dynamically form networks to emulate the services offered by a traditional “dedicated” server. Such behavior of P2P-based services is highly dynamic and requires the use of a real-time control plane such as the one proposed in this chapter. The authors therefore argue that a policy based management middleware offers a good alternative for such endeavor. They recommend that emerging SOC/SOA development should consider the addition of a special intermediary component that transparently deals with highly dynamic P2P nodes and services as they expect these to become the rule rather than the exception in certain scenarios. Although not all the issues have been dealt with here in this chapter, it can certainly be seen as a step in the right direction.
Grid Service Level Agreements Using Financial Risk Analysis Techniques
Authors: Li Bin , Gillam Lee
Published: May 2010

Grid computing continues to hold promise for the high-availability of a wide range of computational systems and techniques. It is suggested that Grids will attain greater acceptance by a larger audience of commercial end-users if binding Service Level Agreements (SLAs) are provided. We discuss Grid commoditization, and in particular the use of Grid technologies for certain kinds of financial risk analysis where both data and computation requirements can be substantial. The nature of such analysis, and the need for it to run to completion, suggests the need to guarantee availability and capability in the underlying Grid infrastructure. This further suggests that it is necessary to be able to evaluate the infrastructure in relation both to historic analysis and to the needs of a specific analysis. Our aim, then, becomes one of predicting availability and capability, essentially introducing risk analysis for Grids. Prediction, quantification of risk, and consideration of liability in case of failure, are considered essential for the future provision of Grid Economics – specifically, relating to the provision of SLAs through resource brokers, and comparable to markets in other commodities – but perhaps also more widely applicable to the configuration and management of related architectures such as those of Peer-to-Peer (P2P) and Cloud Computing systems. The authors explore and evaluate some of the factors required for the automatic construction of SLAs, with broad consideration for Financial Risk and the potential formulation of a Grid Economy as a commodity market, which may in future involve the trading and hedging of risk, options, futures and structured products.
Overlay-Based Middleware for the Pervasive Grid
Authors: Grace Paul , Hughes Danny , Coulson Geoff , Blair Gordon S. , Porter Barry , Taiani Francois
Published: May 2010

Grid computing is becoming increasingly pervasive; sensor networks and mobile devices are now connected with traditional Grid infrastructure to form geographically diverse complex systems. Applications of this type can be classified as the Pervasive Grid. In this chapter we examine how traditional Grid technologies and middleware are inherently unsuited to address the challenges of extreme heterogeneity and fluctuating environmental conditions in these systems. We present Gridkit, a configurable and reconfigurable reflective middleware that leverages overlay networks and dynamic software in response to the requirements of the Pervasive Grid. We also illustrate how Gridkit has been used to deploy a flood monitoring application at a river in the north west of England; this demonstrates both the flexibility Gridkit provides, and how dynamic adaptation optimises performance and resource consumption.
Innovative Instructional Strategies with the Use of Technology for Adult Learners
Authors: Farmer Lesley
Published: May 2010

Technology incorporation adds another dimension to instructional design because it requires that the adult educator be skilled enough to design and use technology-enhance instruction as well as diagnose learners’ skill levels and predispositions. Because each media has its unique combination of features, instructional designers should select and create technology resources carefully to best address the learning task and learner preference. Technology-enhanced communication methods are now available for sophisticated instruction and interactive learning among students, educators, and resources: Web 2.0, egaming, video conferencing, and course management systems, as examples. Furthermore, technology-based accommodations can address access to resources as well direct instruction for people with disabilities. In any case, technology-infused instruction requires material and moral support by the organization’s decision-makers.
Transmission Control Protocols for Wireless Sensor Networks
Authors: Liu Yunlu , Fang Weiwei , Xiong Zhang
Published: May 2010

Transmission control is an important issue for supporting Quality of Services (QoS) in Wireless Sensor Networks (WSNs). This chapter gives an introduction to the transmission control relevant protocols and algorithms, often developed for particular applications to reflect the application-specific requirements. According to the functionality, the existing works can be categorized into three main types: congestion control, reliability guarantee and fairness guarantee. Due to the unique constraints of WSNs, these transmission control protocols are not “cleanly” placed on top of the network layer, but call for careful cross-layer design. In the end, some exciting open issues are presented in order to stimulate more research interest in this largely unexplored area.
L2 Learning Processes
Authors: Narcy-Combes Jean-Paul
Published: May 2010

This chapter will deal with one of the processes which connects the poles of our model: learning, and in our case, learning L2 in distance settings. In this study of the different theories that contribute to our understanding of the domain, the specific points that seem of interest in the context of distance second language learning will be highlighted in order for us to be able to integrate these points into a coherent organization. According to Jordan (2004), there are over 60 theories describing Second Language Acquisition (SLA). These theories deal with the same phenomena that can be viewed as the crystals of a kaleidoscope. Each tilt of the kaleidoscope will lead to a different interpretation of how these phenomena can be organized or explained (Narcy, 1990). Some of these theories are ambitious and try and provide global answers, while others limit the scope of their study, but are not necessarily less interesting. Finally a whole body of results may come from less researched everyday classroom practices. This is how the chapter will be organized in the light of the specific demands of distance language learning. Our debt to the various researchers we quote is obvious and we hope we have not misquoted them. With Lamy and Hampel (2007), we agree that all theories can inform our position to distance-learning. Learning L2 is but one aspect of learning, and before going into how learning L2 is described, more general epistemological considerations need to be expressed. They will serve as guidelines to select the relevant crystals.
The Influences of Savings and Investments on Sustainable Development and the Role of Information Technology
Authors: Baggiani Leonardo
Published: May 2010

This chapter investigates how the combination of savings and investments affects economic development and sustainability. This discussion aims to help to understand the role of savings as a support to growth, and how biasing individual decisions on consumption and debt via monetary policies can be a source of economic growth un-sustainability. Information technology helps to optimise the use of resources, but it even makes dangerous policies easier to implement. Section 1 shows theoretical insights into the contribution of savings to growth, and the concept of sustainability; section 2 focuses on the theories that better deal with the sustainability concern and investigates the role of information technology in monetary policy; section 3 shows the growing, positive contribution of e-money to growth and sustainability, and it suggests a new role for the government as advisor within an information-enhanced economy where information technology can play a prominent role; section 4 concludes.
Rainfall Estimation Using Neuron-Adaptive Higher Order Neural Networks
Authors: Zhang Ming
Published: May 2010

Real world data is often nonlinear, discontinuous and may comprise high frequency, multi-polynomial components. Not surprisingly, it is hard to find the best models for modeling such data. Classical neural network models are unable to automatically determine the optimum model and appropriate order for data approximation. In order to solve this problem, Neuron-Adaptive Higher Order Neural Network (NAHONN) Models have been introduced. Definitions of one-dimensional, two-dimensional, and n-dimensional NAHONN models are studied. Specialized NAHONN models are also described. NAHONN models are shown to be “open box”. These models are further shown to be capable of automatically finding not only the optimum model but also the appropriate order for high frequency, multi-polynomial, discontinuous data. Rainfall estimation experimental results confirm model convergence. We further demonstrate that NAHONN models are capable of modeling satellite data. When the Xie and Scofield (1989) technique was used, the average error of the operator-computed IFFA rainfall estimates was 30.41%. For the Artificial Neural Network (ANN) reasoning network, the training error was 6.55% and the test error 16.91%, respectively. When the neural network group was used on these same fifteen cases, the average training error of rainfall estimation was 1.43%, and the average test error of rainfall estimation was 3.89%. When the neuron-adaptive artificial neural network group models was used on these same fifteen cases, the average training error of rainfall estimation was 1.31%, and the average test error of rainfall estimation was 3.40%. When the artificial neuron-adaptive higher order neural network model was used on these same fifteen cases, the average training error of rainfall estimation was 1.20%, and the average test error of rainfall estimation was 3.12%.
Higher Order Neural Networks
Authors: Gupta Madan M. , Homma Noriyasu , Hou Zeng-Guang , Solo Ashu M. G. , Bukovsky Ivo
Published: May 2010

In this chapter, we provide fundamental principles of higher order neural units (HONUs) and higher order neural networks (HONNs). An essential core of HONNs can be found in higher order weighted combinations or correlations between the input variables. By using some typical examples, this chapter describes how and why higher order combinations or correlations can be effective.
Designing Resources for IWBs
Authors: Russell Byron
Published: May 2010

The following chapter will be of interest to all those involved in creating resources for the Interactive Whiteboard with a view to commercial publication, either via an established publishing house or via the web as an open resource. It will also inform those who are already involved in digital publishing or who are considering implementing a digital publishing strategy. It is not aimed at providing solutions, but at stimulating publishers and authors to ask the right questions and to consider the management of change that may be required within their company. The chapter will look at the challenge from organizational, creative, production and commercial standpoints. It will conclude with an examination of the emerging role of the teacher as an IWB materials writer, and how new paradigms are emerging which may increasingly mesh the parts played by the practicing user and the commercial publisher of IWB resources.
First Steps toward a Model of Interactive Whiteboard Training for Language Teachers
Authors: Schmid Euline Cutrim , Schimmack Estelle
Published: May 2010

This chapter presents findings of a research project that investigates a model of interactive whiteboard technology training that incorporates a) a “bottom up” approach to teacher professional development in Computer Assisted Language Learning, and b) a pedagogical framework based on a socio-cognitive view of communicative language teaching. The chapter reports on a study conducted with a group of nine English teachers at a secondary school in Germany. Research data were collected via classroom observations, video recordings of IWB training workshops and in depth interviews with the teachers. The research findings shed some light on a) the various competencies that may be required by language teachers who want to exploit the IWB towards a socio-cognitive view of communicative language teaching and b) some principles for the design and implementation of an IWB technology training which would best assist the teachers with achieving this outcome.
MMORPGs in Support of Learning
Authors: Anderson Bodi
Published: May 2010

This chapter provides an overview of current massively multiplayer online role-playing games (MMORPG) research and creates a conceptual framework for their use in support of learning. Initially, a definition of MMORPGs in education is considered in light of research to date. Here attention is paid to how MMORPGs differ from most video games in terms of types of player–game interaction, levels of player–player interaction, environments in which interaction occurs, and the ability for MMORPGs to tap into student motivation levels. Based on this definition and considering previous theoretical and empirical studies on MMORPGs from a variety of disciplines, including education, psychology, and linguistics, a conceptual framework for the use of MMORPGs in support of learning is created. Next an overview of current research trends in MMORPGs is examined, concluding with suggestions concerning future research of the use of MMORPGs in support of learning.
Narrative Definitions for Game Design
Authors: Äyrämö Sanna-Mari , Koskimaa Raine
Published: May 2010

Enhancing the benefits of learning games by utilizing narratives or narrative elements is not a new idea. Many existing learning games utilize more or less story structures, virtual worlds, and various characters as a part of a story. Computer game genres, such as adventure games and role-playing games, have received a lot of attention in the field of serious games by researchers and game developers. Hence, the potential of narratives for learning support is already clearly recognized. However, narratives have not yet offered unambiguous solutions to the design of learning games. For example, more often than not the use of embedded stories does not lead to a desired outcome that is an entertaining and pedagogically effective game. Moreover, it is not theoretically clear what is the best way to utilize narratives in order to ease, support, and heighten the player’s learning process through computer game playing. This is a multidisciplinary design task and research problem that calls for interdisciplinary concepts and models. Existing narrative computer game design guidebooks and serious game design guidebooks outline the computer game designers’ current opinions on the potential of narrative game design. In this chapter, the authors focus on the concept of narrative and the definitions game designers form of the concept. The purpose is to fathom game designers’ conceptions of narrative in the analysis discussed in the chapter, reveal the theoretical background that dominates the designers’ thinking, and adduce the consequences of current narrative concept usage. Additionally, the chapter determines three levels of narrative phenomenon, in which narrative should be named and consistently defined within the computer game design discussion. Moreover, the chapter uncovers blind spots in the use of narrative-related concepts, whilst further, if possible, providing suggestions for improvements. Furthermore, the chapter proposes a composite model of narrative definition that should be extensive enough for game narrative design purposes. Additionally, a new concept (co-storyliner) for the discussion related to the player’s role in narrative computer game is proposed. Finally, the analysis results and conclusions, especially the proposed model of narrative definition, will be discussed from the viewpoint of the needs of narrative serious game design.