bluuebunny/crossref_metadata_2025 huggingface dataset:
Video
Authors: Caladine Richard
Published: May 2011

Television and video have been used as teaching resources for almost as many years as they have been around. Some television programming and some video productions have been aimed directly at students, some have been partially intended for teaching and learning, and others have been not intended for this use at all. However, the intention of the maker of the program often has little correlation to the use of the program in teaching and learning. Television and video have provided opportunities for teachers to place moving images and sounds in front of students. The programs may have been of rare or dangerous events, interviews with people from other parts of the world, be they leaders, experts, or others. The benefits of the use of video in the classroom can be optimized through integration. Rather than simply screen a video or tune into a television broadcast, good teachers have always integrated these into the curriculum through devices such as worksheets, briefing, and debriefing activities.
Learning
Authors: Ford Nigel
Published: May 2011

Learning is the process of acquiring knowledge, which is an active process and operates at both individual and social levels. This book explores both, but this first chapter focuses on the individual in terms of the basic mental processes entailed in transforming information into knowledge—in other words, learning. In doing so, it introduces a number of themes which will recur throughout the book. These key themes include the notion of tentative.theories used to generate themes by which integrate otherwise fragmented entities become integrated. This process underlies the construction of meaning at all levels—from basic comprehension through critical thinking to creativity. Complex meaning construction can be seen as the generation, testing, and refinement of such tentative theories, education being concerned with providing optimal support to learners in engaging in these activities.
Education
Authors: Ford Nigel
Published: May 2011

We have examined the basic processes underlying learning, and differences in the way in which these basic processes may be deployed by different individuals. We have also explored differences in the knowledge structures of different individuals, in terms of the prior types and levels of knowledge that they bring to bear on a given learning situation. This chapter explores the art and science of learning design and teaching. These represent the reverse side of the learning coin, and entail designing, delivering, and assessing learning activities and experiences in response to individual learners’ needs for knowledge, taking into account differences in their styles and levels of learning as discussed in the previous chapter.
Educational Informatics Systems
Authors: Ford Nigel
Published: May 2011

This chapter concentrates on a number of educational informatics systems that focus explicitly on social, collaborative, and community-based aspects of learning. These aspects arguably align better with the social and knowledge creation perspectives on learning introduced in Chapter III. In some ways, the systems presented here bring into relief some of the limitations of the relatively individual-focused approaches introduced in the previous chapter. Ultimately, however, educational informatics is essentially a social collaborative enterprise, since one of its key defining features is a concern with the discovery, sharing and reuse of learning resources within and between learning communities. The difference between systems included in this and the previous chapter is relative rather than absolute, relating to the degree of emphasis on collaborative features built into the systems.
Online Teaching Demands
Authors: Gudea Sorin Walter
Published: May 2011

Teachers are aware of and reflect on a variety of issues related to teaching online. In responding to the demands they notice, they highlight certain things they would like to change—things they feel would improve their online teaching. Without a doubt, their use of technology in the classroom affects their teaching. As technology continues to improve, its usability, availability, and actual use are ongoing concerns. The same can be said for curriculum development, course design, and faculty training. As the teaching profession is changing, different challenges are posed to teachers and universities.
Integrating Technology and Research in Mathematics Education
Authors: Albano Giovannina , Ferrari Pier Luigi
Published: May 2011

This chapter is concerned with the integration of research in mathematics education and e-learning. We provide an overview of research on learning processes related to the use of technology and a sketch of constructive and cooperative methods and their feasibility in an e-learning platform. Moreover, we introduce a framework for dealing with language and representations to interpret students’ behaviours and show examples of teaching activities. Finally some opportunities for future research are outlined. We hope to contribute to overcome the current separation between technology and educational research, as their joint use can provide matchless opportunities for dealing with most of the learning problems related to mathematical concepts as well as to linguistic, metacognitive, and noncognitive factors.
Knowledge Discovery from E-Learning Activities
Authors: Salazar Addisson , Vergara Luis
Published: May 2011

This chapter presents a study applied to the analysis of the utilization of learning Web-based resources in a virtual campus. A huge amount of historical Web log data from e-learning activities, such as e-mail exchange, content consulting, forum participation, and chats is processed using a knowledge discovery approach. Data mining techniques as clustering, decision rules, independent component analysis, and neural networks, are used to search for structures or patterns in the data. The results show the detection of learning styles of the students based on a known educational framework, and useful knowledge of global and specific content on academic performance success and failure. From the discovered knowledge, a set of preliminary academic management strategies to improve the e-learning system is outlined.
Open Source LMS Customization
Authors: Conde González Miguel Ángel , Martín Carlos Muñoz , Florines Alberto Velasco
Published: May 2011

This paper reflects the possibility of doing adaptations on a learning management system (LMS) depending on the necessities of a company or institution. In this case, ACEM allows the definition of courselevel and platform-level reports and the automatic generation of certificates and diplomas for Moodle LMS. These adaptations are intended to complement all the different learning platforms by contributing added-value features like the generation of customizable diplomas and certificates and reports, which allow the obtaining information about both grades and participation in every activity of a course. All this necessities are not provided by default.
Geographical Information Systems (GIS) and Learning Applications in Archaeology
Authors: Margounakis Dimitrios
Published: May 2011

Progress made in the fields of designing and geometrically analyzing earth maps, has lead to the development of automatic techniques which are applied in collecting analyzing and representing any information relevant to geographical interest. Such a collection of techniques sets the frame of what we call geographical information system (GIS).
Perceptual Data Hiding in Still Images
Authors: Barni Mauro , Bartolini Franco , De Rosa Alessia
Published: May 2011

The idea of embedding some information within a digital media, in such a way that the inserted data are intrinsically part of the media itself, has aroused a considerable interest in different fields. One of the more examined issues is the possibility of hiding the highest possible amount of information without affecting the visual quality of the host data. For such a purpose, the understanding of the mechanisms underlying human vision is a mandatory requirement. Hence, the main phenomena regulating the human Vvisual system will be firstly discussed and their exploitation in a data hiding system will be then considered.
Q-R Code Combined with Designed Mark
Authors: Sasaki Jun , Shimomukai Hiroaki , Funyu Yutaka
Published: May 2011

The mobile Internet has been used widely in Japan. If we use a cellular phone with the Quick Response (Q-R) code reader function (a two-dimensional code developed by Denso-Wave Corporation), we can very easily access a Web site. However, though the existence of Q-R code reader function in the cellular phone is well-known, not many people use the function. The reason is that the Q-R code is not intuitive because it was developed to be read by machines. Our idea to solve the problem is to combine the Q-R code with a designed particular picture or graphic. We propose a method to produce the designed Q-R code and we develop its production system. This chapter describes the proposed method, the production system, and evaluation results using some designed Q-R codes produced by the system.
Ideas to Concepts
Authors: Schifter Catherine
Published: May 2011

Fourth grade is a wonderful grade. The students are even smarter and more eager to engage in science and social studies activities. Assessment of learning and skill level for reading are more sophisticated in fourth grade. The emphasis is not so much on phonics as much as on comprehension and vocabulary, which are the main themes of literacy through high school.
Expressing Knowledge in New Ways
Authors: Schifter Catherine
Published: May 2011

How do fifth grade classrooms differ from fourth grade classrooms? The simple answer is that the curricula for mathematics, literacy, science, and social studies are more complex, requiring the students to learn new vocabulary as well as to expand on concepts previously learned. The room will not actually look much different, other than there may be less student work posted around and more rubrics posted for writing, reading genres, ciphering mathematics, or science concepts. Word walls will no doubt still be prevalent, since the vocabulary word of the day is still an important component of learning. And there may be many different word walls, such as one for mathematics or one for science concepts, as examples. Otherwise, the room itself will not appear much different from a fourth grade classroom or sixth grade classroom.
Conclusion
Authors: Albert Sylvie , Flournoy Don , LeBrasseur Rolland
Published: May 2011

A new set of conditions for healthy growth and adaptation is emerging for 21st century communities. This book has sought to explain what some of these conditions are, and to advise forward-thinking community leaders and stakeholders about how to take advantage of broadband bi-directional telecommunications to assure a better future for all. The high-speed Internet has given individuals, institutions and businesses ways to more efficiently connect and collaborate with one another, locally and globally. With pervasive digital networks in place, the economics of access, innovation and distribution have undergone radical transformation. The costs continue to drop throughout the value chain of products and services. The instruments of digital product, service and content creation that only a century ago were in the hands of governments, and only a decade ago were in the hands of big business, are now in the hands of local entrepreneurs and citizens as well. Anyone with a personal computer can now be a publisher, and anyone with an Internet connection can be a producer, marketer and distributor. Ordinary citizens who once thought of themselves only as consumers of other people’s products can now create their own content and build applications that can be—and are being—sold and adopted globally as well as locally. The democratization of the tools of content and service production and the collaborative networks that make information exchange more efficient and productive allow for more prosperous communities.
Investigating and Encouraging Student Nurses' ICT Engagement
Authors: Johnson Michael R.
Published: May 2011

Higher education institutions rely increasingly on information and communications technology (ICT) to provide learning opportunities. Written to support this enterprise, the Guidelines for Networked Learning in Higher Education (Goodyear & NLinHE Team, 2001) carefully blend theory and practice to provide a wealth of sound advice for course design teams. The focus is on “promoting connections” that directly relate to learning. However, in nursing, 6 years after the Guidelines were published, levels of students’ skills and engagement with ICT remain problematic, which undermines attempts to deploy networked learning. I argue that for such initiatives to succeed, other, more foundational connections need also to be promoted. I focus on some of the factors that contribute to student nurses’ ICT non-engagement: gender, caring, professional identity, and knowledge work. Finally, I explain how some of the barriers identified can be overcome through integrating ICT. HE programs can provide students with meaningful encounters with ICT in the different elements of a course: curriculum, teaching methods, and assessment, as well as informal learning through online forums. If successful, this integration can promote the students’ development of working knowledge in ICT, and increase the chances of their engagement in networked learning and evidence-based practice.
Online Medical Consultations
Authors: George Carlisle , Duquenoy Penny
Published: May 2011

The growth of the Internet over the last 10 years as a medium of information and as a communication technology has provided the opportunity for selling medical products and services online directly to the public. This chapter investigates online medical consultations used for the purpose of prescribing and hence selling prescription drugs via the Internet. With consumers in mind, this chapter takes a critical look at this growing phenomenon from three perspectives—legal, ethical, and social—as a basis for discussion and to illustrate the problems raised by using the Internet in this way. The chapter concludes that online medical consultations pose greater dangers to patients compared to traditional off-line consultations. The chapter also concludes that while new technologies may aid doctors in making better diagnoses at a distance, they often bring new concerns. Finally, the chapter gives suggestions on safeguarding online consumers.
Are Agency and Responsibility Still Solely Ascribable to Humans? The Case of Medical Decision Support Systems
Authors: Gröndahl Hannah H.
Published: May 2011

Are agency and responsibility solely ascribable to humans? This chapter explores the question from legal and ethical perspectives. In addition to presenting important theories, the chapter uses arguments, counterarguments, and scenarios to clarify both the actual and the hypothetical ethical and legal situations governing a very particular type of advanced computer system: medical decision support systems (MDSS) that feature AI in their system design. The author argues that today’s MDSS must be categorized by more than just type and function even to begin ascribing some level of moral or legal responsibility. As the scenarios demonstrate, various U.S. and UK legal doctrines appear to allow for the possibility of assigning specific types of agency—and thus specific types of legal responsibility—to some types of MDSS. The author concludes that strong arguments for assigning moral agency and responsibility are still lacking, however.
Conceptual Model for Examining Consumer Broadband Adoption, Usage, and Impact
Authors: Dwivedi Yogesk K.
Published: May 2011

An examination of previous literature in the information systems (IS) area illustrates that researchers have not yet undertaken research on broadband in the area of consumer diffusion, including the adoption, usage, and impact in the household (Crabtree, 2003; Oh et al., 2003; Stanton, 2004). Instead, most of the research associated with broadband has mainly focused on examining the macro level factors leading to adoption in a country (Crabtree, 2003; Oh et al., 2003; Stanton, 2004). Recently conducted studies highlight the need to understand adoption and diffusion of broadband from the household consumer perspective (Crabtree, 2003; Oh et al., 2003; Stanton, 2004). The limitation to studying adoption at a micro level has resulted in a lack of appropriate conceptual models specific to broadband. As pursued in previous adoption studies (Davis, 1989; Oh et al., 2003; Venkatesh & Brown, 2001), constructing a conceptual model specific to broadband diffusion at the household consumer level necessitates the review, identification, and integration of the relevant factors related with adoption, usage, and impact of technology previously examined in IS studies. Therefore, this chapter reviews and assesses the appropriateness of previous technology adoption models and constructs to study broadband diffusion. Then, this chapter provides further theoretical justification for selecting the constructs that are used to study broadband diffusion, formulate the hypotheses and finally draw a conceptual model of broadband diffusion. The chapter is structured as follows. The following section provides a review of the theoretical models of technology diffusion and adoption. This section also provides a brief discussion of the models applied to investigate broadband-related issues from the consumer perspective. Progressing upon this, the section thereafter briefly discusses the foundations of the proposed model and also provides an overall description of the proposed conceptual model. This is followed by an elaboration of the broadband diffusion model and the justification of the inclusion of the attitudinal, normative, control, behavioural intention, adoption behaviour, usage behaviour and impact constructs, and formulates the hypotheses by presenting theoretical explanations, past empirical findings, and practical examples..Finally, a summary of the chapter is provided.
Virtual Reality and Java 3D
Authors: Ko Chi Chung , Cheng Chang Dong
Published: May 2011

Web-based virtual reality is fast becoming an important application and technological tools in the next generation of games and simulation as well as scientific research, visualization, and multi-user collaboration. While tools based on VRML (virtual reality modeling language) are frequently used for creating Web-based 3D applications, Java 3D has established itself as an important modeling and rendering languages for more specialized applications that involve, for example, database accesses, customized behaviors, and home use mobile devices such as the PDA, mobile phone, and pocket PC (Kameyama, Kato, Fujimoto, & Negishi, 2003).
Lighting, Fog, and Background
Authors: Ko Chi Chung , Cheng Chang Dong
Published: May 2011

How the properties of virtual 3D objects can be specified and defined has been discussed in earlier chapters. However, how a certain virtual object will appear to the user will in general depends also on human visual impression and perception, which depends to a large extent on the lighting used in illumination. As an example, watching a movie in a dark theatre and under direct sunlight will give rise to different feeling and immersion even though the scenes are the same. Thus, in addition to defining the skeleton of a virtual object by using geometry objects in Java 3D in Chapter III, setting the appearance attributes in Chapter IV and applying texture in Chapter V to give a realistic skin to the virtual object, appropriate environmental concerns such as light, background and even fog are often necessary to make the virtual object appear as realistic to the user as possible. In this chapter, we will discuss topics related to the latter environmental issues. The use of proper lighting is thus crucial to ensure that the 3D universe created is realistic in feeling and adds to strong emotional impressions in any application. For this purpose, Java 3D has a variety of light sources that can be selected and tailored to different scenarios. Technically, light rays are not rendered. In fact, their effects will only become visible once they hit an object and reflect to the viewer. Of course, as with any object in the real world, the reflection depends on the material attributes of the objects. In this chapter, we will discuss the use of different types of light source and their effects after describing the lighting properties or materials of visual objects. We will then outline the use of fogging techniques to turn a hard and straight computer image into a more realistic and smoother scene before discussing methods for immersing active visual objects in a background.
RFID Tags and Transponders
Authors: Michael Katina , Michael M.G.
Published: May 2011

Radio frequency identification (RFID) in the form of tags or transponders is a means of auto-ID that can be used for tracking and monitoring objects, both living and non-living. One of the first applications of RFID was in the 1940s within the US Defense Force (Hodges & McFarlane, 2004, p. 59). Transponders were used to differentiate between friendly and enemy aircraft (Ollivier, 1995, p. 234; Scharfeld (1998, p. 9). Since that time, transponders continued mainly to be used by the aerospace industry (or in other niche applications) until the late 1980s when the Dutch government voiced their requirement for a livestock tracking system. The commercial direction of RFID changed at this time and the uses for RFID grew manifold as manufacturers realized the enormous potential of the technology.
The Rise of the Electrophorus
Authors: Michael Katina , Michael M.G.
Published: May 2011

When Jacques Ellul (1964, p. 432) predicted the use of “electronic banks” in his book, The Technological Society, he was not referring to the computerization of financial institutions or the use of Automatic Teller Machines (ATMs). Rather it was in the context of the possibility of the dawn of a new entity- the coupling of man and machine. Ellul was predicting that one day knowledge would be accumulated in electronic banks and “transmitted directly to the human nervous system by means of coded electronic messages… [w]hat is needed will pass directly from the machine to the brain without going through consciousness…” As unbelievable as this man-machine complex may have sounded at the time, forty years on visionaries are still predicting that such scenarios will be possible by the turn of the twentysecond century. A large proportion of these visionaries are cyberneticists. Cybernetics is the study of nervous system controls in the brain as a basis for developing communications and controls in sociotechnical systems.
Growing Up Wireless
Authors: Caronia Letizia
Published: May 2011

This chapter illustrates the role of the mobile phone in the rise of new cultural models of parenting. According to a phenomenological theoretical approach to culture and everyday life, the author argues that the relationship between technologies, culture, and society should be conceived as a mutual construction. As cultural artefacts, mobile communication technologies both are domesticated by people into their cultural ways of living and create new ones. How are mobile phones domesticated by already existing cultural models of parenting? How does the introduction of the mobile phone affect family life and intergenerational relationships? How does mobile contact contribute in the construction of new cultural models of “being a parent” and “being a child”? Analysing new social phenomena such as “hyperparenting” and the “dialogic use” of mobile phones, the author argues upon the role of mobile communication technologies in articulating the paradoxical nature of the contemporary cultural model of family education.
Investigating Information in the Multi-screen Society
Authors: Silva Pinto Manuel Joaquim
Published: May 2011

This chapter presents some new aspects to think about public service broadcasting, emphasizing the role of emotion and entertainment to the understanding of the television experience. Television is discussed in the context of the multiscreen society and technological devices, from an ecological point of view. This means to consider it in the context of the transformations produced by new media and their social distribution. These changes deeply impact on the consumption activity forcing it to assume new characters and modalities. According to this point, it becomes possible to discuss some aspects dealing with digital literacy.
Student Plagiarism in an Online World
Authors: Roberts Tim S.
Published: May 2011

The purpose of this chapter is to provide an introduction to the problem of student plagiarism in an environment where use of the Internet is commonplace. What is plagiarism, and to what extent is it a problem? Why do students plagiarize, and what are typical attitudes towards such plagiarism? Why are academics, and institutions themselves, often reluctant to progress cases through official channels? What are some of the technologies used by students to plagiarise, and by academics to detect plagiarism? What solutions are possible, and what potential solutions might be just over the horizon? This chapter attempts to provide answers to all of these questions.
Theories and Models of Business Firms
Authors: Chew Eng K. , Gottschalk Petter
Published: May 2011

A general understanding of business firms is required in order to be able to develop business and IT strategies. This chapter will present the resource-based theory of the firm, the activity-based theory of the firm, and the firm in terms of its value configuration, business model, and e-business models. These theories and models describe conceptually how the firm is constructed and resourced in delivering uniquely differentiated customer value in sustainable ways. It highlights the ways in which IT is used in the process of value and revenue creation for the firm using the chosen value configuration. It also classifies the ways in which Internet-based business strategy, known as e-strategy, may be represented as ebusiness models. The purpose of IT strategy, which is the core subject of this book, is about analyzing the business vision, mission, and strategy and defining the value configuration (business process or business model) and the attendant IT architectural model from which the requisite IT infrastructure to support or enable the firm’s business operating model is designed and implemented. It is hoped that by illustrating to the readers the varying contexts in which IT can add value to the business in each of the value configurations or e-business models, the integral nature of the ways that IT has embedded in our business today can be better appreciated. An understanding of firm theories and value configurations is important to later discussions of the topics in the book. The resource-based theory is applied to understand resources needed for e-business, sourcing, and governance. An important resource is knowledge in terms of know-what, know-how, and know-why. Knowledge management theory andprinciples and their relevance to business innovation will be discussed in Chapter XI of the book.
Business-Aligned IT Strategy Case Example
Authors: Chew Eng K. , Gottschalk Petter
Published: May 2011

This chapter is about the “know-how” part of IT strategy and management best practices. This case example aims to illustrate a successful practical application of IT strategy principles and concepts by using a proven best practice from the industry. It can therefore be used as a guiding example of how to effectively develop and execute a business-aligned IT strategy. Kaplan and Norton’s (2004) strategy maps approach (described in Chapter V) has been chosen as the methodology for formulating the business–IT alignment strategy. To that end, the case study requires an in-depth study of the selected company’s business and IT strategies, from which a strategy map of the espoused business and IT strategies are “reconstructed” using the strategy maps principles. The reconstruction process follows the strategy maps methodology (Kaplan & Norton, 2004). The readers can thus adopt a similar approach to help them formulate or “reconstruct” their company’s business–IT alignment process and the resulting business-aligned IT strategy.
Assessing the Impact of Governmental Regulations on the IT Industry
Authors: Mishra Sushma , Chin Amita Goyal
Published: May 2011

Given the recent monumental events including the September 11th attack on the World Trade Center and the Pentagon as well as the Enron and MCI WorldCom debacles, people have witnessed, and more readily accepted, a significant increase in governmental authority, leading to a dramatic upsurge in the number of governmental regulations imposed on business organizations and society. Neo institutional theory suggests that such significant institutional forces may gravitate an otherwise highly disparate IT industry towards industry wide homogenization.
Privacy and Security
Authors: McCarthy Richard V. , Grossman Martin
Published: May 2011

Enterprise Architecture is a relatively new concept that has been adopted by large organizations for legal, economic, and strategic reasons. It has become a critical component of an overall IT governance program to provide structure and documentation to describe the business processes, information flows, technical infrastructure, and organizational management of an information technology organization. Many different enterprise architecture frameworks have emerged over the past 10 years. Two of the most widely used enterprise architecture frameworks (the Zachman Framework and the Federal Enterprise Architecture Framework) are described and their ability to meet the security and privacy needs of an organization is discussed.
Information Systems Security
Authors: Ip Frederick , Chan Yolande E.
Published: May 2011

This study assists organizations and researchers in examining investments in IS security. A questionnaire was developed and administered to managers in Canadian financial firms and educational organizations. The survey examined security threats and the countermeasures adopted by organizations to prevent and respond to security breaches. Data gathered were used to investigate the relationships between investment in security, perceived security, and organizational performance.
Digital Democracy
Authors: Akram Anza A.
Published: May 2011

The purpose of the chapter is to discuss the effects of information and communication technologies on democracy and focuses on the driving forces, citizen and technology, to understand the effects and future implications. The research is based on literature review and uses informative approach to analyze the existing practices in electronic democracy. It inquires the relationship between the theories in communications and democracy, and analyzes the interaction with the citizens from Athenian and the Orwellion perspectives in Politics. It proposes a framework to identify and analyze the driving forces and the issues related to the digital democracy. The resultant effects are important to study as they play a major role in shaping society and uncovering the issues related to direct democracy through integrated technologies. The future of democracy has privacy, security and legal implications but the enlightened citizens, compatible infrastructure and governess bodies will help in eliminating the drawbacks of direct democracy.
An Automatic Off-Line Signature Verification and Forgery Detection System
Authors: Madasu Vamsi Krishna , Lovell Brian C.
Published: May 2011

This chapter presents an off-line signature verification and forgery detection system based on fuzzy modeling. The various handwritten signature characteristics and features are first studied and encapsulated to devise a robust verification system. The verification of genuine signatures and detection of forgeries is achieved via angle features extracted using a grid method. The derived features are fuzzified by an exponential membership function, which is modified to include two structural parameters. The structural parameters are devised to take account of possible variations due to handwriting styles and to reflect other factors affecting the scripting of a signature. The efficacy of the proposed system is tested on a large database of signatures comprising more than 1,200 signature images obtained from 40 volunteers.
Seeking Patterns in the Forensic Analysis of Handwriting and Speech
Authors: Leedham Graham , Pervouchine Vladimir , Zhong Haishan
Published: May 2011

This chapter examines features of handwriting and speech and their effectiveness at determining whether the identity of a writer or speaker can be identified from his or her handwriting or speech. For handwriting, some of the subjective and qualitative features used by document examiners are investigated in a scientific and quantitative manner based on the analysis of three characters (“d,” “y,” and “f”) and the grapheme “th.” For speech, several frequently used features are compared for their strengths and weaknesses in distinguishing speakers. The results show that some features do have good discriminative power, while others are less effective. Acceptable performance can be obtained in many situations using these features. However, the effect of handwriting forgery/disguise or conscious speech imitation/alteration on these features is not investigated. New and more powerful features are needed in the future if high accuracy person identification can be achieved in the presence of disguise or forgery.
Significance of Logic Synthesis in FPGA-Based Design of Image and Signal Processing Systems
Authors: Rawski Mariusz , Selvaraj Henry , Falkowski Bogdan J. , Luba Tadeusz
Published: May 2011

This chapter, taking FIR filters as an example, presents the discussion on efficiency of different implementation methodologies of DSP algorithms targeting modern FPGA architectures. Nowadays, programmable technology provides the possibility to implement digital systems with the use of specialized embedded DSP blocks. However, this technology gives the designer the possibility to increase efficiency of designed systems by exploitation of parallelisms of implemented algorithms. Moreover, it is possible to apply special techniques, such as distributed arithmetic (DA). Since in this approach, general-purpose multipliers are replaced by combinational LUT blocks, it is possible to construct digital filters of very high performance. Additionally, application of the functional decomposition-based method to LUT blocks optimization, and mapping has been investigated. The chapter presents results of the comparison of various design approaches in these areas.
A Novel Support Vector Machine with Class-Dependent Features for Biomedical Data
Authors: Zhou Nina , Wang Lipo
Published: May 2011

This chapter introduces an approach to class-dependent feature selection and a novel support vector machine (SVM). The relative background and theory are presented for describing the proposed method, and real applications of the method on several biomedical datasets are demonstrated in the end. The authors hope this chapter can provide readers a different view of feature selection method and also the classifier so as to promote more promising methods and applications.
A Guide to Integrating COTS Games into Your Classroom
Authors: Van Eck Richard
Published: May 2011

Many of the educational outcomes we seek to promote in public education, such as problem solving and critical thinking, are difficult to achieve given the constraints of the real-world classroom. Commercial Off-the-Shelf (COTS) games make excellent tools for addressing both content-based and higher-order learning outcomes, and many educators are exploring their use in the classroom. But making effective use of commercial games in the classroom requires that we understand how games function in relation to the typical instructional strategies and practices of the classroom. The first part of this chapter will examine the theories that underlie the successful integration of commercial games in the classroom and look at an empirically based model, the NTeQ (iNtegrating Technology through inQuiry), for designing lessons that integrate COTS games. This will lay the groundwork for the second part of the chapter in which these theories and the model are discussed in the context of actually designing COTS game-based learning (GBL).
An Overview of Using Electronic Games for Health Purposes
Authors: Peng Wei , Liu Ming
Published: May 2011

This chapter aims to provide an overall picture of the applications of electronic games for various health-related purposes, particularly for health education, health risk prevention, behavioral intervention, and disease self-management. We first summarize the electronic games for health that have been empirically tested by researchers in the past 20 years. Games that have not yet been evaluated but are promising and noteworthy are also included. These games are categorized based on their specific health-related functions (i.e., prevention, self-management, medical training, etc). Second, we synthesize the key features of electronic games that make them promising to be used for health-related purposes. Finally, implications of using electronic games for health-related purposes and future direction for research in this area are discussed. Game researchers, health providers, game designers, and potential game consumers will all find informative content in this chapter.
Developing a Serious Game for Police Training
Authors: BinSubaih Ahmed , Maddock Steve , Romano Daniela
Published: May 2011

The design of serious games based on sound learning and instructional principles is important to ensure learning is integrated in the ‘game-play’. However, the process of achieving this is not yet fully understood, and research is hampered by the lack of practical demonstrations of how effective instructional design is when used alongside game design. This chapter provides an example of a successful application of instructional design to the development process of a serious game for traffic accident investigators in the Dubai police force. We use the findings from an experiment conducted for 56 police officers to analyze how learning objects are affected by the instructional principles used. To conclude the chapter, we describe the implications of the use of serious games in the police force for policymakers, educators, and researchers.
On Choosing Games and What Counts as a "Good" Game
Authors: Becker Katrin , Parker James R.
Published: May 2011

This chapter will discuss the growing importance of applying considered rationales to which games are chosen for study, whether it be for ethnography, classroom use, or anything else. A brief overview of how games are currently being chosen for study is presented through a meta analysis of studies with games that were published between 2003 and 2006 in order to demonstrate that most published games studies do not include a supported rationale for the games chosen. The chapter will then present various ways that game choices can be justified, and propose and explain a data fusion technique that can be applied to game reviews and other lists in order to facilitate representative and defensible game choices.
Intertextuality in Massively Multi-Player Online Games
Authors: Schrader P. G. , Lawless Kimberly A. , McCreery Michael
Published: May 2011

This chapter describes the manner in which gamers engage in multiple text comprehension and intertextual practices within the context of the World of Warcraft (WOW). It describes the nature of and issues associated with multiple text comprehension in a knowledge-based society, intertextuality as it relates to massively multi-player online games, and grounds this discussion in survey results from 745 WOW players. This context is highly complex, rich in information, and supports multiple modes of communication. The literacy skills used by gamers in this environment provide us with a more complete understanding of multiple text comprehension overall and within similar complex environments. The authors hope that the chapter will provide valuable insights into the development and application of 21st century skills and help direct the design of future games and the implementation of games in education.
Play Styles and Learning
Authors: Heeter Carrie
Published: May 2011

This chapter reviews player types found in commercial MMOs and educational games and a palette of play styles and learning is proposed from which game designers and educators can more easily imagine (or perhaps “paint”) their target audience. Two studies show how the palette might be applied. Study 1 examines the impact of different in-game reward schemas on player types. Study 2 compares classroom play with one child per computer versus paired play of the same educational game. Educational game design and the way a teacher structures in-class educational game play both influence emergent play and learning. Player archetypes (more commonly called player types) help game designers imagine the needs and interests of potential players. Considering learner types would be similarly useful. Learning styles relevant to educational game design and classroom use are described, including intrinsic and extrinsic achievement orientation, motivation, individual traits, and competition and other social factors.
Video-Game Creation as a Learning Experience for Teachers and Students
Authors: Madill Leanna , Sanford Kathy
Published: May 2011

This chapter explores changing conceptions of learning brought about by technological changes and opportunities and examines more closely the understanding of video game creation as a learning experience. Based on the first year of a three-year ethnographic research study of the educative value and potential of video games within a school setting, this chapter examines the powerful learning and teaching practises in classes of information technology and programming in which video game creation has been used as entry points into learning programming skills. Observations, interviews, and video recordings coupled with students’ articulation of their process were used to examine the depth of students’ learning and revealed the development of their multi-literacy skills, social skills, and their learning process awareness. Suggestions within this chapter include how a social constructivist classroom involving technology and popular culture can be developed and valued.
Education and Exploitation Off the Virtual Train to Oregon
Authors: Harms Chad M.
Published: May 2011

By retracing the tracks of the popular educational game, the Oregon Trail, this chapter presents both positive and negative realities of the incorporation of computer-based education that will necessitate students venturing away from safe, closed systems to access information in the open frontier of the Internet. Information presentation is increasingly multimodal. The fidelity of that information is not always clear. Access to information, though often assumed, is not always available. Individuals’ selectivity to the variety of information can influence how it is internalized. Exposure to violent and sexual content can result in desensitization. Bias opens opportunity for fragmentation. And our connections to others, though overwhelmingly positive, also make us vulnerable to aggression and exploitation. Certain research and news stories presented here detail the most disturbing acts of humankind; those that children must be safeguarded against.
Impact of Internet Self-Efficacy on E-Service Brands
Authors: Daugherty Terry , Gangadharbatla Harsha , Eastin Matthew S.
Published: May 2011

As the Internet expands to include individual applications such as banking, shopping, information gathering, and so on, brand managers and marketers have turned to the Internet to utilize it as an effective branding vehicle. Consequently, understanding how the Internet could be used effectively in e-branding becomes imperative. One barrier to a successful utilization of the Internet as a branding tool is the rate at which individuals adopt and use the various e-services made available to them. As will be discussed, adoption depends, in part, on the users’ level of Internet self-efficacy. This chapter illustrates a conceptual framework for understanding Internet self-efficacy and presents findings from an exploratory experiment designed to investigate the link between self-efficacy, attitudes toward e-services and individuals’ likelihood of using such e-services. Results are presented and managerial implications for e-service providers are drawn.
"Oily Rag" or "Winged Messenger"
Authors: Little Sabine
Published: May 2011

This chapter has been composed as a piece of reflective practice, and as such traces and researches the development of a new technology-rich first-year module from the point of view of one particular developer, myself. The main emphasis in my role was on advising and assisting with the development of a student learning experience that provided, above all, an inquiry-based learning environment for students to acquire the skills necessary to succeed in their ongoing degree. Technology and e-learning offered a number of interesting options for development and implementation, necessitating the further brokering of technological expertise. The chapter highlights the collaborative issues that occur in a multiprofessional team working in such a developmental environment, and explores the role of the developer and how this role might be interpreted by other staff and institutions. The chapter concludes by offering ideas for future research into what remains an emerging field of scholarship.
Enhancing Students' Transition to University through Online Preinduction Courses
Authors: Wingate Ursula
Published: May 2011

This chapter proposes online preinduction courses as an innovative method for preparing students for learning in higher education. It is argued that such courses would be most effective as components of a comprehensive learning support framework. One specific online preinduction course, which was created for undergraduate students of management, is presented. The design principles as well as the rationale and content of its five modules are discussed. The design of the course is based on constructivist, experiential, and situated learning theories, which determined the choice of subject-specific materials and authentic activities. The second part of the chapter focuses on the pilot study in which students were observed and asked to think aloud while working on the course’s materials and tasks. Findings from the pilot study show that the instructional design principles were successful in helping students to achieve the various learning objectives.