bluuebunny/crossref_metadata_2025 huggingface dataset:
Text Mining
Authors: Durfee Antonina
Published: May 2011

Massive quantities of information continue accumulating at about 1.5 billion gigabytes per year in numerous repositories held at news agencies, at libraries, on corporate intranets, on personal computers, and on the Web. A large portion of all available information exists in the form of text. Researchers, analysts, editors, venture capitalists, lawyers, help desk specialists, and even students are faced with text analysis challenges. Text mining tools aim at discovering knowledge from textual databases by isolating key bits of information from large amounts of text, identifying relationships among documents. Text mining technology is used for plagiarism and authorship attribution, text summarization and retrieval, and deception detection.
E-Health, Local Governance, and Public-Private Partnering in Ontario
Authors: Roy Jeffrey
Published: May 2011

The purpose of this chapter is to undertake a critical examination of the emergence of e-health in the Canadian Province of Ontario. More than solely a technological challenge, the emergence and pursuit of e-health denote a complex governance transformation both within the province’s public sector and in terms of public-private partnering. The Ontario challenge here is complicated by the absence of formal regional mechanisms devoted to health care, a deficiency that has precipitated the creation of Local Health Integration Networks (LHINs) to foster e-health strategies on a subprovincial basis, as well as ongoing difficulties in managing public information technologies. With respect to public-private partnering, a greater regionalization of decision-making and spending authorities, within transparent and locally accountable governance forums, could provide incentives for the private sector to work more directly subprovincially, enjoying greater degrees of freedom for collaboration via more manageable contracting arrangements.
Evaluation of E-Government Web Sites
Authors: Middleton Michael
Published: May 2011

In recent times, the popularity of the Internet has led to e-government practices being widely recognized as an important option for service to the general public. In response, various tiers of government from national to local level have sought opportunities to engage the public through Web sites. Many governments now provide some level of access to government through Web interfaces, for example, through access to resources such as publications and government data. In some cases there are services provided that may be executed online. For example, users may provide personal information for licensing or to undertake payments. There continues to be a diversity of implementation quality and levels for such services. The facilitation of e-government has been characterized in various ways. For example, the European Union has seen it in terms of four main tasks: the development of Internet-based services to improve access to public information and services, the improvement of the transparency of public administration by using the Internet, the full exploitation of information technology within public administration, and the establishment of e-procurement (Strejcek & Theilb, 2003). More recently, the United Nations (UN), noting that ICTs may be used to transform its internal and external relationships, has also identified four similar but distinct areas: internal processes such as record keeping, electronic service delivery, virtual communities for digital democracy, and e-business opportunities such as procurement (United Nations Department of Economic and Social Affairs, 2005).
Performance and Accountability in E-Budgeting Projects
Authors: Puron-Cid Gabriel , Gil-Garcia J. Ramon
Published: May 2011

An influential theoretical tradition in information systems research suggests that information and communication technology has the power to transform organizational structures and individual behaviors. This approach has been called “technological determinism.” In contrast, recent studies have found evidence of more complex relationships between information technologies and the organizational and institutional contexts in which those technologies are embedded (Fountain, 2001; Kling & Lamb, 2000; Orlikowski & Baroudi, 1991). The theories that Orlikowski and Iacono (2001) have categorized as the “ensemble view” explain that information technologies should not be conceptualized as physical artifacts only, but that the social relations around those artifacts should also be considered. In addition, the relationship between information technologies and social structures is at least bidirectional, and therefore organizational characteristics and institutional arrangements also have an impact on government ICT projects (Fountain; García, 2005; Kraemer, King, Dunkle, & Lane, 1989). As a result of this embedment of ICT in government settings, certain characteristics of the information technologies are expected to reflect important aspects of the institutional and organizational environment and, therefore, help preserve the status quo instead of promoting change (Fountain; Kraemer et al.).
A Critical Perspective on Design Patterns for E-Learning
Authors: Garzotto Franca , Retalis Symeon
Published: May 2011

“A design pattern describes a problem which occurs over and over again in our environment, and then describes the core of the solution to that problem, in such a way that you can use this solution a million times over, without ever doing it the same way twice” (Alexander et al., 1977). In the field of e-learning, design patterns are frequently advocated as a powerful way of providing structured, teacher-friendly, textual representations of learning designs, or of expressing the design rationale underlying learning objects. The purpose of this chapter is to look at e-learning design patterns from a critical perspective. We provide a historical, multidisciplinary excursus of the notion of design patterns. We propose a taxonomy of e-learning design patterns, providing examples in the various categories. Finally, we discuss both the benefits of design patterns for e-learning professionals (particularly, novice ones) and their drawbacks, and investigate how such pros and cons may affect the role of patterns for learning designs.
Visual Meaning Management for Networked Learning
Authors: Turner Margaret
Published: May 2011

This chapter introduces an approach to writing content for online learning over networked media. It argues that few resources currently utilise the fluid and multivoiced capacity of the Internet’s networked nodal structure to provide multiple pathways through content, opportunities for independent research and reflection, or collaboration with peers in knowledge building. ‘Learning objects’ are one way to conceptualise content ideas and learning activities within this flexible environment. To effectively use this resource requires something quite different to traditional sequential writing. A more appropriate approach is to use nonlinear software that can map the nodes of the knowledge domain and make visible the internal relationships, connections, and paths of meaning. The purpose of this chapter is to provide the reader with a guide to developing a better understanding of how meaning is managed visually and proposes tools and strategies for a new structure of writing for networked media.
Collaborative Argumentation in Learning Resource Evaluation
Authors: Nesbit John C , Leacock Tracey L.
Published: May 2011

The Learning Object Review Instrument (LORI) is an evaluation framework designed to support collaborative critique of multimedia learning resources. In this chapter, the interactions among reviewers using LORI are framed as a form of collaborative argumentation. Research on collaborative evaluation of learning resources has found that reviewers’ quality ratings tend to converge as a result of their interactions. Also, novice instructional designers have reported that collaborative evaluation is valuable preparation for undertaking resource design projects. The authors reason that collaborative evaluation is effective as a professional development method to the degree that it sustains argumentation about the application of evidence-based design principles.
Guidelines for Developing Learning Object Repositories
Authors: Curda L. K. , Kelly Melissa A.
Published: May 2011

We present guidelines for designing and developing a repository for the storage and exchange of instructional resources, as well as considerations for the development of the resources to be included in the repository. We elaborate on the constraints that design teams may typically face and the tradeoffs they make to ensure that users utilize the system. The guidelines and decision points we present center around common issues discussed in the learning object literature as problematic and salient to the design, development, and implementation of learning objects and object repositories. These themes are terminology, granularity, reusability, and object sharing. The guidelines we present stem from the creation of an online shareable content support system for faculty within a department of early childhood education. The types of issues and solutions we illuminate are applicable across varied educational contexts and content areas.
Learning and Teaching with CMC in the U.S. Higher Education Arena
Authors: Level Allison V. , Hoseth Amy E.
Published: May 2011

This chapter provides an overview of current issues and trends related to the impact and integration of computer mediated communication (CMC) and technological innovation in the teaching and learning environments of higher education in the United States. The chapter includes an introduction to the higher education arena, and then focuses on the current learning and teaching environments. Topics such as learning styles, learning behaviors, and CMC as an infrastructure in the student environment are discussed, along with transformational changes in the teaching environment. Recent fundamental changes in teaching and learning due to the incorporation of CMC are also discussed.
Computer Mediated Learning
Authors: Ruth Alison
Published: May 2011

This chapter proposes that Burke’s (1969) dramatistic analysis using the Pentad (act, scene, agent, agency, purpose) is a valuable methodological tool for investigating how learning theory offers a better understanding of mediated learning environments. It is argued that this framework provides a coherent and comprehensive consideration of learning and communication mediated by electronic means. Research into computer mediated communication needs to acknowledge the intertwining notion of the agents, acts and agency (mediation) within a specific scene, particularly in an online learning environment. Burke’s (1969) work provides a useful framework for discussing and describing a mediated environment and appears to be a valid framework within which to analyze different learning and communicative environments.
Stay Tuned for Podcast U and the Data on M-Learning
Authors: Vess Deborah
Published: May 2011

Podcasting is a growing trend in higher education, and this chapter reviews the most common applications for podcasting in higher education and the current literature on its impact on student learning. Although many educators question whether podcasting creates an effective active learning environment, institutional research data from Georgia College & State University indicate that podcasting may have a positive impact grade on distributions and retention, but not on student opinion surveys rating teacher performance. While surveys indicate that students want podcasts of course materials, research suggests that they make limited use of them. Data indicate that student-produced podcasts may be the most efficacious academic model for podcasting, but much work remains to be done to assess the educational impact of podcasting.
Persuasive Design
Authors: Hasle Per F.V. , Kjær Christensen Anne-Kathrine
Published: May 2011

Persuasive design (PD) is concerned with the use of computing technology for persuasive purposes. It thereby captures a comprehensive and important trend in CMC, human-computer interaction, and software development in general. This chapter describes the basic concepts of PD as well as its development from its inception in the late 90s until now. So far, rhetoric has played a modest role in the field. However, it is shown that rhetoric offers a major step forward in consolidating PD as a discipline. The concepts of PD in many respects have a theoretical basis in and are better understood with reference to rhetoric; a number of practical guidelines for PD can and should be developed on the basis of rhetoric; and ‘epistemic rhetoric’ offers a sound epistemology for PD, which is at the moment lacking. Arguably, a rhetorical turn is required for coming to grips with the problem of defining PD and placing it properly as a special case of CMC, namely computer mediated persuasion.
Publishing an Internet E-Zine
Authors: Burns Joseph E. , Laurent Dianna
Published: May 2011

An e-zine is defined as an online version of a magazine most often offered to the audience of an existing Web site. E-zines should strive to follow the conventions of traditional magazines, being delivered to a subscriber base on a regular timetable and offering multiple articles per issue. Advertising should be minimal, and only those persons who sign up should receive the e-zine. Where an e-zine will differ from a traditional magazine is in its relationship with the Web site that offers it. Each issue should work in tandem with its Web site. The e-zine should not only offer new information, but should also act as a reminder to the reader to visit the parent Web site by offering links to recently updated pages and new information. E-zines are almost exclusively delivered to a subscriber base through e-mail. Therefore, the e-zine publisher must test content against e-mail spam filters to assure delivery.
Virtual Collaboration in Immersive and Non-Immersive Virtual Environments
Authors: Guadagno Rosanna M. , Allmendinger Katrin E.
Published: May 2011

This chapter reviews contemporary research on virtual collaboration. In particular, we focus on synchronous communication and collaboration processes in virtual conferencing environments. In a virtual conference, interactants are geographically distant but their avatars (virtual representations) appear in the same virtual conference room. Two types of virtual collaboration are examined. First, we review new findings on research in immersive virtual conferencing. Next, we review recent findings on social interaction in non-immersive virtual conferencing. Specifically, we examine the impact of social interaction on these communication technologies. Finally, we conclude with speculation about the future trends in virtual collaboration.
Knowledge Communication with Shared Databases
Authors: Kimmerle Joachim , Cress Ulrike
Published: May 2011

Addressing knowledge communication with shared databases, this chapter focuses on an asynchronous, many-to-many type of computer-mediated communication (CMC). After an introduction, which characterizes this kind of CMC and provides definitions, various aspects are discussed that influence people’s behavior in knowledge communication with shared databases. This presentation focuses on psychological rather than on technological factors. The first aspect presented is the influence of anonymity and identifiability, followed by the impact of metaknowledge. Next, costs and bonus systems, and then feedback and guidelines are discussed. Other aspects which are considered are group size and participant personality. For each of these influencing factors, underlying theoretical approaches as well as empirical results are presented. Subsequently, these considerations and findings are examined with respect to their practical applications. In conclusion, future trends in database-oriented knowledge communication are discussed.
An Analysis of a Decade of Research Published in the "Journal of Computer Mediated Communication"
Authors: Switzer Jamie
Published: May 2011

This chapter explores how, in a single decade (1995-2005), research into computer-mediated communication (CMC) has evolved by examining the Journal of Computer-Mediated Communication (JCMC). JCMC is a peer-reviewed, interdisciplinary, open-access electronic journal that publishes primarily empirical research and presents a significant body of work falling under the rubric of CMC. JCMC has published diverse scholarly articles that further researchers’ and practitioners’ knowledge and understanding of CMC. This chapter synthesizes the research results presented in JCMC during its first 10 years of publication, examining the topics, methodologies, and populations utilized in those articles as well as an interpretation of the trends present in the research. Within the 279 articles analyzed, nine major categories of sample populations and eight different broad research methods were determined, and eleven broad categories of inquiry and scholarship were identified. There was no indication of any clear trends in CMC research.
The Use of Story in Building Online Group Relationships
Authors: Thorpe Stephen
Published: May 2011

Throughout history, story has been a powerful and effective way to build relationships within groups of people. Professional group facilitators know the power that story can bring to the workshops and group sessions they lead. From within the membership of the International Association of Facilitators (IAF), a group of 18 facilitators came together to collectively research the benefits of story in online groups. There was strong interest in developing practical processes and techniques that facilitators could use in building and maintaining relationships in the online groups they work with. This chapter presents some of the findings from a cooperative inquiry the group undertook investigating the use of story using a variety of media including: e-mail, audio, telephone, video and Web conferencing, instant messaging, chat, blogging, and online surveys. Our investigations reveal that story can be a powerful means for building relationships between group members within online groups. The impact of disembodiment, restrictive feedback, unclear membership, and tolerance for technical difficulties are also detailed and some interventions are outlined.
The Use of CMC Technologies in Academic Libraries
Authors: Crummett Courtney , Perrault Anna
Published: May 2011

Computer mediated communication technologies such as instant messaging, blogs, wikis, and podcasts provide new avenues to foster communication and collaboration in the academic library environment. These tools provide innovative ways to reach new technologically savvy academic library users, highlight library services, and allow the library to remain the intellectual center of the academic community. Additionally, these tools also provide mechanisms for internal staff development and collaboration, saving time and building a more technologically expert staff. This chapter highlights various ways that the academic library community can incorporate CMC technologies by providing current examples of instant messaging, blog, wiki, and podcast implementation.
Computer Mediated Speech Technology
Authors: Mullennix John W. , Stern Steven E.
Published: May 2011

A frequently overlooked form of CMC is computer synthesized speech (CSS). Although the first CSS systems were rather crude and unintelligible, newer systems are fairly intelligible and are widely used for a number of applications, most importantly as aids for the speaking or visually disabled. In this chapter, we briefly review the development of CSS technology and discuss the work on perception and comprehension of CSS. Then, we examine how CSS use influences interactions between disabled people and nondisabled people. We conclude by emphasizing that the development of CSS systems should take into account various social psychological factors rooted in prejudice and stigma of the disabled.
Instant Messaging as a Hypermedium in the Making
Authors: Leetaru Kalev
Published: May 2011

The recent rise of Instant Messaging systems as a centerpiece of online communication has brought with it many questions about the role this new medium will play in the communicative sphere. As the medium has evolved, it has grown to subsume many traditional communication technologies, merging their individual capabilities. In this chapter, a cross-section of popular and established technologies is examined and a strata of affordances introduced, describing the media’s capacity for tasks enabled through their message transport. Through this framework the modern medium of Instant Messaging is compared against these other technologies in terms of the affordances offered by each and the argument presented that IM is evolving to subsume many of the traditional communicative mediums into a single communications hub, or hypermedium.
The Potential of IMS Learning Design in E-Learning
Authors: Ragbir Diana M. , Mohan Permanand
Published: May 2011

This chapter presents the IMS Learning Design Specification and explains how it can be used to enhance the effectiveness of e-Learning scenarios. It shows how to assemble a learning design using elements of the learning process and chunks of content known as learning objects. The chapter proposes several learning design services that can potentially improve the pedagogical expressiveness of the current Learning Design Specification. It also discusses the possibility of storing learning designs in a repository and adapting and personalizing learning designs according to the instructional needs of individual learners. It is hoped that researchers and practitioners will understand how it is possible to go beyond learning objects and create learning designs that more accurately reflect the actual learning process of students and thus appreciate the value in extending the learning design specification to improve pedagogical effectiveness.
Experiential Learning in the Myself Project
Authors: Anolli Luigi , Mantovani Fabrizia , Balestra Massimo , Kommers Piet , Robotti Odile , Salamin Anne-Dominique , Agliati Alessia , Realdon Olivia , Zurloni Valentino , Confalonieri Linda , Mortillaro Marcello , Vescovo Antonietta , Venturini Pietro , Wetterling Joachim , Tarocchi Anna
Published: May 2011

New trends in information technology are strongly influencing and shaping the growth of e-learning, and progressively resolving a number of critical issues currently limiting its dissemination to wider populations. The main goal of this chapter is to outline the MySelf Project, which aims to expand the potential of e-learning through the implementation of Affective Computing and training in soft skills. The chapter contents are therefore divided into two main sections: firstly, implementation of affective computing in the Myself project through the design and development of a 3D virtual tutor and research on possible implementations of multimodal recognition of user emotions; secondly, the development of 3D interactive simulations for soft skills training. Each section sets out the state of the art for the areas covered, outlines the Myself project objectives and possible operative applications, describes the work carried out to date, and discusses critical issues, open questions and future directions for the project.
Critical Success Factors for E-Learning Adoption
Authors: Borotis Spiros , Zaharias Panagiotis , Poulymenakou Angeliki
Published: May 2011

e-Learning attracts considerable interest in contemporary corporate training curricula. As it concerns a considerable investment, organizations that tend to adopt and maintain it effectively and efficiently in the long term, need to learn from the pioneers. Authors’ experience and extensive literature review leaded to eleven critical success factors, which promise to increase the awareness towards the most common impediments. Those critical success factors include the alignment with business objectives, leadership, empowerment of the learning aspect, technological infrastructure, blended instruction, careful design, evaluation and feedback, time and space to learn, motivation to learn, usability, and complete knowledge of learners’ characteristics.
Student and Faculty Satisfaction with Enterprise CMS
Authors: Hazari Sunil , Caverly Kristin
Published: May 2011

Course management systems are becoming widespread in colleges and universities that offer distance learning courses and programs. As a result of high costs involved in deploying course management tools, it is important to determine student and faculty satisfaction with these systems to justify continued use and pedagogical value. A study was conducted in the Business School of a large university to determine student and faculty satisfaction with the enterprise version of Blackboard course management tool. Results of the survey found that faculty and student satisfaction with the course management system is high, the system is mainly being used as a convenience tool to distribute course materials, faculty training is needed that goes beyond tool use and incorporates pedagogical issues, and use of a portal should be further encouraged among students and faculty. Results of this study should be useful to educators interested in deploying enterprise course management systems in their institutions.
The Handheld Hybrid
Authors: Maboudian Wendy , Ward Colin S.
Published: May 2011

Two professors implemented a hybrid pilot program for college preparatory English as a Second Language (ESL) courses. The development and integration of ESL hybrid courses presented pedagogical and technological obstacles that included computer access, learner attitudes and the need to develop online learner skills (computer skills, time management practice, a disciplined dedication to be online, and practice in meeting deadlines). Ward labeled the pilot courses “Handheld Hybrids” to describe the style and range of flexibility in the courses to accommodate students with little to no familiarity with computers or computer-based instruction. The handheld approach allowed for gradual instruction in computer-based coursework, which helped mitigate intimidation and foster student empowerment. Besides freeing adult students to care for their family and work needs, the hybrid courses also developed online learning skills students would need in order to successfully undertake other hybrid and distance education courses in the future.
Using Real Case Studies to Teach Ethics Collaboratively to Library Media Teachers
Authors: Farmer Leslie
Published: May 2011

Case studies provide an authentic way to teach ethical behavior through critical analysis and decisionmaking because it reveals nuanced factors in complex situations and stimulates productive discussion. Case studies also address the affective domain of learning. The creation and choice of case studies is key for optimum learning, and can reflect both the instructor’s and students’ knowledge base. Case studies are used successfully in distance education as students share their perspectives and respond to their peers’ comments. As a result of this approach, students support each other as they come to a deeper, co-constructed understanding of ethical behavior, and they link coursework and professional lives. The instructor reviews the writing to determine the degree of understanding and internalization of ethical concepts/applications, and to identify areas that need further instruction.
Digital Video Watermarking and the Collusion Attack
Authors: Caldelli Robert , Piva Alessandro
Published: May 2011

This chapter is devoted to the analysis of the collusion attack applied to current digital video watermarking algorithms. In particular, we analyze the effects of collusion attacks, with particular attention to the temporal frame averaging (TFA), applied to two basic watermarking systems like spread spectrum (SS) and spread transform dither modulation (STDM). The chapter describes the main drawbacks and advantages in using these two watermarking schemes and, above all, the fundamental issues to be taken into account to grant a certain level of robustness when a collusion attack is carried out by an attacker.
Digital Camera Source Identification Through JPEG Quantisation
Authors: Sorrell Matthew James
Published: May 2011

We propose that the implementation of the JPEG compression algorithm represents a manufacturer and model-series specific means of identification of the source camera of a digital photographic image. Experimental results based on a database of over 5,000 photographs from 27 camera models by 10 brands shows that the choice of JPEG quantisation table, in particular, acts as an effective discriminator between model series with a high level of differentiation. Furthermore, we demonstrate that even after recompression of an image, residual artefacts of double quantisation continue to provide limited means of source camera identification, provided that certain conditions are met. Other common techniques for source camera identification are also introduced, and their strengths and weaknesses are discussed.
Use of Experimental Ethno-Methods to Evaluate the User Experience with Mobile Interactive Multimedia Systems
Authors: Roibás Anxo Cereijo , Johnson Stephen
Published: May 2011

This chapter discusses research initially supported by the Vodafone Group Foundation and the British Royal Academic of Engineering, and subsequently by the BT Mobility Research Centre. It aims to unfold the user experience in future scenarios of mobile interactive multimedia systems, such as mobile iTV with plausible significance in entertainment, work, and government environments. Consolidated and experimental ethnographic data gathering techniques have been used to understand how peripatetic and nomadic users such as commuters and travelers interact in real contexts, taking into account their physical and social environment together with their emotions and feelings during interaction with the system. This approach potentially enhances the consistency and relevance of the results. This chapter also envisages how mobile users could become a sort of ‘DIY producers’ of digital content, prompting the emergence of mobile communities that collaborate to create their own ‘movies’ and exchanging them not only with other users but also places (real and virtual environments) and objects (intelligent objects and other digital-physical hybrids). This work illustrates that mobile and pervasive TV would go further than merely broadcasting TV content on handhelds; it will be a platform that will support collaboration and enhancement of creative skills among users.
Transgenerational Designs in Mobile Technology
Authors: Ziefle Martina , Bay Susanne
Published: May 2011

Mobile devices have proliferated into most working and private areas and broad user groups have access to mobile technology. This has considerable impact on demands for usable designs. As users differ widely regarding age, upbringing, experience and abilities, it is a basic question whether there are user interface designs feasible that meet the demands of user diversity and trans-generational designs. The aim of the present research was to uncover effects of user diversity on menu navigation. Users of a wide age range were examined when interacting with mobile phones. In a detailed way, individual navigation routes were analyzed and effectiveness and efficiency of menu navigation was determined. In addition, effects of individual variables were considered. The results show that the usage of small-screen devices imposes considerable difficulties for all users, but in particular for children and middle-aged adults, who were very sensitive for cognitive demands imposed by current mobile phone designs.
Modelling and Simulation of Mobile Mixed Systems
Authors: Dubois Emmanuel , Moussa Wafaa Abou , Bach Cédric , de Bonnefoy Nelly
Published: May 2011

Interactive systems are no longer expected to be used in confined and predefined places. By increasingly taking advantage of the physical environment, interactive systems are becoming mixed, that is, merging physical and digital worlds. Moreover, they support user’s mobility and thus can be referred to as “mobile mixed systems.” To overcome technology-driven development processes and to take into account their physical nature and mobile dimensions, specific design approaches are required. From this perspective, we present the interweaving of an existing design model (ASUR) for mixed systems, and a 3-D environment (SIMBA) for simulating modelled mobile mixed system. The aims are to support the investigation of mobile mixed system design through the dedicated modelling approach, and to better understand the limit of the modelled solutions through their simulation. This constitutes a first step toward an iterative method of design for mobile mixed systems, based on “midfidelity” prototyping.
Text Entry
Authors: Dunlop Mark David , Masters Michelle Montgomery
Published: May 2011

Text entry on mobile devices (e.g., phones and PDAs) has been a research challenge since devices shrank below laptop size: mobile devices are simply too small to have a traditional full-size keyboard. There has been a profusion of research into text-entry techniques for smaller keyboards and stylus input: some of which have become mainstream, while others have not lived up to early expectations. This chapter will review the range of input techniques, together with evaluations, that have taken place to assess their validity: from theoretical modelling through to formal usability experiments. Finally, the chapter will discuss criteria for acceptance of new techniques, and how market perceptions can overrule laboratory successes.
Unobtrusive Movement Interaction for Mobile Devices
Authors: Korpipää Panu , Linjama Jukka , Kela Juha , Rantakokko Tapani
Published: May 2011

Gesture control of mobile devices is an emerging user interaction modality. Large-scale deployment has been delayed by two main technical challenges: detecting gestures reliably and power consumption. There have also been user-experience-related challenges, such as indicating the start of a gesture, social acceptance, and feedback on the gesture detection status. This chapter evaluates a solution for the main challenges: an event-based movement interaction modality, tapping, that emphasizes minimal user effort in interacting with a mobile device. The technical feasibility of the interaction method is examined with a smartphone equipped with a sensor interaction cover, utilizing an enabling software framework. The reliability of detecting tapping is evaluated by analyzing a dataset collected with the smartphone prototype. Overall, the results suggest that detecting tapping is reliable enough for practical applications in mobile computing when the interaction is performed in a stationary situation.
Mobile Design for Older Adults
Authors: Siek Katie A.
Published: May 2011

The global population of older people is steadily growing and challenging researchers in the human computer interaction community to design technologies to help them remain independent and preserve their quality of life. Researchers are addressing this challenge by creating assistive technology solutions using information appliances, such as personal digital assistants and mobile phones. Some have questioned whether older people can use information appliances because of age related problems. This chapter discusses work related to designing, implementing, and evaluating mobile applications for the aging. A discussion about what researchers should consider during the design process for information appliances shows the unique challenges posed by this population.
Widely Usable User Interfaces on Mobile Devices with RFID
Authors: Bellotti Francesco , Berta Riccardo , De Gloria Alessandro , Margarone Massimiliano
Published: May 2011

Diffusion of radio frequency identification (RFID) promises to boost the added value of assistive technologies for mobile users. Visually impaired people may benefit from RFID-based applications that support users in maintaining “spatial orientation” (Mann, 2004) through provision of information on where they are, and a description of what lies in their surroundings. To investigate this issue, we have integrated our development tool for mobile device, (namely: MADE, Bellotti, Berta, De Gloria, & Margarone, 2003), with a complete support for RFID tag detection, and implemented an RFID-enabled location-aware tour-guide. We have evaluated the guide in an ecological context (fully operational application, real users, real context of use (Abowd & Mynatt, 2000)) during the EuroFlora 2006 international exhibition (EuroFlora). In this chapter, we describe the MADE enhancement to support RFID-based applications, present the main concepts of the interaction modalities we have designed in order to support visually impaired users, and discuss results from our field experience.
Usability Evaluation Methods for Mobile Applications
Authors: Bernhaupt Regina , Mihalic Kristijan , Obrist Marianna
Published: May 2011

Evaluating mobile applications and devices is particularly challenging given the variability of users, uses, and environments involved. This chapter introduces usability evaluation methods (UEMs) for mobile applications. Over the past decades various usability evaluation methods have been developed and implemented to improve and assure easy-to-use user interfaces and systems. Since most of the so-called ‘classical’ methods have demonstrated shortcomings when used in the field of mobile applications, they were broadened, varied, and changed to meet the demands of testing usability for mobile applications. This chapter presents a selection of these ‘classical’ methods and introduces some methodological variations for testing usability in the area of mobile devices and applications. It argues for a combination of both field evaluation methods and traditional laboratory testing to cover different phases in the user-centered design and development process.
Instrumented Usability Analysis for Mobile Devices
Authors: Crossan Andrew , Murray-Smith Roderick , Brewster Stephen , Musizza Bojan
Published: May 2011

Instrumented usability analysis involves the use of sensors during a usability study which provide observations from which the evaluator can infer details of the context of use, specific activities, or disturbances. This is particularly useful for the evaluation of mobile and wearable devices which are currently difficult to test realistically without constraining users in unnatural ways. To illustrate the benefits of such an approach, a study of touch-screen selection of on-screen targets is presented whilst walking and sitting, using a PocketPC instrumented with an accelerometer. From the accelerometer data, the user’s gait behaviour is inferred, allowing linking performance to gait phase angle, showing there were phase regions with significantly lower error and variability. The chapter provides examples of how information acquired via sensors gives quantitatively measurable information about the detailed interactions taking place when mobile, allowing designers to test and revise design decisions, based on realistic user activity.
Field Evaluation of Collaborative Mobile Applications
Authors: Stoica Adrian , Fiotakis Georgios , Raptis Dimitrios , Papadimitriou Ioanna , Komis Vassilis , Avouris Nikolaos
Published: May 2011

This chapter presents a usability evaluation method for context aware mobile applications deployed in semi-public spaces that involve collaboration among groups of users. After reviewing the prominent techniques for collecting data and evaluating mobile applications, a methodology that includes a set of combined techniques for data collection and analysis, suitable for this kind of applications is proposed. To demonstrate its applicability, a case study is described where this methodology has been used. It is argued that the method presented here can be of great help both for researchers that study issues of mobile interaction as well as for practitioners and developers of mobile technology and applications.
UI Design for Mobile Technology in a Closed Environment
Authors: Oakley Kater , Lindgaard Gitte , Kroeger Peter , Miller John , Bryenton Earl , Hébert Paul
Published: May 2011

This chapter reports on a case study linking several technology devices that monitor a range of vital signs in patients recently discharged to a hospital ward from the Intensive Care Unit (ICU). Apart from presenting an interesting technological challenge, this closed environment creates unique logistical and physical ergonomic challenges as well as cognitive and perceptual design problems for mobile technology. Devices include desktop computers, touch monitors, and several types of remote mobile devices including PDAs. A number of important design issues are addressed, such as deciding which visual details can be safely eliminated from a small display, or if permission should be given to turn off the alarm functions, among others. Lack of direct access to users compromised the ecological validity of several parts of the evaluation and alternative evaluation methods had to be devised.
A Proposed Tool for Mobile Collaborative Reading
Authors: Black Jason T. , Hawkes Lois Wright
Published: May 2011

This chapter presents a tool for collaborative e-learning using handheld devices that incorporates pair communication via text and speech input. It discusses the current state of e-learning for mobiles and illustrates the lack of such tools in reading comprehension domains. It then describes the tool development as a model for interface design, communication strategies, and data manipulation across mobile platforms. It is argued that such a tool can enhance e-learning among children, due to freedom of movement and variety of input (text and speech). The design is centered on a proven paper-based collaborative learning methodology which should strengthen its effectiveness. A paper prototype test that assisted in determining optimum interface layout and confirming that speech input was preferred among children is described. The system was developed and designed using creative strategies for interface layout and data manipulation. Lessons learned and plans for additional research are discussed.
The Possibility of Water-Cooler Chat? Developing Communities of Practice for Knowledge Sharing within Global Virtual Teams
Authors: Zakaria Norhayati
Published: May 2011

This chapter looks at a key concept called communities of practice that helps to facilitate organizational learning through increased knowledge sharing within global virtual teams. By using Granovetter’s (1974) weak ties theory, I suggest that casual acquaintances, known as weak ties have significant implications for social relationships and context, both of which can benefit virtual organizational team members. Furthermore, based on Hofstede’s (1980) cultural dimensions, I also argue that cultural factors can impact one’s willingness to share knowledge. Thus, there are three questions that guide this chapter: (1) How do social relationships and context among global virtual teams affect the development of communities of practice? (2) How does culture affect the knowledge of sharing activities? (3) What is the impact of ICTs on knowledge sharing and the emergence of communities of practice?
Business & IT Alignment in a Multinational Company
Authors: Silvius A. J. Gilbert
Published: May 2011

This chapter explores the theory and practice of business & IT alignment in multinational companies. In the first part of the chapter an overview of the theory is presented. In this part, the familiar frameworks for business & IT alignment are put in perspective in an “alignment development model.” The second part of the chapter presents the practical issues that are experienced in aligning IT to business in multinational companies. These issues and considerations resulted from a focused group discussion with IT managers and CIOs of medium-sized and large organizations in The Netherlands.
Quality Standardization Patterns in ICT Offshore
Authors: Ben Esther Ruiz
Published: May 2011

In recent years, the ICT branch has experienced new internationalization impulses through the improvement of offshore practices. Particularly the development of modularization and standardization of some production processes have crucially contributed to enabling offshoring in globalized areas of ICT. Competencies as well as innovation sources have increasingly fragmented; resting upon cooperation and trust principles. Quality standards play a crucial role to satisfy and optimize these coordination and regulation needs so to warrant quality outcomes. In this chapter, I will give an overview of the development of quality standards related to offshore projects, focusing particularly on recent practices in Europe. To illustrate the importance of quality standards and quality management for ICT off- and nearshore projects, and moreover for the internationalization of the ICT branch, I present some preliminary results of my work in progress. From the perspective of project managers in large ICT firms, quality standards play a very important role as the internal controlling instrument of working and communication processes; as well as an external mechanism beyond the ICT network in order to get market advantages.
Natural Language Processing Agents and Document Clustering in Knowledge Management
Authors: Legrand Steve , Pulido JRG
Published: May 2011

While HTML provides the Web with a standard format for information presentation, XML has been made a standard for information structuring on the Web. The mission of the Semantic Web now is to provide meaning to the Web. Apart from building on the existing Web technologies, we need other tools from other areas of science to do that. This chapter shows how natural language processing methods and technologies, together with ontologies and a neural algorithm, can be used to help in the task of adding meaning to the Web, thus making the Web a better platform for knowledge management in general.
Objects as the Primary Design Principle for International Information Systems
Authors: Lehmann Hans
Published: May 2011

This exploratory research project set out to investigate the architecture and design principles of inter-national information systems. Analysing six case vignettes in a modified grounded theory approach, a two-dimensional topology for international information systems—postulated from previous research as a seed concept—was confirmed as a useful architecture paradigm. In its terms, international informa-tion systems are configured from two elements: core systems (common for the whole enterprise) on the one hand, and local systems (specific only for each site) on the other. The interface between the two is a third component. The cases showed that achieving the correct balance between core and local can be a difficult political process and requires careful organisational engineering to be successful. One case vignette, in particular, highlights the logical and organisational difficulties in defining these systems ele-ments. Object orientation as the fundamental design principle is investigated as an approach to provide a solution for this problem. Because it enables implementation differentiation and flexibility for future functional changes, it is conjectured that object technology is an optimal—technical—development strategy for international information systems. Directions for further research are outlined.