bluuebunny/crossref_metadata_2025 huggingface dataset:
Behaviorism and Developments in Instructional Design and Technology
Authors: Chen Irene
Published: May 2011

The theory of behaviorism concentrates on the study of overt behaviors that can be observed and measured (Good & Brophy, 1990). In general, the behavior theorists view the mind as a “black box” in the sense that response to stimulus can be observed quantitatively, ignoring the possibility of thought processes occurring in the mind. Behaviorists believe that learning takes place as the result of a response that follows on a specific stimulus. By repeating the S-R (stimulus-response) cycle, the organism (may it be an animal or human) is conditioned into repeating the response whenever the same stimulus is present. The behavioral emphasis on breaking down complex tasks, such as learning to read, into subskills that are taught separately, has a powerful influence on instructional design. Behaviors can be modified, and learning is measured by observable change in behavior. The behavior theorists emphasize the need of objectivity, which leads to great accentuation of statistical and mathematical analysis.
Structuring a Local Virtual Work Ecology for a Collaborative, Multi-Institutional Higher Educational Project
Authors: Hai-Jew Shalin
Published: May 2011

This chapter focuses on a multi-institutional shared curricular-build project (2009) out of Kansas State University, Johnson County Community College, Kansas City Kansas Community College, and Dodge City Community College. This project involved the building of a range of digital learning objects for modules for an online course that will be taught at the various institutions in both online and hybrid formats. This collaboration is unique in that it brought together experts from cross-functional domains (from both the empirical sciences and the humanities) for an interdisciplinary freshman level course. The team collaborated virtually through computer mediated communications and built e-learning based on instructional design precepts. The curriculum was built to the standards of the public health domain field, the Quality Matters™ rubric (for e-learning standards), federal accessibility guidelines, intellectual property laws, and technological interoperability standards (with the curriculum to be delivered through four disparate learning / course management systems). This chapter focuses on the socio-technical structuring of a local virtual work ecology to support this “Pathways to Public Health” project.
Multimedia, Cognitive Load, and Pedagogy
Authors: Doolittle Peter E. , McNeill Andrea L. , Terry Krista P. , Scheer Stephanie B.
Published: May 2011

The current emphasis, in education and training, on the use of instructional technology has fostered a shift in focus and renewed interest in integrating human learning and pedagogical research. This shift has involved the technological and pedagogical integration between learner cognition, instructional design, and instructional technology, with much of this integration focusing on the role of working memory and cognitive load in the development of comprehension and performance. Specifically, working memory, dual coding theory, and cognitive load are examined in order to provide the underpinnings of Mayer’s (2001) Cognitive Theory of Multimedia Learning. The bulk of the chapter then addresses various principles based on Mayer’s work and provides well documented web-based examples.
On the Role of Learning Theories in Furthering Software Engineering Education
Authors: Oh Navarro Emily
Published: May 2011

Learning theories describe how people learn. There is a large body of work concerning learning theories on which to draw, a valuable resource of which the domain of software engineering educational research has thus far not taken full advantage. In this chapter, we explore what role learning theories could play in software engineering education. We propose that learning theories can move the field of software engineering education forward by helping us to categorize, design, evaluate, and communicate about software engineering educational approaches. We demonstrate this by: (1) surveying a set of relevant learning theories, (2) presenting a categorization of common software engineering educational approaches in terms of learning theories, and (3) using one such approach (SimSE) as a case study to explore how learning theories can be used to improve existing approaches, design new approaches, and structure and guide the evaluation of an approach.
An Ontological Approach to Online Instructional Design
Authors: Zheng Robert Z. , Dahl Laura B.
Published: May 2011

This chapter introduces the ontological instructional design as an alternative to the traditional instructional design in teaching and learning. By comparing the differences between traditional instructional design and e-Learning, the authors suggest that instructional design in e-Learning require a different model than the existing traditional models due to the idiosyncratic nature of e-Learning in terms of population, environment, and resources. An ontological instructional design model is proposed with a focus on the sharability, reusability and interoperability of ontological entities and design components within the ontological entities, which provides a holistic approach to online instructional design compared to the segmented, linear design approach in traditional instructional design models. A case study is included to illustrate the use and application of the ontological instructional design model in an online business course. Finally, guidelines for implementing the model are made with suggestions for future research.
Lost In Translation
Authors: Boot Eddy , Nelson Jon , De Faveri Daniela
Published: May 2011

Developing modern instructional software has become very complex. As a result, the communication between instructional designers and other stakeholders in the development process is becoming increasingly important. However, due to differences in background, focus, and tools among ISD stakeholders instructional designers lack the means to provide reasonably unequivocal design documentation for these stakeholders. These differences in stakeholders create a context where the design documents produced are not sufficiently related to the specific needs of the stakeholders, in terms of meaningful organization and differentiation of level of detail. This problem is complicated by the lack of shared design languages. These problems prevent precise expression of design information. The 3D-model is introduced to support instructional designers to stratify, elaborate, and formalize design documents, even if design languages are hardly shared between designers and other stakeholders. Two validation studies show that the 3D-model contributes to a better information transition between instructional designers and software producers—one of the stakeholders in the development process.
Assessing 3D Virtual World Learning Environments with the CIMPLe System
Authors: Williams Sean D. , Switzer Deborah M.
Published: May 2011

This chapter introduces an assessment rubric for virtual world learning environments (VWLEs) built from proven principles of user experience design, instructional design, interface design, learning theory, technical communication, instructional systems design (ISD), and VIE motivation theory. Titled the “CIMPLe System,” this rubric captures the ways that context, interactivity, motivation, presence, and cognitive load weave together to form a successful VWLE. The CIMPLe System offers an advance in how educators can assess the quality and predict the success of the VWLEs that they build. The holistic approach achieved in the CIMPLe System arises from the multidisciplinary approach represented in the tool. As designers consider what to build into the environment, they can refer to the CIMPLe System as a checklist to ensure that the environment meets the needs that the cross-disciplinary theory suggests are necessary.
The Innovative Production Machines and Systems Network of Excellence
Authors: Pham D. T. , Eldukhuri E. E. , Soroka A. , Zlatanov V. , Packiananther M. S. , Setchi R. , Pham P. T.N. , Thomas A. , Dadam Y.
Published: May 2011

This article presents the essence of the Innovative Production Machines and Systems (I*PROMS) Network of Excellence. It gives the rationale for networks of excellence, outlines the scope and structure of I*PROMS, and summarizes its program of activities.
The Pervasiveness of Design Drawing in ID
Authors: Stubbs S. Todd , Gibbons Andrew S.
Published: May 2011

This chapter is a survey of the literature of ID to look at the breadth and usage of design drawings in this discipline to better understand the emerging use of VIDLs to improve designs. To conduct this research, we sampled several ID textbooks, ID journals, software, and case studies looking for examples of design drawing. Design drawings found were then categorized using Gibbons’ (2003) seven ID layers as a taxonomy to understand the drawings purposes. We did not find the same pervasiveness or level of self-awareness as found in other design fields. Examples of design drawings were found, but were somewhat rare. Furthermore, we discovered that those examples we found tended to document only two of Gibbons’ seven layers, indicating narrow application. We believe this gap represents a serious shortcoming in ID, indicating a lack of tradition, skill, and standards for visual representations of design except in limited ways. At present, design drawing is a rare but growing phenomenon in ID, which, when fully understood and implemented, can only benefit the practice of ID.
Interdisciplinarity in Telecommunications and Networking
Authors: Powell Steven R.
Published: May 2011

The interdisciplinary approach can be beneficial to researchers, educators, and practitioners for solving complex problems and synthesizing knowledge. While a great deal has been written about interdisciplinary activity in relation to the humanities and the natural and social sciences, it has been important in the telecommunications and networking field as well. This article investigates the subject of interdisciplinarity, especially as it relates to telecommunications and networking research and education. Among the questions examined are: What exactly is meant by “interdisciplinary”? Why is the interdisciplinary approach important in telecommunications and networking research and education and what are some examples of how is it being utilized? How does the International Journal of Interdisciplinary Telecommunications & Networking differ from other telecommunications and networking publications in its treatment of interdisciplinary research and what does the journal hope to accomplish?
Strategic Technology Options in the Wireless Industry
Authors: Kim Hak Ju , Weiss Martin B.H. , Morel Benoit
Published: May 2011

The major U.S. wireless operators already have announced their plans for the evolution of their networks towards 3G, but some uncertainties remain, such as emergence of new technologies (WiMAX and WLAN) and the consolidation among operators (AT&T Mobile and Sprint Nextel). The article discusses a real option based model for technology decisionsand applies it to the U.S. wireless industry as a case study. We also discuss what decisions must be made, what the outcomes are, and how the options model is validated. The preliminary results show that the evolution of wireless network technologies between generations (inter-generations migration scenario) is desirable (a positive net option value), but not desirable (a negative net option value) within generations (intra-generation migration scenario), in the U.S.
Trust-Based SAODV Protocol with Intrusion Detection, Trust Management and Incentive Cooperation in MANETs
Authors: De Rango Floriano
Published: May 2011

Distributed wireless systems present many security issues, and offering security preserving network resources is often a challenging effort. Offering security through only cryptography is not always a suitable solution if the high dynamic context of MANET is considered and the trust mechanism that reduces the computationally intensive number of security operations becomes strategic. In this work, a well-known routing protocol, called SAODV, has been considered. To improve its performance and offer more resilience to attack from malicious nodes authenticated by the network, some additional features are added. A preventive approach based on a cryptographic mechanism and a reactive approach to detect anomalous and malicious nodes are considered. An extension of SAODV offering an Intrusion Detection Mechanism (IDM) and a Trust-based Mechanism (TBM) to promote the collaboration of the cooperating nodes and penalize the selfish nodes are proposed. Simulation results were performed under a NS-2 simulator to show the effectiveness of our proposal compared with AODV and SAODV. Simulation parameters, such as Normalized Routing Overhead, Data Packet Delivery Ratio, average number of signatures and throughput of collaborating and malicious nodes, have been considered.
Externalized Design
Authors: Mørch Anders I.
Published: May 2011

In this chapter, the author presents a conceptual framework for early-stage interaction design (EDOS) together with a method for embedding conceptual artifacts in user interfaces. The notion of ‘externalized design’ from postmodern architecture is used as an analogy for how to incorporate conceptual artifacts like social ideas in user interfaces. This is proposed as a new approach to theory-based design in human-computer interaction (HCI) and computer-supported collaborative learning (CSCL). The framework is applied to the retrospective analysis of two interactive systems the author has been involved in designing over a number of years. These systems were stimulated by two concepts associated with American pragmatism (generalized other, reflection-in-action). A multistage process for expressing the concepts in user interfaces is presented. The chapter ends by discussing the strengths and limitations of the EDOS framework, comparing it with related work, and suggesting directions for further work.
Extending Sociotechnical Design to Project Conception
Authors: Kampf Constance
Published: May 2011

Project management processes offer specific sites for understanding the interplay of the social and the technical. This article focuses on the connection between knowledge and technology through knowledge communication processes, cultural & rhetorical contexts in projects, and the iterative process of project conception rooted in sense-making by designers. The data comes from a Project management course in which the students were asked to design and plan projects to situate a mobile phone game in a social context. The course was taught simultaneously at the Helsinki School of Economics in Finland and the Aarhus School of Business, University of Aarhus, Denmark. The analysis demonstrates the potential of knowledge communication concepts for social technical design and highlights the cultural context of the designers as a key factor to consider in socio-technical design.
The Implementation of Knowledge Management in Service Businesses
Authors: Shen Pei-Di , Lee Tsang-Hsiung , Tsai Chia-Wen , Chen Yi-Fen
Published: May 2011

Knowledge management is increasingly being mentioned in practice and research as a mechanism for gaining competitive advantage. Not only the high-tech industry needs to put knowledge management to use, but also the service industry. This article presents a conceptual framework to provide insights for managers to implement knowledge management in service businesses. Especially, we provide a four-stage approach in this study that was adopted from the processes of knowledge management proposed by Alavi and Leidner (2001) and we suggest two to four strategies for each process.
Affective Factors for Successful Knowledge Management
Authors: Smith Peter A.C.
Published: May 2011

The author proposes that any effort to successfully manage knowledge must be concerned not only with relevant technology, but also with the plethora of affective factors present in the workforce. The author’s objective is to heighten awareness of the impact of these affective factors on knowledge management (KM) implementation, and to offer practical approaches that it is contended will assist in “getting the affective factors right”.
Knowledge Management in E-Commerce
Authors: Mahmood Zaigham
Published: May 2011

Knowledge management refers to acquisition, creation, dissemination, and utilization of knowledge. Knowledge is becoming an important resource for today’s organisations, and enterprises are keen to deploy this resource to improve their products, services, and processes as well as ensure delivery on demand. Through knowledge management, businesses aim to increase efficiency, reduce costs, and most importantly, retain customers. Enterprises in the electronic commerce arena are already aware of the importance of understanding customer attitudes and their buying habits and are, therefore, taking huge strides to ensure that they employ appropriate techniques to manage the information at hand. This chapter discusses the variety of approaches that business enterprises have adopted for the acquisition of customer information and its deployment and outlines the processes relevant to knowledge management in the context of electronic commerce.
Towards Understanding the Use of Patterns in Software Engineering
Authors: Kamthan Pankaj
Published: May 2011

There are a number of avenues of articulating experiential knowledge, including patterns. However, the mere availability of patterns does not lead to their suitable use, if at all. In order to establish a systematic approach for using patterns, a pattern stakeholder model and a general, process environment-neutral and domain-independent pattern usage model are proposed, and the relationships between them are underscored. The underlying essential and accidental concerns in putting patterns into practice by pattern stakeholders are highlighted and, in some cases, possible resolutions are suggested. In particular, challenges in acquisition, selection, and application of patterns are discussed.
A Framework for Internet Security Assessment and Improvement Process
Authors: Ramachandran Muthu , Mahmood Zaigham
Published: May 2011

Internet security is paramount in today’s networked systems, especially when they provide wireless application access and enable personal and confidential data to be transmitted across the networks. Numerous tools and technologies are available to ensure system security, however, external threats to computer systems and applications are also becoming more and more sophisticated. This chapter presents a framework that consists of two components: (1) an assessment model to look at the existing security infrastructure of an organisation to determine its security maturity level; and (2) a process improvement maturity model to suggest an improvement mechanism for the organisation to progress from one maturity level to the next higher level. The intention is to provide a framework to improve the organisation’s Internet and network security so that it becomes more efficient and effective than before. The improvement process model is a 5-stage framework, which has the potential to be established as a standard maturity model for assessing and improving security levels in a manner similar to other software process improvement framework such as CMMI. Preliminary results, based on looking at the existing security measures of one particular organisation, reveal that there is indeed a need for an appropriate model such as the one being proposed in this chapter.
Situation-Based and Activity-Based Learning Strategies for Pervasive Learning Systems at Workplace
Authors: Bouzeghoub Amel , Garlatti Serge , Ngoc Do Kien , Pham-Nguyen Cuong
Published: May 2011

The chapter is organized as follows: the authors introduce some issues of technology-enhanced learning systems and define mobile, pervasive and ubiquitous learning and some closely related features: context, adaptation, situated learning, working and learning activities. Secondly, work-based learning features are described. Thirdly, situation-based and activity-based learning strategies are presented. Finally, the P-LearNet project is used to illustrate the proposal, and the conclusion summarizes the chapter and shows how and at which level this framework can be reused.
Unleashing the Potential of Mobile Learning through SMS Text for Open and Distance Learners
Authors: Abas Zoraini Wati , Lim Tina , Ramli Ruzita
Published: May 2011

Malaysia has a population of about 28 million people but there are, incredibly, more than 30 million mobile phone subscriptions. Sixth in the world in terms of SMS (Short Message Service) volume, Malaysians appear to be addictive SMS texters. With over 98 percent of its students having mobile phones and 82 percent of the students ready for learning through mobile phones, Open University Malaysia initiated a project that first experimented with podcasts and SMS texts later. This chapter describes how the institution conceptualized, planned, and created a mobile learning environment using SMS to enhance its current blended learning model in general, and in particular, one of its courses with over 1,000 students enrolled. The chapter also describes the categories used for formulating the SMS content, use of Twitter and Facebook to support the SMS sent and discusses the feedback received on the initiative as well as the issues and challenges.
Promoting Learner Generated Content and Podcasting in Postgraduate Hospitality Education
Authors: Dale Crispin , Povey Ghislaine
Published: May 2011

The chapter aims to investigate the use of podcasting as a means of facilitating learner-generated content in hospitality management at post-graduate level. The research aimed to instigate critical skills development at this postgraduate level, which has been used in delivery at University of Wolverhampton, UK for two years, and addresses a gap in knowledge. Learner generated content is an innovation in this field, where students create ‘learning objects’ to share with their peer group and tutors. Theoretical perspectives of this technique are explored in the chapter and used to analyse the student experiences of generating a “mockcast” for a new gastronomic concept in a post-graduate hospitality management course. The chapter initially reviews podcasting technologies influence in education, before analysing and discussing the use of learner generated content in hospitality and the wider tourism and leisure subjects.
Closing in on Vocabulary Acquisition
Authors: Born Carly J. , Nixon Andrea Lisa , Tassava Christopher
Published: May 2011

Vocabulary acquisition is one of the critical building blocks in acquiring foreign language fluency. While a number of studies have focused on effective vocabulary learning techniques for second language learners, several confounding factors complicate the practical application of this research in a classroom. For instance, faculty, pressed for time and results, frequently find it too cumbersome to explore new variations in their teaching and opt for standard methods of providing students with vocabulary lists which the student are expected to study on their own using their own methods. This tactic falters when the students are unaccustomed to second language learning and have not yet identified effective learning strategies suited to their own learning styles. This chapter will discuss one attempt to resolve this problem through the use of mobile devices as digital flashcards. This technological intervention may address the need to help students study vocabulary more effectively and do so in practical, sustainable ways that do not increase work loads for faculty, students, or academic technical support staff. Based on the results from a small-scale study, the authors make recommendations about this pedagogical approach and the technology used, aiming toward the goal of creating a pedagogically sound and scalable application of mobile devices in foreign language learning.
Student Perceptions and Uses of Wireless Handheld Devices
Authors: Gururajan Raj , Hafeez-Baig Abdul , Danaher P. A. , De George-Walker Linda
Published: May 2011

The chapter draws on a case study method using factor and regression analysis to interpret the questionnaire responses about the uses of wireless handheld devices in higher education. The principal findings included that behavior and attitude contribute strongly to the perceived performance of using such devices in the chosen context, and that facilitating conditions have a more complex and mediated relationship with behavior and attitude on the one hand and perceived performance on the other. The authors elaborate the implications of those findings for increasing alignment across several different interfaces related to blended and mobile learning in the early 21st century.
Open Source Software Adoption
Authors: Fitzgerald Brian
Published: May 2011

Current estimates suggest widespread adoption of open source software (OSS) in organizations worldwide. However, the problematic nature of OSS adoption is readily evidenced in the fairly frequent reports of problems, unforeseen hold-ups, and outright abandonment of OSS implementation over time. Hibernia Hospital, an Irish public sector organization, have embarked on the adoption of a range of OSS applications over several years, some of which have been successfully deployed and remain in live use within the organisation, whereas others, despite achieving high levels of assimilation over a number of years, have not been ultimately retained in live use in the organization. Using a longitudinal case study, we discuss in depth the deployment process for two OSS applications – the desktop application suite whose deployment was unsuccessful ultimately, and the email application which was successfully deployed. To our knowledge, this is the first such in-depth study into successful and unsuccessful OSS implementation.
Innovation, Imitation and Open Source
Authors: Pollock Rufus
Published: May 2011

An extensive empirical literature indicates that, even without formal intellectual property rights, innovators enjoy a variety of first-mover advantages and that ‘imitation’ is itself a costly activity. There is also accumulating evidence that an ‘open’ approach to knowledge production can deliver substantial efficiency advantages. This article introduces a formal framework incorporating all of these factors. We examine the relative performance of an ‘open’ versus a ‘closed’ (proprietary) regime, and explicitly characterise the circumstances in which an open approach, despite its effect on facilitating imitation, results in a higher level of innovation.
Strategies for Improving Open Source Software Usability
Authors: Zhao Luyin , Deek Fadi P. , McHugh James A.
Published: May 2011

The Open Source Software (OSS) movement has had enormous impact on how software is created and continues to attract interest from researchers, software developers and users. A factor that may be inhibiting OSS from achieving greater success is usability, a fundamental characteristic to user acceptance of software. Motivated by the uniquely user-driven nature of the open source model and the extensive user base that participates in OSS projects, the authors propose an exploratory learning method and an associated web-based inspection environment that enables non-experts to contribute to open source usability inspection. This tool uses pattern-based usability guidelines to help identify usability knowledge during inspection. The method emphasizes outlining and exploration features which the authors have formally evaluated and the results of which are described. Data collected from a qualitative study indicates positive impact of the proposed method in helping end-users inspect software and achieve better results in discovering usability problems.
Motivation of Open Source Developers
Authors: Allyn Mark R. , Misra Ram B.
Published: May 2011

The motivational drivers of open source software developers have been researched by various investigators since about 2000. This work shows that developers are motivated by different extrinsic and intrinsic drivers, among them community aspirations, reciprocity and fairness, creative impulses, and monetary and career ambitions. There has been some work done in studying whether the profile of developer motivations is constant across open source projects or is sensitive to project organizational design. Among the many factors that could influence the mix of motives of OS developers is the license under which the work is performed. Licenses range in openness between those such as the GNU GPL that severely restrict the freedom of developers to mingle their OS code with proprietary code to those such as BSD licenses which allow programmers much greater latitude in integrating open source code with proprietary code. In addition to formal rules, meritocracies emerge to reward effort and performance, and also to direct, coordinate, and control other participants. The authors discuss these variables and how they may be related to motivations.
Providing Cryptographic Security and Evidentiary Chain-of-Custody with the Advanced Forensic Format, Library, and Tools
Authors: Garfinkel Simson L.
Published: May 2011

This article presents improvements in the Advanced Forensics Format Library version 3 that provide for digital signatures and other cryptographic protections for digital evidence, allowing an investigator to establish a reliable chain-of-custody for electronic evidence from the crime scene to the court room. No other system for handling and storing electronic evidence currently provides such capabilities. This article discusses implementation details, user level commands, and the AFFLIB programmer’s API.
Volatile Memory Collection and Analysis for Windows Mission-Critical Computer Systems
Authors: Savoldi Antonio , Gubian Paolo
Published: May 2011

Most enterprises rely on the continuity of service guaranteed by means of a computer system infrastructure, which can often be based on the Windows operating system family. For such a category of systems, which might be referred to as mission-critical for the relevance of the service supplied, it is indeed fundamental to be able to define which approach could be better to apply when a digital investigation needs to be performed. This is the very goal of this paper: the definition of a forensically sound methodology which can be used to collect the full state of the machine being investigated by avoiding service interruptions. It will be pointed out why the entire volatile memory dump, with the necessary extension which is nowadays missing, is required with the purpose of being able to gather much more evidential data, by illustrating also, at the same time, the limitation and disadvantages of current state of-the-art approaches in performing the collection phase.
Evidentiary Implications of Potential Security Weaknesses in Forensic Software
Authors: Ridder Chris K.
Published: May 2011

Computer forensic software is used by lawyers and law enforcement to collect and preserve data in a “forensic image” so that it can be analyzed without changing the original media, and to preserve the chain of custody of the evidence. To the extent there are vulnerabilities in this software, an attacker may be able to hide or alter the data available to a forensic analyst, causing courts to render judgments based on inaccurate or incomplete evidence. There are a number of legal doctrines designed to ensure that evidence presented to courts is authentic, accurate and reliable, but thus far courts have not applied them with the possibility of security weaknesses in forensic software in mind. This article examines how courts may react to such claims, and recommends strategies that attorneys and courts can use to ensure that electronic evidence presented in court is both admissible and fair to litigants.
Methods to Identify Spammers
Authors: Eggendorfer Tobias
Published: May 2011

Unsolicited commercial email has become a major threat for email communication. Although the degree of sophistication of spam filters has increased over time, such filters still produce high rates of false positives and false negatives, thereby reducing the reliability of email and introducing communication risks on their own. Due to more and more complex filtering methods implemented, the hardware requirements for mail servers are increasing to avoid the risk of denial of service situations. Therefore, some authors point out that mail filtering has reached its limits and ask for more preventive solutions to fight spam. One way to prevent email abuse would be to significantly increase the risk of a spammer being sued for damage compensation or, if legislation permits, for criminal offence. This approach believes in an assessment of risk and expected revenue by the offender. But by hiding their real identity, spammers are very successful in evading prosecution. This paper discusses several methods to identify spammers and analyses under which circumstances those methods might be valid evidence in court.
Spam Image Clustering for Identifying Common Sources of Unsolicited Emails
Authors: Zhang Chengcui , Chen Xin , Chen Wei-Bang , Yang Lin , Warner Gary
Published: May 2011

In this article, we propose a spam image clustering approach that uses data mining techniques to study the image attachments of spam emails with the goal to help the investigation of spam clusters or phishing groups. Spam images are first modeled based on their visual features. In particular, the foreground text layout, foreground picture illustrations and background textures are analyzed. After the visual features are extracted from spam images, we use an unsupervised clustering algorithm to group visually similar spam images into clusters. The clustering results are evaluated by visual validation since there is no prior knowledge as to the actual sources of spam images. Our initial results show that the proposed approach is effective in identifying the visual similarity between spam images and thus can provide important indications of the common source of spam images.
Efficient Forensic Analysis for Anonymous Attack in Secure Content Distribution
Authors: Jin Hongxia
Published: May 2011

This article discusses a forensic technology that is used to defend against piracy for secure multimedia content distribution. In particular we are interested in anonymous rebroadcasting type of attack where the attackers redistribute the per-content encrypting key or decrypted plain content. Traitor tracing technology can be used to defend against this attack by identifying the original users (called traitors) involved in the rebroadcasting piracy. While traitor tracing has been a long standing cryptographic problem that has attracted extensive research, existing academia researches have overlooked many practical concerns in a real world setting. We have overcome many practical concerns in order to bring a theoretical traitor tracing solution to practice. The main focus of this article is on designing efficient forensic analysis algorithms under various practical considerations that were missing from existing work. The efficiency of our forensic analysis algorithms is the enabling factor that ultimately made the first time large scale commercialization of a traitor tracing technology in the context of new industry standard on content protection for next generation high-definition DVDs.
Protection of Digital Mammograms on PACSs Using Data Hiding Techniques
Authors: Li Chang-Tsun , Li Yue , Wei Chia-Hung
Published: May 2011

Picture archiving and communication systems (PACS) are typical information systems, which may be undermined by unauthorized users who have illegal access to the systems. This article proposes a role-based access control framework comprising two main components – a content-based steganographic module and a reversible watermarking module, to protect mammograms on PACSs. Within this framework, the content-based steganographic module is to hide patients’ textual information into mammograms without changing the important details of the pictorial contents and to verify the authenticity and integrity of the mammograms. The reversible watermarking module, capable of masking the contents of mammograms, is for preventing unauthorized users from viewing the contents of the mammograms. The scheme is compatible with mammogram transmission and storage on PACSs. Our experiments have demonstrated that the content-based steganographic method and reversible watermarking technique can effectively protect mammograms at PACS.
Unexpected Artifacts in a Digital Photograph
Authors: Sorell Matthew J.
Published: May 2011

This chapter investigates an unexpected phenomenon observed in a recent digital photograph, in which the logo of a non-sponsoring sports company appears on the jersey of a famous football player in just one of a sequence of images. After eliminating deliberate image tampering as a cause, a hypothetical sequence of circumstances is proposed, concerning the lighting, dominant colours, infrared sensitivity, optical pre-processing, image enhancement and JPEG compression. The hypotheses are tested using a digital SLR camera. The investigation is of interest in a forensic context, firstly as a possible explanation in case such a photograph is observed, and secondly to be able to confirm or refute claims of such artifacts put forward claiming that a hypothetical image is not really what it claims to be.
Cancellable Biometrics for On-line Signature Recognition
Authors: Maiorana Emanuele , Campisi Patrizio , Neri Alessandro
Published: May 2011

With the widespread diffusion of biometrics-based recognition systems, there is an increasing awareness of the risks associated with the use of biometric data. Significant efforts are therefore being dedicated to the design of algorithms and architectures able to secure the biometric characteristics, and to guarantee the necessary privacy to their owners. In this work we discuss a protected on-line signature-based biometric recognition system, where the considered biometrics are secured by applying a set of non-invertible transformations, thus generating modified templates from which retrieving the original information is computationally as hard as random guessing it. The advantages of using a protection method based on non-invertible transforms are exploited by presenting three different strategies for the matching of the transformed templates, and by proposing a multi-biometrics approach based on score-level fusion to improve the performances of the considered system. The reported experimental results, evaluated on the public MCYT signature database, show that the achievable recognition rates are only slightly affected by the proposed protection scheme, which is able to guarantee the desired security and renewability for the considered biometrics.
Moving to the Worldvirtual
Authors: Riedl Richard E. , McClannon Terry , Cheney Amelia W.
Published: May 2011

The traditional classroom has been considered the ‘ideal’ setting for teaching and learning, and innovations which challenge that structure are under a great deal of scrutiny. As the tools for online learning become more sophisticated, as in the case of 3D immersive worlds, it is time to stop using the brick-and-mortar classroom experience as the litmus by which all educational experiences are measured. This chapter will discuss some significant differences between face-to-face and online learning experiences, as well as some unique affordances provided by virtual worlds for constructivist learning experiences.
Learning as Immersive Experience
Authors: de Freitas Sara , Dunwell Ian , Rebolledo-Mendez Genaro
Published: May 2011

As virtual worlds come of age, their potential for applications supporting teaching and learning is becoming increasingly recognised. This chapter outlines a transition of learning, centring on the uptake of new tools for supporting Technology Enhanced Learning (TEL) in universities and colleges. In particular, the use of technologies such as virtual worlds is increasing the pedagogic toolkit of teachers and tutors, providing unique opportunities to support and enhance teaching and learning. In particular, the use of virtual worlds to reach remote, distance, and online learners is creating new opportunities for face-to-face engagement and motivation with difficult-to-reach groups. To evidence and explore this potential, this chapter documents the main findings from several studies which focus upon defining and examining the key components which contribute towards the efficacy of an ‘immersive learning experience’. This includes the main findings of the UK JISC-funded MyPlan project, wherein Second Life, a desktop virtual world, was used to support career decisions and educational choices among two groups of learners, the first from a college and the second from a university. These findings are compared to those arising from the UK Technology Strategy Board-funded Serious Games: Engaging Training Solutions (SG-ETS) project, which sought to develop and assess three high-fidelity serious games. The chapter focuses upon four specific components of virtual worlds and immersive learning techniques: personalisation through learner modelling, integrative feedback, intrinsic motivational quality, and what the authors term ‘social interactive learning’. These four criteria are discussed with respect to the study, providing a basis for future ongoing studies that explore the efficacy of immersive virtual worlds as an alternative for, and supplement to, traditional learning environments.
In the Presence of Avatars
Authors: Allen Brock S. , Lawless-Reljic Sabine
Published: May 2011

As ancient mythic forms of being, avatars represented the descent of deities from heaven. Today the term is most widely used to refer to figures (often 3D, mobile, and dynamic) that represent human computer users in virtual worlds. The core issue in the development and use of avatar technologies is, “What does it mean to be present and to be perceived as present by others?” These questions have been addressed for more than a half century by researchers on communication and on education; many of their ideas and findings provide footholds in the slippery realm of evolving media technologies. The chapter focuses on the role of immediacy behaviors in closing the psychological distance between teachers and learners in real and virtual worlds and the role of social presence in avatar-based teaching and learning.
Developing Educational Leadership in Graduate Students through Cross-Program Collaboration in a 3-D Immersive Environment
Authors: Howard Barbara , Matzen Nita J. , Tashner John H.
Published: May 2011

Educational leadership is no longer considered the exclusive realm of the principal but extends to all educators within the school. Shared leadership encompasses collaboration among many educational roles to define the effective schools of the 21st century. New job demands for a diverse population of leaders and growing accountability at all levels for preparing such effective leaders provides the impetus for faculty in the department of Leadership and Educational Studies at Appalachian State University to explore new ways to prepare our students for these realities. The resulting project represents a shift from discreet courses that trapped programs in self-sustained silos of learning to expand both learning and teaching along with that of students into a more global perspective.
Communication through Avatars in e-Learning Contexts
Authors: Bonfils Philippe
Published: May 2011

This chapter first presents the results of a study regarding a teaching method and scientific experiment conducted in France (Bonfils, 2007). It demonstrates how 3D virtual environments, and particularly avatars, are contributing to the development of identity groups within the framework of collaborative and constructivist student projects (Leontiev, 1991; Vygotsky, 1978). The chapter introduces the specificities of 3D virtual environments characterized by rich, spatial, and metaphoric environments where a kind of ubiquity is possible. This new generation environment is also a subject of controversy because some people attribute it amazing powers (and even magic), and others refer to a potential addiction (and therefore not social). In the meantime, the development of e-learning seems inevitable despite the fact that, in this distant context, the subjects are faced with loneliness. For those reasons, it is believe that the emergence of 3D virtual environments can provide new communication situations and maybe solve some e-learning shortfalls. Then, a communication analysis of the results is posed on the role of spatial environments, of the characterization of the avatar in the identity group process, and the communication of the students. Next, the chapter focuses on the proxemics (Birdwhistell, 1968; Hall, 1966) and the kinetic uses, as well as the potential in social relationships as a non-verbal and new form of group communication (Watzlawick, 1980). It also shows the appearance of interaction rituals (Goffman, 1974). As to share different points of view, a theoretical approach is shown and the epistemological perspectives are identified for future research (Bonfils, 2008).
Playing in a New Key, in a New World
Authors: Essid Joe
Published: May 2011

In the author’s courses, students have been augmentationist, not immersionist, in their approaches to using technology. In a virtual world, however, they are born with new skins into strange settings, doing things that might be impossible in the world of matter. Their frequent discomfort at this rebirth corroborates findings in two studies (Mosier, 2009; Howe & Strauss, 2000) that American “Millennials” distrust activities that seem to have no direct bearing on their educational outcomes, established social circles, or professional desires. The chapter describes assignments for such students, in the context of Rouzie’s (2005) “serio-ludic” pedagogy. Several touchstones for educators appear, such as four challenges educators face, advice for orienting students’ first hours in a virtual world, long-standing Second Life content of worth such as Virtual Harlem, and guidelines for creating such content oneself.
3D Collaborative Virtual Environment to Support Collaborative Design
Authors: Shiratuddin Mohd Fairuz , Hajnal Alen
Published: May 2011

Constructivist learning emphasizes students’ involvement in the learning process, how they become self-directed learners and actively engaged in the learning environment. This chapter describes Collaborative Virtual Environment (CVE) and its relevance to collaborative learning and constructivism. The authors developed the Collaborative World Design Tool (CWDT) software to evaluate the benefits of CVE for architectural design students. The CWDT was developed based on the Torque 3D Game Engine, thus the appearance and functionalities of the CWDT within the CVE are similar to computer game playing environment. In the experiment, subjects designed within the CVE, were either experts or novices, worked either individually or in pairs, and constructed a virtual building in a three-dimensional outdoor environment. Results show that working collaboratively within a CVE has great potential to increase performance where teamwork is faster than individual work, and overall provide a constructive learning environment.
Learning Language through Immersive Story Telling in a 3D Virtual Environment
Authors: Tan Seng-Chee , Wong Yin-Mei
Published: May 2011

This chapter reports on the development and application of Kingdoms, a 3D virtual environment used for the learning of Chinese language at elementary level. The Kingdoms was developed based on Vygotsky’s constructivist learning theory, game-based learning principles, and a specific instructional technique called the Enter-the-Story method. The Kingdoms leverages the representational fidelity and learner interaction of the 3D virtual environment, which is rich in Chinese cultural artifacts, to create an immersive and engaging environment for students to learn the Chinese language. The empirical evidence from an exploratory case study shows encouraging results that are indicative of the potential of 3D immersive worlds for language learning.