bluuebunny/crossref_metadata_2025 huggingface dataset:
Advertising
Authors: Skalski Paul , Bracken Cheryl Campanella , Buncher Michael
Published: May 2011

The diffusion of digital media technologies since the 1990s has opened many new channels through which advertisers may reach consumers. This chapter examines the manifestations and effects of advertising in video games. Although early video games rarely and purposefully included advertising, its presence in many contemporary game genres (particularly sports and racing titles) is impossible to ignore. In-game advertising has become a more than $60 million dollar industry (Gaudiosi, 2006) and is expected to grow to almost $2 billion by 2010 (Shields, 2006). The present chapter covers the history and types of advertising in video games before shifting to a discussion of research on its effectiveness. The chapter concludes by highlighting the potential of advertising in games, from both applied and research perspectives.
Online Gaming
Authors: Cicchirillo Vincent
Published: May 2011

Online gaming has become a major part of our culture. In order to understand this new media in our society we must examine the motivations for playing these types of games and how that impacts individuals processing of information. This book chapter sets out to examine those motivations and how motivational processing influences in-game content during game play. More importantly how individuals recognize, process, and evaluate information relative to their motivations for playing an online game. Furthermore, this chapter not only explores the product-related segmentation variables, but also demographic segmentation variables. Thus, taken together variables such as motivations, demographics, and game features allows us to paint a clearer picture of the: who, how, and why of online gaming.
An Opportunity for In-Game Ad Placement
Authors: Schulz Heather M. , Eastin Matthew S.
Published: May 2011

It is argued here that the potential connections video game advertisers can build with consumers makes this new medium a strong force in the digital media world. A meaning-based model is introduced to explain the fluctuation of meaning over time, which is caused by the individual and social interpretation and integration of signs and symbols. The history of video games will be comprehensively interpreted through this model to explain the active identification going on between consumers and video games.
A Framework for Ontology- Based Tourism Application Generator
Authors: Jakkilinki Roopa , Sharda Nalin
Published: May 2011

This chapter provides an overview of tourism ontology and how it can be used for developing e-tourism applications. The Semantic Web is the next generation Web; it uses background knowledge captured as an ontology and stored in machine-processable and interpretable form. Ontologies form the core of the Semantic Web and can be used to develop intelligent applications. However, generating applications based on ontology still remains a challenging task. This chapter presents a framework that provides a systematic process for developing intelligent e-tourism applications by using a tourism ontology.
ICTs as Tools for Poverty Reduction
Authors: Yonah Zaipuna O. , Salim Baanda A.
Published: May 2011

This chapter attempts to enhance the understanding and knowledge of Information and Communication Technologies (ICTs) in relation to the Tanzania National ICT Policy as a case study. The authors extensively explore these pervading technologies as they impact on the education, commerce, social, cultural, and economic life of the poor Tanzanian people. The chapter looks at how Tanzania is coping with the issue of poverty eradication as one of the eight UN Millennium Development Goals (MDGs). It addresses the issue of digital divide and the role that ICTs can play in poverty reduction. Tanzania’s efforts in embracing ICTs and the challenges facing the country in its efforts are also addressed. Overall, the chapter demonstrates that ICTs are a set of tools for knowledge sharing, which is a powerful means for poverty reduction. Furthermore, it is advisable to focus on information literacy rather than just focusing on computer literacy.
Revising the Framework of Knowledge Ecologies
Authors: Pata Kai
Published: May 2011

This chapter describes the Web of social software tools with its inhabitants as an evolving and ecological environment, discussing and elaborating the connectivist framework coined by George Siemens in his book Knowing Knowledge. This new perspective to ecological learning in social software environments resides on the ideas of Gibson’s and his followers approach to ecological psychology, the rising theory of embodied simulation and Lotman’s theory of cultural semiosis. In the empirical part of the chapter, we focus on the methods of investigating how social software systems become accommodated with their users forming learning spaces. Analysis discusses such ecologically defined spaces for individual and collaborative learning.
Web 2.0 Technologies
Authors: Torres-Coronas Teresa , Monclús-Guitart Ricard , Rodríguez-Merayo Araceli , Vidal-Blasco M. Arántzazu , Simón-Olmos M. José
Published: May 2011

Web 2.0 technologies are playing an important role in building social capital through increasing flows of information, and building on knowledge and human capacity of learning. The purpose of this chapter is to show the role that social software, a component of Web 2.0 technologies, can play in higher education and adult learning. This chapter focuses on the role of Web 2.0 technologies in promoting learning. New learning paradigms and pedagogical applications are also discussed.
Perceived Effectiveness of E-Government and its Usage in City Governments
Authors: Reddick Christopher G.
Published: May 2011

This article examines the perceived effectiveness of e-government by Information Technology (IT) directors in local governments in the United States. Most of the existing empirical research has examined the level of adoption of e-government; it does not focus on what is the overall effectiveness of e-government for city governments as this study does. This is accomplished through a survey of IT directors exploring their perceptions of e-government to determine whether this is related to the overall usage of e-government in cities. Websites were the most effective service channel for getting information; the telephone was the most effective service channel for solving a problem; while in person at a government office was most effective service channel for citizens’ to access city services. E-government usage was positively related to managerial effectiveness, having a champion of e-government, and perceived effectiveness of citizen access to online information.
Reflective Practice, Professional Learning, and Educational Partnerships
Authors: Brook Chris , Lock Graeme
Published: May 2011

In light of current interest in teacher education, this chapter presents an outcome of a study that sought to explore ways that the classroom practices and status of teachers might be improved. The enquiry used a model of professional learning that incorporated blended learning, reflective practice, performance management processes, authentic experiences, and tertiary learning to encourage change in classroom settings. Teacher insights were explored and their classroom practices analysed to identify any change in teacher behaviours that might be attributed to participation in the learning program. Findings suggest that teachers are largely dissatisfied with conventional approaches to professional development believing them to be separate from the classroom experience and ineffective in bring about change. However, teachers in this study found that a blended learning setting that fostered an intentional connection between theory and practice and collaborative learning provided a strong learning experience that translated to change in classroom practice.
Is Technology Changing the Way We Communicate?
Authors: Bodomo Adams B.
Published: May 2011

In this and the next chapter, I will discuss to what extent technology is changing the way we speak, read, and write. The present chapter takes the form of a debate or discussion where we look at different positions on the issue. This issue is taken up early on in the book because its consequences come up again and again throughout the book, as it is one of the main themes of the book. In chapter three I do a particular study of reader preferences vis-à-vis electronic and e-books and their traditional hard copy counterparts. The chapter is structured as follows. In the first part, I outline and define more clearly the aims, objectives and theoretical positions that constitute the discussion in the chapter. Following this I then take up the question whether there is a causal relation between new forms of language and new technologies, and discusses whether the internet in particular and other ICT tools are changing forms and uses of language. After that I then provide a list of the most frequent shortenings as an example of the new forms of linguistic expressions that emerge through the use of the internet, championed mostly by young people. The chapter concludes with a summary of the issues discussed in it.
Encapsulating the Basic Tenets
Authors: Burton Gera
Published: May 2011

With increased emphasis on transparency and learning outcomes, the NCA Higher Learning Commission has challenged institutions to demonstrate greater accountability in educational programming (2000). This chapter traces the steps taken to establish a set of guiding principles, or best practices, for endorsement by the American Association for Collegiate Independent Study (AACIS) membership. The AACIS membership is comprised of practitioners from institutions engaged in the provision of self-paced, independent educational opportunities for students who require flexible options, including year-round enrollment. While it was anticipated that agreement on all aspects of online delivery would be impossible, a consensus on core principles was seen as attainable. The purpose of the initiative was to lay the groundwork for further refinement of standards of practice by practitioners engaged in the delivery of online, distance, and independent learning programs.
Integrating Classroom and Online Instruction in an Introductory American Government Course
Authors: Engstrom Richard
Published: May 2011

This case outlines the author’s experience teaching a large Introduction to American Government course using a hybrid classroom/online approach. The benefit of adding a set of online modules to the course was that students were able to engage the material in ways that are more readily available in traditional, smaller sections of a course. The rationale behind each module, as well as the problems and successes that accompanied each of them, are presented. Finally, the technical and human challenges that accompany the approach and the overall benefits of adopting hybrid approaches to teaching and learning are discussed.
Information System Conversion in SMEs
Authors: Mallach Efrem G.
Published: May 2011

Information system conversion has been with us since users of punched-card tabulating systems first moved to vacuum-tube computers. However, it is often seen as an after thought: once the “interesting” work of analysis, design and so on is done, it will some how happen. This chapter attempts to view the process holistically, from both the tech nical and human viewpoints, reflecting the fact that information systems have both tech nical and human components. It shows how ignoring one side or the other can lead to problems, which can be avoided if all aspects are considered together. It proposes a sys tematic approach to considering these issues and points out benefits of using it.
Process Re-Engineering Success in Small and Medium Sized Enterprises
Authors: Chang Jeffrey , Levy Margi , Powell Philip
Published: May 2011

The factors that lead to business process re-engineering (BPR) success in small and medium-sized enterprises (SMEs) are not clearly understood. This article reviews the main contributing factors to BPR success using a framework that considers culture, structure, technology and resource. Eight Taiwanese case studies are used to explore issues contributing to, or impeding, successful process re-engineering in small firms. The analysis shows that BPR success is empowered by innovation, employee empowerment, top management commitment and strategic direction and is dependent upon customer relations, IS involvement and financial resources.
Critical Success Factors (CSFs) for Enterprise Resource Planning (ERP) Solution Implementation in SMEs
Authors: Sternad Simona , Bobek Samo , Dezelak Zdenko , Lampret Ana
Published: May 2011

Enterprise resource planning (ERP) solution implementation is a complex process, that requires substantial resources and efforts, and yet the results are very uncertain. The ERP hype has already reached SMEs, so the authors have examined the strategies, methods and critical success factors from SMEs point of view. The results of our survey in SMEs in Slovenia have shown that SMEs have to pay attention to different critical success factors in different phases of the implementation process. Moreover, there are differences in implementation process as opposed to large companies. Case studies of two SMEs have shown similar results. Recommendations for future SME implementations and comments of our findings can be found in conclusion.
A Relative Fractal Dimension Spectrum for a Perceptual Complexity Measure
Authors: Kinsner W. , Dansereau R.
Published: May 2011

This article presents a derivation of a new relative fractal dimension spectrum, DRq, to measure the dis-similarity between two finite probability distributions originating from various signals. This measure is an extension of the Kullback-Leibler (KL) distance and the Rényi fractal dimension spectrum, Dq. Like the KL distance, DRq determines the dissimilarity between two probability distibutions X and Y of the same size, but does it at different scales, while the scalar KL distance is a single-scale measure. Like the Rényi fractal dimension spectrum, the DRq is also a bounded vectorial measure obtained at different scales and for different moment orders, q. However, unlike the Dq, all the elements of the new DRq become zero when X and Y are the same. Experimental results show that this objective measure is consistent with the subjective mean-opinion-score (MOS) when evaluating the perceptual quality of images reconstructed after their compression. Thus, it could also be used in other areas of cognitive informatics.
Evaluation of MDE Tools from a Metamodeling Perspective
Authors: de Sousa Saraiva João , Rodrigues da Silva Alberto
Published: May 2011

Ever since the introduction of computers into society, researchers have been trying to raise the abstraction level at which we build software programs. We are currently adopting an abstraction level based on graphical models instead of source code: MDE. MDE is the driving force for some recent modeling languages and approaches, such as OMG’s UML or Domain-Specific Modeling. All these approaches are founded on metamodeling: defining languages that represent a problem-domain. A key factor for the success of any approach is appropriate tool support. However, only recently have tool creators started considering metamodeling as an important issue in their list of concerns. In this paper, we evaluate a small set of MDE tools from the perspective of the metamodeling activity, focusing on both architectural and practical aspects. Then, using the results of this evaluation, we discuss open research issues for MDE-based software development tools.
Web Services, Service-Oriented Computing, and Service-Oriented Architecture
Authors: Erickson John , Siau Keng
Published: May 2011

Service-oriented architecture (SOA), Web services, and service-oriented computing (SOC) have become the buzz words of the day for many in the business world. It seems that virtually every company has implemented, is in the midst of implementing, or is seriously considering SOA projects, Web services projects, or service-oriented computing. A problem many organizations face when entering the SOA world is that there are nearly as many definitions of SOA as there are organizations adopting it. Further complicating the issue is an unclear picture of the value added from adopting the SOA or Web services paradigm. This article attempts to shed some light on the definition of SOA and the difficulties of assessing the value of SOA or Web services via return on investment (ROI) or nontraditional approaches, examines the scant body of evidence empirical that exists on the topic of SOA, and highlights potential research directions in the area.
In-Stream Data Processing for Tactical Environments
Authors: Carvalho Marco
Published: May 2011

Data dissemination and information management technologies for tactical environments are quickly becoming major areas of research for both military and civilian applications. Critical to the problem is the need for fully distributed information management technologies that are efficient, adaptive and resilient. In this paper, we introduce and discuss a new strategy for tactical data dissemination and processing based on distributed online learning. Starting from a formal description of the problem we introduce our proposed solution and its theoretical properties. We also present and discuss a number of simulation experiments for different data dissemination scenarios, and conclude the work with a discussion on how such techniques may be applied to critical e-government environments under different assumptions of service availability and information release policies.
E-Governance in India
Authors: Subramanian Malathi , Saxena Anupama
Published: May 2011

IT enabled e-governance in India seeks to achieve a more equitous, efficient, transparent, speedy, and corruption free service delivery system. But in the Indian context the challenge for e-governance is how to reduce the gap between the rich and poor towards a more inclusive governance system, benefiting particularly the poor in backward regions as in Chhattisgarh State, India.
Translucent States
Authors: Frick María
Published: May 2011

This work focuses on online state communication through the analysis of Latin-American presidential portals. It postulates that even though governmental websites contribute to the dynamics of democracy in terms of greater transparency and participation in government processes, online government communication is neither completely symmetric nor transparent, since the ways of constructing, presenting and accessing the information are linked to cultural schemes. In this sense, the work argues that the search for transparency in Internet communication can expect -at best- clear and even translucent States, where transparency limits are determined by the sets of values and symbolic representations already existent in each society’s political culture.
Authorship Attribution and the Digital Humanities Curriculum
Authors: Juola Patrick
Published: May 2011

Although authorship attribution is simply the determination of who wrote a document by analysis of its content, it is a long-standing problem both in the humanities and in computational text analysis. While traditional methods involve identifying key aspects of style through close reading, new developments in computational science permit a more objective approach through the statistical analysis of superficial characteristics such as vocabulary and word choice. If a writer can be shown (statistically) to have a particular stylistic quirk (‘stylome’) that appears broadly across his or her writing, then other writings also displaying that quirk are good candidates to also be by that author. The present chapter describes some of the statistical techniques used to make such judgments, and describes one particular computer program (JGAAP) that is freely available for this purpose. This type of analysis is capable of determining authorship with relatively high accuracy The potential creates some significant implications for authorship questions across the humanities curriculum, as well as broader impacts in the world outside the academy. In light of these implications, I argue for the inclusion of more mathematics into the humanities curriculum.
tEXtMACHINA
Authors: Hofer Stefan , Bauer René , Hofmann Imre
Published: May 2011

The Humanities and cultural studies in particular have traditionally been distinguished by the specialty of their scientific practices. Since the object of their analyses can be broadly considered as meaningful texts, they usually emphasize hermeneutical, qualitative and discursive analytical procedures such as reading, text-analysis, interpretation and comparison. The new media offer fresh possibilities in this field of research by permitting web-based discursive text-interpretation for a community of scientists. In this chapter, the authors focus on the e-learning environment tEXtMACHINA by exploring the question of how these methodological particularities of the Humanities can be accounted for adequately with the new technical facilities. The didactic e-learning concept of tEXtMACHINA is based on the virtual simulation of scientific practices in class. By offering a set of techniques, such options as highlighting text-passages, communication tools or the flexible combination of different media, which allow for the collaborative, discursive and analytical interpretation of texts, students may be able to acquire the practical and theoretical scientific competencies for their field in a blended learning setting.
Collaborative E-Learning Using Semantic Course Blog
Authors: Lai-Chen Lu , Ching-Long Yeh
Published: May 2011

Collaborative e-learning delivers many enhancements to e-learning technology; it enables students to collaborate with each other and improves their learning efficiency. Semantic blog combines semantic Web and blog technology that users can import, export, view, navigate, and query the blog. We developed a semantic course blog for collaborative e-learning. Using our semantic course blog, instructors can import the lecture course. Students can team up for projects, ask questions, mutually discuss problems, take the comments, support answers, and query the blog information. This semantic course blog provided a platform for collaborative e-learning framework. In this chapter, we described some collaborative e-learning and semantic blog technology, and then we introduced functions, implementation and how collaborative e-learning appears in semantic course blog.
Enhancing Skills of Application Software via Web-Enabled Problem-Based Learning and Self-Regulated Learning
Authors: Pei-Di Shen , Tsang-Hsiung Lee , Chia-Wen Tsai
Published: May 2011

The computer software education in vocational schools in Taiwan can hardly be deemed as effective. To increase students’ learning motivation and develop practical skills, innovative learning designs such as problem-based learning(PBL) and self-regulated learning (SRL) are on trial in this specific context. We conducted a series of quasi-experiments to examine effects of these designs mediated by a web-based learning environment. Two classes of 106 freshmen in a semester course at Institute of Technology in Taiwan were chosen for this empirical study. Result sreveal that effects of web-enabled PBL, web-enabled SRL, and their combinations, on students’ skills of application software have significant differences. The implications of this study are also discussed.
Using a User-Interactive QA System for Personalized E-Learning
Authors: Dawei Hu , Wei Chen , Qingtian Zeng , Tianyong Hao , Feng Min
Published: May 2011

A personalized e-learning framework based on a user-interactive question-answering (QA) system is proposed, in which a user-modeling approach is used to capture personal information of students and a personalized answer extraction algorithm is proposed for personalized automatic answering. In our approach, a topic ontology (or concept hierarchy) of course content defined by an instructor is used for the system to generate the corresponding structure of boards for holding relevant questions. Students can interactively post questions, and also browse, select, and answer others’ questions in their interested boards. A knowledge base is accumulated using historical question/answer (Q/A) pairs for knowledge reuse. The students’ log data are used to build an association space to compute the interest and authority of the students for each board and each topic. The personal information of students can help instructors design suitable teaching materials to enhance instruction efficiency, be used to implement the personalized automatic answering and distribute unsolved questions to relevant students to enhance the learning efficiency. The experiment results show the efficacy of our user-modeling approach.
Scenegraph-Based Platform for 3D Computer Graphics Training
Authors: Muggéo Vincent , Moccozet Laurent , Magnenat-Thalmann Nadia
Published: May 2011

We propose a framework for developing online interactive experiments for training students to master the basic concepts of 3D Computer Graphics. As 3D Computer Graphics has applications in a large range of fields (visual arts, media, geography. etc.), we need to devote particular attention to students that are non experts in Computer Science and particularly in programming. We also have to take into consideration the resources and efforts required for the development of online training modules. We describe our approach for designing and implementing accurate and efficient training modules and describe how we have implemented one particular use case scenario.
Examining the Relationship Between Course Management Systems, Presentation Software, and Student Learning
Authors: Crawley Daria C. , Frey Barbara A.
Published: May 2011

This research examines the relative impact of students’ in-class behaviors (i.e., attendance and participation) by assessing student perceptions of the value of instructional technologies, such as eCollege course management systems and instructors’ PowerPoint presentations. The results of the study through exploratory factor analyses revealed that 13 items were divided into three factors (electronic presentations, online-course management, and effective classroom behavior) with 53 percent explained variance in instructional technologies’ impact on student learning. ANOVA results indicated significant differences in online-course management and perceived impact of electronic presentations on students’ classroom behavior among respondents who used the online-course management system. Respondents who used multiple online-course management features viewed it more favorably and did not believe that it had a negative impact on classroom behaviors, such as attendance or class participation compared to those who used fewer features. Implications for construct refinement and future research are discussed.
Management of Lecture Time
Authors: Michael A. Chilton , Anil Gurung
Published: May 2011

The variety of new technologies available for classroom use requires a choice not just between the technological options, but among them as well, since an educator may choose a single option or include a mix of media. In this study we investigate a particular mix of advanced technology and its effect on student learning outcomes. Our experimental design compares outcomes from a traditional teaching format with those of a more advanced web-based format. Our model is based on cognitive load theory, is developed from perceptions of the students, and is analyzed using factor analysis. The results based on this qualitative model show promise for delving further into the assessment of learning. This would provide researchers with additional tools to help evaluate their results and educators with a basis on which to make decisions regarding which advanced technologies to use.
Profiling Group Activity of Online Academic Workspaces
Authors: D. Karaiskakis , D. Kalles , Th. Hadzilacos
Published: May 2011

All undergraduate and postgraduate students of the Hellenic Open University (HOU) attend courses at a distance. The lack of a live academic community is reported by many as a drawback in their studies. Systematic exploitation of new communication and collaboration technologies is desirable in HOU but cannot be imposed universally as the average student’s IT competence level is relatively low. In this work, we present a key aspect of the development of an integrated communication environment in which collaboration spaces serving as open communities play a key role in user engagement in the whole communication environment. To track and evaluate user participation, we propose to use indices drawn from inexpensively collected usage data. Such indices, when combined with our detailed knowledge of the internal workings of user groups, provide concrete evaluation of the community online activity.
Bridging the Gap between Instructional Design and Double-Loop Learning
Authors: Spoelstra Howard , Rusman Ellen , van Bruggen Jan , Koper Rob
Published: May 2011

The implementation of double-loop-learning-based educational scenarios in instructional design in workflow-like e-learning systems appears to be showing a gap; whereas the former assumes that processes can be reflected upon and can be modified or amended by the learners, the latter only predefines a limited set of rigid instructional processes. However, an important advantage of instructional designs implemented in workflow-like e-learning systems using modeling standards is the ease with which they can be exchanged with other (educational) institutions. The workflow environment described here aims to make learner reflection and change to instructional processes feasible while maintaining portability. We present a description of the implementation of the educational scenario of the virtual company in our workflow environment that makes use of dynamic workflow processes. Learners are provided with process building blocks, called “atomic actions,” which they can use to create and revise processes on the fly, thus supporting double-loop learning.
An MDA Compliant Approach for Designing Secure Data Warehouses
Authors: Rodolfo Villarroel , Eduardo Fernández-Medina , Juan Trujillo , Mario Piattini
Published: May 2011

This chapter presents an approach for designing secure Data Warehouses (DWs) that accomplish the conceptual modeling of secure DWs independently from the target platform where the DW has to be implemented, because our complete approach follows the Model Driven Architecture (MDA) and the Model Driven Security (MDS). In most of real world DW projects, the security aspects are issues that usually rely on the DBMS administrators. We argue that the design of these security aspects should be considered together with the conceptual modeling of DWs from the early stages of a DW project, and being able to attach user security information to the basic structures of a Multidimensional (MD) model. In this way, we would be able to generate this information in a semi or automatic way into a target platform and the final DW will better suits the user security requirements.
Do Organizational Memory and Information Technology Interact to Affect Organizational Information Needs and Provision?
Authors: El Louadi Mohamed , Tounsi Imen
Published: May 2011

The results reported in this chapter were obtained through the study of 43 work-units belonging to five business firms in a large group of Tunisian companies. Using the declarative, procedural and judgmental dimensions of organizational memory, interaction effects were detected between IT and organizational memory. Analyses of the data support the view that storage technologies interact with declarative memory contributing to reduce organizational information needs. But, contrary to expectations, storage technologies interact negatively with declarative memory on information provision. Furthermore, network technologies interact negatively with judgmental memory on information provision. These results raise issues that have been rarely encountered in the literature.
Managing Knowledge in Organizational Memory Using Topic Maps
Authors: Miller Les , Nilakanta Sree , Song Yunan , Zhu Lei , Hua Ming
Published: May 2011

Organizational memories play a significant role in knowledge management, but several challenges confront their use. Artifacts of OM are many and varied. Access and use of the stored artifact are influenced by the user’s understanding of these information objects as well as their context. Theories of distributed cognition and the notion of community of practice are used to develop a model of the knowledge management system. In the present work we look at a model for managing organizational memory knowledge. Topic maps are used in the model to represent user cognition of contextualized information. A visual approach to topic maps proposed in the model also allows for access and analysis of stored memory artifacts. The design and implementation of a prototype to test the feasibility of the model is briefly examined.
The Role of Situated Embodied Interaction in the Banking Customer Knowledge Creation Process
Authors: Värlander Sara
Published: May 2011

The increased reliance on Knowledge Management systems has made certain theorists to suggest that this will enable a surpassing of proximal knowledge creation, unequivocally leading up to more effective knowledge creation by easy codification and sharing of knowledge. However, in general, too much focus has been put on the potential of KM systems rather than its limits and the role of supporting social processes of knowledge creation has been largely ignored. The aim of the current research is to start to fill this gap in the KM literature by examining how social processes of knowledge creation are used in banking, taking the point of departure in an approach inspired from phenomenology. The paper illustrates how the increased use of KM systems has not decreased the need for relying on locally embedded service production, due to the invaluable knowledge creation processes that are generated through the embodiments of co-present interactions.
Introducing Elasticity for Spatial Knowledge Management
Authors: Gadish David A.
Published: May 2011

The internal validity of a spatial database can be discovered using the data contained within one or more databases. Spatial consistency includes topological consistency, or the conformance to topological rules. Discovery of inconsistencies in spatial data is an important step for improvement of spatial data quality as part of the knowledge management initiative. An approach for detecting topo-semantic inconsistencies in spatial data is presented. Inconsistencies between pairs of neighboring spatial objects are discovered by comparing relations between spatial objects to rules. A property of spatial objects, called elasticity, has been defined to measure the contribution of each of the objects to inconsistent behavior. Grouping of multiple objects, which are inconsistent with one another, based on their elasticity is proposed. The ability to discover groups of neighboring objects that are inconsistent with one another can serve as the basis of an effort to understand and increase the quality of spatial data sets. Elasticity should therefore be incorporated into knowledge management systems that handle spatial data.
Ubiquitous Computing History, Development, and Scenarios
Authors: Chong Jimmy , See Stanley , Seah Lily Leng-Hiang , Ling Koh Sze , Theng Yin-Leng
Published: May 2011

This chapter gives a brief history of ubiquitous computing, highlights key issues, and assesses ubiquitous computing research and development under the broad categories of design architecture and systems, implementation challenges, and user issues. Using Singapore as a case example, the chapter then concludes with selected scenarios, presenting exciting possibilities in the future ubiquitous landscape.
The Ubiquitous Grid
Authors: Sedlar Patricia
Published: May 2011

Grid computing is an emerging technology providing the possibility to aggregate resources for the solution of computation- or data-intensive scientific tasks. Taking the evolution of mobile computing into consideration, new Grid concepts are conceivable, fully exploiting the advantage of mobile devices and ubiquitous access. By decoupling resource availability from the core grid infrastructure and hardware, the user has always the same computational power, data or storage available, regardless of a device or location. Thus restricted capabilities of thin clients can be extended and new fields of application can be made accessible. The key concept is “The invisible grid” – the grid environment should just be there for the use of applications in science, business, health care, environment, or culture domains. Having this concept in mind, the following scenario is conceivable: Equipped with your mobile phone, which you always have with you, you are walking around and are taking a picture of an object you are interested in. You are sending the picture to the grid, where the visual information is extracted. After the analysis, information about the captured object is sent to you. Thus you have a search engine on a visual base at your permanent disposal, information captured as seen by your eyes – without the need of textural translations or the need to know the object’s name or ID in order to retrieve information about it. Realizing the scenario above, the user obtains a smart tool, easing information retrieval considerably by making use of ubiquity in combination with grid computing. But the scenario has even more potential in terms of pervasiveness. The use of mobile devices can provide a user with additional location bound information. With a portable device the user is able to access location-based services or to collect environmental information to be processed within a grid. At this stage research activities in the field of pervasive computing comeinto play. Pervasive computing pursues the goal to enhance the environment with sensors and smart objects in order to provide the user with suitable context-based and/or location-based services. Expanding the introduced setting with the capabilities from pervasive computing, the following scenario is conceivable: You are an invited speaker on a conference and you are moving through the rooms of the venue. All rooms are equipped with cameras covering all perspectives of view. You are looking at a person from whom you want to know the research interests. You flick with your finger, to capture the camera picture from your perspective. The picture is processed within the grid and the ambient display next to you shows the requested information.
Ambient Intelligence Environments
Authors: Ramos Carlos
Published: May 2011

The trend in the direction of hardware cost reduction and miniaturization allows including computing devices in several objects and environments (embedded systems). Ambient Intelligence (AmI) deals with a new world where computing devices are spread everywhere (ubiquity), allowing the human being to interact in physical world environments in an intelligent and unobtrusive way. These environments should be aware of the needs of people, customizing requirements and forecasting behaviours. AmI environments may be so diverse, such as homes, offices, meeting rooms, schools, hospitals, control centers, transports, touristic attractions, stores, sport installations, and music devices. Ambient Intelligence involves many different disciplines, like automation (sensors, control, and actuators), human-machine interaction and computer graphics, communication, ubiquitous computing, embedded systems, and, obviously, Artificial Intelligence. In the aims of Artificial Intelligence, research envisages to include more intelligence in the AmI environments, allowing a better support to the human being and the access to the essential knowledge to make better decisions when interacting with these environments.
Basics of Ubiquitous Networking
Authors: Park Kevin , Gutiérrez Jairo A.
Published: May 2011

Networking is no longer a luxury but rather has reached a stage where it could be regarded as a commodity, if not a necessity. Improvements in networking technologies and devices have resulted in many services and facilities that were considered a dream just a decade ago. The demands of users and organisations are driving networks to provide four “A’s” networking, or the “anytime, anywhere, by anything and anyone” networking, referred to as “ubiquitous networking”. This chapter provides an overview of ubiquitous networking, commencing with a discussion on how ubiquitous networking environments will change our lives, followed by a section on the importance of networking infrastructure, along with the applications and services necessary to maximise the benefits of a ubiquitous networking environment. Furthermore, this chapter addresses the global evolution of ubiquitous networking including some of New Zealand’s attempts in this increasingly important field.
Deploying Pervasive Technologies
Authors: Cano Juan-Carlos , Calafate Carlos Tavares , Cano Jose , Manzoni Pietro
Published: May 2011

Communication technologies are currently addressing our daily lives. Internet, fixed-line networks, wireless networks, and sensor technologies are converging, and seamless communication is expected to become widely available. Meanwhile, the miniaturization of devices and the rapid proliferation of handheld devices have paved the path towards pervasive computing and ubiquitous scenarios. The term ubiquitous and pervasive computing refers to making many computing devices available throughout the physical environment, while making them effectively invisible to the user (Weiser, 1991). Thanks to advances in the devices’ processing power, extended battery life, and the proliferation of mobile computing services, the realization of ubiquitous computing has become more apparent, being a major motivation for developing location and context-aware information delivery systems.
Mobile and Pervasive Technology in Education and Training
Authors: Lee Mark J.W.
Published: May 2011

This chapter investigates the use of mobile digital technologies for learning, or mobile learning (m-learning), across a variety of education and training settings. In particular, it focuses on pervasive m-learning, defined as m-learning involving activities that are able to integrate into learners’ lives, coinciding with other actions and tasks in an unobtrusive fashion. It also considers new and emerging pervasive computing, wearable, and ambient intelligence (AmI) technologies that enable implicit, unseen interactions between humans, objects, and their environment. The chapter is primarily concerned with the question of whether, and if so, how mobile and pervasive computing technologies can be used in pedagogically sound ways. Drawing on a number of illustrative examples, the chapter examines the degree to which pervasive m-learning has been achieved, or can be achieved, with current technologies, as well as the resulting benefits. It then raises a number of potential challenges and risk factors, before synthesizing the above into a number of realistic visions and future applications of pervasive mlearning. The chapter concludes with a discussion of the implications for education and training practitioners and researchers.
Using RFID to Track and Trace High Value Products
Authors: Symonds Judith A. , Parry David
Published: May 2011

Certain businesses call for a high level of traceability to track high value products. This case study of City Healthcare,1 New Zealand, focuses on the complex management issues related to the initial decisions to use radio frequency identification (RFID) technology on such a product, instead of a barcode. RFID devices are effectively tiny memory storage devices that can be read and sometimes written to from a distance using radio waves through an appropriate interrogation device. RFID devices have been touted as a replacement for barcodes in supply-chain applications. Issues and challenges investigated here include the ability of RFID to replace barcodes, business benefit from technology investment, technology adoption, and the role of external regulations in the adoption process.
Ubiquitous Communication
Authors: Pynnönen Mikko , Hallikas Jukka , Savolainen Petri , Mikkonen Karri
Published: May 2011

This chapter explores the implications of knowledge sharing in an era of pervasive computing, and concludes that, perhaps counter-intuitively, people will need to come together more to establish the trust that is necessary for effective knowledge sharing. Practices such as team-work should result in closer ties between peers, and this relationship can encourage increased sharing of knowledge related to the work at hand. With the advent of pervasive computing, the question can be asked as to what the impact of this technology could/will have on the sharing of knowledge in a team situation. At the same time, the changing attitudes to how knowledge is acquired make it even more important that knowledge is acquired in its historical context, which may be best achieved by person-to-person knowledge transfer. It is argued that these social aspects will be more important in a world of pervasive computing than in conventional businesses.
Inscribing Interpretive Flexibility of Context Data in Ubiquitous Computing Environments
Authors: Andersson Magnus , Lindgren Rikard
Published: May 2011

Ubiquitous access and pervasive computing concept is almost intrinsically tied to wireless communications. Emerging next-generation wireless networks enable innovative service access in every situation. Apart from many remote services, proximity services will also be widely available. People currently rely on numerous forms of identities to access these services. The inconvenience of possessing and using these identities creates significant security vulnerability, especially from network and device point of view in wireless service access. After explaining the current identity solutions scenarios, the chapter illustrates the on-going efforts by various organizations, the requirements and frameworks to develop an innovative, easy-to-use identity management mechanism to access the future diverse service worlds. The chapter also conveys various possibilities, challenges, and research questions evolving in these areas.
Determinants of User Acceptance for RFID Ticketing Systems
Authors: Karaiskos Dimitrios C. , Kourouthanassis Panayiotis E.
Published: May 2011

The term RFID refers to radio frequency identification and describes transponders or tags that are attached to animate or inanimate objects and are automatically read by a network infrastructure or networked reading devices. Current solutions such as optical character recognition (OCR), bar codes, or smart card systems require manual data entry, scanning, or readout along the supply chain. These procedures are costly, time consuming, and inaccurate. RFID systems are seen as a potential solution to these constraints, by allowing non-line-of-sight reception of the coded data. Identification codes are stored on a tag that consists of a microchip and an attached antenna. Once the tag is within the reception area of a reader, the information is transmitted. A connected database is then able to decode the identification code and identify the object. Such network infrastructures should be able to capture, store, and deliver large amounts of data robustly and efficiently (Scharfeld, 2001).