bluuebunny/crossref_metadata_2025 huggingface dataset:
Adoption and Diffusion of Internet Banking
Authors: Carr Mahil
Published: May 2011

This chapter reviews important theories?the diffusion of innovations theory, the theory of planned behavior, and the technology acceptance model?in information systems that explain the adoption and diffusion of new technological innovations especially in the context of Internet banking. These theories taken together provide us with psychological models that influence the adoption of a new delivery channel for banks, that is, Internet banking. Empirical works that have investigated these theories are discussed. A critical perspective is offered that highlights the theoretical and methodological limitations of these models. Newer and richer models that take into account the socio-historic contexts of technology adoption are called for. Approaches that complement or challenge positivistic methodologies that are interpretive are presented in a case study. Relating theory to practice this chapter discusses possible future trends in Internet banking that could make an attempt to include populations that are not included in the modern electronic formal mainstream financial systems.
The CRM Process and the Banking Industry
Authors: Mantrala Murali K. , Kraft Manfred , Dong Beibei , Raman Kalyan
Published: May 2011

This chapter’s aim is to synthesize and present insights relevant to CRM process implementation in retail banking drawn from the Marketing research literature. The authors first summarize strategic concepts from the Marketing discipline that they believe are fundamental to the CRM process but appear to be frequently forgotten in actual implementations which focus on the enabling technologies. They then describe a comprehensive framework for conceptualizing, operationalizing, and measuring CRM process implementation and its impact on firm performance, and illustrate its use to identify activities that must be performed for successful CRM in the context of a published case study of CRM implementation at a European Bank. Subsequently, the authors summarize research in one area of great importance to CRM managers at banks, namely, customer response to self-service banking technologies. The chapter concludes with some interesting directions for future research drawn from recent work in the Marketing research literature.
A Reference Model for Savings Bank
Authors: Mauser Annett
Published: May 2011

With approximately 17,490 well-defined modeling objects, the SKO -Datenmodell is probably the most extensive reference data model in German for the banking area. So far, this reference data model has been used in about 30 projects describing different subject areas. The detailed project data models that have been derived from these projects have been reintegrated into the generic reference data model, as far as the results are applicable to the entire Sparkassen-organisation.
A Semi-Online Training Algorithm for the Radial Basis Function Neural Networks
Authors: Ravi Vadlamani , Kumar P. Ravi , Srinivas Eruku Ravi , Kasabov Nikola K.
Published: May 2011

This chapter presents an algorithm to train radial basis function neural networks (RBFN) in a semi-online manner. It employs the online, evolving clustering algorithm of Kasabov and Song (2002) in the unsupervised training part of the RBFN and the ordinary least squares estimation technique for the supervised training part. Its effectiveness is demonstrated on two problems related to bankruptcy prediction in financial engineering. In all the cases, 10-fold cross validation was performed. The present algorithm, implemented in two variants, yielded more sensitivity compared to the multi layer perceptron trained by backpropagation (MLP) algorithm over all the problems studied. Based on the results, it can be inferred that the semi-online RBFN without linear terms is better than other neural network techniques. By taking the Area Under the ROC curve (AUC) as the performance metric, the proposed algorithms viz., semi-online RBFN with and without linear terms are compared with classifiers such as ANFIS, TreeNet, SVM, MLP, Linear RBF, RSES and Orthogonal RBF. Out of them TreeNet outperformed both the variants of the semi-online RBFN in both data sets considered here.
Decentralization of the Greek National Telemedicine System
Authors: Apostolakis Ioannis , Valsamos Periklis , Varlamis Iraklis
Published: May 2011

The demographic and geographic dispersion of Greece necessitates the adoption of telemedicine solutions in order to reduce patient transportation and waiting time. A centralized Telemedicine model proves insufficient to support the multitude of islands and other isolated areas of Greek mainland. This work records and analyzes the shortcomings and difficulties of the existing Greek Telemedicine system and suggests a more flexible, decentralized model, which upgrades the Regional Telemedicine Centers into mid-range providers of Telemedicine services. This reduces the burden of the central telemedicine unit, reduces reaction time in the offering of primary care without loosing in efficiency in more serious incidents. In this context, we list the necessary actions at technical, operational and organizational level for the smooth transition to a new system, as well as the advantages of this new structure. The binding of the new Regional Telemedicine Centers with the existing telemedicine system must be performed with the minimum cost. This presumes recording and reuse of the existing infrastructure, training of personnel and smooth transition to the new telemedicine structure. Based on the existing experiences, the specialized needs of the Greek National Healthcare System as well as the modern scientific developments we present an action plan that covers technical and organizational aspects for the development and successful incorporation and management of the Regional Telemedicine Centers in the Greek National Telemedicine System.
The Competitive Forces Facing E-Health
Authors: Wickramasinghe Nilmini , Misra Santosh , Jenkins Arnold , Vogel Douglas R.
Published: May 2011

Superior access, quality, and value of healthcare services has become a national priority for healthcare to combat the exponentially increasing costs of healthcare expenditure. E-Health in its many forms and possibilities appears to offer a panacea for facilitating the necessary transformation for healthcare. While a plethora of e-health initiatives keep mushrooming both nationally and globally, there exists to date no unified system to evaluate these respective initiatives and assess their relative strengths and deficiencies in realizing superior access, quality and value of healthcare services. Our research serves to address this void. This is done by focusing on the following three key components: (1) understanding the Web of players (regulators, payers, providers, healthcare organizations, suppliers, and last but not least patients) and how e-health can modify the interactions between these players as well as create added value healthcare services, (2) understand the competitive forces facing e-health organizations and the role of the Internet in modifying these forces, and (3) from analyzing the Web of players combined with the competitive forces for e-health organizations we develop a framework that serves to identify the key forces facing an e-health and suggestions of how such an organization can structure itself to be e-health prepared.
Pervasive Computing
Authors: Loureiro Emerson , Ferreira Glauber , Almeida Hyggo , Perkusich Angel
Published: May 2011

In this chapter, we introduce the key ideas related to the paradigm of pervasive computing. We discuss its concepts, challenges, and current solutions by dividing it into four research areas. Such division is how we were able to understand what really is involved in pervasive computing at different levels. Our intent is to provide readers with introductory theoretical support in the selected research areas to aid them in their studies of pervasive computing. Within this context, we hope the chapter can be helpful for researchers of pervasive computing, mainly for the beginners, and for students and professors in their academic activities.
A Software Engineering Perspective on Ubiquitous Computing Systems
Authors: Loureiro Emerson , Oliveira Loreno , Bublitz Frederico , Perkusich Angelo , Almeida Hyggo
Published: May 2011

We are now facing a migration from the traditional computing, based on personal computers, to an era of pervasiveness, on which computing devices will be spread all around us, seamlessly integrated into our lives. It is this new stage of computing that researchers have named of ubiquitous computing, also known as pervasive computing. There is no doubt that this vision is certainly a promising computing paradigm for the 21st Century. However, its completely new characteristics have an impact on the way that software is developed. We should emphasize that, for example, to achieve the seamless integration characteristic of ubiquitous computing environments, applications must implement mechanisms for discovering the needs of users in order to present them with relevant information at the right place and at the right time. This, and other intrinsic features of ubiquitous computing systems, makes necessary
Differentiated Process Support for Large Software Projects
Authors: Wang Alf Inge , Sørensen Carl-Fredrik
Published: May 2011

This chapter presents a framework for differentiated process support in large software projects. Process support can be differentiated in different levels based on the size of the development organization and the need for coordination across different levels of the organization. We have defined four main perspectives: individual, group, team, and project level, where the framework consider essential issues when planning and executing the software development processes in organizations with different levels of management. Further, a guideline is provided that suggests what is required of process support in the various organizational levels.
Modeling Techniques for Software-Intensive Systems
Authors: Giese Holger , Henkler Stefan , Hirsch Martin , Rubin Vladimir , Tichy Matthias
Published: May 2011

Software has become the driving force in the evolution of many systems, such as embedded systems (especially automotive applications), telecommunication systems, and large scale heterogeneous information systems. These so called software-intensive systems, are characterized by the fact that software influences the design, construction, deployment, and evolution of the whole system. Furthermore, the development of these systems often involves a multitude of disciplines. Besides the traditional engineering disciplines (e.g., control engineering, electrical engineering, and mechanical engineering) that address the hardware and its control, often the system has to be aligned with the organizational structures and workflows as addressed by business process engineering. The development artefacts of all these disciplines have to be combined and integrated in the software. Consequently, software-engineering adopts the central role for the development of these systems. The development of software-intensive systems is further complicated by the fact that future generations of software-intensive systems will become even more complex and, thus, pose a number of challenges for the software and its integration of the other disciplines. It is expected that systems become highly distributed, exhibit adaptive and anticipatory behavior, and act in highly dynamic environments interfacing with the physical world. Consequently, modeling as an essential design activity has to support not only the different disciplines but also the outlined new characteristics. Tool support for the model-driven engineering with this mix of composed models is essential to realize the full potential of software-intensive systems. In addition, modeling activities have to cover different development phases such as requirements analysis, architectural design, and detailed design. They have to support later phases such as implementation and verification and validation, as well as to systematically and efficiently develop systems.
Soft-constrained Linear Programming Support Vector Regression for Nonlinear Black-box Systems Identification
Authors: Lu Zhao , Sun Jing
Published: May 2011

As an innovative sparse kernel modeling method, support vector regression (SVR) has been regarded as the state-of-the-art technique for regression and approximation. In the support vector regression, Vapnik developed the -insensitive loss function as a trade-off between the robust loss function of Huber and one that enables sparsity within the support vectors. The use of support vector kernel expansion provides us a potential avenue to represent nonlinear dynamical systems and underpin advanced analysis. However, in the standard quadratic programming support vector regression (QP-SVR), its implementation is more computationally expensive and enough model sparsity can not be guaranteed. In an attempt to surmount these drawbacks, this article focus on the application of soft-constrained linear programming support vector regression (LP-SVR) in nonlinear black-box systems identification, and the simulation results demonstrates that the LP-SVR is superior to QP-SVR in model sparsity and computational efficiency
Reinforcement Learning and Automated Planning
Authors: Partalas Ioannis , Vrakas Dimitris , Vlahavas Ioannis
Published: May 2011

This article presents a detailed survey on Artificial Intelligent approaches, that combine Reinforcement Learning and Automated Planning. There is a close relationship between those two areas as they both deal with the process of guiding an agent, situated in a dynamic environment, in order to achieve a set of predefined goals. Therefore, it is straightforward to integrate learning and planning, in a single guiding mechanism and there have been many approaches in this direction during the past years. The approaches are organized and presented according to various characteristics, as the used planning mechanism or the reinforcement learning algorithm.
Statistical Opportunities, Roles, and Challenges in Network Security
Authors: Wang Yu
Published: May 2011

In this chapter, we will provide a brief overview of network security and introduce essential concepts of intrusion detection and prevention and review their basic principles and guidelines. Then, we will discuss statistical approaches in practice as well as statistical opportunities, roles, and challenges in network security. Network security has become a very popular topic. A simple Google search based on the keyword “network security” showed 2.2 million items on February 29, 2008. Network security aims to protect the entire infrastructure of a computer network and its corresponding services from unauthorized access. The two key elements of network security are risk assessment and risk management. There are several fundamental components in network security: (1) security-specific infrastructures, such as hardware- and software-based firewalls and physical security approaches, (2) security polices, which include security protocols, users’ authentications, authorizations, access controls, information integrity and confidentiality, (3) detection of malicious programs, including anti-viruses, worms, or Trojan horses, and spyware or malware, and (4) intrusion detection and prevention, which encompasses network traffic surveillance and analyzing and profiling user behavior. Since the topic of network security links a great number of research areas and disciplines, we will focus on the component of intrusion detection and prevention in this book. Readers who are interested in other components or want to gain more detailed information on the entire topic may refer to Smedinghoff (1996), Curtin (1997), Garfinkel and Spafford (1997), McClure, Scambray, and Kurtz, (1999), Strebe and Perkins (2000), Bishop (2003), Maiwald (2003), Stallings (2003), Lazarevic, Ertoz, Kumar, Ozgur, & Srivastava, (2003), Bragg, Rhodes-Ousley, Strassberg (2004), McNab (2007), and Dasarathy (2008). For wireless network security, Vacca (2006) provides an essential step-by-step guide that explains the wireless-specific security challenges and tasks, and for mobile phone related intrusion detection refer to Isohara, Takemori & Sasase (2008). Finally, for an overall introduction on network security, including key tools and technologies used to secure network access, refer to Network Security Principles and Practices by Malik (2003) and Network Security Fundamentals by Laet & Schauwers (2005).
Classification Based on Supervised Learning
Authors: Wang Yu
Published: May 2011

Classification plays an important role in network security. It classifies network traffic into different categories based on the characteristics of the traffic and aims to prevent network attacks by detecting intrusion as early as possible. If a labeled response variable is available then the classification belongs to the statistically supervised learning theme. The term ”supervised learning” comes from the Artificial Intelligence field where research is focused on machine learning (Nilsson, 1996). In general, a supervised learning task can be described by giving a training sample with known patterns, f, represented by predictors, X, and a labeled response variable, Y , to select 1, 2 ( , , ) g y y y y Y = ? ? values for new 1 2 ( , , ) k x x x x X = ? ? values. 1 2 ( , , ) g Y y y y ? may be either a binary class, or multilevel classes, ( 2) g > . As we discussed previously, these classes cannot be determined absolutely and they are based on the degree of our belief, which is expressed in terms of probability (Woodworth, 2004). In this chapter, we will focus mainly on the binary classification task and we will discuss several modeling approaches, including both parametric and nonparametric methods. Readers who are interested in obtaining fundamental information on supervised learning and machine learning algorithms should refer to Lane & Brodley (1997), Vapnik (1998, 1999), Hosmer & Lemeshow (2000), Duda, Hart & Stork (2001), Hastie, Tibshirani & Friedman (2001), Müller Mika, Rätsch, Tsuda & Schölkopf (2001), Herbrich (2002), Vittinghoff, Glidden, Alpaydin (2004), Shiboski & McCulloch (2005), Maloof (2006), Neuhaus & Bunke (2007), and Diederich (2008).
Emergent Specialization in Biologically Inspired Collective Behavior Systems
Authors: Nitschke G. S. , Schut M. C. , Eiben A. E.
Published: May 2011

Specialization is observable in many complex adaptive systems and is thought by many to be a fundamental mechanism for achieving optimal efficiency within organizations operating within complex adaptive systems. This chapter presents a survey and critique of collective behavior systems designed using biologically inspired principles. Specifically, we are interested in collective behavior systems where specialization emerges as a result of system dynamics and where emergent specialization is used as a problem solver or means to increase task performance. The chapter presents an argument for developing design methodologies and principles that facilitate emergent specialization in collective behavior systems. Open problems of current research as well as future research directions are highlighted for the purpose of encouraging the development of such emergent specialization design methodologies.
Ontological Reflections on Peace and War
Authors: Alker Hayward R.
Published: May 2011

Responding to a provocative question by Hiroharu Seki about Hiroshima ontologies, this chapter reviews related thinking about the ontological primitives appropriate for event-data making, accessing high-performance knowledge bases, and modeling intelligent complex adaptive systems of use to researchers on war and peace. It cautions against “Cliocide,” defined as of the “silencing” or symbolic killing of collective historical-political or historical-disciplinary identities and identifying practices by historical or discipline deficient “scientific” coding practices. It proposes that more intelligent multi-agent models in the “complex, adaptive systems” tradition of the Santa Fe Institute should include the socially shared memories of nations and international societies, including their identity-redefining traumas and their relational/migrational/ecological histories of community-building success and failure. Historicity in an ontologically distinctive sense of the “time ordered self-understandings of a continuing human society” is still a challenge for the computationally oriented literature on war and peace.
The alert model
Authors: Wilson Mark I. , Corey Kenneth E.
Published: May 2011

This chapter is presented especially for the use of practicing planners. Practicing planners, as intended here, are broadly defined and inclusive as a set of local stakeholders. Given the widespread need to develop an active civil society, it is important that representative local actors, and diverse urban and regional stakeholders engage in developing their communities intelligently over sustained long-term futures. Practicing planners in this context include, but are not limited to professional urban and regional planners. Citizens and other professionals, such as business persons, bureaucrats from all levels of government, employees from nongovernmental public organizations and their volunteers, and other individuals all have stakes in, and contributions to make to the development of their city-region in the relatively new context of a globalizing and increasingly knowledge-based world economy and networked society. The chapter, therefore, presents the background to these new development dynamics and it introduces the ALERT model. In the form of a conceptual framework, the model is a planning support system designed for the use of the diverse and wide-ranging stakeholder-planning practitioners who seek to engage planning in the steering of these new technology-enabled and knowledge-based development forces to attained desired outcomes. The ALERT model is not so much directly prescriptive, rather it is directional and relational with the intention that engaged planning practitioners will design and tailor their own planning processes to be responsive to local demand and need. At its best, the model can catalyze and stimulate the stakeholders to invent their own strategies that capitalize on the unique assets and development potential of the locality’s communities.
Beyond planning
Authors: Searle Glen , Pritchard Bill
Published: May 2011

This chapter explores Sydney’s knowledge-based development, surveying reasons for its concentration of such development including the role of planning. Sydney’s high knowledge industry concentration is seen as the product of the city’s commercial leadership, its high share of transnational corporations associated with Sydney’s global economy role, and its high proportion of skilled immigration. Such factors have resulted in a knowledge sector that is concentrated around central and near northern Sydney, and in the formation of several distinct clusters of knowledge-based industries. Case studies of the information technology and telecommunication industry and the multimedia industry suggest that Sydney’s concentration of corporate headquarters has been a key driver of growth in these industries, while the presence of a large pool of computer-based skills has stimulated and fed multimedia development. Metropolitan planning strategies have lacked firm principles for the development of knowledge-based industries. Instead, planning for these industries focused on a series of ad hoc place-specific initiatives that have been much less significant than market forces in supporting knowledge-based development in Sydney.
Online Integration of Information Literacy in an Environmental Management Systems Course
Authors: Russo Michael F. , Kelsey Sigrid , Walsh Maud
Published: May 2011

Recognizing the value, as expressed by the Association of College and Research Libraries Information Literacy Competency Standards for Higher Education, of incorporating information literacy [IL] instruction into a subject discipline, LSU Libraries partnered with the instructor of an environmental management course to develop online IL instruction with direct tie-ins to the subject matter of the course. This chapter discusses the results of that effort, including the advantages and problems encountered.
Creating Multimedia for Special Audiences
Authors: Chen Irene , Thielemann Jane
Published: May 2011

The teacher knows how to use graphics, animation, and desktop publishing software to produce products that convey a specified message to an intended audience.
Teacher Profiles
Authors: Gudea Sorin Walter
Published: May 2011

This chapter presents a detailed analysis of four in-depth interviews with four selected teachers. Forty-four interviews were performed for this study, with professors and teachers from all levels of graduate and undergraduate education. It was a difficult task to sort out just four examples that would be most representative for the entire group. Each interview revealed extraordinary personalities, driven in their profession by passion and love toward the act of educating. Nevertheless, to meet the purpose of this chapter, and reflect opinions about both on-ground and online teaching, four teachers were selected. Two of them, Jeremy and Deborah, are practicing only onground teaching. The other two, Derek and Sarah, teach mainly online or hybrid courses, but with experience teaching on-ground courses as well. They were profiled in greater depth in order to allow the reader a better understanding of the teachers’ teaching experiences and their motivation. The names of the participants profiled, as well as the names of their employers or place of employment, are purposely fictitious or vague, in order to protect their anonymity. Many of the issues they bring with regard to teaching in general, or teaching online, mirror issues already reported in prior, existing studies. The background section presents a summary of current findings, with regard to this subject, which are reenforced by the findings of this study. Yet, other issues such as the teachers’ passion for the profession, the delicate interplay among the various facets of online teaching, and the proposed explanation for teachers’ choice of teaching environments are novel to these interviews.
What to Expect When Teaching Online
Authors: Gudea Sorin Walter
Published: May 2011

This chapter sets out to discover how teachers view online teaching and what they experience when teaching online. It focuses on the stories that the 44 instructors shared with me during the interviews taken for this book. A brief perusal through the literature shows reports of increased time demands, more preparation and hard work, and a need for improved technical skills are just some of the issues that online education was reported to put upon teachers. Yet, as a result of this research, new issues were found, enhancing the knowledge on this subject of online teaching; for example, the extent of the adjustments made by teachers (discussed in greater detail in Chapter VII), the skill gap in technology among teachers and students (covered in Chapter V), and the tradeoffs faced by the teachers when moving to an online educational environment.
Collaborative vs. Cooperative Learning
Authors: Olivares Orlando J.
Published: May 2011

A central theme of this chapter is the following: to better understand the role of the teacher within a computer-supported collaborative learning (CSCL) environment, it is necessary to better conceptualize the CSCL construct. Toward this goal, this chapter will examine similarities and differences between cooperative and collaborative learning. Next, CSCL will be examined in the context of cooperative and collaborative learning, and a brief history of CSCL will be provided. It is argued that there has been a lack of definitional and conceptual clarity among these learning constructs—this has resulted in the conflation between cooperative learning and CSCL, as well as a continued focus on individual learning, as opposed to “group mind”-like constructs. It is hoped that better conceptual clarity about CSCL will provide a renewed understanding of the role of the teacher within a CSCL environment.
Philosophical and Epistemological Basis for Building a Quality Online Training Methodology
Authors: Seoane Pardo Antonio Miguel , García Peñalvo Francisco José
Published: May 2011

This chapter outlines the problem of laying the groundwork for building a suitable online training methodology. In the first place, it points out that most e-learning initiatives are developed without a defined method or an appropriate strategy. It then critically analyzes the role of the constructivist model in relation to this problem, affirming that this explanatory framework is not a method and describing the problems to which this confusion gives rise. Finally, it proposes a theoretical and epistemological framework of reference for building this methodology based on Greek paideía. The authors propose that the search for a reference model such as the one developed in ancient Greece will allow us to develop a method based on the importance of a teaching profile “different” from traditional academic roles and which we call “tutor.” It has many similarities to the figures in charge of monitoring learning both in Homeric epic and Classical Greece.
Swarm-Based Techniques in E-Learning
Authors: Gutiérrez Sergio , Pardo Abelardo
Published: May 2011

This chapter provides an overview of the use of swarm-intelligence techniques in the field of e-learning. Swarm intelligence is an artificial intelligence technique inspired by the behavior of social insects. Taking into account that the Internet connects a high number of users with a negligible delay, some of those techniques can be combined with sociology concepts and applied to e-learning. The chapter analyzes several of such applications and exposes their strong and weak points. The authors hope that understanding the concepts used in the applications described in the chapter will not only inform researchers about an emerging trend, but also provide with interesting ideas that can be applied and combined with any e-learning system.
Becoming Tech Experts
Authors: Schifter Catherine
Published: May 2011

As with fifth and sixth grades, the seventh grade classroom depends on whether the school is an elementary school or middle school. In many Kindergarten through eighth grade schools in Philadelphia, seventh graders have two different teachers rather than only one as with sixth graders. One teacher concentrates on literacy and social studies, while the other teacher takes on mathematics and science. These students cycle between two different classrooms. In contrast, students in middle schools may have a homeroom teacher, but they cycle through a number of different classrooms and teachers for each subject. Their school experiences are much different from those of students who only travel between two classrooms.
Cultural Variables and Instructional Engineering
Authors: Simard Christine , Basque Josianne
Published: May 2011

This chapter discusses how cultural variables can be taken into account when designing computer-based learning environments (CLEs). Its purpose is to identify concrete recommendations to guide instructional engineering of computer-based learning for diverse cultures through a review of the literature on the subject. First, this chapter describes the background in which such recommendations have emerged, and identifies some of the issues underlying instructional design for diverse cultures. Then it introduces models and guidelines on how cultural variables can be taken into account when designing CLEs. Specific recommendations are organized using a method of instructional engineering for CLEs called MISA (Paquette, 2003) as a frame of reference. This is followed by a discussion on future trends and future research directions.
Software Framework of Medical Visualization Algorithms
Authors: Liang Ronghua
Published: May 2011

Real-time visualization algorithms which are fully integrated into software framework are of importance for the rapid development of medical visualization applications. This chapter gives an overview of different software frameworks for real-time visualization algorithms. These algorithms are fully integrated into some open-source freely-available software frameworks. First, we introduce the famous Visualization Toolkit (VTK), and we then describe some other specialized toolkits, for example, for image registration and segmentation, MAF (Multimod Application Framework) supported by an EC-funded project MULTIMOD. We discuss the majority of algorithms available that can be easily combined for rapid construction of visualization applications. Finally, we place emphasis on exploiting the characteristics of medical datasets for further utilizing the hardware-accelerated capabilities of modern graphics cards.
Biomedical Image Registration for Diagnostic Decision Making and Treatment Monitoring
Authors: Wang Xiu Ying , Feng David Dagan
Published: May 2011

The chapter introduces biomedical image registration as a means of integrating and providing complementary and additional information from multiple medical images simultaneously to facilitate diagnostic decision-making and treatment monitoring. It focuses on the fundamental theories of biomedical image registration, major methodologies and contributions of this area, and the main applications of biomedical image registration in clinical contexts. Furthermore, discussions on the future challenges and possible research trends of this field are presented. The chapter aims to assist in a quick understanding of main methods and technologies, current issues, and major applications of biomedical image registration, to provide the connection between biomedical image registration and the related research areas, and finally to evoke novel and practical registration methods to improve the quality and safety of healthcare.
Implications and Future Trends
Authors: Dwivedi Yogesk K.
Published: May 2011

This chapter presents the implications of the research discussed in this book and outlines future research trends in the area of consumer adoption and usage of broadband. The findings of the studies detailed in this book generate a number of implications that may be relevant to policy makers, Internet service providers (ISPs), and other relevant stakeholders for increasing consumers’ adoption of broadband. The chapter begins by a discussion concerning the implications of this research for the government, followed by the implications for the Internet/broadband service providers and, ultimately, the implications for content providers and emerging electronic services. Finally, a discussion on the future trends in the area of broadband adoption and diffusion is provided.
Digital Media and Socialization
Authors: Morcellini Mario
Published: May 2011

The chapter reflects about the idea of crisis making evident that, in the case of communication, it doesn’t mean a reduction of importance, but on the contrary increasing and growth. The actual communication fortune is in fact built on what seems a lack in our societies that is the vaporization and loss of social capital. In front of the modern individualism, the social system moves people to search other functions able to balance it: communication is certainly one of the functions. It doesn’t help only individuals to get through the crisis, but it also promotes the increase of relations in the social system. The communication covers up the decline of traditional institutions (school, family, and religion) configuring a chance. Digital media, more than any other medium, becomes an expression of new social and cultural conditions.
International Students
Authors: McGowan Ursula
Published: May 2011

This chapter addresses the incidence of unintentional plagiarism among international students whose native language is not English. Terminology widely used in plagiarism policies and in the literature indicates an overriding view of plagiarism as an offence. I have developed a conceptual framework to present an alternative position. The framework provides a matrix for tracing the progress of an international student’s induction into the culture and language of academic research. Based on insights from this framework, undergraduate students would be regarded as apprentice researchers who require guidance in developing skills and language for scholarly writing. During the early phases of their apprenticeship, students would be shown the use of genre analysis for ‘harvesting’ genre-specific language. Feedback on instances of inadvertent plagiarism would be non-judgmental, constructive and formative. I suggest that this approach should be adopted in the core curriculum so that all students can benefit from an academic apprenticeship and so avoid unintentional plagiarism.
Strategic Management Principles
Authors: Chew Eng K. , Gottschalk Petter
Published: May 2011

Building on the understanding of the theories and models of firms, this chapter reviews the basic principles of strategic management of business enterprises. First, the basic principles of business strategy are explained. Only through in-depth understanding and diligent application of these principles will business executives be able to make strategic choices and craft an appropriate business strategy and the corresponding value configuration, business model, or e-business model for the firm. Second, the role of corporate strategy and its relationships with business unit strategies are discussed. The discipline of strategic management is introduced together with the principles of strategy maps—a model which is explained and illustrated by case example of its application by a leading corporation in more detail in Chapter V as part of a strategic alignment discussion. Third, the principles of strategic planning and the measurement of competitive strategy are described. These tasks ensure a corporate/business strategy is rigorously planned, resourced, and diligently executed to deliver the requisite strategic goals. Following on from the resource-based and activity-based theories of firms discussed in Chapter I, this chapter describes the corresponding resource-based and activity-based strategies. In addition, with the increasing importance of corporate governance comes the need to ensure due consideration is given to ethics in information technology deployment. Theories for ethics in IT and their incorporation in IT strategy are still emerging. The basic issues for IT strategy developmental consideration are reviewed.
Game-Based Historical Learning
Authors: Champion Erik Malcolm
Published: May 2011

Serious games research typically uses modified computer games as virtual learning environments. Virtual heritage projects typically aim to provide three-dimensional interactive digital environments that aid the understanding of new cultures and languages, rather than merely transfer learning terms and strategies from static prescriptive media such as books. As an intersection between the two fields, game-based historical learning aims to provide ways in which the technology, interactivity, or cultural conventions of computer gaming can help afford the cultural understanding of the self, of the past, or of others with mindsets quite different to our own. This chapter will outline the major technological, pedagogical, and evaluation issues pertinent to game-based historical learning, provide working definitions of virtual learning that may lend themselves to evaluations, and endeavor to explain how specific issues of gamebased historical learning may be addressed. It will also forecast trends and suggest approaches to help focus this diverse field.
Pre-Service Computer Teachers as 3D Educational Game Designers
Authors: Yildirim Zahide , Kilic Eylem
Published: May 2011

This chapter explores prospective computer teachers’ perceptions of and experiences in goal-based scenario (GBS) centered 3D educational game development process. Twenty-six pre-service computer teachers who enrolled in a Design, Development and Evaluation of Educational Software undergraduate course formed the sample of this case study, and they, in groups, developed GBS-centered 3D educational games. The data were collected through GBS evaluation checklists, interviews, and formative evaluations. The findings indicated that the pre-service teachers preferred GBS-centered educational games to traditional educational games. They declared that the most important feature of educational games was their contribution to motivation, attention, and retention. Although the majority of the groups developed their educational games in line with GBS, they had difficulty creating a realistic scenario and mission. Unlike what the literature indicates, one of the group’s formative evaluation results showed that while the second graders prefer realism, the sixth graders prefer more fantasy in the scenario.
Visual Analysis of Avatars in Gaming Environments
Authors: DiPietro Joseph C. , Black Erik W.
Published: May 2011

A better understanding of virtual character avatars is needed in order to explore the underlying psychology that the avatar represents to the user. In addition to providing an overview and introduction to massively multiplayer online role-playing games (MMORPGs), this chapter provides an introduction to visual ethnographic analysis of character avatars in video game environments. The chapter details an example of mixed methodology for conducting visual analysis research specific to Linden Lab’s Second Life and details some of the methodological challenges that researchers will encounter when engaged in this type of investigation.
Designing a Computational Model of Learning
Authors: Gibson David
Published: May 2011

What would a game or simulation need to have in order to teach a teacher how people learn? This chapter uses a four-part framework of knowledge, learner, assessment, and community (Bransford et al., 2000) to discuss design considerations for building a computational model of learning. A teaching simulation—simSchool—helps illustrate selected psychological, physical, and cognitive models and how intelligence can be represented in software agents. The design discussion includes evolutionary perspectives on artificial intelligence and the role of the conceptual assessment framework (Mislevy et al., 2003) for automating feedback to the simulation user. The purpose of the chapter is to integrate a number of theories into a design framework for a computational model of learning.
Self-Regulated Learning in Video Game Environments
Authors: Zap Nicholas , Code Jillianne
Published: May 2011

Video games engage players in rapid and complex interactions of self-regulatory processes. The way individuals regulate their cognitive, affective, and behavioral process while playing electronic games, relates to their ability to cope with the onslaught of information that electronic games require for their mastery. The psychological factors that produce self-regulated learning are explored as they relate to a player’s intentionality, interest, aptitude, motivation, goal-setting, and affect while playing games. A discussion of video games as authentic learning environments looks at the roles of student initiated learning in authentic contexts and specific design strategies are outlined. Practical learning strategies that promote SRL are presented to facilitate the use of conscious self-regulatory skills that students can implement in these authentic learning environments. This chapter opens the discussion of the role of self-regulated learning in video game environments and its impact in the field of educational gaming.
Can the Subaltern Play and Speak or Just be Played With?
Authors: Leonard David J.
Published: May 2011

This chapter examines and responds to the silencing, resistance to any intrusion of questions about race and racism, and overall erasure of race from the debates and broader discourse concerning video game culture. It not only provides insight into the nature and logics guiding claims of colorblindness, but also connects the ideologies and culture of denial to the broader racial discourse of post-civil rights America. Hoping to inspire debate and transformative knowledge sharing, this chapter additionally offers a textually-based racial analysis of Outlaw Volleyball as an example of the type of critical examination required to move beyond a culture that often reduces bodies and voices of people of color to objects of gaze, ridicule, and consumption while denying any sorts of criticism and questions regarding the racial meaning and texts evident within much of today’s gaming.
Conceptual Play Spaces
Authors: Barab Sasha A. , Ingram-Goble Adam , Warren Scott
Published: May 2011

In this chapter we provide a framework for designing play spaces to support learning academic content. Reflecting on our four years of design experience around developing conceptual play spaces, we provide guidelines for educators to think through what it would mean to design a game for supporting learning. Conceptual play is a state of engagement that involves (a) projection into the role of a character who, (b) engaged in a partly fantastical problem context, (c) must apply conceptual understandings to make sense of and, ultimately, transform the context. We provide four elements that one must balance when designing a conceptual play space to support the learning of disciplinary content; more specifically, ensuring the learning of academic content and supporting legitimate participation while, concurrently ensuring interaction with gaming rules and engagement with the framing narratives through which the play takes on meaning. Our goal is to communicate the potential value of play spaces and to provide an illuminative set of cases for others.
Revealing New Hidden Curriculum and Pedagogy of Digital Games
Authors: Baek Youngkyun
Published: May 2011

This chapter examines hidden curricula and pedagogy of digital games in order to clarify their educational meaning and importance. The experiences which players get from the inherent ideology of digital games was categorized into four areas: fantasy, immersion, representation and identification, and making sense of the game’s system or model. These hidden curricula are important for learninggame designers to consider in that they are internalized subconsciously. Also these hidden aspects of games are important for teachers to help motivate players for learning, to facilitate self-directed playing and learning, to improve gender sensitivity, and to help with the transfer of knowledge from games to real life. Games have the magical ability to inspire players through compelling stories, challenges, and activities. The hidden curricula of games are bound to continue to be an issue of great concern for educators in coming years.
Gaming Ethics, Rules, Etiquette, and Learning
Authors: Taylor Laurie N.
Published: May 2011

This chapter explains the significance of informal and unwritten rules in order to show the connections among formal rules of play, formalized learning, informal and unwritten rules, and collateral learning. It argues that computer gaming’s rules of play include the formal rules by which games are played and the informal and unwritten rules within the magic circle of play where the games are played. Too often games are reduced to their formal rules of play and the collateral learning fostered by the realm of play is neglected. By examining unwritten rules, this chapter also connects to and informs other areas that rely primarily on formal rules, including educational gaming.