bluuebunny/crossref_metadata_2025 huggingface dataset:
E-Novation Program Office and Roadmap
Authors: Sood Suresh , Jin Kevin
Published: October 2011

This chapter introduces a new organizational entity for government organisations, the E-Novation Program Office (EPO). The basis for this structure is researcher experiences of the divide between organizational decision-making capability and the actual delivery of innovation using new technology initiatives within Australian organizations. Key EPO decision-making mechanisms include cognitive mapping, road maps, scenario planning, and complexity thinking. The proposed model of the EPO is informed through author experiences within a variety of Australian organisations and government enterprises focusing on technological innovation rather than other forms of innovation. The EPO serves to guide innovative actions, prioritization of effort, and better execution by acting as a counterbalance between technology, strategy, and delivery to ensure the successful introduction of innovation. The robustness, flexibility, and adaptability of the EPO arises from modeling processes arising from research in the governance of enterprise wide service orientated architectures for information systems. The EPO explicitly supports the central tenant of government organisations, the provision of service to citizens. Most importantly, service is taken to be the provision of knowledge and skills (Vargo & Lusch, 2004) for the benefit of citizens.
Multi-Standard Multi-Band Reconfigurable LNA
Authors: Mustaffa Mohd Tafir
Published: October 2011

In this research, the aim is to design and implement a new low noise amplifier (LNA) for a multi-standard mobile receiver based on reconfigurability concept. The LNA design is based on the inductively-degenerated common-source (IDCS) topology as it has been proven to be a good choice in designing multi-standard multi-band LNA. The design is using 0.18 µm CMOS technology. The reconfigurable LNA has been designed to operate in two bands of standards consisting the bands range from 800 to 1000-MHz (lower band) and 1800 to 2200-MHz (upper band). The simulation results exhibit gain S21 of 12.9-dB for lower band and 12.4-dB for upper band, input reflection S11 of -14.5-dB and -17.2-dB for both bands, and output return loss S22 of -14.7-dB and -26-dB for lower and upper band making the LNA suitable for most of the mobile communication applications. The LNA also exhibits the noise of figure of 2.55-dB and 2.3-dB for lower and upper band respectively. The circuit consumes 26.5 mW when operating in lower band mode and uses 18.8 mW of power when operating in upper band mode.
Design of Low Noise Amplifiers through Flow-Graphs and their Optimization by the Simulated Annealing Technique
Authors: Fakhfakh M. , Boughariou M. , Sallem A. , Loulou M.
Published: October 2011

This chapter presents the optimal design of Low Noise Amplifiers (LNAs). The basic idea consists of optimizing performances of LNAs by a direct action on the scattering parameters. A symbolic approach, namely the Coates Flow-Graph technique, is used to automatically generate symbolic expressions of the impedance parameters and, thus, those of the scattering parameters. The Simulated Annealing optimization technique is applied to determine the optimal sizing of the LNA. ADS simulation results are given to show the viability of the proposed approach.
The Design and Modeling of 2.4 GHz and 3.5 GHz MMIC LNA
Authors: Yip Ching Wen
Published: October 2011

LNA is an electronic amplifier that is required in receiver systems to increase the amplitude of the very low level signals from the antenna without adding too much noise. Software Advance Design System (ADS) was used to simulate the circuit and design the layout. LNA was designed using cascode topology with feedback techniques which produces better matching and unconditionally stable over the entire desired frequencies. For the 2.4 GHz operation, the amplifier achieves gain of 14.949 dB, noise figure of 1.951 dB and input reflection coefficient of -10.419 dB. With operating voltage supply at 3V, the total current consumption is 13 mA. For 3.5GHz amplifier, gain is 22.985 dB, noise figure is 1.964dB, input reflection coefficient is -12.427 dB and current consumption is 18 mA.
Using Blogs to Traverse Physical and Virtual Spaces
Authors: Newbegin Kerryn , Webster Leonard
Published: October 2011

The development of physical and virtual learning spaces is prominent in the current higher education context, however a preoccupation with the design of these environments must not be at the cost of the learner. This chapter proposes that new ways of thinking need to be adopted and new strategies for collaborating need to be developed to enable students and teachers to traverse the physical and virtual environments. In traversing these spaces, learners must use them to best advantage, both within the higher education context, and then later in the professional arena in which they will be operating. Specifically this chapter will examine the use of one collaboration tool—blogs— to bridge the gap between the physical and the virtual, the formal and the informal learning spaces. Strategies for using blogs will be presented as a tool for students and educators to enable and promote knowledge creation, and to develop a habit of reflective practice both during and after formal study.
Exploring the Impact of Google Igbo in South East Nigeria
Authors: Omojola Oladokun
Published: October 2011

This chapter presents the impact of Google’s search engine on the lives of the native speakers of Igbo, a major language in South East Nigeria. As part of efforts to connect with those who rely on local languages for communication as distinct from their chief language of communication, English, the American company had floated a series of search systems for native speakers around the world, one of which is projected in http://www.google.com.ng/, specifically for Igbo speakers. Google’s efforts are commendable because they offer a mechanism against the dearth and death of native languages, particularly for Igbo. Of the three major local languages in Nigeria, Hausa and Yoruba have managed to survive and flourish, while Igbo has been on the decline socially, culturally, and economically as speakers of the language would prefer Nigeria’s lingua franca – English. On Google’s Igbo website, natives are opportune to browse as well as look up sites on which search queries can be answered in the native language. A study of five age groups of the native speakers was carried out in a panel design to demonstrate the impact Google’s efforts have had on the lives of users. Case description was done from five expectation standpoints of the respondents– fundamental, training, conventional, personal, and contextual. According to findings, which correlate in all the perspectives, Google’s efforts are amounting to waste of Web resources. This is because visitors to the site often find that queries do not produce tangible results in the Igbo language, thereby making it impossible for the community to access Google, thus calling for re-strategizing not only on the part of Google, but also on the part of those who speak the language.
E-Government’s Role in Poverty Alleviation
Authors: Mutula Stephen M.
Published: October 2011

Governments the world over are increasingly implementing e-government systems as part of public sector reforms to enhance good governance and service delivery. This chapter reviews successful e-government projects in South Africa. E-governance is seen as a panacea to country’s several challenges of service delivery, poverty, inequality, democracy, respect for human rights, and corruption. The South African government understands the urgency of addressing poverty and improving service delivery to majority of citizens who were marginalized during white majority rule. Most of South Africa’s black majority, for example, lives in poverty compared to their white counterparts. To address these imbalances projects are guided by the principle of public service for all under the brand Batho Pele (meaning people first). Some e-government projects in South Africa have borne fruits; they empowered people to overcome development obstacles, have helped fight poverty and uplift the socio-economic and living standards of citizens. The challenges facing the e-government projects include high costs of broadband access, diversity of languages that need to be converted to the language of the Internet, red tape and bureaucratic system, as well as financial sustainability and the use of top down design approaches in projects with little or no initial user involvement.
Factors Influencing Information System Flexibility
Authors: Chen Ruey-Shun , Sun Chia-Ming , Helms Marilyn M. , Jih Wen-Jang (Kenny)
Published: October 2011

Information System (IS) flexibility has been regarded as an important indicator of information technology success. This article provides a model of IS flexibility encompassing all stages of IS implementation and usage. The model considers the cognitive factors from IS staff and users as important leveraging IS flexibility with adaptation activities. A review of constructs extending from the interpretive flexibility perspective in the literature is used to identify these cognitive factors. By hypothesizing the relationships among these cognitive factors, IS flexibility, and adaptation activities several propositions are identified. Empirical testing is then warranted to refute or validate the propositions. [Article copies are available for purchase from InfoSci-on-Demand.com]
Information System Conversion Strategies
Authors: Mallach Efrem G.
Published: October 2011

Information system conversion has been with us since users of punched-card tabulating systems first moved to vacuum-tube computers. However, it has generally been seen as an afterthought: once the “interesting” development stages of analysis, design and so on are done, it will just happen. This article attempts to view the process holistically, from both the technical and human viewpoints, reflecting the fact that information systems have both technical 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 systematic approach to considering these issues and points out benefits to both researchers and practitioners from using it.
Small Firm Process Re-Engineering Success
Authors: Chang Li-Jen , Levy Margi , Powell Philip
Published: October 2011

Small firms are undertaking business process re-engineering (BPR), but the factors contributing to success of these activities are not clearly understood. This research reviews the main contributing factors to BPR success using a framework that considers culture, structure, technology, and resource. Evidence from Taiwanese firms is 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, Information Systems involvement, and financial resources.
Lessons Learned about Designing Augmented Realities
Authors: O’Shea Patrick , Mitchell Rebecca , Johnston Catherine , Dede Chris
Published: October 2011

Utilizing GPS-enabled handheld computing units, we have developed and studied Augmented Reality (AR) curricula to help middle-school students learn literacy and math. In AR, students move around an outdoor physical environment, interacting with virtual characters and artifacts on their handheld computer. These “invisible” objects and characters provide clues to help solve a mystery, guiding the students through a process of inquiry and evidence-building. The first AR curriculum we developed, Alien Contact!, is based on a scenario where aliens have crash landed near the students’ middle school. Students, working in teams, learn math and literacy skills in the course of determining why the aliens have come to earth. This study describes the design heuristics used during the initial development and deployment of Alien Contact!, the results of two formative evaluations of this curriculum, and the impact these findings have had on revising our design heuristics for a subsequent AR curriculum about beached whales, called Gray Anatomy.
Design Factors for Effective Science Simulations
Authors: Plass Jan L. , Homer Bruce D. , Milne Catherine , Jordan Trace , Kalyuga Slava , Kim Minchi , Lee Hyunjeong
Published: October 2011

We argue that the effectiveness of simulations for science education depends on design features such as the type of representation chosen to depict key concepts. We hypothesize that the addition of iconic representations to simulations can help novice learners interpret the visual simulation interface and improve cognitive learning outcomes as well as learners’ self-efficacy. This hypothesis was tested in two experiments with high school chemistry students. The studies examined the effects of representation type (symbolic versus iconic), prior knowledge, and spatial ability on comprehension, knowledge transfer, and self-efficacy under low cognitive load (Study 1, N=80) and high cognitive load conditions (Study 2, N=91). Results supported our hypotheses that design features such as the addition of iconic representations can help scaffold students’ comprehension of science simulations, and that this effect was strongest for learners with low prior knowledge. Adding icons also improved learners’ general self-efficacy.
Using Recommendation Systems to Adapt Gameplay
Authors: Medler Ben
Published: October 2011

Recommendation systems are key components in many Web applications (Amazon, Netflix, eHarmony). Each system gathers user input, such as the products they buy, and searches for patterns in order to determine user preferences and tastes. These preferences are then used to recommend other content that a user may enjoy. Games on the other hand are often designed with a one-size-fits-all approach not taking player preferences into account. However there is a growing interest in both the games industry and game research communities to begin incorporating systems that can adapt, or alter how the game functions, to specific players. This paper examines how Web application recommendation systems compare to current games that adapt their gameplay to specific players. The comparison shows that current games do not use recommendation methods that are data intensive or collaborative when adapting to players. Design suggestions are offered within this manuscript for how game developers can benefit from incorporating the lesser used recommendation methods.
Promoting Civic Thinking through Epistemic Game Play
Authors: Bagley Elizabeth A. S. , Shaffer David Williamson
Published: October 2011

A growing body of research suggests that computer games can help players learn to integrate knowledge and skills with values in complex domains of real-world problem solving (P. C. Adams, 1998; Barab et al., 2001; Gee, 2003; Shaffer et al., 2005; Starr, 1994). In particular, research suggests that epistemic games—games where players think and act like real world professionals—can link knowledge, skills, and values into professional ways of thinking (Shaffer, 2006). Here, we look at how a ten hour version of the epistemic game Urban Science developed civic thinking in young people as they learned about urban ecology by role-playing as urban planners redesigning a city. Specifically, we ask whether and how overcoming authentic obstacles from the profession of urban planning in the virtual world of a role playing game can link civic values with the knowledge and skills young people need to solve complex social and ecological problems. Our results from coded pre- and post-interviews show that players learned to think of cities as complex systems, learned about skills that planners use to enact change in these systems, and perhaps most important, learned the value of serving the public in that process. Two aspects of the game, tool-as-obstacle and stakeholders-as-obstacle, contributed to the development of players’ civic thinking. Thus, our results suggest that games like Urban Science may help young people—and thus help all of us—identify and address the many civic, economic, and environmental challenges in an increasingly complex, and increasingly urban, world.
Learning as Becoming
Authors: San Chee Yam , Loke Swee Kin , Tan Ek Ming
Published: October 2011

In this chapter, we share a model of game-based learning for use in the context of classroom learning in school. The model is based on the dialectic interaction between game play and dialogic engagement with peers and teacher on one hand and a developmental trajectory of competence-through-performance on the other. It is instantiated in the context of a learning program related to citizenship education using the computer game Space Station Leonis. We argue for the importance of values in all learning, based upon a theory of becoming citizens that is founded on process philosophy. We relate values to dispositions as articulated manifestations of values and describe how the Leonis learning program helps to achieve dispositional shifts befitting citizenship education in a globalized and multi-cultural world.
Designing Learning Activities for Sustained Engagement
Authors: Dubbels Brock
Published: October 2011

The experience of a successful adolescent learner will be described from the student’s perspective about learning the video game Dance Dance Revolution (DDR) through selected passages from a phenomenological interview. The question driving this investigation is, “Why did she sustain engagement in learning?” The importance of this question came out of the need for background on how to create an afterschool program that was to use DDR as an after school activity that might engage adolescents and tweens to become more physically active and reduce the risk of adult obesity, and to increase bone density for these developing young people through playing the game over time. The difficulty of creating this program was the risk that the students would not sustain engagement in the activity, and we would not have a viable sample for the bone density adolescent obesity study. Implications of this study include understanding the potential construction of learning environments that motivate and sustain engagement in learning and the importance of identity construction for teachers to motivate and engage their students. In addition to the analysis of sustained engagement through the four socio- and cultural-cognitive theories, four major principals were extracted from the operationalized themes into a framework for instructional design techniques and theory for engaging learners for game design, training, and in classroom learning.
Computational Literacy in Online Games
Authors: Steinkuehler Constance , Johnson Barbara Z.
Published: October 2011

Modding communities are particularly ripe environments for rethinking what it means to be IT literate in the contemporary world. Mods are, as we argue, computational literacy artifacts, exemplifying not merely computer literacy but also the ability to understand and use computational models and processes to conceptualize and solve problems. In this article, we describe modding practice in the context of the best-selling computer game to date: World of Warcraft. By analyzing such activities as a form of computational literacy practice “in the wild,” we demonstrate how modding illustrates what it means to be technically literate in the contemporary participatory sociotechnical world. Based on our analysis, we argue for reconsideration of computer literacy as computational literacy, authorship as collaborative and negotiated rather than individually achieved, and digital media literacy practice as one involving design and production, not merely passive or critical consumption.
A Test of the Law of Demand in a Virtual World
Authors: Castronova Edward , Ross Travis L. , Bell Mark W. , Cummings James J. , Falk Matthew
Published: October 2011

We report results of an experiment on prices and demand in a fantasy-based virtual world. A virtual world is a persistent, synthetic, online environment that can be accessed by many users at the same time. Because most virtual worlds are built around a fantasy theme, complete with magic, monsters, and treasure, there is considerable skepticism that human behavior in such environments is in any way “normal.” Our world, “Arden,” was designed to test whether players in a typical fantasy environment were economically “normal.” Specifically, we tested whether fantasy gamers conform to the Law of Demand, which states that increasing the price of a good, all else equal, will reduce the quantity demanded. We created two exactly equivalent worlds, and randomly assigned players to one or the other. The only difference in the two worlds was that the price of a single good, a health potion, was twice as high in the experimental world than in the control. We allowed players (N = 43) to enter and play the environment for a month. We found that players in the experimental condition purchased 43.1 percent fewer of the potions, implying a demand elasticity of -0.431. This finding is well within the range one expects for normal economic agents. We take this as evidence that the Law of Demand holds in fantasy environments, which suggests in turn that fantasy gamers may well be economically normal. If so, it may be worthwhile to conduct controlled economic and social experiments in virtual worlds at greater scales of both population (thousands of users) and time (many months).
Playing Myself or Playing to Win?
Authors: Trepte Sabine , Reinecke Leonard , Behr Katharina-Maria
Published: October 2011

Who do people want to be in virtual worlds? Video game players can create their avatars with characteristics similar to themselves, create a superhero that is predominantly designed to win, or chose an in-between strategy. In a quasi-experimental study, players were expected to prefer their avatars to have their sex, but to create avatars with gender attributes that best meet the requirements of the game. In the main study, participants created an avatar they would like to play with by choosing from a list of (pre-tested) masculine and feminine avatar features. Additionally, participants chose their avatars’ biological sex. The results reveal a mixed strategy: On the one hand, the avatar’s features are chosen in accordance with the game’s demands to facilitate mastery of the game. On the other hand, players strive for identification with their avatar and thus prefer avatars of their own sex. Participants rated those game descriptions and gaming scenarios more entertaining which require avatar features in line with their own sex role.
A Comparative Analysis of Activity-Based Costing and Traditional Costing Systems
Authors: Samaha Khaled , Abdallah Sara
Published: October 2011

Today, organizational environments are increasingly characterized by an expanding use of advanced technologies. A company’s management accounting system should capture the underlying technology, be consistent with corporate commitment to total quality and increased automation, and promote its efforts to compete on the basis of cost, quality, and lead time. However, the recent literature reveals that traditional cost accounting systems systematically introduce serious product cost distortions, which lead to inappropriate strategic decisions. Activity-Based Costing (ABC) represents an alternative paradigm that is giving more accurate and traceable cost information. The objective of this case is to illustrate the application of ABC method in a single manufacturing organization operating in the metal industry and to compare the results of ABC with volume based costing (traditional costing) method. The results of the application highlight the weak points of volume based costing which assigns factory overhead costs using direct labor-hours or machine-hours as a cost driver. As a result, volume-based costing under-costs low-volume product (i.e. products requiring fewer direct labor hours in total), while it over-costs high-volume products (i.e. products requiring more direct labor-hours in total), and thus, a product is subsidized at the expense of others. In cost accounting this is called cross-subsidization. However, activity-based costing traces overhead consumption by each product and thus provides a more accurate per-unit overhead cost.
Premium International for Credit Services
Authors: Tooma Eskandar , Bassiouny Aliaa , El Mogui Nourhan
Published: October 2011

The case follows through the history of PICS, presenting the business model and the market for its products. It then moves on to outline the financial position of PICS over the period 2002-2005,which shows that, despite double-digit growth in revenue, the company has suffered from poor bottom lines that have put the company in severe financial distress.
Strategic Role of Information Technology in a Multinational Company
Authors: Rusu Lazar , El Mekawy Mohamed
Published: October 2011

The purpose of this case study research is to study the strategic role that information technology (IT) plays in two subsidiaries - located in Egypt and Sweden - of a multinational company with a federal organizational structure. Using a well-established evaluation framework and a widely accepted model, we examine two important aspects of the strategic role of IT: i) how IT supports business and organizational strategy; and ii) the maturity of business and IT strategy alignment. The case study discusses the importance of having a balanced relationship among business strategy, information strategy, organizational strategy, and the way in which business and IT managers should act to improve business-IT alignment, also referred to as strategic alignment. Based on the results of the comparative analysis of the two companies, the research presents concrete recommendations that IT decision-makers from the two subsidiaries of the multinational company should consider to improve IT performance.
Ariel Egypt
Authors: Tolba Ahmed
Published: October 2011

This case study examines the past and present challenges facing Ariel, a long-time market leader in the detergent sector in Egypt whose market share has started to slip. In particular, it examines the marketing strategies and performance of Ariel High Suds, which is witnessing a declining market share as well as a decline in the overall high-suds market due to fierce competition and the growing low-suds market in Egypt.
KOHLER®
Authors: Awni Ali , Nada Mohamed
Published: October 2011

A newly appointed Middle East regional marketing manager for a major sanitary ware producer is exploring options to improve sales forecasts. The old forecasting method, which was based on historical sales from distributors’ retail stores, performed very poorly. Regional sales were driven mainly by large construction projects in the Gulf countries. A new approach that explicitly considers the status of each project and the stock-keeping units (SKUs) demanded shows promise.
Marketing Strategy, Technology and Modes of Entry in Global Retailing
Authors: Rajagopal Dr.
Published: October 2011

A firm, which would like to involve itself in the international business, may look for its entry into international marketing in many possible ways including exporting, licensing, franchising, or as a production firm with multi-national plant locations. However, at any level of market entry the managerial trade-off lies between extent of risk and operational control. The low intensity modes of entry minimize risk e.g. contracting with a local distributor requires no investment in the destination country market as the local distributors may own offices, distribution facilities, sales personnel, or marketing campaigns.
Engagement, Immersion, and Learning Cultures
Authors: Keesey Christopher
Published: October 2011

The decision to use a virtual world for training and development is a potentially treacherous one. Legal issues, adoption barriers, a pedagogical design complexities often inhibit true engagement and adoption. Strategic planning is required for every step from the choice of a virtual world to instruction design and user adoption. In this chapter, Keesey and Smith-Robbins offer guide to avoiding common pitfalls while suggesting a plan for maximum training benefit in virtual world implementations. Included are considerations about sound pedagogical practices, advice regarding the assessment of a corporate culture’s ability to engage in a virtual world, as well as recommendations for alleviating common fears and concerns. Special attention is paid to the complexities of virtual world cultures as they interact with organizational cultures. Finally, the authors offer a rubric to aid training designers evaluate whether a virtual world is the right choice for their organization through a series of question and adoption concerns.
Learning Space in Virtual Environments
Authors: Kyritsis M. , Gulliver S. R. , Morar S.
Published: October 2011

Learning the spatial layout of an environment is essential in application domains including military and emergency personnel training. Traditionally, whilst learning space from a Virtual Environment (VE), identical training time was used for all users - a one size fits all approach to exposure / training time. This chapter, however, identifies both environmental and individual user differences that influence the training time required to ensure effective virtual environment spatial knowledge acquisition (SKA). We introduce the problem of contradicting literature in the area of SKA, and discuss how the amount of exposure time given to a person during VE training is responsible for the feasibility of SKA. We then show how certain individual user differences, as well as environmental factors, impact on the required exposure time that a particular person needs within a specific VE. Individual factors discussed include: the importance of knowledge and experience; the importance of gender; the importance of aptitude and spatial orientation skills; and the importance of cognitive styles. Environmental factors discussed include: Size, Spatial layout complexity and landmark distribution. Since people are different, a one-size fits all approach to training time does not seem logical. The impact of this research domain is important to VE training in general, however within service and military domains ensuring appropriate spatial training is critical in order to ensure that disorientation does not occur in a life / death scenario.
Business Models and Organizational Processes Changes
Authors: Halas Helena , Klobucar Tomaž
Published: October 2011

This chapter explores the influence of pervasive computing on companies and their businesses, with the main stress on business models. The role of business models for companies is presented. Introduction to pervasive computing and a survey of existing e-business models classifications are used as a base for our research. The main characteristics of today’s business models are discussed and a method for evaluating business models characteristics is proposed. We concentrate on characteristics of pervasive computing and their influence on companies’ business processes and business models. The present and future business characteristics and business models are briefly compared, and future research directions on pervasive computing and business models are presented.
An Application of Multi-Criteria Decision-Making Model to Strategic Outsourcing for Effective Supply-Chain Linkages
Authors: Kwak N. K. , Won Lee Chang
Published: October 2011

An appropriate outsourcing and supply-chain planning strategy needs to be based on compromise and more objective decision-making procedures. Although factors affecting business performance in manufacturing firms have been explored in the past, focuses are on financial performance and measurement, neglecting intangible and nonfinancial factors in the decision-making planning process. This study presents development of an integrated multi-criteria decision-making (MCDM) model. This model aids in allocating outsourcing and supply-chain resources pertinent to strategic planning by providing a satisfying solution. The model was developed based on the data obtained from a business firm producing intelligent home system devices. This developed model will reinforce a firm’s ongoing outsourcing strategies to meet defined requirements while positioning the supply-chain system to respond to a new growth and innovation.
Business Models for Insurance of Business Web Services
Authors: Wenyin Liu , Liu An , Li Qing , Huang Liusheng
Published: October 2011

A new business—insurance on business Web services—is proposed. As more and more Web services will be developed to fulfill the ever increasing needs of e-Business, the e-marketplace for Web services will soon be established. However, the qualities of these business Web services are unknown without real experiences and users can hardly make decisions on service selection. We propose that insurance can help build trust in the market of Web services. In this chapter, we propose three insurance models for business Web services and enabling technologies, including quality description, reputation scheme, transaction analysis, etc. We believe that the insurance of business Web services will help service competition and hence boost the development of more and more business Web services, and the software industry at large.
The Role of HRIS in Crisis Response Planning
Authors: Hurley-Hanson Amy E.
Published: October 2011

“On Sept. 11, 2001, terrorists attacked the World Trade Center, killing 2,749 people. The attack resulted in severe economic impact, especially to airlines, and a stock market loss of $1.2 trillion. On December 26, 2004, a tsunami from a 9.1 earthquake overran the shores of many countries along the vast rim of the Indian Ocean. Over 283,000 people died. On August 29, 2005, Katrina, a category-5 hurricane, knocked out electric and communication infrastructure over 90,000 square miles of Louisiana and Mississippi and displaced 1.5 million people.” (Denning, 2006, p. 15). This past decade has been catastrophic, and there are still three more years to go. Many American businesses have not responded to the call for better human resource crisis planning, while a few corporations have risen to the challenge. It is necessary and extremely important for organizations to understand the importance of implementing crucial changes in the organizational structure of businesses, primarily in the human resource sector. The human resource sector is the area most responsible for the safety of personnel and therefore best equipped to foster the communication requirements any crisis will necessarily exact.
Concepts, Technology, and Applications in E-Mentoring
Authors: Colomo-Palacios Ricardo , Gómez-Berbís Juan Miguel , Garcia-Crespo Angel , Casado-Lumbreras Cristina
Published: October 2011

The so-called “Internet revolution” has dramatically changed the way people communicate and work nowadays. Attending to The Word Factbook developed by the U.S. Central Intelligence Agency (CIA), there are 1,018,057,389 Internet users in the world by 2005 (CIA, 2006). Fostering of the Internet revolution from a business perspective is out of question and the evergrowing number of Web functionalities has implied a significant and dramatic change in all business management areas. Within these areas, this revolution has not gone unnoticed, particularly for human resources management. Mentoring, which has been used as a tool for human capital development leverage in organizations has also been deeply impacted by the emergence and generalized use of Internet technologies giving birth to the so-called “e-mentoring.” The origins of the term must be looked for in Ancient Greece. In the Homer masterwork “Odyssey,” Ulysses, king of Ithaca, recommends mentor Alcímida his house, properties, and his son, Telemachus, education on leaving for the Troy War (traditionally dated from 1193 BC-1183 BC). Apart from the word ethimology, several modern disciplines literature (such as management, social psychology, sociology, or knowledge management) have provided with mentoring studies from the late seventies of the XX century, particularly, from the mid-nineties. As a consequence of the growing interest of the topic and its broad application in business ecosystems, thousands of definitions have popped up, trying to cover the semantics of the concept. Due to the aforementioned popularity of the concept, Friday and Green (2004) accomplish a re-conceptualization of the term stemming from a deep and detailed study about existing literature definitions. Subsequently, a definition for the mentoring concept is provided, aiming at being universal, following the authors goal: Mentoring is a guidance process that takes place between a mentor and a protégé (also known as mentee). Authors define similarly the mentor term as “wise and trusted counselor or teacher.”
E-Logistics
Authors: Hassall Kim
Published: October 2011

By 1998, arguably some four years after the Internet’s general user beginnings, many commentators did not doubt that Internet based home shopping was on its way to revolutionize our lives. At the margin, it certainly allowed us another purchasing channel and for many retailers some 5% to 12% of differing goods is now done through an “e-store” or “emarketplace”. (Visser & Hassall, 2005). However, by 2001 a range of major e-business summits, perhaps very notable being the 44 nation OECD hosted e-transport and e-logistics summit in Paris (June, 2001), was beginning to demolish the euphoria of B2C. In its basic state, B2C was a very marginal business. But what of B2B? Yes, it is a bigger sector but how were the business rules and logistics strategies shaping up for network design, e-marketplace use, and logistic fulfilment changing when compared to the rapidly evolving B2C environment? The ICT sector rapidly began to assemble a host of B2B applications for Supply Chain Management and despite the “tech wreck” occurring towards the end of 2001, these highly expensive suites of products found some traction over the next three to four years. So, initially, the development of large logistics software packages such as I2, Baan, Descartes, and so forth, were offerings that the B2B sectors availed themselves of. However, besides the ICT developments in the B2B space, the evolution of new logistics strategies would prove themselves to be good, bad, and various shades in between, when examining the full end to end (E2E) e-business operations. Since 2001, a tide of interest has turned towards the adoption of fit for purpose e-logistic models to support the end to end functionality of e-business. Hassall (2003) describes a detailed survey for the international Postal Authorities as to what new e-logistics and e-business strategies should be developed. These ranged from new householder delivery choices, to global e-marketplaces being developed. Why this survey was important was because the global postal authorities are the largest combined B2C operator and also a growing B2B logistics supplier.
Achieving Electric Restoration Logistical Efficiencies During Critical Infrastructure Crisis Response
Authors: Durbin Teresa , Jennex Murray E. , Frost Eric , Judge Robert
Published: October 2011

After the 2007 Southern California wildfire events, event-assessment of the efficacy of spreadsheets and paper forms raised the question of whether alternative tools could have achieved greater efficiencies in the logistical support of command centers, the sites from which the local utility’s electric restoration personnel were deployed. In this paper, the authors examine what approach would have enabled personnel working on the logistics of the command center effort to have easier-to-use, faster-to-access, command center data stored in, and provided via, a catastrophe resilient platform other than the traditional company computer network. Additionally, the capability to store basic command center requirements from previous emergency responses, thereby saving time during the next emergency, was examined.
eSME Slovenia
Authors: Pucihar Andreja , Lenart Gregor
Published: October 2011

This chapter introduces e-strategies, initiatives and action planes in the European Union intended for the successful implementation of the Lisbon Strategy, according to which Europe should become the most competitive and dynamic society based on knowledge by 2010. These strategies are the baseline for the national policies, strategies and initiatives in every European Union country. The chapter presents policies, legislation environment and initiatives being adopted in Slovenia. Moreover, data about e-business development in Slovenia is also presented. As in other EU countries, it is evident that SMEs are generally lagging behind large organizations as far as the adoption and usage of e-commerce is concerned. The situation was a background for the preparation of the eSMEs Slovenia initiative and action plan to accelerate e-business introduction and adoption in SMEs. The initiative and action plan consist of 12 actions, which are elaborated in this chapter. The initiative was supported by the ministers of the Ministry of Higher Education and Technology, the Ministry of Public Administration, the Ministry of Economy, the Ministry of Finance, the Ministry of Economic Growth and Development and other involved institutions. Thus, the initiative presents an important framework for the further uptake of e-business adoption by SMEs. The chapter is concluded by a summary of the chapter’s main contributions.
E-Business Adoption by Jordanian Banks
Authors: Alawneh Ali , Al-Refai Hasan , Batiha Khaldoun
Published: October 2011

Grounded in the technology–organization–environment (TOE) framework, we have developed an extended model to examine factors, particularly technological, organizational and environmental factors, which influence e-business adoption in Jordanian banks. For the purposes of our research some constructs were added to (TOE) framework such as IT/Business strategy alignment, adequacy of IT professionals, and availability of online revenues. Other factors were excluded such as the global scope since our research is at the national level in Jordanian banking sector. The independent variables are the (technology readiness or competence, bank size, financial resources commitment, IT/Business strategy alignment, adequacy of IT professionals, availability of online revenues, competition intensity or pressure, and regulatory support environment) while e-business adoption and usage constitutes the dependent variable. Survey data from (140) employees in seven pioneered banks in the Jordanian banking sector were collected and used to test the theoretical model. Based on simple and multiple linear regressions, our empirical analysis demonstrates several key findings: (1) technology readiness is found to be the key determinant of e-business adoption among the banks. (2) Bank size, IT/Business strategy alignment, and availability of online revenues were found to have significant influence on the e-business adoption within banks, while financial resources commitment and adequacy of IT professionals do not contribute significantly to e-business adoption. (3) Both of the competition intensity and regulatory support environment contribute significantly to e-business adoption in banks. By providing insight into these important factors, this paper can help further understanding of their role in the adoption and usage of e-business and examines the impacts of e-business usage on banks’ performance in terms of sales-services-marketing, internal operations and coordination & communication. The theoretical and practical implications of these results are discussed. By extension, this could enable greater e-business usage in banks, which could improve the Jordanian overall economy.
The Influence of Internet Security on E-Business Competence in Jordan
Authors: Shaqrah Amin A.
Published: October 2011

The purpose of this study is to investigate the relationship between internet security and e-business competence in Jordan. The proposed conceptual model examined the antecedents and consequences of e-business competence of its empirical validity, the sample of 152 banking and exchange firms, and tests the posited structural equation model. Results consistently support the validity of the proposed conceptual model, finding that both organizations realize the importance of e- business for their business and are willing to proceed further with e- business. In this regard, businesses are highly concerned about internet security, their awareness of security hazards, and minimal internet performance, concluding that public awareness of the ICT is very low. In light of the data collected, the study has proposed certain recommendations for the interested authorities to improve e- business in Jordan.
Snapshot of Personnel Productivity Assessment in Indian IT Industry
Authors: Natarajan Thamaraiselvan , Rajah Saraswathy R. Aravinda , Manikavasagam Sivagnanasundaram
Published: October 2011

Measuring the productivity of employees has been one of the concerns of IT organisations globally. It is indispensable to calculate the cost of the project vis-a-vis the time estimate. While calculating the lines of coding (Loc) has generally been the common criteria for programmers, it is not always considered an effective measure of the actual work done. The time spent on activities like attending training programmes, participating in meetings, co-coordinating with colleagues, or conceptualising, is presumably unaccounted. Questions lurking unanswered relate to the effective criteria and international benchmarks. Amusingly most companies have their own home-grown productivity calculators to track the progress of their projects. Productivity measurement is equally important for an organisation as well as an IT worker. Awareness of productivity paves way-for mutual progress-self and the organization. This paper, through illustrative-case examples, provides a holistic perspective of personnel productivity assessment methods used in Indian IT industry.
Dynamic Maintenance in ChinaGrid Support Platform
Authors: Jin Hai , Qi Li , Dai Jie , Luo Yaqin
Published: October 2011

A grid system is usually composed of thousands of nodes which are broadly distributed in different virtual organizations. Owing to geographical boundaries among these organizations, the system administrators suffer a great pressure to coordinate when grid system experiences a maintaining period. Furthermore, the runtime dynamicity of service state aggravates the complexity of tasks. Consequently, building an efficient and reliable maintaining model becomes an urgent challenge to ensure the correctness and consistency of grid nodes. In our experiment with ChinaGrid, a Dynamic Maintenance mechanism has been adopted in the fundamental grid middleware called ChinaGrid Support Platform. By resolving the above problems with system infrastructure, service dependency and service consistency, the availability of the system can be improved even the scope of maintenance extends to wider region.
Engineering Design at a Toyota Company
Authors: Mehri Darius
Published: October 2011

The author worked in the research and design department at a large Toyota company in the late 1990s and experienced an innovative process where engineers worked in tightly knit groups where monitoring, the informal hierarchy and dependence resulted from an emphasis on collective work. In the approach to innovation during the design process, the Toyota engineers were found to engage in an inductive process that placed an emphasis on the concrete and an orientation toward the field as a result of an approach that relied on experience based knowledge. The use of tacit and explicit knowledge is discussed within the context of the design process and the author finds that explicit knowledge dominates the improvement of productivity and organizational learning. The latest research in the sociology of culture and cultural psychology is used to highlight the cognitive approach to problem solving during the innovative process.