Advanced research and trends in new technologies, software, human-computer interaction, and communicability:
"This book presents scientific, theoretical, and practical insight on the software and technology of social networks and the factors that boost communicability, highlighting different disciplines in the computer and social sciences fields"..
Gespeichert in:
Beteilige Person: | |
---|---|
Format: | Buch |
Sprache: | Englisch |
Veröffentlicht: |
Hershey
Informatic Science Reference
2014
|
Schriftenreihe: | Advances in human and social aspectsof technology (ASHAT) Book Series
|
Schlagwörter: | |
Links: | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=026820704&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
Zusammenfassung: | "This book presents scientific, theoretical, and practical insight on the software and technology of social networks and the factors that boost communicability, highlighting different disciplines in the computer and social sciences fields".. |
Beschreibung: | Includes bibliographical references and index |
Umfang: | XXXIX, 656 S. Ill., graph. Darst. |
ISBN: | 9781466644908 9781466644922 |
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650 | 4 | |a Gesellschaft | |
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Datensatz im Suchindex
_version_ | 1819324596165279744 |
---|---|
adam_text | Table
of Contents
Preface
.............................................................................................................................................xxxii
Acknowledgment
...........................................................................................................................xxxix
Chapter
1
Software and Emerging Technologies for Education, Culture, Entertainment, and Commerce
............1
Francisco V. Cipolla-Ficarra, ALAIPO
-
AINCI, Spain and Italy
Chapter
2
A Practical Setup for Projection-Based Augmented Maps
..................................................................13
Filippo Bergamasco, Dipartimento di Scienze Ambientali, Informatica e Statistica, Università
Ca
Fosear i
di Venezia,
Italy
Andrea
Albarelli, Dipartimento di Scienze Ambientali, Informatica e Statistica, Università
Ca
Foseari
di Venezia,
Italy
Andrea
Torsello, Dipartimento di Scienze Ambientali, Informatica e Statistica, Università
Ca Foscaridi Venezia,
Italy
Chapter
З
A
Study on Emotion Releasing Effect with Music and Color
.............................................................23
Chih-Fang Huang, Department
ofinformation
Communications, Kainan University, Taiwan
Chih-Hsiang Liang, Department
ofinformation
Communication, Yuan Ze University, Taiwan
En-Ju Lin, Department of Musicology, Heidelberg University, Germany
Chapter
4
An Algorithm for Occlusion-Free Texture Mapping from Oriented Images
.......................................32
Mattia
Previtali,
Department of Building Environmental Science and Technology,
Politecnico di Milano,
Italy
Marco Scaioni, Tongji University
-
College of Surveying and Geo-Informatics, Center for Spatial
Information Science and Sustainable Development Applicatoins, Shanghai, PR. China
Luigi Barazzetti,
Department of Building Environmental Science and Technology,
Politecnico di Milano,
Italy
Raffaella Brumana, Department of Building Environmental Science and Technology,
Politecnico di Milano,
Italy
Daniela
Orenì, Department
of Building Environmental Science and Technology,
Politecnico
di Milano,
Italy
Chapter
5
Anti-Models for Universitary Education: Analysis of the Catalans Cases in Information and
Communication Technologies
...............................................................................................................43
Francisco V. Cipolla-Ficarra, ALAIPO
-
AINCI, Spain and Italy
Valeria M. Ficarra, ALAIPO-AINCI, Spain and Italy
Chapter
6
Application of Verification Techniques to Security: Model Checking Insider Attacks
........................61
Florian
Kammüller, DTU
Copenhagen, Denmark
Christian W. Probst, Middlesex University, UK
Franco Raimondi, Middlesex University, UK
Chapter
7
Banking Online: Design for a New Credibility
....................................................................................71
Francisco V. Cipolla-Ficarra, ALAIPO
—
AINCI, Spain and Italy
Jaquel
ine Alma,
Electronic Arts
-
Vancouver, Canada
Chapter
8
Building Recommendation Service with Social Networks and Semantic Databases
..........................83
Sašo Karakatič,
Institute of Informatics
(FERI),
University of
Maribor,
Slovenia
Vili
Podgorelec, Institute of Informatics
(FERI),
University of
Maribor,
Slovenia
Marjan
Heričko,
Institute of Informatics
(FERI),
University of
Maribor,
Slovenia
Chapter
9
Cloud-Assisted Services for Mobile Applications: CLASS-MA
..........................................................93
Domen Verber,
Institute of Informatics
(FERI),
University of
Maribor,
Slovenia
Chapter
10
Context-Aware Mobile System for Public Bus Transportation
.........................................................102
Mitja
Krajne,
Institute of Informatics
(FERI),
University of
Maribor,
Slovenia
Vili
Podgorelec, Institute of Informatics
(FERI),
University of
Maribor,
Slovenia
Marjan
Heričko,
Institute of Informatics
(FERI),
University of
Maribor,
Slovenia
Chapter
11
Educational Social Networks as a Means for Better Social Cohesion in Education
.........................112
Vili
Podgorelec, Institute of Informatics
(FERI),
University of
Maribor,
Slovenia
Maša
Dobrina, Institute of Informatics
(FERI),
University of
Maribor,
Slovenia
Chapter
12
Semantic Web Services-Based Knowledge Management Framework
..............................................121
Vili
Podgorelec, Institute of Informatics
(FERI),
University of
Maribor,
Slovenia
Boštjan Grašič,
Institute of Informatics
(FERI),
University of
Maribor,
Slovenia
Chapter
13
Universality and Communicability in Computer Animation
.............................................................131
Francisco V. Cipolla-Ficarra, ALAIPO
-
AINCI, Spain and Italy
Miguel Cipolla-Ficarra, ALAIPO
-
AINCI, Spain and Italy
Chapter
14
Learning by Means of an Interactive
Multimodal
Environment
.......................................................143
Serena Zanolla, Department of Mathematics and Computer Science, University of
Udine,
Italy
Sergio Canazza, Department
ofinformation
Engineering, University of
Padova,
Italy
Antonio
Roda,
Department
ofinformation
Engineering, University of
Padova,
Italy
Gian Luca Foresti,
Department of Mathematics and Computer Science, University of
Udine,
Italy
Chapter
15
Learning Computer Vision through the Development of a Camera-Trackable Game Controller
.....154
Andrea
Albarelli, Dipartimento di Scienze Ambientali, Informatica e Statistica,
Università Ca
Fosear i
di Venezia,
Italy
Filippo Bergamasco, Dipartimento di Scienze Ambientali, Informatica e Statistica,
Università Ca
Fosear i
di Venezia,
Italy
Andrea
Torsello, Dipartimento di Scienze Ambientali, Informatica e Statistica,
Università Ca
Fosear i
di Venezia,
Italy
Chapter
16
Multi-Photo Fusion through
Projective
Geometry
............................................................................164
Luigi Barazzetti,
Department of Building Environmental Science and Technology,
Politecnico
di Milano,
Italy
Chapter
17
Special Educational Needs Workshop Online: Play Activity
—
Homework in the Jungle
..................174
Danny
Barrantes,
University Teaching Department, University of Costa Rica, Costa Rica
Maurizio
D
Antoni,
University Teaching Department, University of Costa Rica, Costa Rica
Chapter
18
Using Emotion Map System to Implement the Generative Chinese Style Music with
Wu Xing Theory
................................................................................................................................183
Chih-Fang Huang, Department
ofinformation
Communications, Kainan University, Taiwan
En-Ju Lin, Department of Musicology, Heidelberg University, Germany
Chapter
19
Prediction of Change-Prone Classes Using Machine Learning and Statistical Techniques
..............193
LinRuchika Malhotra, Deptament of Software Engineering, Delhi Technological University, India
Ankita Jain Bansal, Deptament of Software Engineering, Delhi Technological University, India
Chapter
34
Story Objects: An Interactive Installation to Excavate Immigrant History and Identity through
Evocative Everyday Objects
...............................................................................................................377
Andreas
Krátky,
Institute for Multimedia Literacy, University of Southern California, USA
Daphne Ho, School of Cinematic Arts, University of Southern California, USA
Chapter
35
Teaching Human-Computer Interaction in the Capital of Culture
....................................................388
Damjan
Obal,
Institute of Informatics
(FERI),
University of
Maribor,
Slovenia
Domen Verber,
Institute of Informatics
(FERI),
University of
Maribor,
Slovenia
Chapter
36
Design and Behaviour Computer Animation for Children
................................................................401
Francisco V. Cipolla-Ficarra, ALAIPO
-
AINCI, Spain and Italy
Jacqueline Alma, Electronic Arts
—
Vancouver, Canada
Jim
Carré,
University of The Netherlands Antilles,
Curaçao
Miguel Cipolla-Ficarra, ALAIPO
-
AINCI, Spain and Italy
Chapter
37
Generic Textile Structure Editor
........................................................................................................413
Georges
Győry, Birkbeck,
University of London, UK
Chapter
38
Bi-Manual
3D
Painting: An Interaction Paradigm for Augmented Reality Live Performance
..........423
Alexis Clay,
ESTIA, Bidart,
France
Jean-Christophe
Lombardo, INRIA,
Sophia
Antipolis,
France
Nadine
Couture, LaBRI/ESTIA, Bidart, France
Julien Conan,
ESTIA,
Bidart, France
Chapter
39
Towards a Cyber-Destructors Assessment Method
...........................................................................431
Francisco V. Cipolla-Ficarra, ALAIPO
-
AINCI, Spain and Italy
Alejandra Quiroga, Universidad Nacional
de La Pampa,
Argentina
Jacqueline
Alma,
Electronic Arts
-
Vancouver, Canada
Chapter
40
(Re)Engineering
Cultural Heritage Contexts using Creative Human Computer Interaction
Techniques and Mixed Reality Methodologies
..................................................................................441
Carl Smith, Learning Technology Research Institute, London Metropolitan University, UK
Chapter
41
Knowledge and Background of the Multimedia Culture: A Study of the
Spatio-Temporal
Context in Claymation and Computer Animation for Children and Adults
........................................452
Francisco V. Cipolla-Ficarra, ALAIPO
-
AINCI, Spain and Italy
Miguel Cipolla-Ficarra, ALAIPO
—
AINCI, Spain and Italy
Jacqueline Alma, Electronic Arts
—
Vancouver, Canada
Chapter
42
E-Culture System : A New Infonomic and Symbionomic Technical Resource to Serve the
Intercultural Communication
..............................................................................................................466
María
Mercedes Clusella, Galileo Galilei, Argentine Foundation/or Talent and Ingenuity, Argentina
Maria Gabriela
Mitre, Galileo Galilei, Argentine Foundation for Talent and Ingenuity, Argentina
Chapter
43
Human Factors in Computer Science, New Technologies, and Scientific Information
.....................480
Francisco V. Cipolla-Ficarra, ALAIPO
-
AINCI, Spain and Italy
Jacqueline Alma, Electronic Arts
—
Vancouver, Canada
Jim
Carré,
University of The Netherlands Antilles,
Curaçao
Chapter
44
Communication Technologies for Older Adults in Retirement Communities
...................................491
Lauren Bowers, Georgia Institute of Technology, USA
Claudia B.
Rebola,
Georgia Institute of Technology, USA
Patricio
Vela, Georgia Institute of Technology, USA
Chapter
45
Home Automation by Brain-Computer Interface
..............................................................................502
Eduardo
G.
Nieva, Facultad de Ciencias Exactas, Físicas y Naturales, Universidad Nacional
de Córdoba, Argentina
María
E
Peralta, Facultad de Ciencias Exactas, Físicas y Naturales, Universidad Nacional
de Córdoba, Argentina
Diego A. Beltramone, Facultad de Ciencias Exactas, Físicas y Naturales, Universidad
Nacional de Córdoba, Argentina
Chapter
46
The Excellence of the
Video
Games: Past and Present
.......................................................................511
Francisco V. Cipolla-Ficarra, ALAIPO
-
AINCI, Spain and Italy
Chapter
47
Using Genetic Algorithm for Scheduling Tasks of Computational Grids in the
Gridsim Simulator
..............................................................................................................................521
João Phellipe, Universidade
do
Estado
do Rio Grande do
Norte (UERN),
Brazil
Carla Katarina,
Universidade
do
Estado
do Rio Grande do
Norte (UERN),
Brazil
Francisco
das Chagas, Universidade
Federal Rural do
Semi-Àrido (UFERSA),
Brazil
Dario
Aloise,
Universidade
Federal Rural do
Semi-Àrido
(UFERSA), Brazil
Chapter
48
Web Divide and Paper Unite: Towards a Model of the Local Tourist Information for All
................536
Francisco V. Cipolla-Ficarra, ALAIPO
-
AINCI, Spain and Italy
Miguel Cipolla-Ficarra, ALAIPO
-
AINCI, Spain and Italy
Jacqueline Alma, Electronic Arts
-
Vancouver, Canada
Alejandra Quiroga, Universidad Nacional
de La Pampa, Argentina
Chapter
49
Generic Model of a Multi-Agent System to Assist Ubiquitous Learning
..........................................544
Elena B.
Duran, Departamento
de Informatica,
Facultad de Ciencias Exactas y Tecnologías,
Universidad Nacional de Santiago del Estero, Argentina
Margarita M. Álvarez, Departamento de Informática, Facultad de Ciencias Exactas y
Tecnologías, Universidad Nacional de Santiago del Estero, Argentina
Silvina I. Únzaga, Departamento de Informática, Facultad de Ciencias Exactas y
Tecnologías, Universidad Nacional de Santiago del Estero, Argentina
Chapter
50
MLW
and Bilingualism: Case Study and Critical Evaluation............................................................
555
Daniela
López
De Luise, CIIS Lab - Buenos Aires, Argentina
Débora
Hisgen, CIIS Lab - Buenos Aires, Argentina
Chapter
51
Revision
of the Groupware
Users Interface Development
Methods
.................................................587
Mabel del V.
Sosa, Departamento de Informática, Facultad de Ciencias Exactas y
Tecnologías, Universidad Nacional de Santiago del Estero, Argentina
Chapter
52
Web
Attacks and the
ASCII Files
.......................................................................................................595
Francisco
V.
Cipolla-Ficarra, ALAIPO
-
AINCI, Spain and Italy
Alejandra Quiroga, Universidad Nacional de La Pampa, Argentina
Jim
Carré,
University of The Netherlands Antilles,
Curaçao
Final Remarks
...................................................................................................................................606
Compilation of References
...............................................................................................................608
About the Contributors
....................................................................................................................640
Index
...................................................................................................................................................655
Detailed Table of Contents
Preface
..............................................................................................................................................xxxii
Acknowledgment
............................................................................................................................xxxix
Chapter
1
Software and Emerging Technologies for Education, Culture, Entertainment, and Commerce
............1
Francisco V. Cipolla-Ficarra, ALAIPO
-
AINCI, Spain and Italy
In the chapter, the author makes a first description of a set of topics that have been interrelated for a long
time among themselves but have acquired special attention in the context of the scientific research of the
new millennium. The author resorts to a set of techniques of the social sciences (rhetoric) to decipher
some of the main problems through which these interrelations are going in the South of Europe, for
instance, education and work imposed by a perennial parochialism, showing some solutions that may
constitute future lines of research.
Chapter
2
A Practical Setup for Projection-Based Augmented Maps
..................................................................13
Filippo Bergamasco, Dipartimento di Scienze Ambientali, Informatica e Statistica, Università
Ca
Fosear i
di Venezia,
Italy
Andrea
Albarelli, Dipartimento di Scienze Ambientali, Informatica e Statistica, Università
Ca
Fosear i
di Venezia,
Italy
Andrea
Torsello, Dipartimento di Scienze Ambientali, Informatica e Statistica, Università
Ca
Fosear i
di Venezia,
Italy
In
the chapter, the authors introduce a novel projected augmented reality setup where the user can ex¬
plore geographically located information by moving a passive physical inspection tool over a printed
map. A simple yet effective calibration procedure has been developed to let the system locate and
project images on the tool simulating an active tablet-like device. After a detailed explanation of the
inner working of the system, they show an example application in which a high resolution aerial view
of Venice is superimposed to an old lithography of the same area through the inspection tool that acts
like a simulated magnifying glass.
Chapter
3
A Study on Emotion Releasing Effect with Music and Color
.............................................................23
Chih-Fang Huang, Department
ofinformation
Communications, Kainan University, Taiwan
Chih-Hsiang Liang, Department
ofinformation
Communication, Yuan Ze University, Taiwan
En-Ju Lin, Department of Musicology, Heidelberg University, Germany
The chapter presents an innovative way for the music emotion model to introduce the possible emotional
response during music listening, including music structure, listener s background, and surroundings.
The related research for human physical and psychological influence by the automatically generated
electronic sound will be discussed with the emotion releasing effect of music. Various emotional re¬
sponses derived by various colors are applied to the music emotion model to break the limitation of the
existing music forms and to develop the possible music color synesthesia applied to all aspects. Two
experiments of color and music emotion synesthesia for both musicians and non-musicians showed a
consistent result that the music and color integrated system can reinforce the releasing emotion with the
proposed synesthesia system, regardless of the musical background of the listeners.
Chapter
4
An Algorithm for Occlusion-Free Texture Mapping from Oriented Images
.......................................32
Mattia
Previtali,
Department of Building Environmental Science and Technology,
Politecnico di Milano,
Italy
Marco Scaioni, Tongji University
-
College of Surveying and Geo-Informatics, Center for Spatial
Information Science and Sustainable Development Applicatoins, Shanghai, PR. China
Luigi Barazzetti,
Department of Building Environmental Science and Technology,
Politecnico di Milano,
Italy
Raffaella Brumana, Department of Building Environmental Science and Technology,
Politecnico di Milano,
Italy
Daniela Oreni,
Department of Building Environmental Science and Technology,
Politecnico
di Milano,
Italy
In the chapter, the authors present a new methodology able to reconstruct the original texture of
3D
objects to obtain a photorealist visualization. A series of geometric and
radiometrie
problems are taken
into account. In particular, possible self-occlusions are considered in order to prevent wrong mapping
situations. In case the object is textured using different images, the transition between an image to an¬
other one should be sufficiently smooth in order to prevent a sharp color change due to a difference in
both color and brightness. The final aim is the creation of realistic, detailed, and accurate models with
a correct correspondence between the geometric part and its visual appearance: the final model must
represent the material and its real color.
Chapter
5
Anti-Models for Universitary Education: Analysis of the Catalans Cases in Information and
Communication Technologies
...............................................................................................................43
Francisco V.
Cipolla-
F
icarra, ALAIPO
-
AINCI, Spain and Italy
Valeria M. Ficarra, ALAIPO-AINCI, Spain and Italy
The authors highlight the conformation and functional maintenance of educational antimodels in the
field of computer science and multimedia. The current work presents a table of heuristic evaluation
under the acronym EEE: Evaluation of the Excellence in Education, that is, detecting the failings in the
alleged education of university excellence. It has been developed through a many years experience in
the Catalan universities with some extensions in the
Lombardy
system.
Chapter
6
Application of Verification Techniques to Security: Model Checking Insider Attacks
........................61
Florian
Kammüller, DTU
Copenhagen, Denmark
Christian W. Probst, Middlesex University, UK
Franco Raimondi, Middlesex University, UK
The authors examined one of the aspects of great interest for the support of security of real-world sys¬
tems with mechanized verification techniques, for example, model checking. An interesting summed-up
state of the art has been included by the authors. There is also an interesting bibliography, which may be
looked at by those interested in broadening the concepts that the authors present in the research work.
Chapter
7
Banking Online: Design for aNew Credibility
....................................................................................71
Francisco V. Cipolla-Ficarra, ALAIPO
—
AINCI, Spain and Italy
Jaqueline Alma, Electronic Arts
-
Vancouver, Canada
In the research, the authors analyze the loss of credibility of online banking information. They indicate
the financial risks for the consumer of banking services through the bogus or non-veridical contents of
online publicity. In this sense, the first results of an evaluation of European bank Websites highlighting
the main failings in the usability and communicability
ofsaid
Websites are presented.
Chapter
8
Building Recommendation Service with Social Networks and Semantic Databases
..........................83
Sašo Karakatič,
Institute of Informatics
(FERI),
University of
Maribor,
Slovenia
Vili
Podgorelec, Institute of Informatics
(FERI),
University of
Maribor,
Slovenia
Marjan
Heričko,
Institute of Informatics
(FERI),
University of
Maribor,
Slovenia
In the work, the authors research the integration of social networks and semantic databases. The work
consists of an overview of popular social networks with API and looks into one of the popular semantic
Internet databases, Freebase. The authors describe in detail how a working hybrid recommendation ser¬
vice can be built with the integration of the popular Facebook social network and previously mentioned
semantic database. The main focus of the detailed description is on the machine learning algorithm based
on the k nearest neighbors classification algorithm. The authors give detailed information of how the
algorithm is used to find the recommendation for specific users based on the users preferences. Finally,
the service that recommends movies, music, literature, and games is presented.
Chapter
9
Cloud-Assisted Services for Mobile Applications: CLASS-MA
..........................................................93
Domen Verber,
Institute of Informatics
(FERI),
University of
Maribor,
Slovenia
In the chapter, the author discusses mobile applications that are assisted with services provided by the
Cloud. This combines the two most pervasive topics within information technology today: Cloud com¬
puting and mobile computing. The chapter describes the challenges and opportunities offered by these
technologies and the issues arising during their implementation. Some representative Cloud services for
mobile applications are offered as part of an on-going CLASS research project.
Chapter
10
Context-Aware Mobile System for Public Bus Transportation
.........................................................102
Mitja
Krajne,
Institute of Informatics
(FERI),
University of
Maribor,
Slovenia
Vili
Podgorelec, Institute of Informatics
(FERI),
University of
Maribor,
Slovenia
Marjan
Heričko,
Institute of Informatics
(FERI),
University of
Maribor,
Slovenia
In the chapter, the authors present a convergence of smartphones and context data into a smart mobile
application for the public bus transportation. Their goal was to enhance user experience through adapta¬
tion of information shown to the user. Contextual awareness was identified as a suitable basis for such
adaptation. Furthermore, they have identified constraints for mobile applications, and in order to over¬
come them, they have designed a system where smartphones are used only to present information and
collect context data. All data processing is executed remotely on a Web server. The completed mobile
system collects the user s location, identity, and current time. Together with his history, the goal of the
system is to predict the appropriate bus lane and identify the closest bus station.
Chapter
11
Educational Social Networks as a Means for Better Social Cohesion in Education
.........................112
Vili
Podgorelec, Institute of Informatics
(FERI),
University of
Maribor,
Slovenia
Maša
Dobrina, Institute of Informatics
(FERI),
University of
Maribor,
Slovenia
In the chapter, the authors study and analyze the contribution of social networks to the enhanced sense
of community in educational environments. In their work, the authors discuss if social networks are ef¬
fective in decreasing social and psychological distance in (online) education and in contributing to the
benefits of social cohesion in education. Their research focused on how social relations in the classroom
are portrayed on the Internet in social networks and how it affects success in education. In this regard,
a study has been performed in which the survey data from
151
university students has been thoroughly
analyzed and the results and conclusions are presented in a detailed way.
Chapter
12
Semantic Web Services-Based Knowledge Management Framework
..............................................121
Vili
Podgorelec, Institute of Informatics
(FERI),
University of
Maribor,
Slovenia
Bostjan
Grašič,
Institute of Informatics
(FERI),
University of
Maribor,
Slovenia
In the chapter, the authors study the possibilities, strengths, and weaknesses of new information tech¬
nologies, especially Semantic Web technologies, for enabling holistic knowledge management in orga¬
nizations. By analyzing modern information systems, the authors have found a gap between technology
and needs that arise in organizations and argue that knowledge, not IT, provides competitive advantage
for organizations, while the role of IT should be to help to identify opportunities, follow, and support
changes. In this manner, the authors provide a knowledge management framework, based on Semantic
Web technologies and service-oriented architecture, for holistic knowledge management and integra¬
tion with modern IT architecture that enables business agility. As the framework is based on accepted
industry standards, there is a good support for underlying infrastructure technologies.
Chapter
13
Universality and Communicability in Computer Animation
.............................................................131
Francisco V. Cipolla-Ficarra, ALAIPO
-
AINCI, Spain and Italy
Miguel Cipolla-Ficarra, ALAIPO ~ AINCI, Spain and Italy
The evaluation of the content and the realism of computer graphics, video, audio, etc., in the 2D and
3D
computer animations is the main issue of the chapter. Its authors examine a universe of study aimed
at the infantile and/or adult audience. The obtained results serve to stress the positive and negative ele¬
ments when those audiovisual productions are aimed at the infantile and/or adult public, as it can be seen
in the learned lessons section and the conclusion. Those results may serve as a guide to the designers
of 2D and
3D
animations, irrespective of the age of the targeted audience of those computer-animated
contents, whether in the classical or current interactive multimedia systems.
Chapter
14
Learning by Means of an Interactive
Multimodal
Environment
.......................................................143
Serena Zanolla, Department of Mathematics and Computer Science, University of
Udine,
Italy
Sergio Canazza, Department
ofinformation
Engineering, University of
Padova,
Italy
Antonio
Roda,
Department
ofinformation
Engineering, University of
Padova,
Italy
Gian Luca Foresti,
Department of Mathematics and Computer Science, University of
Udine,
Italy
The Stanza Logo-
Motoria
(SLM),
a technological system used in real educational contexts in order to
teach pupils by implementing
a
multimodal
and interactive learning experience, is presented. In particu¬
lar, by means of the
SLM,
it is possible to actualize an Interactive
Multimodal
Environment in which
whatever happens depends on the learner s actions. The
SLM
takes a broad empty space and, using video
tracking techniques, fills the environment with sound events and images; the user s presence inside the
interactive space triggers the playback of the audio/visual content. The authors also describe in detail
Resonant Memory, the first application for the Stanza Logo-Motoria, and the positive partial results of
a preliminary study, which was conducted using the system as a listening tool in English as a Second
Language (ESL) classes.
Chapter
15
Learning Computer Vision through the Development of a Camera-Trackable Game Controller
.....154
Andrea
Albarelli, Dipartimento di Scienze Ambientali, Informatica e Statistica,
Università Ca
Fosear i
di Venezia,
Italy
Filippo Bergamasco, Dipartimento di Scienze Ambientali, Informatica e Statistica,
Università Ca Foscari di Venezia,
Italy
Andrea
Torsello, Dipartimento di Scienze Ambientali, Informatica e Statistica,
Università Ca Foscari di Venezia,
Italy
The authors explore how some
basic computer
vision concepts can be effectively taught to prospective
students who have little or no previous background in programming and strongly diversified knowledge
with respect to mathematics. In the chapter, a detailed description of the setup for the laboratory lecture
is presented along with the outline of the lessons that gently guides the students to the development of
a vision-based game controller similar to the interfaces currently adopted in modern game consoles.
Chapter
16
Multi-Photo Fusion through Projective Geometry
............................................................................164
Luigi
Barazzetti, Department of Building Environmental Science and Technology,
Politecnico di Milano,
Italy
In the chapter, the author illustrates the contribution of projective geometry and automated matching
techniques to several photographic applications: high dynamic range, multi-focus, and panoramic pho¬
tography. Although very different, the processing algorithm relies on a similar workflow, where a set
of projective transformations is used to align different images. All these products can be created in an
almost fully automated way, allowing expert operators or normal tourists to overcome some drawbacks
of single shots. After a brief review of the most common 2D transformations, it will be demonstrated
that a homography can be successfully used to register images and create HDR, multi-focus, and pan¬
oramic images.
Chapter
17
Special Educational Needs Workshop Online: Play Activity
-
Homework in the Jungle
..................174
Danny
Barrantes,
University Teaching Department, University of Costa Rica, Costa Rica
Maur
izia
D Antoni,
University Teaching Department, University of Costa Rica, Costa Rica
In the chapter, the authors discuss different perspectives around inclusion and accessibility in higher
education through the analysis of a conducted strategy at the University Teaching Department, University
of Costa Rica. The chosen case portrays a set of actions, goals, and measures necessary to overcome
challenges in a given learning context. Furthermore, one of the elements implemented
—
a game activ¬
ity
—
is taken up to understand the relevance that falls between any didactical domain in its connection
with the pedagogical sphere at universities. In this chapter, the authors claim there are decisive elements
in play at such structures, every time we aim for meaningful learning within large groups of individuals.
Chapter
18
Using Emotion Map System to Implement the Generative Chinese Style Music with
Wu Xing Theory
................................................................................................................................183
Chih-Fang Huang, Department
ofinformation
Communications, Kainan University, Taiwan
En-Ju Lin, Department of Musicology, Heidelberg University, Germany
The chapter presents a Music Emotion Classification
(MEC)
method referring to the music cognition
of mind with the categorized emotion result mapping music parameters. The synthesized meta-level
algorithmic music based on the analysis result from the previous research, with the proposed Emotion
Map System (EMS) mapped into the innovated Wu Xing Emotion Map System (WXEMS) indicates
the emotion situation based on the X-Y coordinate movement in the WXEMS plane. The
MEC
result
shown in the EMS/WXEMS trajectory controls the algorithmic music variation with the proposed map¬
ping rules, and the generative music will vary smoothly according to the correspondent WXEMS data
changed with any emotion transition. The methodology of the WXEMS for the generative music can be
applied to automated background music for game and multimedia.
Chapter
19
Prediction of Change-Prone Classes Using Machine Learning and Statistical Techniques
..............193
LinRuchika Malhotra, Deptament of Software Engineering, Delhi Technological University, India
Ankita Jain Bansal, Deptament of Software Engineering, Delhi Technological University, India
The authors work on predicting the quality attribute (change proneness) in the early phases of the soft¬
ware development life cycle. This would lead to efficient and effective utilization of resources (time,
money, and manpower). Besides this, developers get an insight about the design of the software by cor¬
rectly predicting the change-prone classes. The authors have worked on two versions of an open source
software, Frinika (a complete music workstation software). The classes, which are common to both the
versions, are extracted and analyzed. Various object-oriented metrics are calculated for these common
classes, and their relationship with change proneness has been determined. Then, using the significant
metrics, various machine learning and statistical models are constructed to predict change proneness. The
study shows that the machine-learning methods are more efficient than regression techniques. Among
the machine-learning methods, boosting technique (i.e., Logitboost) outperformed all the other models.
Chapter
20
Storyboard and Computer Animation for Children: Communicability Evaluation
............................203
Francisco V. Cipolla-Ficarra, ALAIPO
-
AINCI, Spain and Italy
Alejandra Quiroga, Universidad Nacional
de La Pampa,
Argentina
Jim Carré,
University of The Netherlands
Antilles, Curaçao
The chapter presents the results of a heuristic evaluation of the main components of the narration and
communicability in computer-made animations, which are based on literary works. It analyzed the
animated series in
3D
and with international diffusion, The Little Prince. It reveals some of the keys
of graphic computer science and storyboards that help hold the attention of a variegated public, whose
ages range from children to adults.
Chapter
21
New Generation of Artificial Intelligence for Real-Time Strategy Games
........................................220
Damijan Novak, Institute of Informatics
(FERI),
University of
Maribor,
Slovenia
Domen Verber,
Institute of Informatics
(FERI),
University of
Maribor,
Slovenia
In the chapter, the authors present and compare different open-source real-time strategy game development
tools, and they also propose an enhanced combat artificial intelligence algorithm. First, the role of
AI in
computer games is explained. Next, the focus of the work is to summarize the biggest challenges of
AI
in computer games. After the open source RTS development tools are presented, a detailed description
of the evaluation function and strategies for advanced players are discussed. At the end, implementation
of the game
AI bot, Omar
Bradley, is presented.
Chapter
22
Static Graphics for Dynamic Information
..........................................................................................230
Francisco V. Cipolla-Ficarra, ALAIPO
-
AINCI, Spain and Italy
Jacqueline Alma, Electronic Arts
-
Vancouver, Canada
The authors reveal the validity of the main aspects of traditional design in paper support for the static
graphic information online when it refers to economic and/or financial information, as well as its deri¬
vations in the social context. The corpus of the analysis is the result of several decades of compilation
of graphic information in the mass media focused on the graphic evolution of this information. The
conclusions of the publicity banners on the online pages of economic and financial information are also
presented. The research work presents results of experiments made in a human-computer interaction lab.
Chapter
23
Mashing-Up Weather Networks Data to Support Hydro-Meteorological Research
..........................245
Tatiana Bedrina,
CIMA
Research Foundation, Savona, Italy
Antonio
Parodi,
CIMA
Research Foundation, Savona, Italy
Andrea Clematis, Institute of Applied Mathematics and Information Technology,
National Research Council, Genoa, Italy
Alfonso Quarati, Institute of Applied Mathematics and Information Technology,
National Research Council, Genoa, Italy
In the chapter, the authors present the use of Internet technologies for the collection and visualization
of geoscentific data. The work aimed at the designing of a Web mashup for the aggregation of meteo¬
rological variables published online. In addition, the authors analyze conflict resolution and thoroughly
describe the details for an easy implementation of hydro-meteorological data. A series of experiments
have been carried out, and the results are presented.
Chapter
24
Negative Exponent Fraction: A Strategy for a New Virtual Image into the Financial Sector
............255
Francisco V. Cipolla-Ficarra, ALAIPO
-
AINCI, Spain and Italy
The chapter releases the results of the analysis, applying semiotics, in the online corporative commu¬
nication strategies, to which are resorting the financial, banking institutions, etc. in Spanish and Italian
networks, to keep and/or attract new clients to those institutions. Simultaneously, it is seen how currently
the quality attributes related to transparency, credibility, and/or veracity of the online information is equal
to zero in many banking and/or financial Websites. Finally, the authors present failings in the interactive
design categories related to the universality of the contents.
Chapter
25
Co-Designing Novel Interior Design Services that Utilise Augmented Reality: A Case Study
.........269
Tuna
Kymäläinen, VTT
Technical Research Centre of Finland- Tampere, Finland
Sanni
Sutanen, VTT
Technical Research Centre of Finland
-
Espoo,
Finland
In the chapter, the authors present a case study that aimed at developing interior design concepts and
service ecosystem descriptions that exploited Augmented Reality
(AR), 3D
models, and user-generated
content. The concepts and systems were co-designed with designers, bloggers, and serious amateurs in
the field of interior design. The chapter describes the co-design process with critical users and illustrates
the possibilities and challenges of a chosen key technology, augmented reality, for interior design.
Chapter
26
Art, Future, and New Technologies: Research or Business?
..............................................................280
Francisco V. Cipolla-Ficarra, ALAIPO
-
AINCI, Spain and Italy
Valeria M. Ficarra, ALAIPO-AINCI, Spain and Italy
Through an evaluation technique called CASTE (Computer Art, Software, and Technology Evaluation),
the authors show how the human factors not only contaminate scientific knowledge in the universities
and research centres of the Iberian Peninsula but also the neutral diffusion of said knowledge. The
work investigates the resources used through the social communication media online, for instance, for
the international expansion of computer art and the new technologies used for its realization through
the opacity of the online contents. A set of rhetoric questions make up the base of the obtained results.
Chapter
27
Reality-Based
3D
Modelling from Images and Laser Scans: Combining Accuracy
and Automation
...................................................................................................................................294
Luigi Barazzetti,
Department of Building Environmental Science and Technology,
Politecnico di Milano,
Italy
Marco Scaioni,
Tong/i
University
-
College of Surveying and Geo-Informatics, Center for Spatial
Information Science and Sustainable Development Applicatoins, Shanghai, PR China
In the chapter, the authors illustrate modern instruments and techniques for
3D
modeling of complex
objects. Different examples and real case studies are taken into consideration, starting from cultural
heritage documentation and preservation up to architectural, geological, and structural applications.
Several instruments (total station, GNSS, cameras, and laser scanners) and procedures for data integra¬
tion, orientation, and registration are discussed along with the achievable information and its intrinsic
accuracy. The aim of this work was to prove how the combined use of photogrammetric and computer
vision techniques coupled with modern sensors for data acquisition and algorithms for data processing
is a powerful tool to obtain accurate, detailed, reliable, precise, and complete
3D
reconstructions.
Chapter
28
Differences between Role of Strong Ties and Weak Ties in Information Diffusion on Social
Network Sites
.....................................................................................................................................307
Sanaz Kavianpour, Advanced Informatics School, Universiti
Teknologi
Malaysia,
Kuala Lumpur, Malaysia
Zuraini Ismail, Advanced Informatics School, Universiti
Teknologi
Malaysia,
Kuala Lumpur, Malaysia
Bharanidharan Shanmugam, Advanced Informatics School, Universiti
Teknologi
Malaysia,
Kuala Lumpur, Malaysia
The authors present information propagation through social network sites and describe the factors that
have a significant role in information diffusion. The results illustrate that among all the significant fac¬
tors, users play an important role in information diffusion; in addition, their controlling from different
aspects like the number and the strength can be used in order to manage the received information to
rebroadcast or
block it. Then a comparison of the number, influence, and the probability
ofinformation
dissemination by strong ties and weak ties is made in order to compare the role of ties in spreading
information and evaluating the strength of ties. The comparison results show that although strong ties
have an important role, the likelihood
ofinformation
diffusion by weak ties is higher.
Chapter
29
Degree of Similarity of Web Applications
.........................................................................................312
Doru Anastasiu
Popescu, Faculty of Mathematics and Computer Science, University of
Piteşti,
Romania
Dragos
Nicolae, National College
Radu
Greceanu
-
Slatina,
Romania
In the chapter, the authors present a method of measuring the similarity between two Web applications.
The Web applications used in this chapter use HTML constructive elements. This method is based on a
new formula for determining similarity of Web pages relative to a Web application, and it does not take
into account a number of fixed tags, a TG set. After introducing the basic concepts necessary to calculate
the similarity between two Web pages, there is an example and an algorithm together with some results
obtained by its implementation in Java. TG sets used to test the program written in Java are increasingly
larger in order to view their importance in measuring the similarity of two Web applications built using
HTML tags.
Chapter
30
Museum Information and
Commun
icability Evaluation
...................................................................319
Francisco V. Cipolla-Ficarra, ALAIPO
-
AINCI, Spain and Italy
Alejandra Quiroga, Universidad Nacional
de La Pampa,
Argentina
Jim Carré,
University of The Netherlands Antilles,
Curaçao
Jacqueline Alma, Electronic Arts
-
Vancouver, Canada
Miguel Cipolla-Ficarra, ALAIPO
-
AINCI, Spain and Italy
The authors of the chapter show the results of a diachronic analysis of the interactive design of the off¬
line multimedia systems (commercial and with international distribution), from
1990
until
2012,
whose
contents are related to European museums. They present a methodology called
abc
for the presentation
of the interactive information related to cultural heritage, such as painting and sculpture. In the current
research work and through linguistics and semiotics aimed at the main notions of the hypertext, the
multimedia and hypermedia establishes
a escamotage
to speed up the evaluation tasks with regard to
the different categories that make up the interactive design.
Chapter
31
Rough Set Analysis and Short-Medium Term Tourist Services Demand Forecasting
......................341
Emilio
Celotto, Department of Management, Ca Foscari University of Venice, Italy
Andrea Ellero, Department of Management, Ca Foscari University of Venice, Italy
Paola Ferretti,
Department of Economics andSSE, Ca Foscari University of Venice, Italy
The authors apply Rough Sets Theory to analyze Italian tourist behaviour. The study uses a set of statistical
surveys on households, life conditions, incomes, consumptions, travels, and holidays. Data, which are
provided by GfK Eurisko, concern social, cultural, and behavioural trends in Italy. Interesting relations,
in terms of decision rules, between consumer behaviours and tourism consumption are detected. For
example, they find that people who read books, go to the cinema, or have other cultural interests most
likely also go on vacation. This kind
ofinformation
could then be used, as the authors claim, in order
to find some sentry variables for tourism consumption.
Chapter
32
The Promotion of European Tourism in the Emerging Countries: Pyramidal Marketing
..................350
Francisco V. Cipolla-Ficarra, ALAIPO
-
AINCI, Spain and Italy
Alejandra Quiroga, Universidad Nacional
de La Pampa,
Argentina
Valeria
M. Ficarra, ALAIPO
-
AINCI,
Spain and Italy
The authors present a set of strategies of the European pyramidal marketing to appeal to potential tourists
from emerging countries through the use of commercial software such as the presentations made with
PowerPoint. The universe of study, the results obtained with different types of users, and the lessons
learned have served to elaborate the conclusions, where the interrelation of the widely diffused soft¬
ware among the users of the emerging countries with the human and social factors from the Old World
is made apparent, that is, European users who use the electronic mail to promote tourism, through the
pyramid system.
Chapter
33
Cozinha
da Madeira : A Sustainable Tourism Service Concept for Madeira Island
........................364
Valentina
Nisi, Madeira-ITI, University of Madeira
-
Funchal,
Portugal
Nuno
Nunes,
Carnegie Mellon University, USA
Kanarak Isarankura, Carnegie Mellon University, USA
Jodi Forlizzi, Madeira-ITI, University of Madeira
-
Funchal,
Portugal
The chapter shows how we can leverage tourism, cultural and natural heritage, etc. in order to promote
sustainable services and experiences. Through a collection of examples, a perfect amalgam between
new technologies and avant-garde perspectives can be seen in order to approach complex issues such
as international tourism on European island.
Chapter
34
Story Objects: An Interactive Installation to Excavate Immigrant History and Identity through
Evocative Everyday Objects
...............................................................................................................377
Andreas
Krátky,
Institute for Multimedia Literacy, University of Southern California, USA
Daphne Ho, School of Cinematic Arts, University of Southern California, USA
The authors present a method of using computer-based interactive media to foster the intergenerational
communication in immigrant families. The authors characterize the reasons and effects of the commu¬
nication problems for the acculturation process and the chances of immigrants to integrate into a new
cultural setting. They devise an installation joining psychological factors, storytelling, and a tangible
interface linking familiar food objects through RFID technology to a computer system. The text explains
the conceptual considerations and the design process of the installation explaining how it was targeted
to be relevant for different immigrant groups. The system was exhibited and tested with a diverse im¬
migrant audience to obtain first results on its effectiveness.
Chapter
35
Teaching Human-Computer Interaction in the Capital of Culture
....................................................388
Damjan
Obal,
Institute of Informatics
(FERI),
University of
Maribor,
Slovenia
Domen Verber,
Institute of Informatics
(FERI),
University of
Maribor,
Slovenia
In the chapter, the authors illustrate the process of teaching HCI to Media Communication students at
the University of
Maribor
in Slovenia. They describe how they modified the Double Diamond design
process and combined it with their own EPUI (Explore-Participate-Understand-Integrate) methodology
for integrating all key stakeholders in the design process.
Chapter
36
Design and Behaviour Computer Animation for Children
................................................................401
Francisco V. Cipolla-Ficarra, ALAIPO
-
AINCI, Spain and Italy
Jacqueline Alma, Electronic Arts
—
Vancouver, Canada
Jim
Carré,
University of The Netherlands Antilles,
Curaçao
Miguel Cipolla-Ficarra, ALAIPO
-
AINCI, Spain and Italy
The authors present a set of experiments carried out to establish the basic criteria of the high quality
inside computer graphics and the behaviour computer animation. The conformation of the universe of
study is related to the child audience with didactical purposes. The authors explain in detail the stages of
the evaluative process since the selections of the computer-made
3D
animations aimed at the traditional
audiovisual communication until the obtained results. This process examines the main elements of the
triad design, communicability, and pedagogy.
Chapter
37
Generic Textile Structure Editor
........................................................................................................413
Georges
Győry, Birkbeck,
University of London, UK
The author describes the SAWU104 textile editor (freeware, downloadable from CNET). This can be
used to document non-rectilinear textiles like lace, sprang, netting, tricot, etc. or for knot diagrams. It
can visualise the underlying structure of the textiles (as opposed to photographic images showing one
face of it). Its original use is to document efficiently museum pieces and show the techniques applied in
their construction, allowing a weaver to reproduce them. This chapter describes its (linked) data structure,
graphical user interface, set of operators, and gives some non-trivial examples of use.
Chapter
38
Bi-Manual
3D
Painting: An Interaction Paradigm for Augmented Reality Live Performance
..........423
Alexis Clay,
ESTIA, Bidart,
France
Jean-Christophe
Lombardo, INRIA,
Sophia
Antipolis,
France
Nadine
Couture, LaBRI/ESTIA, Bidart, France
Julien Conan,
ESTIA,
Bidart, France
The authors explore how manual interactions could be achieved in a CAVE. ISIVR is the
3D
engine
being developed at INRIA (Sophia
Antipolis,
France), which focuses on augmented reality and device
implementation. It provides a cluster, position tracking, and multi-display. In a second part, they develop a
mobile prototype composed of
M
VN motion capture suit and 5DT Datagloves at
ESTIA
(Bidart, France).
It can track the whole skeleton of a professional dancer on stage and display visual augmentations to
a large audience at the same time. Both prototypes are being used to explore manual interactions and
improve user interactions with virtual matter.
Chapter
39
Towards a Cyber-Destructors Assessment Method
...........................................................................431
Francisco V. Cipolla-Ficarra, ALAIPO
-
AINCI, Spain and Italy
Alejandra Quiroga, Universidad Nacional
de La Pampa, Argentina
Jacqueline
Alma, Electronic
Arts - Vancouver,
Canada
The authors present the modus
operandi
of cyberdestructors. The method of analysis is the result of the
intersection of formal and factual sciences, which allow the attacks to be detected online through the
social networks by pressure groups although they act in an anonymous and individual way. The study
presents the confirmation of the attacks groups and the psychological/psychiatric profile of their mem¬
bers and the Internet resources they use to carry out their destructive actions. Finally, the first patterns
of behavior and negative values detected among the cyberdestroyers are summed up.
Chapter
40
(Re)Engineering Cultural Heritage Contexts using Creative Human Computer Interaction
Techniques and Mixed Reality Methodologies
..................................................................................441
Carl Smith, Learning Technology Research Institute, London Metropolitan University, UK
The author presents the current state of location-based technology including Mobile Augmented Real¬
ity (MAR) and Global Positioning Systems (GPS). The focus will be on its application for use within
cultural heritage as an educational and outreach tool. A wide range of examples allows one to quickly
confront the uses of these Information and Communication Technologies (ICT). The conclusions are a
series of future lines of research, which open new fields of research for all those interested in the issues.
Chapter
41
Knowledge and Background of the Multimedia Culture: A Study of the
Spatio-Temporal
Context in Claymation and Computer Animation for Children and Adults
........................................452
Francisco V. Cipolla-Ficarra, ALAIPO
-
AINCI, Spain and Italy
Miguel Cipolla-Ficarra, ALAIPO-AINCI, Spain and Italy
Jacqueline Alma, Electronic Arts
-
Vancouver, Canada
The authors present the importance of multimedia culture, developed by the users of the interactive sys¬
tems, across time, with the goal of increasing the quality of the contents in mobile multimedia phones.
The study made and the results reached allow one to see the existence of common areas, in the union
of the users of the interactive systems, irrespective of their age and the experience accumulated in the
use of computers. The chapter presents a comparative work between digital animation (2D and
3D)
and
analog (claymation).
Chapter
42
E-Culture
System : A New Infonomic and Symbionomic Technical Resource to Serve the
Intercultural Communication
..............................................................................................................466
María
Mercedes Clusella, Galileo Galilei, Argentine Foundation for Talent and Ingenuity, Argentina
María Gabriela
Mitre, Galileo Galilei, Argentine Foundation for Talent and Ingenuity, Argentina
The authors present the results obtained within the framework of the research project that consists of
the design of a basic model from an
e-culture
system that can promote and disseminate world cultures.
Culture as a complex phenomenon is studied from the Systemic Paradigm, which is optimized by the
transdisciplinary features that allows the concurrence of other complementary perspectives. The methodic
process consists of the systemic modelling process and the retroprospective methodology that involves
the use of models and scenarios. Through analogy simulation, using the technique of syntegration for the
processing of empirical evidence, the validation of an operative model is presented. The results confirm
the selected features of a local culture and generate a more general and comprehensive model, which
could be of value to other cultures.
Chapter
43
Human Factors in Computer Science, New Technologies, and Scientific Information
.....................480
Francisco V. Cipolla-Ficarra, ALAIPO
-
AINCI, Spain and Italy
Jacqueline Alma, Electronic Arts
-
Vancouver, Canada
Jim
Carré,
University of The Netherlands Antilles,
Curaçao
Scientific knowledge derived from the field of ICTs, such as marketing, is the central topic of the chapter.
Its authors make known the main human factors that increase the digital divide and university parochial¬
ism. Through the rhetoric, it can be seen how the scientific knowledge stemming from the context of the
ICTs are not neutral. The chapter presents a set of real examples online where that scientific-technologic
knowledge is treated like a marketing object, mainly in the field of the scientific publications. Lastly,
the authors indicate the need to establish a new language style to tackle the negative human factors in
the era of the expansion of communication.
Chapter
44
Communication Technologies for Older Adults in Retirement Communities
...................................491
Lauren Bowers, Georgia Institute of Technology, USA
Claudia B.
Rebola,
Georgia Institute of Technology, USA
Patricio
Vela, Georgia Institute of Technology, USA
The authors present the research, development, and findings of a communication technology developed
to enable older adults living in retirement communities to share public events. The project draws refer¬
ence from the fields of industrial design, universal design, and computer science to design a technology
for residents at a retirement community. Residents were included in the design process by evaluating
designed technologies. Their project demonstrates the relevance of designing simple yet innovative
technologies that meet the needs of older adults.
Chapter
45
Home Automation by Brain-Computer Interface
..............................................................................502
Eduardo
G.
Nieva, Facultad de Ciencias Exactas, Físicas y Naturales, Universidad
Nacional de Córdoba, Argentina
María F. Peralta, Facultad de Ciencias Exactas, Físicas y Naturales, Universidad
Nacional de Córdoba, Argentina
Diego A. Beltramone, Facultad de Ciencias Exactas, Físicas y Naturales, Universidad
Nacional de Córdoba, Argentina
The authors present a different way to combine two big technologies that give a great opportunity
to handicapped people. They discuss the increase of handicapped people and show a solution to this
problem. In this prototype, the authors developed a software that interprets the signals given by the
Mindwave sensor, and through an Arduino board, it communicates with a computer with a hardware
prototype. They have accomplished the first objectives successfully and plan to do some clinical trials
and a friendly interface in the software.
Chapter
46
The Excellence of the Video Games: Past and Present
.......................................................................511
Francisco V. Cipolla-Ficarra, ALAIPO
-
AINCI, Spain and Italy
The author presents a detailed study of video games evolution. A group of examples allows one to have
a
360°
vision of the subjects presented, for intance, software, multimedia interactive systems, interface,
communicability, etc. The author also makes an interesting and detailed diachronic analysis about edutain¬
ment and the SimCity video game. The conclusions and implications of the developed work allow us to
point out new roads for future investigations in the context of graphic design applied to video games.
Chapter
47
Using Genetic Algorithm for Scheduling Tasks of Computational Grids in the
Gridsim Simulator
..............................................................................................................................521
João Phellipe, Universidade
do
Estado
do Rio Grande do
Norte (UERN),
Brazil
Carla Katarina,
Universidade
do
Estado
do Rio Grande do
Norte (UERN),
Brazil
Francisco
das Chagas, Universidade
Federal Rural do
Semi-Àrido (UFERSA),
Brazil
Dario
Aloise,
Universidade
Federal Rural do
Semi-Àrido
(UFERSA), Brazil
The authors present a solution to the problem of task scheduling based on genetic algorithms to distribute
tasks more efficiently on a computational grid. This algorithm was implemented in GridSim, a simulated
grid computing with features and attributes of a real grid. Problems in the nature of task allocation, evo¬
lutionary algorithms, in general, have been shown to be more efficient, with the best solutions achieved
in a more timely manner than the exact algorithms.
Chapter
48
Web Divide and Paper Unite: Towards a Model of the Local Tourist Information for All
................536
Francisco V. Cipolla-Ficarra, ALAIPO
-
AINCI, Spain and Italy
Miguel Cipolla-Ficarra, ALAIPO
-
AINCI, Spain and Italy
Jacqueline Alma, Electronic Arts
-
Vancouver, Canada
Alejandra Quiroga, Universidad Nacional
de La Pampa, Argentina
The authors present the first results of joining criteria and quality attributes that must have the information
systems related to local tourism, irrespective of the digital support being interactive or analog. The work
includes two decades of compilation of touristic information between Europe and America, in analog
and digital support. The results with multimedia users are also presented, analyzing the quality attributes,
orientation, and accessibility. In them, two categories of design have been considered: presentation and
content. In the learned lessons, the research lines aimed at the touristic promotion and the conclusions
may serve as foundation for future works related to the presented topic.
Chapter
49
Generic Model of
a Multi-
Agent System to Assist Ubiquitous Learning
..........................................544
Elena B.
Duran, Departamento
de Informatica,
Facultad de Ciencias Exactas y
Tecnologías, Universidad Nacional de Santiago del Estero, Argentina
Margarita
M. Alvarez,
Departamento de Informática, Facultad de Ciencias Exactas y
Tecnologías, Universidad Nacional de Santiago del Estero, Argentina
Silvina I. Únzaga, Departamento de Informática, Facultad de Ciencias Exactas y
Tecnologías, Universidad Nacional de Santiago del Estero, Argentina
The authors present the importance of software agent and ontology technologies in ubiquitous learning
systems in the context of Web engineering. A review of works about ontology and agent technology
applied in ubiquitous learning is given. After that, model-based development approach is presented and
the generic model of an application to support ubiquitous learning obtained with this approach is shown
in detail. The authors also find the ontology model for the multi-agent system with the description of all
ontologies and the description of the multi-agent system architecture. Finally, the main advantages of
the proposed generic model are cited.
Chapter
50
MLW and Bilingualism: Case Study and Critical Evaluation
............................................................555
Daniela
López
De Luise, CIIS Lab - Buenos Aires, Argentina
Débora
Hisgen, CIIS Lab - Buenos Aires, Argentina
Language has been studied for many years and for many reasons. Understanding the inner process and
its long-term consequences is very hard. From the computational linguistic point of view, most of the
approaches include processes to help automatically manage textual information for different purposes.
This chapter comes from an alternate perspective: to get deep insight into the linguistic reasoning.
Understanding this process enables computers to replicate sentence generation by native speakers with
good approximation. As a consequence, it allows other disciplines to analyze closely related phenomena,
for instance autism verbal behavior, bilingualism effects, culture influence in language usage, etc. The
theory presented in this chapter depicts a step-by-step recipe for building a model, using a processing
inspired by traditional wavelets concepts.
Chapter
51
Revision of the Groupware Users Interface Development Methods
.................................................587
Mabel del V.
Sosa, Departamento de Informática, Facultad de Ciencias Exactas y
Tecnologías, Universidad Nacional de Santiago del Estero, Argentina
The inherent complexity of the groupware systems entails a great effort in design and development, due
to its multidisciplinary measure and its technical complexity. The interface of the user of a groupware
constitutes a key element for usability, tending to improve the quality of the group work in coordination,
communication, collaboration, etc. From different fields of computer science (human-computer interac¬
tion, computer supported cooperative work, user centered design, and software engineering), others have
proposed methodologies, models of processing, and tools that facilitate and improve different aspects
involved in the development of the user interface for cooperative environments. However, the analyzed
proposals have not succeeded in totally covering the development process of a groupware system where
interactive aspects are integrated with the cooperatives both in the interface and in the application itself.
In this work, the authors analyzes the methodological proposals to different development issues, trying
to detect the strengths and weaknesses of each and identify the relevant aspects which have not been
tackled yet in any of the fields dedicated to the interface development of the user of this kind of system.
Chapter
52
Web Attacks and the ASCII Files
.......................................................................................................595
Francisco V. Cipolla-Ficarra, ALAIPO
-
AINCI, Spain and Italy
Alejandra Quiroga, Universidad Nacional
de La Pampa,
Argentina
Jim Carré,
University of The Netherlands
Antilles, Curaçao
This chapter is a continuation of other works that make apparent attacks online tending to the destruction
of multidisciplinary teamwork, international events, etc. in southern Europe. The human factors that are
enumerated in the chapter refer to veridical situations, where the use of simple ASCII files may cause
irreparable damage due to the legal immunity of their authors. The goal of the current work is to detect
the interrelations existing between university education and its commerce.
Final Remarks
...................................................................................................................................606
Compilation of References
...............................................................................................................608
About the Contributors
....................................................................................................................640
Index
...................................................................................................................................................655
|
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author | Cipolla-Ficarra, Francisco Vicente ca. 20./21. Jh |
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dewey-tens | 300 - Social sciences |
discipline | Soziologie |
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language | English |
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spellingShingle | Cipolla-Ficarra, Francisco Vicente ca. 20./21. Jh Advanced research and trends in new technologies, software, human-computer interaction, and communicability Gesellschaft Social networks Electronic commerce Internet Social aspects Neue Technologie (DE-588)4194462-8 gnd Informations- und Dokumentationswissenschaft (DE-588)4128313-2 gnd |
subject_GND | (DE-588)4194462-8 (DE-588)4128313-2 (DE-588)4143413-4 |
title | Advanced research and trends in new technologies, software, human-computer interaction, and communicability |
title_auth | Advanced research and trends in new technologies, software, human-computer interaction, and communicability |
title_exact_search | Advanced research and trends in new technologies, software, human-computer interaction, and communicability |
title_full | Advanced research and trends in new technologies, software, human-computer interaction, and communicability Francisco V. Cipolla-Ficarra |
title_fullStr | Advanced research and trends in new technologies, software, human-computer interaction, and communicability Francisco V. Cipolla-Ficarra |
title_full_unstemmed | Advanced research and trends in new technologies, software, human-computer interaction, and communicability Francisco V. Cipolla-Ficarra |
title_short | Advanced research and trends in new technologies, software, human-computer interaction, and communicability |
title_sort | advanced research and trends in new technologies software human computer interaction and communicability |
topic | Gesellschaft Social networks Electronic commerce Internet Social aspects Neue Technologie (DE-588)4194462-8 gnd Informations- und Dokumentationswissenschaft (DE-588)4128313-2 gnd |
topic_facet | Gesellschaft Social networks Electronic commerce Internet Social aspects Neue Technologie Informations- und Dokumentationswissenschaft Aufsatzsammlung |
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