Vol. 3 No. 2 (2008)
Published: December 15, 2008
IADIS International Journal on Computer Science and Information Systems Volume 3, Issue 2, 2008.
Table of Contents
Peer-Reviewed ResearchOriginal Research
HOW AWARE ARE PRIMARY SCHOOL CHILDREN TO THE DANGERS OF THE INTERNET?
As technology becomes increasingly available and progr essively more important in our daily lives, the internet is being increasingly adopted into primar y schools. The internet can open up a whole new world for primary school children, giving them access to vast amounts of useful information at the touch of a button. However, primary school children can be target ed by a wide number of internet risks, such as exposure to illegal or harmful material, receiving uns olicited messages and being lured into a physical encounter. Yet primary school children do not appear to be well prepared to deal with the various dangers that their internet related activities can place them in. This paper examines the various dangers that are associated with primary school children using the internet and it evaluates the level of understanding that primary school children have regarding these dangers.
Lia Carrari Rodrigues. Universidade Presbiteriana Mackenzie, Graduate Program in Electrical
Online games have had a noticeable in crease in the market. Today, many people interact for hours in a virtual gaming world called the Massive Multiplaye r Online Role-Playing Game (MMORPG). Players maintain relationships and build large communities, which are formed by diverse people who establish links in very different ways. The research analy zed the development of these communities through the application of the graph theory and the elements that pertain to social network analysis. For this matter, a study was made with the players of the Ragnarök Onlin e, brought to Brazil in 2004, where the profile of the player, the gameâs workings and its communication elements were all taken into consideration.
Dr. Pradip K. Sarkar
Despite the initial slow progress, governments around the world have fi nally adopted the Internet as means of interactions with citize ns and delivering public services. Despite the strides made by many Western governments, such as Australia, in implem enting e-government, significant barriers to the evolution of fully-fledged e-government services s till exist, one of which is the phenomenon of digital divide. Digital divide in Australia, a developed count ry with an advanced tec hnological base, is caused by demand-pull factors, and thus, require the application of social setting approaches in understanding the phenomenon and subsequently, implementing measures to narrow the digital divide. This paper discusses the digital divided issues in developed c ountries, strategies to narrow the digital divide in Australia, and issues for further research.
Eats: an Agent-based Air Trafic Simulator
pp. 36â50JosĂ© Miguel Canino RodrĂguez. Universidad de Las Palmas de Gran Canaria. Las Palmas de
We present an Experimental Air Traffic Simulator (EATS).It is conceived as a tool for preliminary evaluation of flight procedures, algorithms and hum an-machine interfaces to be used in future Navigation and Air Traffic surrounding the new Communication, Navigation and Surveillance System to Air Traffic Management (CNS/ATM). The proposed EATS simulator vers ion provides realistic data for the aircraft dynamic and includes the exchange of information among the aircraft from the point of view of the Air Traffic Control (ATC). It also takes in to account the meteorological conditions and terrain constraints. This system has been designed as a Multi-Agent System and implemented on a JADE framework. Its architecture facilitates its later extension to incorporate and to evaluate new communication protocols and negotiation between agents operating in a specific air space.
Automatic Knowledge Extraction and Matching: Application to Management Engineering Diagnosis
pp. 51â65Lamia Hadrich Belguith. LARIS-MIRACL laboratory. Faculty of Economic Sciences, Management of Sfax - B.P., 3018 Sfax âTUNISIA
This paper proposes an approach for automatic know ledge extraction and matching that we apply to an aid system of management engineering diagnosi s called SADIM (SystĂšme dâAide au Diagnostic dâIngĂ©nierie de Management). SADIM aims to de tect the dysfunctions related to the enterprise management. It allows the knowledge acquisition from textual data related to the diagnosis, the matching and the assignment of witness sentences to the co rresponding key ideas. SADIM can also serve as a decision aid system which helps experts and socio- economic management consul tants to take decisions that would make enterprises reach the required standards through council interventions.
Mohammad M. Alsuraihi
This paper introduces an empirical multi-group study for investiga ting the experienced use of visual and multimodal interaction metaphors for designing interfaces. The study aimed at comparing the efficiency of multimodal interaction using voice-instruction and speech along with limited use of the mouse and the keyboard against the efficiency of using visual -only interaction metaphors for using interface-design environments. Efficiency of these interaction metaphors was compared in regard to task accomplishment time and frequency of error-occurrenc e. In order to carry out this comparative investigation, three experimental interface design toolkits (TVOID, OFVOID, and MMID) were built from scratch. TVOID and OFVOID interacted with the user visually only using typical and time-sa ving interaction metaphors. The third environment MMID added another modality through vocal and aural interaction. Then, these environments were tested independently by three gr oups of experienced users. Each group consisted of 40 users. The results showed that the use of vocal commands and speech with limited use of the mouse for completing tasks was more efficient in terms of shortening task accomplishment time and reducing the number of errors than the use of the typica l and time-saving visual-onl y interaction metaphors: graphical menus, toolbar, toolbox, properties-table, hot-keys, scrollable-tags, instant-menus, textual-help, and textual messages.
AFRICAN SCHOOLS *Hannah Thinyane, *Ingrid Siebörger, #Cheryl Hodgkinson-Williams
Across the world computers, and at an increasing rate interactive whiteboards (IWBs), are being deployed to schools as tools for teaching and learning, despite inconc lusive evidence regarding their benefits to these environments (Cuban, 2001). The paper describes two case studies as part of a feasibility study performed on behalf of the East ern Cape Department of Education (ECDoE) to investigate the benefits and drawb acks to the use of interactive whiteboards in South African schools. By examining related work and our own experiences, it identifies seven criteria for the successful integration of interactive whiteboards into teaching environments. By carefully examining each criterion individually, across two schools, the paper illustrate s that unless teachers change the way they view, resource and teach classes, interactive whiteboards ca nnot be successfully integrated into South African schools.
Sophie Nichol. School of Engineering, Information Technology.
This paper explores the implementation of a crea tivity support system (CSS) for tertiary students studying Games Design and De velopment at Deakin University, Victoria, Australia. The students at the centre of this study are the ânextâ generation of learners and are often called the Internet generation because of their pre-imposed for âonlineâ and being âconnectedâ. The CSS for the games students is designed within a context that encompasses a âwholeâ system, as focusing on only one component to augment a personâs creativity does not take into consideration the multitude of factors, for example social factors, that are pertinent on a person ability to grow their creative behaviours. This study will present a set of factors that each CSS should employ to facilitate creat ive abilities with in people, with particular focus on how social activities help to enhance creativity.
Automating Workflows Using Dialectical Argumentation
pp. 110â125Visara Urovi, Stefano Bromuri, Jarred McGinnis, Kostas Stathis, Andrea Omicini
This paper presents a multi-agent framework based on argumentative agent technology for the automation of the workflow selection and executi on. In this framework, workflow selection is coordinated by agent interactions governed by the ru les of a dialogue game whose purpose is to evaluate the workflow's properties via argumentation. Once a workflow is selected using this process, the workflow is executed by dynamically configuring wo rkflow engines to coordinate the participating agents' workflow activities. We illustrate the ove rall framework with an example of workflow composition that allows an agent to book an appropriate ticket and rent a car.
Editorial
EDITORIAL
pp. 1â3Pedro IsaĂas
Editorial preface for Volume 3, Issue 2 of the IADIS International Journal on Computer Science and Information Systems (IJCSIS). This issue brings together peer-reviewed original research contributions covering the wide spectrum of Information Systems, Artificial Intelligence, Software Engineering, and Digital Transformation.