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Activity at the Michigan Cyber RangeJoe Adams will update a number of Cyber Range activities, including its use in academic courses, a new set of Range hardware at Northern Michigan University, and a Red Team/Blue Team exercise recently conducted in Grand Rapids and Ann Arbor.
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Metadata interoperability in agricultural learning repositories: An analysisThe rapid evolution of ICT creates numerous opportunities for agricultural education and training. Digital learning resources are organized in online databases called learning repositories, in which people can search, locate, and access resources. In order to facilitate the exchange of information between such repositories, the issue of metadata interoperability is crucial. In this paper, we particularly focus on metadata interoperability of learning repositories with content relevant to agricultural stakeholders. More specifically, we present results from an analysis of implementations of metadata standards in agricultural learning repositories around the world. The results provide useful feedback to the developers of repositories with educational content for agricultural stakeholders, as well as directions for potential harmonization of work in this area.
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Issues and considerations regarding sharable data sets for recommender systems in technology enhanced learningThis paper raises the issue of missing data sets for recommender systems in Technology Enhanced Learning that can be used as benchmarks to compare different recommendation approaches. It discusses how suitable data sets could be created according to some initial suggestions, and investigates a number of steps that may be followed in order to develop reference data sets that will be adopted and reused within a scientific community. In addition, policies are discussed that are needed to enhance sharing of data sets by taking into account legal protection rights. Finally, an initial elaboration of a representation and exchange format for sharable TEL data sets is carried out. The paper concludes with future research needs.
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Metadata Principles and PracticalitiesThe rapid changes in the means of information access occasioned by the emergence of the World Wide Web have spawned an upheaval in the means of describing and managing information resources. Metadata is a primary tool in this work, and an important link in the value chain of knowledge economies. Yet there is much confusion about how metadata should be integrated into information systems. How is it to be created or extended? Who will manage it? How can it be used and exchanged? Whence comes its authority? Can different metadata standards be used together in a given environment? These and related questions motivate this paper. The authors hope to make explicit the strong foundations of agreement shared by two prominent metadata Initiatives: the Dublin Core Metadata Initiative (DCMI) and the Institute for Electrical and Electronics Engineers (IEEE) Learning Object Metadata (LOM) Working Group. This agreement emerged from a joint metadata taskforce meeting in Ottawa in August, 2001. By elucidating shared principles and practicalities of metadata, we hope to raise the level of understanding among our respective (and shared) constituents, so that all stakeholders can move forward more decisively to address their respective problems. The ideas in this paper are divided into two categories. Principles are those concepts judged to be common to all domains of metadata and which might inform the design of any metadata schema or application. Practicalities are the rules of thumb, constraints, and infrastructure issues that emerge from bringing theory into practice in the form of useful and sustainable systems.
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Suitability of MANET Protocols for Heterogeneous Mobile Devices Communication in Gaming and Multimediahe improvement and development of MANET protocols has been widely researched in order to bring about new technology with the rapidly developing field. More emphasis has been placed on development of protocols with some improvements focused on one issue in MANETs (ECMANSI, MANSI, ZRP, DVMRP) than working on all round MANET that would significantly tackle most if not all issues with MANET protocols so far (FLIP). However, there has also been more emphasis on development of non demanding applications that are not included multiplayer gaming and real-time multimedia content rich streaming applications. This paper looks at the use of mobile devices in gaming and multimedia rich applications. It proposes a protocol, which is in development that offers better efficiency, reliability, robustness and adaptability of wireless communication.
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An Interactive Educational Game For Children in EducationThis paper presents an interactive educational game for Primary School children studying KEY Stage Two History. This game is designed specifically for children to support their continuing studies and to enhance their knowledge and memory retention. The work involves the investigation into Multimedia Design Methodologies and Instructional Systems Design (ISD) Models to support the development of the Instructional Multimedia Model (IMM) in order to provide a structured approach to the development of Interactive Educational Games. In this work, the development process of the interactive educational game will be outlined together with examples. This development is based on a model tailored for an educational multimedia application development which combines ISD and multimedia disciplines contributes to the success of the resulting application. The paper will discuss how each phase has an influence upon the next and the pedagogical factors which the model takes into account work in line with those required for Multimedia
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A.I. Techniques for Modelling Anger in Emotional AgentsThe research presented here, attempts to review a range of techniques commonly categorized under the umbrella of artificial intelligence (A.I.) that could be applied when developing agents with emotions in a range of applications. The paper focuses on anger (and its related emotions), an emotion strongly linked with aggression which of course forms the basis of many computer games where killing or attacking other players or in-game agents is often central to the game’s purpose. The paper begins with a psychology focused review of anger and its related emotions, before presenting techniques to encode some of these elements using Finite State Machines and Fuzzy Logic.
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A practical single refinement method for BThe authors propose a single refinement method for B, inspired directly by Gardiner and Morgan’s longstanding single complete rule for data refinement, and rendered practical by application of the current first author’s recent first-order characterisation of refinement between monotonic computations
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Emptying FramesThis short essay brings together some thoughts about two films, both of which take as their starting point the photographic still image and use film to expand and question the immobility of that image, teasing out small shifts and changes in its appearance. What follows are some observations about how these films reflect on their photographic materiality, the relationship between the still and moving image, the filmic interval, and the film and its projector. In the context of animation both films explore the boundaries of what constitutes the form. What are the most minimal conditions for ‘animation’ to take place? Can movement come from a single still image? In Candle (2007) and Tidal (2007), two obsolete and disappearing media come together to reflect on their own condition, their material and temporalit
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We have eyes as well as ears: experimental music and the visual artsThis chapter deals with the relationship, influence, and reciprocal nature, of the visual arts and experimental music. While it connects with contemporary practices, it also attempts to trace certain historical threads back to Cage, the abstract expressionist painters and the discourses evolving from these. It looks at dominant ideas emanating from modernist notions – firstly formalist and media specific ideas and then conceptual and environmental influences. It argues that visual art’s evolving open space of discourse has allowed a platform for experimental music that traditional musical contexts have denied.
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Ballard's Story of O: ‘The Voices of Time’ and the Quest for (Non)IdentityThe Voices of Time’ is the key work from Ballard’s early period, prefiguring the tone and narrative direction of the ‘disaster’ novels and eloquently articulating one of his lifelong preoccupations – the search for identity in a changing environment. At one level the story is a poetic meditation on time and death, an evocation of change and degeneration on a cosmic scale which recalls such works as Spenser’s ‘Mutabilitie Cantos’ or Donne’s ‘The First Anniversary’. Like Donne, Ballard employs up-to-the-minute scientific rhetoric to reinvigorate and revalidate a very traditional lament about the inevitability of decay. Such a lament is also present both in ‘classic’ science fiction texts such as The Time Machine or John W. Campbell’s ‘Twilight’ and in important ‘New Wave’ stories like M. John Harrison’s ‘Running Down’ or Pamela Zoline’s ‘The Heat Death of the Universe’. However, Ballard’s handling of this theme acquires some of its uniqueness from the fact that he was strongly interested in the ideas of both Freud and Jung. Consequently, the protagonist’s quest for identity within the ceaseless flow of time can be read with equal ease as a successful process of Jungian individuation or as a disastrous surrender to the Freudian death drive. At the heart of the story is what Rosemary Jackson has called the ‘goal which lies behind all fantastic art . . . the arrival at a point of absolute unity of self and other, subject and object, at a zero point of entropy’. Whether this ‘zero point’ represents a completion of self or a loss of self, whether the ‘O’ is full or empty, becomes impossible to say, as is also the case with Pauline Reage’s erotic classic The Story of O, which Ballard greatly admired.
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Form and function: examples of music interface designThis paper presents observations on the creation of digital music controllers and the music that they generate from the perspectives of the designer and the artist. In the case of musical instruments, what is the role of the form (the hardware) where it concerns the function (the production of musically interesting sounds)? Specific projects are presented, and a set of operational principles is supported from those examples. The associated encounter session will allow delegates to experiment with the interfaces exhibited, further informing these principles.
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Implementation and development of interfaces for music performance through analysis of improvised dance movementsElectronic music, even when designed to be interactive, can lack performance interest and is frequently musically unsophisticated. This is unfortunate because there are many aspects of electronic music that can be interesting, elegant, demonstrative and musically informative. The use of dancers to interact with prototypical interfaces comprising clusters of sensors generating music algorithmically provides a method of investigating human actions in this environment. This is achieved through collaborative work involving software and hardware designers, composers, sculptors and choreographers who examine aesthetically and practically the interstices of these disciplines. The proposed paper investigates these interstices.