Auction Theory: Bidder's Perspective in an English Auction Environment

This paper provides an overview of auction theory literature. We present a general review on literature of various auctions and focus ourselves specifically on an English auction. We are interested in modelling bidder's behavior in an English auction environment. And hence, we present an overview of the New Zealand wool auction followed by a model that would describe a bidder's decision making behavior from the New Zealand wool auction. The mathematical assumptions in an English auction environment are demonstrated from the perspective of the New Zealand wool auction.

Virtual Reality Models used on the Visualization of Construction Activities in Civil Engineering Education

Three-dimensional geometric models have been used to present architectural and engineering works, showing their final configuration. When the clarification of a detail or the constitution of a construction step in needed, these models are not appropriate. They do not allow the observation of the construction progress of a building. Models that could present dynamically changes of the building geometry are a good support to the elaboration of projects. Techniques of geometric modeling and virtual reality were used to obtain models that could visually simulate the construction activity. The applications explain the construction work of a cavity wall and a bridge. These models allow the visualization of the physical progression of the work following a planned construction sequence, the observation of details of the form of every component of the works and support the study of the type and method of operation of the equipment applied in the construction. These models presented distinct advantage as educational aids in first-degree courses in Civil Engineering. The use of Virtual Reality techniques in the development of educational applications brings new perspectives to the teaching of subjects related to the field of civil construction.

Multi-matrix Real-coded Genetic Algorithm for Minimising Total Costs in Logistics Chain Network

The importance of supply chain and logistics management has been widely recognised. Effective management of the supply chain can reduce costs and lead times and improve responsiveness to changing customer demands. This paper proposes a multi-matrix real-coded Generic Algorithm (MRGA) based optimisation tool that minimises total costs associated within supply chain logistics. According to finite capacity constraints of all parties within the chain, Genetic Algorithm (GA) often produces infeasible chromosomes during initialisation and evolution processes. In the proposed algorithm, chromosome initialisation procedure, crossover and mutation operations that always guarantee feasible solutions were embedded. The proposed algorithm was tested using three sizes of benchmarking dataset of logistic chain network, which are typical of those faced by most global manufacturing companies. A half fractional factorial design was carried out to investigate the influence of alternative crossover and mutation operators by varying GA parameters. The analysis of experimental results suggested that the quality of solutions obtained is sensitive to the ways in which the genetic parameters and operators are set.

Prospects, Problems of Marketing Research and Data Mining in Turkey

The objective of this paper is to review and assess the methodological issues and problems in marketing research, data and knowledge mining in Turkey. As a summary, academic marketing research publications in Turkey have significant problems. The most vital problem seems to be related with modeling. Most of the publications had major weaknesses in modeling. There were also, serious problems regarding measurement and scaling, sampling and analyses. Analyses myopia seems to be the most important problem for young academia in Turkey. Another very important finding is the lack of publications on data and knowledge mining in the academic world.

Virtual Reality for Mutual Understanding in Landscape Planning

This paper argues that fostering mutual understanding in landscape planning is as much about the planners educating stakeholder groups as the stakeholders educating the planners. In other words it is an epistemological agreement as to the meaning and nature of place, especially where an effort is made to go beyond the quantitative aspects, which can be achieved by the phenomenological experience of the Virtual Reality (VR) environment. This education needs to be a bi-directional process in which distance can be both temporal as well as spatial separation of participants, that there needs to be a common framework of understanding in which neither 'side' is disadvantaged during the process of information exchange and it follows that a medium such as VR offers an effective way of overcoming some of the shortcomings of traditional media by taking advantage of continuing technological advances in Information, Technology and Communications (ITC). In this paper we make particular reference to this as an extension to Geographical Information Systems (GIS). VR as a two-way communication tool offers considerable potential particularly in the area of Public Participation GIS (PPGIS). Information rich virtual environments that can operate over broadband networks are now possible and thus allow for the representation of large amounts of qualitative and quantitative information 'side-by-side'. Therefore, with broadband access becoming standard for households and enterprises alike, distributed virtual reality environments have great potential to contribute to enabling stakeholder participation and mutual learning within the planning context.

A Virtual Reality Laboratory for Distance Education in Chemistry

Simulations play a major role in education not only because they provide realistic models with which students can interact to acquire real world experiences, but also because they constitute safe environments in which students can repeat processes without any risk in order to perceive easier concepts and theories. Virtual reality is widely recognized as a significant technological advance that can facilitate learning process through the development of highly realistic 3D simulations supporting immersive and interactive features. The objective of this paper is to analyze the influence of virtual reality-s use in chemistry instruction as well as to present an integrated web-based learning environment for the simulation of chemical experiments. The proposed application constitutes a cost-effective solution for both schools and universities without appropriate infrastructure and a valuable tool for distance learning and life-long education in chemistry. Its educational objectives are the familiarization of students with the equipment of a real chemical laboratory and the execution of virtual volumetric analysis experiments with the active participation of students.

Evaluation of New Product Development Projects using Artificial Intelligence and Fuzzy Logic

As a vital activity for companies, new product development (NPD) is also a very risky process due to the high uncertainty degree encountered at every development stage and the inevitable dependence on how previous steps are successfully accomplished. Hence, there is an apparent need to evaluate new product initiatives systematically and make accurate decisions under uncertainty. Another major concern is the time pressure to launch a significant number of new products to preserve and increase the competitive power of the company. In this work, we propose an integrated decision-making framework based on neural networks and fuzzy logic to make appropriate decisions and accelerate the evaluation process. We are especially interested in the two initial stages where new product ideas are selected (go/no go decision) and the implementation order of the corresponding projects are determined. We show that this two-staged intelligent approach allows practitioners to roughly and quickly separate good and bad product ideas by making use of previous experiences, and then, analyze a more shortened list rigorously.

Learning and Teaching in the Panopticon:Ethical and Social Issues in Creating a Virtual Educational Environment

This paper examines ethical and social issues which have proved important when initiating and creating educational spaces within a virtual environment. It focuses on one project, identifying the key decisions made, the barriers to new practice encountered and the impact these had on the project. It demonstrates the importance of the 'backstage' ethical and social issues involved in the creation of a virtual education community and offers conclusions, and questions, which will inform future research and practice in this area. These ethical issues are considered using Knobel-s framework of front-end, in-process and back-end concerns, and include establishing social practices for the islands, allocating access rights, considering personal safety and supporting researchers appropriately within this context.

Endogenous Fantasy – Based Serious Games: Intrinsic Motivation and Learning

Current technological advances pale in comparison to the changes in social behaviors and 'sense of place' that is being empowered since the Internet made it on the scene. Today-s students view the Internet as both a source of entertainment and an educational tool. The development of virtual environments is a conceptual framework that needs to be addressed by educators and it is important that they become familiar with who these virtual learners are and how they are motivated to learn. Massively multiplayer online role playing games (MMORPGs), if well designed, could become the vehicle of choice to deliver learning content. We suggest that these games, in order to accomplish these goals, must begin with well-established instructional design principles that are co-aligned with established principles of video game design. And have the opportunity to provide an instructional model of significant prescriptive power. The authors believe that game designers need to take advantage of the natural motivation player-learners have for playing games by developing them in such a way so as to promote, intrinsic motivation, content learning, transfer of knowledge, and naturalization.

Research on Self-Perceptions of Pre-Service Turkish Language Teachers in Turkey with Regard to Problem Solving Skills

The aim of this research is to determine how preservice Turkish teachers perceive themselves in terms of problem solving skills. Students attending Department of Turkish Language Teaching of Gazi University Education Faculty in 2005-2006 academic year constitute the study group (n= 270) of this research in which survey model was utilized. Data were obtained by Problem Solving Inventory developed by Heppner & Peterson and Personal Information Form. Within the settings of this research, Cronbach Alpha reliability coefficient of the scale was found as .87. Besides, reliability coefficient obtained by split-half technique which splits odd and even numbered items of the scale was found as r=.81 (Split- Half Reliability). The findings of the research revealed that preservice Turkish teachers were sufficiently qualified on the subject of problem solving skills and statistical significance was found in favor of male candidates in terms of “gender" variable. According to the “grade" variable, statistical significance was found in favor of 4th graders.

Virtual or Virtually U: Educational Institutions in Second Life

Educational institutions are increasingly exploring the affordances of 3D virtual worlds for instruction and research, but few studies have been done to document current practices and uses of this emerging technology. This observational survey examines the virtual presences of 170 accredited educational institutions found in one such 3D virtual world called Second Life®, created by San- Francisco based Linden Lab®. The study focuses on what educational institutions look like in this virtual environment, the types of spaces educational institutions are creating or simulating, and what types of activities are being conducted.

Redefining Field Experiences: Virtual Environments in Teacher Education

The explosion of interest in online gaming and virtual worlds is leading many universities to investigate possible educational applications of the new environments. In this paper we explore the possibilities of 3D online worlds for teacher education, particularly the field experience component. Drawing upon two pedagogical examples, we suggest that virtual simulations may, with certain limitations, create safe spaces that allow preservice teachers to adopt alternate identities and interact safely with the “other." In so doing they may become aware of the constructed nature of social categories and gain the essential pedagogical skill of perspective-taking. We suggest that, ultimately, the ability to be the principal creators of themselves in virtual environments can increase their ability to do the same in the real world.

Train the Trainer: The Bricks in the Learning Community Scaffold of Professional Development

Professional development is the focus of this study. It reports on questionnaire data that examined the perceived effectiveness of the Train the Trainer model of technology professional development for elementary teachers. Eighty-three selected teachers called Information Technology Coaches received four half-day and one after-school in-service sessions. Subsequently, coaches shared the information and skills acquired during training with colleagues. Results indicated that participants felt comfortable as Information Technology Coaches and felt well prepared because of their technological professional development. Overall, participants perceived the Train the Trainer model to be effective. The outcomes of this study suggest that the use of the Train the Trainer model, a known professional development model, can be an integral and interdependent component of the newer more comprehensive learning community professional development model.

Using Quality Models to Evaluate National ID systems: the Case of the UAE

This paper presents findings from the evaluation study carried out to review the UAE national ID card software. The paper consults the relevant literature to explain many of the concepts and frameworks explained herein. The findings of the evaluation work that was primarily based on the ISO 9126 standard for system quality measurement highlighted many practical areas that if taken into account is argued to more likely increase the success chances of similar system implementation projects.

The Role of Classroom Management Efficacy in Predicting Teacher Burnout

The purpose of this study was to examine to what extend classroom management efficacy, marital status, gender, and teaching experience predict burnout among primary school teachers. Participants of this study were 523 (345 female, 178 male) teachers who completed inventories. The results of multiple regression analysis indicated that three dimensions of teacher burnout (Emotional Exhaustion, Depersonalization, Personal Accomplishment) were affected differently from four predictor variables. Findings indicated that for the emotional exhaustion, classroom management efficacy, marital status and teaching experience; for depersonalization dimension, classroom management efficacy and marital status and finally for the personal accomplishment dimension, classroom management efficacy, gender, and teaching experience were significant predictors.

Prospective Class Teachers- Computer Experiences and Computer Attitudes

The main purpose of the research is to investigate the computer experiences and computer attitudes of prospective class teachers. The research also investigated the differences between computer attitudes and computer experiences, computer competencies and the influence of genders. Ninety prospective class teachers participated in the research. Computer Attitude Scale- Marmara (CAS-M), and a questionnaire, about their computer experiences, and opinions toward the use of computers in the classroom setting, were administrated. The major findings are as follows: (1) 62% of prospective class teachers have computer at home; (2) 50% of the computer owners have computers less than three years; (3) No significant differences were found between computer attitudes and gender; (4) Differences were found between general computer attitudes and computer liking attitudes of prospective class teachers based on their computer competencies in favor of more competent ones.

Utilizing Biological Models to Determine the Recruitment of the Irish Republican Army

Sociological models (e.g., social network analysis, small-group dynamic and gang models) have historically been used to predict the behavior of terrorist groups. However, they may not be the most appropriate method for understanding the behavior of terrorist organizations because the models were not initially intended to incorporate violent behavior of its subjects. Rather, models that incorporate life and death competition between subjects, i.e., models utilized by scientists to examine the behavior of wildlife populations, may provide a more accurate analysis. This paper suggests the use of biological models to attain a more robust method for understanding the behavior of terrorist organizations as compared to traditional methods. This study also describes how a biological population model incorporating predator-prey behavior factors can predict terrorist organizational recruitment behavior for the purpose of understanding the factors that govern the growth and decline of terrorist organizations. The Lotka-Volterra, a biological model that is based on a predator-prey relationship, is applied to a highly suggestive case study, that of the Irish Republican Army. This case study illuminates how a biological model can be utilized to understand the actions of a terrorist organization.

Diffusion of Mobile Entertainment in Malaysia: Drivers and Barriers

This research aims to examine the key success factors for the diffusion of mobile entertainment services in Malaysia. The drivers and barriers observed in this research include perceived benefit; concerns pertaining to pricing, product and technological standardization, privacy and security; as well as influences from peers and community. An analysis of a Malaysian survey of 384 respondents between 18 to 25 years shows that subscribers placed greater importance on perceived benefit of mobile entertainment services compared to other factors. Results of the survey also show that there are strong positive correlations between all the factors, with pricing issue–perceived benefit showing the strongest relationship. This paper aims to provide an extensive study on the drivers and barriers that could be used to derive architecture for entertainment service provision to serve as a guide for telcos to outline suitable approaches in order to encourage mass market adoption of mobile entertainment services in Malaysia.

Promoting Reflection through Action Learning in a 3D Virtual World

An international cooperation between educators in Australia and the US has led to a reconceptualization of the teaching of a library science course at Appalachian State University. The pedagogy of Action Learning coupled with a 3D virtual learning environment immerses students in a social constructivist learning space that incorporates and supports interaction and reflection. The intent of this study was to build a bridge between theory and practice by providing students with a tool set that promoted personal and social reflection, and created and scaffolded a community of practice. Besides, action learning is an educational process whereby the fifty graduate students experienced their own actions and experience to improve performance.

Digital Narrative as a Change Agent to Teach Reading to Media-Centric Students

Because today-s media centric students have adopted digital as their native form of communication, teachers are having increasingly difficult time motivating reluctant readers to read and write. Our research has shown these text-averse individuals can learn to understand the importance of reading and writing if the instruction is based on digital narratives. While these students are naturally attracted to story, they are better at consuming them than creating them. Therefore, any intervention that utilizes story as its basis needs to include instruction on the elements of story making. This paper presents a series of digitally-based tools to identify potential weaknesses of visually impaired visual learners and to help motivate these and other media-centric students to select and complete books that are assigned to them