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Keynote
Presentations
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Modelling Of Protein
Structures: Diagnosis And Prognosis
By
Anna Tramontano
University of Rome "La Sapienza", Italy
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Abstract
Since decades, the problem of deciphering the code that
relates the amino acid sequence of a protein and its native
three-dimensional structure has been the subject of
innumerable investigations and, in spite of the many
frustrations caused by its elusiveness, the interest in the
problem is not fading away, on the contrary. What stands in
our way, notwithstanding all these efforts, is the complexity
of protein structures. In a protein structure thousands of
atoms are held together by weak forces and give rise to a
conformation that is only marginally stable. It is very
unlikely that we can use the laws of physics to compute the
native functional structure of a protein in the foreseeable
future.
However, we have at our disposal the experimentally solved
structures of a reasonable number of proteins, a few thousands
as of today.
Among them, there are many examples of proteins that descend
from a common ancestral protein. We know that these proteins
are functional, or at least not deleterious, as they have been
accepted in the population, therefore they are expected to
have a stable native structure. Because of the requirement
that the evolutionary changes preserve function, we also
expect their structure to be similar. This has allowed us to
devise methods to construct models of the structure of their
evolutionary neighbours.
Worldwide experiments are being run to evaluate the quality of
these methods and to assess their usefulness in helping
experimentalists in their quest for understanding complex
biological systems.
Bio
Anna Tramontano received her degree in
Physics in Naples (Italy) in 1980. She was a post-doc in the
Biochemistry and Biophysics Department at UCSF and, next, a
staff scientist in the Biocomputing Programme of the European
Molecular Biology laboratory.
In 190 she went back to Italy, her
native country, to coordinate the Computational Chemistry and
Biology Department of the Merck Research laboratories. In
2001, she moved to the University of Rome “La Sapienza” where
she is Chair Professor of Biochemistry and Bioinformatics and
Director of the Master in Bioinformatics.
She is also responsible for the Bioinformatics and Systems
Biology Laboratory in Pula (Sardinia) and the director of a
Master in Personalized Medicine.
She is a member of the Scientific Council of the EMBL, of the
Pasteur Institute Fondazione Cenci Bolognetti, of the Advisory
Board of the European Bioinformatics Institute and of the
organizing Committee of CASP, the Critical Assessment of
Techniques for Protein Structure Prediciotn Experiment.
Her main interest is the study of the relationship between
sequence, structure and function in proteins. She has
contributed to the development of methods for molecular
graphics, comparative modelling, sequence analysis, in vitro
evolution data analysis, evaluation of models’ quality,
docking of proteins, integration of modelling resources.
The range of biological problems she has tackled is equally
wide, and includes immunoglobulins, zinc finger proteins,
lipases, interleukin-6, Hepatitis C protease, Hepatitis C
envelope protein, GPCRs, glutathione transferase, cytochromes,
etc. In each of these cases, she used state of the art
techniques to gain novel insights of the specific biological
system and closely collaborated with experimental groups to
verify the predictions and guide subsequent experiments.
At present, she is participating in several other projects of
biomedical interest while, from the methodological point of
view, she is addressing two major problems in structural
bioinformatics: the assessment of the range of applicability
of protein structural models and the improvement of techniques
for deriving evolutionary information on the basis of protein
sequence alignment.
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An overview of Ethical Issues in the Modern Age of
Informatics
By
Bernie Brenner
University of Otago, New Zealand
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Abstract
A brief discussion will cover the Ethical Theories and the
topic of Moral Development as it relates to the age of the
Internet. Ethical issues relating to health Informatics will
be assessed in the form of theory and case discussions.
Bio
Bernie is a practicing specialist
gynaecologist and a senior lecturer in Health Informatics at
the University of Otago.
He has had an interest in ethics that
spans 2 decades. His educational background in ethics includes
a BA with Philosophy major from University of South Africa.
He has a postgraduate Diploma in Professional Ethics. His
Doctoral Thesis included the design and use of computer expert
systems for Ethical Decision Making. He has presented topics
relating to Ethics at both National and International
Conferences. He has published many articles on Ethics in
peer-reviewed journals and is the author of a textbook on
Ethics and Health informatics. He has designed a totally
separate stand-alone module on Ethics for part of the
University of Otago Health Informatics diploma.
Bernie has an active and continuing
interest in teaching and running workshops all aspects of
Ethics in National and International Business, in Informatics,
the Computer industry and in all branches of Health Care
Delivery.
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Playing in the digital era
By
Yoram Eshet
Open University of Israel, Israel
Yoram Eshet 1, Joel Klemes 1, Lyn
Henderson 2
1. The Open University of Israel,
Raanana
2. James Cook University, Australia
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Abstract
Games were always central elements in the human society,
serving a wide range of purposes, mainly sociological,
cultural psychological and professional (Huzinga, 1949). In
the digital era, especially during the last decade, with the
great advancements in multimedia and communication
technologies, many of the traditional face-to face games
underwent a dramatic change, and were replaced by digital
games; first by games that are played alone, and lately by
cooperative games that are played in the Internet
simultaneously, by remote gamers in different places on the
globe. Today, the digital games invaded every country and
every social or age group, gender or culture. The hundreds of
millions of digital gamers in the world have become an
international fast-growing and very active community, whose
members devote much of their free time to playing with digital
games, using almost every available digital platform:
computers, game consoles, Internet, arcade shops, hand-held
games and even cellular phones.
Despite the global distribution of the digital games
culture and the fact that games have become a multi-billion
dollar market (DFC Report, 2004) , until today, only few
studies that documented systematically the attitudes,
preferences and usage pattern of gamers are available (e.g.
Beentjes, 2001; Subrahmanyam et al., 2001; Fromme, 2003).
Also, due to the fast changes in games and technological
platforms, empirical data become obsolete after a short time,
and there is a need for continuous efforts for collecting
up-to date data on the digital games culture.
The present paper presents results from an international
survey of the digital games culture. The survey focuses on
characterizing attitudes, gaming preferences and usage
patterns among 750 youngsters (age 13-14) in Australia, Israel
and England,
The widespread penetration of digital games into every
social group is expressed by the finding that "everyone is
playing": More than 95% of the participants reported that they
play some kind of digital games; more than 50% play every or
most days, and the heavy players may play for as much as seven
hours per day! Most participants rated digital gaming as their
top preferred recreational activity. Computer games are the
most common games, followed by video and Internet games.
Arcade games are the least popular.
Analysis of the favorite game genres indicates that
racing, shooter, action and sport are the most popular genres.
Other types, such as simulation, role playing, fighting and
adventure games receives lower scores. Educational games are
the least popular game genres.
Analysis of sociological aspects of gamers' preferences
reveals that gamers prefer the play-alone mode, despite the
possibility to play cooperative Internet games. More than 70%
said that they prefer to play alone and at home, indicating
the possible contribution of digital games to reducing the
amount of social activities performed by gamers, and to
loneliness and home-confinement of youngsters. These finding
are especially significant among the heavy gamers, who,
according to our findings, devote much less of their free-time
time to social activities, and are confined to their home more
than the non-heavy players.
Violence and other intimidating scenes are common in most of
the digital games (Fromme, 2003). Our findings indicate that
participants in general, but mainly boys, are not troubled by
these scenes and don't regard them as negative elements in the
game. They also don't believe that they might be affected by
these scenes. This may indicate the vulnerability of
youngsters to "negative" norms that occur in games.
Results clearly indicate that digital games are "boy's games":
Boys devote more time and play more than girls in almost all
game platforms and types. Analysis of gender preference for
game genres reveals that boys prefer more than girls the
simpler games such as racing, shooter and sport, whereas girls
have a higher preference for the more complicated and
intellectually-challenging games such as simulation and role
playing. Of special interest is the much higher preference of
girls to action games compared to boys.
Analysis of the gamers' preferences by countries shows that in
the peaceful countries of the research (England & Australia)
there is a much higher preference to shooter and other war
games compared to the terror-stricken country of Israel.
Similarly, in the sport-leading countries (England and
Australia), sport games are much less favored compared to
Israel, which is very low in sport achievements.
In the literature, there are claims that digital games and
Internet virtual communication enable users to better express
their inner self (Amichai-Hamburger, 2002) and change their
"expected" role" and function in social groups (Subrahmanyam
et al., 2001;Juul, 2003). More then that, psychological
theories such as the Phantom Theory (Barak & Chohen, 2002)
suggest that in online communication and in virtual games,
people tend to do things that they miss or cannot do in
"normal life". All these together might be used to explain
some of the findings, as the very high preference of girls to
action and fighting games, the high preference of gamers from
a low-sport achieving country to sport games, and the high
preference of gamers from peaceful countries to war games.
Bibliography
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Amichai-Hamburger, Y. (2002). Internet and personality.
Computers in Human Behavior, 18: 1-10.
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Barak, A., & Cohen, L. (2002). Empirical examination of an
online version of the Self-Directed Search
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Beentjes, J. (2001). Children's Use
of Different Media: For How Long and Why? In Livingstone,
S. & Bovill , M. (Eds.), Children and Their Changing Media
Environment. A European Comparative Study.
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DFC Intelligence (2004). Historical Sales for the video game
and interactive entertainment industry. DFC Report, http://www.dfcint.com/game_report/vghistorictoc.pdf
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Fromme, J. (2003). Computer Games as a Part of Children's
Culture. Games Studies. The International Journal of
Computer Games Studies, International Journal of Computer
Games Research, 3 (1),
http://gamestudies.org/0301/fromme/
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Huzinga, J. ([1838] 1949). Homo Ludens- A Study of the Play
Element in Culture. London: Routledge and K. Paul.
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Juul, J. (2003). The game, the player, the world: Looking
for a heart of gameness. In Copier, M. and Raessens, J.
(eds.), Level Up: Digital Games Research Conference
Proceedings, Utrecht University Press, pp. 30-45.
www.jesperjuul.net/text/gameplayerworld/
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Subrahmanyam, K., Greenfield., P, Kraut, R. and Gross, E.
(2001) The Impact of computer use on children’s and
adolescents’ development J. of Applied Developmental
Psychology 22, 1: 7-30).
Bio
My academic education is variegated: Archeology & geography
(B.A.-1977) and geology & Environmental Sciences (M.Sc.-1982 &
Ph.D-1987.).
My professional experience is also variegated, lying between
geology research and educational technology research and
development. For the last 15 years I devoted my career
to researching and developing technology-based instructional
materials in computer companies and in the academia. At the
same time, I was a part-time senior researcher at the
geological survey of Israel. Today I'm an Assoc. Prof.
and a faculty member at the Open University of Israel (Dep. Of
Pssychology & Education). I'm the Head of the Chais Research
Center of Educational Technologies and the Head of the
Instructional Technologies Dep. In the Tel Hai Academic
College.
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Cultural Considerations for
Designing E Learning for International Markets
By Konrad Morgan
University of Bergen, Norway
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Abstract
The author presents a methodology that provides support to
instructional designers faced with the challenge of designing
for diverse cultures. Using a review of the literature he
argues that the cultural, social and ethnic background of an
individual influences many aspects of their behavior and their
likely responses to environmental stimuli. It is important for
the designer to realize that these responses include the
individual's reactions to computer-based interactions and
therefore cultural differences affect the success of any
interactive learning environment. Depending on the ethnic
origin of the individual these reactions may be in complete
contrast to those one might expect if they are based on
typical western ethnic expectations. Since many of the
designers of existing interactive learning environments are
from stereotypical western cultures it is important that
any new systems should respect and if possible involve
cross-cultural differences. With an increasingly international
market for digital learning systems it is vital that designers
are aware of the factors that may determine the success or
failure of their products in such a global market.
Examples are provided from case studies using the authors
methodology showing how simple changes to learning concepts;
interface components or interaction methods can make major
changes to the impact and the effectiveness of the learning
system to potential users in diverse cultures.
The presentation concludes by describing possible ways to
develop instructional software for diverse cultures and future
directions for workers in this vital and expanding field.
Bio
Dr. Konrad Morgan is Professor of Human
Computer Interaction and leader of the InterMedia research
centre on Digital Learning and New Media at the University of
Bergen, Norway.His research interests focus on understanding
the human and social impact of information and communications
technology (ICT). His scientific work includes a number of
original contributions: The first empirical evaluations and
explanations of why direct manipulation and graphical user
interfaces are superior in usability terms; Some of the first
explanations of gender differences and attitudes in ICT use;
Revealing the role of personality types in computer based
behavior and finally, the influence of early parental
encouragement in later technology competence and attitudes.
During recent research leave from his chair at Bergen he
devoted himself to the issues of ICT as aid to least developed
countries and attempted to address some of the most extreme
gender imbalances in ICT by creating opportunities and role
models for females in the Middle East.
• In 2002 he held the chair of computer
science and information systems at the University of the South
Pacific as part of a Japanese sponsored ICT aid programme to
the 12 nations of the South Pacific.
• In 2001 he held the chair of Computing
at the prestigious Abu Dhabi Women´s college in the United
Arab Emirates (UAE) where he helped introduce an accredited
ICT education for female UAE nationals in what can be an
extremely male dominated society.
He is currently chair of the Ethics and
Equity taskforce for the "Kaleidoscope" European Union Network
of Excellence devoted to digital learning.
His most recent book “Human Perspectives in the Internet
Society: Culture, Psychology, and Gender” by WIT press shows
his continuing concern for equity and understanding in the
digital environment.
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WOMBAT: a Worldwide
Observatory of Malicious Behaviors and Attack Threats
By Marc Darcier
Eurecom,
France
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Abstract
Last year, we did present the Leurre.com
project which is a distributed platforms made of identical
honeypots deployed all over the world. As of today, we have
deployed almost 50 platforms in nearly 30 different countries
in the world covering the 5 continents. Partners who have
accept to host one of our honeypots, are also granted access
to the whole data set we have accumulated so far. In this
presentation, we will briefly present the platform and we will
discuss the Horasis framework which aims at proposing
automated techniques to discover interesting knowledge out of
these raw data sets. Recent and interesting findings will be
presented as well as references to external publications for
those interested in knowing more about this project.
More information can be found on the
wwww.leurrecom.org web page. This work is partially funded in
the context of the French National ACI Security project
entitled CADHO (http://acisi.loria.fr) as well as by the
French Australian PAI project named WOMBAT.
Bio
Marc Dacier received the degree of
Ingénieur Civil en Informatique from the University of Louvain,
Belgium in 1989 and the Ph.D., European Label, from the
Institut National Polytechnique in Toulouse, France in 1994.
From 1989 until 1991, he worked at the University of Louvain.
From 1992 until 1994, he was a member of the dependability
group, at LAAS-CNRS in Toulouse, working in the "Dependable
Computing and Fault Tolerance" group on quantitative
evaluation of operational computer security. In 1995, he
worked in Paris as a security consultant. In 1996 he joined
the IBM Zurich Research laboratory. In 1997, he became the
manager of the Global Security Analysis Lab. He obtained an
IBM Outstanding Technical Achievement Award for his
contribution to the business of IBM Global Services. Also, the
GSAL team pursued several projects in the intrusion detection
domain which led to the creation of the new Tivoli Intrusion
detection product, namely Tivoli Risk Manager. Since 1997, he
has ben giving, as an invited researcher, an intrusion
detection seminar at the University of Louvain (UCL), Namur (FUNDP)
and Liège (ULG) and also at the ENSEEIHT in Toulouse. In 2002,
he has received the title of invited professor at UCL and
associate professor at ULG. In 1998, he co-founded with
Kathleen Jackson from the Los Alamos National Lab, the
symposium on "Recent Advances on Intrusion Detection" (RAID).
He is now chairing its steering committee. He also was the
co-director, with Brian Randell from the University of
Newcsastle, of the MAFTIA European Project. He has served in
more than 50 program committees of major security and
dependability conferences and is a member of the steering
committee of the "European Symposium on Research for Computer
Security" (ESORICS). He is a member of the editorial board of
the following journals: IEEE TDSC, ACM TISSEC and JIAS. He has
joined the Corporate Communications Department at Eurecom in
July 2002 as a professor. . He carries out his research as a
member of the Network Security Team (nsteam) at Eurecom. His
research and teaching interests include computer and network
security, intrusion detection, network and system management.
He is the author of numerous international publications and
several patents. He currently leads a coordinated effort to
deploy honeypots in a large number of countries all over the
world. More information can be found on the www.leurrecom.org
web site.
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Visualization of
Three-Dimensional Vector Fields
By
Roger
Crawfis
The Ohio State University ,
USA
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Abstract
In many visualization techniques, we use
examples and perceptual cues from our everyday visual
experiences. Most scalar field visualization techniques
convert abstract data into geometric surfaces with proper
shading and perspective foreshortening allowing for a natural
understanding of the shape and hopefully the underlying scalar
field. Vector fields or flow fields provide a more difficult
challenge, in that we seldom see a flow field directly, rather
we see its influence on surrounding or embedded objects.
Visualizing these fields has been a challenging problem over
the past decade. This talk will present two recent approaches
developed at The Ohio State University, using advances in
programmable graphics hardware and direct volume rendering.
The first approach examines the task of generating anisotropic
textures for volume rendering, such that the texture synthesis
can be controlled to convey the directionality of the flow
field. This research is then extended to provide animation of
the textures and the illusion of continuous flow. A second
approach examines representations and user controls to visual
query the downstream propagation of material via the flow
field. To study this, we build what we call an Implicit Flow
Field that encodes information at every point in space about
where the flow or a virtual streamline originated, the time it
took to reach this location and possibly other information
about the flow. I will conclude the talk with relevant issues
and challenges that we are stilled faced with in providing an
effective visualization for both three-dimensional flow fields
as well as time-varying flow fields.
Bio
Roger Crawfis is an Associate Professor
at The Ohio State University in the Department of Computer
Science and Engineering, an Adjunct Professor in the
Biomedical Engineering Department, and an Adjunct Professor in
the Advanced Computing Center for Art and Design (ACCAD).
Roger received a BS degree in computer science, as well as a
BS degree in Applied Mathematics from Purdue University in
1984. He received his MS and PhD in Computer Science from the
University of California, Davis in 1989 and 1995,
respectively. From 1984 to 1996, he was a researcher at the
Lawrence Livermore National Laboratories, where he led the
research efforts in scientific visualization. His research
interests lie in the areas of medical and scientific
visualization, including volume rendering, surgical simulation
and training, flow field visualization, algorithms for multi-variate
visualization or multi-modal visualization and algorithms and
representations for comparison visualization. He serves or has
previously served on the Editorial Board for the IEEE
Transactions on Visualization and Computer Graphics, the IEEE
Visualization conference series, the Eurographics/ACM
visualization conference series and many smaller workshops.
Roger has authored nearly 100 scientific publications, and is
actively involved in the Scientific Visualization community.
He is a member of the IEEE Computer Society and ACM SIGGRAPH.
Since 2005, Roger also serves as the Chief Architect for DSCI,
Inc.’s next generation simulation image generator, VISION.
Vision provides the capability to render massive terrain
databases with tera-byte image resolution using advanced
algorithms and new features of the GPU.
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AUTONOMIC COMPUTING: A FRAMEWORK FOR SOFTWARE ENGINEERING?
By
Dave Bustard
University of Ulster, UK
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Abstract
This talk will
argue that autonomic computing has the potential to follow
structured programming, graphical user interfaces
and object-oriented development, as the next major
advance in software engineering practice. Deficiencies in the
current software engineering model are discussed. This is
followed by a consideration of the autonomic paradigm and its
implications for software construction and maintenance.
Research challenges are also identified.
Bio
Dave Bustard joined the University of Ulster, Coleraine, as a
Professor of Computing Science in 1990. Before that he was at
Queen’s University (1974-90) and worked briefly in industry at
Ferranti Digital Systems (1972-74) in Berkshire. He has also
been a Visiting Scientist at the Software Engineering
Institute, Pittsburgh (1990) and at BT Research Labs in
Ipswich (1989).
At Ulster, he is Head of the School of Computing and
Information Engineering (since 1998), and previously was Head
of the Informatics Research Graduate School (1996-98).
Dave has taught in a number of areas associated with software
engineering, especially programming and project management.
His research interests are also in software engineering,
especially in requirements engineering, agile software
development, autonomic computing, and applications of Soft
Systems Methodology. He is currently Research Co-ordinator
for the Centre for Software Process Technologies (CSPT) at the
University. Much of his work has been in collaboration with
industry, including projects with BT, Nortel, AVX and the
Northern Ireland Civil Service.
ack
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