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Textbook Advanced Information Systems Engineering 27Th International Conference Caise 2015 Stockholm Sweden June 8 12 2015 Proceedings 1St Edition Jelena Zdravkovic Ebook All Chapter PDF
Textbook Advanced Information Systems Engineering 27Th International Conference Caise 2015 Stockholm Sweden June 8 12 2015 Proceedings 1St Edition Jelena Zdravkovic Ebook All Chapter PDF
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Jelena Zdravkovic
Marite Kirikova
Paul Johannesson (Eds.)
LNCS 9097
Advanced Information
Systems Engineering
27th International Conference, CAiSE 2015
Stockholm, Sweden, June 8–12, 2015
Proceedings
123
Lecture Notes in Computer Science 9097
Commenced Publication in 1973
Founding and Former Series Editors:
Gerhard Goos, Juris Hartmanis, and Jan van Leeuwen
Editorial Board
David Hutchison
Lancaster University, Lancaster, UK
Takeo Kanade
Carnegie Mellon University, Pittsburgh, PA, USA
Josef Kittler
University of Surrey, Guildford, UK
Jon M. Kleinberg
Cornell University, Ithaca, NY, USA
Friedemann Mattern
ETH Zürich, Zürich, Switzerland
John C. Mitchell
Stanford University, Stanford, CA, USA
Moni Naor
Weizmann Institute of Science, Rehovot, Israel
C. Pandu Rangan
Indian Institute of Technology, Madras, India
Bernhard Steffen
TU Dortmund University, Dortmund, Germany
Demetri Terzopoulos
University of California, Los Angeles, CA, USA
Doug Tygar
University of California, Berkeley, CA, USA
Gerhard Weikum
Max Planck Institute for Informatics, Saarbrücken, Germany
More information about this series at http://www.springer.com/series/7409
Jelena Zdravkovic · Marite Kirikova
Paul Johannesson (Eds.)
Advanced Information
Systems Engineering
27th International Conference, CAiSE 2015
Stockholm, Sweden, June 8–12, 2015
Proceedings
ABC
Editors
Jelena Zdravkovic Paul Johannesson
Stockholm University Stockholm University
Stockholm Stockholm
Sweden Sweden
Marite Kirikova
Riga Technical University
Riga
Latvia
LNCS Sublibrary: SL3 – Information Systems and Applications, incl. Internet/Web and HCI
This volume of the LNCS series includes the papers accepted for the presentation at the
27th International Conference on Advanced Information Systems Engineering (CAiSE
2015), held in Stockholm, during June 08–12, 2015. Stockholm is the cultural, media,
political, and economic center of Sweden. The city is home to some of Europe’s top
ranking universities, and it hosts the annual Nobel Prize ceremonies at the City Hall –
the place where the reception ceremony of CAiSE 2015 was held.
After 15 years CAiSE has returned again to Stockholm where it was founded in
1989 as a Nordic conference on IS Engineering, and hosted again in 1990 and in 2000.
Over the time CAiSE has established itself as a leading venue of information systems
engineering. It is a forum of exchange for researchers, industrials, and students, as well
as a place to learn, identify future trends, and start new collaborations.
The theme for this year’s edition of the conference was Creativity, Ability and In-
tegrity in Information Systems Engineering (CAISE). As systems are moving beyond
traditional information management and need to organically blend into the environ-
ment, appealing to large and diverse user bases – creativity, ability, and integrity are
some important components to address. Creativity is becoming ever more important as
Information Systems are designed in novel and unexpected ways making use of infor-
mation from different sources that need to be merged and molded to become meaningful
and valuable. Ability enables systems to be capable of delivering business in excellent,
competitive, and agile way. The task of integrity is to ensure quality in ethical codes –
modifications by authorized parties, or only in authorized ways.
CAiSE 2015 received 236 full-paper submissions from all over the world: Europe
(25 countries), Algeria, Brazil, Australia, Canada, China, Columbia, Egypt, India, Iran,
Israel, Japan, New Zealand, Pakistan, Saudi Arabia, Singapore, Tunisia, United Arab
Emirates, USA, and Vietnam. The papers reflected different topics – models, methods,
techniques, architectures, platforms, as well as domain-specific, multi aspect, and new-
generation solutions in the information systems engineering discipline. Each submitted
paper was evaluated by at least three independent members of the Program Committee
(PC), further the papers were discussed online under the supervision of a member of the
Program Board (PB), and again at the PB meeting held in Stockholm during February
5–6, 2015.
The proceedings of CAiSE 2015 reflect the high quality of included contribu-
tions. Together with the 31 accepted papers, they contain the abstracts of three keynote
speeches and five tutorials presented at the conference. The papers were classified into
the sessions organized by themes: social and collaborative computing, business pro-
cess modeling and languages, high volume and complex information management,
requirements elicitation and management, enterprise data management, model con-
ceptualization and evolution, process mining, monitoring, and predicting, intra- and
interorganizational process engineering, process compliance and alignment, enterprise
IT integration and management, and service science and computing. The three keynote
VI Preface
Steering Committee
Barbara Pernici Politecnico di Milano, Italy
Óscar Pastor Universitat Politècnica de València, Spain
John Krogstie Norwegian University of Science and Technology,
Norway
Advisory Committee
Janis Bubenko Jr Royal Institute of Technology, Sweden
Arne Sølvberg Norwegian University of Science and Technology,
Norway
Colette Rolland Université Paris 1 Panthéon Sorbonne, France
General Chair
Paul Johannesson Stockholm University, Sweden
Program Chairs
Jelena Zdravkovic Stockholm University, Sweden
Marite Kirikova Riga Technical University, Latvia
Organization Chairs
Åsa Smedberg Stockholm University, Sweden
Eric-Oluf Svee Stockholm University, Sweden
Birger Andersson Stockholm University, Sweden
Workshop Chairs
Janis Stirna Stockholm University, Sweden
Anne Persson University of Skövde, Sweden
Forum Chairs
Janis Grabis Riga Technical University, Latvia
Kurt Sandkuhl University of Rostock, Germany
VIII Organization
Publicity Chairs
Dimitris Karagiannis University of Vienna, Austria
Jolita Ralyté University of Geneva, Switzerland
Erik Perjons Stockholm University, Sweden
Industry Chairs
Gustaf Juell-Skielse Stockholm University, Sweden
John Krogstie Norwegian University of Science and Technology,
Norway
Vandana Kabilan Accenture, Sweden
Technical Chair
Iyad Zikra Stockholm University, Sweden
Program Committee
Wil van der Aalst, The Netherlands Dimitri Karagiannis, Austria
João Paulo Almeida, Brazil Evangelia Kavakli, Greece
Yuan An, USA David Kensche, Germany
Paris Avgeriou, The Netherlands Larry Kerschberg, USA
Marko Bajec, Slovenia Christian Kop, Austria
Luciano Baresi, Italy Lea Kutvonen, Finland
Carlo Batini, Italy Regine Laleau, France
Boualem Benatallah, Australia Alexei Lapouchnian, Canada
Giuseppe Berio, France Sotirios Liaskos, Canada
Nacer Boudjlida, France Rimantas Butleris, Lithuania
Sjaak Brinkkemper, The Netherlands Lech Madeyski, Poland
Jordi Cabot, France Alexander Mädche, Germany
Albertas Caplinskas, Lithuania Raimundas Matulevicius, Estonia
Silvana Castano, Italy Heinrich Mayr, Austria
Jaelson Castro, Brazil Jan Mendling, Austria
Corine Cauvet, France Miguel Mira da Silva, Portugal
Julio Cesar Leite, Brazil Isabelle Mirbel, France
Lawrence Chung, USA Ana Moreira, Portugal
Isabelle Comyn-Wattiau, France John Mylopoulos, Italy
Panos Constantopoulos, Greece Michael Pantazoglou, Greece
Fabiano Dalpiaz, The Netherlands Anna Perini, Italy
Valeria De Antonellis, Italy Gilles Perrouin, Belgium
Rébeccca Deneckère, France Mario Piattini, Spain
Michael Derntl, Germany Geert Poels, Belgium
Marlon Dumas, Estonia Jaroslav Pokorny, Czech Republic
Neil Ernst, USA Erik Proper, Luxembourg
Sergio Espana, Spain Christoph Quix, Germany
Ulrich Frank, Germany Jolita Ralyté, Switzerland
Avigdor Gal, Israel Francisco Valverde Girome, Spain
Paolo Giorgini, Italy Manfred Reichert, Germany
Aniruddha Gokhale, USA Iris Reinhartz-Berger, Israel
Michael Grossniklaus, Germany Dominique Rieu, France
Francesco Guerra, Italy Stefanie Rinderle-Ma, Austria
Renata Guizzardi, Brazil Thomas Rose, Germany
Giancarlo Guizzardi, Brazil Michael Rosemann, Australia
Irit Hadar, Israel Gustavo Rossi, Argentina
Anne Hakånsson, Sweden Matti Rossi, Finland
Brian Henderson-Sellers, Sydney Antonio Ruiz Cortés, Spain
Jennifer Horkoff, UK Irina Rychkova, France
Marta Indulska, Australia Motoshi Saeki, Japan
Matthias Jarke, Germany Camille Salinesi, France
Manfred Jeusfeld, Sweden Michael Schrefl, Austria
Ivan Jureta, Belgium Samira Si-Said Cherfi, France
Haruhiko Kaiya, Japan Vítor Silva Souza, Brazil
X Organization
Additional Referees
bud@lawson.com
Abstract. Obtaining and utilizing a systems perspective that enables the capa-
bility to “think” and “act” in terms of systems is vital for Information Systems
Engineers that develop and deploy products and services that are integrated into
wider systems in various environments. To be able to use concepts, principles
and paradigms as common mental models as well as to share a vocabulary of ter-
minology all are essential for achieving understanding and communication. This
applies to individuals as well as for all forms of organized group activities in
treating the life cycle aspects of an information system. In this keynote address,
a proven approach to attaining a broad common systems perspective is presented
and related to information systems.
Aleksandra Mojsilovic
Thomas J. Watson Research Center
aleksand@ibm.us
Jan Bosch
Chalmers University of Technology
janbosch@chalmers.se
Abstract. Research shows that for a typical system, more than half of all the fea-
tures are never used. This is a colossal waste of R&D effort and is caused by com-
panies asking customers and users what they want. Users don’t know what they
want and it’s the engineer’s job to find this out. Answering this question requires
a systematic approach to exploring a broad set of hypotheses about functional-
ity that might add value for users at different stages of development. The talk
introduces the notion of Innovation Experiment Systems as a systematic method
for optimising the user experience of existing features, developing new features
as well as developing new products. The method uses different techniques de-
pendent on the stage of development, including pre-development, development
and commercial deployment. In each stage, frequent customer involvement, both
active and passive, is used to constantly establish and improve the user experi-
ence. The method is based on data from eight industrial cases and stresses the
importance of speed and rapid iterations in development. The talk uses numerous
examples from industry are used to illustrate the concepts.
Tutorials
1 Introduction
Much crowdsourcing is data-centric, i.e., we ask workers to perform microtasks
to enter data or to help collect, process, and manage data [5] [20]. In data-
centric crowdsourcing, it is well known that the incentive structure connected to
workers’ behavior greatly affects output data [10]. However, for many existing
data-centric declarative frameworks [6] [19] [22], the design space for the incentive
structure is relatively limited. For example, each worker receives a fixed amount
of payment for each task, and the payment for each task is the only parameter for
the incentive space. The reason for this is that complex incentive structures are
often strongly connected to the logic of applications. In addition, such incentive
structures are difficult to analyze and maintain.
This paper proposes to use a declarative language to deal with both of data
computation and the incentive structure explicitly. In the language, computation
is modeled as a set of Datalog-like (or Prolog-like) rules, and the incentive struc-
tures for the crowd are modeled as games in which the actions taken by players
(workers) affect how much payoff they will obtain. The language can be used to
implement both microtask-based and game-style crowdsourcing applications.
c Springer International Publishing Switzerland 2015
J. Zdravkovic et al. (Eds.): CAiSE 2015, LNCS 9097, pp. 3–19, 2015.
DOI: 10.1007/978-3-319-19069-3 1
4 S. Fukusumi et al.
images, wherein each player is shown an image and guesses the tag another
player would enter for the image. Our paper shows that declarative languages
with the game aspect description offer a simple and powerful approach to help
analyze the behavior of the code.
Recently, integration of human and machine computations is a hot issue [9]
[14]. This paper shows that we can use a logic-based formalization to bridge the
gap between human-only and machine-only computations in a unique way.
There have been many attempts to investigate connections between game
theory and logic [12]. Our language is unique in that games are defined in the
code, and that the games are used to not only define the semantics of the code,
but leverage human intelligence to solve problems efficiently. The literature on
algorithmic game theory has addressed various aspects involving both algorithms
and games, such as complexities of computing equilibrium of games [23]. We hope
that results from the area are helpful in discussing computational complexity of
programs involving human activities.
This paper proposes an implementation language for crowdsourcing.
Applying the research results on higher-level issues [7][8] to our language is
an interesting challenge. Aspect oriented programming were first introduced in
[11]. Applying various results on AOP to our context, such as finding aspects
(in our case, games) in the early stages of software development [25], is also our
interesting future work.
Summary of Contributions. First, we introduce a declarative framework that
supports the game aspect. The game aspect not only makes it easier to analyze
and maintain the incentive structures, it gives a principled model of the fusion
of human and machine computations. Second, with a running example, we show
that the game aspect allows us to easily apply game theory to prove some proper-
ties of complex crowdsourcing applications. We believe that this is an important
first step to discuss the semantics of the code involving human behavior, although
the assumption that workers are rational is not always true. We also conducted
experiments with a real set of data. The results show that appropriately designed
complex crowdsourcing applications obtain good results, especially in terms of
the quality of data extraction rules. The results are consistent with the results
of theoretical analysis using the game aspect.
and inserted into the Output relation (Figure 1(2)). Workers receive feedbacks
(Figure 1(3)) according to their inputs.
We can design variations of TweetPecker by changing what workers do and
how they receive feedback. The following are four variations of TweetPecker:
VE, VE/I, VRE, and VRE/I.
(1) Value-Entry (VE) crowdsources workers directly extracting values from
tweets. Figure 2 (top) is the interface for workers. In VE (and VE/I we explain
next), the radio buttons in Figure 2 (c) do not appear. In VE, the player (worker)
is given a tweet “It rains in London” (Figure 2 (a)) and is asked to enter values
for weather and place attributes into the text form (Figure 2 (b)). If she enters
the values, the next tweet shows up. Each attribute value of an Output tuple is
determined when two distinct workers give the same value. Each worker receives
a fixed score (e.g., 1) whenever she performs a task regardless of the entered
value.
(2) Value-Entry with Incentive (VE/I) is the same as VE except that
workers receive positive scores only if their entered values match with each other
(Section 4 for details).
(3) Value-Rule-Entry (VRE) allows workers to not only directly extract
values from tweets but give extraction rules to be used by the machine with the
interface in Figure 2 (bottom) (Section 5.1).
(4) Value-Rule-Entry with Incentives (VRE/I) is the same as VRE except
that workers receive scores according to their behaviors (Section 5.2).
3 CyLog
CyLog [18] is an executable abstraction for crowdsourcing. It is a rule-based
language whose syntax is similar to Datalog. CyLog is adopted by Crowd4U [27],
Game Aspect: An Approach to Separation of Concerns 7
ValidCity whose loc attributes match to each other, it inserts a tuple having
tw value into relation Tweet.
Open Predicates. CyLog allows predicates to be open, which means that the
decision as to whether a tuple exists in the relation or not is performed by
humans when the data cannot be derived from the data in the database. For
example, the head of VE1 is followed by /open and is an open predicate. If a
head is an open predicate, CyLog asks humans to give values to the variables
that are not bound to any values in the body (e.g., value in VE1)3 . Optionally,
each /open can be followed by [..] (e.g., [p]) to specify the worker CyLog
asks for the values through the interface. Therefore, VE1 means that for each
combination of a tweet tw and a worker p, the code asks the worker p to enter
a value for the value attribute.
Evaluation Order. Each rule fires when its condition is satisfied. If more than
one rule are ready to fire at the same time because all of their body conditions
are satisfied, logic cannot determine in which order the rules should be executed.
As with many languages, CyLog evaluates all such rules with a default ordering
if the rules have no open predicates: a rule that appears earlier in the code with
tuples appearing at earlier rows in relations is given higher priority. However,
evaluation of any rule with an open predicate is suspended until a worker enters
values for the open predicate, even if its body condition is satisfied. This allows
workers to determine which rule to or not to fire, under the control by the
incentive mechanism we explain in Section 4.
Block Style Rules. Each rule P ← P1 , P2 , . . . , Pn can be written in the block
style P1 {P2 {. . . {Pn {P ; } . . .}. For example, Pre3 in Figure 3 can be written as:
TweetOriginal(tw, loc) {
ValidCity(cname:loc) {
Tweet(tw);
}
}
where Tweet(tw) is the head of the rule. The block style provides a concise
expression when we have many rules that have the same body atoms, because
we can write more than one atom inside each bracket (e.g., P1 {P2 ; P3 ; } for
P2 ← P1 ; P3 ← P1 ;).
Value-Entry: A Variation of TweetPecker. The code in Figure 3 imple-
ments VE. we assume that the relation generated by TweetPecker is Output(tw,
weather)4 . Pre1 to Pre3 construct a set of tweets. Pre4 and Pre5 define two
workers. VE1 and VE2 implement the essential part of VE. VE1 asks the two
workers to extract values for attribute weather from tweets (there is only one
tweet in the code) and generates tuples for relation Input, an intermediate rela-
tion to store the workers’ inputs. The omitted code in the view section shows
3
If all variables in the head are bounded to values in the rule body, CyLog asks
workers whether the tuple should exist in the relation.
4
For simplicity, we deal with only one attribute for extracted values. It is straightfor-
ward to deal with more than one attribute.
Game Aspect: An Approach to Separation of Concerns 9
workers the tweet (Figure 2(a)) and the text input form (Figure 2(b)). VE2
states that if two different workers enter the same value for weather attribute
of the same tweet, the agreed value is stored in the Output.
4 Game Aspect
Semantics of Open Predicates. Open predicates make it difficult to define
the semantics of the code. First, we have no clue on what value each worker
gives for open predicates. Second, the order in which we evaluate rules with
open predicates is undefined. CyLog introduces a mechanism to support for
describing the incentive structure at the language level to give the code a clear
semantics using game theory.
The idea is to model the incentive structure as “games” in which the behav-
iors of players (workers) determine payoffs to them. We use VE/I (Section 2)
to explain this concept. VE/I can be seen as having a collection of games, each
of which is associated to one tweet: In each game, a tweet is shown to players,
and each player is required to predict a term to represent the weather written
in the tweet, which others would give for the same tweet. If two players give the
same term, the players are rewarded, and the matched term will be stored into
Output as the value of the weather attribute of the tuple for the tweet.
In game theory, a game is often written as a payoff matrix; Figure 4 (left)
shows a part of the payoff matrix of the game (only two terms are shown in
the matrix). The Y and X axis show the possible actions of Player A and B,
respectively. The matrix shows that each player can enter fine or rainy for
a given tweet. It also describes how payoffs are given to players. In each cell,
(v1 , v2 ) means that Players A and B receive v1 and v2 as their payoffs when they
choose the actions on the X and Y axes. In the game, if they give the same term,
they receive the payoffs. Such an incentive structure is known as a coordination
game [24] in game theory.
Figure 4 (right) illustrates the same game in a tree style called the extensive
form [24]. Each path from the root to a terminal node corresponds to each cell in
the payoff matrix and represents a possible play of the game. The leaf nodes are
associated with payoffs to the players. The dotted circle means that the player B
does not know the choice Player A took for her action. Then, we can define the
semantics of open values as actions in the solutions of the game, which are the
paths taken by rational workers. For example, the solution of the game in Figure
10 S. Fukusumi et al.
games:
VEI(tw,attr){ // Skolem function
/* Path definition */
VEI1: Path(action:["value",value],player:p)
<- Inputs(tw,attr,value,p);
/* Payoff definition */
VEI2: Path(action,player:p1),
Path(action,player:p2),
p1!=p2 { Order Date Player Action
VEI2.1: Payoff[p1+=1,p2+=1]
1 10:10am Kate ["value", "fine"]
}
2 10:11am Pam ["value", "rainy"]
}
3 10:12am Ann ["value", "fine"]
4 (right) is the paths in which the players provide the same term (bold lines),
because the best strategy for them is to choose the same one that the other
player would choose. To compute the payoff values for them, it is important to
maintain the information on the path in each game play.
Separation of Concerns by the Game Aspect. If we write code to maintain
paths of the game and to compute payoffs to players in existing programming
languages, the code fragments related to the games are implicitly encoded in
many different places in the code. Therefore, analyzing and changing the incen-
tive structure will be a cumbersome task. As our example will show, the incentive
structure is often complicated, which makes it almost impossible to analyze and
maintain the incentive structure.
An important principle in software development is the separation of concerns.
We propose the game aspect, which separates the code for the incentive structures
from the other logic encoded in the program, by allowing the code to be localized
and described in terms taken from game theory. Therefore, the game aspect
makes analyzing and maintaining the incentive structure easy.
Figure 5 shows the game aspect of VE/I. The whole code for VE/I is the
combination of the rules section (Figure 3) and the game aspect. Therefore, the
code clearly shows that VE/I is the same as VE except its incentive structure.
A game aspect consists of three parts: a Skolem function, the path definition,
and the payoff definition.
1. Skolem Function. The first line has a function named a Skolem function to
create a game for each specified parameters. Intuitively, it defines the unit of
games. For example, VEI(tw,attr) creates a VEI game for each combination
of a tweet and one of its attributes (e.g., weather). We call each game a game
instance.
For each game instance, a special table called a path table is automatically
constructed (Figure 6). The path table maintains the path (i.e., a line from the
root to a leaf in Figure 4 (right)) of the play of the game instance to show how the
game reached the last state. Its schema is Path(Order,Date,Player,Action),
where each tuple records when and who took what action on the executed path.
Figure 6 shows an example of the path table. Here, ["value",value] is a list
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Title: Innocent
a tale of modern life
Language: English
By Mrs. OLIPHANT,
London:
SAMPSON LOW, MARSTON, LOW, & SEARLE
CROWN BUILDINGS, 188, FLEET STREET.
1874.
LONDON:
GILBERT AND RIVINGTON, PRINTERS,
ST. JOHN’S SQUARE.
CONTENTS.
CHAPTER PAGE
I. — The Old House 1
II. — The News, and how it was Received 8
III. — The Family 16
IV. — The Friends of the Family 23
V. — Frederick’s Way 32
VI. — Pisa 40
VII. — The Palazzo Scaramucci 48
VIII. — The Cousins 55
IX. — At Home 63
X. — The Arrival 70
XI. — At Home and not at Home 79
XII. — A Love Tale 87
XIII. — Consultations 94
XIV. — A Momentous Interview 101
XV. — A Sunday at Home 109
XVI. — Innocent’s First Adventure 117
XVII. — Frederick to the Rescue 124
XVIII. — Philosophy for Girls 132
XIX. — The Flower of Sterborne 140
XX. — What it is to be “in Love” 148
XXI. — A Family Dinner 156
XXII. — About another Marriage 164
XXIII. — Amanda 172
XXIV. — What the Family thought 180
XXV. — After a Year 188
XXVI. — A Proposal 195
XXVII. — Mrs. Frederick 202
XXVIII. — A New Complication 211
XXIX. — Innocent’s Outset in the World 217
XXX. — The High Lodge 224
XXXI. — The Minster and the Villa 231
XXXII. — The Moment of Fate 238
XXXIII. — Flight 247
XXXIV. — A Bereaved Husband 254
XXXV. — Mrs. Eastwood’s Investigation 261
XXXVI. — At Home 268
XXXVII. — Innocent’s Confession 275
XXXVIII. — Into further Deeps 283
XXXIX. — An Appeal 290
XL. — Family Opinions 298
XLI. — An Unpopular Wedding 304
XLII. — After the Wedding 311
XLIII. — The Gathering of the Storm 318
XLIV. — The Thunderbolt 325
XLV. — The First Deserter 333
XLVI. — The Evidence 340
XLVII. — The Trial 347
XLVIII. — The Second Day 363
XLIX. — Delivered 368
L. — Jenny’s Meditation 375
LI. — The Nunnery 380
LII. — What became of Lady Longueville 382
LIII. — Conclusion 391
INNOCENT:
A TA L E O F M O D E R N L I F E .
CHAPTER I.