Search results for: adaptive computer games
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 3760

Search results for: adaptive computer games

3490 An Efficient Separation for Convolutive Mixtures

Authors: Salah Al-Din I. Badran, Samad Ahmadi, Dylan Menzies, Ismail Shahin

Abstract:

This paper describes a new efficient blind source separation method; in this method we use a non-uniform filter bank and a new structure with different sub-bands. This method provides a reduced permutation and increased convergence speed comparing to the full-band algorithm. Recently, some structures have been suggested to deal with two problems: reducing permutation and increasing the speed of convergence of the adaptive algorithm for correlated input signals. The permutation problem is avoided with the use of adaptive filters of orders less than the full-band adaptive filter, which operate at a sampling rate lower than the sampling rate of the input signal. The decomposed signals by analysis bank filter are less correlated in each sub-band than the input signal at full-band, and can promote better rates of convergence.

Keywords: Blind source separation, estimates, full-band, mixtures, sub-band

Procedia PDF Downloads 445
3489 Small-Sided Games in Football: Effect of Field Sizes on Technical Parameters

Authors: Faruk Guven, Nurtekin Erkmen, Samet Aktas, Cengiz Taskin

Abstract:

The aim of this study was to determine effects of field sizes on technical parameters of small-sided games in football players. Eight amateur football players (27.23±3.08 years, heigth: 171.01±5.36 cm, body weigth: 66.86±4.54 kg, sports experience: 12.88±3.28 years) performed 4-a-side small-sided games (SSG) with different field sizes. In SSGs, field sizes were 30 x 40 m and 26 mx24 m. SSGs was conducted as a series of 3 bouts of 6 min with 5 min recovery durations. All SSGs were video recorded using two digital video camcorder positioned on a tripot. Shoot on taget, passes, succesful passes, unsuccesful passes, dripling, tackle, possession in SSGs were counted by Mathball Match Analysis System. The effects of bouts on technical score were examined separately using a Friedman’s test. Mann Whitney U test was applied to analyse differences between field sizes. There were no significant differences in shoots on target, total pass, successful pass, tackle, interception, possession between bouts in 30x40 m field size (p>0.05). Unsuccessful pass in bout 3 for 30x40 m field size was lower than bout 1 and bout 2 (p<0.05) and dripling in bout 3 was lower than bout 2 (p<0.05). There was no significant difference in technical actions between bouts for 26x34 m field size (p>0.05). Shoot on target in SSG with 26 x 34 m field size was higher than SSG with 30x40 m field size (p<0.05). Unsuccessful pass for 26x34 m field size in bout 3 was higher than SSG with 30x40 m field size (p<0.05). There was no significant difference in technical actions between field sizes (p>0.05). In conclusion; in this study demonstrates that technical actions in a-4-side SSG are not influenced by different field sizes (for 30x40 m and 26x34 m field sizes). This consequence is same for both total SSG time and each bout. Dripling and unsuccessful pass decrease in bout 3 during SSG in 30 x 40 m field size.

Keywords: small-sided games, football, technical actions, sport science

Procedia PDF Downloads 553
3488 Violent Videogame Playing and Its Relations to Antisocial Behaviors

Authors: Martin Jelínek, Petr Květon

Abstract:

The presented study focuses on relations between violent videogames playing and various types of antisocial behavior, namely bullying (verbal, indirect, and physical), physical aggression and delinquency. Relevant relationships were also examined with respect to gender. Violent videogames exposure (VGV) was measured by respondents’ most favored games and self-evaluation of its level of violence and frequency of playing. Antisocial behaviors were assessed by self-report questionnaires. The research sample consisted of 333 (166 males, 167 females) primary and secondary school students at the age between 10 and 19 years (m=14.98, sd=1.77). It was found that violent videogames playing is associated with physical aggression (rho=0.288, 95% CI [0.169;0.400]) and bullying (rho=0.369, 95% CI [0.254;0.476]). By means of gender, these relations were slightly weaker in males (VGV - physical aggression: rho=0.104, 95% CI [-0.061;0.264], VGV – bullying: rho=.200, 95% CI [0.032;0.356]) than in females (VGV - physical aggression: rho=0.257, 95% CI [0.089;0.411], VGV – bullying: rho=0.279, 95% CI [0.110;0.432]).

Keywords: aggression, bullying, gender, violent video games

Procedia PDF Downloads 421
3487 An Immersive Serious Game for Firefighting and Evacuation Training in Healthcare Facilities

Authors: Anass Rahouti, Guillaume Salze, Ruggiero Lovreglio, Sélim Datoussaïd

Abstract:

In healthcare facilities, training the staff for firefighting and evacuation in real buildings is very challenging due to the presence of a vulnerable population in such an environment. In a standard environment, traditional approaches, such as fire drills, are often used to train the occupants and provide them with information about fire safety procedures. However, those traditional approaches may be inappropriate for a vulnerable population and can be inefficient from an educational viewpoint as it is impossible to expose the occupants to scenarios similar to a real emergency. Immersive serious games could be used as an alternative to traditional approaches to overcome their limitations. Serious games are already being used in different safety domains such as fires, earthquakes and terror attacks for several building types (e.g., office buildings, train stations, tunnels, etc.). In this study, we developed an immersive serious game to improve the fire safety skills of staff in healthcare facilities. An accurate representation of the healthcare environment was built in Unity3D by including visual and audio stimuli inspired from those employed in commercial action games. The serious game is organised in three levels. In each of them, the trainee is presented with a specific fire emergency and s/he can perform protective actions (e.g., firefighting, helping non-ambulant occupants, etc.) or s/he can ignore the opportunity for action and continue the evacuation. In this paper, we describe all the steps required to develop such a prototype, as well as the key questions that need to be answered, to develop a serious game for firefighting and evacuation in healthcare facilities.

Keywords: fire safety, healthcare, serious game, training

Procedia PDF Downloads 454
3486 A Novel Stator Resistance Estimation Method and Control Design of Speed-Sensorless Induction Motor Drives

Authors: N. Ben Si Ali, N. Benalia, N. Zarzouri

Abstract:

Speed sensorless systems are intensively studied during recent years; this is mainly due to their economical benefit and fragility of mechanical sensors and also the difficulty of installing this type of sensor in many applications. These systems suffer from instability problems and sensitivity to parameter mismatch at low speed operation. In this paper an analysis of adaptive observer stability with stator resistance estimation is given.

Keywords: motor drive, sensorless control, adaptive observer, stator resistance estimation

Procedia PDF Downloads 375
3485 A Study on How to Influence Players Interactive Behavior of Victory or Defeat in Party Games

Authors: Shih-Chieh Liao, Cheng-Yan Shuai

Abstract:

"Party game" is a game mode that enables players to maintain a good social and interactive experience. The common game modes include Teamwork, Team competitive, Independent competitive, Battle Royale. Party games are defined as a game with easy rules, easy to play, quickly spice up a party, and support four to six players. It also needs to let the player feel satisfied no matter victory or defeat. However, players may feel negative or angry when the game is imbalanced, especially when they play with teammates. Some players care about winning or losing, and they will blame it on the game mechanics. What is more serious is that the player will cause the argument, which is unnecessary. These behaviors that trigger quarrels and negative emotions often originate from the player's determination of the victory and the ratio of victory during the competition. In view of this, our research invited a group of subjects to the experiment, which is going to inspect player’s emotions by Electromyography (EMG) and Electrodermal Activity (EDA) when they are playing party games with others. When a player wins or loses, the negative and positive feeling will be recorded from the game beginning to the end. At the same time, physiologic and emotional reactions are also being recorded in each part of the game. The game will be designed as telling the interaction when players are in the quest of a party game. The experiment content includes the emotional changes affected by the physiological values of game victory and defeat between “player against friend” and “player against stranger.” Through this experiment, the balance between winners and losers lies in the basis of good game interaction and game interaction in the game and explore the emotional positive and negative effects caused by the result of the party game. The result shows that “player against friend” has a significant negative emotion and significant positive emotion at “player against stranger.” According to the result, the player's experience will be affected with winning rate or form when they play the party game. We suggest the developer balance the game with our experiment method to let players get a better experience.

Keywords: party games, biofeedback, emotional responses, user experience, game design

Procedia PDF Downloads 164
3484 Seismic Response Control of 20-Storey Benchmark Building Using True Negative Stiffness Device

Authors: Asim Qureshi, R. S. Jangid

Abstract:

Seismic response control of structures is generally achieved by using control devices which either dissipate the input energy or modify the dynamic properties of structure.In this paper, the response of a 20-storey benchmark building supplemented by viscous dampers and Negative Stiffness Device (NSD) is assessed by numerical simulations using the Newmark-beta method. True negative stiffness is an adaptive passive device which assists the motion unlike positive stiffness. The structure used in this study is subjected to four standard ground motions varying from moderate to severe, near fault to far-field earthquakes. The objective of the present study is to show the effectiveness of the adaptive negative stiffness device (NSD and passive dampers together) relative to passive dampers alone. This is done by comparing the responses of the above uncontrolled structure (i.e., without any device) with the structure having passive dampers only and also with the structure supplemented with adaptive negative stiffness device. Various performance indices, top floor displacement, top floor acceleration and inter-storey drifts are used as comparison parameters. It is found that NSD together with passive dampers is quite effective in reducing the response of aforementioned structure relative to structure without any device or passive dampers only. Base shear and acceleration is reduced significantly by incorporating NSD at the cost of increased inter-storey drifts which can be compensated using the passive dampers.

Keywords: adaptive negative stiffness device, apparent yielding, NSD, passive dampers

Procedia PDF Downloads 433
3483 New Modification Negative Stiffness Device with Constant Force-Displacement Characteristic for Seismic Protection of Structures

Authors: Huan Li, Jianchun Li, Yancheng Li, Yang Yu

Abstract:

As a seismic protection method of civil and engineering structures, weakening and damping is effective during the elastic region, while it somehow leads to the early yielding of the entire structure accompanying with large excursions and permanent deformations. Adaptive negative stiffness device is attractive for realizing yielding property without changing the stiffness of the primary structure. In this paper, a new modification negative stiffness device (MNSD) with constant force-displacement characteristic is proposed by combining a magnetic negative stiffness spring, a piecewise linear positive spring and a passive damper with a certain adaptive stiffness device. The proposed passive control MNSD preserves no effect under small excitation. When the displacement amplitude increases beyond the pre-defined yielding point, the force-displacement characteristics of the system with MNSD will keep constant. The seismic protection effect of the MNSD is evaluated by employing it to a single-degree-of-freedom system under sinusoidal excitation, and real earthquake waves. By comparative analysis, the system with MNSD performs better on reducing acceleration and displacement response under different displacement amplitudes than the scenario without it and the scenario with unmodified certain adaptive stiffness device.

Keywords: negative stiffness, adaptive stiffness, weakening and yielding, constant force-displacement characteristic

Procedia PDF Downloads 160
3482 Continuous Adaptive Robust Control for Non-Linear Uncertain Systems

Authors: Dong Sang Yoo

Abstract:

We consider nonlinear uncertain systems such that a priori information of the uncertainties is not available. For such systems, we assume that the upper bound of the uncertainties is represented as a Fredholm integral equation of the first kind and we propose an adaptation law that is capable of estimating the upper bound and design a continuous robust control which renders nonlinear uncertain systems ultimately bounded.

Keywords: adaptive control, estimation, Fredholm integral, uncertain system

Procedia PDF Downloads 484
3481 Empirical Study From Final Exams of Graduate Courses in Computer Science to Demystify the Notion of an Average Software Engineer and Offer a Direction to Address Diversity of Professional Backgrounds of a Student Body

Authors: Alex Elentukh

Abstract:

The paper is based on data collected from final exams administered during five years of teaching the graduate course in software engineering. The visualization instrument with four distinct personas has been used to improve the effectiveness of each class. The study offers a plethora of clues toward students' behavioral preferences. Diversity among students (professional background, physical proximity) is too significant to assume a single face of a learner. This is particularly true for a body of online graduate students in computer science. Conclusions of the study (each learner is unique, and each class is unique) are extrapolated to demystify the notion of an 'average software engineer.' An immediate direction for an educator is to ensure a course applies to a wide audience of very different individuals. On the other hand, a student should be clear about his/her abilities and preferences - to follow the most effective learning path.

Keywords: K.3.2 computer and information science education, learner profiling, adaptive learning, software engineering

Procedia PDF Downloads 104
3480 Mindmax: Building and Testing a Digital Wellbeing Application for Australian Football Players

Authors: Jo Mitchell, Daniel Johnson

Abstract:

MindMax is a digital community and learning platform built to maximise the wellbeing and resilience of AFL Players and Australian men. The MindMax application engages men, via their existing connection with sport and video games, in a range of wellbeing ideas, stories and actions, because we believe fit minds, kick goals. MindMax is an AFL Players Association led project, supported by a Movember Foundation grant, to improve the mental health of Australian males aged between 16-35 years. The key engagement and delivery strategy for the project was digital technology, sport (AFL) and video games, underpinned by evidenced based wellbeing science. The project commenced April 2015, and the expected completion date is March 2017. This paper describes the conceptual model underpinning product development, including progress, key learnings and challenges, as well as the research agenda. Evaluation of the MindMax project is a multi-pronged approach of qualitative and quantitative methods, including participatory design workshops, online reference groups, longitudinal survey methods, a naturalistic efficacy trial and evaluation of the social and economic return on investment. MindMax is focused on the wellness pathway and maximising our mind's capacity for fitness by sharing and promoting evidence-based actions that support this. A range of these ideas (from ACT, mindfulness and positive psychology) are already being implemented in AFL programs and services, mostly in face-to-face formats, with strong engagement by players. Player's experience features strongly as part of the product content. Wellbeing science is a discipline of psychology that explores what helps individuals and communities to flourish in life. Rather than ask questions about illness and poor functioning, wellbeing scientists and practitioners ask questions about wellness and optimal functioning. While illness and wellness are related, they operate as separate constructs and as such can be influenced through different pathways. The essential idea was to take the evidence-based wellbeing science around building psychological fitness to the places and spaces that men already frequent, namely sport and video games. There are 800 current senior AFL players, 5000+ past players, and 11 million boys and men that are interested in the lives of AFL Players; what they think and do to be their best both on and off field. AFL Players are also keen video gamers – using games as one way to de-stress, connect and build wellbeing. There are 9.5 million active gamers in Australia with 93% of households having a device for playing games. Video games in MindMax will be used as an engagement and learning tool. Gamers (including AFL players) can also share their personal experience of how games help build their mental fitness. Currently available games (i.e., we are not in the game creation business) will also be used to motivate and connect MindMax participants. The MindMax model is built with replication by other sport codes (e.g., Cricket) in mind. It is intended to not only support our current crop of athletes but also the community that surrounds them, so they can maximise their capacity for health and wellbeing.

Keywords: Australian football league, digital application, positive psychology, wellbeing

Procedia PDF Downloads 239
3479 Comparison of Medical Students Evaluation by Serious Games and Clinical Case-Multiple Choice Questions

Authors: Chamtouri I., Kechida M.

Abstract:

Background: Evaluation has a prominent role in medical education and graduation. This evaluation has usually done in face-to-face, by written or oral questions. Simulation is increasingly taking a part as a method of evaluation. Due to the Covid-19 pandemic, which disrupted face-to-face evaluation, simulation using serious games (SG) is emerging in the field of training and assessment of medical students. The aim of our study is to compare the results of the evaluation of medical students by virtual simulation by online serious games versus clinical case-multiple choice questions (MCQ) and to assess the degree of satisfaction from these two evaluation methods. Methods: Medical students from the same study level were voluntarily participated in this study. Groupe 1 had an evaluation by SG dealing with “diagnosis and management of ST-segment elevationmyocardialinfarction (STEMI)alreadyprepared on the website www.Mediactiv.com. Groupe 2 were evaluated by clinical case-MCQ having thes same topic as SG. Results of the two groups were compared. Satisfaction questionnaire was filled by the two groups. Satisfaction degree was compared between the two groups. Results. In this study, 64 medical students (G1:31 and G2: 33) were enrolled. Obtaining complete notes in the "questioning" and "clinical examination" parts is significantly more important in-group 1 compared to group 2. No significant difference detected between the two groups in terms of “ECG interpretation” and “diagnosis of STEMI” parts. A greater number of students of group 1 obtained the full note compared to group 2 in “the initial treatment part” (54.8% vs. 39.4%; p = 0.04). Thirty learners (96.8%) in-group 1 obtained a total score ≥ 50% versus 69.7% in-group 2 (p = 0.004). The full score of 100% was obtained in three learners in-group1, while no student scored 100% in-group2 (p = 0.027). Medical evaluation using SG was reported as more innovative, fun, and realistic compared to evaluation by clinical case-MCQ. No significant difference detected between the two methods in terms of stress. Conclusion: Simulation by SG can be considered as an innovative and effective method in evaluating medical students with a higher degree of satisfaction.

Keywords: evaluation, serious games, medical students, satisfaction

Procedia PDF Downloads 142
3478 Semantic Platform for Adaptive and Collaborative e-Learning

Authors: Massra M. Sabeima, Myriam lamolle, Mohamedade Farouk Nanne

Abstract:

Adapting the learning resources of an e-learning system to the characteristics of the learners is an important aspect to consider when designing an adaptive e-learning system. However, this adaptation is not a simple process; it requires the extraction, analysis, and modeling of user information. This implies a good representation of the user's profile, which is the backbone of the adaptation process. Moreover, during the e-learning process, collaboration with similar users (same geographic province or knowledge context) is important. Productive collaboration motivates users to continue or not abandon the course and increases the assimilation of learning objects. The contribution of this work is the following: we propose an adaptive e-learning semantic platform to recommend learning resources to learners, using ontology to model the user profile and the course content, furthermore an implementation of a multi-agent system able to progressively generate the learning graph (taking into account the user's progress, and the changes that occur) for each user during the learning process, and to synchronize the users who collaborate on a learning object.

Keywords: adaptative learning, collaboration, multi-agent, ontology

Procedia PDF Downloads 176
3477 Optimizing CNC Production Line Efficiency Using NSGA-II: Adaptive Layout and Operational Sequence for Enhanced Manufacturing Flexibility

Authors: Yi-Ling Chen, Dung-Ying Lin

Abstract:

In the manufacturing process, computer numerical control (CNC) machining plays a crucial role. CNC enables precise machinery control through computer programs, achieving automation in the production process and significantly enhancing production efficiency. However, traditional CNC production lines often require manual intervention for loading and unloading operations, which limits the production line's operational efficiency and production capacity. Additionally, existing CNC automation systems frequently lack sufficient intelligence and fail to achieve optimal configuration efficiency, resulting in the need for substantial time to reconfigure production lines when producing different products, thereby impacting overall production efficiency. Using the NSGA-II algorithm, we generate production line layout configurations that consider field constraints and select robotic arm specifications from an arm list. This allows us to calculate loading and unloading times for each job order, perform demand allocation, and assign processing sequences. The NSGA-II algorithm is further employed to determine the optimal processing sequence, with the aim of minimizing demand completion time and maximizing average machine utilization. These objectives are used to evaluate the performance of each layout, ultimately determining the optimal layout configuration. By employing this method, it enhance the configuration efficiency of CNC production lines and establish an adaptive capability that allows the production line to respond promptly to changes in demand. This will minimize production losses caused by the need to reconfigure the layout, ensuring that the CNC production line can maintain optimal efficiency even when adjustments are required due to fluctuating demands.

Keywords: evolutionary algorithms, multi-objective optimization, pareto optimality, layout optimization, operations sequence

Procedia PDF Downloads 24
3476 Advanced Mouse Cursor Control and Speech Recognition Module

Authors: Prasad Kalagura, B. Veeresh kumar

Abstract:

We constructed an interface system that would allow a similarly paralyzed user to interact with a computer with almost full functional capability. A real-time tracking algorithm is implemented based on adaptive skin detection and motion analysis. The clicking of the mouse is activated by the user's eye blinking through a sensor. The keyboard function is implemented by voice recognition kit.

Keywords: embedded ARM7 processor, mouse pointer control, voice recognition

Procedia PDF Downloads 579
3475 Elitist Self-Adaptive Step-Size Search in Optimum Sizing of Steel Structures

Authors: Oğuzhan Hasançebi, Saeid Kazemzadeh Azad

Abstract:

This paper covers application of an elitist selfadaptive
step-size search (ESASS) to optimum design of steel
skeletal structures. In the ESASS two approaches are considered for
improving the convergence accuracy as well as the computational
efficiency of the original technique namely the so called selfadaptive
step-size search (SASS). Firstly, an additional randomness
is incorporated into the sampling step of the technique to preserve
exploration capability of the algorithm during the optimization.
Moreover, an adaptive sampling scheme is introduced to improve the
quality of final solutions. Secondly, computational efficiency of the
technique is accelerated via avoiding unnecessary analyses during the
optimization process using an upper bound strategy. The numerical
results demonstrate the usefulness of the ESASS in the sizing
optimization problems of steel truss and frame structures.

Keywords: structural design optimization, optimal sizing, metaheuristics, self-adaptive step-size search, steel trusses, steel frames

Procedia PDF Downloads 375
3474 Improved Performance Using Adaptive Pre-Coding in the Cellular Network

Authors: Yong-Jun Kim, Jae-Hyun Ro, Chang-Bin Ha, Hyoung-Kyu Song

Abstract:

This paper proposes the cooperative transmission scheme with pre-coding because the cellular communication requires high reliability. The cooperative transmission scheme uses pre-coding method with limited feedback information among small cells. Particularly, the proposed scheme has adaptive mode according to the position of mobile station. Thus, demand of recent wireless communication is resolved by this scheme. From the simulation results, the proposed scheme has better performance compared to the conventional scheme in the cellular network.

Keywords: CDD, cellular network, pre-coding, SPC

Procedia PDF Downloads 571
3473 Android Graphics System: Study of Dual-Software VSync Synchronization Architecture and Optimization

Authors: Prafulla Kumar Choubey, Krishna Kishor Jha, S. B. Vaisakh Punnekkattu Chirayil

Abstract:

In Graphics-display subsystem, frame buffers are shared between producer i.e. content rendering and consumer i.e. display. If a common buffer is operated by both producer and consumer simultaneously, their processing rates mismatch can cause tearing effect in displayed content. Therefore, Android OS employs triple buffered system, taking in to account an additional composition stage. Three stages-rendering, composition and display refresh, operate synchronously on three different buffers, which is achieved by using vsync pulses. This synchronization, however, brings in to the pipeline an additional latency of up to 26ms. The present study details about the existing synchronization mechanism of android graphics-display pipeline and discusses a new adaptive architecture which reduces the wait time to 5ms-16ms in all the use-cases. The proposed method uses two adaptive software vsyncs (PLL) for achieving the same result.

Keywords: Android graphics system, vertical synchronization, atrace, adaptive system

Procedia PDF Downloads 315
3472 The Effects of a Digital Dialogue Game on Higher Education Students’ Argumentation-Based Learning

Authors: Omid Noroozi

Abstract:

Digital dialogue games have opened up opportunities for learning skills by engaging students in complex problem solving that mimic real world situations, without importing unwanted constraints and risks of the real world. Digital dialogue games can be motivating and engaging to students for fun, creative thinking, and learning. This study explored how undergraduate students engage with argumentative discourse activities which have been designed to intensify debate. A pre-test, post-test design was used with students who were assigned to groups of four and asked to debate a controversial topic with the aim of exploring various 'pros and cons' on the 'Genetically Modified Organisms (GMOs)'. Findings reveal that the Digital dialogue game can facilitate argumentation-based learning. The digital Dialogue game was also evaluated positively in terms of students’ satisfaction and learning experiences.

Keywords: argumentation, dialogue, digital game, learning, motivation

Procedia PDF Downloads 321
3471 Adaptive Power Control Topology Based Photovoltaic-Battery Microgrid System

Authors: Rajat Raj, Rohini S. Hallikar

Abstract:

The ever-increasing integration of renewable energy sources in the power grid necessitates the development of efficient and reliable microgrid systems. Photovoltaic (PV) systems coupled with energy storage technologies, such as batteries, offer promising solutions for sustainable and resilient power generation. This paper proposes an adaptive power control topology for a PV-battery microgrid system, aiming to optimize the utilization of available solar energy and enhance the overall system performance. In order to provide a smooth transition between the OFF-GRID and ON-GRID modes of operation with proportionate power sharing, a self-adaptive control method for a microgrid is proposed. Three different modes of operation are discussed in this paper, i.e., GRID connected, the transition between Grid-connected and Islanded State, and changing the irradiance of PVs and doing the transitioning. The simulation results show total harmonic distortion to be 0.08, 1.43 and 2.17 for distribution generation-1 and 4.22,3.92 and 2.10 for distribution generation-2 in the three modes, respectively which helps to maintain good power quality. The simulation results demonstrate the superiority of the adaptive power control topology in terms of maximizing renewable energy utilization, improving system stability and ensuring a seamless transition between grid-connected and islanded modes.

Keywords: islanded modes, microgrids, photo voltaic, total harmonic distortion

Procedia PDF Downloads 175
3470 Neologisms and Word-Formation Processes in Board Game Rulebook Corpus: Preliminary Results

Authors: Athanasios Karasimos, Vasiliki Makri

Abstract:

This research focuses on the design and development of the first text Corpus based on Board Game Rulebooks (BGRC) with direct application on the morphological analysis of neologisms and tendencies in word-formation processes. Corpus linguistics is a dynamic field that examines language through the lens of vast collections of texts. These corpora consist of diverse written and spoken materials, ranging from literature and newspapers to transcripts of everyday conversations. By morphologically analyzing these extensive datasets, morphologists can gain valuable insights into how language functions and evolves, as these extensive datasets can reflect the byproducts of inflection, derivation, blending, clipping, compounding, and neology. This entails scrutinizing how words are created, modified, and combined to convey meaning in a corpus of challenging, creative, and straightforward texts that include rules, examples, tutorials, and tips. Board games teach players how to strategize, consider alternatives, and think flexibly, which are critical elements in language learning. Their rulebooks reflect not only their weight (complexity) but also the language properties of each genre and subgenre of these games. Board games are a captivating realm where strategy, competition, and creativity converge. Beyond the excitement of gameplay, board games also spark the art of word creation. Word games, like Scrabble, Codenames, Bananagrams, Wordcraft, Alice in the Wordland, Once uUpona Time, challenge players to construct words from a pool of letters, thus encouraging linguistic ingenuity and vocabulary expansion. These games foster a love for language, motivating players to unearth obscure words and devise clever combinations. On the other hand, the designers and creators produce rulebooks, where they include their joy of discovering the hidden potential of language, igniting the imagination, and playing with the beauty of words, making these games a delightful fusion of linguistic exploration and leisurely amusement. In this research, more than 150 rulebooks in English from all types of modern board games, either language-independent or language-dependent, are used to create the BGRC. A representative sample of each genre (family, party, worker placement, deckbuilding, dice, and chance games, strategy, eurogames, thematic, role-playing, among others) was selected based on the score from BoardGameGeek, the size of the texts and the level of complexity (weight) of the game. A morphological model with morphological networks, multi-word expressions, and word-creation mechanics based on the complexity of the textual structure, difficulty, and board game category will be presented. In enabling the identification of patterns, trends, and variations in word formation and other morphological processes, this research aspires to make avail of this creative yet strict text genre so as to (a) give invaluable insight into morphological creativity and innovation that (re)shape the lexicon of the English language and (b) test morphological theories. Overall, it is shown that corpus linguistics empowers us to explore the intricate tapestry of language, and morphology in particular, revealing its richness, flexibility, and adaptability in the ever-evolving landscape of human expression.

Keywords: board game rulebooks, corpus design, morphological innovations, neologisms, word-formation processes

Procedia PDF Downloads 103
3469 Analysis of Exponential Distribution under Step Stress Partially Accelerated Life Testing Plan Using Adaptive Type-I Hybrid Progressive Censoring Schemes with Competing Risks Data

Authors: Ahmadur Rahman, Showkat Ahmad Lone, Ariful Islam

Abstract:

In this article, we have estimated the parameters for the failure times of units based on the sampling technique adaptive type-I progressive hybrid censoring under the step-stress partially accelerated life tests for competing risk. The failure times of the units are assumed to follow an exponential distribution. Maximum likelihood estimation technique is used to estimate the unknown parameters of the distribution and tampered coefficient. Confidence interval also obtained for the parameters. A simulation study is performed by using Monte Carlo Simulation method to check the authenticity of the model and its assumptions.

Keywords: adaptive type-I hybrid progressive censoring, competing risks, exponential distribution, simulation, step-stress partially accelerated life tests

Procedia PDF Downloads 344
3468 Adaptive Decision Feedback Equalizer Utilizing Fixed-Step Error Signal for Multi-Gbps Serial Links

Authors: Alaa Abdullah Altaee

Abstract:

This paper presents an adaptive decision feedback equalizer (ADFE) for multi-Gbps serial links utilizing a fix-step error signal extracted from cross-points of received data symbols. The extracted signal is generated based on violation of received data symbols with minimum detection requirements at the clock and data recovery (CDR) stage. The iterations of the adaptation process search for the optimum feedback tap coefficients to maximize the data eye-opening and minimize the adaptation convergence time. The effectiveness of the proposed architecture is validated using the simulation results of a serial link designed in an IBM 130 nm 1.2V CMOS technology. The data link with variable channel lengths is analyzed using Spectre from Cadence Design Systems with BSIM4 device models.

Keywords: adaptive DFE, CMOS equalizer, error detection, serial links, timing jitter, wire-line communication

Procedia PDF Downloads 123
3467 Idea, Creativity, Design, and Ultimately, Playing with Mathematics

Authors: Yasaman Azarmjoo

Abstract:

Since ancient times, it has been said that mathematics is the mother of all sciences and the foundation of basic concepts in every field and profession. It would be great if, after learning this subject, we could enable students to create games and activities based on the same mathematical concepts. This article explores the design of various mathematical activities in the form of games, utilizing different mathematical topics such as algebra, equations, binary systems, and one-to-one correspondence. The theoretical significance of this article lies in uncovering alternative approaches to teaching and learning mathematics. By employing creative and interactive methods such as game design, it challenges the traditional perception of mathematics as a difficult and laborious subject. The theoretical significance of this article lies in demonstrating that mathematics can be made more accessible and enjoyable, which can result in heightened interest and engagement in the subject. In general, this article reveals another aspect of mathematics.

Keywords: playing with mathematics, algebra and equations, binary systems, one-to-one correspondence

Procedia PDF Downloads 94
3466 Adaptive E-Learning System Using Fuzzy Logic and Concept Map

Authors: Mesfer Al Duhayyim, Paul Newbury

Abstract:

This paper proposes an effective adaptive e-learning system that uses a coloured concept map to show the learner's knowledge level for each concept in the chosen subject area. A Fuzzy logic system is used to evaluate the learner's knowledge level for each concept in the domain, and produce a ranked concept list of learning materials to address weaknesses in the learner’s understanding. This system obtains information on the learner's understanding of concepts by an initial pre-test before the system is used for learning and a post-test after using the learning system. A Fuzzy logic system is used to produce a weighted concept map during the learning process. The aim of this research is to prove that such a proposed novel adapted e-learning system will enhance learner's performance and understanding. In addition, this research aims to increase participants' overall understanding of their learning level by providing a coloured concept map of understanding followed by a ranked concepts list of learning materials.

Keywords: adaptive e-learning system, coloured concept map, fuzzy logic, ranked concept list

Procedia PDF Downloads 295
3465 Coupling Fuzzy Analytic Hierarchy Process with Storm Water Management Model for Site Selection of Appropriate Adaptive Measures

Authors: Negin Binesh, Mohammad Hossein Niksokhan, Amin Sarang

Abstract:

Best Management Practices (BMPs) are considered as one of the most important structural adaptive measures to climate change and urban development challenges in recent decades. However, not every location is appropriate for applying BMPs in the watersheds. In this paper, location prioritization of two kinds of BMPs was done: Pourous pavement and Detention pond. West Flood-Diversion (WFD) catchment in northern parts of Tehran, Iran, was considered as the case study. The methodology includes integrating the results of Storm Water Management Model (SWMM) into Fuzzy Analytic Hierarchy Process (FAHP) method using Geographic Information System (GIS). The results indicate that mostly suburban areas of the watershed in northern parts are appropriate for applying detention basin, and downstream high-density urban areas are more suitable for using permeable pavement.

Keywords: adaptive measures, BMPs, location prioritization, urban flooding

Procedia PDF Downloads 366
3464 Strategic Orientation of Islamic Banks: A Review of Strategy Language

Authors: Imam Uddin, Imtiaz Ahmed Memon

Abstract:

This paper analyzes the ideological contextuality of market oriented strategy language used by Industry leaders to envision the future of Islamic financial Institutions (IFIs) in the light of Wittgenstein language-games and Foucault’s power-discourse framework. The analysis infers that the explicit market orientation of strategy language and modern knowledge of finance now defines various concepts related of Islamic finance, let alone Islamic finance theory itself. Theorizing and practicing Islamic finance therefore under the dominant influence of modern strategy discourse and modern knowledge of finance has significant implications for developing an ethical and spiritual orientation of Islamic banks. The concerned academia and scholarship therefore need to review such trends and work around the possible degradation to the public image of IFIs and resulting disappointments of religiously inspired customers.

Keywords: Islamic finance discourse, strategy discourse, language games, strategic intent, productive misunderstanding

Procedia PDF Downloads 408
3463 Adaptive Conjoint Analysis of Professionals’ Job Preferences

Authors: N. Scheidegger, A. Mueller

Abstract:

Job preferences are a well-developed research field. Many studies analyze the preferences using simple ratings with a sample of university graduates. The current study analyzes the preferences with a mixed method approach of a qualitative preliminary study and adaptive conjoint-analysis. Preconditions of accepting job offers are clarified for professionals in the industrial sector. It could be shown that, e.g. wages above the average are critical and that career opportunities must be seen broader than merely a focus on formal personnel development programs. The results suggest that, to be effective with their recruitment efforts, employers must take into account key desirable job attributes of their target group.

Keywords: conjoint analysis, employer attractiveness, job preferences, personnel marketing

Procedia PDF Downloads 200
3462 Effects of the Different Recovery Durations on Some Physiological Parameters during 3 X 3 Small-Sided Games in Soccer

Authors: Samet Aktaş, Nurtekin Erkmen, Faruk Guven, Halil Taskin

Abstract:

This study aimed to determine the effects of 3 versus 3 small-sided games (SSG) with different recovery times on soma physiological parameters in soccer players. Twelve soccer players from Regional Amateur League volunteered for this study (mean±SD age, 20.50±2.43 years; height, 177.73±4.13 cm; weight, 70.83±8.38 kg). Subjects were performing soccer training for five days per week. The protocol of the study was approved by the local ethic committee in School of Physical Education and Sport, Selcuk University. The subjects were divided into teams with 3 players according to Yo-Yo Intermittent Recovery Test. The field dimension was 26 m wide and 34 m in length. Subjects performed two times in a random order a series of 3 bouts of 3-a-side SSGs with 3 min and 5 min recovery durations. In SSGs, each set were performed with 6 min duration. The percent of maximal heart rate (% HRmax), blood lactate concentration (LA) and Rated Perceived Exertion (RPE) scale points were collected before the SSGs and at the end of each set. Data were analyzed by analysis of variance (ANOVA) with repeated measures. Significant differences were found between %HRmax in before SSG and 1st set, 2nd set, and 3rd set in both SSG with 3 min recovery duration and SSG with 5 min recovery duration (p<0.05). Means of %HRmax in SSG with 3 min recovery duration at both 1st and 2nd sets were significantly higher than SSG with 5 min recovery duration (p<0.05). No significant difference was found between sets of either SSGs in terms of LA (p>0.05). LA in SSG with 3 min recovery duration was higher than SSG with 5 min recovery duration at 2nd sets (p<0.05). RPE in soccer players was not different between SSGs (p>0.05).In conclusion, this study demonstrates that exercise intensity in SSG with 3 min recovery durations is higher than SSG with 5 min recovery durations.

Keywords: small-sided games, soccer, heart rate, lactate

Procedia PDF Downloads 465
3461 Relaxing Convergence Constraints in Local Priority Hysteresis Switching Logic

Authors: Mubarak Alhajri

Abstract:

This paper addresses certain inherent limitations of local priority hysteresis switching logic. Our main result establishes that under persistent excitation assumption, it is possible to relax constraints requiring strict positivity of local priority and hysteresis switching constants. Relaxing these constraints allows the adaptive system to reach optimality which implies the performance improvement. The unconstrained local priority hysteresis switching logic is examined and conditions for global convergence are derived.

Keywords: adaptive control, convergence, hysteresis constant, hysteresis switching

Procedia PDF Downloads 393