Search results for: repeated games.
863 An Augmented-Reality Interactive Card Game for Teaching Elementary School Students
Authors: YuLung Wu, YuTien Wu, ShuMey Yu
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Game-based learning can enhance the learning motivation of students and provide a means for them to learn through playing games. This study used augmented reality technology to develop an interactive card game as a game-based teaching aid for delivering elementary school science course content with the aim of enhancing student learning processes and outcomes. Through playing the proposed card game, students can familiarize themselves with appearance, features, and foraging behaviors of insects. The system records the actions of students, enabling teachers to determine their students’ learning progress. In this study, 37 students participated in an assessment experiment and provided feedback through questionnaires. Their responses indicated that they were significantly more motivated to learn after playing the game, and their feedback was mostly positive.Keywords: game-based learning, learning motivation, teaching aid, augmented reality
Procedia PDF Downloads 375862 Lessons from Patients Expired due to Severe Head Injuries Treated in Intensive Care Unit of Lady Reading Hospital Peshawar
Authors: Mumtaz Ali, Hamzullah Khan, Khalid Khanzada, Shahid Ayub, Aurangzeb Wazir
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Objective: To analyse the death of patients treated in neuro-surgical ICU for severe head injuries from different perspectives. The evaluation of the data so obtained to help improve the health care delivery to this group of patients in ICU. Study Design: It is a descriptive study based on retrospective analysis of patients presenting to neuro-surgical ICU in Lady Reading Hospital, Peshawar. Study Duration: It covered the period between 1st January 2009 to 31st December 2009. Material and Methods: The Clinical record of all the patients presenting with the clinical radiological and surgical features of severe head injuries, who expired in neuro-surgical ICU was collected. A separate proforma which mentioned age, sex, time of arrival and death, causes of head injuries, the radiological features, the clinical parameters, the surgical and non surgical treatment given was used. The average duration of stay and the demographic and domiciliary representation of these patients was noted. The record was analyzed accordingly for discussion and recommendations. Results: Out of the total 112 (n-112) patients who expired in one year in the neuro-surgical ICU the young adults made up the majority 64 (57.14%) followed by children, 34 (30.35%) and then the elderly age group: 10 (8.92%). Road traffic accidents were the major cause of presentation, 75 (66.96%) followed by history of fall; 23 (20.53%) and then the fire arm injuries; 13 (11.60%). The predominant CT scan features of these patients on presentation was cerebral edema, and midline shift (diffuse neuronal injuries). 46 (41.07%) followed by cerebral contusions. 28 (25%). The correctable surgical causes were present only in 18 patients (16.07%) and the majority 94 (83.92%) were given conservative management. Of the 69 (n=69) patients in which CT scan was repeated; 62 (89.85%) showed worsening of the initial CT scan abnormalities while in 7 cases (10.14%) the features were static. Among the non surgical cases both ventilatory therapy in 7 (6.25%) and tracheostomy in 39 (34.82%) failed to change the outcome. The maximum stay in the neuro ICU leading upto the death was 48 hours in 35 (31.25%) cases followed by 31 (27.67%) cases in 24 hours; 24 (21.42%) in one week and 16 (14.28%) in 72 hours. Only 6 (5.35%) patients survived more than a week. Patients were received from almost all the districts of NWFP except. The Hazara division. There were some Afghan refugees as well. Conclusion: Mortality following the head injuries is alarmingly high despite repeated claims about the professional and administrative improvement. Even places like ICU could not change the out come according to the desired aims and objectives in the present set up. A rethinking is needed both at the individual and institutional level among the concerned quarters with a clear aim at the more scientific grounds. Only then one can achieve the desired results.Keywords: Glasgow Coma Scale, pediatrics, geriatrics, Peshawar
Procedia PDF Downloads 350861 Cross-Validation of the Data Obtained for ω-6 Linoleic and ω-3 α-Linolenic Acids Concentration of Hemp Oil Using Jackknife and Bootstrap Resampling
Authors: Vibha Devi, Shabina Khanam
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Hemp (Cannabis sativa) possesses a rich content of ω-6 linoleic and ω-3 linolenic essential fatty acid in the ratio of 3:1, which is a rare and most desired ratio that enhances the quality of hemp oil. These components are beneficial for the development of cell and body growth, strengthen the immune system, possess anti-inflammatory action, lowering the risk of heart problem owing to its anti-clotting property and a remedy for arthritis and various disorders. The present study employs supercritical fluid extraction (SFE) approach on hemp seed at various conditions of parameters; temperature (40 - 80) °C, pressure (200 - 350) bar, flow rate (5 - 15) g/min, particle size (0.430 - 1.015) mm and amount of co-solvent (0 - 10) % of solvent flow rate through central composite design (CCD). CCD suggested 32 sets of experiments, which was carried out. As SFE process includes large number of variables, the present study recommends the application of resampling techniques for cross-validation of the obtained data. Cross-validation refits the model on each data to achieve the information regarding the error, variability, deviation etc. Bootstrap and jackknife are the most popular resampling techniques, which create a large number of data through resampling from the original dataset and analyze these data to check the validity of the obtained data. Jackknife resampling is based on the eliminating one observation from the original sample of size N without replacement. For jackknife resampling, the sample size is 31 (eliminating one observation), which is repeated by 32 times. Bootstrap is the frequently used statistical approach for estimating the sampling distribution of an estimator by resampling with replacement from the original sample. For bootstrap resampling, the sample size is 32, which was repeated by 100 times. Estimands for these resampling techniques are considered as mean, standard deviation, variation coefficient and standard error of the mean. For ω-6 linoleic acid concentration, mean value was approx. 58.5 for both resampling methods, which is the average (central value) of the sample mean of all data points. Similarly, for ω-3 linoleic acid concentration, mean was observed as 22.5 through both resampling. Variance exhibits the spread out of the data from its mean. Greater value of variance exhibits the large range of output data, which is 18 for ω-6 linoleic acid (ranging from 48.85 to 63.66 %) and 6 for ω-3 linoleic acid (ranging from 16.71 to 26.2 %). Further, low value of standard deviation (approx. 1 %), low standard error of the mean (< 0.8) and low variance coefficient (< 0.2) reflect the accuracy of the sample for prediction. All the estimator value of variance coefficients, standard deviation and standard error of the mean are found within the 95 % of confidence interval.Keywords: resampling, supercritical fluid extraction, hemp oil, cross-validation
Procedia PDF Downloads 141860 Ontology-Based Representation of Islamic Rules to Perform Salah
Authors: Hamza Zafar, Quratulain Rajput
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Salah (نماز ) is one of five pillars of Islam and obligatory for every Muslims. However, due to the lack of Islamic knowledge it might be very difficult for a layperson to perform it correctly. This paper presents an ontology based representation of Islamic rules to perform Salah. The Salah ontology has been built under the guidance of domain expert in light of Quran and Hadith. The ontology consists of basic concepts as well as relationship among concepts and constraints on them. The basic concepts include cleanness, body cover, Salah timing and steps to perform Salah. The SWRL rule language has been used to represent rule to determine whether the Salah performed correctly or it should be repeated. Finally, we evaluate the use of the Salat ontology through user’s example queries using SPARQL queries.Keywords: prayer, salah, ontology, SPARQL queries, reasoning
Procedia PDF Downloads 418859 Superhydrophobic Coatings Based On Waterborne Polyolefin And Silica Nanoparticles
Authors: Kyuwon Lee, Young-Wook Chang
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Superhydrophobic surfaces have been paid great attentions over the years due to their various applications. In this study, superhydrophobic coatings based on the hybrids of hydrophobically modified silica nanoparticles and waterborne polyolefin were fabricated onto a cotton fabric by spraying a mixture of surface dodecylated silica nanoparticles with aqueous dispersion of polyolefin onto the fabric and a subsequent drying at 80℃. The coated fabrics were characterized using water-contact angle measurement, SEM, and AFM analysis. The coated fabrics exhibit superhydrophobicity with a water contact angle of 155° along with excellent self-cleaning and water/oil separation ability. It was also revealed that such superhydrophobicity was maintained after repeated mechanical abrasion using a sandpaper.Keywords: superhydrophobic coating, waterborne polyolefin, dodecylated silica nanoparticle, durability
Procedia PDF Downloads 130858 Impact of Chess Intervention on Cognitive Functioning of Children
Authors: Ebenezer Joseph
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Chess is a useful tool to enhance general and specific cognitive functioning in children. The present study aims to assess the impact of chess on cognitive in children and to measure the differential impact of socio-demographic factors like age and gender of the child on the effectiveness of the chess intervention.This research study used an experimental design to study the impact of the Training in Chess on the intelligence of children. The Pre-test Post-test Control Group Design was utilized. The research design involved two groups of children: an experimental group and a control group. The experimental group consisted of children who participated in the one-year Chess Training Intervention, while the control group participated in extra-curricular activities in school. The main independent variable was training in chess. Other independent variables were gender and age of the child. The dependent variable was the cognitive functioning of the child (as measured by IQ, working memory index, processing speed index, perceptual reasoning index, verbal comprehension index, numerical reasoning, verbal reasoning, non-verbal reasoning, social intelligence, language, conceptual thinking, memory, visual motor and creativity). The sample consisted of 200 children studying in Government and Private schools. Random sampling was utilized. The sample included both boys and girls falling in the age range 6 to 16 years. The experimental group consisted of 100 children (50 from Government schools and 50 from Private schools) with an equal representation of boys and girls. The control group similarly consisted of 100 children. The dependent variables were assessed using Binet-Kamat Test of Intelligence, Wechsler Intelligence Scale for Children - IV (India) and Wallach Kogan Creativity Test. The training methodology comprised Winning Moves Chess Learning Program - Episodes 1–22, lectures with the demonstration board, on-the-board playing and training, chess exercise through workbooks (Chess school 1A, Chess school 2, and tactics) and working with chess software. Further students games were mapped using chess software and the brain patterns of the child were understood. They were taught the ideas behind chess openings and exposure to classical games were also given. The children participated in mock as well as regular tournaments. Preliminary analysis carried out using independent t tests with 50 children indicates that chess training has led to significant increases in the intelligent quotient. Children in the experimental group have shown significant increases in composite scores like working memory and perceptual reasoning. Chess training has significantly enhanced the total creativity scores, line drawing and pattern meaning subscale scores. Systematically learning chess as part of school activities appears to have a broad spectrum of positive outcomes.Keywords: chess, intelligence, creativity, children
Procedia PDF Downloads 257857 Autism Screening Questionnaire for Daycare Attendees
Authors: David Alejandro Torres-Lopez , Lilia Albores-Gallo, Ronald Soto-Calderon, Roberto Lagunes-Cordoba
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Autism Screening Questionnaire for Daycare Attendees (ASQ-DAT) is a screening instrument that assesses the risk of autism in children between 12 and 47 months, being the first free observational instrument created according to the criteria of the DSM-5 that can be applied by teachers in nurseries. The people in charge of answering the questionnaires are the daycare assistants. Its application presents a series of previous activities with which daycare assistants are familiar (dance, games, oral narration and breakfast), which are executed with the children and then answer a questionnaire with dichotomous questions "Yes/No" in approximately 3 minutes per child. The instrument was developed with the participation of nurseries according to the protocols of the creation of psychometric instruments of the Classical Test Theory having as a gold standard ADOS-2 Modules T and 1. The results of the investigation show that the use of ASQ-DAT combined with the application of M-CHAT / RF provides more information about the risk of ASD in young children, which allows improvements in the screening.Keywords: diagnosis, screening, autism, daycare
Procedia PDF Downloads 219856 Effect of Water Absorption on the Fatigue Behavior of Glass/Polyester Composite
Authors: Djamel Djeghader, Bachir Redjel
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The composite materials of glass fibers can be used as a repair material for damage elements under repeated stresses, and in various environments. A cyclic bending characterization of a glass/polyester composite material was carried out with consideration of the period of immersion in water. These tests describe the behavior of materials and identify the mechanical fatigue characteristics using the Wohler Curve for different immersion time: 0, 90, 180 and 270 days in water. These curves are characterized by a dispersion in the lifetimes were modeled by straight whose intercepts are very similar and comparable to the static strength. This material deteriorates fatigue at a constant rate, which increases with increasing immersion time in water at a constant speed. The endurance limit seems to be independent of the immersion time in the water.Keywords: fatigue, composite, glass, polyester, immersion, wohler
Procedia PDF Downloads 314855 The Rite of Jihadification in ISIS Modified Video Games: Mass Deception and Dialectic of Religious Regression in Technological Progression
Authors: Venus Torabi
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ISIS, the terrorist organization, modified two videogames, ARMA III and Grand Theft Auto 5 (2013) as means of online recruitment and ideological propaganda. The urge to study the mechanism at work, whether it has been successful or not, derives (Digital) Humanities experts to explore how codes of terror, Islamic ideology and recruitment strategies are incorporated into the ludic mechanics of videogames. Another aspect of the significance lies in the fact that this is a latent problem that has not been fully addressed in an interdisciplinary framework prior to this study, to the best of the researcher’s knowledge. Therefore, due to the complexity of the subject, the present paper entangles with game studies, philosophical and religious poles to form the methodology of conducting the research. As a contextualized epistemology of such exploitation of videogames, the core argument is building on the notion of “Culture Industry” proposed by Theodore W. Adorno and Max Horkheimer in Dialectic of Enlightenment (2002). This article posits that the ideological underpinnings of ISIS’s cause corroborated by the action-bound mechanics of the videogames are in line with adhering to the Islamic Eschatology as a furnishing ground and an excuse in exercising terrorism. It is an account of ISIS’s modification of the videogames, a tool of technological progression to practice online radicalization. Dialectically, this practice is packed up in rhetoric for recognizing a religious myth (the advent of a savior), as a hallmark of regression. The study puts forth that ISIS’s wreaking havoc on the world, both in reality and within action videogames, is negotiating the process of self-assertion in the players of such videogames (by assuming one’s self a member of terrorists) that leads to self-annihilation. It tries to unfold how ludic Mod videogames are misused as tools of mass deception towards ethnic cleansing in reality and line with the distorted Eschatological myth. To conclude, this study posits videogames to be a new avenue of mass deception in the framework of the Culture Industry. Yet, this emerges as a two-edged sword of mass deception in ISIS’s modification of videogames. It shows that ISIS is not only trying to hijack the minds through online/ludic recruitment, it potentially deceives the Muslim communities or those prone to radicalization into believing that it's terrorist practices are preparing the world for the advent of a religious savior based on Islamic Eschatology. This is to claim that the harsh actions of the videogames are potentially breeding minds by seeds of terrorist propaganda and numbing them to violence. The real world becomes an extension of that harsh virtual environment in a ludic/actual continuum, the extension that is contributing to the mass deception mechanism of the terrorists, in a clandestine trend.Keywords: culture industry, dialectic, ISIS, islamic eschatology, mass deception, video games
Procedia PDF Downloads 137854 The Effects of Online Video Gaming on Creativity
Authors: Chloe Shu-Hua Yeh
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Effects of videogame play on players cognitive abilities is a growing research field in the recent decades, however, little is known about how ‘out-of-school’ use of videogame influences creativity. This interdisciplinary research explores the cognitive and emotional effects of two different types of online videogames (an action videogame and a non-action videogame) on subsequent creativity performances using a within-participant design study with 36 participants. Results showed that after playing the action game participants performed higher originality, elaboration and flexibility than after playing the causal game. The results explored effects of emotional states elicited during playing the games suggesting that arousal may be a significant emotional factor which influence subsequent creativity performance. The cognitive and emotional effects of videogame were discussed followed with implications for emotion-creativity-videogame play research, game designers, educational practitioners and parents.Keywords: attentional breadth, creativity, emotion, videogame play
Procedia PDF Downloads 531853 Gamification of a Business Intelligence Tool
Authors: Stephen Miller
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The act of applying game mechanics and dynamics (which have been traditionally used in video games) into business applications is being widely trialed in an effort to make conventional business software a bit more participative, fun and engaging. This new trend, named ‘gamification’ has its believers and of course, its critics who still need convincing that the concept is an effective and beneficial business tool worthy of investment. The literature reveals that user engagement of business intelligence (BI) tools is much lower than expected and investors are failing to get a good return on their investment (ROI). So, a software prototype will be designed and developed to add gamification to a BI tool to determine its effect upon the user engagement levels of test participants. The experimental study will be evaluated using the comprehensive User Engagement Scale (UES) to see if there are improvements in areas such as; aesthetics, perceived usability, endurability, novelty, felt involvement and focused attention. The results of this unique study should demonstrate whether or not ‘gamifying’ a BI tool has the potential to increase an individual’s motivation to use BI software more often.Keywords: business intelligence, gamification, human computer interaction, user engagement
Procedia PDF Downloads 585852 Using Multi-Arm Bandits to Optimize Game Play Metrics and Effective Game Design
Authors: Kenny Raharjo, Ramon Lawrence
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Game designers have the challenging task of building games that engage players to spend their time and money on the game. There are an infinite number of game variations and design choices, and it is hard to systematically determine game design choices that will have positive experiences for players. In this work, we demonstrate how multi-arm bandits can be used to automatically explore game design variations to achieve improved player metrics. The advantage of multi-arm bandits is that they allow for continuous experimentation and variation, intrinsically converge to the best solution, and require no special infrastructure to use beyond allowing minor game variations to be deployed to users for evaluation. A user study confirms that applying multi-arm bandits was successful in determining the preferred game variation with highest play time metrics and can be a useful technique in a game designer's toolkit.Keywords: game design, multi-arm bandit, design exploration and data mining, player metric optimization and analytics
Procedia PDF Downloads 510851 Reinforced Concrete Design Construction Issues and Earthquake Failure-Damage Responses
Authors: Hasan Husnu Korkmaz, Serra Zerrin Korkmaz
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Earthquakes are the natural disasters that threat several countries. Turkey is situated on a very active earthquake zone. During the recent earthquakes, thousands of people died due to failure of reinforced concrete structures. Although Turkey has a very sufficient earthquake code, the design and construction mistakes were repeated for old structures. Lack of the control mechanism during the construction process may be the most important reason of failure. The quality of the concrete and poor detailing of steel or reinforcement is the most important headings. In this paper, the reasons of failure of reinforced concrete structures were summarized with relevant photos. The paper is beneficial for civil engineers as well as architect who are in the process of construction and design of structures in earthquake zones.Keywords: earthquake, reinforced concrete structure, failure, material
Procedia PDF Downloads 365850 Design, Fabrication, and Experimental Validation of a Warm Bulge Test System
Authors: Emine Feyza Şükür, Mevlüt Türköz, Murat Dilmeç, Hüseyin Selçuk Halkacı
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In this study, a warm bulge test system was designed, built and experimentally validated to perform warm bulge tests with all necessary systems. In addition, performance of each sub-system is validated through repeated production and/or test runs as well as through part quality measurements. Validation and performance tests were performed to characterize the repeatability of the system. As a result of these tests, the desired temperature distribution on the sheet metal was obtained by the heating systems and the good repeatability of the bulge tests was obtained. Consequently, this study is expected to provide other researchers and manufacturer with a set of design and process guidelines to develop similar systems.Keywords: design, test unit, warm bulge test unit, validation test
Procedia PDF Downloads 491849 Integrating Neural Linguistic Programming with Exergaming
Authors: Shyam Sajan, Kamal Bijlani
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The widespread effects of digital media help people to explore the world more and get entertained with no effort. People became fond of these kind of sedentary life style. The increase in sedentary time and a decrease in physical activities has negative impacts on human health. Even though the addiction to video games has been exploited in exergames, to make people exercise and enjoy game challenges, the contribution is restricted only to physical wellness. This paper proposes creation and implementation of a game with the help of digital media in a virtual environment. The game is designed by collaborating ideas from neural linguistic programming and Stroop effect that can also be used to identify a person’s mental state, to improve concentration and to eliminate various phobias. The multiplayer game is played in a virtual environment created with Kinect sensor, to make the game more motivating and interactive.Keywords: exergaming, Kinect Sensor, Neural Linguistic Programming, Stroop Effect
Procedia PDF Downloads 436848 Analyzing Large Scale Recurrent Event Data with a Divide-And-Conquer Approach
Authors: Jerry Q. Cheng
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Currently, in analyzing large-scale recurrent event data, there are many challenges such as memory limitations, unscalable computing time, etc. In this research, a divide-and-conquer method is proposed using parametric frailty models. Specifically, the data is randomly divided into many subsets, and the maximum likelihood estimator from each individual data set is obtained. Then a weighted method is proposed to combine these individual estimators as the final estimator. It is shown that this divide-and-conquer estimator is asymptotically equivalent to the estimator based on the full data. Simulation studies are conducted to demonstrate the performance of this proposed method. This approach is applied to a large real dataset of repeated heart failure hospitalizations.Keywords: big data analytics, divide-and-conquer, recurrent event data, statistical computing
Procedia PDF Downloads 166847 The Efficacy of an Ideal RGP Fitting on Higher Order Aberrations (HOA) in 65 Keratoconus Patients
Authors: Ghandehari-Motlagh, Mohammad
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Purpose: To evaluate of the effect of an ideal fit of RGPs on HOA and keratoconus indices. Methods: In this cohort study, 65 keratoconus eyes with more than 3 lines(Snellen)improvement between BSCVA and BCVA(RGP) were imaged with Pentacam HR and their topometric and Zernike analysis findings without RGP were recorded. After 6 months or later of RGP fitting (Rose-K,Boston XO2), imaging with pentacam was repeated and the above information were recorded. Results: 65 different grades of keratoconus eyes with mean age of 27.32 yrs/old(SD +_5.51)enrolled including M 28(43.1%) and F 37(56.9%). 44(67.7%) with family Hx of Kc and 21(31.25%)without any Kc in their families. 54 (83.1%) with and 11 (16.9%) without any ocular allergy Hx. Maximum percent of age of onset of kc was 15 ys/old(29.2%).This study showed there are meaningful correlations between with and without RGP Pentacam indices and HOA in each grade of Kc.92.3% of patients had foreign body sensation but 96.9% had 11-20 hours/day RGP wear that confirms on psychologic effect of an ideal fit on patient’s motivation. Conclusion: With the three points touch principle of RGP fitting in Kc corneas, the patients will have a decrease in HOA and so delayed need for PK or LK.Keywords: keratoconus, rigid gas permeable lens, aberration, fitting
Procedia PDF Downloads 415846 DNA Intercalating Alkaloids Isolated from Chelidonium majus (Papaveraceae)
Authors: Mohamed Tamer, Wink Michael
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DNA intercalating agents increase the stability of DNA which can be demonstrated by measuring the melting temperature Tm. Tm can be determined in a spectrophotometer in which the cell temperature is increased gradually. The resulting absorption data comes as a sigmoidal curve from which melting temperature can be determined when half of the DNA has denatured. The current study aims to assess DNA intercalating activities of four pure bioactive isoquinoline alkaloids: sanguinarine, berberine, allocryptopine, and chelerythrine which were isolated from Chelidonium majus (Papaveraceae) by repeated silica gel column chromatography, recrystallization and preparative TLC. The isolated compounds were identified by comparing their physical properties and mass spectra with those of the published data. The results showed that sanguiarine is the most active intercalating agent with Tm value of 83.55 ± 0.49 followed by berberine, chelerythrine, and allocryptopine with Tm values 62.58 ± 0.47, 51.38 ± 0.37 and 50.94 ± 0.65, respectively, relative to 49.78 ± 1.05 of bacteriophage DNA alone and 86.09 ± 0.5 for ethidium bromide as a positive control.Keywords: alkaloids, Chelidonium majus, DNA intercalation, Tm
Procedia PDF Downloads 501845 In Situ Production of Nano-Cu on a Cotton Fabric Surface by Ink-Jet Printing
Authors: N. Zoghi, Laleh Maleknia , M. E. Olya
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The nano-Cu particles were produced on cotton fabric substrate by ink-jet printing technology with water-soluble ink, which was based on copper. The surface tension and viscosity of the prepared inks were evaluated. The ink-jet printing process was repeated 1, 3, and 5 times in order to evaluate variations in the optical properties by changing thickness of printed film. Following initial drying of the printed film, the samples were annealed at different temperatures (150 °C, 200 °C and 250 °C) to determine the optimum temperature for the parameters set out in this experiment. The prepared nano-Cu particles were characterized by XRD and UV spectroscopy. The appearance of printed image and the nano-Cu particles morphology were observed by SEM. The results demonstrated that the ink-jet printing technology can be used to produce nano-particles on the cotton fabrics surface.Keywords: ink-jet printing, nano-cu, fabric ink, in situ production, cotton fabric, water-soluble ink, morphology
Procedia PDF Downloads 429844 Culture of Manager of a Medium or Small Enterprises
Authors: Omar Bendjimaa, Karzabi Abdelatif
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Small and medium enterprises have witnessed several developments in recent years thanks to the policies and programs of support given by the state, and that is due to their importance in local and national development. Nevertheless, the success and development of these firms depends on a number of factors, especially the human element, for instance, the culture of the manager has its origin in the culture of the community and is of crucial influence in these firms. In fact, this culture is nothing more than a set of values, perceptions, beliefs, symbols and practices repeated, in addition to the knowledge it has received from the readings and the modern means of education. All these factors have an impact on the effectiveness of governance, its resolutions, instructions and performance of its function as a manager of a medium or small enterprise is inevitably affected by these cultural values, it is the driving force, the leader, and the observer at the same time.Keywords: small and medium enterprises, the culture of the manager, the culture of the community, values, perceptions, beliefs, symbols, performance
Procedia PDF Downloads 397843 Grammatical Parallelism in the Qurʼān
Authors: Yehudit Dror
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Parallelism¬, or as it is called in Arabic, al-muqābala, occupies a central position in the rhetorical discipline of ʻilm al-bayān. Parallelism is used as a figure of textual ornamentation or embellishment and can be divided into several types that are based on the semantics of parallelism and its formative structure. Parallelism in Arabic has received a considerable amount of attention from the Arab rhetorician, which enables understanding the essence of parallelism in Arabic – its types, structure and meaning. However, there are some lacunae in their descriptions concerning the function and thematic restrictions of parallelism in the Qur’ān. In my presentation, which focuses on grammatical parallelism where the two stichos of the parallelism are the same with respect to syntax and morphology, I will show that parallelism has some important roles in the textual arrangement; it may, for example, conclude a thematic section, indicate a turning point in the text or to clarify what has been said previously. In addition, it will be shown that parallelism is not used randomly in the Qurʼān but rather is restricted to repeated themes which carry the most important messages of the Qurʼān, such as God's Might or behavioral patterns of the believers and the non-believers; or it can be used as a stylistic device.Keywords: grammatical parallelism, half-line, symmetry, Koran
Procedia PDF Downloads 333842 Extractive Fermentation of Ethanol Using Vacuum Fractionation Technique
Authors: Weeraya Samnuknit, Apichat Boontawan
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A vacuum fractionation technique was introduced to remove ethanol from fermentation broth. The effect of initial glucose and ethanol concentrations were investigated for specific productivity. The inhibitory ethanol concentration was observed at 100 g/L. In order to increase the fermentation performance, the ethanol product was removed as soon as it is produced. The broth was boiled at 35°C by reducing the pressure to 65 mBar. The ethanol/water vapor was fractionated for up to 90 wt% before leaving the column. Ethanol concentration in the broth was kept lower than 25 g/L, thus minimized the product inhibition effect to the yeast cells. For batch extractive fermentation, a high substrate utilization rate was obtained at 26.6 g/L.h and most of glucose was consumed within 21 h. For repeated-batch extractive fermentation, addition of glucose was carried out up to 9 times and ethanol was produced more than 8-fold higher than batch fermentation.Keywords: ethanol, extractive fermentation, product inhibition, vacuum fractionation
Procedia PDF Downloads 250841 Effect of Using Crumb Rubber with Warm-Mix-Asphalt Additive in Laboratory and Field Aging
Authors: Mustafa Akpolat, Baha Vural Kök
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Using a waste material such as crumb rubber (CR) obtained by waste tires has become an important issue in respect to sustainability. However, the CR modified mixture also requires high manufacture temperature as a polymer modified mixture. For this reason in this study, it is intended to produce a CR modified mixture with warm mix asphalt additives in the same mixture. Asphalt mixtures produced by pure, 10%CR, 10%CR+3% Sasobit and 10%CR+0.7% Evotherm were subjected to aging procedure in the laboratory and the field. The indirect tensile repeated tests were applied to aged and original specimens. It was concluded that the fatigue life of the mixtures increased significantly with the increase of aging time. CR+Sasobit modified mixture aged at the both field and laboratory gave the highest load cycle among the mixtures.Keywords: crumb rubber, warm mix asphalt, aging, fatigue
Procedia PDF Downloads 402840 Generalization of Zhou Fixed Point Theorem
Authors: Yu Lu
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Fixed point theory is a basic tool for the study of the existence of Nash equilibria in game theory. This paper presents a significant generalization of the Veinott-Zhou fixed point theorem for increasing correspondences, which serves as an essential framework for investigating the existence of Nash equilibria in supermodular and quasisupermodular games. To establish our proofs, we explore different conceptions of multivalued increasingness and provide comprehensive results concerning the existence of the largest/least fixed point. We provide two distinct approaches to the proof, each offering unique insights and advantages. These advancements not only extend the applicability of the Veinott-Zhou theorem to a broader range of economic scenarios but also enhance the theoretical framework for analyzing equilibrium behavior in complex game-theoretic models. Our findings pave the way for future research in the development of more sophisticated models of economic behavior and strategic interaction.Keywords: fixed-point, Tarski’s fixed-point theorem, Nash equilibrium, supermodular game
Procedia PDF Downloads 55839 Mind-Wandering and Attention: Evidence from Behavioral and Subjective Perspective
Authors: Riya Mishra, Trayambak Tiwari, Anju Lata Singh, I. L. Singh, Tara Singh
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Decrement in vigilance task performance echoes impediment in effortful attention; here attention fluctuated in the realm of external and internal milieu of a person. To examine this fluctuation across time period, we employed two experiments of vigilance task with variation in thought probing rate, which was embedded in the task. The thought probe varies in terms of <2 minute per thought probe and <4 minute per thought probe during vigilance task. A 2x4 repeated measure factorial design was used. 15 individuals participated in this study with an age range of 20-26 years. It was found that thought probing rate has a negative trend with vigilance task performance whereas the subjective measures of mind-wandering have a positive relation with thought probe rate.Keywords: criterion response, mental status, mind-wandering, thought probe, vigilance
Procedia PDF Downloads 425838 The Impact of Sport Tourism on Small Scale Business Development in Sri Lanka
Authors: Vimuckthi Charika Wickramaratne, Prasansha Kumari
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Sport tourism refers to travel which involves either observing or participating in a sporting event apart from their usual environment. Sport tourism in a fast growing sector of the Sri Lankan travelling industry since Cricket are more popular sport game in the country. This study intends to analyze the impact of these popular sport events for creating and developing small scale business in the country. Primary data gathered from 100 small entrepreneurs around Keththarama Cricket Ground in Sri Lanka. Collected data analyzed using descriptive research methods. The study revealed that local and international visitors for cricket games had impacted on small scale business activities such as retail, handicraft, transport, vehicle parking, small restaurant, hotels, foods and beverage industry. In addition, it was identified that these type of small business are sessional income generating activities for the short period.Keywords: sport tourism, small scale business, cricket, entrepreneurs
Procedia PDF Downloads 298837 Health Post A Sustainable Prototype for the Third World
Authors: Chizzoniti Domenico, Beggiora Klizia, Cattani Letizia, Moscatelli Monica
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This paper concerns the study of sustainable construction materials applied on the "Health Post", a prototype for the primary health care situated in alienated areas of the world. It's suitable for social and climatic Sub-Saharan context; however, it could be moved in other countries of the world with similar urgent needs. The idea is to create a Health Post with local construction materials that have a low environmental impact and promote the local workforce allowing reuse of traditional building techniques lowering production costs and transport. The aim of Primary Health Care Centre is to be a flexible and expandable structure identifying a modular form that can be repeated several times to expand its existing functions. In this way it could be not only a health care centre but also a socio-cultural facility.Keywords: low costs building, sustainable construction materials, green construction system, prototype, health care, emergency
Procedia PDF Downloads 480836 The Heart of Sanctuary Movement and the Ethics of Solidarity
Authors: Irene Ludji
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This article discusses the relevance of the sanctuary movement in relation to the idea of solidarity understood through the lens of ethics. There are three parts of this article. First is the investigation on the background of sanctuary movements in the U.S., the UK, and Canada. The repeated theme behind sanctuary movements includes practicing religious traditions, protecting vulnerable life, and challenging the unjust law. Second is the examination of the ethics of solidarity using Thomas D. Williams, who claims it as the extension of responsible love based on respect towards human dignity, and Rebecca Todd Peters, who claims the ethics of solidarity as the transformative ethic rooted in social justice. Third is the analysis of the connection between the central theme of sanctuary movements and the ethics of solidarity. This article concludes that sanctuary movement is indeed a solidarity movement that remains relevant in our world today because the acknowledgment of human dignity, as the basis for solidarity, is vital in transforming an unjust social system that creates the need for a sanctuary in the first place.Keywords: sanctuary movement, solidarity, ethics, U.S., UK, canada
Procedia PDF Downloads 73835 Examination of 12-14 Years Old Volleyball Players’ Body Image Levels
Authors: Dilek Yalız Solmaz, Gülsün Güven
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The aim of this study is to examine the body image levels of 12-14 years old girls who are playing volleyball. The research group consists of 113 girls who are playing volleyball in Sakarya during the fall season of 2015-2016. Data was collected by means of the 'Body Image Questionnaire' which was originally developed by Secord and Jourard. The consequence of repeated analysis of the reliability of the scale was determined to as '.96'. This study employed statistical calculations as mean, standard deviation and t-test. According to results of this study, it was determined that the mean point of the volleyball players is 158.5 ± 25.1 (minimum=40; maximum=200) and it can be said that the volleyball players’ body image levels are high. There is a significant difference between the underweight (167.4 ± 20.7) and normal weight (151.4 ± 26.2) groups according to their Body Mass Index. Body image levels of underweight group were determined higher than normal weight group.Keywords: volleyball, players, body image, body image levels
Procedia PDF Downloads 210834 Public and Private Domains: Contradictions and Covenants in Evolution of Game Policy
Authors: Mingzhu Lyu, Runlei Ren, Xinyu Dai, Jiaxuan Pi, Kanghua Li
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The study of video game policy in China has been divided into two branches: "pedagogy" and "game industry". The binary perspective of policy reveals the "contradictory" side of policy performance. Based on this suspicion, this paper constructs a three-dimensional sequence of time, content and institutions of game policy, and establishes the "contradictory" aspects of policy performance between 1949 and 2019. A central-level database of game policies, clarifying that our game policies follow a shift from reactive response to proactive guidance, stigmatization and de-stigmatization, the evolutionary logic. The study found that the central government has always maintained a strict requirement and prudent guidance for game policy, and the deep contradictions in game policy stem from the essential conflict between the natural amusement of games and the seriousness of the educational system, and the Chinese government's use of the understanding of the public and private domains and the Managing of the conflict.Keywords: game industry, gaming policy, public domain, private domain
Procedia PDF Downloads 148