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

Search results for: adaptive computer games

3310 Approach for an Integrative Technology Assessment Method Combining Product Design and Manufacturing Process

Authors: G. Schuh, S. Woelk, D. Schraknepper, A. Such

Abstract:

The systematic evaluation of manufacturing technologies with regard to the potential for product designing constitutes a major challenge. Until now, conventional evaluation methods primarily consider the costs of manufacturing technologies. Thus, the potential of manufacturing technologies for achieving additional product design features is not completely captured. To compensate this deficit, final evaluations of new technologies are mainly intuitive in practice. Therefore, an additional evaluation dimension is needed which takes the potential of manufacturing technologies for specific realizable product designs into account. In this paper, we present the approach of an evaluation method for selecting manufacturing technologies with regard to their potential for product designing. This research is done within the Fraunhofer innovation cluster »AdaM« (Adaptive Manufacturing) which targets the development of resource efficient and adaptive manufacturing technology processes for complex turbo machinery components.

Keywords: manufacturing, product design, production, technology assessment, technology management

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3309 Competition as an Appropriate Instructional Practice in the Physical Education Environment: Reflective Experiences

Authors: David Barney, Francis Pleban, Muna Muday

Abstract:

The purpose of this study was to explore gender differences of former physical education students related to reflective experiences of competition in physical education learning environment. In the school environment, students are positioned in competitive situations, including in the physical education context. Therefore it is important to prepare future physical educators to address the role of competition in physical education. Participants for this study were 304 college-aged students and young adults (M = 1.53, SD = .500), from a private university and local community located in the western United States. When comparing gender, significant differences (p < .05) were reported for four (questions 5, 7, 12, and 14) of the nine scaling questions. Follow-up quantitative findings reported that males (41%) more than females (27%) witnessed fights in physical education environment during competitive games. Qualitative findings reported fighting were along the lines of verbal confrontation. Female participants tended to experience being excluded from games, when compared to male participants. Both male and female participants (total population; 95%, males; 98%; and females 92%) were in favor of including competition in physical education for students. Findings suggest that physical education teachers and physical education teacher education programs have a responsibility to develop gender neutral learning experiences that help students better appreciate the role competition plays, both in and out of the physical education classroom.

Keywords: competition, physical education, physical education teacher education, gender

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3308 Analysis of Hard Turning Process of AISI D3-Thermal Aspects

Authors: B. Varaprasad, C. Srinivasa Rao

Abstract:

In the manufacturing sector, hard turning has emerged as vital machining process for cutting hardened steels. Besides many advantages of hard turning operation, one has to implement to achieve close tolerances in terms of surface finish, high product quality, reduced machining time, low operating cost and environmentally friendly characteristics. In the present study, three-dimensional CAE (Computer Aided Engineering) based simulation of  hard turning by using commercial software DEFORM 3D has been compared to experimental results of  stresses, temperatures and tool forces in machining of AISI D3 steel using mixed Ceramic inserts (CC6050). In the present analysis, orthogonal cutting models are proposed, considering several processing parameters such as cutting speed, feed, and depth of cut. An exhaustive friction modeling at the tool-work interfaces is carried out. Work material flow around the cutting edge is carefully modeled with adaptive re-meshing simulation capability. In process simulations, feed rate and cutting speed are constant (i.e.,. 0.075 mm/rev and 155 m/min), and analysis is focused on stresses, forces, and temperatures during machining. Close agreement is observed between CAE simulation and experimental values.

Keywords: hard turning, computer aided engineering, computational machining, finite element method

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3307 An Adaptive Back-Propagation Network and Kalman Filter Based Multi-Sensor Fusion Method for Train Location System

Authors: Yu-ding Du, Qi-lian Bao, Nassim Bessaad, Lin Liu

Abstract:

The Global Navigation Satellite System (GNSS) is regarded as an effective approach for the purpose of replacing the large amount used track-side balises in modern train localization systems. This paper describes a method based on the data fusion of a GNSS receiver sensor and an odometer sensor that can significantly improve the positioning accuracy. A digital track map is needed as another sensor to project two-dimensional GNSS position to one-dimensional along-track distance due to the fact that the train’s position can only be constrained on the track. A model trained by BP neural network is used to estimate the trend positioning error which is related to the specific location and proximate processing of the digital track map. Considering that in some conditions the satellite signal failure will lead to the increase of GNSS positioning error, a detection step for GNSS signal is applied. An adaptive weighted fusion algorithm is presented to reduce the standard deviation of train speed measurement. Finally an Extended Kalman Filter (EKF) is used for the fusion of the projected 1-D GNSS positioning data and the 1-D train speed data to get the estimate position. Experimental results suggest that the proposed method performs well, which can reduce positioning error notably.

Keywords: multi-sensor data fusion, train positioning, GNSS, odometer, digital track map, map matching, BP neural network, adaptive weighted fusion, Kalman filter

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3306 Diagnosis of the Lubrification System of a Gas Turbine Using the Adaptive Neuro-Fuzzy Inference System

Authors: H. Mahdjoub, B. Hamaidi, B. Zerouali, S. Rouabhia

Abstract:

The issue of fault detection and diagnosis (FDD) has gained widespread industrial interest in process condition monitoring applications. Accordingly, the use of neuro-fuzzy technic seems very promising. This paper treats a diagnosis modeling a strategic equipment of an industrial installation. We propose a diagnostic tool based on adaptive neuro-fuzzy inference system (ANFIS). The neuro-fuzzy network provides an abductive diagnosis. Moreover, it takes into account the uncertainties on the maintenance knowledge by giving a fuzzy characterization of each cause. This work was carried out with real data of a lubrication circuit from the gas turbine. The machine of interest is a gas turbine placed in a gas compressor station at South Industrial Centre (SIC Hassi Messaoud Ouargla, Algeria). We have defined the zones of good and bad functioning, and the results are presented to demonstrate the advantages of the proposed method.

Keywords: fault detection and diagnosis, lubrication system, turbine, ANFIS, training, pattern recognition

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3305 Bilingual Gaming Kit to Teach English Language through Collaborative Learning

Authors: Sarayu Agarwal

Abstract:

This paper aims to teach English (secondary language) by bridging the understanding between the Regional language (primary language) and the English Language (secondary language). Here primary language is the one a person has learned from birth or within the critical period, while secondary language would be any other language one learns or speaks. The paper also focuses on evolving old teaching methods to a contemporary participatory model of learning and teaching. Pilot studies were conducted to gauge an understanding of student’s knowledge of the English language. Teachers and students were interviewed and their academic curriculum was assessed as a part of the initial study. Extensive literature study and design thinking principles were used to devise a solution to the problem. The objective is met using a holistic learning kit/card game to teach children word recognition, word pronunciation, word spelling and writing words. Implication of the paper is a noticeable improvement in the understanding and grasping of English language. With increasing usage and applicability of English as a second language (ESL) world over, the paper becomes relevant due to its easy replicability to any other primary or secondary language. Future scope of this paper would be transforming the idea of participatory learning into self-regulated learning methods. With the upcoming govt. learning centres in rural areas and provision of smart devices such as tablets, the development of the card games into digital applications seems very feasible.

Keywords: English as a second language, vocabulary-building card games, learning through gamification, rural education

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3304 Serious Video Games as Literacy and Vocabulary Acquisition Environments for Greek as Second/Foreign Language: The Case of “Einstown”

Authors: Christodoulakis Georgios, Kiourti Elisavet

Abstract:

The Covid-19 pandemic has affected millions of people on a global scale, while lockdowns and quarantine measures were adopted periodically by a vast number of countries. These peculiar socio-historical conditions have led to the growth of participation in online environments. At the same time, the official educational bodies of many countries have been forced, for the first time at least for Greece and Cyprus, to switch to distance learning methods throughout the educational levels. However, this has not been done without issues, both in the technological and functional level, concerning the tools and the processes. Video games are the finest example of simulations of distance learning problem-solving environments. They incorporate different semiotic modes (e.g., a combination of image, sound, texts, gesture) while all this takes place in social and cultural constructed contexts. Players interact in the game environment in terms of spaces, objects, and actions in order to accomplish their goals, solve its problems, and win the game. In addition, players are engaging in layering literacies, which include combinations of independent and collaborative, digital and nondigital practices and spaces acting jointly to support meaning making, including interaction among and across texts and modalities (Abrams, 2017). From this point of view, players are engaged in collaborative, self-directed, and interest-based experiences by going back and forth and around gameplay. Within this context, this paper investigates the way Einstown, a greek serious video game, functions as an effective distance learning environment for teaching Greek as a second|foreign language to adults. The research methodology adopted is the case study approach using mixed methods. The participants were two adult women who are immigrants in Greece and who had zero gaming experience. The results of this research reveal that the videogame Einstown is, in fact, a digital environment of literacy through which the participants achieve active learning, cooperation, and engage in digital and non-digital literacy practices that result in improving the learning of specialized vocabulary presented throughout the gameplay.

Keywords: second/foreign language, vocabulary acquisition, literacy, serious video games

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3303 Analytical Study of CPU Scheduling Algorithms

Authors: Keshav Rathi, Aakriti Sharma, Vinayak R. Dinesh, Irfan Ramzan Parray

Abstract:

Scheduling is a basic operating system function since practically all computer resources are scheduled before use. The CPU is one of the most important computer resources. Central Processing Unit (CPU) scheduling is vital because it allows the CPU to transition between processes. A processor is the most significant resource in a computer; the operating system can increase the computer's productivity. The objective of the operating system is to allow as many processes as possible to operate at the same time in order to maximize CPU utilization. The highly efficient CPU scheduler is based on the invention of high-quality scheduling algorithms that meet the scheduling objectives. In this paper, we reviewed various fundamental CPU scheduling algorithms for a single CPU and showed which algorithm is best for the particular situation.

Keywords: computer science, Operating system, CPU scheduling, cpu algorithms

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3302 Sliding Mode Position Control for Permanent Magnet Synchronous Motors Based on Passivity Approach

Authors: Jenn-Yih Chen, Bean-Yin Lee, Yuan-Chuan Hsu, Jui-Cheng Lin, Kuang-Chyi Lee

Abstract:

In this paper, a sliding mode control method based on the passivity approach is proposed to control the position of surface-mounted permanent magnet synchronous motors (PMSMs). Firstly, the dynamics of a PMSM was proved to be strictly passive. The position controller with an adaptive law was used to estimate the load torque to eliminate the chattering effects associated with the conventional sliding mode controller. The stability analysis of the overall position control system was carried out by adopting the passivity theorem instead of Lyapunov-type arguments. Finally, experimental results were provided to show that the good position tracking can be obtained, and exhibit robustness in the variations of the motor parameters and load torque disturbances.

Keywords: adaptive law, passivity theorem, permanent magnet synchronous motor, sliding mode control

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3301 Translation and Adaptation of Computer Assisted ASPIRA Smoking Prevention Program in Romania

Authors: Z. Abram, V. Nadasan, J. Balint, J. L. Ferencz

Abstract:

Introduction: Online smoking prevention programs became popular in the last time. In order to extend the use of such programs, existing applications can be adapted and translated in the native languages of the target groups. It is the first time that in Romania such a software was implemented. Our goal was to provide a computer-aided intervention with attractive content targeting high school students who are familiar with information and communication technology. Material and methods: ASPIRA is the Romanian/Hungarian adapted version of a smoking prevention program created in USA. Prior to apply the questionnaire and ASPIRA online program which contains five modules that include tests, videos and interactive games, the program was tested in some IT laboratories on a group of schoolchildren and students. The pilot study questionnaires were completed considering the opinions of young people and the functionality of the software. Results: Above 90% of participants reported a good or very good impression about the ASPIRA program. Only a small minority found that the program included some parts which were too long or reported the existence of any technical problems regarding the functionality of the software. 76% of the participants had little or very little difficulty in understanding the messages presented by the English speaking characters. Only 7.5% of the participants thought that the program included content that was not appropriate for the local culture. Conclusions: The vast majority of students reported favorite impressions about ASPIRA online program. High school students and boys were more critical. Language and cultural barriers did not have the potential to reduce in a significant manner the effectiveness of the tested program.

Keywords: smoking prevention, ASPIRA online program, youth opinions, language/cultural barriers

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3300 Adaptive Dehazing Using Fusion Strategy

Authors: M. Ramesh Kanthan, S. Naga Nandini Sujatha

Abstract:

The goal of haze removal algorithms is to enhance and recover details of scene from foggy image. In enhancement the proposed method focus into two main categories: (i) image enhancement based on Adaptive contrast Histogram equalization, and (ii) image edge strengthened Gradient model. Many circumstances accurate haze removal algorithms are needed. The de-fog feature works through a complex algorithm which first determines the fog destiny of the scene, then analyses the obscured image before applying contrast and sharpness adjustments to the video in real-time to produce image the fusion strategy is driven by the intrinsic properties of the original image and is highly dependent on the choice of the inputs and the weights. Then the output haze free image has reconstructed using fusion methodology. In order to increase the accuracy, interpolation method has used in the output reconstruction. A promising retrieval performance is achieved especially in particular examples.

Keywords: single image, fusion, dehazing, multi-scale fusion, per-pixel, weight map

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3299 Computer Anxiety and the Use of Computerized System by University Librarians in Delta State University Library, Nigeria

Authors: L. Arumuru

Abstract:

The paper investigates computer anxiety and the use of computerized library system by university librarians in Delta State University library, Abraka, Nigeria. Some of the root causes of computer anxiety among university librarians such as lack of exposure to computers at early age, inadequate computer skills, inadequate computer training, fear at the sight of a computer, lack of understanding of how computers work, etc. were pin-pointed in the study. Also, the different services rendered in the university libraries with the aid of computers such as reference services, circulation services, acquisition services, cataloguing and classification services, etc. were identified. The study employed the descriptive survey research design through the expo-facto method, with a population of 56 librarians, while the simple percentage and frequency counts were used to analyze the data generated from the administered copies of the questionnaire. Based on the aforementioned root causes of computer anxiety and the resultant effect on computerized library system, recommendations were proffered in the study.

Keywords: computer anxiety, computerized library system, library services, university librarians

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3298 The Interdisciplinary Synergy Between Computer Engineering and Mathematics

Authors: Mitat Uysal, Aynur Uysal

Abstract:

Computer engineering and mathematics share a deep and symbiotic relationship, with mathematics providing the foundational theories and models for computer engineering advancements. From algorithm development to optimization techniques, mathematics plays a pivotal role in solving complex computational problems. This paper explores key mathematical principles that underpin computer engineering, illustrating their significance through a case study that demonstrates the application of optimization techniques using Python code. The case study addresses the well-known vehicle routing problem (VRP), an extension of the traveling salesman problem (TSP), and solves it using a genetic algorithm.

Keywords: VRP, TSP, genetic algorithm, computer engineering, optimization

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3297 Evaluating Cognition and Movement Coordination of Adolescents with Intellectual Disabilities through Ball Games

Authors: Wann-Yun Shieh, Hsin-Yi Kathy Cheng, Yan-Ying Ju, Yu-Chun Yu, Ya-Cheng Shieh

Abstract:

Adolescents who have intellectual disabilities often demonstrate maladaptive behaviors in their daily activities due to either physical abnormalities or neurological disorders. These adolescents commonly struggle with their cognition and movement coordination when it comes to executing tasks such as throwing or catching objects smoothly, quickly, and gracefully, in contrast to their typically developing peers. Simply measuring movement time and distance doesn't provide a comprehensive view of their performance challenges. In this study, a ball-playing approach was proposed to assess the cognition and movement coordination of adolescents with intellectual disabilities using a smart ball equipped with an embedded inertial sensor. Four distinct ball games were specifically designed for this smart ball: two focusing on lower limb activities (dribbling along a straight line and navigating a zigzag path) and two centered around upper limb tasks (picking up and throwing and catching the ball). The cognition and movement coordination of 25 adolescents with intellectual disabilities (average age 18.36 ± 2.46 years) with that of 25 typically developing adolescents (average age 18.36 ± 0.49 years) were compared in these four tests. The results clearly revealed significant differences in the cognition and movement coordination between the adolescents with intellectual disabilities and the typically developing adolescents. These differences encompassed aspects such as movement speed, hand-eye coordination, and control over objects across all the tests conducted.

Keywords: cognition, intellectual disabilities, movement coordination, smart ball

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3296 An ICF Framework for Game-Based Experiences in Geriatric Care

Authors: Marlene Rosa, Susana Lopes

Abstract:

Board games have been used for different purposes in geriatric care, demonstrating good results for health in general. However, there is not a conceptual framework that can help professionals and researchers in this area to design intervention programs or to think about future studies in this area. The aim of this study was to provide a pilot collection of board games’ serious purposes in geriatric care, using a WHO framework for health and disability. Study cases were developed in seven geriatric residential institutions from the center region in Portugal that are included in AGILAB program. The AGILAB program is a serious game-based method to train and spread out the implementation of board games in geriatric care. Each institution provides 2-hours/week of experiences using TATI Hand Game for serious purposes and then fulfill questions about a study-case (player characteristics; explain changes in players health according to this game experience). Two independent researchers read the information and classified it according to the International Classification for Functioning and Disability (ICF) categories. Any discrepancy was solved in a consensus meeting. Results indicate an important variability in body functions and structures: specific mental functions (e.g., b140 Attention functions, b144 Memory functions), b156 Perceptual functions, b2 sensory functions and pain (e.g., b230 Hearing functions; b265 Touch function; b280 Sensation of pain), b7 neuromusculoskeletal and movement-related functions (e.g., b730 Muscle power functions; b760 Control of voluntary movement functions; b710 Mobility of joint functions). Less variability was found in activities and participation domains, such as purposeful sensory experiences (d110-d129) (e.g., d115 Listening), communication (d3), d710 basic interpersonal interactions, d920 recreation and leisure (d9200 Play; d9205 Socializing). Concluding, this framework designed from a brief gamed-based experience includes mental, perceptual, sensory, neuromusculoskeletal, and movement-related functions and participation in sensory, communication, and leisure domains. More studies, including different experiences and a high number of users, should be developed to provide a more comprehensive ICF framework for game-based experiences in geriatric care.

Keywords: board game, aging, framework, experience

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3295 The Influence of Human Movement on the Formation of Adaptive Architecture

Authors: Rania Raouf Sedky

Abstract:

Adaptive architecture relates to buildings specifically designed to adapt to their residents and their environments. To design a biologically adaptive system, we can observe how living creatures in nature constantly adapt to different external and internal stimuli to be a great inspiration. The issue is not just how to create a system that is capable of change but also how to find the quality of change and determine the incentive to adapt. The research examines the possibilities of transforming spaces using the human body as an active tool. The research also aims to design and build an effective dynamic structural system that can be applied on an architectural scale and integrate them all into the creation of a new adaptive system that allows us to conceive a new way to design, build and experience architecture in a dynamic manner. The main objective was to address the possibility of a reciprocal transformation between the user and the architectural element so that the architecture can adapt to the user, as the user adapts to architecture. The motivation is the desire to deal with the psychological benefits of an environment that can respond and thus empathize with human emotions through its ability to adapt to the user. Adaptive affiliations of kinematic structures have been discussed in architectural research for more than a decade, and these issues have proven their effectiveness in developing kinematic structures, responsive and adaptive, and their contribution to 'smart architecture'. A wide range of strategies have been used in building complex kinetic and robotic systems mechanisms to achieve convertibility and adaptability in engineering and architecture. One of the main contributions of this research is to explore how the physical environment can change its shape to accommodate different spatial displays based on the movement of the user’s body. The main focus is on the relationship between materials, shape, and interactive control systems. The intention is to develop a scenario where the user can move, and the structure interacts without any physical contact. The soft form of shifting language and interaction control technology will provide new possibilities for enriching human-environmental interactions. How can we imagine a space in which to construct and understand its users through physical gestures, visual expressions, and response accordingly? How can we imagine a space whose interaction depends not only on preprogrammed operations but on real-time feedback from its users? The research also raises some important questions for the future. What would be the appropriate structure to show physical interaction with the dynamic world? This study concludes with a strong belief in the future of responsive motor structures. We imagine that they are developing the current structure and that they will radically change the way spaces are tested. These structures have obvious advantages in terms of energy performance and the ability to adapt to the needs of users. The research highlights the interface between remote sensing and a responsive environment to explore the possibility of an interactive architecture that adapts to and responds to user movements. This study ends with a strong belief in the future of responsive motor structures. We envision that it will improve the current structure and that it will bring a fundamental change to the way in which spaces are tested.

Keywords: adaptive architecture, interactive architecture, responsive architecture, tensegrity

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3294 Tele-Rehabilitation for Multiple Sclerosis: A Case Study

Authors: Sharon Harel, Rachel Kizony, Yoram Feldman, Gabi Zeilig, Mordechai Shani

Abstract:

Multiple Sclerosis (MS) is a neurological disease that may cause restriction in participation in daily activities of young adults. Main symptoms include fatigue, weakness and cognitive decline. The appearance of symptoms, their severity and deterioration rate, change between patients. The challenge of health services is to provide long-term rehabilitation services to people with MS. The objective of this presentation is to describe a course of tele-rehabilitation service of a woman with MS. Methods; R is a 48 years-old woman, diagnosed with MS when she was 22. She started to suffer from weakness of her non-dominant left upper extremity about ten years after the diagnosis. She was referred to the tele-rehabilitation service by her rehabilitation team, 16 years after diagnosis. Her goals were to improve ability to use her affected upper extremity in daily activities. On admission her score in the Mini-Mental State Exam was 30/30. Her Fugl-Meyer Assessment (FMA) score of the left upper extremity was 48/60, indicating mild weakness and she had a limitation of her shoulder abduction (90 degrees). In addition, she reported little use of her arm in daily activities as shown in her responses to the Motor Activity Log (MAL) that were equal to 1.25/5 in amount and 1.37 in quality of use. R. received two 30 minutes on-line sessions per week in the tele-rehabilitation service, with the CogniMotion system. These were complemented by self-practice with the system. The CogniMotion system provides a hybrid (synchronous-asynchronous), the home-based tele-rehabilitation program to improve the motor, cognitive and functional status of people with neurological deficits. The system consists of a computer, large monitor, and the Microsoft’s Kinect 3D sensor. This equipment is located in the client’s home and connected to a clinician’s computer setup in a remote clinic via WiFi. The client sits in front of the monitor and uses his body movements to interact with games and tasks presented on the monitor. The system provides feedback in the form of ‘knowledge of results’ (e.g., the success of a game) and ‘knowledge of performance’ (e.g., alerts for compensatory movements) to enhance motor learning. The games and tasks were adapted for R. motor abilities and level of difficulty was gradually increased according to her abilities. The results of her second assessment (after 35 on-line sessions) showed improvement in her FMA score to 52 and shoulder abduction to 140 degrees. Moreover, her responses to the MAL indicated an increased amount (2.4) and quality (2.2) of use of her left upper extremity in daily activities. She reported high level of enjoyment from the treatments (5/5), specifically the combination of cognitive challenges while moving her body. In addition, she found the system easy to use as reflected by her responses to the System Usability Scale (85/100). To-date, R. continues to receive treatments in the tele-rehabilitation service. To conclude, this case report shows the potential of using tele-rehabilitation for people with MS to provide strategies to enhance the use of the upper extremity in daily activities as well as for maintaining motor function.

Keywords: motor function, multiple-sclerosis, tele-rehabilitation, daily activities

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3293 Unsupervised Domain Adaptive Text Retrieval with Query Generation

Authors: Rui Yin, Haojie Wang, Xun Li

Abstract:

Recently, mainstream dense retrieval methods have obtained state-of-the-art results on some datasets and tasks. However, they require large amounts of training data, which is not available in most domains. The severe performance degradation of dense retrievers on new data domains has limited the use of dense retrieval methods to only a few domains with large training datasets. In this paper, we propose an unsupervised domain-adaptive approach based on query generation. First, a generative model is used to generate relevant queries for each passage in the target corpus, and then the generated queries are used for mining negative passages. Finally, the query-passage pairs are labeled with a cross-encoder and used to train a domain-adapted dense retriever. Experiments show that our approach is more robust than previous methods in target domains that require less unlabeled data.

Keywords: dense retrieval, query generation, unsupervised training, text retrieval

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3292 An Analysis of Gamification in the Post-Secondary Classroom

Authors: F. Saccucci

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Gamification has now started to take root in the post-secondary classroom. Educators have learned much about gamification to date but there is still a great deal to learn. One definition of gamification is the ability to engage post-secondary students with games that are fun and correlate to class room curriculum. There is no shortage of literature illustrating the advantages of gamification in the class room. This study is an extension of similar thought as well as an extension of a previous study where in class testing proved with the used of paired T-test that gamification did significantly improve the students’ understanding of subject material. Gamification itself in the class room can range from high end computer simulated software to paper based games of which both have advantages and disadvantages. This analysis used a paper based game to highlight certain qualitative advantages of gamification. The paper based game in this analysis was inexpensive, required low preparation time for the faculty member and consumed approximately 20 minutes of class room time. Data for the study was collected through in class student feedback surveys and narrative from the faculty member moderating the game. Students were randomly selected into groups of four. Qualitative advantages identified in this analysis included: 1. Students had a chance to meet, connect and know other students. 2. Students enjoyed the gamification process given there was a sense of fun and competition. 3. The post assessment that followed the simulation game was not part of their grade calculation therefore it was an opportunity to participate in a low risk activity whereby students could subsequently self-assess their understanding of the subject material. 4. In the view of the student, content knowledge did increase after the gamification process. These qualitative advantages identified in this analysis contribute to the argument that there should be an attempt to use gamification in today’s post-secondary class room. The analysis also highlighted that eighty (80) percent of the respondents believe twenty minutes devoted to the gamification process was appropriate, however twenty (20) percentage of respondents believed that rather than scheduling a gamification process and its post quiz in the last week, a review for the final exam may have been more useful. An additional study to this hopes to determine if the scheduling of the gamification had any correlation to a percentage of the students not wanting to be engaged in the process. As well, the additional study hopes to determine at what incremental level of time invested in class room gamification produce no material incremental benefits to the student as well as determine if any correlation exist between respondents preferring not to have it at the end of the semester to students not believing the gamification process added to the increase of their curricular knowledge.

Keywords: gamification, inexpensive, non-quantitative advantages, post-secondary

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3291 Attention-based Adaptive Convolution with Progressive Learning in Speech Enhancement

Authors: Tian Lan, Yixiang Wang, Wenxin Tai, Yilan Lyu, Zufeng Wu

Abstract:

The monaural speech enhancement task in the time-frequencydomain has a myriad of approaches, with the stacked con-volutional neural network (CNN) demonstrating superiorability in feature extraction and selection. However, usingstacked single convolutions method limits feature represen-tation capability and generalization ability. In order to solvethe aforementioned problem, we propose an attention-basedadaptive convolutional network that integrates the multi-scale convolutional operations into a operation-specific blockvia input dependent attention to adapt to complex auditoryscenes. In addition, we introduce a two-stage progressivelearning method to enlarge the receptive field without a dra-matic increase in computation burden. We conduct a series ofexperiments based on the TIMIT corpus, and the experimen-tal results prove that our proposed model is better than thestate-of-art models on all metrics.

Keywords: speech enhancement, adaptive convolu-tion, progressive learning, time-frequency domain

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3290 A Research Agenda for Learner Models for Adaptive Educational Digital Learning Environments

Authors: Felix Böck

Abstract:

Nowadays, data about learners and their digital activities are collected, which could help educational institutions to better understand learning processes, improve them and be able to provide better learning assistance. In this research project, custom knowledge- and data-driven recommendation algorithms will be used to offer students in higher education integrated learning assistance. The pre-requisite for this is a learner model that is as comprehensive as possible, which should first be created and then kept up-to-date largely automatically for being able to individualize and personalize the learning experience. In order to create such a learner model, a roadmap is presented that describes the individual phases up to the creation and evaluation of the finished model. The methodological process for the research project is disclosed, and the research question of how learners can be supported in their learning with personalized, customized learning recommendations is explored.

Keywords: research agenda, user model, learner model, higher education, adaptive educational digital learning environments, personalized learning paths, recommendation system, adaptation, personalization

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3289 Adaptive Assemblies: A Scalable Solution for Atlanta's Affordable Housing Crisis

Authors: Claudia Aguilar, Amen Farooq

Abstract:

Among other cities in the United States, the city of Atlanta is experiencing levels of growth that surpass anything we have witnessed in the last century. With the surge of population influx, the available housing is practically bursting at the seams. Supply is low, and demand is high. In effect, the average one-bedroom apartment runs for 1,800 dollars per month. The city is desperately seeking new opportunities to provide affordable housing at an expeditious rate. This has been made evident by the recent updates to the city’s zoning. With the recent influx in the housing market, young professionals, in particular millennials, are desperately looking for alternatives to stay within the city. To remedy Atlanta’s affordable housing crisis, the city of Atlanta is planning to introduce 40 thousand of new affordable housing units by 2026. To achieve the urgent need for more affordable housing, the architectural response needs to adapt to overcome this goal. A method that has proven successful in modern housing is to practice modular means of development. A method that has been constrained to the dimensions of the max load for an eighteen-wheeler. This approach has diluted the architect’s ability to produce site-specific, informed design and rather contributes to the “cookie cutter” stigma that the method has been labeled with. This thesis explores the design methodology for modular housing by revisiting its constructability and adaptability. This research focuses on a modular housing type that could break away from the constraints of transport and deliver adaptive reconfigurable assemblies. The adaptive assemblies represent an integrated design strategy for assembling the future of affordable dwelling units. The goal is to take advantage of a component-based system and explore a scalable solution to modular housing. This proposal aims specifically to design a kit of parts that are made to be easily transported and assembled but also gives the ability to customize the use of components to benefit all unique conditions. The benefits of this concept could include decreased construction time, cost, on-site labor, and disruption while providing quality housing with affordable and flexible options.

Keywords: adaptive assemblies, modular architecture, adaptability, constructibility, kit of parts

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3288 Power Aware Modified I-LEACH Protocol Using Fuzzy IF Then Rules

Authors: Gagandeep Singh, Navdeep Singh

Abstract:

Due to limited battery of sensor nodes, so energy efficiency found to be main constraint in WSN. Therefore the main focus of the present work is to find the ways to minimize the energy consumption problem and will results; enhancement in the network stability period and life time. Many researchers have proposed different kind of the protocols to enhance the network lifetime further. This paper has evaluated the issues which have been neglected in the field of the WSNs. WSNs are composed of multiple unattended ultra-small, limited-power sensor nodes. Sensor nodes are deployed randomly in the area of interest. Sensor nodes have limited processing, wireless communication and power resource capabilities Sensor nodes send sensed data to sink or Base Station (BS). I-LEACH gives adaptive clustering mechanism which very efficiently deals with energy conservations. This paper ends up with the shortcomings of various adaptive clustering based WSNs protocols.

Keywords: WSN, I-Leach, MATLAB, sensor

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3287 Computational Cell Segmentation in Immunohistochemically Image of Meningioma Tumor Using Fuzzy C-Means and Adaptive Vector Directional Filter

Authors: Vahid Anari, Leila Shahmohammadi

Abstract:

Diagnosing and interpreting manually from a large cohort dataset of immunohistochemically stained tissue of tumors using an optical microscope involves subjectivity and also is tedious for pathologist specialists. Moreover, digital pathology today represents more of an evolution than a revolution in pathology. In this paper, we develop and test an unsupervised algorithm that can automatically enhance the IHC image of a meningioma tumor and classify cells into positive (proliferative) and negative (normal) cells. A dataset including 150 images is used to test the scheme. In addition, a new adaptive color image enhancement method is proposed based on a vector directional filter (VDF) and statistical properties of filtering the window. Since the cells are distinguishable by the human eye, the accuracy and stability of the algorithm are quantitatively compared through application to a wide variety of real images.

Keywords: digital pathology, cell segmentation, immunohistochemically, noise reduction

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3286 Modern Era Applications of Mathematics and Computer Science

Authors: Ogunrinde Roseline Bosede, Ogunrinde Rowland Rotimi

Abstract:

Just as the development of ideas of early mathematics was essentially motivated by social needs, the invention of the computer was equally inspired by social needs. The early years of the twenty-first century have been remarkable in advances in mathematical and computer sciences. Mathematical and computer sciences work are fast becoming an increasingly integral and essential components of a growing catalogues of areas of interests in biology, business, military, medicine, social sciences, advanced design, advanced materials, climate, banking and finance, and many other fields of disciplines. This paper seeks to highlight the trend and impacts of the duo in the technological advancements being witnessed in our today's world.

Keywords: computer, impacts, mathematics, modern society

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3285 A Multi-Cluster Enterprise Framework for Evolution of Knowledge System among Enterprises, Governments and Research Institutions

Authors: Sohail Ahmed, Ke Xing

Abstract:

This research theoretically explored the evolution mechanism of enterprise technological innovation capability system (ETICS) from the perspective of complex adaptive systems (CAS). Starting from CAS theory, this study proposed an analytical framework for ETICS, its concepts and theory by integrating CAS methodology into the management of technological innovation capability of enterprises and discusses how to use the principles of complexity to analyze the composition, evolution and realization of the technological innovation capabilities in complex dynamic environment. This paper introduces the concept and interaction of multi-agent, the theoretical background of CAS and summarizes the sources of technological innovation, the elements of each subject and the main clusters of adaptive interactions and innovation activities. The concept of multi-agents is applied through the linkages of enterprises, research institutions and government agencies with the leading enterprises in industrial settings. The study was exploratory based on CAS theory. Theoretical model is built by considering technological and innovation literature from foundational to state of the art projects of technological enterprises. On this basis, the theoretical model is developed to measure the evolution mechanism of enterprise technological innovation capability system. This paper concludes that the main characteristics for evolution in technological systems are based on enterprise’s research and development personal, investments in technological processes and innovation resources are responsible for the evolution of enterprise technological innovation performance. The research specifically enriched the application process of technological innovation in institutional networks related to enterprises.

Keywords: complex adaptive system, echo model, enterprise knowledge system, research institutions, multi-agents.

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3284 Facial Biometric Privacy Using Visual Cryptography: A Fundamental Approach to Enhance the Security of Facial Biometric Data

Authors: Devika Tanna

Abstract:

'Biometrics' means 'life measurement' but the term is usually associated with the use of unique physiological characteristics to identify an individual. It is important to secure the privacy of digital face image that is stored in central database. To impart privacy to such biometric face images, first, the digital face image is split into two host face images such that, each of it gives no idea of existence of the original face image and, then each cover image is stored in two different databases geographically apart. When both the cover images are simultaneously available then only we can access that original image. This can be achieved by using the XM2VTS and IMM face database, an adaptive algorithm for spatial greyscale. The algorithm helps to select the appropriate host images which are most likely to be compatible with the secret image stored in the central database based on its geometry and appearance. The encryption is done using GEVCS which results in a reconstructed image identical to the original private image.

Keywords: adaptive algorithm, database, host images, privacy, visual cryptography

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3283 Self-Tuning Power System Stabilizer Based on Recursive Least Square Identification and Linear Quadratic Regulator

Authors: J. Ritonja

Abstract:

Available commercial applications of power system stabilizers assure optimal damping of synchronous generator’s oscillations only in a small part of operating range. Parameters of the power system stabilizer are usually tuned for the selected operating point. Extensive variations of the synchronous generator’s operation result in changed dynamic characteristics. This is the reason that the power system stabilizer tuned for the nominal operating point does not satisfy preferred damping in the overall operation area. The small-signal stability and the transient stability of the synchronous generators have represented an attractive problem for testing different concepts of the modern control theory. Of all the methods, the adaptive control has proved to be the most suitable for the design of the power system stabilizers. The adaptive control has been used in order to assure the optimal damping through the entire synchronous generator’s operating range. The use of the adaptive control is possible because the loading variations and consequently the variations of the synchronous generator’s dynamic characteristics are, in most cases, essentially slower than the adaptation mechanism. The paper shows the development and the application of the self-tuning power system stabilizer based on recursive least square identification method and linear quadratic regulator. Identification method is used to calculate the parameters of the Heffron-Phillips model of the synchronous generator. On the basis of the calculated parameters of the synchronous generator’s mathematical model, the synthesis of the linear quadratic regulator is carried-out. The identification and the synthesis are implemented on-line. In this way, the self-tuning power system stabilizer adapts to the different operating conditions. A purpose of this paper is to contribute to development of the more effective power system stabilizers, which would replace currently used linear stabilizers. The presented self-tuning power system stabilizer makes the tuning of the controller parameters easier and assures damping improvement in the complete operating range. The results of simulations and experiments show essential improvement of the synchronous generator’s damping and power system stability.

Keywords: adaptive control, linear quadratic regulator, power system stabilizer, recursive least square identification

Procedia PDF Downloads 249
3282 Adaptive Multipath Mitigation Acquisition Approach for Global Positioning System Software Receivers

Authors: Animut Meseret Simachew

Abstract:

Parallel Code Phase Search Acquisition (PCSA) Algorithm has been considered as a promising method in GPS software receivers for detection and estimation of the accurate correlation peak between the received Global Positioning System (GPS) signal and locally generated replicas. GPS signal acquisition in highly dense multipath environments is the main research challenge. In this work, we proposed a robust variable step-size (RVSS) PCSA algorithm based on fast frequency transform (FFT) filtering technique to mitigate short time delay multipath signals. Simulation results reveal the effectiveness of the proposed algorithm over the conventional PCSA algorithm. The proposed RVSS-PCSA algorithm equalizes the received carrier wiped-off signal with locally generated C/A code.

Keywords: adaptive PCSA, detection and estimation, GPS signal acquisition, GPS software receiver

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3281 Channel Estimation/Equalization with Adaptive Modulation and Coding over Multipath Faded Channels for WiMAX

Authors: B. Siva Kumar Reddy, B. Lakshmi

Abstract:

WiMAX has adopted an Adaptive Modulation and Coding (AMC) in OFDM to endure higher data rates and error free transmission. AMC schemes employ the Channel State Information (CSI) to efficiently utilize the channel and maximize the throughput and for better spectral efficiency. This CSI has given to the transmitter by the channel estimators. In this paper, LSE (Least Square Error) and MMSE (Minimum Mean square Error) estimators are suggested and BER (Bit Error Rate) performance has been analyzed. Channel equalization is also integrated with with AMC-OFDM system and presented with Constant Modulus Algorithm (CMA) and Least Mean Square (LMS) algorithms with convergence rates analysis. Simulation results proved that increment in modulation scheme size causes to improvement in throughput along with BER value. There is a trade-off among modulation size, throughput, BER value and spectral efficiency. Results also reported the requirement of channel estimation and equalization in high data rate systems.

Keywords: AMC, CSI, CMA, OFDM, OFDMA, WiMAX

Procedia PDF Downloads 394