Search results for: repeated games.
743 Monitoring Public Attitudes Towards Tourism Valorisation of the Dinara Nature Park’s Dry Grasslands
Authors: Sven Ratković
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The survey of public attitudes and knowledge was conducted as part of the Dinara back to LIFE project during June and July 2020. The aim of the research was to collect public opinions and knowledge on the topics of the biodiversity of Dinara, perception of tourist potential, sustainable development, and acceptance of the project. The research was conducted using the survey method in the cities of Sinj, Knin, Vrlika, and Trilj, and the municipalities of Hrvace, Otok, Kijevo, and Civljane, where a total of 404 people were surveyed. The respondents perceive the cultural and recreational potential of Dinara and recognize it as a potential for agriculture and tourism. According to respondents, the biological diversity of Dinara is most affected by fires and human activity. When it comes to nature protection, the majority of respondents don’t trust local self-government units and relevant ministries. The obtained results indicate the need for informing and educating the community, and they serve to adjust the project activities and better guide the touristic development of the project area. The examination will be repeated in the last project year (2023).Keywords: protected area tourism, Dinara Nature Park, dry grasslands, touristic infrastructure
Procedia PDF Downloads 98742 Survival Struggle: To Be a Female Competitor in Survivor
Authors: Gülbuğ Erol, Gamze Beyge, Hakan Ekemen
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In Turkey national TV channels broadcast a wide range of programs to audience attract viewers. Since the year 2000, especially the competition programs were directed towards entertainment and audience has gained. Even today, television channels have just begun to be broadcast on entertainment channels. Except from the news, the TV collects pleasure with its broadcasts aiming to meet the expectation of the Turkish people of TV 8 TV channels. Survivor, one of the TV 8 programs, draws attention with the ratings it receives and the broad target audience it addresses. Survivor, however, is one of the most exciting competitions on the Turkish television scene, which is rightly and ambitiously competitive in television contest programs. It is a format in which women and men struggle their power borders by winning the competition with their names thanks to their intelligence and endurance games. The contestants of the program, which has been running since March 22, 2005, are seen in a platform where they must present their struggle for their various awards. In Survivor, where competition is at stake, courage and strength are reduced by the reduction of sex. In this study, the critical discourse was made taking into consideration the challenges of female competitors competing to the final stage which is behind the male competitors. Secondly, the variables from the beginning to the present day of the adaptation of the judge to Turkey have been debated in a critical context.Keywords: television, meaning, discourse, contest program
Procedia PDF Downloads 223741 Digital Privacy Legislation Awareness
Authors: Henry Foulds, Magda Huisman, Gunther R. Drevin
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Privacy is regarded as a fundamental human right and it is clear that the study of digital privacy is an important field. Digital privacy is influenced by new and constantly evolving technologies and this continuous change makes it hard to create legislation to protect people’s privacy from being exploited by misuse of these technologies.
This study aims to benefit digital privacy legislation efforts by evaluating the awareness and perceived importance of digital privacy legislation among computer science students. The chosen fixed variables for the population are study year and gamer classification.
The use of location based services in mobile applications and games are a concern for digital privacy. For this reason the study focused on computer science students as they have a high likelihood to use and develop this type of software. Surveys were used to evaluate awareness and perceived importance of digital privacy legislation.
The results of the study show that privacy legislation and awareness of privacy legislation are important to people. The perception of the importance of privacy legislation increases with academic experience. Awareness of privacy legislation increases from non-gamers to pro gamers.
Keywords: digital privacy, legislation awareness, gaming, privacy legislation
Procedia PDF Downloads 355740 Influencer Marketing, Fan Satisfaction, Team Identification and Purchase Intention and Different Effects of Influencer Marketing: Influencer’s Personal Attributes and Their Add-value to Baseball Games
Authors: Shih-Ting Fu
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This study aimed to investigate the influence of influencer marketing on fan satisfaction, purchase intention, and team identification. The research employed a questionnaire survey targeting the Chinese Professional Baseball League (CPBL). The sample included 205 participants, encompassing both existing CPBL fans and individuals with no prior baseball viewing habits. The survey assessed the impact of influencer marketing on participants' knowledge, attitudes, and behaviors related to the CPBL. Additionally, it evaluated team identification, fan satisfaction, and purchase intention. Data analysis using SPSS software aimed to identify correlations and effects among the variables. Findings revealed that influencer marketing has a significant positive impact on fan satisfaction, purchase intention, and team identification. Notably, further analysis indicated that the personal characteristics and charisma of influencers significantly influenced fans' perceptions, leading to increased purchase intention and satisfaction. This effect was even stronger than the influence of influencers' expertise and information dissemination regarding sports events or products.Keywords: influencer marketing, fan satisfaction, team identification, purchase intention, Chinese professional baseball league (CPBL)
Procedia PDF Downloads 35739 High-Speed LIF-OH Imaging of H2-Air Turbulent Premixed Flames
Authors: Ahmed A. Al-Harbi
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This paper presents a comparative study of effects of the repeated solid obstacles on the propagation of H2-Air premixed flames. Pressure, speed of the flame front as well as structure of reaction zones are studied for hydrogen. Two equivalence ratios are examined for different configurations of three baffle plates and two obstacles with a square cross-section having blockage ratios of either 0.24 or 0.5. Hydrogen fuel mixtures with two equivalence ratios of 0.7 and 0.8 are studied and this is limited by the excessive overpressures. The results show that the peak pressure and its rate of change can be increased by increasing the blockage ratio or by decreasing the space between successive baffles. As illustrated by the high speed images of LIF-OH, the degree of wrinkling and contortion in the flame front increase as the blockages increase. The images also show how the flame front relaminarises with increasing distances between obstacles, which accounts for the pressure decrease with increasing separation. It is also found that more than one obstacle is needed to achieve a turbulent flame structure with intense corrugations.Keywords: premixed propagating flames, flame-obstacle interaction, turbulent premixed flames, overpressure, transient flames
Procedia PDF Downloads 377738 Cross-Cultural Variations in Creative Perception Modulate Creative Performance
Authors: Anatoliy Kharkhurin
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The study argues that variations in creative performance may be stipulated by cross-cultural differences in perception of the creativity construct. In Experiment 1, 50 Russian and 50 Emirati college students received structured imagination test that requires producing a drawing of an alien creature. In Experiment 2, 53 Russian and 53 Emirati college students (different from Experiment 1) on 5-point Likert-type scale evaluated the level of creativity of the drawings produced in the Experiment I. Repeated-measure ANOVA revealed an interaction between the country where the drawings were produced and the country where they were evaluated. Russians evaluated their country mates’ drawings as more creative than the Emiratis evaluated their country mates’ drawings. Regression analysis revealed that the creativity level of the drawings was positively predicted by the Russians’ evaluation and negatively predicted by the Emiratis’ evaluation. Finally, the evaluation of the drawings by the Russians predicted divergent thinking performance.Keywords: creativity, culture, cross-cultural, perception, production
Procedia PDF Downloads 331737 Assisted Video Colorization Using Texture Descriptors
Authors: Andre Peres Ramos, Franklin Cesar Flores
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Colorization is the process of add colors to a monochromatic image or video. Usually, the process involves to segment the image in regions of interest and then apply colors to each one, for videos, this process is repeated for each frame, which makes it a tedious and time-consuming job. We propose a new assisted method for video colorization; the user only has to colorize one frame, and then the colors are propagated to following frames. The user can intervene at any time to correct eventual errors in color assignment. The method consists of to extract intensity and texture descriptors from the frames and then perform a feature matching to determine the best color for each segment. To reduce computation time and give a better spatial coherence we narrow the area of search and give weights for each feature to emphasize texture descriptors. To give a more natural result, we use an optimization algorithm to make the color propagation. Experimental results in several image sequences, compared to others existing methods, demonstrates that the proposed method perform a better colorization with less time and user interference.Keywords: colorization, feature matching, texture descriptors, video segmentation
Procedia PDF Downloads 162736 The Using of Liquefied Petroleum Gas (LPG) on a Low Heat Loss Si Engine
Authors: Hanbey Hazar, Hakan Gul
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In this study, Thermal Barrier Coating (TBC) application is performed in order to reduce the engine emissions. Piston, exhaust, and intake valves of a single-cylinder four-cycle gasoline engine were coated with chromium carbide (Cr3C2) at a thickness of 300 µm by using the Plasma Spray coating method which is a TBC method. Gasoline engine was converted into an LPG system. The study was conducted in 4 stages. In the first stage, the piston, exhaust, and intake valves of the gasoline engine were coated with Cr3C2. In the second stage, gasoline engine was converted into the LPG system and the emission values in this engine were recorded. In the third stage, the experiments were repeated under the same conditions with a standard (uncoated) engine and the results were recorded. In the fourth stage, data obtained from both engines were loaded on Artificial Neural Networks (ANN) and estimated values were produced for every revolution. Thus, mathematical modeling of coated and uncoated engines was performed by using ANN. While there was a slight increase in exhaust gas temperature (EGT) of LPG engine due to TBC, carbon monoxide (CO) values decreased.Keywords: LPG fuel, thermal barrier coating, artificial neural network, mathematical modelling
Procedia PDF Downloads 425735 Experimental Investigation on Effect of the Zirconium + Magnesium Coating of the Piston and Valve of the Single-Cylinder Diesel Engine to the Engine Performance and Emission
Authors: Erdinç Vural, Bülent Özdalyan, Serkan Özel
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The four-stroke single cylinder diesel engine has been used in this study, the pistons and valves of the engine have been stabilized, the aluminum oxide (Al2O3) in different ratios has been added in the power of zirconium (ZrO2) magnesium oxide (MgO), and has been coated with the plasma spray method. The pistons and valves of the combustion chamber of the engine are coated with 5 different (ZrO2 + MgO), (ZrO2 + MgO + 25% Al2O3), (ZrO2 + MgO + 50% Al2O3), (ZrO2 + MgO + 75% Al2O3), (Al2O3) sample. The material tests have been made for each of the coated engine parts with the scanning electron microscopy (SEM), energy dispersive X-ray spectroscopy (EDX) and X-ray diffraction (XRD) using Cu Kα radiation surface analysis methods. The engine tests have been repeated for each sample in any electric dynamometer in full power 1600 rpm, 2000 rpm, 2400 rpm and 2800 rpm engine speeds. The material analysis and engine tests have shown that the best performance has been performed with (ZrO2 + MgO + 50% Al2O3). Thus, there is no significant change in HC and Smoke emissions, but NOx emission is increased, as the engine improves power, torque, specific fuel consumption and CO emissions in the tests made with sample A3.Keywords: ceramic coating, material characterization, engine performance, exhaust emissions
Procedia PDF Downloads 371734 Effect of Media on Psycho-Social Interaction among the Children with Their Parents of Urban People in Dhaka
Authors: Nazma Sultana
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Social media has become an important part of our daily life. It has a significance influences on the people who use them in their daily life frequently. The number of people using social network sites has been increasing continuously. For this frequent utilization has started to affect our social life. This study examine whether the use of social network sites affects the psychosocial interaction between children and their parents. At first parents introduce their children to the internet and different type of device in their early childhood. Many parents use device for feeding their children by watching rhyme or cartoon. As a result children are habituate with it. In Bangladesh 70% people are heavy internet users. About 23 percent of them spend more than five hours on the social networking sites a day. Media are increasing pervasive in the lives of children-roughly the average child today spends nearly about 45 hours per week with media, compared with 17 hours with parents and 30 hours in school. According to a social learning theory, children & adolescents learn by observing & imitating what they see on screen particularly when these behaviors are realistic or are rewarded. The influence of the media on the psychosocial development of children is profound. Thus it is important for parents to provide guidance on age-appropriate use of all media, including television, radio, music, video games and the internet.Keywords: social media, psychosocial, Technology, Parent, Social Relationship, Adolescents, Teenage, Youth
Procedia PDF Downloads 112733 Electroencephalogram Based Approach for Mental Stress Detection during Gameplay with Level Prediction
Authors: Priyadarsini Samal, Rajesh Singla
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Many mobile games come with the benefits of entertainment by introducing stress to the human brain. In recognizing this mental stress, the brain-computer interface (BCI) plays an important role. It has various neuroimaging approaches which help in analyzing the brain signals. Electroencephalogram (EEG) is the most commonly used method among them as it is non-invasive, portable, and economical. Here, this paper investigates the pattern in brain signals when introduced with mental stress. Two healthy volunteers played a game whose aim was to search hidden words from the grid, and the levels were chosen randomly. The EEG signals during gameplay were recorded to investigate the impacts of stress with the changing levels from easy to medium to hard. A total of 16 features of EEG were analyzed for this experiment which includes power band features with relative powers, event-related desynchronization, along statistical features. Support vector machine was used as the classifier, which resulted in an accuracy of 93.9% for three-level stress analysis; for two levels, the accuracy of 92% and 98% are achieved. In addition to that, another game that was similar in nature was played by the volunteers. A suitable regression model was designed for prediction where the feature sets of the first and second game were used for testing and training purposes, respectively, and an accuracy of 73% was found.Keywords: brain computer interface, electroencephalogram, regression model, stress, word search
Procedia PDF Downloads 187732 Naltrexone and Borderline Personality Disorder: A Brief Review
Authors: Azadeh Moghaddas, Mehrnoush Dianatkhah, Padideh Ghaeli
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The main characteristics of borderline personality disorder (BPD) are instable regulation of affect and self-image, impulsive behavior, and lack of interpersonal relationships. Clinically, emotional dysregulation, impulsive aggression, repeated self-injury, and suicidal thought are noted with this disorder. Proper management of patients with BPD is a difficult challenge due to the complex features of this disorder. Pharmacotherapy of BPD in order to control impulsive behavior and to stabilize affect in patients with BPD has been receiving a lot of attention. Anticonvulsant agents such as topiramate, valproate, or lamotrigine, atypical antipsychotics such as aripiprazole and olanzapine and antidepressants such as monoamine oxidase inhibitors and selective serotonin reuptake inhibitors like fluvoxamine have been implicated in the treatment of BPD. Unfortunately, none of these medications can be used alone or even in combination as sole treatment of BPD. Medications may be used mostly to resolve or reduce impulsivity and aggression in these patients. Naltrexone (NTX), a nonspecific competitive opiate antagonist has been suggested, in the literature, to control self-injurious behavior (SIB) and dissociative symptoms in patients with BPD. This brief review has been intended to look at all documented evidence on the use of NTX in the management of BPD and to reach a comprehensive conclusion.Keywords: borderline personality disorder, naltrexone, self-injurious behavior, dissociative symptoms
Procedia PDF Downloads 297731 Pure Scalar Equilibria for Normal-Form Games
Authors: Herbert W. Corley
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A scalar equilibrium (SE) is an alternative type of equilibrium in pure strategies for an n-person normal-form game G. It is defined using optimization techniques to obtain a pure strategy for each player of G by maximizing an appropriate utility function over the acceptable joint actions. The players’ actions are determined by the choice of the utility function. Such a utility function could be agreed upon by the players or chosen by an arbitrator. An SE is an equilibrium since no players of G can increase the value of this utility function by changing their strategies. SEs are formally defined, and examples are given. In a greedy SE, the goal is to assign actions to the players giving them the largest individual payoffs jointly possible. In a weighted SE, each player is assigned weights modeling the degree to which he helps every player, including himself, achieve as large a payoff as jointly possible. In a compromise SE, each player wants a fair payoff for a reasonable interpretation of fairness. In a parity SE, the players want their payoffs to be as nearly equal as jointly possible. Finally, a satisficing SE achieves a personal target payoff value for each player. The vector payoffs associated with each of these SEs are shown to be Pareto optimal among all such acceptable vectors, as well as computationally tractable.Keywords: compromise equilibrium, greedy equilibrium, normal-form game, parity equilibrium, pure strategies, satisficing equilibrium, scalar equilibria, utility function, weighted equilibrium
Procedia PDF Downloads 113730 Clinical Training Simulation Experience of Medical Sector Students
Authors: Tahsien Mohamed Okasha
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Simulation is one of the emerging educational strategies that depend on the creation of scenarios to imitate what could happen in real life. At the time of COVID, we faced big obstacles in medical education, specially the clinical part and how we could apply it, the simulation was the golden key. Simulation is a very important tool of education for medical sector students, through creating a safe, changeable, quiet environment with less anxiety level for students to practice and to have repeated trials on their competencies. That impacts the level of practice, achievement, and the way of acting in real situations and experiences. A blind Random sample of students from different specialties and colleges who came and finished their training in an integrated environment was collected and tested, and the responses were graded from (1-5). The results revealed that 77% of the studied subjects agreed that dealing and interacting with different medical sector candidates in the same place was beneficial. 77% of the studied subjects agreed that simulations were challenging in thinking and decision-making skills .75% agreed that using high-fidelity manikins was helpful. 75% agree .76% agreed that working in a safe, prepared environment is helpful for realistic situations.Keywords: simulation, clinical training, education, medical sector students
Procedia PDF Downloads 30729 Life-Long Fitness Promotion, Recreational Opportunities-Social Interaction for the Visual Impaired Learner
Authors: Zasha Romero
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This poster will detail a family oriented event which introduced individuals with visual impairments and individuals with secondary disabilities to social interaction and helped promote life-long fitness and recreational skills. Purpose: The poster will detail a workshop conducted for individuals with visual impairments, individuals with secondary disabilities and their families. Methods: Families from all over the South Texas were invited through schools and different non-profit organizations and came together for a day full recreational games in an effort to promote life-long fitness, recreational opportunities as well as social interactions. Some of the activities that participants and their families participated in were tennis, dance, swimming, baseball, etc. all activities were developed to engage the learner with visual impairments as well as secondary disabilities. Implications: This workshop was done in collaboration with different non-profit institutions to create awareness and provide opportunities for physical fitness, social interaction, and life-long fitness skills associated with the activities presented. The workshop provided collaboration amongst different entities and novel ideas to create opportunities for a typically underserved population.Keywords: engagement, awareness, underserved population, inclusion, collaboration
Procedia PDF Downloads 363728 Impact of Six-Minute Walk or Rest Break during Extended GamePlay on Executive Function in First Person Shooter Esport Players
Authors: Joanne DiFrancisco-Donoghue, Seth E. Jenny, Peter C. Douris, Sophia Ahmad, Kyle Yuen, Hillary Gan, Kenney Abraham, Amber Sousa
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Background: Guidelines for the maintenance of health of esports players and the cognitive changes that accompany competitive gaming are understudied. Executive functioning is an important cognitive skill for an esports player. The relationship between executive functions and physical exercise has been well established. However, the effects of prolonged sitting regardless of physical activity level have not been established. Prolonged uninterrupted sitting reduces cerebral blood flow. Reduced cerebral blood flow is associated with lower cognitive function and fatigue. This decrease in cerebral blood flow has been shown to be offset by frequent and short walking breaks. These short breaks can be as little as 2 minutes at the 30-minute mark and 6 minutes following 60 minutes of prolonged sitting. The rationale is the increase in blood flow and the positive effects this has on metabolic responses. The primary purpose of this study was to evaluate executive function changes following 6-minute bouts of walking and complete rest mid-session, compared to no break, during prolonged gameplay in competitive first-person shooter (FPS) esports players. Methods: This study was conducted virtually due to the Covid-19 pandemic and was approved by the New York Institute of Technology IRB. Twelve competitive FPS participants signed written consent to participate in this randomized pilot study. All participants held a gold ranking or higher. Participants were asked to play for 2 hours on three separate days. Outcome measures to test executive function included the Color Stroop and the Tower of London tests which were administered online each day prior to gaming and at the completion of gaming. All participants completed the tests prior to testing for familiarization. One day of testing consisted of a 6-minute walk break after 60-75 minutes of play. The Rate of Perceived Exertion (RPE) was recorded. The participant continued to play for another 60-75 minutes and completed the tests again. Another day the participants repeated the same methods replacing the 6-minute walk with lying down and resting for 6 minutes. On the last day, the participant played continuously with no break for 2 hours and repeated the outcome tests pre and post-play. A Latin square was used to randomize the treatment order. Results: Using descriptive statistics, the largest change in mean reaction time incorrect congruent pre to post play was seen following the 6-minute walk (662.0 (609.6) ms pre to 602.8 (539.2) ms post), followed by the 6-minute rest group (681.7(618.1) ms pre to 666.3 (607.9) ms post), and with minimal change in the continuous group (594.0(534.1) ms pre to 589.6(552.9) ms post). The mean solution time was fastest in the resting condition (7774.6(6302.8)ms), followed by the walk condition (7929.4 (5992.8)ms), with the continuous condition being slowest (9337.3(7228.7)ms). the continuous group 9337.3(7228.7) ms; 7929.4 (5992.8 ) ms 774.6(6302.8) ms. Conclusion: Short walking breaks improve blood flow and reduce the risk of venous thromboembolism during prolonged sitting. This pilot study demonstrated that a low intensity 6 -minute walk break, following 60 minutes of play, may also improve executive function in FPS gamers.Keywords: executive function, FPS, physical activity, prolonged sitting
Procedia PDF Downloads 228727 Using Mobile Phones for M-Learning in Higher Education: A Comparative Study
Authors: Islam Elsayed Hussein Ali, Stefan M. Wagner
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Smartphone and tablet computers, as well as other ultra portable devices, have already gained enough critical mass to be considered mainstream devices, being present in the daily lives of millions of higher education students. Many universities throughout the world have already adopted or are planning to adopt mobile technologies in many of their courses as a better way to connect students with the subjects they are studying. These new mobile platforms allow students to access content anywhere/anytime to immerse himself/herself into that content (alone or interacting with teachers or colleagues via web communication forms) and to interact with that content in ways that were not previously possible. This paper plans to provide a thorough overview of the possibilities and consequences of m-learning in higher education environments as a gateway to ubiquitous learning – perhaps the ultimate form of learner engagement, since it allows the student to learn, access and interact with important content in any way or at any time or place he might want so the objective of the study is to examine how the usage of mobile phones for m-learning differs between heavy and light mobile phone users at TU Braunschweig. Heavy mobile phone users are hypothesized to have access to/subscribe to one type of mobile content than light mobile phone users, to have less frequent access to, subscribe to or purchase mobile content within the last year than light mobile phone users, and to pay less money for mobile learning, its content and mobile games than light mobile phone users.Keywords: mobile learning, technologies, applications, higher education
Procedia PDF Downloads 415726 Idealization of Licca-Chan and Barbie: Comparison of Two Dolls across the Pacific
Authors: Miho Tsukamoto
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Since the initial creation of the Barbie doll in 1959, it became a symbol of US society. Likewise, the Licca-chan, a Japanese doll created in 1967, also became a Japanese symbolic doll of Japanese society. Prior to the introduction of Licca-chan, Barbie was already marketed in Japan but their sales were dismal. Licca-chan (an actual name: Kayama Licca) is a plastic doll with a variety of sizes ranging from 21.0 cm to 29.0 cm which many Japanese girls dream of having. For over 35 years, the manufacturer, Takara Co., Ltd. has sold over 48 million dolls and has produced doll houses, accessories, clothes, and Licca-chan video games for the Nintendo DS. Many First-generation Licca-chan consumers still are enamored with Licca-chan, and go to Licca-chan House, in an amusement park with their daughters. These people are called Licca-chan maniacs, as they enjoy touring the Licca-chan’s factory in Tohoku or purchase various Licca-chan accessories. After the successful launch of Licca-chan into the Japanese market, a mixed-like doll from the US and Japan, a doll, JeNny, was later sold in the same Japanese market by Takara Co., Ltd. in 1982. Comparison of these cultural iconic dolls, Barbie and Licca-chan, are analyzed in this paper. In fact, these dolls have concepts of girls’ dreams. By using concepts of mythology of Jean Baudrillard, these dolls can be represented idealized images of figures in the products for consumers, but at the same time, consumers can see products with different perspectives, which can cause controversy.Keywords: Barbie, dolls, JeNny, idealization, Licca-chan
Procedia PDF Downloads 271725 Software Reliability Prediction Model Analysis
Authors: Lela Mirtskhulava, Mariam Khunjgurua, Nino Lomineishvili, Koba Bakuria
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Software reliability prediction gives a great opportunity to measure the software failure rate at any point throughout system test. A software reliability prediction model provides with the technique for improving reliability. Software reliability is very important factor for estimating overall system reliability, which depends on the individual component reliabilities. It differs from hardware reliability in that it reflects the design perfection. Main reason of software reliability problems is high complexity of software. Various approaches can be used to improve the reliability of software. We focus on software reliability model in this article, assuming that there is a time redundancy, the value of which (the number of repeated transmission of basic blocks) can be an optimization parameter. We consider given mathematical model in the assumption that in the system may occur not only irreversible failures, but also a failure that can be taken as self-repairing failures that significantly affect the reliability and accuracy of information transfer. Main task of the given paper is to find a time distribution function (DF) of instructions sequence transmission, which consists of random number of basic blocks. We consider the system software unreliable; the time between adjacent failures has exponential distribution.Keywords: exponential distribution, conditional mean time to failure, distribution function, mathematical model, software reliability
Procedia PDF Downloads 464724 Effects of External and Internal Focus of Attention in Motor Learning of Children with Cerebral Palsy
Authors: Morteza Pourazar, Fatemeh Mirakhori, Fazlolah Bagherzadeh, Rasool Hemayattalab
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The purpose of study was to examine the effects of external and internal focus of attention in the motor learning of children with cerebral palsy. The study involved 30 boys (7 to 12 years old) with CP type 1 who practiced throwing beanbags. The participants were randomly assigned to the internal focus, external focus, and control groups, and performed six blocks of 10-trial with attentional focus reminders during a practice phase and no reminders during retention and transfer tests. Analysis of variance (ANOVA) with repeated measures on the last factor was used. The results show that significant main effects were found for time and group. However, the interaction of time and group was not significant. Retention scores were significantly higher for the external focus group. The external focus group performed better than other groups; however, the internal focus and control groups’ performance did not differ. The study concluded that motor skills in Spastic Hemiparetic Cerebral Palsy (SHCP) children could be enhanced by external attention.Keywords: cerebral palsy, external attention, internal attention, throwing task
Procedia PDF Downloads 314723 Beginner Steps of the First Dendrochronology Lab in Montenegro - Dendrochronology Research in The Bosnian Pine (Pinus heldreichii) Forests
Authors: Jelena Popović, Andrijana Mićanović
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Officially, 60% of Montenegrin territory is covered in forests, but they are continually being destroyed by illegal cutting, concession politics and wildfires. Montenegrin Ecologists Society started the first dendrochronology lab in Montenegro, and data collection began in the Summer of 2021. The cores were taken from 3 localities around the peak Lisac on the mt. Prekornica, where biggest P.heldreichii forests existed until recent huge wildfires. This research is the first step towards comprehensive dendrochronology research in Montenegro. It will show how old certain forest stands of Pinus heldreichii on mountain Prekornica are, that were not destroyed in huge wildfires from the recent years. It will also show how do they correlate between each other. Per locality 15 trees were sampled. Electric sanders (150 - 2000) were used for preparation. Cores were scanned, then measured in CooRecorder. Analysis is done in Cofecha. Process will be repeated with Lintab 6 and TSAP (Time Series Analysis and Presentation for Dendrochronology and Related Applications) - Win Scientific software by Rinntech. Since this is the first dendrochronology research entirely done in Montenegro it is a foundation for the dendroclimatology research. Besides, it’ll contribute to the understanding of the life of these forests in this part of its areal, and in designing good management practices.Keywords: dendrochronology, bosnian pine, pinus heldreichii, montenegro, forests
Procedia PDF Downloads 96722 The Use of Remote Sensing in the Study of Vegetation Jebel Boutaleb, Setif, Algeria
Authors: Khaled Missaoui, Amina Beldjazia, Rachid Gharzouli, Yamna Djellouli
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Optical remote sensing makes use of visible, near infrared and short-wave infrared sensors to form images of the earth's surface by detecting the solar radiation reflected from targets on the ground. Different materials reflect and absorb differently at different wavelengths. Thus, the targets can be differentiated by their spectral reflectance signatures in the remotely sensed images. In this work, we are interested to study the distribution of vegetation in the massif forest of Boutaleb (North East of Algeria) which suffered between 1998 and 1999 very large fires. In this case, we use remote sensing with Landsat images from two dates (1984 and 2000) to see the results of these fires. Vegetation has a unique spectral signature which enables it to be distinguished readily from other types of land cover in an optical/near-infrared image. Normalized Difference Vegetation Index (NDVI) is calculated with ENVI 4.7 from Band 3 and 4. The results showed a very important floristic diversity in this forest. The comparison of NDVI from the two dates confirms that there is a decrease of the density of vegetation in this area due to repeated fires.Keywords: remote sensing, boutaleb, diversity, forest
Procedia PDF Downloads 560721 Therapeutic Journey towards Self: Developing Positivity with Indications of Cluster B and C Personality Traits
Authors: Shweta Jha, Nandita Chaube
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The concept of self has a major role to play in the study of personality which drives the current study in its present form. This is a case of Miss S, a 17-year-old Hindu, currently in eleventh standard, with no family history of mental illness but with a past history of inability to manage relationships, multiple emotional and sexual relationships, repeated self harming behaviour, and sexual abuse over a period of 2 months at the age of 10 years. She comes with a psychiatric history of one episode of dissociative fall followed by a stressful event which left the patient with many psychological disturbances matching the criterion of Cluster B and C traits. Current episode precipitated due to the relationship failure, predisposing factor is her personality traits, and poor social and family support. Considering the patient’s aspiration for positivity and demand of the therapy, ventilation sessions were carried out which made her capable of understanding and dealing with her negative emotions, also strengthened mother child bond, helped her maintain meaningful and healthy relationships, also helped her increase her problem solving ability and adaptive coping skills making her feel more positive and acceptable towards herself, family members and others.Keywords: cluster B and C traits, personality, therapy, self
Procedia PDF Downloads 287720 Higher Education Institution Students’ Perception on Educational Technology
Authors: Kuek Teik Sheng, Leaw Zee Guan, Lim Wah Kien, Ting Tin Tin
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Educational technology such as YouTube and Kahoot have arisen as an alternative to effective learning among higher education institutions. There are many researches done in carrying out experiments to test different educational technologies and received positive feedback from students. Yet, similar study is hardly found in Malaysia especially study that includes the latest educational technologies. As a developing country, it is crucial to ensure that these emerging technologies are assisting students in learning process before it is widely adopted in institutions. This paper conducted a study to explore the perception of higher education institution students on the current educational technologies in Malaysia which include online educational games, online videos/course, social media, presentation tools and resource management tool. Some of these technologies have not been looked into its potential in effective learning process. An online survey using questionnaire is conducted among a target of 300 university/college. In the survey, the result shows that majority of the target students in Malaysia agree that the current educational technologies help them in learning, understanding and manage their studies. It is necessary to discover students’ perceptions on the educational technologies in order to provide guidelines for the educators/institutions in selecting appropriate technology to conduct the lecture/tutorial efficiently and effectively.Keywords: education, educational technology, Facebook, PowerPoint, YouTube
Procedia PDF Downloads 242719 Exploring the Impacts of Field of View on 3D Game Experiences and Task Performances
Authors: Jiunde Lee, Meng-Yu Wun
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The present study attempted to explore how the range differences of ‘Geometric Field of Vision’ (GFOV) and differences in camera control in 3D simulation games, OMSI—The Bus Simulator of the 2013 PC version, affected players’ cognitive load, anxiety, and task performances. The study employed a between-subjects factorial experimental design. A total of 80 subjects completed experiment whose data were eligible for further analysis. The results of this study showed that in the difference of field of view, players had better task performances in a spacious view. Although cognitive resources consumed more of the players’ ‘mental demand,’ ‘physical demand’, and ‘temporal demand’, they had better performances in the experiment, and their anxiety was effectively reduced. On the other hand, in the narrow GFOV, players thought they spent more cognitive resources on ‘effort’ and ‘frustration degree,’ and had worse task performances, but it was not significant enough to reduce their anxiety. In terms of difference of camera control, players had worse performances since the fixed lens restricted their dexterous control. However, there was no significant difference in the players’ subjective cognitive resources or anxiety. The results further illustrated that task performances were affected by the interaction of GFOV and camera control.Keywords: geometric field of view, camera lens, cognitive load, anxiety
Procedia PDF Downloads 149718 Optimizing the Scanning Time with Radiation Prediction Using a Machine Learning Technique
Authors: Saeed Eskandari, Seyed Rasoul Mehdikhani
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Radiation sources have been used in many industries, such as gamma sources in medical imaging. These waves have destructive effects on humans and the environment. It is very important to detect and find the source of these waves because these sources cannot be seen by the eye. A portable robot has been designed and built with the purpose of revealing radiation sources that are able to scan the place from 5 to 20 meters away and shows the location of the sources according to the intensity of the waves on a two-dimensional digital image. The operation of the robot is done by measuring the pixels separately. By increasing the image measurement resolution, we will have a more accurate scan of the environment, and more points will be detected. But this causes a lot of time to be spent on scanning. In this paper, to overcome this challenge, we designed a method that can optimize this time. In this method, a small number of important points of the environment are measured. Hence the remaining pixels are predicted and estimated by regression algorithms in machine learning. The research method is based on comparing the actual values of all pixels. These steps have been repeated with several other radiation sources. The obtained results of the study show that the values estimated by the regression method are very close to the real values.Keywords: regression, machine learning, scan radiation, robot
Procedia PDF Downloads 79717 Mapping Iron Content in the Brain with Magnetic Resonance Imaging and Machine Learning
Authors: Gabrielle Robertson, Matthew Downs, Joseph Dagher
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Iron deposition in the brain has been linked with a host of neurological disorders such as Alzheimer’s, Parkinson’s, and Multiple Sclerosis. While some treatment options exist, there are no objective measurement tools that allow for the monitoring of iron levels in the brain in vivo. An emerging Magnetic Resonance Imaging (MRI) method has been recently proposed to deduce iron concentration through quantitative measurement of magnetic susceptibility. This is a multi-step process that involves repeated modeling of physical processes via approximate numerical solutions. For example, the last two steps of this Quantitative Susceptibility Mapping (QSM) method involve I) mapping magnetic field into magnetic susceptibility and II) mapping magnetic susceptibility into iron concentration. Process I involves solving an ill-posed inverse problem by using regularization via injection of prior belief. The end result from Process II highly depends on the model used to describe the molecular content of each voxel (type of iron, water fraction, etc.) Due to these factors, the accuracy and repeatability of QSM have been an active area of research in the MRI and medical imaging community. This work aims to estimate iron concentration in the brain via a single step. A synthetic numerical model of the human head was created by automatically and manually segmenting the human head on a high-resolution grid (640x640x640, 0.4mm³) yielding detailed structures such as microvasculature and subcortical regions as well as bone, soft tissue, Cerebral Spinal Fluid, sinuses, arteries, and eyes. Each segmented region was then assigned tissue properties such as relaxation rates, proton density, electromagnetic tissue properties and iron concentration. These tissue property values were randomly selected from a Probability Distribution Function derived from a thorough literature review. In addition to having unique tissue property values, different synthetic head realizations also possess unique structural geometry created by morphing the boundary regions of different areas within normal physical constraints. This model of the human brain is then used to create synthetic MRI measurements. This is repeated thousands of times, for different head shapes, volume, tissue properties and noise realizations. Collectively, this constitutes a training-set that is similar to in vivo data, but larger than datasets available from clinical measurements. This 3D convolutional U-Net neural network architecture was used to train data-driven Deep Learning models to solve for iron concentrations from raw MRI measurements. The performance was then tested on both synthetic data not used in training as well as real in vivo data. Results showed that the model trained on synthetic MRI measurements is able to directly learn iron concentrations in areas of interest more effectively than other existing QSM reconstruction methods. For comparison, models trained on random geometric shapes (as proposed in the Deep QSM method) are less effective than models trained on realistic synthetic head models. Such an accurate method for the quantitative measurement of iron deposits in the brain would be of important value in clinical studies aiming to understand the role of iron in neurological disease.Keywords: magnetic resonance imaging, MRI, iron deposition, machine learning, quantitative susceptibility mapping
Procedia PDF Downloads 137716 Effects of Gratitude Practice on Relationship Satisfaction and the Role of Perceived Superiority
Authors: Anomi Bearden, Brooke Goodyear, Alicia Khan
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This repeated-measures experiment explored the effects of six weeks of gratitude practice on college students (N = 67) on relationship satisfaction and perceived superiority. Replicating previous research on gratitude practice, it was hypothesized that after consistent gratitude practice, participants in the experimental group (n = 32) would feel increased levels of relationship satisfaction compared to the control group (n = 35). Of particular interest was whether the level of perceived superiority would moderate the effect of gratitude practice on relationship satisfaction. The gratitude group evidenced significantly higher appreciation and marginally higher relationship satisfaction at post-test than the control group (both groups being equal at pre-test). Significant enhancements in gratitude, satisfaction, and feeling both appreciative and appreciated were found in the gratitude group, as well as significant enhancements in gratitude, satisfaction, and feeling appreciated in the control group. Appreciation for one’s partner was the only measure that improved in the gratitude group and not the control group from pre-test to post-test. Perceived superiority did not change significantly from pre-test to post-test in either group, supporting the prevalence and stability of this bias within people’s overall perceptions of their relationships.Keywords: gratitude, relationship satisfaction, perceived superiority, partner appreciation
Procedia PDF Downloads 109715 Development of Blast Vibration Equation Considering the Polymorphic Characteristics of Basaltic Ground
Authors: Dong Wook Lee, Seung Hyun Kim
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Geological structure formed by volcanic activities shows polymorphic characteristics due to repeated cooling and hardening of lava. The Jeju region is showing polymorphic characteristics in which clinker layers are irregularly distributed along with vesicular basalt due to volcanic activities. Accordingly, resident damages and environmental disputes occur frequently in the Jeju region due to blasting. The purpose of this study is to develop a blast vibration equation considering the polymorphic characteristics of basaltic ground in Jeju. The blast vibration equation consists of a functional formula of the blasting vibration constant K that changes according to ground characteristics, and attenuation index n. The case study results in Jeju showed that if there are clinker layers, attenuation index n showed a distribution of -1.11~-1.87, whereas if there are no clinker layers, n was -2.79. Moreover, if there are no clinker layers, the frequency of blast vibration showed a high frequency band from 30Hz to 100Hz, while in rocks with clinker layers it showed a low frequency band from 10Hz to 20Hz.Keywords: blast vibration equation, basaltic ground, clinker layer, blasting vibration constant, attenuation index
Procedia PDF Downloads 407714 A Novel Approach to Asynchronous State Machine Modeling on Multisim for Avoiding Function Hazards
Authors: Parisi L., Hamili D., Azlan N.
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The aim of this study was to design and simulate a particular type of Asynchronous State Machine (ASM), namely a ‘traffic light controller’ (TLC), operated at a frequency of 0.5 Hz. The design task involved two main stages: firstly, designing a 4-bit binary counter using J-K flip flops as the timing signal and subsequently, attaining the digital logic by deploying ASM design process. The TLC was designed such that it showed a sequence of three different colours, i.e. red, yellow and green, corresponding to set thresholds by deploying the least number of AND, OR and NOT gates possible. The software Multisim was deployed to design such circuit and simulate it for circuit troubleshooting in order for it to display the output sequence of the three different colours on the traffic light in the correct order. A clock signal, an asynchronous 4-bit binary counter that was designed through the use of J-K flip flops along with an ASM were used to complete this sequence, which was programmed to be repeated indefinitely. Eventually, the circuit was debugged and optimized, thus displaying the correct waveforms of the three outputs through the logic analyzer. However, hazards occurred when the frequency was increased to 10 MHz. This was attributed to delays in the feedback being too high.Keywords: asynchronous state machine, traffic light controller, circuit design, digital electronics
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