Search results for: computer workstation
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 2333

Search results for: computer workstation

2303 Human Kinetics Education and the Computer Operations, Effects and Merits

Authors: Kehinde Adeyeye Adelabu

Abstract:

Computer applications has completely revolutionized the way of life of people which does not exclude the field of sport education. There are computer technologies which help to enhance teaching in every field of education. Invention of computers has done great to the field of education. This study was therefore carried out to examine the effects and merits of computer operations in Human Kinetics Education and Sports. The study was able to identify the component of computer, uses of computer in Human Kinetics education (sports), computer applications in some branches of human kinetics education. A qualitative research method was employed by the author in gathering experts’ views and used to analyze the effects and merits of computer applications in the field of human kinetics education. No experiment was performed in the cause of carrying out the study. The source of information for the study was text-books, journal, articles, past project reports, internet i.e. Google search engine. Computer has significantly helped to improve Education (Human Kinetic), it has complemented the basic physical fitness testing and gave a more scientific basis to the testing. The use of the software and packages has made cost projections, database applications, inventory control, management of events, word processing, electronic mailing and record keeping easier than the pasts.

Keywords: application, computer operation, education, human kinetics

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2302 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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2301 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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2300 Multi Objective Optimization for Two-Sided Assembly Line Balancing

Authors: Srushti Bhatt, M. B. Kiran

Abstract:

Two-sided assembly line balancing problem is yet to be addressed simply to compete for the global market for manufacturers. The task assigned in an ordered sequence to get optimum performance of the system is known as assembly line balancing problem mainly classified as single and two sided. It is very challenging in manufacturing industries to balance two-sided assembly line, wherein the set of sequential workstations the task operations are performed in two sides of the line. The conflicting major objective in two-sided assembly line balancing problem is either to maximize /minimize the performance parameters. The present study emphases on combining different evolutionary algorithm; ant colony, Tabu search and petri net method; and compares their results of an algorithm for solving two-sided assembly line balancing problem. The concept of multi objective optimization of performance parameters is now a day adopted to make a decision involving more than one objective function to be simultaneously optimized. The optimum result can be expected among the selected methods using multi-objective optimization. The performance parameters considered in the present study are a number of workstation, slickness and smoothness index. The simulation of the assembly line balancing problem provides optimal results of classical and practical problems.

Keywords: Ant colony, petri net, tabu search, two sided ALBP

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2299 Resource-Constrained Assembly Line Balancing Problems with Multi-Manned Workstations

Authors: Yin-Yann Chen, Jia-Ying Li

Abstract:

Assembly line balancing problems can be categorized into one-sided, two-sided, and multi-manned ones by using the number of operators deployed at workstations. This study explores the balancing problem of a resource-constrained assembly line with multi-manned workstations. Resources include machines or tools in assembly lines such as jigs, fixtures, and hand tools. A mathematical programming model was developed to carry out decision-making and planning in order to minimize the numbers of workstations, resources, and operators for achieving optimal production efficiency. To improve the solution-finding efficiency, a genetic algorithm (GA) and a simulated annealing algorithm (SA) were designed and developed in this study to be combined with a practical case in car making. Results of the GA/SA and mathematics programming were compared to verify their validity. Finally, analysis and comparison were conducted in terms of the target values, production efficiency, and deployment combinations provided by the algorithms in order for the results of this study to provide references for decision-making on production deployment.

Keywords: heuristic algorithms, line balancing, multi-manned workstation, resource-constrained

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2298 Ergonomics Aspects of Work with Computers

Authors: Leena Korpinen, Rauno Pääkkönen, Fabriziomaria Gobba

Abstract:

This paper is based on a large questionnaire study. The paper presents how all participants and subgroups (upper- and lower-level white-collar workers) answered the question, “Have you had an ache, pain, or numbness, which you associate with desktop computer use, in the different body parts during the last 12 months?’ 14.6% of participants (19.4% of women and 8.2% of men) reported that they had often or very often physical symptoms in the neck. Even if our results cannot prove a causal relation of symptoms with computer use, show that workers believe that computer use can influence their wellbeing: This is important when devising treatment modalities to decrease these physical symptoms.

Keywords: ergonomics, work, computer, symptoms

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2297 An intelligent Troubleshooting System and Performance Evaluator for Computer Network

Authors: Iliya Musa Adamu

Abstract:

This paper seeks to develop an expert system that would troubleshoot computer network and evaluate the network system performance so as to reduce the workload on technicians and increase the efficiency and effectiveness of solutions proffered to computer network problems. The platform of the system was developed using ASP.NET, whereas the codes are implemented in Visual Basic and integrated with SQL Server 2005. The knowledge base was represented using production rule, whereas the searching method that was used in developing the network troubleshooting expert system is the forward-chaining-rule-based-system. This software tool offers the advantage of providing an immediate solution to most computer network problems encountered by computer users.

Keywords: expert system, forward chaining rule based system, network, troubleshooting

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2296 Anthropometric Data Variation within Gari-Frying Population

Authors: T. M. Samuel, O. O. Aremu, I. O. Ismaila, L. I. Onu, B. O. Adetifa, S. E. Adegbite, O. O. Olokoshe

Abstract:

The imperative of anthropometry in designing to fit cannot be overemphasized. Of essence is the variability of measurements among population for which data is collected. In this paper anthropometric data were collected for the design of gari-frying facility such that work system would be designed to fit the gari-frying population in the Southwestern states of Nigeria comprising Lagos, Ogun, Oyo, Osun, Ondo, and Ekiti. Twenty-seven body dimensions were measured among 120 gari-frying processors. Statistical analysis was performed using SPSS package to determine the mean, standard deviation, minimum value, maximum value and percentiles (2nd, 5th, 25th, 50th, 75th, 95th, and 98th) of the different anthropometric parameters. One sample t-test was conducted to determine the variation within the population. The 50th percentiles of some of the anthropometric parameters were compared with those from other populations in literature. The correlation between the worker’s age and the body anthropometry was also investigated.The mean weight, height, shoulder height (sitting), eye height (standing) and eye height (sitting) are 63.37 kg, 1.57 m, 0.55 m, 1.45 m, and 0.67 m respectively.Result also shows a high correlation with other populations and a statistically significant difference in variability of data within the population in all the body dimensions measured. With a mean age of 42.36 years, results shows that age will be a wrong indicator for estimating the anthropometry for the population.

Keywords: anthropometry, cassava processing, design to fit, gari-frying, workstation design

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2295 The Interrelationship between Aggression and Frustration Brought about by Computer Games with Incentives among LPU Male Students

Authors: Dior Grita F. De Torres, Edielyn Gonzalvo, Jovielyn Manibo

Abstract:

The experimental study aims to measure the level of aggression and frustration brought about by computer games with incentives and the interrelationship of the said variables. With 50 participants for each four groups, a total of 200 males who are avid of playing computer games participated in the study. The results and analyses presented in the study concluded that incentives differentially affect the level of aggression and frustration of the players with tobt = 7.18 and 6.521 > tcrit = 2.021 using t-test for dependent groups and Fobt = 4.527 and 8.340 > Fcrit = 3.89 using ANOVA with alpha level of 0.05, two tailed. At the same time, computer game’s level of difficulty also affects the level of aggression and frustration of the players with tobt = 7.53 and 4.783 > tcrit = 2.021 respectively and Fobt = 6.524 and 10.167 > Fcrit = 3.89. Moreover, there is also an interaction between incentive and the level of difficulty of computer game with tobt = 9.68 for aggression and tobt = 7.356 > 2.021 for frustration. Computer games and /with incentives has a large effect on the among male students of LPU.

Keywords: aggression, frustration, computer game, incentive

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2294 Advancement of Computer Science Research in Nigeria: A Bibliometric Analysis of the Past Three Decades

Authors: Temidayo O. Omotehinwa, David O. Oyewola, Friday J. Agbo

Abstract:

This study aims to gather a proper perspective of the development landscape of Computer Science research in Nigeria. Therefore, a bibliometric analysis of 4,333 bibliographic records of Computer Science research in Nigeria in the last 31 years (1991-2021) was carried out. The bibliographic data were extracted from the Scopus database and analyzed using VOSviewer and the bibliometrix R package through the biblioshiny web interface. The findings of this study revealed that Computer Science research in Nigeria has a growth rate of 24.19%. The most developed and well-studied research areas in the Computer Science field in Nigeria are machine learning, data mining, and deep learning. The social structure analysis result revealed that there is a need for improved international collaborations. Sparsely established collaborations are largely influenced by geographic proximity. The funding analysis result showed that Computer Science research in Nigeria is under-funded. The findings of this study will be useful for researchers conducting Computer Science related research. Experts can gain insights into how to develop a strategic framework that will advance the field in a more impactful manner. Government agencies and policymakers can also utilize the outcome of this research to develop strategies for improved funding for Computer Science research.

Keywords: bibliometric analysis, biblioshiny, computer science, Nigeria, science mapping

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2293 A Pattern Practise for Awareness Educations on Information Security: Information Security Project

Authors: Fati̇h Apaydin

Abstract:

Education technology is an area which constantly changes and creates innovations. As an inevitable part of the changing circumstances, the societies who have a tendency to the improvements keep up with these innovations by using the methods and strategies which have been designed for education technology. At this point, education technology has taken the responsibility to help the individuals improve themselves and teach the effective teaching methods by filling the airs in theoretical information, information security and the practice. The technology which comes to the core of our lives by raising the importance of it day by day and it enforced its position in computer- based environments. As a result, ‘being ready for technological innovations, improvement on computer-based talent, information, ability and attitude’ doctrines have to be given. However, it is today quite hard to deal with the security and reinforcement of this information. The information which is got illegally gives harm to society from every aspect, especially education. This study includes how and to what extent to use these innovative appliances such as computers and the factor of information security of these appliances in computer-based education. As the use of computer is constantly becoming prevalent in our country, both education and computer will never become out of date, so how computer-based education affects our lives and the study of information security for this type of education are important topics.

Keywords: computer, information security, education, technology, development

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2292 Learning Based on Computer Science Unplugged in Computer Science Education: Design, Development, and Assessment

Authors: Eiko Takaoka, Yoshiyuki Fukushima, Koichiro Hirose, Tadashi Hasegawa

Abstract:

Although all high school students in Japan are required to learn informatics, many of them do not learn this topic sufficiently. In response to this situation, we propose a support package for high school informatics classes. To examine what students learned and if they sufficiently understood the context of the lessons, a questionnaire survey was distributed to 186 students. We analyzed the results of the questionnaire and determined the weakest units, which were “basic computer configuration” and “memory and secondary storage”. We then developed a package for teaching these units. We propose that our package be applied in high school classrooms.

Keywords: computer science unplugged, computer science outreach, high school curriculum, experimental evaluation

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2291 A Tutorial on Network Security: Attacks and Controls

Authors: Belbahi Ahlam

Abstract:

With the phenomenal growth in the Internet, network security has become an integral part of computer and information security. In order to come up with measures that make networks more secure, it is important to learn about the vulnerabilities that could exist in a computer network and then have an understanding of the typical attacks that have been carried out in such networks. The first half of this paper will expose the readers to the classical network attacks that have exploited the typical vulnerabilities of computer networks in the past and solutions that have been adopted since then to prevent or reduce the chances of some of these attacks. The second half of the paper will expose the readers to the different network security controls including the network architecture, protocols, standards and software/ hardware tools that have been adopted in modern day computer networks.

Keywords: network security, attacks and controls, computer and information, solutions

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2290 The Current Use of Computer Technology in Arabic Language

Authors: Saad Alkahtani

Abstract:

This study aims to identify the extent to which the faculty members who teach Arabic to speakers of other languages in Arabic language institutes at Saudi universities use computer technologies such as language laboratories, websites, software programs, and learning management system (LMS). It also seeks to identify critical difficulties that hinder the use of these technologies by faculty members. The population of the study consisted of 103 faculty members in four Arabic language institutes at Saudi universities. The results of the study showed a disparity in the use of computer technologies in teaching Arabic to non-native speakers. The means of degree of use ranged from 1.20 through 2.83. The study also identified difficulties limiting the use of computer technology in teaching Arabic. And the means of averages of difficulty of use ranged from 1.50 to 2.89. The differences were not statistically significant among the institutes (at 0.05).

Keywords: Arabic language programs, computer technology, using technology in teaching Arabic language, Arabic as a second language, computer skills

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2289 Integrated Teaching of Hardware Courses for the Undergraduates of Computer Science and Engineering to Attain Focused Outcomes

Authors: Namrata D. Hiremath, Mahalaxmi Bhille, P. G. Sunitha Hiremath

Abstract:

Computer systems play an integral role in all facets of the engineering profession. This calls for an understanding of the processor-level components of computer systems, their design and operation, and their impact on the overall performance of the systems. Systems users are always in need of faster, more powerful, yet cheaper computer systems. The focus of Computer Science engineering graduates is inclined towards software oriented base. To be an efficient programmer there is a need to understand the role of hardware architecture towards the same. It is essential for the students of Computer Science and Engineering to know the basic building blocks of any computing device and how the digital principles can be used to build them. Hence two courses Digital Electronics of 3 credits, which is associated with lab of 1.5 credits and Computer Organization of 5 credits, were introduced at the sophomore level. Activity was introduced with the objective to teach the hardware concepts to the students of Computer science engineering through structured lab. The students were asked to design and implement a component of a computing device using MultiSim simulation tool and build the same using hardware components. The experience of the activity helped the students to understand the real time applications of the SSI and MSI components. The impact of the activity was evaluated and the performance was measured. The paper explains the achievement of the ABET outcomes a, c and k.

Keywords: digital, computer organization, ABET, structured enquiry, course activity

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2288 Analyzing the Perceptions of Emotions in Aesthetic Music

Authors: Abigail Wiafe, Charles Nutrokpor, Adelaide Oduro-Asante

Abstract:

The advancement of technology is rapidly making people more receptive to music as computer-generated music requires minimal human interventions. Though algorithms are applied to generate music, the human experience of emotions is still explored. Thus, this study investigates the emotions humans experience listening to computer-generated music that possesses aesthetic qualities. Forty-two subjects participated in the survey. The selection process was purely arbitrary since it was based on convenience. Subjects listened and evaluated the emotions experienced from the computer-generated music through an online questionnaire. The Likert scale was used to rate the emotional levels after the music listening experience. The findings suggest that computer-generated music possesses aesthetic qualities that do not affect subjects' emotions as long as they are pleased with the music. Furthermore, computer-generated music has unique creativity, and expressioneven though the music produced is meaningless, the computational models developed are unable to present emotional contents in music as humans do.

Keywords: aesthetic, algorithms, emotions, computer-generated music

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2287 Getting Out of the Box: Tangible Music Production in the Age of Virtual Technological Abundance

Authors: Tim Nikolsky

Abstract:

This paper seeks to explore the different ways in which music producers choose to embrace various levels of technology based on musical values, objectives, affordability, access and workflow benefits. Current digital audio production workflow is questioned. Engineers and music producers of today are increasingly divorced from the tangibility of music production. Making music no longer requires you to reach over and turn a knob. Ideas of authenticity in music production are being redefined. Calculations from the mathematical algorithm with the pretty pictures are increasingly being chosen over hardware containing transformers and tubes. Are mouse clicks and movements equivalent or inferior to the master brush strokes we are seeking to conjure? We are making audio production decisions visually by constantly looking at a screen rather than listening. Have we compromised our music objectives and values by removing the ‘hands-on’ nature of music making? DAW interfaces are making our musical decisions for us not necessarily in our best interests. Technological innovation has presented opportunities as well as challenges for education. What do music production students actually need to learn in a formalised education environment, and to what extent do they need to know it? In this brave new world of omnipresent music creation tools, do we still need tangibility in music production? Interviews with prominent Australian music producers that work in a variety of fields will be featured in this paper, and will provide insight in answering these questions and move towards developing an understanding how tangibility can be rediscovered in the next generation of music production.

Keywords: analogue, digital, digital audio workstation, music production, plugins, tangibility, technology, workflow

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2286 The Effect of a Computer-Assisted Glycemic Surveillance Protocol on Nursing Workload

Authors: Özlem Canbolat, Sevgisun Kapucu

Abstract:

The aim of this study was to determine the effect of a computer-assisted glycemic surveillance protocol on nursing workload in intensive care unit. The study is completed in an Education and Research Hospital in Ankara with the attendance of volunteered 19 nurse who had been worked in reanimation unit. Nurses used the written protocol and computer-assisted glycemic surveillance protocol for glycemic follow-up approach of the intensive care patients. Nurses used the written protocol first in the glycemic follow-up of the patient, then used the computer-assisted protocol. (Nurses used the written protocol first, then the computer-assisted protocol in the glycemic follow-up of the patient). Less time was spent in glycemic control with computerized protocol than written protocol and this difference is statistically significant (p < 0.001). It was determined that the computerized protocol application was completed in about 10 seconds (25% shorter) than the written protocol implementation. The computer-assisted glycemic surveillance protocol was found to be more easy and appropriate by nurses and the satisfaction level of the users was higher than with written protocol. While 79% of the nurses find it confusing to implement the written protocol, 79% were satisfied with the use of computerized protocol.

Keywords: computer-assisted protocol, glycemic control, insulin infusion protocol, intensive care, nursing workload

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2285 The Attitude of High School Teachers in Saudi Arabia towards Computers: Qualitative Study

Authors: Manal O. Alothman, Judy Robertson

Abstract:

Teachers can play a huge role in encouraging students to use computers and can affect students’ attitudes towards computers. So understanding teachers’ beliefs and their use of computers is an important way to create effective motivational systems for teachers to use computers in the classroom in an effective way.A qualitative study (6 focus group) was carried out among Saudi High school teachers, both male and female, to examine their attitudes towards computers and to find out their computer skills and usage. The study showed a gender difference in that females were less likely to attend computer workshops, females also had less computer skills, and they have more negative attitudes towards computers than males. Also, the study found that low computer skills in the classroom made students unlikely to have the lessons presented using computers. Furthermore, the study found some factors that affected teachers’ attitudes towards computers. These factors were computer experience and confidence as much having skills and good experience in computer use, the role and importance of computers had become in their life and in teaching as well.

Keywords: attitude, education, student, teacher, technology

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2284 The Investigation of Counselors Attitudes toward Online Counseling upon Taking Clients Perspective

Authors: Omer Ozer, Murat Yikilmaz, Ahmet Altinok, Ferhat Bayolu

Abstract:

There is an increasing number of online counseling services, studies exploring clients’ and counselors’ attitudes toward online counseling services are needed to provide effective and efficient mental health counseling services. The purpose of this study is to investigate counselors’ attitudes toward online counseling in relation to counselors’ genders, their daily usage of computer, their total usage of computer, and their self-efficacy in computer usage. In this study, Personal Information Form, specific items from the Online Counseling Attitudes Scale, and the Face-to-Face Counseling Attitudes Scale were given to 193 counselors to measure attitudes toward online counseling. Data were analyzed by using independent samples t-test and one-way ANOVA. There were no statistically significant differences counselors’ attitudes toward online counseling and counselors’ gender, their daily usage of computer, their total usage of computer, and their self-efficacy in computer usage. The implications of these findings have been discussed in the literature review to provide some suggestions to researchers in the counseling profession.

Keywords: online counseling, counselor, attitude, counseling service

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2283 The Role of Synthetic Data in Aerial Object Detection

Authors: Ava Dodd, Jonathan Adams

Abstract:

The purpose of this study is to explore the characteristics of developing a machine learning application using synthetic data. The study is structured to develop the application for the purpose of deploying the computer vision model. The findings discuss the realities of attempting to develop a computer vision model for practical purpose, and detail the processes, tools, and techniques that were used to meet accuracy requirements. The research reveals that synthetic data represents another variable that can be adjusted to improve the performance of a computer vision model. Further, a suite of tools and tuning recommendations are provided.

Keywords: computer vision, machine learning, synthetic data, YOLOv4

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2282 Spectrum of Dry Eye Disease in Computer Users of Manipur India

Authors: Somorjeet Sharma Shamurailatpam, Rabindra Das, A. Suchitra Devi

Abstract:

Computer and video display users might complain about Asthenopia, burning, dry eyes etc. The management of dry eyes is often not in the lines of severity. Following systematic evaluation and grading, dry eye disease is one condition that can be practiced at all levels of ophthalmic care. In the present study, different spectrum causing dry eye and prevalence of dry eye disease in computer users of Manipur, India are determined with 600 individuals (300 cases and 300 control). Individuals between 15 and 50 years who used computers for more than 3 hrs a day for 1 year or more were included. Tear break up time (TBUT) and Schirmer’s test were conducted. It shows that 33 (20.4%) out of 164 males and 47 (30.3%) out of 136 females have dry eye. Possible explanation for the observed result is discussed.

Keywords: asthenopia, computer vision syndrome, dry eyes, Schirmer's test, TBUT

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2281 An Operators’ Real-sense-based Fire Simulation for Human Factors Validation in Nuclear Power Plants

Authors: Sa-Kil Kim, Jang-Soo Lee

Abstract:

On March 31, 1993, a severe fire accident took place in a nuclear power plant located in Narora in North India. The event involved a major fire in the turbine building of NAPS unit-1 and resulted in a total loss of power to the unit for 17 hours. In addition, there was a heavy ingress of smoke in the control room, mainly through the intake of the ventilation system, forcing the operators to vacate the control room. The Narora fire accident provides us lessons indicating that operators could lose their mind and predictable behaviors during a fire. After the Fukushima accident, which resulted from a natural disaster, unanticipated external events are also required to be prepared and controlled for the ultimate safety of nuclear power plants. From last year, our research team has developed a test and evaluation facility that can simulate external events such as an earthquake and fire based on the operators’ real-sense. As one of the results of the project, we proposed a unit real-sense-based facility that can simulate fire events in a control room for utilizing a test-bed of human factor validation. The test-bed has the operator’s workstation shape and functions to simulate fire conditions such as smoke, heat, and auditory alarms in accordance with the prepared fire scenarios. Furthermore, the test-bed can be used for the operators’ training and experience.

Keywords: human behavior in fire, human factors validation, nuclear power plants, real-sense-based fire simulation

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2280 Justyna Skrzyńska, Zdzisław Kobos, Zbigniew Wochyński

Authors: Vahid Bairami Rad

Abstract:

Due to the tremendous progress in computer technology in the last decades, the capabilities of computers increased enormously and working with a computer became a normal activity for nearly everybody. With all the possibilities a computer can offer, humans and their interaction with computers are now a limiting factor. This gave rise to a lot of research in the field of HCI (human computer interaction) aiming to make interaction easier, more intuitive, and more efficient. To research eye gaze based interfaces it is necessary to understand both sides of the interaction–the human eye and the eye tracker. The first section gives an overview on the anatomy of the eye. The second section accuracy and calibration issue. The subsequent section presents data from a user study where eye movements have been recorded while watching a video and while surfing the Internet. Statistics on the eye movement during these tasks for several individuals provide typical values and ranges for fixation times and saccade lengths and are the foundation for discussions in later chapters. The data also reveal typical limitations of eye trackers.

Keywords: human computer interaction, gaze tracking, calibration, eye movement

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2279 African Personhood and the Regulation of Brain-Computer Interface (BCI) Technologies: A South African view

Authors: Meshandren Naidoo, Amy Gooden

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Implantable brain-computer interface (BCI) technologies have developed to the point where brain-computer communication is possible. This has great potential in the medical field, as it allows persons who have lost capacities. However, ethicists and regulators call for a strict approach to these technologies due to the impact on personhood. This research demonstrates that the personhood debate is more nuanced and that where an African approach to personhood is used, it may produce results more favorable to the development and use of this technology.

Keywords: artificial intelligence, law, neuroscience, ethics

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2278 Prevalence and the Results of the Czech Nationwide Survey and Personality Traits of Adolescence Playing Computer Games

Authors: Jaroslava Sucha, Martin Dolejs, Helena Pipova, Panajotis Cakirpaloglu

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The paper introduces the research project which is focused on evaluating the level of pathological relation towards computer or video games playing (including any games played by using a screen such as a mobile or a tablet). The study involves representative sample of the Czech adolescents between ages 11 and 19. This poster presents the psychometric indicators of the new psychologic assessment method (mean, standard deviation, reliability, validity) which will be able to detect an acceptable level of games’ playing and at the same time will detect and describe the level of gaming which might be potentially risky. The prevalence of risky computer game playing at Czech adolescents in age 11 to 19 will be mentioned. The research study also aims to describe the personality profile of the problematic players with respect to the digital games. The research area will encompass risky behaviour, aggression, the level of self-esteem, impulsivity, anxiety and depression. The contribution will introduce a new test method for the assessment of pathological playing computer games. The research will give the first screening information of playing computer games in the Czech Republic by adolescents between 11-19 years. The results clarify what relationship exists between playing computer games and selected personality characteristics (it will describe personality of the gamer, who is in the category of ‘pathological playing computer games’).

Keywords: adolescence, computer games, personality traits, risk behaviour

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2277 Evaluation of the Self-Efficacy and Learning Experiences of Final year Students of Computer Science of Southwest Nigerian Universities

Authors: Olabamiji J. Onifade, Peter O. Ajayi, Paul O. Jegede

Abstract:

This study aimed at investigating the preparedness of the undergraduate final year students of Computer Science as the next entrants into the workplace. It assessed their self-efficacy in computational tasks and examined the relationship between their self-efficacy and their learning experiences in Southwest Nigerian universities. The study employed a descriptive survey research design. The population of the study comprises all the final year students of Computer Science. A purposive sampling technique was adopted in selecting a representative sample of interest from the final year students of Computer Science. The Students’ Computational Task Self-Efficacy Questionnaire (SCTSEQ) was used to collect data. Mean, standard deviation, frequency, percentages, and linear regression were used for data analysis. The result obtained revealed that the final year students of Computer Science were averagely confident in performing computational tasks, and there is a significant relationship between the learning experiences of the students and their self-efficacy. The study recommends that the curriculum be improved upon to accommodate industry experts as lecturers in some of the courses, make provision for more practical sessions, and the learning experiences of the student be considered an important component in the undergraduate Computer Science curriculum development process.

Keywords: computer science, learning experiences, self-efficacy, students

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2276 MRI R2* of Liver in an Animal Model

Authors: Chiung-Yun Chang, Po-Chou Chen, Jiun-Shiang Tzeng, Ka-Wai Mac, Chia-Chi Hsiao, Jo-Chi Jao

Abstract:

This study aimed to measure R2* relaxation rates in the liver of New Zealand White (NZW) rabbits. R2* relaxation rate has been widely used in various hepatic diseases for iron overload by quantifying iron contents in liver. R2* relaxation rate is defined as the reciprocal of T2* relaxation time and mainly depends on the composition of tissue. Different tissues would have different R2* relaxation rates. The signal intensity decay in Magnetic resonance imaging (MRI) may be characterized by R2* relaxation rates. In this study, a 1.5T GE Signa HDxt whole body MR scanner equipped with an 8-channel high resolution knee coil was used to observe R2* values in NZW rabbit’s liver and muscle. Eight healthy NZW rabbits weighted 2 ~ 2.5 kg were recruited. After anesthesia using Zoletil 50 and Rompun 2% mixture, the abdomen of rabbit was landmarked at the center of knee coil to perform 3-plane localizer scan using fast spoiled gradient echo (FSPGR) pulse sequence. Afterward, multi-planar fast gradient echo (MFGR) scans were performed with 8 various echo times (TEs) (2/4/6/8/10/12/14/16 ms) to acquire images for R2* calculations. Regions of interest (ROIs) at liver and muscle were measured using Advantage workstation. Finally, the R2* was obtained by a linear regression of ln(SI) on TE. The results showed that the longer the echo time, the smaller the signal intensity. The R2* values of liver and muscle were 44.8  10.9 s-1 and 37.4  9.5 s-1, respectively. It implies that the iron concentration of liver is higher than that of muscle. In conclusion, R2* is correlated with iron contents in tissue. The correlations between R2* and iron content in NZW rabbit might be valuable for further exploration.

Keywords: liver, magnetic resonance imaging, muscle, R2* relaxation rate

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2275 Stimulating the Social Interaction Development of Children through Computer Play Activities: The Role of Teachers

Authors: Mahani Razali, Abd Halim Masnan, Nordin Mamat, Seah Siok Peh

Abstract:

This research is based on three main objectives which are to identify children`s social interaction behaviour during computer play activities, teacher’s role and to explore teacher’s beliefs, views and knowledge about computers use in four Malaysian pre-schools.This qualitative study was carried out among 25 pre-school children and three teachers as the research sample. The data collection procedures involved structured observation which was to identify social interaction behavior among pre-school children through computer play activities; as for semi-structured interviews, it was done to study the perception of the teachers on the acquired of social interaction behavior development among the children. A variety of patterns can be seen within the peer interactions indicating that children exhibit a vast range of social interactions at the computer, and they varied each day. The findings of this study guide us to certain conclusions, which have implications in understanding the phenomena of how computers were used and how its relationship to the children’s social interactions emerge in the four Malaysian preschools. This study provides evidence that the children’s social interactions with peers and adults were mediated by the engagement of the children in the computer environments.

Keywords: computer, play, preschool, social interaction

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2274 Approach-Avoidance and Intrinsic-Extrinsic Motivation of Adolescent Computer Games Players

Authors: Monika Paleczna, Barbara Szmigielska

Abstract:

The period of adolescence is a time when young people are becoming more and more active and conscious users of the digital world. One of the most frequently undertaken activities by them is computer games. Young players can choose from a wide range of games, including action, adventure, strategy, and logic games. The main aim of this study is to answer the question about the motivation of teenage players. The basic question is what motivates young players to play computer games and what motivates them to play a particular game. Fifty adolescents aged 15-17 participated in the study. They completed a questionnaire in which they determined what motivates them to play, how often they play computer games, and what type of computer games they play most often. It was found that entertainment and learning English are among the most important motives. The most important specific features related to a given game are the knowledge of its previous parts and the ability to play for free. The motives chosen by the players will be described in relation to the concepts of internal and external as well as approach and avoidance motivation. An additional purpose of this study is to present data concerning preferences regarding the type of games and the amount of time they spend playing.

Keywords: computer games, motivation, game preferences, adolescence

Procedia PDF Downloads 154