Search results for: game engine
641 Integrating Historical Narratives with Merge Games as Tools for Pedagogy In Education
Authors: Aathira H.
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Digital games can act as catalysts for educational transformation in the current scenario. Children and adolescence acquire this digital knowledge quickly and hence digital games can act as one of the most effective media for technology-mediated learning. Mobile gaming industries have seen the rise of a new trending genre of games, i.e., “Merge games” which is currently thriving in the market. This paper analysis on how gamifying historic and cultural narratives with merge mechanics can be an effective way to educate school children. Through the study of how merge mechanics in games have currently emerged as a trend., this paper argues how it can be integrated with a strong narrative which can convey history in an engaging way for education.Keywords: game-based learning, merge mechanics, historical narratives, gaming innovations
Procedia PDF Downloads 104640 Festival Gamification: Conceptualization and Scale Development
Authors: Liu Chyong-Ru, Wang Yao-Chin, Huang Wen-Shiung, Tang Wan-Ching
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Although gamification has been concerned and applied in the tourism industry, limited literature could be found in tourism academy. Therefore, to contribute knowledge in festival gamification, it becomes essential to start by establishing a Festival Gamification Scale (FGS). This study defines festival gamification as the extent of a festival to involve game elements and game mechanisms. Based on self-determination theory, this study developed an FGS. Through the multi-study method, in study one, five FGS dimensions were sorted through literature review, followed by twelve in-depth interviews. A total of 296 statements were extracted from interviews and were later narrowed down to 33 items under six dimensions. In study two, 226 survey responses were collected from a cycling festival for exploratory factor analysis, resulting in twenty items under five dimensions. In study three, 253 survey responses were obtained from a marathon festival for confirmatory factor analysis, resulting in the final sixteen items under five dimensions. Then, results of criterion-related validity confirmed the positive effects of these five dimensions on flow experience. In study four, for examining the model extension of the developed five-dimensional 16-item FGS, which includes dimensions of relatedness, mastery, competence, fun, and narratives, cross-validation analysis was performed using 219 survey responses from a religious festival. For the tourism academy, the FGS could further be applied in other sub-fields such as destinations, theme parks, cruise trips, or resorts. The FGS serves as a starting point for examining the mechanism of festival gamification in changing tourists’ attitudes and behaviors. Future studies could work on follow-up studies of FGS by testing outcomes of festival gamification or examining moderating effects of enhancing outcomes of festival gamification. On the other hand, although the FGS has been tested in cycling, marathon, and religious festivals, the research settings are all in Taiwan. Cultural differences of FGS is another further direction for contributing knowledge in festival gamification. This study also contributes to several valuable practical implications. First, this FGS could be utilized in tourist surveys for evaluating the extent of gamification of a festival. Based on the results of the performance assessment by FGS, festival management organizations and festival planners could learn the relative scores among dimensions of FGS, and plan for future improvement of gamifying the festival. Second, the FGS could be applied in positioning a gamified festival. Festival management organizations and festival planners could firstly consider the features and types of their festival, and then gamify their festival based on investing resources in key FGS dimensions.Keywords: festival gamification, festival tourism, scale development, self-determination theory
Procedia PDF Downloads 147639 Pay Per Click Attribution: Effects on Direct Search Traffic and Purchases
Authors: Toni Raurich-Marcet, Joan Llonch-Andreu
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This research is focused on the relationship between Search Engine Marketing (SEM) and traditional advertising. The dominant assumption is that SEM does not help brand awareness and only does it in session as if it were the cost of manufacturing the product being sold. The study is methodologically developed using an experiment where the effects were determined to analyze the billboard effect. The research allowed the cross-linking of theoretical and empirical knowledge on digital marketing. This paper has validated this marketing generates retention as traditional advertising would by measuring brand awareness and its improvements. This changes the way performance and brand campaigns are split within marketing departments, effectively rebalancing budgets moving forward.Keywords: attribution, performance marketing, SEM, marketplaces
Procedia PDF Downloads 130638 Design of Electromagnetic Field of PMSG for VTOL Series-Hybrid UAV
Authors: Sooyoung Cho, In-Gun Kim, Hyun-Seok Hong, Dong-Woo Kang, Ju Lee
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Series hybrid UAV(Unmanned aerial vehicle) that is proposed in this paper performs VTOL(Vertical take-off and landing) using the battery and generator, and it applies the series hybrid system with combination of the small engine and generator when cruising flight. This system can be described as the next-generation system that can dramatically increase the UAV flight times. Also, UAV systems require a large energy at the time of VTOL to be conducted for a short time. Therefore, this paper designs PMSG(Permanent Magnet Synchronous Generator) having a high specific power considering VTOL through the FEA.Keywords: PMSG, VTOL, UAV, high specific power density
Procedia PDF Downloads 518637 Multilevel Gray Scale Image Encryption through 2D Cellular Automata
Authors: Rupali Bhardwaj
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Cryptography is the science of using mathematics to encrypt and decrypt data; the data are converted into some other gibberish form, and then the encrypted data are transmitted. The primary purpose of this paper is to provide two levels of security through a two-step process, rather than transmitted the message bits directly, first encrypted it using 2D cellular automata and then scrambled with Arnold Cat Map transformation; it provides an additional layer of protection and reduces the chance of the transmitted message being detected. A comparative analysis on effectiveness of scrambling technique is provided by scrambling degree measurement parameters i.e. Gray Difference Degree (GDD) and Correlation Coefficient.Keywords: scrambling, cellular automata, Arnold cat map, game of life, gray difference degree, correlation coefficient
Procedia PDF Downloads 377636 Review of Modern Gas turbine Blade Cooling Technologies used in Aircraft
Authors: Arun Prasath Subramanian
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The turbine Inlet Temperature is an important parameter which determines the efficiency of a gas turbine engine. The increase in this parameter is limited by material constraints of the turbine blade.The modern Gas turbine blade has undergone a drastic change from a simple solid blade to a modern multi-pass blade with internal and external cooling techniques. This paper aims to introduce the reader the concept of turbine blade cooling, the classification of techniques and further explain some of the important internal cooling technologies used in a modern gas turbine blade along with the various factors that affect the cooling effectiveness.Keywords: gas turbine blade, cooling technologies, internal cooling, pin-fin cooling, jet impingement cooling, rib turbulated cooling, metallic foam cooling
Procedia PDF Downloads 319635 From Prince to Vampire: The Image of Vlad Tepeș Dracula in Popular Culture. Case Study: Castlevania, From Video Game to Netflix Production
Authors: Claudia Horeanu
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Ever since the first horror films, Count Dracula, the image inspired mainly by the novel written by Bram Stoker, is an almost indispensable character in popular culture. In the shadow of his vampire image is a Romanian ruler, Vlad Țepeș, from Wallachia, a ruler who was also nicknamed Drăculea. The purpose of this research is to analyze the evolution of the image of Vlad Tepeș/Dracula in popular culture, identifying the reasons and themes associated with this character, and to explore how the figure of Vlad Tepeș/Dracula evolved according to social and political changes in different historical periods. It is also believed that there are elements that have remained constant in the depictions of Vlad the Impaler/Dracula.Keywords: popular culture, dracula, vlad tepes, castlevania, vampire
Procedia PDF Downloads 60634 Hand Motion Tracking as a Human Computer Interation for People with Cerebral Palsy
Authors: Ana Teixeira, Joao Orvalho
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This paper describes experiments using Scratch games, to check the feasibility of employing cerebral palsy users gestures as an alternative of interaction with a computer carried out by students of Master Human Computer Interaction (HCI) of IPC Coimbra. The main focus of this work is to study the usability of a Web Camera as a motion tracking device to achieve a virtual human-computer interaction used by individuals with CP. An approach for Human-computer Interaction (HCI) is present, where individuals with cerebral palsy react and interact with a scratch game through the use of a webcam as an external interaction device. Motion tracking interaction is an emerging technology that is becoming more useful, effective and affordable. However, it raises new questions from the HCI viewpoint, for example, which environments are most suitable for interaction by users with disabilities. In our case, we put emphasis on the accessibility and usability aspects of such interaction devices to meet the special needs of people with disabilities, and specifically people with CP. Despite the fact that our work has just started, preliminary results show that, in general, computer vision interaction systems are very useful; in some cases, these systems are the only way by which some people can interact with a computer. The purpose of the experiments was to verify two hypothesis: 1) people with cerebral palsy can interact with a computer using their natural gestures, 2) scratch games can be a research tool in experiments with disabled young people. A game in Scratch with three levels is created to be played through the use of a webcam. This device permits the detection of certain key points of the user’s body, which allows to assume the head, arms and specially the hands as the most important aspects of recognition. Tests with 5 individuals of different age and gender were made throughout 3 days through periods of 30 minutes with each participant. For a more extensive and reliable statistical analysis, the number of both participants and repetitions in further investigations should be increased. However, already at this stage of research, it is possible to draw some conclusions. First, and the most important, is that simple scratch games on the computer can be a research tool that allows investigating the interaction with computer performed by young persons with CP using intentional gestures. Measurements performed with the assistance of games are attractive for young disabled users. The second important conclusion is that they are able to play scratch games using their gestures. Therefore, the proposed interaction method is promising for them as a human-computer interface. In the future, we plan to include the development of multimodal interfaces that combine various computer vision devices with other input devices improvements in the existing systems to accommodate more the special needs of individuals, in addition, to perform experiments on a larger number of participants.Keywords: motion tracking, cerebral palsy, rehabilitation, HCI
Procedia PDF Downloads 235633 A Compressor Map Optimizing Tool for Prediction of Compressor Off-Design Performance
Authors: Zhongzhi Hu, Jie Shen, Jiqiang Wang
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A high precision aeroengine model is needed when developing the engine control system. Compared with other main components, the axial compressor is the most challenging component to simulate. In this paper, a compressor map optimizing tool based on the introduction of a modifiable β function is developed for FWorks (FADEC Works). Three parameters (d density, f fitting coefficient, k₀ slope of the line β=0) are introduced to the β function to make it modifiable. The comparison of the traditional β function and the modifiable β function is carried out for a certain type of compressor. The interpolation errors show that both methods meet the modeling requirements, while the modifiable β function can predict compressor performance more accurately for some areas of the compressor map where the users are interested in.Keywords: beta function, compressor map, interpolation error, map optimization tool
Procedia PDF Downloads 267632 A First Step towards Automatic Evolutionary for Gas Lifts Allocation Optimization
Authors: Younis Elhaddad, Alfonso Ortega
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Oil production by means of gas lift is a standard technique in oil production industry. To optimize the total amount of oil production in terms of the amount of gas injected is a key question in this domain. Different methods have been tested to propose a general methodology. Many of them apply well-known numerical methods. Some of them have taken into account the power of evolutionary approaches. Our goal is to provide the experts of the domain with a powerful automatic searching engine into which they can introduce their knowledge in a format close to the one used in their domain, and get solutions comprehensible in the same terms, as well. These proposals introduced in the genetic engine the most expressive formal models to represent the solutions to the problem. These algorithms have proven to be as effective as other genetic systems but more flexible and comfortable for the researcher although they usually require huge search spaces to justify their use due to the computational resources involved in the formal models. The first step to evaluate the viability of applying our approaches to this realm is to fully understand the domain and to select an instance of the problem (gas lift optimization) in which applying genetic approaches could seem promising. After analyzing the state of the art of this topic, we have decided to choose a previous work from the literature that faces the problem by means of numerical methods. This contribution includes details enough to be reproduced and complete data to be carefully analyzed. We have designed a classical, simple genetic algorithm just to try to get the same results and to understand the problem in depth. We could easily incorporate the well mathematical model, and the well data used by the authors and easily translate their mathematical model, to be numerically optimized, into a proper fitness function. We have analyzed the 100 curves they use in their experiment, similar results were observed, in addition, our system has automatically inferred an optimum total amount of injected gas for the field compatible with the addition of the optimum gas injected in each well by them. We have identified several constraints that could be interesting to incorporate to the optimization process but that could be difficult to numerically express. It could be interesting to automatically propose other mathematical models to fit both, individual well curves and also the behaviour of the complete field. All these facts and conclusions justify continuing exploring the viability of applying the approaches more sophisticated previously proposed by our research group.Keywords: evolutionary automatic programming, gas lift, genetic algorithms, oil production
Procedia PDF Downloads 162631 Development of Gully Erosion Prediction Model in Sokoto State, Nigeria, using Remote Sensing and Geographical Information System Techniques
Authors: Nathaniel Bayode Eniolorunda, Murtala Abubakar Gada, Sheikh Danjuma Abubakar
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The challenge of erosion in the study area is persistent, suggesting the need for a better understanding of the mechanisms that drive it. Thus, the study evolved a predictive erosion model (RUSLE_Sok), deploying Remote Sensing (RS) and Geographical Information System (GIS) tools. The nature and pattern of the factors of erosion were characterized, while soil losses were quantified. Factors’ impacts were also measured, and the morphometry of gullies was described. Data on the five factors of RUSLE and distances to settlements, rivers and roads (K, R, LS, P, C, DS DRd and DRv) were combined and processed following standard RS and GIS algorithms. Harmonized World Soil Data (HWSD), Shuttle Radar Topographical Mission (SRTM) image, Climate Hazards Group InfraRed Precipitation with Station data (CHIRPS), Sentinel-2 image accessed and processed within the Google Earth Engine, road network and settlements were the data combined and calibrated into the factors for erosion modeling. A gully morphometric study was conducted at some purposively selected sites. Factors of soil erosion showed low, moderate, to high patterns. Soil losses ranged from 0 to 32.81 tons/ha/year, classified into low (97.6%), moderate (0.2%), severe (1.1%) and very severe (1.05%) forms. The multiple regression analysis shows that factors statistically significantly predicted soil loss, F (8, 153) = 55.663, p < .0005. Except for the C-Factor with a negative coefficient, all other factors were positive, with contributions in the order of LS>C>R>P>DRv>K>DS>DRd. Gullies are generally from less than 100m to about 3km in length. Average minimum and maximum depths at gully heads are 0.6 and 1.2m, while those at mid-stream are 1 and 1.9m, respectively. The minimum downstream depth is 1.3m, while that for the maximum is 4.7m. Deeper gullies exist in proximity to rivers. With minimum and maximum gully elevation values ranging between 229 and 338m and an average slope of about 3.2%, the study area is relatively flat. The study concluded that major erosion influencers in the study area are topography and vegetation cover and that the RUSLE_Sok well predicted soil loss more effectively than ordinary RUSLE. The adoption of conservation measures such as tree planting and contour ploughing on sloppy farmlands was recommended.Keywords: RUSLE_Sok, Sokoto, google earth engine, sentinel-2, erosion
Procedia PDF Downloads 75630 The Basketball Show in the North of France: When the NBA Globalized Culture Meets the Local Carnival Culture
Authors: David Sudre
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Today, the National Basketball Association (NBA) is the cultural model of reference for most of the French basketball community stakeholders (players, coaches, team and league managers). In addition to the strong impact it has on how this sport is played and perceived, the NBA also influences the ways professional basketball shows are organized in France (within the Jeep Elite league). The objective of this research is to see how and to what extent the NBA show, as a globalized cultural product, disrupts Jeep Elite's professional basketball cultural codes in the organization of its shows. The article will aim at questioning the intercultural phenomenon at stake in sports cultures in France through the prism of the basketball match. This angle will shed some light on the underlying relationships between local and global elements. The results of this research come from a one-year survey conducted in a small town in northern France, Le Portel, where the Etoile Sportive Saint Michel (ESSM), a Jeep Elite's club, operates. An ethnographic approach was favored. It entailed many participating observations and semi-directive interviews with supporters of the ESSM Le Portel. Through this ethnographic work with the team's fan groups (before the games, during the games and after the games), it was possible for the researchers to understand better all the cultural and identity issues that play out in the "Cauldron," the basketball arena of the ESSM Le Portel. The results demonstrate, at first glance, that many basketball events organized in France are copied from the American model. It seems difficult not to try to imitate the American reference that the NBA represents, whether it be at the French All-Star Game or a Jeep Elite Game at Le Portel. In this case, an acculturation process seems to occur, not only in the way people play but also in the creation of the show (cheerleaders, animations, etc.). However, this American culture of globalized basketball, although re-appropriated, is also being modified by the members of ESSM Le Portel within their locality. Indeed, they juggle between their culture of origin and their culture of reference to build their basketball show within their sociocultural environment. In this way, Le Portel managers and supporters introduce elements that are characteristic of their local culture into the show, such as carnival customs and celebrations, two ingredients that fully contribute to the creation of their identity. Ultimately, in this context of "glocalization," this research will ascertain, on the one hand, that the identity of French basketball becomes harder to outline, and, on the other hand, that the "Cauldron" turns out to be a place to preserve (fantasized) local identities, or even a place of (unconscious) resistance to the dominant model of American basketball culture.Keywords: basketball, carnival, culture, globalization, identity, show, sport, supporters.
Procedia PDF Downloads 151629 Using Educational Gaming as a Blended Learning Tool in South African Education
Authors: Maroonisha Maharajh
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Based on the Black Swan and Disruptive Innovation Theories, this study proposes an educational game based learning model within the context of the traditional classroom learning environment. In the proposed model, the perceived e-learning component is decomposed into accessibility, perceived quality and perceived usability within the traditional rural classroom environment. A sample of 92 respondents took part in this study. The results suggest that users’ continuance intention is determined by both economic and grassroots internet accessibility, which in turn is jointly determined by perceived usefulness, information quality, service quality, system quality, perceived ease of use and cognitive absorption of learning.Keywords: blended learning, flipped classroom, e-learning, gaming
Procedia PDF Downloads 255628 Perfectly Keyless Commercial Vehicle
Authors: Shubha T., Latha H. K. E., Yogananth Karuppiah
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Accessing and sharing automobiles will become much simpler thanks to the wide range of automotive use cases made possible by digital keys. This study aims to provide digital keys to car owners and drivers so they can lock or unlock their automobiles and start the engine using a smartphone or other Bluetooth low energy-enabled mobile device. Private automobile owners can digitally lend their car keys to family members or friends without having to physically meet them, possibly for a certain period of time. Owners of company automobile fleets can electronically distribute car keys to staff members, possibly granting access for a given day or length of time. Customers no longer need to physically pick up car keys at a rental desk because automobile owners can digitally transfer keys with them.Keywords: NFC, BLE, CCC, digital key, OEM
Procedia PDF Downloads 145627 KBASE Technological Framework - Requirements
Authors: Ivan Stanev, Maria Koleva
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Automated software development issues are addressed in this paper. Layers and packages of a Common Platform for Automated Programming (CPAP) are defined based on Service Oriented Architecture, Cloud computing, Knowledge based automated software engineering (KBASE) and Method of automated programming. Tools of seven leading companies (AWS of Amazon, Azure of Microsoft, App Engine of Google, vCloud of VMWare, Bluemix of IBM, Helion of HP, OCPaaS of Oracle) are analyzed in the context of CPAP. Based on the results of the analysis CPAP requirements are formulatedKeywords: automated programming, cloud computing, knowledge based software engineering, service oriented architecture
Procedia PDF Downloads 301626 Effects of Gender on Kinematics Kicking in Soccer
Authors: Abdolrasoul Daneshjoo
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Soccer is a game which draws more attention in different countries especially in Brazil. Kicking among different skills in soccer and soccer players is an excellent role for the success and preference of a team. The way of point gaining in this game is passing the ball over the goal lines which are gained by shoot skill in attack time and or during the penalty kicks.Regarding the above assumption, identifying the effective factors in instep kicking in different distances shoot with maximum force and high accuracy or pass and penalty kick, may assist the coaches and players in raising qualitative level of performing the skill.The aim of the present study was to study of a few kinematical parameters in instep kicking from 5 and 7 meter distance among the male and female elite soccer players.24 right dominant lower limb subjects (12 males and 12 females) among Tehran elite soccer players with average and the standard deviation (22.5 ± 1.5) & (22.08± 1.31) years, height of (179.5 ± 5.81) & (164.3 ± 4.09) cm, weight of (69.66 ± 4.09) & (53.16 ± 3.51) kg, %BMI (21.06 ± .731) & (19.67 ± .709), having playing history of (4 ± .73) & (3.08 ± .66) years respectively participated in this study. They had at least two years of continuous playing experience in Tehran soccer league.For sampling player's kick; Kinemetrix Motion analysis with three cameras with 1000 Hz was used. Five reflective markers were placed laterally on the kicking leg over anatomical points (the iliac crest, major trochanter, lateral epicondyle of femur, lateral malleolus, and lateral aspect of distal head of the fifth metatarsus). Instep kick was filmed, with one step approach and 30 to 45 degrees angle from stationary ball. Three kicks were filmed, one kick selected for further analyses. Using Kinemetrix 3D motion analysis software, the position of the markers was analyzed. Descriptive statistics were used to describe the mean and standard deviation, while the analysis of variance, and independent t-test (P < 0.05) were used to compare the kinematic parameters between two genders.Among the evaluated parameters, the knee acceleration, the thigh angular velocity, the angle of knee proportionately showed significant relationship with consequence of kick. While company performance on 5m in 2 genders, significant differences were observed in internal – external displacement of toe, ankle, hip and the velocity of toe, ankle and the acceleration of toe and the angular velocity of pelvic, thigh and before time contact . Significant differences showed the internal – external displacement of toe, the ankle, the knee and the hip, the iliac crest and the velocity of toe, the ankle and acceleration of ankle and angular velocity of the pelvic and the knee.Keywords: biomechanics, kinematics, instep kicking, soccer
Procedia PDF Downloads 502625 Unconventional Calculus Spreadsheet Functions
Authors: Chahid K. Ghaddar
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The spreadsheet engine is exploited via a non-conventional mechanism to enable novel worksheet solver functions for computational calculus. The solver functions bypass inherent restrictions on built-in math and user defined functions by taking variable formulas as a new type of argument while retaining purity and recursion properties. The enabling mechanism permits integration of numerical algorithms into worksheet functions for solving virtually any computational problem that can be modelled by formulas and variables. Several examples are presented for computing integrals, derivatives, and systems of deferential-algebraic equations. Incorporation of the worksheet solver functions with the ubiquitous spreadsheet extend the utility of the latter as a powerful tool for computational mathematics.Keywords: calculus, differential algebraic equations, solvers, spreadsheet
Procedia PDF Downloads 360624 A Design of the Organic Rankine Cycle for the Low Temperature Waste Heat
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A presentation of the design of the Organic Rankine Cycle (ORC) with heat regeneration and super-heating processes is a subject of this paper. The maximum temperature level in the ORC is considered to be 110°C and the maximum pressure varies up to 2.5MPa. The selection process of the appropriate working fluids, thermal design and calculation of the cycle and its components are described. With respect to the safety, toxicity, flammability, price and thermal cycle efficiency, the working fluid selected is R134a. As a particular example, the thermal design of the condenser used for the ORC engine with a theoretical thermal power of 179 kW was introduced. The minimal heat transfer area for a completed condensation was determined to be approximately 520m2.Keywords: organic rankine cycle, thermal efficiency, working fluids, environmental engineering
Procedia PDF Downloads 460623 Fractal Behaviour of Earthquake Sequences in Himalaya
Authors: Kamal, Adil Ahmad
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Earthquakes are among the most versatile natural and dynamic processes, and hence a fractal model is considered to be the best representative of the same. We present a novel method to process and analyse information hidden in earthquake sequences using Fractal Dimensions and Iterative Function Systems (IFS). Spatial and temporal variations in the fractal dimensions of seismicity observed around the Indian peninsula in last 30 years are studied. This was used as a possible precursor before large earthquakes in the region. IFS images for observed seismicity in the Himalayan belt were also obtained. We scan the whole data set and coarse grain of a selected window to reduce it to four bins. A critical analysis of four-cornered chaos-game clearly shows that the spatial variation in earthquake occurrences in Himalayan range is not random. Two subzones of Himalaya have a tendency to follow each other in time.Keywords: earthquakes, fractals, Himalaya, iterated function systems
Procedia PDF Downloads 300622 An Investigation of Machinability of Inconel 718 in EDM Using Different Cryogenic Treated Tools
Authors: Pradeep Joshi, Prashant Dhiman, Shiv Dayal Dhakad
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Inconel 718 is a family if Nickel-Chromium based Superalloy; it has very high oxidation and corrosion resistance. Inconel 718 is widely being used in aerospace, engine, turbine etc. due to its high mechanical strength and creep resistance. Being widely used, its machining should be easy but in real its machining is very difficult, especially by using traditional machining methods. It becomes easy to machine only by using non Traditional machining such as EDM. During EDM machining there is wear of both tool and workpiece, the tool wear is undesired because it changes tool shape, geometry. To reduce the tool wear rate (TWR) cryogenic treatment is performed on tool before the machining operation. The machining performances of the process are to be evaluated in terms of MRR, TWR which are functions of Discharge current, Pulse on-time, Pulse Off-time.Keywords: EDM, cyrogenic, TWR, MRR
Procedia PDF Downloads 455621 Using Vulnerability to Reduce False Positive Rate in Intrusion Detection Systems
Authors: Nadjah Chergui, Narhimene Boustia
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Intrusion Detection Systems are an essential tool for network security infrastructure. However, IDSs have a serious problem which is the generating of massive number of alerts, most of them are false positive ones which can hide true alerts and make the analyst confused to analyze the right alerts for report the true attacks. The purpose behind this paper is to present a formalism model to perform correlation engine by the reduction of false positive alerts basing on vulnerability contextual information. For that, we propose a formalism model based on non-monotonic JClassicδє description logic augmented with a default (δ) and an exception (є) operator that allows a dynamic inference according to contextual information.Keywords: context, default, exception, vulnerability
Procedia PDF Downloads 259620 Development of Evolutionary Algorithm by Combining Optimization and Imitation Approach for Machine Learning in Gaming
Authors: Rohit Mittal, Bright Keswani, Amit Mithal
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This paper provides a sense about the application of computational intelligence techniques used to develop computer games, especially car racing. For the deep sense and knowledge of artificial intelligence, this paper is divided into various sections that is optimization, imitation, innovation and combining approach of optimization and imitation. This paper is mainly concerned with combining approach which tells different aspects of using fitness measures and supervised learning techniques used to imitate aspects of behavior. The main achievement of this paper is based on modelling player behaviour and evolving new game content such as racing tracks as single car racing on single track.Keywords: evolution algorithm, genetic, optimization, imitation, racing, innovation, gaming
Procedia PDF Downloads 646619 Adaptive Auth - Adaptive Authentication Based on User Attributes for Web Application
Authors: Senthuran Manoharan, Rathesan Sivagananalingam
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One of the main issues in system security is Authentication. Authentication can be defined as the process of recognizing the user's identity and it is the most important step in the access control process to safeguard data/resources from being accessed by unauthorized users. The static method of authentication cannot ensure the genuineness of the user. Due to this reason, more innovative authentication mechanisms came into play. At first two factor authentication was introduced and later, multi-factor authentication was introduced to enhance the security of the system. It also had some issues and later, adaptive authentication was introduced. In this research paper, the design of an adaptive authentication engine was put forward. The user risk profile was calculated based on the user parameters and then the user was challenged with a suitable authentication method.Keywords: authentication, adaptive authentication, machine learning, security
Procedia PDF Downloads 248618 Injury Prediction for Soccer Players Using Machine Learning
Authors: Amiel Satvedi, Richard Pyne
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Injuries in professional sports occur on a regular basis. Some may be minor, while others can cause huge impact on a player's career and earning potential. In soccer, there is a high risk of players picking up injuries during game time. This research work seeks to help soccer players reduce the risk of getting injured by predicting the likelihood of injury while playing in the near future and then providing recommendations for intervention. The injury prediction tool will use a soccer player's number of minutes played on the field, number of appearances, distance covered and performance data for the current and previous seasons as variables to conduct statistical analysis and provide injury predictive results using a machine learning linear regression model.Keywords: injury predictor, soccer injury prevention, machine learning in soccer, big data in soccer
Procedia PDF Downloads 182617 A Study of Kinematical Parameters I9N Instep Kicking in Soccer
Authors: Abdolrasoul Daneshjoo
Abstract:
Introduction: Soccer is a game which draws more attention in different countries especially in Brazil. Kicking among different skills in soccer and soccer players is an excellent role for the success and preference of a team. The way of point gaining in this game is passing the ball over the goal lines which are gained by shoot skill in attack time and or during the penalty kicks.Regarding the above assumption, identifying the effective factors in instep kicking in different distances shoot with maximum force and high accuracy or pass and penalty kick, may assist the coaches and players in raising qualitative level of performing the skill. Purpose: The aim of the present study was to study of a few kinematical parameters in instep kicking from 3 and 5 meter distance among the male and female elite soccer players. Methods: 24 right dominant lower limb subjects (12 males and 12 females) among Tehran elite soccer players with average and the standard deviation (22.5 ± 1.5) & (22.08± 1.31) years, height of (179.5 ± 5.81) & (164.3 ± 4.09) cm, weight of (69.66 ± 4.09) & (53.16 ± 3.51) kg, %BMI (21.06 ± .731) & (19.67 ± .709), having playing history of (4 ± .73) & (3.08 ± .66) years respectively participated in this study. They had at least two years of continuous playing experience in Tehran soccer league.For sampling player's kick; Kinemetrix Motion analysis with three cameras with 500 Hz was used. Five reflective markers were placed laterally on the kicking leg over anatomical points (the iliac crest, major trochanter, lateral epicondyle of femur, lateral malleolus, and lateral aspect of distal head of the fifth metatarsus). Instep kick was filmed, with one step approach and 30 to 45 degrees angle from stationary ball. Three kicks were filmed, one kick selected for further analyses. Using Kinemetrix 3D motion analysis software, the position of the markers was analyzed. Descriptive statistics were used to describe the mean and standard deviation, while the analysis of variance, and independent t-test (P < 0.05) were used to compare the kinematic parameters between two genders. Results and Discussion: Among the evaluated parameters, the knee acceleration, the thigh angular velocity, the angle of knee proportionately showed significant relationship with consequence of kick. While company performance on 5m in 2 genders, significant differences were observed in internal – external displacement of toe, ankle, hip and the velocity of toe, ankle and the acceleration of toe and the angular velocity of pelvic, thigh and before time contact. Significant differences showed the internal – external displacement of toe, the ankle, the knee and the hip, the iliac crest and the velocity of toe, the ankle and acceleration of ankle and angular velocity of the pelvic and the knee.Keywords: biomechanics, kinematics, soccer, instep kick, male, female
Procedia PDF Downloads 415616 Development Framework Based on Mobile Augmented Reality for Pre-Literacy Kit
Authors: Nazatul Aini Abd Majid, Faridah Yunus, Haslina Arshad, Mohammad Farhan Mohammad Johari
Abstract:
Mobile technology, augmented reality, and game-based learning are some of the key learning technologies that can be fully optimized to promote pre-literacy skills. The problem is how to design an effective pre-literacy kit that utilizes some of the learning technologies. This paper presents a framework based on mobile augmented reality for the development of pre-literacy kit. This pre-literacy kit incorporates three main components which are contents, design, and tools. A prototype of a mobile app based on the three main components was developed for promoting pre-literacy. The results show that the children and teachers gave positive feedbacks after using the mobile app for the pre-literacy.Keywords: framework, mobile technology, augmented reality, pre-literacy skills
Procedia PDF Downloads 595615 Game of Funds: Efficiency and Policy Implications of the United Kingdom Research Excellence Framework
Authors: Boon Lee
Abstract:
Research publication is an essential output of universities because it not only promotes university recognition, it also receives government funding. The history of university research culture has been one of ‘publish or perish’ and universities have consistently encouraged their academics and researchers to produce research articles in reputable journals in order to maintain a level of competitiveness. In turn, the United Kingdom (UK) government funding is determined by the number and quality of research publications. This paper aims to investigate on whether more government funding leads to more quality papers. To that end, the paper employs a Network DEA model to evaluate the UK higher education performance over a period. Sources of efficiency are also determined via second stage regression analysis.Keywords: efficiency, higher education, network data envelopment analysis, universities
Procedia PDF Downloads 114614 Diesel Fault Prediction Based on Optimized Gray Neural Network
Authors: Han Bing, Yin Zhenjie
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In order to analyze the status of a diesel engine, as well as conduct fault prediction, a new prediction model based on a gray system is proposed in this paper, which takes advantage of the neural network and the genetic algorithm. The proposed GBPGA prediction model builds on the GM (1.5) model and uses a neural network, which is optimized by a genetic algorithm to construct the error compensator. We verify our proposed model on the diesel faulty simulation data and the experimental results show that GBPGA has the potential to employ fault prediction on diesel.Keywords: fault prediction, neural network, GM(1, 5) genetic algorithm, GBPGA
Procedia PDF Downloads 304613 Brain-Motor Disablement: Using Virtual Reality-Based Therapeutic Simulations
Authors: Vince Macri, Jakub Petioky, Paul Zilber
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Virtual-reality-based technology, i.e. video-game-like simulations (collectively, VRSims) are used in therapy for a variety of medical conditions. The purpose of this paper is to contribute to a discussion on criteria for selecting VRSims to augment treatment of survivors of acquired brain injury. Specifically, for treatments to improve or restore brain motor function in upper extremities affected by paresis or paralysis. Six uses of virtual reality are reviewed video games for entertainment, training simulations, unassisted or device-assisted movements of affected or unaffected extremities displayed in virtual environments and virtual anatomical interactivity.Keywords: acquired brain injury, brain-motor function, virtual anatomical interactivity, therapeutic simulations
Procedia PDF Downloads 588612 Assessing Children’s Probabilistic and Creative Thinking in a Non-formal Learning Context
Authors: Ana Breda, Catarina Cruz
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Daily, we face unpredictable events, often attributed to chance, as there is no justification for such an occurrence. Chance, understood as a source of uncertainty, is present in several aspects of human life, such as weather forecasts, dice rolling, and lottery. Surprisingly, humans and some animals can quickly adjust their behavior to handle efficiently doubly stochastic processes (random events with two layers of randomness, like unpredictable weather affecting dice rolling). This adjustment ability suggests that the human brain has built-in mechanisms for perceiving, understanding, and responding to simple probabilities. It also explains why current trends in mathematics education include probability concepts in official curriculum programs, starting from the third year of primary education onwards. In the first years of schooling, children learn to use a certain type of (specific) vocabulary, such as never, always, rarely, perhaps, likely, and unlikely, to help them to perceive and understand the probability of some events. These are keywords of crucial importance for their perception and understanding of probabilities. The development of the probabilistic concepts comes from facts and cause-effect sequences resulting from the subject's actions, as well as the notion of chance and intuitive estimates based on everyday experiences. As part of a junior summer school program, which took place at a Portuguese university, a non-formal learning experiment was carried out with 18 children in the 5th and 6th grades. This experience was designed to be implemented in a dynamic of a serious ice-breaking game, to assess their levels of probabilistic, critical, and creative thinking in understanding impossible, certain, equally probable, likely, and unlikely events, and also to gain insight into how the non-formal learning context influenced their achievements. The criteria used to evaluate probabilistic thinking included the creative ability to conceive events classified in the specified categories, the ability to properly justify the categorization, the ability to critically assess the events classified by other children, and the ability to make predictions based on a given probability. The data analysis employs a qualitative, descriptive, and interpretative-methods approach based on students' written productions, audio recordings, and researchers' field notes. This methodology allowed us to conclude that such an approach is an appropriate and helpful formative assessment tool. The promising results of this initial exploratory study require a future research study with children from these levels of education, from different regions, attending public or private schools, to validate and expand our findings.Keywords: critical and creative thinking, non-formal mathematics learning, probabilistic thinking, serious game
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