Search results for: video games
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 1346

Search results for: video games

596 Multimodal Database of Emotional Speech, Video and Gestures

Authors: Tomasz Sapiński, Dorota Kamińska, Adam Pelikant, Egils Avots, Cagri Ozcinar, Gholamreza Anbarjafari

Abstract:

People express emotions through different modalities. Integration of verbal and non-verbal communication channels creates a system in which the message is easier to understand. Expanding the focus to several expression forms can facilitate research on emotion recognition as well as human-machine interaction. In this article, the authors present a Polish emotional database composed of three modalities: facial expressions, body movement and gestures, and speech. The corpora contains recordings registered in studio conditions, acted out by 16 professional actors (8 male and 8 female). The data is labeled with six basic emotions categories, according to Ekman’s emotion categories. To check the quality of performance, all recordings are evaluated by experts and volunteers. The database is available to academic community and might be useful in the study on audio-visual emotion recognition.

Keywords: body movement, emotion recognition, emotional corpus, facial expressions, gestures, multimodal database, speech

Procedia PDF Downloads 342
595 Students’ Perceptions of Mobile Learning: Case Study of Kuwait

Authors: Rana AlHajri, Salah Al-Sharhan, Ahmed Al-Hunaiyyan

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Mobile learning is a new learning landscape that offers opportunity for collaborative, personal, informal, and students’ centered learning environment. In implementing any learning system such as a mobile learning environment, learners’ expectations should be taken into consideration. However, there is a lack of studies on this aspect, particularly in the context of Kuwait higher education (HE) institutions. This study focused on how students perceive the use of mobile devices in learning. Although m-learning is considered as an effective educational tool in developed countries, it is not yet fully utilized in Kuwait. The study reports on the results of a survey conducted on 623 HE students in Kuwait to a better understand students' perceptions and opinions about the effectiveness of using mobile learning systems. An analysis of quantitative survey data is presented. The findings indicated that Kuwait HE students are very familiar with mobile devices and its applications. The results also reveal that students have positive perceptions of m-learning, and believe that video-based social media applications enhance the teaching and learning process.

Keywords: higher education, mobile learning, social media, students’ perceptions

Procedia PDF Downloads 359
594 Traffic Light Detection Using Image Segmentation

Authors: Vaishnavi Shivde, Shrishti Sinha, Trapti Mishra

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Traffic light detection from a moving vehicle is an important technology both for driver safety assistance functions as well as for autonomous driving in the city. This paper proposed a deep-learning-based traffic light recognition method that consists of a pixel-wise image segmentation technique and a fully convolutional network i.e., UNET architecture. This paper has used a method for detecting the position and recognizing the state of the traffic lights in video sequences is presented and evaluated using Traffic Light Dataset which contains masked traffic light image data. The first stage is the detection, which is accomplished through image processing (image segmentation) techniques such as image cropping, color transformation, segmentation of possible traffic lights. The second stage is the recognition, which means identifying the color of the traffic light or knowing the state of traffic light which is achieved by using a Convolutional Neural Network (UNET architecture).

Keywords: traffic light detection, image segmentation, machine learning, classification, convolutional neural networks

Procedia PDF Downloads 158
593 A Psychophysiological Evaluation of an Effective Recognition Technique Using Interactive Dynamic Virtual Environments

Authors: Mohammadhossein Moghimi, Robert Stone, Pia Rotshtein

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Recording psychological and physiological correlates of human performance within virtual environments and interpreting their impacts on human engagement, ‘immersion’ and related emotional or ‘effective’ states is both academically and technologically challenging. By exposing participants to an effective, real-time (game-like) virtual environment, designed and evaluated in an earlier study, a psychophysiological database containing the EEG, GSR and Heart Rate of 30 male and female gamers, exposed to 10 games, was constructed. Some 174 features were subsequently identified and extracted from a number of windows, with 28 different timing lengths (e.g. 2, 3, 5, etc. seconds). After reducing the number of features to 30, using a feature selection technique, K-Nearest Neighbour (KNN) and Support Vector Machine (SVM) methods were subsequently employed for the classification process. The classifiers categorised the psychophysiological database into four effective clusters (defined based on a 3-dimensional space – valence, arousal and dominance) and eight emotion labels (relaxed, content, happy, excited, angry, afraid, sad, and bored). The KNN and SVM classifiers achieved average cross-validation accuracies of 97.01% (±1.3%) and 92.84% (±3.67%), respectively. However, no significant differences were found in the classification process based on effective clusters or emotion labels.

Keywords: virtual reality, effective computing, effective VR, emotion-based effective physiological database

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592 Alzheimer’s Disease Measured in Work Organizations

Authors: Katherine Denise Queri

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The effects of sick workers have an impact in administration of labor. This study aims to provide knowledge on the disease that is Alzheimer’s while presenting an answer to the research question of when and how is the disease considered as a disaster inside the workplace. The study has the following as its research objectives: 1. Define Alzheimer’s disease, 2. Evaluate the effects and consequences of an employee suffering from Alzheimer’s disease, 3. Determine the concept of organizational effectiveness in the area of Human Resources, and 4. Identify common figures associated with Alzheimer’s disease. The researcher gathered important data from books, video presentations, and interviews of workers suffering from Alzheimer’s disease and from the internet. After using all the relevant data collection instruments mentioned, the following data emerged: 1. Alzheimer’s disease has certain consequences inside the workplace, 2. The occurrence of Alzheimer’s Disease in an employee’s life greatly affects the company where the worker is employed, and 3. The concept of workplace efficiency suggests that an employer must prepare for such disasters that Alzheimer’s disease may bring to the company where one is employed. Alzheimer’s disease can present disaster in any workplace.

Keywords: administration, Alzheimer's disease, conflict, disaster, employment

Procedia PDF Downloads 428
591 A Comparison of Performance Indicators Between University-Level Rugby Union and Rugby Union Sevens Matches

Authors: Pieter van den Berg, Retief Broodryk, Bert Moolman

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Firstly, this study aimed to identify which performance indicators (PIs) discriminate between winning and losing university-level Rugby Union (RU) teams and, secondly, to compare the significant PIs in RU and Rugby Union Sevens (RS) at university level. Understanding the importance of PIs and their effect on match outcomes could assist coaching staff to prioritise specific game aspects during training to increase performance. Twenty randomly selected round-robin matches of the 2018 Varsity Cup (n=20), and Varsity Sports sevens (n=20) tournaments were analysed. A linear mixed model was used to determine statistical significant differences set at p≤0.05 while effect size was reported according to Cohen's d value. Results revealed that various PIs discriminated between winning and losing RU teams and that specific PIs could be observed as significant in both RU and RS. Therefore, specific identified tactical aspects of RU and RS should be prioritised to optimise performance

Keywords: match success, notational analysis, performance analysis, rugby, video analysis

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590 The Morphing Avatar of Startup Sales - Destination Virtual Reality

Authors: Sruthi Kannan

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The ongoing covid pandemic has accelerated digital transformation like never before. The physical barriers brought in as a result of the pandemic are being bridged by digital alternatives. While basic collaborative activities like voice, video calling, screen sharing have been replicated in these alternatives, there are several others that require a more intimate setup. Pitching, showcasing, and providing demonstrations are an integral part of selling strategies for startups. Traditionally these have been in-person engagements, enabling a depth of understanding of the startups’ offerings. In the new normal scenario of virtual-only connects, startups are feeling the brunt of the lack of in-person connections with potential customers and investors. This poster demonstrates how a virtual reality platform has been conceptualized and custom-built for startups to engage with their stakeholders and redefine their selling strategies. This virtual reality platform is intended to provide an immersive experience for startup showcases and offers the nearest possible alternative to physical meetings for the startup ecosystem, thereby opening newer frontiers for entrepreneurial collaborations.

Keywords: collaboration, sales, startups, strategy, virtual reality

Procedia PDF Downloads 292
589 Modern Sports and Imperial Solidarity: Sports, Mutiny and British Army in Colonial Malabar (1900-1930)

Authors: Anas Ali

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The British administration at Malabar, the southern coastal commercial outpost in the Indian Subcontinent, faced with a series of perpetual revolts from the Mappila Muslim peasants during the last decades of the 19th and early decades of the 20th century. The control of Malabar region was a concern for the British administrators as the region was a prime centre of spice trade and plantation products. The Madras government set up a special police battalion called the Malabar Special Police in 1884 and summoned different army battalions to Malabar to crush the revolts. The setting up of army camps in the rural Malabar led to the diffusion of modern sports as the army men played different games in the garrisons and with the local people. For the imperial army men deployed in Malabar, sports acted as a viable medium to strengthen solidarity with other European settlers. They actively participated in the ‘Canterbury Week’, an annual sporting event organized by the European planters and organized tournaments among themselves. This paper would argue that, sports enabled the imperial army men, European planters and British administrators to build camaraderie that enabled them to manifest their imperial solidarity during the time of these constant revolts. Based on newspaper reports and colonial memoirs, this paper would look at how modern sports enabled the imperial army men to be ‘good in health’ and create a feeling of ‘being at home’ during this period.

Keywords: imperial army, Malabar, modern sports, mutiny

Procedia PDF Downloads 195
588 A Tagging Algorithm in Augmented Reality for Mobile Device Screens

Authors: Doga Erisik, Ahmet Karaman, Gulfem Alptekin, Ozlem Durmaz Incel

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Augmented reality (AR) is a type of virtual reality aiming to duplicate real world’s environment on a computer’s video feed. The mobile application, which is built for this project (called SARAS), enables annotating real world point of interests (POIs) that are located near mobile user. In this paper, we aim at introducing a robust and simple algorithm for placing labels in an augmented reality system. The system places labels of the POIs on the mobile device screen whose GPS coordinates are given. The proposed algorithm is compared to an existing one in terms of energy consumption and accuracy. The results show that the proposed algorithm gives better results in energy consumption and accuracy while standing still, and acceptably accurate results when driving. The technique provides benefits to AR browsers with its open access algorithm. Going forward, the algorithm will be improved to more rapidly react to position changes while driving.

Keywords: accurate tagging algorithm, augmented reality, localization, location-based AR

Procedia PDF Downloads 364
587 Positive Politeness in Writing Centre Consultations with an Emphasis on Praise

Authors: Avasha Rambiritch, Adelia Carstens

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In especially the context of a writing center, learning takes place during, and as part of, the conversations between the writing center tutor and the student. This interaction or dialogue is an integral part of writing center research and is the focus of this largely qualitative study, employing a politeness lens. While there is some research on positive politeness strategies employed by writing center tutors, there is very little research on specifically praising as a positive politeness strategy. This study attempts to fill this gap by analyzing a corpus of 10 video-recorded consultations to determine how tutors in a writing center utilize the positive politeness strategy of praise. Findings indicate that while tutors exploit a range of politeness strategies, praise is used more often than any other strategy. The research indicates that praise as a politeness strategy is utilized significantly more when commenting on higher-order concerns, as in line with the writing center literature. The benefits of this study include insights into how such analyses can be used to better prepare and equip the tutors (usually postgraduate students appointed as part-time tutors in the writing center) for the work they do on a daily basis.

Keywords: writing center, academic writing, positive politeness, tutor

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586 Review Architectural Standards in Design and Development Children's Educational Centers

Authors: Ahmad Torkaman, Suogol Shomtob, Hadi Akbari Seddigh

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In this paper it has been attempted to investigate the lack of attention to how specific spatial characteristics of the children except existing places such as nurseries. In order to achieve the standard center to faster children understanding their mentality is the first issue that must be studied. Exploring the spiritual characteristics and complexities of children cannot be possible except in accordance with the different aspects and background of their growth in various age periods. In order to achieving the standard center for fostering children, the first issue that must be studied understands their mentality. Exploring the spiritual qualities and complexities of children are not provided except in accordance with the characteristics and their different growth backgrounds in different age periods. According to previous researches game or playing is the most important activity that helps children to communicate and educate and sometimes therapy in specific fields. Investigating game as a proper way to train, the variety of games, the various kind of play environment and how to treat some abnormalities thereby are the issues discussed in recent research. Another consideration concerns the importance of artistic activities among children which is very evident in studying identification of their abnormalities. At the end of this study after investigating how to understand child and communicate with him/her, aiming to recognize Specific spatial characteristics for better training children, the physical and physiological criteria and characteristics is Reviewed and ends up to a list of required spaces and dimensional characteristic of spaces and needed children's equipment.

Keywords: children, space, interior design, development, growth

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585 The Effectiveness of Using MS SharePoint for the Curriculum Repository System

Authors: Misook Ahn

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This study examines the Institutional Curriculum Repository (ICR) developed with MS SharePoint. The purpose of using MS SharePoint is to organize, share, and manage the curriculum data. The ICR aims to build a centralized curriculum infrastructure, preserve all curriculum materials, and provide academic service to users (faculty, students, or other agencies). The ICR collection includes core language curriculum materials developed by each language school—foreign language textbooks, language survival kits, and audio files currently in or not in use at the schools. All core curriculum materials with audio and video files have been coded, collected, and preserved at the ICR. All metadata for the collected curriculum materials have been input by language, code, year, book type, level, user, version, and current status (in use/not in use). The qualitative content analysis, including the survey data, is used to evaluate the effectiveness of using MS SharePoint for the repository system. This study explains how to manage and preserve curriculum materials with MS SharePoint, along with challenges and suggestions for further research. This study will be beneficial to other universities or organizations considering archiving or preserving educational materials.

Keywords: digital preservation, ms sharepoint, repository, curriculum materials

Procedia PDF Downloads 94
584 Grit and Psychological Well-Being Among Elite Wushu Players

Authors: Guneet Inder Jit Kaur, Kuldeep Singh, Sunil G. Purohit

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Being a collective phrase for Martial arts that originated from China, Wushu is a form of self-defense and an international (Olympic) sport. Having emerged as a competitive sport, the competitions are generally in two disciplines in Wushu, namely ‘taolu,’ which refers to the forms, and ‘sanda’, which refers to the sparring. Indeed, the competition at the elite level is challenging more mentally than physically. Being masters of their games, excellence at that level is immensely defined by the mental strength characterized by perseverance and passion (grit) along with the psychological wellbeing. Thus, research attempting to understand this relationship is important. The present study was aimed to investigate the relationship between grit and psychological wellbeing among elite Wushu players. The sample of the present study comprised of 35 elite wushu players from India. Out of the 35 players, 16 were females (45.7%), and 19 were males (54.3%), and all had represented at the National and International level. 14 players were from the event of Taolu, and 21 players were from the event of Sanda. The questionnaires used were the short grit scale (Duckworth & Quinn, 2009) and the flourishing scale for psychological wellbeing (Diener et. al., 2009). The statistics included Descriptive (Mean, Standard deviation) and Inferential analysis (correlation). The results highlighted the relationship between the two variables. The insights gained from this study indeed seem immensely helpful in adding to the research of the psychological profile of Elite wushu players and has implications for psychological interventions and mental training for the players.

Keywords: wushu, elite athletes, grit, psychological wellbeing, excellence

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583 Training Hearing Parents in SmiLE Therapy Supports the Maintenance and Generalisation of Deaf Children's Social Communication Skills

Authors: Martina Curtin, Rosalind Herman

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Background: Deaf children can experience difficulties with understanding how social interaction works, particularly when communicating with unfamiliar hearing people. Deaf children often struggle with integrating into a mainstream, hearing environments. These negative experiences can lead to social isolation, depression and other mental health difficulties later in life. smiLE Therapy (Schamroth, 2015) is a video-based social communication intervention that aims to teach deaf children skills to confidently communicate with unfamiliar hearing people. Although two previous studies have reported improvements in communication skills immediately post intervention, evidence for maintenance of gains or generalisation of skills (i.e., the transfer of newly learnt skills to untrained situations) has not to date been demonstrated. Parental involvement has been shown to support deaf children’s therapy outcomes. Therefore, this study added parent training to the therapy children received to investigate the benefits to generalisation of children’s skills. Parents were also invited to present their perspective on the training they received. Aims: (1) To assess pupils’ progress from pre- to post-intervention in trained and untrained tasks, (2) to investigate if training parents improved their (a) understanding of their child’s needs and (b) their skills in supporting their child appropriately in smiLE Therapy tasks, (3) to assess if parent training had an impact on the pupil’s ability to (a) maintain their skills in trained tasks post-therapy, and (b) generalise their skills in untrained, community tasks. Methods: This was a mixed-methods, repeated measures study. 31 deaf pupils (aged between 7 and 14) received an hour of smiLE Therapy per week, for 6 weeks. Communication skills were assessed pre-, post- and 3-months post-intervention using the Communication Skills Checklist. Parents were then invited to attend two training sessions and asked to bring a video of their child communicating in a shop or café. These videos were used to assess whether, after parent training, the child was able to generalise their skills to a new situation. Finally, parents attended a focus group to discuss the effectiveness of the therapy, particularly the wider impact, i.e., more child participation within the hearing community. Results: All children significantly improved their scores following smiLE therapy and maintained these skills to high level. Children generalised a high percentage of their newly learnt skills to an untrained situation. Parents reported improved understanding of their child’s needs, their child’s potential and in how to support them in real-life situations. Parents observed that their children were more confident and independent when carrying out communication tasks with unfamiliar hearing people. Parents realised they needed to ‘let go’ and embrace their child’s independence and provide more opportunities for them to participate in their community. Conclusions: This study adds to the evidence base on smiLE Therapy; it is an effective intervention that develops deaf children’s ability to interact competently with unfamiliar, hearing, communication partners. It also provides preliminary evidence of the benefits of parent training in helping children to generalise their skills to other situations. These findings will be of value to therapists wishing to develop deaf children’s communication skills beyond the therapy setting.

Keywords: deaf children, generalisation, parent involvement, social communication

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582 The Use of Videoconferencing in a Task-Based Beginners' Chinese Class

Authors: Sijia Guo

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The development of new technologies and the falling cost of high-speed Internet access have made it easier for institutes and language teachers to opt different ways to communicate with students at distance. The emergence of web-conferencing applications, which integrate text, chat, audio / video and graphic facilities, offers great opportunities for language learning to through the multimodal environment. This paper reports on data elicited from a Ph.D. study of using web-conferencing in the teaching of first-year Chinese class in order to promote learners’ collaborative learning. Firstly, a comparison of four desktop videoconferencing (DVC) tools was conducted to determine the pedagogical value of the videoconferencing tool-Blackboard Collaborate. Secondly, the evaluation of 14 campus-based Chinese learners who conducted five one-hour online sessions via the multimodal environment reveals the users’ choice of modes and their learning preference. The findings show that the tasks designed for the web-conferencing environment contributed to the learners’ collaborative learning and second language acquisition.

Keywords: computer-mediated communication (CMC), CALL evaluation, TBLT, web-conferencing, online Chinese teaching

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581 NFResNet: Multi-Scale and U-Shaped Networks for Deblurring

Authors: Tanish Mittal, Preyansh Agrawal, Esha Pahwa, Aarya Makwana

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Multi-Scale and U-shaped Networks are widely used in various image restoration problems, including deblurring. Keeping in mind the wide range of applications, we present a comparison of these architectures and their effects on image deblurring. We also introduce a new block called as NFResblock. It consists of a Fast Fourier Transformation layer and a series of modified Non-Linear Activation Free Blocks. Based on these architectures and additions, we introduce NFResnet and NFResnet+, which are modified multi-scale and U-Net architectures, respectively. We also use three differ-ent loss functions to train these architectures: Charbonnier Loss, Edge Loss, and Frequency Reconstruction Loss. Extensive experiments on the Deep Video Deblurring dataset, along with ablation studies for each component, have been presented in this paper. The proposed architectures achieve a considerable increase in Peak Signal to Noise (PSNR) ratio and Structural Similarity Index (SSIM) value.

Keywords: multi-scale, Unet, deblurring, FFT, resblock, NAF-block, nfresnet, charbonnier, edge, frequency reconstruction

Procedia PDF Downloads 116
580 Symbolic Partial Differential Equations Analysis Using Mathematica

Authors: Davit Shahnazaryan, Diogo Gomes, Mher Safaryan

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Many symbolic computations and manipulations required in the analysis of partial differential equations (PDE) or systems of PDEs are tedious and error-prone. These computations arise when determining conservation laws, entropies or integral identities, which are essential tools for the study of PDEs. Here, we discuss a new Mathematica package for the symbolic analysis of PDEs that automate multiple tasks, saving time and effort. Methodologies: During the research, we have used concepts of linear algebra and partial differential equations. We have been working on creating algorithms based on theoretical mathematics to find results mentioned below. Major Findings: Our package provides the following functionalities; finding symmetry group of different PDE systems, generation of polynomials invariant with respect to different symmetry groups; simplification of integral quantities by integration by parts and null Lagrangian cleaning, computing general forms of expressions by integration by parts; finding equivalent forms of an integral expression that are simpler or more symmetric form; determining necessary and sufficient conditions on the coefficients for the positivity of a given symbolic expression. Conclusion: Using this package, we can simplify integral identities, find conserved and dissipated quantities of time-dependent PDE or system of PDEs. Some examples in the theory of mean-field games and semiconductor equations are discussed.

Keywords: partial differential equations, symbolic computation, conserved and dissipated quantities, mathematica

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579 Children’s (re)actions in the Scaffolding Process Using Digital Technologies

Authors: Davoud Masoumi, Maryam Bourbour

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By characterizing children’s actions in the scaffolding process, which is often undermined and ignored in the studies reviewed, this study aimed to examine children’s different (re)actions in relation to the teachers’ actions in a context where digital technologies are used. Over five months, 22 children aged 4-6 with five preschool teachers were video observed. The study brought in rich details of the children’s actions in relation to the teacher’s actions in the scaffolding process. The findings of the study reveal thirteen (re)actions, including Giving short response; Explaining; Participating in the activities; Examining; Smiling and laughing; Pointing and showing; Working together; Challenging each other; Problem-solving skills; Developing vocabulary; Choosing the activity; Expressing of the emotions; and Identifying the similarities and differences. Our findings expanded and deepened the understanding of the scaffolding process, which can contribute to the notion of scaffolding and help us to gain further understanding about scaffolding of children’s learning. Characterizing the children’s (re)action in relation to teacher’s scaffolding actions further can contribute to ongoing discussions about how teachers can scaffold children’s learning using digital technologies in the learning process.

Keywords: children’ (re)actions, scaffolding process, technologies, preschools

Procedia PDF Downloads 72
578 Modal Analysis of a Cantilever Beam Using an Inexpensive Smartphone Camera: Motion Magnification Technique

Authors: Hasan Hassoun, Jaafar Hallal, Denis Duhamel, Mohammad Hammoud, Ali Hage Diab

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This paper aims to prove the accuracy of an inexpensive smartphone camera as a non-contact vibration sensor to recover the vibration modes of a vibrating structure such as a cantilever beam. A video of a vibrating beam is filmed using a smartphone camera and then processed by the motion magnification technique. Based on this method, the first two natural frequencies and their associated mode shapes are estimated experimentally and compared to the analytical ones. Results show a relative error of less than 4% between the experimental and analytical approaches for the first two natural frequencies of the beam. Also, for the first two-mode shapes, a Modal Assurance Criterion (MAC) value of above 0.9 between the two approaches is obtained. This slight error between the different techniques ensures the viability of a cheap smartphone camera as a non-contact vibration sensor, particularly for structures vibrating at relatively low natural frequencies.

Keywords: modal analysis, motion magnification, smartphone camera, structural vibration, vibration modes

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577 The Influence of Mobile Phone Addiction on Academic Performance among Teenagers in Shah Alam, Malaysia

Authors: Jamaluddin Abd Rashid, Aris Abdul Rahman

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Mobile phones have become the most popular way to communicate with other individuals and it has created an unspoken social dependency. Making phone calls, instant messaging, playing online games and accessing the Internet are among the features added to a mobile phone, attracting teenagers to spend more hours fixated on their gadgets. As such, this study attempted to examine the frequency of time spent on mobile phones and how this influenced academic performance. A quantitative methodology was applied in this study, where face to face survey through the distribution of questionnaires was facilitated onto a group of 200 secondary school students from the Shah Alam community in Selangor,Malaysia. Both genders, male and females were assessed equally to find out if there exists a correlation between genders when measuring higher or lower frequency of attachment to mobile phones. It can also be seen that 100% correspondents have a mobile phone in their possession. The adolescents uses mobile phones daily, which shows students being somewhat addicted, as they tend to feel that it is necessary to use a mobile phone. The main findings of this research found out that, students that are mobile phone addictive received a lower grade in schools. Mobile phone addiction does affect academic performance negatively. As this study discusses the modern-day phenomenon, it is hoped that the findings and discussion could add to present literary works and help future researchers understand the relationship between mobile phone addiction and academic performance.

Keywords: academic performance, mobile phone addiction, social media, student

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576 Towards Integrating Statistical Color Features for Human Skin Detection

Authors: Mohd Zamri Osman, Mohd Aizaini Maarof, Mohd Foad Rohani

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Human skin detection recognized as the primary step in most of the applications such as face detection, illicit image filtering, hand recognition and video surveillance. The performance of any skin detection applications greatly relies on the two components: feature extraction and classification method. Skin color is the most vital information used for skin detection purpose. However, color feature alone sometimes could not handle images with having same color distribution with skin color. A color feature of pixel-based does not eliminate the skin-like color due to the intensity of skin and skin-like color fall under the same distribution. Hence, the statistical color analysis will be exploited such mean and standard deviation as an additional feature to increase the reliability of skin detector. In this paper, we studied the effectiveness of statistical color feature for human skin detection. Furthermore, the paper analyzed the integrated color and texture using eight classifiers with three color spaces of RGB, YCbCr, and HSV. The experimental results show that the integrating statistical feature using Random Forest classifier achieved a significant performance with an F1-score 0.969.

Keywords: color space, neural network, random forest, skin detection, statistical feature

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575 Revolutionizing Higher Education: AI-Powered Gamification for Enhanced Learning

Authors: Gina L. Solano

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This project endeavors to enhance learning experiences for undergraduate pre-service teachers and graduate K-12 educators by leveraging artificial intelligence (AI). Firstly, the initiative delves into integrating AI within undergraduate education courses, fostering traditional literacy skills essential for academic success and extending their applicability beyond the classroom. Education students will explore AI tools to design literacy-focused activities aligned with their curriculum. Secondly, the project investigates the utilization of AI to craft instructional materials employing gamification strategies (e.g., digital and classic games, badges, quests) to amplify student engagement and motivation in mastering course content. Lastly, it aims to create a professional repertoire that can be applied by pre-service and current teachers in P-12 classrooms, promoting seamless integration for those already in teaching positions. The project's impact extends to benefiting college students, including pre-service and graduate teachers, as they enhance literacy and digital skills through AI. It also benefits current P-12 educators who can integrate AI into their classrooms, fostering innovative teaching practices. Moreover, the project contributes to faculty development, allowing them to cultivate low-risk and engaging classroom environments, ultimately enriching the learning journey. The insights gained from this project can be shared within and beyond the discipline to advance the broader field of study.

Keywords: artificial intelligence, gamification, learning experiences, literacy skills, engagement

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574 Robust Medical Image Watermarking Using Frequency Domain and Least Significant Bits Algorithms

Authors: Volkan Kaya, Ersin Elbasi

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Watermarking and stenography are getting importance recently because of copyright protection and authentication. In watermarking we embed stamp, logo, noise or image to multimedia elements such as image, video, audio, animation and text. There are several works have been done in watermarking for different purposes. In this research work, we used watermarking techniques to embed patient information into the medical magnetic resonance (MR) images. There are two methods have been used; frequency domain (Digital Wavelet Transform-DWT, Digital Cosine Transform-DCT, and Digital Fourier Transform-DFT) and spatial domain (Least Significant Bits-LSB) domain. Experimental results show that embedding in frequency domains resist against one type of attacks, and embedding in spatial domain is resist against another group of attacks. Peak Signal Noise Ratio (PSNR) and Similarity Ratio (SR) values are two measurement values for testing. These two values give very promising result for information hiding in medical MR images.

Keywords: watermarking, medical image, frequency domain, least significant bits, security

Procedia PDF Downloads 279
573 How Educational Settings Can Influence Development of Creativity through Play in Young Children

Authors: D. M. W. Munasinghe

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This study focuses on how teachers view and use play to influence creativity in preschool children. Play is strongly featured in most of the discussions about creativity in young children. Hence, it was noted through direct observation that most preschool teachers are not concerned with promoting play to develop the child’s creativity. Therefore, this study attempts to investigate how the teachers use play, for the development of creativity in the preschool environment. The survey method was used as the research design and interviews, observations and document perusal were used as data collection methods. The sample consisted of 20 preschools from selected administrative divisions in the Colombo district. It was revealed that a majority of preschool teachers used folk games as a means of involving children in play. Teachers assume that this type of guided play will motivate the child learn new words, memorization and provide enjoyment. Eighty percent of the preschool teachers used the play equipment installed in the preschool premises to encourage children to get involved in activities calculated at promoting the physical development of the child. In 40% of the preschools visited it was noticed that when children were given their break they created their own forms of free play and enjoyed themselves thoroughly in the little time available to them. Also, about 20% of preschool teachers promoted imaginative play with their preschoolers. There was also the situation where the role of play was interpreted negatively by the teachers who assigned the children to copy letters and numerals during the time assigned for play. This has a negative impact on the child’s creativity. In conclusion, it was felt that the teachers do not make the best use of the opportunity available to use the child’s enthusiasm to stimulate creative actions his/her and that there is no suitable environment to develop creativity through play.

Keywords: creativity, preschool children, preschool environment, play method

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572 Investigation of the Multiaxial Pedicle Screw Tulip Design Using Finite Element Analysis

Authors: S. Daqiqeh Rezaei, S. Mohajerzadeh, M. R. Sharifi

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Pedicle screws are used to stabilize vertebrae and treat several types of spinal diseases and injuries. Multiaxial pedicle screws are a type of pedicle screw that increase surgical versatility, but they also increase design complexity. Failure of multiaxial pedicle screws caused by static loading, dynamic loading and fatigue can lead to irreparable damage to the patient. Inappropriate deformation of the multiaxial pedicle screw tulip can cause system failure. Investigation of deformation and stress in these tulips can be employed to optimize multiaxial pedicle screw design. The sensitivity of this matter necessitates precise analyzing and modeling of pedicle screws. In this work, three commercial multiaxial pedicle screw tulips and a newly designed tulip are investigated using finite element analysis. Employing video measuring machine (VMM), tulips are modeled. Afterwards, utilizing ANSYS, static analysis is performed on these models. In the end, stresses and displacements of the models are compared.

Keywords: pedicle screw, multiaxial pedicle screw, finite element analysis, static analysis

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571 Dynamic Background Updating for Lightweight Moving Object Detection

Authors: Kelemewerk Destalem, Joongjae Cho, Jaeseong Lee, Ju H. Park, Joonhyuk Yoo

Abstract:

Background subtraction and temporal difference are often used for moving object detection in video. Both approaches are computationally simple and easy to be deployed in real-time image processing. However, while the background subtraction is highly sensitive to dynamic background and illumination changes, the temporal difference approach is poor at extracting relevant pixels of the moving object and at detecting the stopped or slowly moving objects in the scene. In this paper, we propose a moving object detection scheme based on adaptive background subtraction and temporal difference exploiting dynamic background updates. The proposed technique consists of a histogram equalization, a linear combination of background and temporal difference, followed by the novel frame-based and pixel-based background updating techniques. Finally, morphological operations are applied to the output images. Experimental results show that the proposed algorithm can solve the drawbacks of both background subtraction and temporal difference methods and can provide better performance than that of each method.

Keywords: background subtraction, background updating, real time, light weight algorithm, temporal difference

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570 The Results of Reading Test on Movement Staff Notation System

Authors: Sonay Ödemiş

Abstract:

Movement Staff Notation System (MSNS) is a movement transcription, analyzing method, and it's been constantly improved since it was first developed in 2005. This method is based on human anatomy, is being used and applied in the lessons at The Department of Turkish Folk Dances in Istanbul Technical University, nowadays. In this research, it is aimed to discover, how MSNS can help to participants about learning the basic movements of lower extremity. This experiment has six volunteers who were randomly selected. Each volunteer has been graded for their dance backgrounds and all the volunteers have been studied for six weeks. Each week has included different topic and examples such as contacts on foot, jumps, timing, directions and basic symbols of MSNS. Examples have changed from easy to hard. On conclusion, 6 volunteer subjects were tested in final test. The tests were recorded with the camera. In this presentation, it will be explained and detailed the results of the reading test on MSNS. Some of important video records will be watched and interpreted after the test. As a conclusion, all the scores will be interpreted and assessed from different perspectives.

Keywords: dance notation, Turkish dances, reading test, Education

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569 Participatory Culture and Value Perception Amongst the Korean and Chinese Drama International Fandom

Authors: Patricia P. M. C. Lourenco, Javier Bringué Sala, Anaisa D. A. de Sena

Abstract:

Almost everyone in Dramaland knows the names of big Korean stars that grace their computer screens on a roll through social media and video streaming platforms that enable awareness of Korean dramas and lifestyle at a click. A surface culture instilled with notions of belonging has redefined the meaning of friendship and challenged deep inner values. Not everyone, however, knows Chinese Dramas or their stars, which is a consequence of Dramaland's focus on Korean dramas and promoting the Korean experience. Despite a parity in terms of production quality, star power, scripts and compelling visual settings, Chinese Dramas have been playing catch up to their famous counterparts. While they might have a strong competitive soft power for international drama fans, the soft power of Korean dramas is imbued with substantial societal values that they want to share with others. Those values are portrayed in an artistic way that connects with audiences who experience loneliness in the non-virtual world contrary to the way Chinese Dramas are perceived.

Keywords: Chinese dramas, fandom, Korean dramas, participatory culture, value perception, soft power, surface culture

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568 Arboretum: Community Mixed Reality Nature Environment

Authors: Radek Richtr, Petr Paus

Abstract:

The connection to the primal environment, living and growing nature is disappearing for most of the residents in urban core areas nowadays. Most of the residents perceive scattered green mass like more technical objects than sentient living organisms. The Arboretum is a type of application from the 'serious games' genre -it is a research experiment masked as a gaming environment. In used virtual and augmented reality environments, every city district is represented by central objects; Pillars created as a result of resident’s consensus. Every player can furthermore plant and grow virtual organic seeds everywhere he wants. Seeds sprout, and their form is determined by both players’ choice and nearest pillar. Every house, private rooms, and even workspace get their new living virtual avatar-connected 'residents' growing from player-planted seeds. Every room or workspace is transformed into (calming) nature scene, reflecting in some way both players and community spirit and together create a vicinity environment. The conceptual design phase of the project is crucial and allows for the identification of the fundamental problems through abstraction. The project that centers on wide community usage needs a clear and accessible interface. Simultaneously the conceptual design allows early sharing of project ideas and creating public concern. The paper discusses the current conceptual model of an Arboretum project (which is part of a whole widespread project) and its validation.

Keywords: augmented reality, conceptual design, mixed reality, social engineering

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567 There Is a Reversal Effect of Relative Age in Elite Senior Athletics: Successful Young Men Are «Early-Born Athletes», While in Adults There Are More «Late-Born» Athletes

Authors: Bezuglov Eduard, Achkasov Evgeniy, Emanov Anton, Shagiakhmetova Larisa, Pirmakhanov Bekzhan, Morgans Ryland

Abstract:

Background: Previous studies have found that there is a wide range of the relative age effect (RAE) in young athletes, which is dependent on age and gender. However, there is currently scant data comparing the prevalence of the RAE in successful athletes across different age groups from the same sport during the same time period. We aimed to compare the prevalence of the RAE in different age groups of successful athletes. Materials and methods: The date of birth of all youth (under 18 years old) and senior (20 years and above) male and female track and field athletes were analyzed. All athletes had entered the World Top 20 rankings in disciplines where performance rules were the same at youth and adult levels. Data were collected from the website www. tilostopaja.eu between 1999 and 2006. Results: A significant prevalence of RAE in successful youth track and field athletes were reported. Early-born (61,1%) and late-born (38,9%) athletes were represented respectively (χ2 = 131,1, p < 0,001, ϖ = 0,24). The RAE is not significant in successful senior track and field athletes. Athletes born in the first half of the year are only 0.4% more prevalent than athletes born in the second half of the year (50,2% and 49,8%, respectively). Olympic Games and World Championship medalists are more often late-born athletes (44,1% and 55,9%, respectively) (p = 0,014, χ2 = 6,1, ϖ = 0,20). Conclusion: The RAE is only prevalent in successful young track and field athletes. The RAE was not observed in successful senior track and field athletes, regardless of gender, in any of the analyzed discipline groups. The RAE reverse was observed in successful senior track and field athletes.

Keywords: relative age effect, track, and field, talent identification, underdog effect

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