Search results for: violent video games
1521 A Review of Serious Games Characteristics: Common and Specific Aspects
Authors: B. Ben Amara, H. Mhiri Sellami
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Serious games adoption is increasing in multiple fields, including health, education, and business. In the same way, many research studied serious games (SGs) for various purposes such as classification, positive impacts, or learning outcomes. Although most of these research examine SG characteristics (SGCs) for conducting their studies, to author’s best knowledge, there is no consensus about features neither in number not in the description. In this paper, we conduct a literature review to collect essential game attributes regardless of the application areas and the study objectives. Firstly, we aimed to define Common SGCs (CSGCs) that characterize the game aspect, by gathering features having the same meanings. Secondly, we tried to identify specific features related to the application area or to the study purpose as a serious aspect. The findings suggest that any type of SG can be defined by a number of CSGCs depicting the gaming side, such as adaptability and rules. In addition, we outlined a number of specific SGCs describing the 'serious' aspect, including specific needs of the domain and indented outcomes. In conclusion, our review showed that it is possible to bridge the research gap due to the lack of consensus by using CSGCs. Moreover, these features facilitate the design and development of successful serious games in any domain and provide a foundation for further research in this area.Keywords: serious game characteristics, serious games common aspects, serious games features, serious games outcomes
Procedia PDF Downloads 1361520 Demystifying Board Games for Teachers
Authors: Shilpa Sharma, Lakshmi Ganesh, Mantra Gurumurthy, Shweta Sharma
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Board games provide affordances of 21st-century skills like collaboration, critical thinking, and strategy. Board games such as chess, Catan, Battleship, Scrabble, and Taboo can enhance learning in these areas. While board games are popular in informal child settings, their use in formal K-12 education is limited. To encourage teachers to incorporate board games, it's essential to grasp their perceptions and tailor professional development programs accordingly. This paper aims to explore teacher attitudes toward board games and propose interventions to motivate teachers to integrate and create board games in the classroom. A user study was conceived, designed, and administered with teachers (n=38) to understand their experience in playing board games and using board games in the classroom. Purposive sampling was employed as the questionnaire was floated to teacher groups that the authors were aware of. The teachers taught in K-12 affordable private schools. The majority of them had experience ranging from 2-5 years. The questionnaire consisted of questions on teacher perceptions and beliefs of board game usage in the classroom. From the responses, it was observed that ~90% of teachers, though they had experience of playing board games, rarely did it translate to using board games in the classroom. Additionally, it was observed that translating learning objectives to board game objectives is the key factor that teachers consider while using board games in the classroom. Based on the results from the questionnaire, a professional development workshop was co-designed with the objective of motivating teachers to design, create and use board games in the classroom. The workshop is based on the principles of gamification. This is to ensure that the teachers experience a board game in a learning context. Additionally, the workshop is based on the principles of andragogy, such as agency, pertinence, and relevance. The workshop will begin by modifying and reusing known board games in the learning context so that the teachers do not find it difficult and daunting. The intention is to verify the face validity and content validity of the workshop design, orchestration and content with experienced teacher development professionals and education researchers. The results from this study will be published in the full paper.Keywords: board games, professional development, teacher motivation, teacher perception
Procedia PDF Downloads 1071519 How Social Capital Mediates the Relationships between Interpersonal Interaction and Health: Location-Based Augmented Reality Games
Authors: Chechen Liao, Pui-Lai To, Yi-Hui Wang
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Recently location-based augmented reality games (LBS+AR) have become increasingly popular as a major form of entertainment. Location-based augmented reality games have provided a lot of opportunities for face-to-face interaction among players. Prior studies also indicate that the social side of location-based augmented reality games are one of the major reasons for players to engage in the games. However, the impact of the usage of location-based augmented reality games has not been well explored. The study examines how interpersonal interaction affects social capital and health through playing location-based augmented reality games. The study also investigates how social capital mediates the relationships between interpersonal interaction and health. The study uses survey method to collect data. Six-hundred forty-seven questionnaires are collected. Structural equation modeling is used to investigate the relationships among variables. The causal relationships between variables in the research model are tested. The results of the study indicated that four interpersonal attraction attributes, including ability, proximity, similarity, and familiarity, are identified by ways of factor analysis. Interpersonal attraction is important for location-based augmented reality game-players to develop bonding and bridging social capital. Bonding and bridging social capital have a positive impact on the mental and social health of game-players. The results of the study provide academic and practical implications for future growth of location-based augmented reality games.Keywords: health, interpersonal interaction, location-based augmented reality games, social capital
Procedia PDF Downloads 2581518 Evaluating the Performance of Existing Full-Reference Quality Metrics on High Dynamic Range (HDR) Video Content
Authors: Maryam Azimi, Amin Banitalebi-Dehkordi, Yuanyuan Dong, Mahsa T. Pourazad, Panos Nasiopoulos
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While there exists a wide variety of Low Dynamic Range (LDR) quality metrics, only a limited number of metrics are designed specifically for the High Dynamic Range (HDR) content. With the introduction of HDR video compression standardization effort by international standardization bodies, the need for an efficient video quality metric for HDR applications has become more pronounced. The objective of this study is to compare the performance of the existing full-reference LDR and HDR video quality metrics on HDR content and identify the most effective one for HDR applications. To this end, a new HDR video data set is created, which consists of representative indoor and outdoor video sequences with different brightness, motion levels and different representing types of distortions. The quality of each distorted video in this data set is evaluated both subjectively and objectively. The correlation between the subjective and objective results confirm that VIF quality metric outperforms all to their tested metrics in the presence of the tested types of distortions.Keywords: HDR, dynamic range, LDR, subjective evaluation, video compression, HEVC, video quality metrics
Procedia PDF Downloads 5251517 Virtual and Augmented Reality Based Heritage Gamification: Basilica of Smyrna in Turkey
Authors: Tugba Saricaoglu
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This study argues about the potential representation and interpretation of Basilica of Smyrna through gamification. Representation can be defined as a key which plays a role as a converter in order to provide interpretation of something according to the person who perceives. Representation of cultural heritage is a hypothetical and factual approach in terms of its sustainable conservation. Today, both site interpreters and public of cultural heritage have varying perspectives due to their different demographic, social, and even cultural backgrounds. Additionally, gamification application offers diversion of methods suchlike video games to improve user perspective of non-game platforms, contexts, and issues. Hence, cultural heritage and video game decided to be analyzed. Moreover, there are basically different ways of representation of cultural heritage such as digital, physical, and virtual methods in terms of conservation. Virtual reality (VR) and augmented reality (AR) technologies are two of the contemporary digital methods of heritage conservation. In this study, 3D documented ruins of the Basilica will be presented in the virtual and augmented reality based technology as a theoretical gamification sample. Also, this paper will focus on two sub-topics: First, evaluation of the video-game platforms applied to cultural heritage sites, and second, potentials of cultural heritage to be represented in video game platforms. The former will cover the analysis of some case(s) with regard to the concepts and representational aspects of cultural heritage. The latter will include the investigation of cultural heritage sites which carry such a potential and their sustainable conversation. Consequently, after mutual collection of information from cultural heritage and video game platforms, a perspective will be provided in terms of interpretation of representation of cultural heritage by sampling that on Basilica of Smyrna by using VR and AR based technologies.Keywords: Basilica of Smyrna, cultural heritage, digital heritage, gamification
Procedia PDF Downloads 4661516 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 5881515 Extending Image Captioning to Video Captioning Using Encoder-Decoder
Authors: Sikiru Ademola Adewale, Joe Thomas, Bolanle Hafiz Matti, Tosin Ige
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This project demonstrates the implementation and use of an encoder-decoder model to perform a many-to-many mapping of video data to text captions. The many-to-many mapping occurs via an input temporal sequence of video frames to an output sequence of words to form a caption sentence. Data preprocessing, model construction, and model training are discussed. Caption correctness is evaluated using 2-gram BLEU scores across the different splits of the dataset. Specific examples of output captions were shown to demonstrate model generality over the video temporal dimension. Predicted captions were shown to generalize over video action, even in instances where the video scene changed dramatically. Model architecture changes are discussed to improve sentence grammar and correctness.Keywords: decoder, encoder, many-to-many mapping, video captioning, 2-gram BLEU
Procedia PDF Downloads 1081514 An Owen Value for Cooperative Games with Pairwise a Priori Incompatibilities
Authors: Jose M. Gallardo, Nieves Jimenez, Andres Jimenez-Losada, Esperanza Lebron
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A game with a priori incompatibilities is a triple (N,v,g) where (N,v) is a cooperative game, and (N,g) is a graph which establishes initial incompatibilities between some players. In these games, the negotiation has two stages. In the first stage, players can only negotiate with others with whom they are compatible. In the second stage, the grand coalition will be formed. We introduce a value for these games. Given a game with a priori incompatibility (N,v,g), we consider the family of coalitions without incompatibility relations among their players. This family is a normal set system or coalition configuration Ig. Therefore, we can assign to each game with a priori incompatibilities (N,v,g) a game with coalition configuration (N,v, Ig). Now, in order to obtain a payoff vector for (N,v,g), it suffices to calculate a payoff vector for (N,v, Ig). To this end, we apply a value for games with coalition configuration. In our case, we will use the dual configuration value, which has been studied in the literature. With this method, we obtain a value for games with a priori incompatibilities, which is called the Owen value for a priori incompatibilities. We provide a characterization of this value.Keywords: cooperative game, game with coalition configuration, graph, independent set, Owen value, Shapley value
Procedia PDF Downloads 1311513 H.264 Video Privacy Protection Method Using Regions of Interest Encryption
Authors: Taekyun Doo, Cheongmin Ji, Manpyo Hong
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Like a closed-circuit television (CCTV), video surveillance system is widely placed for gathering video from unspecified people to prevent crime, surveillance, or many other purposes. However, abuse of CCTV brings about concerns of personal privacy invasions. In this paper, we propose an encryption method to protect personal privacy system in H.264 compressed video bitstream with encrypting only regions of interest (ROI). There is no need to change the existing video surveillance system. In addition, encrypting ROI in compressed video bitstream is a challenging work due to spatial and temporal drift errors. For this reason, we propose a novel drift mitigation method when ROI is encrypted. The proposed method was implemented by using JM reference software based on the H.264 compressed videos, and experimental results show the verification of our proposed methods and its effectiveness.Keywords: H.264/AVC, video encryption, privacy protection, post compression, region of interest
Procedia PDF Downloads 3401512 History Impact of Cuba's Sports Results on Panamerican Games
Authors: Jose Ramon Sanabria Navarro, Yahilina Silveira Perez
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The Pan American Games are one of the best regional sports integration events for the Americas, thousands of athletes from different countries are integrated based on obtaining satisfactory sports results and bringing the glory of the national identity of the sport to their country. There are countries that despite the small number of inhabitants have obtained very satisfactory results such as Cuba. Objective: To analyze the impact of Cuba's sports results in the Pan American Games. The methodology was based on the postulates of the materialist dialectic since the investigated reality was studied from historicity, systematicity and in its systemic character. The population and sample consisted of 41 countries of the American continent, and the 15 events carried out to date were analyzed. The impact of Cuba is very relevant because it is the country that has the second place by country in terms of number of medals, is among the first in terms of medals per inhabitants and in general sense of all the indicators treated assumes the fourth place integral. What is the current status of Cuba's sports results in Pan American Games? Having as a general objective, analyze the impact of Cuba's sports results in the Pan American Games. The hypotheses that will lead this research have the following methodological and interaction order: H1: Cuba's performance in Pan American Sports Games positively impacts the amount of medals obtained. H2: The amount of medals from Cuba in Pan American Sports Games positively impacts the general podium for countries of these regional events. H3: The amount of medals obtained by Cuba in Pan American Sports Games positively impacts the number of inhabitants. H4: The amount of medals obtained by Cuba positively impacts the overall result of the countries. H5: Cuba's performance in the Panamerican Sports Games positively impacts the overall results of these regional events. In general, it is possible to demonstrate the impact of Cuba's sports performance in Pan American Games and the organizational sports structure that has allowed the country to obtain them is evidenced.Keywords: Cuba, history of sport, sports games, regional events, sport
Procedia PDF Downloads 1281511 How to Motivate Child to Loose Weight When He Is Not Aware That the Overweight Is a Real Problem: «KeepHealthyKids», Study Perspectives
Authors: Daria Druzhinenko- Silhan, Patrick Schmoll
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Childhood obesity is one of the important problem in domain of health care. During two recent decades we are observing a real epidemic of this noninfectious illness. Its consequences are hard: cardio-vascular disease; diabetes; arthrosis etc. (OMS, 2012) Keep Healthy Kids » study aims to create a new system of accompanying of childhood obesity based on new technologies as mobile applications or serious video-games. We realize a support-study which aims to understand motivations, psychological dynamite and family's impact on weight-loss process in childhood. Sample: 65 children from 7 to 10 years old accompanied by special Care Center in France. Methodology: we proceed by an innovative approach that bases on quantitative and qualitative methods of data collection. We focus our proposal on data collected from medical files. We are also realizing individual assessment (still ongoing) that aims to understand psychological profiles of obese children and their family dynamic. Results: Only 16,9% of children asked for medical accompanying of obesity. We noted that the most important reason to come to the care Center was the fact of mates' scoffs (46,2%°), the second one was the appearance or look (40 %). We found out that the self-image of these children in self-evaluation questionnaire was described mostly as rather good (46,2) or good (28,2%); the most part of children evaluated their well-being as rather good (29,7%) or good (51,4%). In interviews children had tendency to not recall why they came to the Care Center. Discussion : These results permit us to make a hypothesis that children suffering of overweight or obesity are not clearly aware why they must loose weight. It was rather the peer environment that pointed out the problem of overweight for them. So the motivation to loose weight is mostly supported by environment. We suppose that it is a « weak-point » of their motivation and it can be over-come using serious video-games supporting physical activity that can make deviate the motivation from « to loose weight for be looked better by the others » into « have fun and feeling me better ».Keywords: childhood obesity, motivation, weight-loss, serious video-game
Procedia PDF Downloads 3101510 Technical Games Using ICT as a Preparation for Teaching about Technology in Pre-School Age
Authors: Pavlína Částková, Jiří Kropáč, Jan Kubrický
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The paper deals with the current issue of Information and Communication Technologies and their implementation into the educational activities of preschool children. The issue is addressed in the context of technical education and the specifics of its implementation in a kindergarten. One of the main topics of this paper is a technical game activity of a preschool child, and its possibilities, benefits and risks. The paper presents games/toys as one of the means of exploring and understanding technology as an essential part of human culture.Keywords: ICT, technical education, pre-school age, technical games
Procedia PDF Downloads 4351509 Students’ Perceptions on Educational Game for Learning Programming Subject: A Case Study
Authors: Roslina Ibrahim, Azizah Jaafar, Khalili Khalil
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Educational games (EG) are regarded as a promising teaching and learning tool for the new generation. Growing number of studies and literatures can be found in EG studies. Both academic researchers and commercial developers come out with various educational games prototypes and titles. Despite that, acceptance of educational games still lacks among the students. It is important to understanding students’ perceptions of EG, since they are the main stakeholder of the technology. Thus, this study seeks to understand perceptions of undergraduates’ students using a framework originated from user acceptance theory. The framework consists of six constructs with twenty-eight items. Data collection was done on 180 undergraduate students of Universiti Teknologi Malaysia, Kuala Lumpur using self-developed online EG called ROBO-C. Data analysis was done using descriptive, factor analysis and correlations. Performance expectancy, effort expectancy, attitude, and enjoyment factors were found significantly correlated with the intention to use EG. This study provides more understanding towards the use of educational games among students.Keywords: educational games, perceptions, acceptance, UTAUT
Procedia PDF Downloads 4111508 The Impact of Keyword and Full Video Captioning on Listening Comprehension
Authors: Elias Bensalem
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This study investigates the effect of two types of captioning (full and keyword captioning) on listening comprehension. Thirty-six university-level EFL students participated in the study. They were randomly assigned to watch three video clips under three conditions. The first group watched the video clips with full captions. The second group watched the same video clips with keyword captions. The control group watched the video clips without captions. After watching each clip, participants took a listening comprehension test. At the end of the experiment, participants completed a questionnaire to measure their perceptions about the use of captions and the video clips they watched. Results indicated that the full captioning group significantly outperformed both the keyword captioning and the no captioning group on the listening comprehension tests. However, this study did not find any significant difference between the keyword captioning group and the no captioning group. Results of the survey suggest that keyword captioning were a source of distraction for participants.Keywords: captions, EFL, listening comprehension, video
Procedia PDF Downloads 2621507 Temporally Coherent 3D Animation Reconstruction from RGB-D Video Data
Authors: Salam Khalifa, Naveed Ahmed
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We present a new method to reconstruct a temporally coherent 3D animation from single or multi-view RGB-D video data using unbiased feature point sampling. Given RGB-D video data, in form of a 3D point cloud sequence, our method first extracts feature points using both color and depth information. In the subsequent steps, these feature points are used to match two 3D point clouds in consecutive frames independent of their resolution. Our new motion vectors based dynamic alignment method then fully reconstruct a spatio-temporally coherent 3D animation. We perform extensive quantitative validation using novel error functions to analyze the results. We show that despite the limiting factors of temporal and spatial noise associated to RGB-D data, it is possible to extract temporal coherence to faithfully reconstruct a temporally coherent 3D animation from RGB-D video data.Keywords: 3D video, 3D animation, RGB-D video, temporally coherent 3D animation
Procedia PDF Downloads 3731506 Load Comparison between Different Positions during Elite Male Basketball Games: A Sport Metabolomics Approach
Authors: Kayvan Khoramipour, Abbas Ali Gaeini, Elham Shirzad, Øyvind Sandbakk
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Basketball has different positions with individual movement profiles, which may influence metabolic demands. Accordingly, the present study aimed to compare the movement and metabolic load between different positions during elite male basketball games. Five main players of 14 teams (n = 70), who participated in the 2017-18 Iranian national basketball leagues, were selected as participants. The players were defined as backcourt (Posts 1-3) and frontcourt (Posts 4-5). Video based time motion analysis (VBTMA) was performed based on players’ individual running and shuffling speed using Dartfish software. Movements were classified into high and low intensity running with and without having the ball, as well as high and low-intensity shuffling and static movements. Mean frequency, duration, and distance were calculated for each class, except for static movements where only frequency was calculated. Saliva samples were collected from each player before and after 40-minute basketball games and analyzed using metabolomics. Principal component analysis (PCA) and Partial least square discriminant analysis (PLSDA) (for metabolomics data) and independent T-tests (for VBTMA) were used as statistical tests. Movement frequency, duration, and distance were higher in backcourt players (all p ≤ 0.05), while static movement frequency did not differ. Saliva samples showed that the levels of Taurine, Succinic acid, Citric acid, Pyruvate, Glycerol, Acetoacetic acid, Acetone, and Hypoxanthine were all higher in backcourt players, whereas Lactate, Alanine, 3-Metyl Histidine, and Methionine were higher in frontcourt players Based on metabolomics, we demonstrate that backcourt and frontcourt players have different metabolic profiles during games, where backcourt players move clearly more during games and therefore rely more on aerobic energy, whereas frontcourt players rely more on anaerobic energy systems in line with less dynamic but more static movement patterns.Keywords: basketball, metabolomics, saliva, sport loadomics
Procedia PDF Downloads 1161505 Comparison between Approaches Used in Two Walk About Projects
Authors: Derek O Reilly, Piotr Milczarski, Shane Dowdall, Artur Hłobaż, Krzysztof Podlaski, Hiram Bollaert
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Learning through creation of contextual games is a very promising way/tool for interdisciplinary and international group projects. During 2013 and 2014 we took part and organized two intensive students projects in different conditions. The projects enrolled 68 students and 12 mentors from 5 countries. In the paper we want to share our experience how to strengthen the chances to succeed in short (12-15 days long) student projects. In our case almost all teams prepared working prototype and the results were highly appreciated by external experts.Keywords: contextual games, mobile games, GGULIVRR, walkabout, Erasmus intensive programme
Procedia PDF Downloads 5021504 Analysing Perceptions of Online Games-Based Learning: Case Study of the University of Northampton
Authors: Alison Power
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Games-based learning aims to enhance students’ engagement with and enjoyment of learning opportunities using games-related principles to create a fun yet productive learning environment. Motivating students to learn in an online setting can be particularly challenging, so a cross-Faculty synchronous online session provided students with the opportunity to engage with ‘GAMING’: an interactive, flexible and scalable e-resource for students to work synchronously in groups to complete a series of e-tivities designed to enhance their skills of leadership, collaboration and negotiation. Findings from a post-session online survey found the majority of students had a positive learning experience, finding 'GAMING' to be an innovative and engaging e-resource which motivated their group to learn.Keywords: collaboration, games-based learning, groupwork, synchronous online learning, teamwork
Procedia PDF Downloads 1261503 A Passive Digital Video Authentication Technique Using Wavelet Based Optical Flow Variation Thresholding
Authors: R. S. Remya, U. S. Sethulekshmi
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Detecting the authenticity of a video is an important issue in digital forensics as Video is used as a silent evidence in court such as in child pornography, movie piracy cases, insurance claims, cases involving scientific fraud, traffic monitoring etc. The biggest threat to video data is the availability of modern open video editing tools which enable easy editing of videos without leaving any trace of tampering. In this paper, we propose an efficient passive method for inter-frame video tampering detection, its type and location by estimating the optical flow of wavelet features of adjacent frames and thresholding the variation in the estimated feature. The performance of the algorithm is compared with the z-score thresholding and achieved an efficiency above 95% on all the tested databases. The proposed method works well for videos with dynamic (forensics) as well as static (surveillance) background.Keywords: discrete wavelet transform, optical flow, optical flow variation, video tampering
Procedia PDF Downloads 3591502 Physical Physics: Enhancing the Learning Experience for Undergraduate Game Development Students
Authors: Y. Kavanagh, N. O'Hara, R. Palmer, P. Lowe, D. Rafferty
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Physical Physics is a physics education methodology for games programfmes that integrates physical activity with movement tracking and modelling. It significantly enhances the learning experience and it is effective in illustrating how physics is core in games design and programming, while allowing students to be active participants and take ownership of the learning process. It has been successfully piloted with undergraduate students studying Games Development.Keywords: activity, enhanced learning, game development, physics
Procedia PDF Downloads 2891501 Video Sharing System Based On Wi-fi Camera
Authors: Qidi Lin, Jinbin Huang, Weile Liang
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This paper introduces a video sharing platform based on WiFi, which consists of camera, mobile phone and PC server. This platform can receive wireless signal from the camera and show the live video on the mobile phone captured by camera. In addition that, it is able to send commands to camera and control the camera’s holder to rotate. The platform can be applied to interactive teaching and dangerous area’s monitoring and so on. Testing results show that the platform can share the live video of mobile phone. Furthermore, if the system’s PC sever and the camera and many mobile phones are connected together, it can transfer photos concurrently.Keywords: Wifi Camera, socket mobile, platform video monitoring, remote control
Procedia PDF Downloads 3371500 Massive Deployments of Insurgent Intelligence by Violent Non-state Actors (VNSAs) in the 21st Century and Threats to Global Security
Authors: Temitope Francis Abiodun
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The practice of intelligence is not limited to the machinery of a nation state alone, yet not much research or analysis has been directed towards the spy-crafts and tradecrafts engaged in by violent non-state actors (VNSAs) in the international community. The rise of 'private sector intelligence' in more recent years has only just begun to be interrogated by practitioners and academics. However, the use of intelligence by insurgents and other groups assembled to achieve varied forms of politico-military outcomes has often been overlooked. This paper examined the factors and conditions that gave rise to an increase in violent non-state actors (VNSAs), strategies aiding their deployment of insurgent intelligence, and as well the implications of their activities on global security. The failed state theory was adopted, while a descriptive research design served as the framework for the study. Data were collected from primary and secondary sources. The paper, however, revealed there were massive deployments of insurgent intelligence by violent non-state actors in contrast to a faulty pre-conception that insurgents were not as highly trained in deployment of intelligence as state actors, having assumed that the VNSAs lacked the sophistication to produce intelligence. However, the strategic objectives of insurgents (VNSAs) were revealed to depend on well-organized information gathering operations that feed into the tactical executions of their insurgency. The paper recommends, therefore, there is a need for adequate training on the part of security personnel in the states to be alive to their responsibilities; and there is also a need to ensure adequate border control and management to checkmate the influx of the various violent or deadly movements across global frontiers.Keywords: terrorism, non-violent state actors, private sector intelligence, security
Procedia PDF Downloads 1371499 Internet Optimization by Negotiating Traffic Times
Authors: Carlos Gonzalez
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This paper describes a system to optimize the use of the internet by clients requiring downloading of videos at peak hours. The system consists of a web server belonging to a provider of video contents, a provider of internet communications and a software application running on a client’s computer. The client using the application software will communicate to the video provider a list of the client’s future video demands. The video provider calculates which videos are going to be more in demand for download in the immediate future, and proceeds to request the internet provider the most optimal hours to do the downloading. The times of the downloading will be sent to the application software, which will use the information of pre-established hours negotiated between the video provider and the internet provider to download those videos. The videos will be saved in a special protected section of the user’s hard disk, which will only be accessed by the application software in the client’s computer. When the client is ready to see a video, the application will search the list of current existent videos in the area of the hard disk; if it does exist, it will use this video directly without the need for internet access. We found that the best way to optimize the download traffic of videos is by negotiation between the internet communication provider and the video content provider.Keywords: internet optimization, video download, future demands, secure storage
Procedia PDF Downloads 1361498 Spanish Language Violence Corpus: An Analysis of Offensive Language in Twitter
Authors: Beatriz Botella-Gil, Patricio Martínez-Barco, Lea Canales
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The Internet and ICT are an integral element of and omnipresent in our daily lives. Technologies have changed the way we see the world and relate to it. The number of companies in the ICT sector is increasing every year, and there has also been an increase in the work that occurs online, from sending e-mails to the way companies promote themselves. In social life, ICT’s have gained momentum. Social networks are useful for keeping in contact with family or friends that live far away. This change in how we manage our relationships using electronic devices and social media has been experienced differently depending on the age of the person. According to currently available data, people are increasingly connected to social media and other forms of online communication. Therefore, it is no surprise that violent content has also made its way to digital media. One of the important reasons for this is the anonymity provided by social media, which causes a sense of impunity in the victim. Moreover, it is not uncommon to find derogatory comments, attacking a person’s physical appearance, hobbies, or beliefs. This is why it is necessary to develop artificial intelligence tools that allow us to keep track of violent comments that relate to violent events so that this type of violent online behavior can be deterred. The objective of our research is to create a guide for detecting and recording violent messages. Our annotation guide begins with a study on the problem of violent messages. First, we consider the characteristics that a message should contain for it to be categorized as violent. Second, the possibility of establishing different levels of aggressiveness. To download the corpus, we chose the social network Twitter for its ease of obtaining free messages. We chose two recent, highly visible violent cases that occurred in Spain. Both of them experienced a high degree of social media coverage and user comments. Our corpus has a total of 633 messages, manually tagged, according to the characteristics we considered important, such as, for example, the verbs used, the presence of exclamations or insults, and the presence of negations. We consider it necessary to create wordlists that are present in violent messages as indicators of violence, such as lists of negative verbs, insults, negative phrases. As a final step, we will use automatic learning systems to check the data obtained and the effectiveness of our guide.Keywords: human language technologies, language modelling, offensive language detection, violent online content
Procedia PDF Downloads 1311497 Non-Violent Perspectives in Teacher Training Programs: Challenging Inequality Through Empathy and Compassion
Authors: Gaston Bacquet
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In light of existing social and structural violence in Chilean higher education which has resulted in instances of inequality, exclusion and discrimination, this research study attempted to provide trainee teachers in Chile with non-violent tools to deal with the tensions arising from these issues. Through a participatory action research design framed within a series of non-violent, non-Western perspectives, this study provided co-participants with opportunities to discuss current problems affecting HE in Chile stemming from the aforementioned violence, to think about strategies to address these and the challenges they might encounter. The study, which involved two different groups of trainee teachers from Chilean universities, consisted of two iterations of the action research cycle (planning – acting – observing – reflecting) carried out over two 3-months periods. Findings reveal instances of forced cultural assimilation, bullying, and direct and structural violence as key issues to address, and a strong individualistic mindset trumping collective well-being as the main challenge to bring non-violent strategies into their classrooms.Keywords: non-violence education, contemplative pedagogy, participatory action research, dialogical education
Procedia PDF Downloads 931496 Towards a Deeper Understanding of 21st Century Global Terrorism
Authors: Francis Jegede
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This paper examines essential issues relating to the rise and nature of violent extremism involving non-state actors and groups in the early 21st century. The global trends in terrorism and violent extremism are examined in relation to Western governments’ counter terror operations. The paper analyses the existing legal framework for fighting violent extremism and terrorism and highlights the inherent limitations of the current International Law of War in dealing with the growing challenges posed by terrorists and violent extremist groups. The paper discusses how terrorist groups use civilians, women and children as tools and weapon of war to fuel their campaign of terror and suggests ways in which the international community could deal with the challenge of fighting terrorist groups without putting civilians, women and children in harm way. The paper emphasises the need to uphold human rights values and respect for the law of war in our response to global terrorism. The paper poses the question as to whether the current legal framework for dealing with terrorist groups is sufficient without contravening the essential provisions and ethos of the International Law of War and Human Rights. While the paper explains how terrorist groups flagrantly disregard the rule of law and disrespect human rights in their campaign of terror, it also notes instances in which the current Western strategy in fighting terrorism may be viewed or considered as conflicting with human rights and international law.Keywords: terrorism, law of war, international law, violent extremism
Procedia PDF Downloads 3191495 Tackling the Digital Divide: Enhancing Video Consultation Access for Digital Illiterate Patients in the Hospital
Authors: Wieke Ellen Bouwes
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This study aims to unravel which factors enhance accessibility of video consultations (VCs) for patients with low digital literacy. Thirteen in-depth interviews with patients, hospital employees, eHealth experts, and digital support organizations were held. Patients with low digital literacy received in-home support during real-time video consultations and are observed during the set-up of these consultations. Key findings highlight the importance of patient acceptance, emphasizing video consultations benefits and avoiding standardized courses. The lack of a uniform video consultation system across healthcare providers poses a barrier. Familiarity with support organizations – to support patients in usage of digital tools - among healthcare practitioners enhances accessibility. Moreover, considerations regarding the Dutch General Data Protection Regulation (GDPR) law influence support patients receive. Also, provider readiness to use video consultations influences patient access. Further, alignment between learning styles and support methods seems to determine abilities to learn how to use video consultations. Future research could delve into tailored learning styles and technological solutions for remote access to further explore effectiveness of learning methods.Keywords: video consultations, digital literacy skills, effectiveness of support, intra- and inter-organizational relationships, patient acceptance of video consultations
Procedia PDF Downloads 741494 The Awareness of Computer Science Students Regarding the Security of Location Based Games
Authors: Jacques Barnard, Magda Huisman, Gunther R. Drevin
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Rapid expansion and development in die mobile technology market has created an opportunity for users to participate in location based games. As a consequence of this fast expanding market and new technology, it is important to be aware of the implications this has on security. This paper measures the impact on the security awareness of games’ participants, as well as on that of students at university level with regards to their various stages of input in years of studying and gamer classification. This serves to provide insight into the matter as to discernible differences in the awareness of the security implications concerning these technologies. The data was accumulated via a web questionnaire that was to be completed yearly by students from respective year groups. Results signify a meaningful disparity in security awareness among students completing the varying study years and research. This awareness, however, does not always impact on gamers.Keywords: gamer classifications, location based games, location based data, security awareness
Procedia PDF Downloads 2921493 Serious Gaming for Behaviour Change: A Review
Authors: Ramy Hammady, Sylvester Arnab
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Significant attention has been directed to adopt game interventions practically to change certain behaviours in many disciplines such as health, education, psychology through many years. That’s due to the intrinsic motivation that games can cause and the substantial impact the games can leave on the player. Many review papers were induced to highlight and measure the effectiveness of the game’s interventions on changing behaviours; however, most of these studies neglected the game design process itself and the game features and elements that can stimuli changing behaviours. Therefore, this paper aims to identify the most game design mechanics and features that are the most influencing on changing behaviour during or after games interventions. This paper also sheds light on the theories of changing behaviours that clearly can led the game design process. This study gives directions to game designers to spot the most influential game features and mechanics for changing behaviour games in order to exploit it on the same manner.Keywords: behaviour change, game design, serious gaming, gamification, review
Procedia PDF Downloads 2101492 Perceptions of Senior Academics in Teacher Education Colleges Regarding the Integration of Digital Games during the Pandemic
Authors: Merav Hayakac, Orit Avidov-Ungarab
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The current study adopted an interpretive-constructivist approach to examine how senior academics from a large sample of Israeli teacher education colleges serving general or religious populations perceived the integration of digital games into their teacher instruction and what their policy and vision were in this regard in the context of the COVID-19 pandemic. Half the participants expressed a desire to integrate digital games into their teaching and learning but acknowledged that this practice was uncommon. Only a small minority believed they had achieved successful integration, with doubt and skepticism expressed by some religious colleges. Most colleges had policies encouraging technology integration supported by ongoing funding. Although a considerable gap between policy and implementation remained, the COVID-19 pandemic was viewed as having accelerated the integration of digital games into pre-service teacher instruction. The findings suggest that discussions around technology-related vision and policy and their translation into practice should relate to the specific cultural needs and academic preparedness of the population(s) served by the college.Keywords: COVID-19, digital games, pedagogy, teacher education colleges
Procedia PDF Downloads 98