Search results for: simulated interactive environment
10929 A Horn Antenna Loaded with FSS of Crossed Dipoles
Authors: Ibrahim Mostafa El-Mongy, Abdelmegid Allam
Abstract:
In this article analysis and investigation of the effect of loading a horn antenna with frequency selective surface (FSS) of crossed dipoles of finite size is presented. It is fabricated on Rogers RO4350 (lossy) of relative permittivity 3.33, thickness 1.524 mm and loss tangent 0.004. Basically it is applied for filtering and minimizing the interference and noise in the desired band. The filtration is carried out using a finite FSS of crossed dipoles of overall dimensions 98x58 mm2. The filtration is shown by limiting the transmission bandwidth from 4 GHz (8–12 GHz) to 0.25 GHz (10.75–11 GHz). It is simulated using CST MWS and measured using network analyzer. There is a good agreement between the simulated and measured results.Keywords: antenna, filtenna, frequency selective surface (FSS), horn
Procedia PDF Downloads 45810928 Interactive IoT-Blockchain System for Big Data Processing
Authors: Abdallah Al-ZoubI, Mamoun Dmour
Abstract:
The spectrum of IoT devices is becoming widely diversified, entering almost all possible fields and finding applications in industry, health, finance, logistics, education, to name a few. The IoT active endpoint sensors and devices exceeded the 12 billion mark in 2021 and are expected to reach 27 billion in 2025, with over $34 billion in total market value. This sheer rise in numbers and use of IoT devices bring with it considerable concerns regarding data storage, analysis, manipulation and protection. IoT Blockchain-based systems have recently been proposed as a decentralized solution for large-scale data storage and protection. COVID-19 has actually accelerated the desire to utilize IoT devices as it impacted both demand and supply and significantly affected several regions due to logistic reasons such as supply chain interruptions, shortage of shipping containers and port congestion. An IoT-blockchain system is proposed to handle big data generated by a distributed network of sensors and controllers in an interactive manner. The system is designed using the Ethereum platform, which utilizes smart contracts, programmed in solidity to execute and manage data generated by IoT sensors and devices. such as Raspberry Pi 4, Rasbpian, and add-on hardware security modules. The proposed system will run a number of applications hosted by a local machine used to validate transactions. It then sends data to the rest of the network through InterPlanetary File System (IPFS) and Ethereum Swarm, forming a closed IoT ecosystem run by blockchain where a number of distributed IoT devices can communicate and interact, thus forming a closed, controlled environment. A prototype has been deployed with three IoT handling units distributed over a wide geographical space in order to examine its feasibility, performance and costs. Initial results indicated that big IoT data retrieval and storage is feasible and interactivity is possible, provided that certain conditions of cost, speed and thorough put are met.Keywords: IoT devices, blockchain, Ethereum, big data
Procedia PDF Downloads 15010927 Interaction of Cucurbitacin-Containing Phytonematicides and Biocontrol Agents on Cultivated Tomato Plants and Nematode Numbers
Authors: Jacqueline T. Madaure, Phatu W. Mashela
Abstract:
Interactive effects of cucurbitacin-containing phytonematicides and biocontrol agents on growth and nematode suppression on tomato (Solanum lycopersicum) had not been documented. The objective of this study was to determine the interactive effects of Nemafric-BL phytonematicide, Trichoderma harzianum and Steinernema feltiae on growth of tomato plants and suppression of root-knot (Meloidogyne species) nematodes. A 2x2x2 trial was conducted using tomato cv. ‘HTX’ on a field infested with Meloidogyne species. The treatments were applied at commercial rates. At 56 days after treatments, interactions were significant (P ≤ 0.05) for selected plant variables, without significant interactions on nematode variables. In conclusion, results of the current study did not support the combination of the test products for nematode suppression, except that some combinations improved plant growth.Keywords: cucumis africanus, cucurbitacin b, ethnobotanicals, entomopathogenic nematodes, natural enemies, plant extracts
Procedia PDF Downloads 19510926 TMIF: Transformer-Based Multi-Modal Interactive Fusion for Rumor Detection
Authors: Jiandong Lv, Xingang Wang, Cuiling Shao
Abstract:
The rapid development of social media platforms has made it one of the important news sources. While it provides people with convenient real-time communication channels, fake news and rumors are also spread rapidly through social media platforms, misleading the public and even causing bad social impact in view of the slow speed and poor consistency of artificial rumor detection. We propose an end-to-end rumor detection model-TIMF, which captures the dependencies between multimodal data based on the interactive attention mechanism, uses a transformer for cross-modal feature sequence mapping and combines hybrid fusion strategies to obtain decision results. This paper verifies two multi-modal rumor detection datasets and proves the superior performance and early detection performance of the proposed model.Keywords: hybrid fusion, multimodal fusion, rumor detection, social media, transformer
Procedia PDF Downloads 24610925 Using Interval Type-2 Fuzzy Controller for Diabetes Mellitus
Authors: Nafiseh Mollaei, Reihaneh Kardehi Moghaddam
Abstract:
In case of Diabetes Mellitus the controlling of insulin is very difficult. This illness is an incurable disease affecting millions of people worldwide. Glucose is a sugar which provides energy to the cells. Insulin is a hormone which supports the absorption of glucose. Fuzzy control strategy is attractive for glucose control because it mimics the first and second phase responses that the pancreas beta cells use to control glucose. We propose two control algorithms a type-1 fuzzy controller and an interval type-2 fuzzy method for the insulin infusion. The closed loop system has been simulated for different patients with different parameters, in present of the food intake disturbance and it has been shown that the blood glucose concentrations at a normoglycemic level of 110 mg/dl in the reasonable amount of time. This paper deals with type 1 diabetes as a nonlinear model, which has been simulated in MATLAB-SIMULINK environment. The novel model, termed the Augmented Minimal Model is used in the simulations. There are some uncertainties in this model due to factors such as blood glucose, daily meals or sudden stress. In addition to eliminate the effects of uncertainty, different control methods may be utilized. In this article, fuzzy controller performance were assessed in terms of its ability to track a normoglycemic set point (110 mg/dl) in response to a [0-10] g meal disturbance. Finally, the development reported in this paper is supposed to simplify the insulin delivery, so increasing the quality of life of the patient.Keywords: interval type-2, fuzzy controller, minimal augmented model, uncertainty
Procedia PDF Downloads 42810924 To Gamify Learning English Academic Vocabulary Through Interactive Web-Based E-Books: International Students
Authors: Rabea Alfahad
Abstract:
Learning English academic vocabulary poses a challenge on learning English.In this study, we harnessed interactive web-based e-books, and usedgamification and collaborative responsive writingto teach English academic vocabulary. We recruited 50 international students to investigate the impact of gamification on the participants’ learning gains. In so doing, the participants were randomly assigned to two groups: one group learned English academic vocabulary with gamification, and the second group learnedthem with traditional instructional methods. We used a pre/posttest to gauge the students’ cognitive attainment. We then administered independent samples t-test to find out the impact of gamification on learning academic vocabulary. We also employed an IMMS to collect data regarding the motivational level of the students. We administered a MANOVA test to measure the motivational level of the students in both groups. The results of this study suggested that …Keywords: english language learners, technologhy integration, teaching, gamification
Procedia PDF Downloads 12410923 Block N Lvi from the Northern Side of Parthenon Frieze: A Case Study of Augmented Reality for Museum Application
Authors: Donato Maniello, Alessandra Cirafici, Valeria Amoretti
Abstract:
This paper aims to present a new method that consists in the use of video mapping techniques – that is a particular form of augmented reality, which could produce new tools - different from the ones that are actually in use - for an interactive Museum experience. With the words 'augmented reality', we mean the addition of more information than what the visitor would normally perceive; this information is mediated by the use of computer and projector. The proposed application involves the creation of a documentary that depicts and explains the history of the artifact and illustrates its features; this must be projected on the surface of the faithful copy of the freeze (obtained in full-scale with a 3D printer). This mode of operation uses different techniques that allow passing from the creation of the model to the creation of contents through an accurate historical and artistic analysis, and finally to the warping phase, that will permit to overlap real and virtual models. The ultimate step, that is still being studied, includes the creation of interactive contents that would be activated by visitors through appropriate motion sensors.Keywords: augmented reality, multimedia, parthenon frieze, video mapping
Procedia PDF Downloads 38710922 Mechanistic Modelling to De-risk Process Scale-up
Authors: Edwin Cartledge, Jack Clark, Mazaher Molaei-Chalchooghi
Abstract:
The mixing in the crystallization step of active pharmaceutical ingredient manufacturers was studied via advanced modeling tools to enable a successful scale-up. A virtual representation of the vessel was created, and computational fluid dynamics were used to simulate multiphase flow and, thus, the mixing environment within this vessel. The study identified a significant dead zone in the vessel underneath the impeller and found that increasing the impeller speed and power did not improve the mixing. A series of sensitivity analyses found that to improve mixing, the vessel had to be redesigned, and found that optimal mixing could be obtained by adding two extra cylindrical baffles. The same two baffles from the simulated environment were then constructed and added to the process vessel. By identifying these potential issues before starting the manufacture and modifying the vessel to ensure good mixing, this study mitigated a failed crystallization and potential batch disposal, which could have resulted in a significant loss of high-value material.Keywords: active pharmaceutical ingredient, baffles, computational fluid dynamics, mixing, modelling
Procedia PDF Downloads 9710921 The Effectiveness of the Family-Centered Sensory and Motor Interactive Games Program on Strengthening the Developmental and Motor Skills of Children aged 12 to 24 Months Who Have a Prior History of Low Birth Weight
Authors: Seyede Soraya Alavinezhad, Gholam Ali Afrooz, Seyedsaeid Sajjadianari
Abstract:
The purpose of this study was to assess the efficacy of a family-centered sensory and motor interactive activities program in enhancing the motor and developmental abilities of infants between the ages of 12 and 24 months who have a medical history of low birth weight. The design of the study was a combined method (qualitative and quantitative). The statistical population comprised infants between the ages of 12 and 24 months who had a documented history of low birth weight in Tehran in 2022. The study sample comprised twenty-eight infants, ranging in age from twelve to twenty-four months, whose mothers were selected using a readily available sampling method. The participants were allocated into two groups—experimental and control—at random. The Children's Developmental Screening Scale, the third edition of Ages and Stages Questionnaires (ASQ3TM), was utilized in both cohorts. Two sessions of the family-centered program for mothers and sixteen sessions for children in the experimental group were taken into account. The statistical analysis software SPSS version 26 was utilized to analyze the data. Initially, the descriptive analysis of the variables, the normality of the assumptions, and the equality of the variance of the variables in the groups were examined. Subsequently, univariate analysis of covariance was employed to examine research hypotheses. The results of the covariance analysis demonstrated that the family-centered interactive activities program for sensory and motor development was effective. A significant difference has been observed between the experimental and control groups with regard to developmental skills between the pre-test and post-test (P<0.005). Motor and developmental skills among children aged 12 to 24 months with a history of low birth weight can be enhanced through entertainment programs that incorporate suitable structure, according to the findings of this study. It is recommended that future research investigate the efficacy of this program on children of average weight and conduct longitudinal studies.Keywords: children, developmental skills, low birth weight, sensory and motor interactive games program
Procedia PDF Downloads 2010920 The Implementation of Character Education in Code Riverbanks, Special Region of Yogyakarta, Indonesia
Authors: Ulil Afidah, Muhamad Fathan Mubin, Firdha Aulia
Abstract:
Code riverbanks Yogyakarta is a settlement area with middle to lower social classes. Socio-economic situation is affecting the behavior of society. This research aimed to find and explain the implementation and the assessment of character education which were done in elementary schools in Code riverside, Yogyakarta region of Indonesia. This research is a qualitative research which the subjects were the kids of Code riverbanks, Yogyakarta. The data were collected through interviews and document studies and analyzed qualitatively using the technique of interactive analysis model of Miles and Huberman. The results show that: (1) The learning process of character education was done by integrating all aspects such as democratic and interactive learning session also introducing role model to the students. 2) The assessment of character education was done by teacher based on teaching and learning process and an activity in outside the classroom that was the criterion on three aspects: Cognitive, affective and psychomotor.Keywords: character, Code riverbanks, education, Yogyakarta
Procedia PDF Downloads 24810919 Modeling of Strong Motion Generation Areas of the 2011 Tohoku, Japan Earthquake Using Modified Semi-Empirical Technique Incorporating Frequency Dependent Radiation Pattern Model
Authors: Sandeep, A. Joshi, Kamal, Piu Dhibar, Parveen Kumar
Abstract:
In the present work strong ground motion has been simulated using a modified semi-empirical technique (MSET), with frequency dependent radiation pattern model. Joshi et al. (2014) have modified the semi-empirical technique to incorporate the modeling of strong motion generation areas (SMGAs). A frequency dependent radiation pattern model is applied to simulate high frequency ground motion more precisely. Identified SMGAs (Kurahashi and Irikura 2012) of the 2011 Tohoku earthquake (Mw 9.0) were modeled using this modified technique. Records are simulated for both frequency dependent and constant radiation pattern function. Simulated records for both cases are compared with observed records in terms of peak ground acceleration and pseudo acceleration response spectra at different stations. Comparison of simulated and observed records in terms of root mean square error suggests that the method is capable of simulating record which matches in a wide frequency range for this earthquake and bears realistic appearance in terms of shape and strong motion parameters. The results confirm the efficacy and suitability of rupture model defined by five SMGAs for the developed modified technique.Keywords: strong ground motion, semi-empirical, strong motion generation area, frequency dependent radiation pattern, 2011 Tohoku Earthquake
Procedia PDF Downloads 53710918 Non-Interactive XOR Quantum Oblivious Transfer: Optimal Protocols and Their Experimental Implementations
Authors: Lara Stroh, Nikola Horová, Robert Stárek, Ittoop V. Puthoor, Michal Mičuda, Miloslav Dušek, Erika Andersson
Abstract:
Oblivious transfer (OT) is an important cryptographic primitive. Any multi-party computation can be realised with OT as a building block. XOR oblivious transfer (XOT) is a variant where the sender Alice has two bits, and a receiver, Bob, obtains either the first bit, the second bit, or their XOR. Bob should not learn anything more than this, and Alice should not learn what Bob has learned. Perfect quantum OT with information-theoretic security is known to be impossible. We determine the smallest possible cheating probabilities for unrestricted dishonest parties in non-interactive quantum XOT protocols using symmetric pure states and present an optimal protocol which outperforms classical protocols. We also "reverse" this protocol so that Bob becomes the sender of a quantum state and Alice the receiver who measures it while still implementing oblivious transfer from Alice to Bob. Cheating probabilities for both parties stay the same as for the unreversed protocol. We optically implemented both the unreversed and the reversed protocols and cheating strategies, noting that the reversed protocol is easier to implement.Keywords: oblivious transfer, quantum protocol, cryptography, XOR
Procedia PDF Downloads 12610917 Environmental and Space Travel
Authors: Alimohammad
Abstract:
Man's entry into space is one of the most important results of developments and advances made in information technology. But this human step, like many of his other actions, is not free of danger, as space pollution today has become a major problem for the global community. Paying attention to the issue of preserving the space environment is in the interest of all governments and mankind, and ignoring it can increase the possibility of conflict between countries. What many space powers still do not pay attention to is the freedom to explore and exploit space should be limited by banning pollution of the space environment. Therefore, freedom and prohibition are complementary and should not be considered conflicting concepts. The legal system created by the current space treaties for the effective preservation of the space environment has failed. Customary international law also does not have an effective provision and guarantee of sufficient executions in order to prevent damage to the environment. Considering the responsibility of each generation in the healthy transfer of the environment to the next generation and considering the sustainable development concept, the space environment must also be passed on to future generations in a healthy and undamaged manner. As a result, many environmental policies related to Earth should also be applied to the space environment..Keywords: law, space, environment, responsibility
Procedia PDF Downloads 8510916 Exploring 3-D Virtual Art Spaces: Engaging Student Communities Through Feedback and Exhibitions
Authors: Zena Tredinnick-Kirby, Anna Divinsky, Brendan Berthold, Nicole Cingolani
Abstract:
Faculty members from The Pennsylvania State University, Zena Tredinnick-Kirby, Ph.D., and Anna Divinsky are at the forefront of an innovative educational approach to improve access in asynchronous online art courses. Their pioneering work weaves virtual reality (VR) technologies to construct a more equitable educational experience for students by transforming their learning and engagement. The significance of their study lies in the need to bridge the digital divide in online art courses, making them more inclusive and interactive for all distance learners. In an era where conventional classroom settings are no longer the sole means of instruction, Tredinnick-Kirby and Divinsky harness the power of instructional technologies to break down geographical barriers by incorporating an interactive VR experience that facilitates community building within an online environment transcending physical constraints. The methodology adopted by Tredinnick-Kirby, and Divinsky is centered around integrating 3D virtual spaces into their art courses. Spatial.io, a virtual world platform, enables students to develop digital avatars and engage in virtual art museums through a free browser-based program or an Oculus headset, where they can interact with other visitors and critique each other’s artwork. The goal is not only to provide students with an engaging and immersive learning experience but also to nourish them with a more profound understanding of the language of art criticism and technology. Furthermore, the study aims to cultivate critical thinking skills among students and foster a collaborative spirit. By leveraging cutting-edge VR technology, students are encouraged to explore the possibilities of their field, experimenting with innovative tools and techniques. This approach not only enriches their learning experience but also prepares them for a dynamic and ever-evolving art landscape in technology and education. One of the fundamental objectives of Tredinnick-Kirby and Divinsky is to remodel how feedback is derived through peer-to-peer art critique. Through the inclusion of 3D virtual spaces into the curriculum, students now have the opportunity to install their final artwork in a virtual gallery space and incorporate peer feedback, enabling students to exhibit their work opening the doors to a collaborative and interactive process. Students can provide constructive suggestions, engage in discussions, and integrate peer commentary into developing their ideas and praxis. This approach not only accelerates the learning process but also promotes a sense of community and growth. In summary, the study conducted by the Penn State faculty members Zena Tredinnick-Kirby, and Anna Divinsky represents innovative use of technology in their courses. By incorporating 3D virtual spaces, they are enriching the learners' experience. Through this inventive pedagogical technique, they nurture critical thinking, collaboration, and the practical application of cutting-edge technology in art. This research holds great promise for the future of online art education, transforming it into a dynamic, inclusive, and interactive experience that transcends the confines of distance learning.Keywords: Art, community building, distance learning, virtual reality
Procedia PDF Downloads 7110915 The Impacts of Social Media and Digital Environment on the Contemporary Arabic Literature: A Case Study about the Works of Ahlam Mosteghanemi
Authors: Zohreh Ghorbani Madavani, Masoumeh Mikaeili
Abstract:
Social media, as one of the main tools in today’s world, imposes deep impacts on human life, particularly in various cultural and literary areas. By providing platforms for direct communication between writers and audiences, these spaces have made great changes in the styles of literary works, writing, and publishing. The impacts of digital communication are very visible not only in the content of literary works but also in narrative structures, writing styles, and interaction of writers with audiences. Applying an analytical-descriptive approach, the present study investigates the impacts of internet communications and social media on the literary works of the Arab world and describes some instances of such impacts on the works of one of the most reputed contemporary Arab novelists, Ahlam Mosteghanemi. In this study, we specifically emphasize on changes of themes, narrative techniques and writing styles of Mosteghanemi and investigate how she leverages digital environment facilities and potentials in creating works suited to her audiences’ needs and expectations. This study indicates that social media has significantly helped the democratization of authorship and diversity in contemporary Arabic literature and has enabled writers to have more direct and interactive relationship.Keywords: social media, digital impacts, narrative changes, writing style, contemporary literature, Ahlam Mosteghanemi
Procedia PDF Downloads 1810914 Screening Diversity: Artificial Intelligence and Virtual Reality Strategies for Elevating Endangered African Languages in the Film and Television Industry
Authors: Samuel Ntsanwisi
Abstract:
This study investigates the transformative role of Artificial Intelligence (AI) and Virtual Reality (VR) in the preservation of endangered African languages. The study is contextualized within the film and television industry, highlighting disparities in screen representation for certain languages in South Africa, underscoring the need for increased visibility and preservation efforts; with globalization and cultural shifts posing significant threats to linguistic diversity, this research explores approaches to language preservation. By leveraging AI technologies, such as speech recognition, translation, and adaptive learning applications, and integrating VR for immersive and interactive experiences, the study aims to create a framework for teaching and passing on endangered African languages. Through digital documentation, interactive language learning applications, storytelling, and community engagement, the research demonstrates how these technologies can empower communities to revitalize their linguistic heritage. This study employs a dual-method approach, combining a rigorous literature review to analyse existing research on the convergence of AI, VR, and language preservation with primary data collection through interviews and surveys with ten filmmakers. The literature review establishes a solid foundation for understanding the current landscape, while interviews with filmmakers provide crucial real-world insights, enriching the study's depth. This balanced methodology ensures a comprehensive exploration of the intersection between AI, VR, and language preservation, offering both theoretical insights and practical perspectives from industry professionals.Keywords: language preservation, endangered languages, artificial intelligence, virtual reality, interactive learning
Procedia PDF Downloads 6110913 A Study of The STEAM Toy Pedagogy Plan Evaluation for Elementary School
Authors: Wen-Te Chang, Yun-Hsin Pai
Abstract:
Purpose: Based on the interdisciplinary of lower grade Elementary School with the integration of STEAM concept, related wooden toy and pedagogy plans were developed and evaluated. The research goal was to benefit elementary school education. Design/methodology/approach: The subjects were teachers from two primary school teachers and students from the department of design of universities in Taipei. Amount of 103participants (Male: 34, Female: 69) were invited to participate in the research. The research tools are “STEAM toy design” and “questionnaire of STEAM toy Pedagogy plan.” The STEAM toy pedagogy plans were evaluated after the activity of “The interdisciplinary literacy discipline guiding study program--STEAM wooden workshop,” Finding/results: The study results: (1) As factors analyzing of the questionnaire indicated the percentage on the major factors were cognition teaching 68.61%, affection 80.18% and technique 80.14%, with α=.936 of validity. The assessment tools were proved to be valid for STEAM pedagogy plan evaluation; (2) The analysis of the questionnaires investigation confirmed that the main effect of the teaching factors was not significant (affection = technique = cognition); however, the interaction between STEAM factors revealed to be significant (F (8, 1164) =5.51, p < .01); (3) The main effect of the six pedagogy plans was significant (climbing toy > bird toy = gondola toy > frog castanets > train toy > balancing toy), and an interactive effect between STEAM factors also reached a significant level, (F (8, 1164) =5.51, p < .01), especially on the artistic (A/ Art) aspect. Originality/value: The main achievement of research: (1) A pedagogy plan evaluation was successfully developed. (2) The interactive effect between the STEAM and the teaching factors reached a significant level. (3) An interactive effect between the STEAM factors and the pedagogy plans reached a significant level too.Keywords: STEAM, toy design, pedagogy plans, evaluation
Procedia PDF Downloads 28310912 Development of Innovative Islamic Web Applications
Authors: Farrukh Shahzad
Abstract:
The rich Islamic resources related to religious text, Islamic sciences, and history are widely available in print and in electronic format online. However, most of these works are only available in Arabic language. In this research, an attempt is made to utilize these resources to create interactive web applications in Arabic, English and other languages. The system utilizes the Pattern Recognition, Knowledge Management, Data Mining, Information Retrieval and Management, Indexing, storage and data-analysis techniques to parse, store, convert and manage the information from authentic Arabic resources. These interactive web Apps provide smart multi-lingual search, tree based search, on-demand information matching and linking. In this paper, we provide details of application architecture, design, implementation and technologies employed. We also presented the summary of web applications already developed. We have also included some screen shots from the corresponding web sites. These web applications provide an Innovative On-line Learning Systems (eLearning and computer based education).Keywords: Islamic resources, Muslim scholars, hadith, narrators, history, fiqh
Procedia PDF Downloads 28310911 Model Predictive Control of Turbocharged Diesel Engine with Exhaust Gas Recirculation
Authors: U. Yavas, M. Gokasan
Abstract:
Control of diesel engine’s air path has drawn a lot of attention due to its multi input-multi output, closed coupled, non-linear relation. Today, precise control of amount of air to be combusted is a must in order to meet with tight emission limits and performance targets. In this study, passenger car size diesel engine is modeled by AVL Boost RT, and then simulated with standard, industry level PID controllers. Finally, linear model predictive control is designed and simulated. This study shows the importance of modeling and control of diesel engines with flexible algorithm development in computer based systems.Keywords: predictive control, engine control, engine modeling, PID control, feedforward compensation
Procedia PDF Downloads 63610910 Performance Estimation of Two Port Multiple-Input and Multiple-Output Antenna for Wireless Local Area Network Applications
Authors: Radha Tomar, Satish K. Jain, Manish Panchal, P. S. Rathore
Abstract:
In the presented work, inset fed microstrip patch antenna (IFMPA) based two port MIMO Antenna system has been proposed, which is suitable for wireless local area network (WLAN) applications. IFMPA has been designed, optimized for 2.4 GHz and applied for MIMO formation. The optimized parameters of the proposed IFMPA have been used for fabrication of antenna and two port MIMO in a laboratory. Fabrication of the designed MIMO antenna has been done and tested experimentally for performance parameters like Envelope Correlation Coefficient (ECC), Mean Effective Gain (MEG), Directive Gain (DG), Channel Capacity Loss (CCL), Multiplexing Efficiency (ME) etc and results are compared with simulated parameters extracted with simulated S parameters to validate the results. The simulated and experimentally measured plots and numerical values of these MIMO performance parameters resembles very much with each other. This shows the success of MIMO antenna design methodology.Keywords: multiple-input and multiple-output, wireless local area network, vector network analyzer, envelope correlation coefficient
Procedia PDF Downloads 5510909 Frequency Reconfigurable Multiband Patch Antenna Using PIN-Diode for ITS Applications
Authors: Gaurav Upadhyay, Nand Kishore, Prashant Ranjan, V. S. Tripathi, Shivesh Tripathi
Abstract:
A frequency reconfigurable multiband antenna for intelligent transportation system (ITS) applications is proposed in this paper. A PIN-diode is used for reconfigurability. Centre frequencies are 1.38, 1.98, 2.89, 3.86, and 4.34 GHz in “ON” state of Diode and 1.56, 2.16, 2.88, 3.91 and 4.45 GHz in “OFF” state. Achieved maximum bandwidth is 18%. The maximum gain of the proposed antenna is 2.7 dBi in “ON” state and 3.95 dBi in “OFF” state of the diode. The antenna is simulated, fabricated, and tested in the lab. Measured and simulated results are in good confirmation.Keywords: ITS, multiband antenna, PIN-diode, reconfigurable
Procedia PDF Downloads 34710908 Interactive Virtual Patient Simulation Enhances Pharmacology Education and Clinical Practice
Authors: Lyndsee Baumann-Birkbeck, Sohil A. Khan, Shailendra Anoopkumar-Dukie, Gary D. Grant
Abstract:
Technology-enhanced education tools are being rapidly integrated into health programs globally. These tools provide an interactive platform for students and can be used to deliver topics in various modes including games and simulations. Simulations are of particular interest to healthcare education, where they are employed to enhance clinical knowledge and help to bridge the gap between theory and practice. Simulations will often assess competencies for practical tasks, yet limited research examines the effects of simulation on student perceptions of their learning. The aim of this study was to determine the effects of an interactive virtual patient simulation for pharmacology education and clinical practice on student knowledge, skills and confidence. Ethics approval for the study was obtained from Griffith University Research Ethics Committee (PHM/11/14/HREC). The simulation was intended to replicate the pharmacy environment and patient interaction. The content was designed to enhance knowledge of proton-pump inhibitor pharmacology, role in therapeutics and safe supply to patients. The tool was deployed into a third-year clinical pharmacology and therapeutics course. A number of core practice areas were examined including the competency domains of questioning, counselling, referral and product provision. Baseline measures of student self-reported knowledge, skills and confidence were taken prior to the simulation using a specifically designed questionnaire. A more extensive questionnaire was deployed following the virtual patient simulation, which also included measures of student engagement with the activity. A quiz assessing student factual and conceptual knowledge of proton-pump inhibitor pharmacology and related counselling information was also included in both questionnaires. Sixty-one students (response rate >95%) from two cohorts (2014 and 2015) participated in the study. Chi-square analyses were performed and data analysed using Fishers exact test. Results demonstrate that student knowledge, skills and confidence within the competency domains of questioning, counselling, referral and product provision, show improvement following the implementation of the virtual patient simulation. Statistically significant (p<0.05) improvement occurred in ten of the possible twelve self-reported measurement areas. Greatest magnitude of improvement occurred in the area of counselling (student confidence p<0.0001). Student confidence in all domains (questioning, counselling, referral and product provision) showed a marked increase. Student performance in the quiz also improved, demonstrating a 10% improvement overall for pharmacology knowledge and clinical practice following the simulation. Overall, 85% of students reported the simulation to be engaging and 93% of students felt the virtual patient simulation enhanced learning. The data suggests that the interactive virtual patient simulation developed for clinical pharmacology and therapeutics education enhanced students knowledge, skill and confidence, with respect to the competency domains of questioning, counselling, referral and product provision. These self-reported measures appear to translate to learning outcomes, as demonstrated by the improved student performance in the quiz assessment item. Future research of education using virtual simulation should seek to incorporate modern quantitative measures of student learning and engagement, such as eye tracking.Keywords: clinical simulation, education, pharmacology, simulation, virtual learning
Procedia PDF Downloads 33810907 Students' Performance, Perception and Attitude towards Interactive Online Modules to Improve Undergraduate Quantitative Skills in Biological Science
Authors: C. Suphioglu , V. Simbag, J. Markham, C. Coady, S. Belward, G. Di Trapani, P. Chunduri, J. Chuck, Y. Hodgson, L. Lluka, L. Poladian, D. Watters
Abstract:
Advances in science have made quantitative skills (QS) an essential graduate outcome for undergraduate science programs in Australia and other parts of the world. However, many students entering into degrees in Australian universities either lack these skills or have little confidence in their ability to apply them in their biological science units. It has been previously reported that integration of quantitative skills into life science programs appears to have a positive effect on student attitudes towards the importance of mathematics and statistics in biological sciences. It has also been noted that there is deficiency in QS resources available and applicable to undergraduate science students in Australia. MathBench (http://mathbench.umd.edu) is a series of online modules involving quantitative biology scenarios developed by the University of Maryland. Through collaboration with Australian universities, a project was funded by the Australian government through its Office for Learning and Teaching (OLT) to develop customized MathBench biology modules to promote the quantitative skills of undergraduate biology students in Australia. This presentation will focus on the assessment of changes in performance, perception and attitude of students in a third year Cellular Physiology unit after use of interactive online cellular diffusion modules modified for the Australian context. The modules have been designed to integrate QS into the biological science curriculum using familiar scenarios and informal language and providing students with the opportunity to review solutions to diffusion QS-related problems with interactive graphics. This paper will discuss results of pre and post MathBench quizzes composed of general and module specific questions that assessed change in student QS after MathBench; and pre and post surveys, administered before and after using MathBench modules to evaluate the students’ change in perception towards the influence of the modules, their attitude towards QS and on the development of their confidence in completing the inquiry-based activity as well as changes to their appreciation of the relevance of mathematics to cellular processes. Results will be compared to changes reported by Thompson et al., (2010) at the University of Maryland and implications for further integration of interactive online activities in the curriculum will be explored and discussed.Keywords: quantitative skills, MathBench, maths in biology
Procedia PDF Downloads 38310906 Development of Advanced Virtual Radiation Detection and Measurement Laboratory (AVR-DML) for Nuclear Science and Engineering Students
Authors: Lily Ranjbar, Haori Yang
Abstract:
Online education has been around for several decades, but the importance of online education became evident after the COVID-19 pandemic. Eventhough the online delivery approach works well for knowledge building through delivering content and oversight processes, it has limitations in developing hands-on laboratory skills, especially in the STEM field. During the pandemic, many education institutions faced numerous challenges in delivering lab-based courses, especially in the STEM field. Also, many students worldwide were unable to practice working with lab equipment due to social distancing or the significant cost of highly specialized equipment. The laboratory plays a crucial role in nuclear science and engineering education. It can engage students and improve their learning outcomes. In addition, online education and virtual labs have gained substantial popularity in engineering and science education. Therefore, developing virtual labs is vital for institutions to deliver high-class education to their students, including their online students. The School of Nuclear Science and Engineering (NSE) at Oregon State University, in partnership with SpectralLabs company, has developed an Advanced Virtual Radiation Detection and Measurement Lab (AVR-DML) to offer a fully online Master of Health Physics program. It was essential for us to use a system that could simulate nuclear modules that accurately replicate the underlying physics, the nature of radiation and radiation transport, and the mechanics of the instrumentations used in the real radiation detection lab. It was all accomplished using a Realistic, Adaptive, Interactive Learning System (RAILS). RAILS is a comprehensive software simulation-based learning system for use in training. It is comprised of a web-based learning management system that is located on a central server, as well as a 3D-simulation package that is downloaded locally to user machines. Users will find that the graphics, animations, and sounds in RAILS create a realistic, immersive environment to practice detecting different radiation sources. These features allow students to coexist, interact and engage with a real STEM lab in all its dimensions. It enables them to feel like they are in a real lab environment and to see the same system they would in a lab. Unique interactive interfaces were designed and developed by integrating all the tools and equipment needed to run each lab. These interfaces provide students full functionality for data collection, changing the experimental setup, and live data collection with real-time updates for each experiment. Students can manually do all experimental setups and parameter changes in this lab. Experimental results can then be tracked and analyzed in an oscilloscope, a multi-channel analyzer, or a single-channel analyzer (SCA). The advanced virtual radiation detection and measurement laboratory developed in this study enabled the NSE school to offer a fully online MHP program. This flexibility of course modality helped us to attract more non-traditional students, including international students. It is a valuable educational tool as students can walk around the virtual lab, make mistakes, and learn from them. They have an unlimited amount of time to repeat and engage in experiments. This lab will also help us speed up training in nuclear science and engineering.Keywords: advanced radiation detection and measurement, virtual laboratory, realistic adaptive interactive learning system (rails), online education in stem fields, student engagement, stem online education, stem laboratory, online engineering education
Procedia PDF Downloads 9010905 Modeling of Landslide-Generated Tsunamis in Georgia Strait, Southern British Columbia
Authors: Fatemeh Nemati, Lucinda Leonard, Gwyn Lintern, Richard Thomson
Abstract:
In this study, we will use modern numerical modeling approaches to estimate tsunami risks to the southern coast of British Columbia from landslides. Wave generation is to be simulated using the NHWAVE model, which solves the Navier-Stokes equations due to the more complex behavior of flow near the landslide source; far-field wave propagation will be simulated using the simpler model FUNWAVE_TVD with high-order Boussinesq-type wave equations, with a focus on the accurate simulation of wave propagation and regional- or coastal-scale inundation predictions.Keywords: FUNWAVE-TVD, landslide-generated tsunami, NHWAVE, tsunami risk
Procedia PDF Downloads 15510904 Biofeedback-Driven Sound and Image Generation
Authors: Claudio Burguez, María Castelló, Mikaela Pisani, Marcos Umpiérrez
Abstract:
BIOFEEDBACK exhibition offers a unique experience for each visitor, combining art, neuroscience, and technology in an interactive way. Using a headband that captures the bioelectric activity of the brain, the visitors are able to generate sound and images in a sequence loop, making them an integral part of the artwork. Through this interactive exhibit, visitors gain a deeper appreciation of the beauty and complexity of the brain. As a special takeaway, visitors will receive an NFT as a present, allowing them to continue their engagement with the exhibition beyond the physical space. We used the EEG Biofeedback technique following a closed-loop neuroscience approach, transforming EEG data captured by a Muse S headband in real-time into audiovisual stimulation. PureData is used for sound generation and Generative Adversarial Networks (GANs) for image generation. Thirty participants have experienced the exhibition. For some individuals, it was easier to focus than others. Participants who said they could focus during the exhibit stated that at one point, they felt that they could control the sound, while images were more abstract, and they did not feel that they were able to control them.Keywords: art, audiovisual, biofeedback, EEG, NFT, neuroscience, technology
Procedia PDF Downloads 7210903 Development of Intelligent Construction Management System Using Web-Camera Image and 3D Object Image
Authors: Hyeon-Seung Kim, Bit-Na Cho, Tae-Woon Jeong, Soo-Young Yoon, Leen-Seok Kang
Abstract:
Recently, a construction project has been large in the size and complicated in the site work. The web-cameras are used to manage the construction site of such a large construction project. They can be used for monitoring the construction schedule as compared to the actual work image of the planned work schedule. Specially, because the 4D CAD system that the construction appearance is continually simulated in a 3D CAD object by work schedule is widely applied to the construction project, the comparison system between the real image of actual work appearance by web-camera and the simulated image of planned work appearance by 3D CAD object can be an intelligent construction schedule management system (ICON). The delayed activities comparing with the planned schedule can be simulated by red color in the ICON as a virtual reality object. This study developed the ICON and it was verified in a real bridge construction project in Korea. To verify the developed system, a web-camera was installed and operated in a case project for a month. Because the angle and zooming of the web-camera can be operated by Internet, a project manager can easily monitor and assume the corrective action.Keywords: 4D CAD, web-camera, ICON (intelligent construction schedule management system), 3D object image
Procedia PDF Downloads 50710902 Simulation of Natural Ventilation Strategies as a Comparison Method for Two Different Climates
Authors: Fulya Ozbey, Ecehan Ozmehmet
Abstract:
Health and living in a healthy environment are important for all the living creatures. Healthy buildings are the part of the healthy environment and the ones that people and sometimes the animals spend most of their times in it. Therefore, healthy buildings are important subject for everybody. There are many elements of the healthy buildings from material choice to the thermal comfort including indoor air quality. The aim of this study is, to simulate two natural ventilation strategies which are used as a cooling method in Mediterranean climate, by applying to a residential building and compare the results for Asian climate. Fulltime natural and night-time ventilation strategies are simulated for three days during the summertime in Mediterranean climate. The results show that one of the chosen passive cooling strategies worked on both climates good enough without using additional shading element and cooling device, however, the other ventilation strategy did not provide comfortable indoor temperature enough. Finally, both of the ventilation strategies worked better on the Asian climate than the Mediterranean in terms of the total overheating hours during the chosen period of year.Keywords: Asian climate, indoor air quality, Mediterranean climate, natural ventilation simulation, thermal comfort
Procedia PDF Downloads 23610901 Application of Voltammetry as a Non-Destructive Tool to Quantify Cathodic Protection of Steel in Simulated Soil Solution
Authors: Mandlenkosi G. R. Mahlobo, Peter A. Olubambi
Abstract:
Cathodic protection (CP) has been widely considered as a suitable technique for mitigating corrosion of steel structures buried in soil. Plenty of efforts have been made in developing techniques, in particular non-destructive techniques, for monitoring and quantifying the effectiveness of CP to ensure the sustainability and performance of buried steel structures. This study was aimed at using a specifically modified voltammetry approach as a non-destructive tool to monitor and quantify the effectiveness of CP of steel in simulated soil. Carbon steel was subjected to electrochemical tests with NS4 solution used as simulated soil conditions for four days before applying CP for further 11 days. A specifically modified voltammetry technique was applied at various time intervals of the experiment to monitor the corrosion behaviour and therefore reflect CP effectiveness. The voltammetry results revealed that the application of CP reduced the corrosion rate from the highest value of 410 µm/yr to 8 µm/yr between days 5 and 14 of the experiments. The microstructural analysis of the steel surface performed using x-ray diffraction identified calcareous deposit as the dominant phase protecting the surface from corrosion. It was deduced that the formation of calcareous deposits was linked with the effectiveness of CP of steel.Keywords: carbon steel, cathodic protection, NS4 solution, voltammetry, XRD
Procedia PDF Downloads 6810900 Walkability with the Use of Mobile Apps
Authors: Dimitra Riza
Abstract:
This paper examines different ways of exploring a city by using smart phones' applications while walking, and the way this new attitude will change our perception of the urban environment. By referring to various examples of such applications we will consider options and possibilities that open up with new technologies, their advantages and disadvantages, as well as ways of experiencing and interpreting the urban environment. The widespread use of smart phones gave access to information, maps, knowledge, etc. at all times and places. The city tourism marketing takes advantage of this event and promotes the city's attractions through technology. Mobile mediated walking tours, provide new possibilities and modify the way we used to explore cities, for instance by giving directions proper to find easily destinations, by displaying our exact location on the map, by creating our own tours through picking points of interest and interconnecting them to create a route. These apps act as interactive ones, as they filter the user's interests, movements, etc. Discovering a city on foot and visiting interesting sites and landmarks, became very easy, and has been revolutionized through the help of navigational and other applications. In contrast to the re-invention of the city as suggested by the Baudelaire's Flâneur in the 19th century, or to the construction of situations by the Situationists in 60s, the new technological means do not allow people to "get lost", as these follow and record our moves. In the case of strolling or drifting around the city, the option of "getting lost" is desired, as the goal is not the "wayfinding" or the destination, but it is the experience of walking itself. Getting lost is not always about dislocation, but it is about getting a feeling, free of the urban environment while experiencing it. So, on the one hand, walking is considered to be a physical and embodied experience, as the observer becomes an actor and participates with all his senses in the city activities. On the other hand, the use of a screen turns out to become a disembodied experience of the urban environment, as we perceive it in a fragmented and distanced way. Relations with the city are similar to Alberti’s isolated viewer, detached from any urban stage. The smartphone, even if we are present, acts as a mediator: we interact directly with it and indirectly with the environment. Contrary to the Flaneur and to the Situationists, who discovered the city with their own bodies, today the body itself is being detached from that experience. While contemporary cities turn out to become more walkable, the new technological applications tend to open out all possibilities in order to explore them by suggesting multiple routes. Exploration becomes easier, but Perception changes.Keywords: body, experience, mobile apps, walking
Procedia PDF Downloads 416