Search results for: simulated interactive environment
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 11135

Search results for: simulated interactive environment

10895 Self-Reliance Support and Environment Interaction in Long-Term Care

Authors: Chen-Yuan Hsu

Abstract:

Introduction Elderly is growing and results to live in the long-term care (LTC) and then due to the routine of the facilities in Taiwan, also resulted to losing of those people with environment interaction, so, the self-reliance support (SRS) for those people to experience environment interaction is an essential. Methods This study was recruited samples of a LTC in the central of Taiwan. There was a following research on the SRS group with 20 samples collected and routine care group with 20 samples. A structured questionnaire as the Environment Interaction Dimension, as data collection included demographic information and the dimensions of environment interaction. Data analysis used SPSS 22.0 for Window 2000 to report the finding. Results The Environment Interaction Dimension for Taiwanese is a Chinese version of the containing 8 items. The result of t-test analysis found that environment interaction showed a significant difference between groups (p<.05), the result recommended that there was a higher score of environment interaction dimension on the SRS group (29.90±5.56) comparing with the routine care group (22.1±5.53). Conclusion This study showed that the SRS group was higher than the routine care group on the environment interaction dimension for Taiwanese elderly living in the LTC. The results can also provide the reference for LTC, to encourage those people to participate in SRS in LTC, and therefore also improving their environment interaction.

Keywords: self-reliance support, environment interaction, long-term care, elderly

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10894 Comprehensive Risk Assessment Model in Agile Construction Environment

Authors: Jolanta Tamošaitienė

Abstract:

The article focuses on a developed comprehensive model to be used in an agile environment for the risk assessment and selection based on multi-attribute methods. The model is based on a multi-attribute evaluation of risk in construction, and the determination of their optimality criterion values are calculated using complex Multiple Criteria Decision-Making methods. The model may be further applied to risk assessment in an agile construction environment. The attributes of risk in a construction project are selected by applying the risk assessment condition to the construction sector, and the construction process efficiency in the construction industry accounts for the agile environment. The paper presents the comprehensive risk assessment model in an agile construction environment. It provides a background and a description of the proposed model and the developed analysis of the comprehensive risk assessment model in an agile construction environment with the criteria.

Keywords: assessment, environment, agile, model, risk

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10893 Development of an Interactive and Robust Image Analysis and Diagnostic Tool in R for Early Detection of Cervical Cancer

Authors: Kumar Dron Shrivastav, Ankan Mukherjee Das, Arti Taneja, Harpreet Singh, Priya Ranjan, Rajiv Janardhanan

Abstract:

Cervical cancer is one of the most common cancer among women worldwide which can be cured if detected early. Manual pathology which is typically utilized at present has many limitations. The current gold standard for cervical cancer diagnosis is exhaustive and time-consuming because it relies heavily on the subjective knowledge of the oncopathologists which leads to mis-diagnosis and missed diagnosis resulting false negative and false positive. To reduce time and complexities associated with early diagnosis, we require an interactive diagnostic tool for early detection particularly in developing countries where cervical cancer incidence and related mortality is high. Incorporation of digital pathology in place of manual pathology for cervical cancer screening and diagnosis can increase the precision and strongly reduce the chances of error in a time-specific manner. Thus, we propose a robust and interactive cervical cancer image analysis and diagnostic tool, which can categorically process both histopatholgical and cytopathological images to identify abnormal cells in the least amount of time and settings with minimum resources. Furthermore, incorporation of a set of specific parameters that are typically referred to for identification of abnormal cells with the help of open source software -’R’ is one of the major highlights of the tool. The software has the ability to automatically identify and quantify the morphological features, color intensity, sensitivity and other parameters digitally to differentiate abnormal from normal cells, which may improve and accelerate screening and early diagnosis, ultimately leading to timely treatment of cervical cancer.

Keywords: cervical cancer, early detection, digital Pathology, screening

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10892 Analysing Perceptions of Online Games-Based Learning: Case Study of the University of Northampton

Authors: Alison Power

Abstract:

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

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10891 A Systematic Literature Review of the Influence of New Media-Based Interventions on Drug Abuse

Authors: Wen Huei Chou, Te Lung Pan, Tsu Wen Yeh

Abstract:

New media have recently received increasing attention as a new communication form. The COVID-19 outbreak has pushed people’s lifestyles into the digital age, and the drug market has infiltrated formal e-commerce platforms. The self-media boom has fostered growth in online drug myths. To set the record straight, it is imperative to develop new media-based interventions. However, the usefulness of new media on this issue has not yet been fully examined. This study selected 13 articles on the development of new media-based interventions to prevent drug abuse from Airiti Library and Pub-Med as of October 3, 2021. The key conclusions are that (1) new media have a significantly positive influence on skills, self-efficacy, and behavior; (2) most interventions package traditional course learning into new media formats; and (3) new media can create a covert, interactive environment that cannot be replicated offline, which may merit attention in future research.

Keywords: drug abuse, interventions, new media, systematic review

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10890 Touch Interaction through Tagging Context

Authors: Gabriel Chavira, Jorge Orozco, Salvador Nava, Eduardo Álvarez, Julio Rolón, Roberto Pichardo

Abstract:

Ambient Intelligence promotes a shift in computing which involves fitting-out the environments with devices to support context-aware applications. One of main objectives is the reduction to a minimum of the user’s interactive effort, the diversity and quantity of devices with which people are surrounded with, in existing environments; increase the level of difficulty to achieve this goal. The mobile phones and their amazing global penetration, makes it an excellent device for delivering new services to the user, without requiring a learning effort. The environment will have to be able to perceive all of the interaction techniques. In this paper, we present the PICTAC model (Perceiving touch Interaction through TAgging Context), which similarly delivers service to members of a research group.

Keywords: ambient intelligence, tagging context, touch interaction, touching services

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10889 Creating Positive Learning Environment

Authors: Samia Hassan, Fouzia Latif

Abstract:

In many countries, education is still far from being a knowledge industry in the sense of own practices that are not yet being transformed by knowledge about the efficacy of those practices. The core question of this paper is why students get bored in class? Have we balanced between the creation and advancement of an engaging learning community and effective learning environment? And between, giving kids confidence to achieve their maximum and potential goals, we sand managing student’s behavior. We conclude that creating a positive learning environment enhances opportunities for young children to feel safe, secure, and to supported in order to do their best learning. Many factors can use in classrooms aid to the positive environment like course content, class preparation, and behavior.

Keywords: effective, environment, learning, positive

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10888 Business-to-Business Deals Based on a Co-Utile Collaboration Mechanism: Designing Trust Company of the Future

Authors: Riccardo Bonazzi, Michaël Poli, Abeba Nigussie Turi

Abstract:

This paper presents an applied research of a new module for the financial administration and management industry, Personalizable and Automated Checklists Integrator, Overseeing Legal Investigations (PACIOLI). It aims at designing the business model of the trust company of the future. By identifying the key stakeholders, we draw a general business process design of the industry. The business model focuses on disintermediating the traditional form of business through the new technological solutions of a software company based in Switzerland and hence creating a new interactive platform. The key stakeholders of this interactive platform are identified as IT experts, legal experts, and the New Edge Trust Company (NATC). The mechanism we design and propose has a great importance in improving the efficiency of the financial business administration and management industry, and it also helps to foster the provision of high value added services in the sector.

Keywords: new edge trust company, business model design, automated checklists, financial technology

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10887 Rendering Cognition Based Learning in Coherence with Development within the Context of PostgreSQL

Authors: Manuela Nayantara Jeyaraj, Senuri Sucharitharathna, Chathurika Senarath, Yasanthy Kanagaraj, Indraka Udayakumara

Abstract:

PostgreSQL is an Object Relational Database Management System (ORDBMS) that has been in existence for a while. Despite the superior features that it wraps and packages to manage database and data, the database community has not fully realized the importance and advantages of PostgreSQL. Hence, this research tends to focus on provisioning a better environment of development for PostgreSQL in order to induce the utilization and elucidate the importance of PostgreSQL. PostgreSQL is also known to be the world’s most elementary SQL-compliant open source ORDBMS. But, users have not yet resolved to PostgreSQL due to the facts that it is still under the layers and the complexity of its persistent textual environment for an introductory user. Simply stating this, there is a dire need to explicate an easy way of making the users comprehend the procedure and standards with which databases are created, tables and the relationships among them, manipulating queries and their flow based on conditions in PostgreSQL to help the community resolve to PostgreSQL at an augmented rate. Hence, this research under development within the context tends to initially identify the dominant features provided by PostgreSQL over its competitors. Following the identified merits, an analysis on why the database community holds a hesitance in migrating to PostgreSQL’s environment will be carried out. These will be modulated and tailored based on the scope and the constraints discovered. The resultant of the research proposes a system that will serve as a designing platform as well as a learning tool that will provide an interactive method of learning via a visual editor mode and incorporate a textual editor for well-versed users. The study is based on conjuring viable solutions that analyze a user’s cognitive perception in comprehending human computer interfaces and the behavioural processing of design elements. By providing a visually draggable and manipulative environment to work with Postgresql databases and table queries, it is expected to highlight the elementary features displayed by Postgresql over any other existent systems in order to grasp and disseminate the importance and simplicity offered by this to a hesitant user.

Keywords: cognition, database, PostgreSQL, text-editor, visual-editor

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10886 Assessing Usability of Behavior Coaching Organizer

Authors: Nathaniel A. Hoston

Abstract:

Teacher coaching is necessary for improving student behaviors. While coaching technologies (e.g., bug-in-ear coaching, video-coaching) can assist the coaching process, little is known about the usability of those tools. This study assessed the usability and perceived efficacy of the Behavior Coaching Organizer (BCO) using usability testing methods (i.e., concurrent think-aloud, retrospective probing) in a simulated learning environment. Participants found that the BCO is moderately usable while perceiving the tool as highly effective for addressing concerning student behaviors. Additionally, participants noted a general need for continued coaching support. The results indicate a need for further usability testing with education research.

Keywords: behavioral interventions, Behavior Coaching Organizer, coaching technologies, usability methods

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10885 Media Diplomacy in the Age of Social Networks towards a Conceptual Framework for Understanding Diplomatic Cyber Engagement

Authors: Mohamamd Ayish

Abstract:

This study addresses media diplomacy as an integral component of public diplomacy which emerged in the United States in the post-World War II era and found applications in other countries around the world. The study seeks to evolve a conceptual framework for understanding the practice of public diplomacy through social networks, often referred to as social engagement diplomacy. This form of diplomacy is considered far more ahead of the other two forms associated with both government controlled and independent media. The cases of the Voice of America Arabic Service and the 1977 CBS interviews with the late Egyptian President Anwar Sadat and Israeli Prime Minister Menachem Begin are cited in this study as reflecting the two traditional models. The new social engagement model sees public diplomacy as an act of communication that seeks to effect changes in target audiences through a process of persuasion shaped by discourse orientations and technological features. The proposed conceptual framework for social, diplomatic engagement draws on an open communication environment, an empowered audience, an interactive and symmetrical process of communication, multimedia-based flows of information, direct and credible feedback, distortion and high risk. The writer believes this study would be helpful in providing appropriate knowledge pertaining to our understanding of social diplomacy and furnishing concrete insights into how diplomats could harness virtual space to maximize their goals in the global environment.

Keywords: diplomacy, engagement, social, globalization

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10884 Ecopsychological Approach to Enhance Space Consciousness Toward Environment

Authors: Tiwi Kamidin

Abstract:

After years of effort trying to integrate environmental education, studies keep revealing that Malaysian still not reached the certain level of desired commitment toward the environment. Some researchers mentioned that our planet healthy is depending on our mentally health especially our psychological and spiritual is split from the natural. Therefore, this study discussed on ecopcyhological approach in order to enhance space consciousness toward the environment. Space consciousness represents not only freedom from ego but also from dependency on the things of this world, from materialism and materiality. It is the spiritual dimension which alone can give transcendent and true meaning to this world. If pupils can balance this internal awareness will put an individual to respect the environment as part of yourself and your family against only as contributors to the continuance of human’s life. Qualitative findings showed that the informants considered their consciousness toward environment has been changed.

Keywords: ecopsychological approach, space consciousness, environmental education, environment

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10883 Bridging Minds and Nature: Revolutionizing Elementary Environmental Education Through Artificial Intelligence

Authors: Hoora Beheshti Haradasht, Abooali Golzary

Abstract:

Environmental education plays a pivotal role in shaping the future stewards of our planet. Leveraging the power of artificial intelligence (AI) in this endeavor presents an innovative approach to captivate and educate elementary school children about environmental sustainability. This paper explores the application of AI technologies in designing interactive and personalized learning experiences that foster curiosity, critical thinking, and a deep connection to nature. By harnessing AI-driven tools, virtual simulations, and personalized content delivery, educators can create engaging platforms that empower children to comprehend complex environmental concepts while nurturing a lifelong commitment to protecting the Earth. With the pressing challenges of climate change and biodiversity loss, cultivating an environmentally conscious generation is imperative. Integrating AI in environmental education revolutionizes traditional teaching methods by tailoring content, adapting to individual learning styles, and immersing students in interactive scenarios. This paper delves into the potential of AI technologies to enhance engagement, comprehension, and pro-environmental behaviors among elementary school children. Modern AI technologies, including natural language processing, machine learning, and virtual reality, offer unique tools to craft immersive learning experiences. Adaptive platforms can analyze individual learning patterns and preferences, enabling real-time adjustments in content delivery. Virtual simulations, powered by AI, transport students into dynamic ecosystems, fostering experiential learning that goes beyond textbooks. AI-driven educational platforms provide tailored content, ensuring that environmental lessons resonate with each child's interests and cognitive level. By recognizing patterns in students' interactions, AI algorithms curate customized learning pathways, enhancing comprehension and knowledge retention. Utilizing AI, educators can develop virtual field trips and interactive nature explorations. Children can navigate virtual ecosystems, analyze real-time data, and make informed decisions, cultivating an understanding of the delicate balance between human actions and the environment. While AI offers promising educational opportunities, ethical concerns must be addressed. Safeguarding children's data privacy, ensuring content accuracy, and avoiding biases in AI algorithms are paramount to building a trustworthy learning environment. By merging AI with environmental education, educators can empower children not only with knowledge but also with the tools to become advocates for sustainable practices. As children engage in AI-enhanced learning, they develop a sense of agency and responsibility to address environmental challenges. The application of artificial intelligence in elementary environmental education presents a groundbreaking avenue to cultivate environmentally conscious citizens. By embracing AI-driven tools, educators can create transformative learning experiences that empower children to grasp intricate ecological concepts, forge an intimate connection with nature, and develop a strong commitment to safeguarding our planet for generations to come.

Keywords: artificial intelligence, environmental education, elementary children, personalized learning, sustainability

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10882 Colour and Travel: Design of an Innovative Infrastructure for Travel Applications with Entertaining and Playful Features

Authors: Avrokomi Zavitsanou, Spiros Papadopoulos, Theofanis Alexandridis

Abstract:

This paper presents the research project ‘Colour & Travel’, which is co-funded by the European Union and national resources through the Operational Programme “Competitiveness, Entrepreneurship and Innovation” 2014-2020, under the Single RTDI State Aid Action "RESEARCH - CREATE - INNOVATE". The research project proposes the design of an innovative, playful framework for exploring a variety of travel destinations and creating personalised travel narratives, aiming to entertain, educate, and promote culture and tourism. Gamification of the cultural and touristic environment can enhance its experiential, multi-sensory aspects and broaden the perception of the traveler. The latter's involvement in creating and shaping his personal travel narrations and the possibility of sharing it with others can offer him an alternative, more binding way of getting acquainted with a place. In particular, the paper presents the design of an infrastructure: (a) for the development of interactive travel guides for mobile devices, where sites with specific points of interest will be recommended, with which the user can interact in playful ways and then create his personal travel narratives, (b) for the development of innovative games within virtual reality environment, where the interaction will be offered while the user is moving within the virtual environment; and (c) for an online application where the content will be offered through the browser and the modern 3D imaging technologies (WebGL). The technological products that will be developed within the proposed project can strengthen important sectors of economic and social life, such as trade, tourism, exploitation and promotion of the cultural environment, creative industries, etc. The final applications delivered at the end of the project will guarantee an improved level of service for visitors and will be a useful tool for content creators with increased adaptability, expansibility, and applicability in many regions of Greece and abroad. This paper aims to present the research project by referencing the state of the art and the methodological scheme, ending with a brief reflection on the expected outcome in terms of results.

Keywords: gamification, culture, tourism, AR, VR, applications

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10881 Interaction Evaluation of Silver Ion and Silver Nanoparticles with Dithizone Complexes Using DFT Calculations and NMR Analysis

Authors: W. Nootcharin, S. Sujittra, K. Mayuso, K. Kornphimol, M. Rawiwan

Abstract:

Silver has distinct antibacterial properties and has been used as a component of commercial products with many applications. An increasing number of commercial products cause risks of silver effects for human and environment such as the symptoms of Argyria and the release of silver to the environment. Therefore, the detection of silver in the aquatic environment is important. The colorimetric chemosensor is designed by the basic of ligand interactions with a metal ion, leading to the change of signals for the naked-eyes which are very useful method to this application. Dithizone ligand is considered as one of the effective chelating reagents for metal ions due to its high selectivity and sensitivity of a photochromic reaction for silver as well as the linear backbone of dithizone affords the rotation of various isomeric forms. The present study is focused on the conformation and interaction of silver ion and silver nanoparticles (AgNPs) with dithizone using density functional theory (DFT). The interaction parameters were determined in term of binding energy of complexes and the geometry optimization, frequency of the structures and calculation of binding energies using density functional approaches B3LYP and the 6-31G(d,p) basis set. Moreover, the interaction of silver–dithizone complexes was supported by UV–Vis spectroscopy, FT-IR spectrum that was simulated by using B3LYP/6-31G(d,p) and 1H NMR spectra calculation using B3LYP/6-311+G(2d,p) method compared with the experimental data. The results showed the ion exchange interaction between hydrogen of dithizone and silver atom, with minimized binding energies of silver–dithizone interaction. However, the result of AgNPs in the form of complexes with dithizone. Moreover, the AgNPs-dithizone complexes were confirmed by using transmission electron microscope (TEM). Therefore, the results can be the useful information for determination of complex interaction using the analysis of computer simulations.

Keywords: silver nanoparticles, dithizone, DFT, NMR

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10880 Integrating Student Engagement Activities into the Learning Process

Authors: Yingjin Cui, Xue Bai, Serena Reese

Abstract:

Student engagement and student interest during class instruction are important conditions for active learning. Engagement, which has an important relationship with learning motivation, influences students' levels of persistence in overcoming challenges. Lack of student engagement and absence from face-to-face lectures and tutorials, in turn, can lead to poor academic performance. However, keeping students motivated and engaged in the learning process in different instructional modes poses a significant challenge; students can easily become discouraged from attending lectures and tutorials across both online and face-to-face settings. Many factors impact students’ engagement in the learning process. If you want to keep students focused on learning, you have to invite them into the process of helping themselves by providing an active learning environment. Active learning is an excellent technique for enhancing student engagement and participation in the learning process because it provides means to motivate the student to engage themselves in the learning process through reflection, analyzing, applying, and synthesizing the material they learn during class. In this study, we discussed how to create an active learning class (both face-to-face and synchronous online) through engagement activities, including reflection, collaboration, screen messages, open poll, tournament, and transferring editing roles. These activities will provide an uncommon interactive learning environment that can result in improved learning outcomes. To evaluate the effectiveness of those engagement activities in the learning process, an experimental group and a control group will be explored in the study.

Keywords: active learning, academic performance, engagement activities, learning motivation

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10879 Indoor Environment Quality and Occupant Resilience Toward Climate Change: A Case Study from Gold Coast, Australia

Authors: Soheil Roumi, Fan Zhang, Rodney Stewart

Abstract:

Indoor environmental quality (IEQ) indexes represented the suitability of a place to study, work, and live. Many indexes have been introduced based on the physical measurement or occupant surveys in commercial buildings. The earlier studies did not elaborate on the relationship between energy consumption and IEQ in office buildings. Such a relationship can provide a comprehensive overview of the building's performance. Also, it would find the potential of already constructed buildings under the upcoming climate change. A commercial building in southeast Queensland, Australia, was evaluated in this study. Physical measurements of IEQ and Energy areconducted, and their relationship will be determined using statistical analysis. The case study building is modelled in TRNSys software, and it will be validatedusingthe actual building's BMS data. Then, the modelled buildingwill be simulated by predicted weather data developed by the commonwealth scientific and industrial research organisation of Australia to investigate the occupant resilience and energy consumption. Finally, recommendations will be presented to consume less energy while providinga proper indoor environment for office occupants.

Keywords: IEQ, office buildings, thermal comfort, occupant resilience

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10878 Children’s Perception of Conversational Agents and Their Attention When Learning from Dialogic TV

Authors: Katherine Karayianis

Abstract:

Children with Attention Deficit Hyperactivity Disorder (ADHD) have trouble learning in traditional classrooms. These children miss out on important developmental opportunities in school, which leads to challenges starting in early childhood, and these problems persist throughout their adult lives. Despite receiving supplemental support in school, children with ADHD still perform below their non-ADHD peers. Thus, there is a great need to find better ways of facilitating learning in children with ADHD. Evidence has shown that children with ADHD learn best through interactive engagement, but this is not always possible in schools, given classroom restraints and the large student-to-teacher ratio. Redesigning classrooms may not be feasible, so informal learning opportunities provide a possible alternative. One popular informal learning opportunity is educational TV shows like Sesame Street. These types of educational shows can teach children foundational skills taught in pre-K and early elementary school. One downside to these shows is the lack of interactive dialogue between the TV characters and the child viewers. Pseudo-interaction is often deployed, but the benefits are limited if the characters can neither understand nor contingently respond to the child. AI technology has become extremely advanced and is now popular in many electronic devices that both children and adults have access to. AI has been successfully used to create interactive dialogue in children’s educational TV shows, and results show that this enhances children’s learning and engagement, especially when children perceive the character as a reliable teacher. It is likely that children with ADHD, whose minds may otherwise wander, may especially benefit from this type of interactive technology, possibly to a greater extent depending on their perception of the animated dialogic agent. To investigate this issue, I have begun examining the moderating role of inattention among children’s learning from an educational TV show with different types of dialogic interactions. Preliminary results have shown that when character interactions are neither immediate nor accurate, children who are more easily distracted will have greater difficulty learning from the show, but contingent interactions with a TV character seem to buffer these negative effects of distractibility by keeping the child engaged. To extend this line of work, the moderating role of the child’s perception of the dialogic agent as a reliable teacher will be examined in the association between children’s attention and the type of dialogic interaction in the TV show. As such, the current study will investigate this moderated moderation.

Keywords: attention, dialogic TV, informal learning, educational TV, perception of teacher

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10877 IRIS An Interactive Video Game for Children with Long-Term Illness in Hospitals

Authors: Ganetsou Evanthia, Koutsikos Emmanouil, Austin Anna Maria

Abstract:

Information technology has long served the needs of individuals for learning and entertainment, but much less for children in sickness. The aim of the proposed online video game is to provide immersive learning opportunities as well as essential social and emotional scenarios for hospital-bound children with long-term illness. Online self-paced courses on chosen school subjects, including specialised software and multisensory assessments, aim at enhancing children’s academic achievement and sense of inclusion, while doctor minigames familiarise and educate young patients on their medical conditions. Online ethical dilemmas will offer children opportunities to contemplate on the importance of medical procedures and following assigned medication, often challenging for young patients; they will therefore reflect on their condition, reevaluate their perceptions about hospitalisation, and assume greater personal responsibility for their progress. Children’s emotional and psychosocial needs are addressed by engaging in social conventions, such as interactive, daily, collaborative mini games with other hospitalised peers, like virtual competitive sports games, weekly group psychodrama sessions, and online birthday parties or sleepovers. Social bonding is also fostered by having a virtual pet to interact with and take care of, as well as a virtual nurse to discuss and reflect on the mood of the day, engage in constructive dialogue and perspective taking, and offer reminders. Access to the platform will be available throughout the day depending on the patient’s health status. The program is designed to minimise escapism and feelings of exclusion, and can flexibly be adapted to offer post-treatment and a support online system at home.

Keywords: long-term illness, children, hospital, interactive games, cognitive, socioemotional development

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10876 Design and Study of a Low Power High Speed Full Adder Using GDI Multiplexer

Authors: Biswarup Mukherjee, Aniruddha Ghosal

Abstract:

In this paper, we propose a new technique for implementing a low power full adder using a set of GDI multiplexers. Full adder circuits are used comprehensively in Application Specific Integrated Circuits (ASICs). Thus it is desirable to have low power operation for the sub components. The explored method of implementation achieves a low power design for the full adder. Simulated results using state-of-art Tanner tool indicates the superior performance of the proposed technique over conventional CMOS full adder. Detailed comparison of simulated results for the conventional and present method of implementation is presented.

Keywords: low power full adder, 2-T GDI MUX, ASIC (application specific integrated circuit), 12-T FA, CMOS (complementary metal oxide semiconductor)

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10875 Riemannain Geometries Of Visual Space

Authors: Jacek Turski

Abstract:

The visual space geometries are constructed in the Riemannian geometry framework from simulated iso-disparity conics in the horizontalvisual plane of the binocular system with the asymmetric eyes (AEs). For the eyes fixating at the abathic distance, which depends on the AE’s parameters, the iso-disparity conics are frontal straight lines in physical space. For allother fixations, the iso-disparity conics consist of families of the ellipses or hyperbolas depending on both the AE’s parameters and the bifoveal fixation. However, the iso-disparity conic’s arcs are perceived in the gaze direction asthe frontal lines and are referred to as visual geodesics. Thus, geometriesof physical and visual spaces are different. A simple postulate that combines simulated iso-disparity conics with basic anatomy od the human visual system gives the relative depth for the fixation at the abathic distance that establishes the Riemann matric tensor. The resulting geodesics are incomplete in the gaze direction and, therefore, give thefinite distances to the horizon that depend on the AE’s parameters. Moreover, the curvature vanishes in this eyes posture such that visual space is flat. For all other fixations, only the sign of the curvature canbe inferred from the global behavior of the simulated iso-disparity conics: the curvature is positive for the elliptic iso-disparity curves and negative for the hyperbolic iso-disparity curves.

Keywords: asymmetric eye model, iso-disparity conics, metric tensor, geodesics, curvature

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10874 Overuse Equals to Low Proficiency Level in English: A Corpus-Based Study on the Use of Linking Adverbials between Male and Female Speakers

Authors: Tsungming Wu

Abstract:

The present paper investigates the use of linking adverbials between native male speakers and female speakers in their presentation. From previous studies, overuse of linking adverbials may be an indicator of the low proficiency level in English. In this study, female speakers are found to use more linking adverbials in general. However, the overuse of linking adverbials found in female speakers’ speeches does not imply female speakers’ lower English proficiency, but imply different approaches that male and female speakers adopt in dealing with their presentation tasks. Female speakers are found to be more interactional, leading to their more uses of interactive devices in the presenting process. On the other hand, male speakers take different approaches in dealing with their tasks. Male speakers try to be authoritative and amicable at the same time, resulting in the uses of both interactive devices and distancing devices in their speeches. The paper specifically presents and compares the use of the linking adverbial items, actually and so, in male speakers’ and female speakers’ speeches.

Keywords: LAs, linking adverbial, low proficiency, overuse

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10873 Educational Leadership and Artificial Intelligence

Authors: Sultan Ghaleb Aldaihani

Abstract:

- The environment in which educational leadership takes place is becoming increasingly complex due to factors like globalization and rapid technological change. - This is creating a "leadership gap" where the complexity of the environment outpaces the ability of leaders to effectively respond. - Educational leadership involves guiding teachers and the broader school system towards improved student learning and achievement. 2. Implications of Artificial Intelligence (AI) in Educational Leadership: - AI has great potential to enhance education, such as through intelligent tutoring systems and automating routine tasks to free up teachers. - AI can also have significant implications for educational leadership by providing better information and data-driven decision-making capabilities. - Computer-adaptive testing can provide detailed, individualized data on student learning that leaders can use for instructional decisions and accountability. 3. Enhancing Decision-Making Processes: - Statistical models and data mining techniques can help identify at-risk students earlier, allowing for targeted interventions. - Probability-based models can diagnose students likely to drop out, enabling proactive support. - These data-driven approaches can make resource allocation and decision-making more effective. 4. Improving Efficiency and Productivity: - AI systems can automate tasks and change processes to improve the efficiency of educational leadership and administration. - Integrating AI can free up leaders to focus more on their role's human, interactive elements.

Keywords: Education, Leadership, Technology, Artificial Intelligence

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10872 Building Tutor and Tutee Pedagogical Agents to Enhance Learning in Adaptive Educational Games

Authors: Ogar Ofut Tumenayu, Olga Shabalina

Abstract:

This paper describes the application of two types of pedagogical agents’ technology with different functions in an adaptive educational game with the sole aim of improving learning and enhancing interactivities in Digital Educational Games (DEG). This idea could promote the elimination of some problems of DEG, like isolation in game-based learning, by introducing a tutor and tutee pedagogical agents. We present an analysis of a learning companion interacting in a peer tutoring environment as a step toward improving social interactions in the educational game environment. We show that tutor and tutee agents use different interventions and interactive approaches: the tutor agent is engaged in tracking the learner’s activities and inferring the learning state, while the tutee agent initiates interactions with the learner at the appropriate times and in appropriate manners. In order to provide motivation to prevent mistakes and clarity a game task, the tutor agent uses the help dialog tool to provide assistance, while the tutee agent provides collaboration assistance by using the hind tool. We presented our idea on a prototype game called “Pyramid Programming Game,” a 2D game that was developed using Libgdx. The game's Pyramid component symbolizes a programming task that is presented to the player in the form of a puzzle. During gameplay, the Agents can instruct, direct, inspire, and communicate emotions. They can also rapidly alter the instructional pattern in response to the learner's performance and knowledge. The pyramid must be effectively destroyed in order to win the game. The game also teaches and illustrates the advantages of utilizing educational agents such as TrA and TeA to assist and motivate students. Our findings support the idea that the functionality of a pedagogical agent should be dualized into an instructional and learner’s companion agent in order to enhance interactivity in a game-based environment.

Keywords: tutor agent, tutee agent, learner’s companion interaction, agent collaboration

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10871 Application of Simulated Annealing to Threshold Optimization in Distributed OS-CFAR System

Authors: L. Abdou, O. Taibaoui, A. Moumen, A. Talib Ahmed

Abstract:

This paper proposes an application of the simulated annealing to optimize the detection threshold in an ordered statistics constant false alarm rate (OS-CFAR) system. Using conventional optimization methods, such as the conjugate gradient, can lead to a local optimum and lose the global optimum. Also for a system with a number of sensors that is greater than or equal to three, it is difficult or impossible to find this optimum; Hence, the need to use other methods, such as meta-heuristics. From a variety of meta-heuristic techniques, we can find the simulated annealing (SA) method, inspired from a process used in metallurgy. This technique is based on the selection of an initial solution and the generation of a near solution randomly, in order to improve the criterion to optimize. In this work, two parameters will be subject to such optimisation and which are the statistical order (k) and the scaling factor (T). Two fusion rules; “AND” and “OR” were considered in the case where the signals are independent from sensor to sensor. The results showed that the application of the proposed method to the problem of optimisation in a distributed system is efficiency to resolve such problems. The advantage of this method is that it allows to browse the entire solutions space and to avoid theoretically the stagnation of the optimization process in an area of local minimum.

Keywords: distributed system, OS-CFAR system, independent sensors, simulating annealing

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10870 A Horn Antenna Loaded with SIW 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 substrate integrated waveguide frequency selective surface (SIW FSS) of crossed dipoles of finite size is presented. It is fabricated on Rogers RO4350 (lossy) of relative permittivity 3.33, thickness 1.524mm and loss tangent 0.004. This structure is called a filtering antenna (filtenna). Basically it is applied for filtering and minimizing the interference and noise in the desired band. The filtration is carried out using a finite SIW 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 0.3 GHz (0.955–0.985 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 antennas

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10869 A Model for Solid Transportation Problem with Three Hierarchical Objectives under Uncertain Environment

Authors: Wajahat Ali, Shakeel Javaid

Abstract:

In this study, we have developed a mathematical programming model for a solid transportation problem with three objective functions arranged in hierarchical order. The mathematical programming models with more than one objective function to be solved in hierarchical order is termed as a multi-level programming model. Our study explores a Multi-Level Solid Transportation Problem with Uncertain Parameters (MLSTPWU). The proposed MLSTPWU model consists of three objective functions, viz. minimization of transportation cost, minimization of total transportation time, and minimization of deterioration during transportation. These three objective functions are supposed to be solved by decision-makers at three consecutive levels. Three constraint functions are added to the model, restricting the total availability, total demand, and capacity of modes of transportation. All the parameters involved in the model are assumed to be uncertain in nature. A solution method based on fuzzy logic is also discussed to obtain the compromise solution for the proposed model. Further, a simulated numerical example is discussed to establish the efficiency and applicability of the proposed model.

Keywords: solid transportation problem, multi-level programming, uncertain variable, uncertain environment

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10868 Coronavirus Academic Paper Sorting Application

Authors: Christina A. van Hal, Xiaoqian Jiang, Luyao Chen, Yan Chu, Robert D. Jolly, Yaobin Lin, Jitian Zhao, Kang Lin Hsieh

Abstract:

The COVID-19 Literature Summary App was created for the primary purpose of enabling academicians and clinicians to quickly sort through the vast array of recent coronavirus publications by topics of interest. Multiple methods of summarizing and sorting the manuscripts were created. A summary page introduces the application function and capabilities, while an interactive map provides daily updates on infection, death, and recovery rates. A page with a pivot table allows publication sorting by topic, with an interactive data table that allows sorting topics by columns, as wells as the capability to view abstracts. Additionally, publications may be sorted by the medical topics they cover. We used the CORD-19 database to compile lists of publications. The data table can sort binary variables, allowing the user to pick desired publication topics, such as papers that describe COVID-19 symptoms. The application is primarily designed for use by researchers but can be used by anybody who wants a faster and more efficient means of locating papers of interest.

Keywords: COVID-19, literature summary, information retrieval, Snorkel

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10867 Detectability Analysis of Typical Aerial Targets from Space-Based Platforms

Authors: Yin Zhang, Kai Qiao, Xiyang Zhi, Jinnan Gong, Jianming Hu

Abstract:

In order to achieve effective detection of aerial targets over long distances from space-based platforms, the mechanism of interaction between the radiation characteristics of the aerial targets and the complex scene environment including the sunlight conditions, underlying surfaces and the atmosphere are analyzed. A large simulated database of space-based radiance images is constructed considering several typical aerial targets, target working modes (flight velocity and altitude), illumination and observation angles, background types (cloud, ocean, and urban areas) and sensor spectrums ranging from visible to thermal infrared. The target detectability is characterized by the signal-to-clutter ratio (SCR) extracted from the images. The influence laws of the target detectability are discussed under different detection bands and instantaneous fields of view (IFOV). Furthermore, the optimal center wavelengths and widths of the detection bands are suggested, and the minimum IFOV requirements are proposed. The research can provide theoretical support and scientific guidance for the design of space-based detection systems and on-board information processing algorithms.

Keywords: space-based detection, aerial targets, detectability analysis, scene environment

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10866 Economics in Primary Schools – Positive Education and Well-being

Authors: Judit Nagy

Abstract:

Many scientific studies claim that financial education should start as early as possible. Children are much more capable of and willing to absorb new concepts than adults. If we introduce children to financial knowledge early, their behaviour and attitudes to this subject will change, increasing later success in this area of life. However, poor financial decisions may entail severe consequences, not only to individuals but even to the wider society. Good financial decisions and economic attitudes may contribute to economic growth and well-being. Whilst in several countries, education about financial awareness and fundamentals is available, the understanding and acquisition of complex economic knowledge and the development of children’s independent problem-solving skills are still lacking. The results suggest that teaching economic and financial knowledge through accounting and making lectures interactive by using special tools of positive education is critical to stimulating children’s interest. Eighty percent of the students in the study liked the combined and interactive lecture. Introducing this kind of knowledge to individuals is a relevant objective, even at the societal level.

Keywords: positive psychology, education innovation, primary school, gender, economics, accounting, finance, personal finance, mathematics, economic growth, well-being, sustainability

Procedia PDF Downloads 104