Search results for: adaptive computer games
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 3613

Search results for: adaptive computer games

3193 The Analysis of Computer Crimes Act 1997 in the Circumvention and Prevention of Computer Crimes in Malaysia

Authors: Nooraneda Mutalip Laidey

Abstract:

Computer Crimes Act 1997 (CCA 1997) was conceded by Malaysia’s legislative body in 1997 and the Act was enforced in June 2000. The purpose of CCA 1997 is to provide for offences related to misuse of computers such as hacking, cracking and phishing. CCA 1997 was modelled after United Kingdom’s Computer Misuses Act 1990 as a response to the emerging computer crimes. This legislation is divided into three parts and 12 Sections. The first part outlines preliminary matters that include short title and relevant definitions, second part provides for the offenses related to misuse of computers and specifies penalties for each offences, and the last part deals with ancillary provisions such as jurisdictional and investigational issues of cybercrime. The main objective of this paper is to discuss the development of computer crimes and its deterrence in Malaysia. Specific sections of CCA 1997 will be analysed in details and detail assessment on the prevention and prosecution of computer crimes in Malaysia will be accessed to determine whether CCA 1997 is so far adequate in preventing computer crimes in Malaysia.

Keywords: computer, computer crimes, CCA 1997, circumvention, deterrence

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3192 Risk-Based Computer Auditing and Measures of Prevention

Authors: Mohammad Hadi Khorashadi Zadeh, Amin Karkon, Seyd Mohammad Reza Mashhoori ‎

Abstract:

the technology of Computer audit played a major role in the progress and ‎prospects of a proper application to improve the quality and efficiency of audit ‎work. But due to the technical complexity and the specific risks of computer ‎audit, it should be shown effective in audit and preventive action. Mainly through ‎research in this paper, we proposes the causes of audit risk in a computer ‎environment and the risk of further proposals for measures to control, to some ‎extent reduce the risk of computer audit and improve the audit quality.‎

Keywords: computer auditing, risk, measures to prevent, information technology

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3191 Comparison of Crossover Types to Obtain Optimal Queries Using Adaptive Genetic Algorithm

Authors: Wafa’ Alma'Aitah, Khaled Almakadmeh

Abstract:

this study presents an information retrieval system of using genetic algorithm to increase information retrieval efficiency. Using vector space model, information retrieval is based on the similarity measurement between query and documents. Documents with high similarity to query are judge more relevant to the query and should be retrieved first. Using genetic algorithms, each query is represented by a chromosome; these chromosomes are fed into genetic operator process: selection, crossover, and mutation until an optimized query chromosome is obtained for document retrieval. Results show that information retrieval with adaptive crossover probability and single point type crossover and roulette wheel as selection type give the highest recall. The proposed approach is verified using (242) proceedings abstracts collected from the Saudi Arabian national conference.

Keywords: genetic algorithm, information retrieval, optimal queries, crossover

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3190 Behavioral Patterns of Adopting Digitalized Services (E-Sport versus Sports Spectating) Using Agent-Based Modeling

Authors: Justyna P. Majewska, Szymon M. Truskolaski

Abstract:

The growing importance of digitalized services in the so-called new economy, including the e-sports industry, can be observed recently. Various demographic or technological changes lead consumers to modify their needs, not regarding the services themselves but the method of their application (attracting customers, forms of payment, new content, etc.). In the case of leisure-related to competitive spectating activities, there is a growing need to participate in events whose content is not sports competitions but computer games challenge – e-sport. The literature in this area so far focuses on determining the number of e-sport fans with elements of a simple statistical description (mainly concerning demographic characteristics such as age, gender, place of residence). Meanwhile, the development of the industry is influenced by a combination of many different, intertwined demographic, personality and psychosocial characteristics of customers, as well as the characteristics of their environment. Therefore, there is a need for a deeper recognition of the determinants of the behavioral patterns upon selecting digitalized services by customers, which, in the absence of available large data sets, can be achieved by using econometric simulations – multi-agent modeling. The cognitive aim of the study is to reveal internal and external determinants of behavioral patterns of customers taking into account various variants of economic development (the pace of digitization and technological development, socio-demographic changes, etc.). In the paper, an agent-based model with heterogeneous agents (characteristics of customers themselves and their environment) was developed, which allowed identifying a three-stage development scenario: i) initial interest, ii) standardization, and iii) full professionalization. The probabilities regarding the transition process were estimated using the Method of Simulated Moments. The estimation of the agent-based model parameters and sensitivity analysis reveals crucial factors that have driven a rising trend in e-sport spectating and, in a wider perspective, the development of digitalized services. Among the psychosocial characteristics of customers, they are the level of familiarization with the rules of games as well as sports disciplines, active and passive participation history and individual perception of challenging activities. Environmental factors include general reception of games, number and level of recognition of community builders and the level of technological development of streaming as well as community building platforms. However, the crucial factor underlying the good predictive power of the model is the level of professionalization. While in the initial interest phase, the entry barriers for new customers are high. They decrease during the phase of standardization and increase again in the phase of full professionalization when new customers perceive participation history inaccessible. In this case, they are prone to switch to new methods of service application – in the case of e-sport vs. sports to new content and more modern methods of its delivery. In a wider context, the findings in the paper support the idea of a life cycle of services regarding methods of their application from “traditional” to digitalized.

Keywords: agent-based modeling, digitalized services, e-sport, spectators motives

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3189 Online Prediction of Nonlinear Signal Processing Problems Based Kernel Adaptive Filtering

Authors: Hamza Nejib, Okba Taouali

Abstract:

This paper presents two of the most knowing kernel adaptive filtering (KAF) approaches, the kernel least mean squares and the kernel recursive least squares, in order to predict a new output of nonlinear signal processing. Both of these methods implement a nonlinear transfer function using kernel methods in a particular space named reproducing kernel Hilbert space (RKHS) where the model is a linear combination of kernel functions applied to transform the observed data from the input space to a high dimensional feature space of vectors, this idea known as the kernel trick. Then KAF is the developing filters in RKHS. We use two nonlinear signal processing problems, Mackey Glass chaotic time series prediction and nonlinear channel equalization to figure the performance of the approaches presented and finally to result which of them is the adapted one.

Keywords: online prediction, KAF, signal processing, RKHS, Kernel methods, KRLS, KLMS

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3188 Gamification Teacher Professional Development: Engaging Language Learners in STEMS through Game-Based Learning

Authors: Karen Guerrero

Abstract:

Kindergarten-12th grade teachers engaged in teacher professional development (PD) on game-based learning techniques and strategies to support teaching STEMSS (STEM + Social Studies with an emphasis on geography across the curriculum) to language learners. Ten effective strategies have supported teaching content and language in tandem. To provide exiting teacher PD on summer and spring breaks, gamification has integrated these strategies to engage linguistically diverse student populations to provide informal language practice while students engage in the content. Teachers brought a STEMSS lesson to the PD, engaged in a wide variety of games (dice, cards, board, physical, digital, etc.), critiqued the games based on gaming elements, then developed, brainstormed, presented, piloted, and published their game-based STEMSS lessons to share with their colleagues. Pre and post-surveys and focus groups were conducted to demonstrate an increase in knowledge, skills, and self-efficacy in using gamification to teach content in the classroom. Provide an engaging strategy (gamification) to support teaching content and language to linguistically diverse students in the K-12 classroom. Game-based learning supports informal language practice while developing academic vocabulary utilized in the game elements/content focus, building both content knowledge through play and language development through practice. The study also investigated teacher's increase in knowledge, skills, and self-efficacy in using games to teach language learners. Mixed methods were used to investigate knowledge, skills, and self-efficacy prior to and after the gamification teacher training (pre/post) and to understand the content and application of developing and utilizing game-based learning to teach. This study will contribute to the body of knowledge in applying game-based learning theories to the K-12 classroom to support English learners in developing English skills and STEMSS content knowledge.

Keywords: gamification, teacher professional development, STEM, English learners, game-based learning

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3187 Adaptation Mechanism and Planning Response to Resiliency Shrinking of Small Towns Based on Complex Adaptive System by Taking Wuhan as an Example

Authors: Yanqun Li, Hong Geng

Abstract:

The rapid urbanization process taking big cities as the main body leads to the unequal configuration of urban and rural areas in the aspects of land supply, industrial division of labor, service supply and space allocation, and induces the shrinking characterization of service energy, industrial system and population vitality in small towns. As an important spatial unit in the spectrum of urbanization that serves, connects and couples urban and rural areas, the shrinking phenomenon faced by small towns has an important influence on the healthy development of urbanization. Based on the census of small towns in Wuhan metropolitan area, we have found that the shrinking of small towns is a passive contraction of elastic tension under the squeeze in cities. Once affected by the external forces such as policy regulation, planning guidance, and population return, small towns will achieve expansion and growth. Based on the theory of complex adaptive systems, this paper comprehensively constructs the development index evaluation system of small towns from five aspects of population, economy, space, society and ecology, measures the shrinking level of small towns, further analyzes the shrinking characteristics of small towns, and identifies whether the shrinking is elastic or not. And then this paper measures the resilience ability index of small town contract from the above-mentioned five aspects. Finally, this paper proposes an adaptive mechanism of urban-rural interaction evolution under fine division of labor to response the passive shrinking in small towns of Wuhan. Based on the above, the paper creatively puts forward the planning response measures of the small towns on the aspects of spatial layout, function orientation and service support, which can provide reference for other regions.

Keywords: complex adaptive systems, resiliency shrinking, adaptation mechanism, planning response

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3186 Gamification of a Business Intelligence Tool

Authors: Stephen Miller

Abstract:

The act of applying game mechanics and dynamics (which have been traditionally used in video games) into business applications is being widely trialed in an effort to make conventional business software a bit more participative, fun and engaging. This new trend, named ‘gamification’ has its believers and of course, its critics who still need convincing that the concept is an effective and beneficial business tool worthy of investment. The literature reveals that user engagement of business intelligence (BI) tools is much lower than expected and investors are failing to get a good return on their investment (ROI). So, a software prototype will be designed and developed to add gamification to a BI tool to determine its effect upon the user engagement levels of test participants. The experimental study will be evaluated using the comprehensive User Engagement Scale (UES) to see if there are improvements in areas such as; aesthetics, perceived usability, endurability, novelty, felt involvement and focused attention. The results of this unique study should demonstrate whether or not ‘gamifying’ a BI tool has the potential to increase an individual’s motivation to use BI software more often.

Keywords: business intelligence, gamification, human computer interaction, user engagement

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3185 Adaptive Beamforming with Steering Error and Mutual Coupling between Antenna Sensors

Authors: Ju-Hong Lee, Ching-Wei Liao

Abstract:

Owing to close antenna spacing between antenna sensors within a compact space, a part of data in one antenna sensor would outflow to other antenna sensors when the antenna sensors in an antenna array operate simultaneously. This phenomenon is called mutual coupling effect (MCE). It has been shown that the performance of antenna array systems can be degraded when the antenna sensors are in close proximity. Especially, in a systems equipped with massive antenna sensors, the degradation of beamforming performance due to the MCE is significantly inevitable. Moreover, it has been shown that even a small angle error between the true direction angle of the desired signal and the steering angle deteriorates the effectiveness of an array beamforming system. However, the true direction vector of the desired signal may not be exactly known in some applications, e.g., the application in land mobile-cellular wireless systems. Therefore, it is worth developing robust techniques to deal with the problem due to the MCE and steering angle error for array beamforming systems. In this paper, we present an efficient technique for performing adaptive beamforming with robust capabilities against the MCE and the steering angle error. Only the data vector received by an antenna array is required by the proposed technique. By using the received array data vector, a correlation matrix is constructed to replace the original correlation matrix associated with the received array data vector. Then, the mutual coupling matrix due to the MCE on the antenna array is estimated through a recursive algorithm. An appropriate estimate of the direction angle of the desired signal can also be obtained during the recursive process. Based on the estimated mutual coupling matrix, the estimated direction angle, and the reconstructed correlation matrix, the proposed technique can effectively cure the performance degradation due to steering angle error and MCE. The novelty of the proposed technique is that the implementation procedure is very simple and the resulting adaptive beamforming performance is satisfactory. Simulation results show that the proposed technique provides much better beamforming performance without requiring complicated complexity as compared with the existing robust techniques.

Keywords: adaptive beamforming, mutual coupling effect, recursive algorithm, steering angle error

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3184 The Protection of Artificial Intelligence (AI)-Generated Creative Works Through Authorship: A Comparative Analysis Between the UK and Nigerian Copyright Experience to Determine Lessons to Be Learnt from the UK

Authors: Esther Ekundayo

Abstract:

The nature of AI-generated works makes it difficult to identify an author. Although, some scholars have suggested that all the players involved in its creation should be allocated authorship according to their respective contribution. From the programmer who creates and designs the AI to the investor who finances the AI and to the user of the AI who most likely ends up creating the work in question. While others suggested that this issue may be resolved by the UK computer-generated works (CGW) provision under Section 9(3) of the Copyright Designs and Patents Act 1988. However, under the UK and Nigerian copyright law, only human-created works are recognised. This is usually assessed based on their originality. This simply means that the work must have been created as a result of its author’s creative and intellectual abilities and not copied. Such works are literary, dramatic, musical and artistic works and are those that have recently been a topic of discussion with regards to generative artificial intelligence (Generative AI). Unlike Nigeria, the UK CDPA recognises computer-generated works and vests its authorship with the human who made the necessary arrangement for its creation . However, making necessary arrangement in the case of Nova Productions Ltd v Mazooma Games Ltd was interpreted similarly to the traditional authorship principle, which requires the skills of the creator to prove originality. Although, some recommend that computer-generated works complicates this issue, and AI-generated works should enter the public domain as authorship cannot be allocated to AI itself. Additionally, the UKIPO recognising these issues in line with the growing AI trend in a public consultation launched in the year 2022, considered whether computer-generated works should be protected at all and why. If not, whether a new right with a different scope and term of protection should be introduced. However, it concluded that the issue of computer-generated works would be revisited as AI was still in its early stages. Conversely, due to the recent developments in this area with regards to Generative AI systems such as ChatGPT, Midjourney, DALL-E and AIVA, amongst others, which can produce human-like copyright creations, it is therefore important to examine the relevant issues which have the possibility of altering traditional copyright principles as we know it. Considering that the UK and Nigeria are both common law jurisdictions but with slightly differing approaches to this area, this research, therefore, seeks to answer the following questions by comparative analysis: 1)Who is the author of an AI-generated work? 2)Is the UK’s CGW provision worthy of emulation by the Nigerian law? 3) Would a sui generis law be capable of protecting AI-generated works and its author under both jurisdictions? This research further examines the possible barriers to the implementation of the new law in Nigeria, such as limited technical expertise and lack of awareness by the policymakers, amongst others.

Keywords: authorship, artificial intelligence (AI), generative ai, computer-generated works, copyright, technology

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3183 Approach for an Integrative Technology Assessment Method Combining Product Design and Manufacturing Process

Authors: G. Schuh, S. Woelk, D. Schraknepper, A. Such

Abstract:

The systematic evaluation of manufacturing technologies with regard to the potential for product designing constitutes a major challenge. Until now, conventional evaluation methods primarily consider the costs of manufacturing technologies. Thus, the potential of manufacturing technologies for achieving additional product design features is not completely captured. To compensate this deficit, final evaluations of new technologies are mainly intuitive in practice. Therefore, an additional evaluation dimension is needed which takes the potential of manufacturing technologies for specific realizable product designs into account. In this paper, we present the approach of an evaluation method for selecting manufacturing technologies with regard to their potential for product designing. This research is done within the Fraunhofer innovation cluster »AdaM« (Adaptive Manufacturing) which targets the development of resource efficient and adaptive manufacturing technology processes for complex turbo machinery components.

Keywords: manufacturing, product design, production, technology assessment, technology management

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3182 An Adaptive Back-Propagation Network and Kalman Filter Based Multi-Sensor Fusion Method for Train Location System

Authors: Yu-ding Du, Qi-lian Bao, Nassim Bessaad, Lin Liu

Abstract:

The Global Navigation Satellite System (GNSS) is regarded as an effective approach for the purpose of replacing the large amount used track-side balises in modern train localization systems. This paper describes a method based on the data fusion of a GNSS receiver sensor and an odometer sensor that can significantly improve the positioning accuracy. A digital track map is needed as another sensor to project two-dimensional GNSS position to one-dimensional along-track distance due to the fact that the train’s position can only be constrained on the track. A model trained by BP neural network is used to estimate the trend positioning error which is related to the specific location and proximate processing of the digital track map. Considering that in some conditions the satellite signal failure will lead to the increase of GNSS positioning error, a detection step for GNSS signal is applied. An adaptive weighted fusion algorithm is presented to reduce the standard deviation of train speed measurement. Finally an Extended Kalman Filter (EKF) is used for the fusion of the projected 1-D GNSS positioning data and the 1-D train speed data to get the estimate position. Experimental results suggest that the proposed method performs well, which can reduce positioning error notably.

Keywords: multi-sensor data fusion, train positioning, GNSS, odometer, digital track map, map matching, BP neural network, adaptive weighted fusion, Kalman filter

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3181 Diagnosis of the Lubrification System of a Gas Turbine Using the Adaptive Neuro-Fuzzy Inference System

Authors: H. Mahdjoub, B. Hamaidi, B. Zerouali, S. Rouabhia

Abstract:

The issue of fault detection and diagnosis (FDD) has gained widespread industrial interest in process condition monitoring applications. Accordingly, the use of neuro-fuzzy technic seems very promising. This paper treats a diagnosis modeling a strategic equipment of an industrial installation. We propose a diagnostic tool based on adaptive neuro-fuzzy inference system (ANFIS). The neuro-fuzzy network provides an abductive diagnosis. Moreover, it takes into account the uncertainties on the maintenance knowledge by giving a fuzzy characterization of each cause. This work was carried out with real data of a lubrication circuit from the gas turbine. The machine of interest is a gas turbine placed in a gas compressor station at South Industrial Centre (SIC Hassi Messaoud Ouargla, Algeria). We have defined the zones of good and bad functioning, and the results are presented to demonstrate the advantages of the proposed method.

Keywords: fault detection and diagnosis, lubrication system, turbine, ANFIS, training, pattern recognition

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3180 A Gene Selection Algorithm for Microarray Cancer Classification Using an Improved Particle Swarm Optimization

Authors: Arfan Ali Nagra, Tariq Shahzad, Meshal Alharbi, Khalid Masood Khan, Muhammad Mugees Asif, Taher M. Ghazal, Khmaies Ouahada

Abstract:

Gene selection is an essential step for the classification of microarray cancer data. Gene expression cancer data (DNA microarray) facilitates computing the robust and concurrent expression of various genes. Particle swarm optimization (PSO) requires simple operators and less number of parameters for tuning the model in gene selection. The selection of a prognostic gene with small redundancy is a great challenge for the researcher as there are a few complications in PSO based selection method. In this research, a new variant of PSO (Self-inertia weight adaptive PSO) has been proposed. In the proposed algorithm, SIW-APSO-ELM is explored to achieve gene selection prediction accuracies. This new algorithm balances the exploration capabilities of the improved inertia weight adaptive particle swarm optimization and the exploitation. The self-inertia weight adaptive particle swarm optimization (SIW-APSO) is used to search the solution. The SIW-APSO is updated with an evolutionary process in such a way that each particle iteratively improves its velocities and positions. The extreme learning machine (ELM) has been designed for the selection procedure. The proposed method has been to identify a number of genes in the cancer dataset. The classification algorithm contains ELM, K- centroid nearest neighbor (KCNN), and support vector machine (SVM) to attain high forecast accuracy as compared to the start-of-the-art methods on microarray cancer datasets that show the effectiveness of the proposed method.

Keywords: microarray cancer, improved PSO, ELM, SVM, evolutionary algorithms

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3179 Sliding Mode Position Control for Permanent Magnet Synchronous Motors Based on Passivity Approach

Authors: Jenn-Yih Chen, Bean-Yin Lee, Yuan-Chuan Hsu, Jui-Cheng Lin, Kuang-Chyi Lee

Abstract:

In this paper, a sliding mode control method based on the passivity approach is proposed to control the position of surface-mounted permanent magnet synchronous motors (PMSMs). Firstly, the dynamics of a PMSM was proved to be strictly passive. The position controller with an adaptive law was used to estimate the load torque to eliminate the chattering effects associated with the conventional sliding mode controller. The stability analysis of the overall position control system was carried out by adopting the passivity theorem instead of Lyapunov-type arguments. Finally, experimental results were provided to show that the good position tracking can be obtained, and exhibit robustness in the variations of the motor parameters and load torque disturbances.

Keywords: adaptive law, passivity theorem, permanent magnet synchronous motor, sliding mode control

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3178 Influence of Facilities, Equipment and Nutrition on Athletes Performance at the West African Universities Games Competitions

Authors: Abdulai Afolabi Ahmed

Abstract:

The research was undertaken to examine the influence of sports facilities, equipment, and nutrition on athletes' performance in West-Africa Universities Games (WAUG) with the objectives of finding the areas of success and failure. Relevant literatures were reviewed. The survey research design was adopted for the study. Availability of facilities, equipment and nutrition questionnaire (AFENQ) was administered on hundred (n-100) participants - athletes from five Nigerian Universities from South-West, Nigeria which included Federal University of Technology, Akure, Adekunle Ajasin University, Akungba-Akoko, Lagos State University, Oyo, Olabisi Onabanjo University Ago-Awoye and Ekiti State University, Ado Ekiti. Nigeria. The tests re-test reliability value obtained from the instrument using Pearson Product Moment Correlation co-efficient of 0.86 was used to analyze the result. While the questionnaire collected was subjected to influential descriptive statistics of multiple regression to analyse the data. The results of the data showed that facilities, equipment, and nutrition variables when taken together effectively predict the performance of the athletes during WAUG competitions. The implication is that sports organizers should provide sports resources for the improved performance of the athletes, and that, university managers should employ nutritionist to plan and prepare food for the university athletes before and after major competitions.

Keywords: athletes, equipment, extramural, influence, nutrition, performance

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3177 Adaptive Dehazing Using Fusion Strategy

Authors: M. Ramesh Kanthan, S. Naga Nandini Sujatha

Abstract:

The goal of haze removal algorithms is to enhance and recover details of scene from foggy image. In enhancement the proposed method focus into two main categories: (i) image enhancement based on Adaptive contrast Histogram equalization, and (ii) image edge strengthened Gradient model. Many circumstances accurate haze removal algorithms are needed. The de-fog feature works through a complex algorithm which first determines the fog destiny of the scene, then analyses the obscured image before applying contrast and sharpness adjustments to the video in real-time to produce image the fusion strategy is driven by the intrinsic properties of the original image and is highly dependent on the choice of the inputs and the weights. Then the output haze free image has reconstructed using fusion methodology. In order to increase the accuracy, interpolation method has used in the output reconstruction. A promising retrieval performance is achieved especially in particular examples.

Keywords: single image, fusion, dehazing, multi-scale fusion, per-pixel, weight map

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3176 Competition as an Appropriate Instructional Practice in the Physical Education Environment: Reflective Experiences

Authors: David Barney, Francis Pleban, Muna Muday

Abstract:

The purpose of this study was to explore gender differences of former physical education students related to reflective experiences of competition in physical education learning environment. In the school environment, students are positioned in competitive situations, including in the physical education context. Therefore it is important to prepare future physical educators to address the role of competition in physical education. Participants for this study were 304 college-aged students and young adults (M = 1.53, SD = .500), from a private university and local community located in the western United States. When comparing gender, significant differences (p < .05) were reported for four (questions 5, 7, 12, and 14) of the nine scaling questions. Follow-up quantitative findings reported that males (41%) more than females (27%) witnessed fights in physical education environment during competitive games. Qualitative findings reported fighting were along the lines of verbal confrontation. Female participants tended to experience being excluded from games, when compared to male participants. Both male and female participants (total population; 95%, males; 98%; and females 92%) were in favor of including competition in physical education for students. Findings suggest that physical education teachers and physical education teacher education programs have a responsibility to develop gender neutral learning experiences that help students better appreciate the role competition plays, both in and out of the physical education classroom.

Keywords: competition, physical education, physical education teacher education, gender

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3175 Evaluation of Introductory Programming Course for Non-Computer Science Majored Students

Authors: H. Varol

Abstract:

Although students’ interest level in pursuing Computer Science and related degrees are lower than previous decade, fundamentals of computers, specifically introductory level programming courses are either listed as core or elective courses for a number of non-computer science majors. Universities accommodate these non-computer science majored students either via creating separate sections of a class for them or simply offering mixed-body classroom solutions, in which both computer science and non-computer science students take the courses together. In this work, we demonstrated how we handle introductory level programming course at Sam Houston State University and also provide facts about our observations on students’ success during the coursework. Moreover, we provide suggestions and methodologies that are based on students’ major and skills to overcome the deficiencies of mix-body type of classes.

Keywords: computer science, non-computer science major, programming, programming education

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3174 Bilingual Gaming Kit to Teach English Language through Collaborative Learning

Authors: Sarayu Agarwal

Abstract:

This paper aims to teach English (secondary language) by bridging the understanding between the Regional language (primary language) and the English Language (secondary language). Here primary language is the one a person has learned from birth or within the critical period, while secondary language would be any other language one learns or speaks. The paper also focuses on evolving old teaching methods to a contemporary participatory model of learning and teaching. Pilot studies were conducted to gauge an understanding of student’s knowledge of the English language. Teachers and students were interviewed and their academic curriculum was assessed as a part of the initial study. Extensive literature study and design thinking principles were used to devise a solution to the problem. The objective is met using a holistic learning kit/card game to teach children word recognition, word pronunciation, word spelling and writing words. Implication of the paper is a noticeable improvement in the understanding and grasping of English language. With increasing usage and applicability of English as a second language (ESL) world over, the paper becomes relevant due to its easy replicability to any other primary or secondary language. Future scope of this paper would be transforming the idea of participatory learning into self-regulated learning methods. With the upcoming govt. learning centres in rural areas and provision of smart devices such as tablets, the development of the card games into digital applications seems very feasible.

Keywords: English as a second language, vocabulary-building card games, learning through gamification, rural education

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3173 The Influence of Human Movement on the Formation of Adaptive Architecture

Authors: Rania Raouf Sedky

Abstract:

Adaptive architecture relates to buildings specifically designed to adapt to their residents and their environments. To design a biologically adaptive system, we can observe how living creatures in nature constantly adapt to different external and internal stimuli to be a great inspiration. The issue is not just how to create a system that is capable of change but also how to find the quality of change and determine the incentive to adapt. The research examines the possibilities of transforming spaces using the human body as an active tool. The research also aims to design and build an effective dynamic structural system that can be applied on an architectural scale and integrate them all into the creation of a new adaptive system that allows us to conceive a new way to design, build and experience architecture in a dynamic manner. The main objective was to address the possibility of a reciprocal transformation between the user and the architectural element so that the architecture can adapt to the user, as the user adapts to architecture. The motivation is the desire to deal with the psychological benefits of an environment that can respond and thus empathize with human emotions through its ability to adapt to the user. Adaptive affiliations of kinematic structures have been discussed in architectural research for more than a decade, and these issues have proven their effectiveness in developing kinematic structures, responsive and adaptive, and their contribution to 'smart architecture'. A wide range of strategies have been used in building complex kinetic and robotic systems mechanisms to achieve convertibility and adaptability in engineering and architecture. One of the main contributions of this research is to explore how the physical environment can change its shape to accommodate different spatial displays based on the movement of the user’s body. The main focus is on the relationship between materials, shape, and interactive control systems. The intention is to develop a scenario where the user can move, and the structure interacts without any physical contact. The soft form of shifting language and interaction control technology will provide new possibilities for enriching human-environmental interactions. How can we imagine a space in which to construct and understand its users through physical gestures, visual expressions, and response accordingly? How can we imagine a space whose interaction depends not only on preprogrammed operations but on real-time feedback from its users? The research also raises some important questions for the future. What would be the appropriate structure to show physical interaction with the dynamic world? This study concludes with a strong belief in the future of responsive motor structures. We imagine that they are developing the current structure and that they will radically change the way spaces are tested. These structures have obvious advantages in terms of energy performance and the ability to adapt to the needs of users. The research highlights the interface between remote sensing and a responsive environment to explore the possibility of an interactive architecture that adapts to and responds to user movements. This study ends with a strong belief in the future of responsive motor structures. We envision that it will improve the current structure and that it will bring a fundamental change to the way in which spaces are tested.

Keywords: adaptive architecture, interactive architecture, responsive architecture, tensegrity

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3172 Serious Video Games as Literacy and Vocabulary Acquisition Environments for Greek as Second/Foreign Language: The Case of “Einstown”

Authors: Christodoulakis Georgios, Kiourti Elisavet

Abstract:

The Covid-19 pandemic has affected millions of people on a global scale, while lockdowns and quarantine measures were adopted periodically by a vast number of countries. These peculiar socio-historical conditions have led to the growth of participation in online environments. At the same time, the official educational bodies of many countries have been forced, for the first time at least for Greece and Cyprus, to switch to distance learning methods throughout the educational levels. However, this has not been done without issues, both in the technological and functional level, concerning the tools and the processes. Video games are the finest example of simulations of distance learning problem-solving environments. They incorporate different semiotic modes (e.g., a combination of image, sound, texts, gesture) while all this takes place in social and cultural constructed contexts. Players interact in the game environment in terms of spaces, objects, and actions in order to accomplish their goals, solve its problems, and win the game. In addition, players are engaging in layering literacies, which include combinations of independent and collaborative, digital and nondigital practices and spaces acting jointly to support meaning making, including interaction among and across texts and modalities (Abrams, 2017). From this point of view, players are engaged in collaborative, self-directed, and interest-based experiences by going back and forth and around gameplay. Within this context, this paper investigates the way Einstown, a greek serious video game, functions as an effective distance learning environment for teaching Greek as a second|foreign language to adults. The research methodology adopted is the case study approach using mixed methods. The participants were two adult women who are immigrants in Greece and who had zero gaming experience. The results of this research reveal that the videogame Einstown is, in fact, a digital environment of literacy through which the participants achieve active learning, cooperation, and engage in digital and non-digital literacy practices that result in improving the learning of specialized vocabulary presented throughout the gameplay.

Keywords: second/foreign language, vocabulary acquisition, literacy, serious video games

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3171 Unsupervised Domain Adaptive Text Retrieval with Query Generation

Authors: Rui Yin, Haojie Wang, Xun Li

Abstract:

Recently, mainstream dense retrieval methods have obtained state-of-the-art results on some datasets and tasks. However, they require large amounts of training data, which is not available in most domains. The severe performance degradation of dense retrievers on new data domains has limited the use of dense retrieval methods to only a few domains with large training datasets. In this paper, we propose an unsupervised domain-adaptive approach based on query generation. First, a generative model is used to generate relevant queries for each passage in the target corpus, and then the generated queries are used for mining negative passages. Finally, the query-passage pairs are labeled with a cross-encoder and used to train a domain-adapted dense retriever. Experiments show that our approach is more robust than previous methods in target domains that require less unlabeled data.

Keywords: dense retrieval, query generation, unsupervised training, text retrieval

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3170 Increasing a Computer Performance by Overclocking Central Processing Unit (CPU)

Authors: Witthaya Mekhum, Wutthikorn Malikong

Abstract:

The objective of this study is to investigate the increasing desktop computer performance after overclocking central processing unit or CPU by running a computer component at a higher clock rate (more clock cycles per second) than it was designed at the rate of 0.1 GHz for each level or 100 MHz starting at 4000 GHz-4500 GHz. The computer performance is tested for each level with 4 programs, i.e. Hyper PI ver. 0.99b, Cinebench R15, LinX ver.0.6.4 and WinRAR . After the CPU overclock, the computer performance increased. When overclocking CPU at 29% the computer performance tested by Hyper PI ver. 0.99b increased by 10.03% and when tested by Cinebench R15 the performance increased by 20.05% and when tested by LinX Program the performance increased by 16.61%. However, the performance increased only 8.14% when tested with Winrar program. The computer performance did not increase according to the overclock rate because the computer consists of many components such as Random Access Memory or RAM, Hard disk Drive, Motherboard and Display Card, etc.

Keywords: overclock, performance, central processing unit, computer

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3169 Attention-based Adaptive Convolution with Progressive Learning in Speech Enhancement

Authors: Tian Lan, Yixiang Wang, Wenxin Tai, Yilan Lyu, Zufeng Wu

Abstract:

The monaural speech enhancement task in the time-frequencydomain has a myriad of approaches, with the stacked con-volutional neural network (CNN) demonstrating superiorability in feature extraction and selection. However, usingstacked single convolutions method limits feature represen-tation capability and generalization ability. In order to solvethe aforementioned problem, we propose an attention-basedadaptive convolutional network that integrates the multi-scale convolutional operations into a operation-specific blockvia input dependent attention to adapt to complex auditoryscenes. In addition, we introduce a two-stage progressivelearning method to enlarge the receptive field without a dra-matic increase in computation burden. We conduct a series ofexperiments based on the TIMIT corpus, and the experimen-tal results prove that our proposed model is better than thestate-of-art models on all metrics.

Keywords: speech enhancement, adaptive convolu-tion, progressive learning, time-frequency domain

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3168 Adaptive Assemblies: A Scalable Solution for Atlanta's Affordable Housing Crisis

Authors: Claudia Aguilar, Amen Farooq

Abstract:

Among other cities in the United States, the city of Atlanta is experiencing levels of growth that surpass anything we have witnessed in the last century. With the surge of population influx, the available housing is practically bursting at the seams. Supply is low, and demand is high. In effect, the average one-bedroom apartment runs for 1,800 dollars per month. The city is desperately seeking new opportunities to provide affordable housing at an expeditious rate. This has been made evident by the recent updates to the city’s zoning. With the recent influx in the housing market, young professionals, in particular millennials, are desperately looking for alternatives to stay within the city. To remedy Atlanta’s affordable housing crisis, the city of Atlanta is planning to introduce 40 thousand of new affordable housing units by 2026. To achieve the urgent need for more affordable housing, the architectural response needs to adapt to overcome this goal. A method that has proven successful in modern housing is to practice modular means of development. A method that has been constrained to the dimensions of the max load for an eighteen-wheeler. This approach has diluted the architect’s ability to produce site-specific, informed design and rather contributes to the “cookie cutter” stigma that the method has been labeled with. This thesis explores the design methodology for modular housing by revisiting its constructability and adaptability. This research focuses on a modular housing type that could break away from the constraints of transport and deliver adaptive reconfigurable assemblies. The adaptive assemblies represent an integrated design strategy for assembling the future of affordable dwelling units. The goal is to take advantage of a component-based system and explore a scalable solution to modular housing. This proposal aims specifically to design a kit of parts that are made to be easily transported and assembled but also gives the ability to customize the use of components to benefit all unique conditions. The benefits of this concept could include decreased construction time, cost, on-site labor, and disruption while providing quality housing with affordable and flexible options.

Keywords: adaptive assemblies, modular architecture, adaptability, constructibility, kit of parts

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3167 Using Computer Simulations to Prepare Teachers

Authors: Roberta Gentry

Abstract:

The presentation will begin with a brief literature review of the use of computer simulation in teacher education programs. This information will be summarized. Additionally, based on the literature review, advantages and disadvantages of using computer simulation in higher education will be shared. Finally, a study in which computer simulations software was used with 50 initial licensure teacher candidates in both an introductory course and a behavior management course will be shared. Candidates reflected on their experiences with using computer simulation. The instructor of the course will also share lessons learned.

Keywords: simulations, teacher education, teacher preparation, educational research

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3166 Power Aware Modified I-LEACH Protocol Using Fuzzy IF Then Rules

Authors: Gagandeep Singh, Navdeep Singh

Abstract:

Due to limited battery of sensor nodes, so energy efficiency found to be main constraint in WSN. Therefore the main focus of the present work is to find the ways to minimize the energy consumption problem and will results; enhancement in the network stability period and life time. Many researchers have proposed different kind of the protocols to enhance the network lifetime further. This paper has evaluated the issues which have been neglected in the field of the WSNs. WSNs are composed of multiple unattended ultra-small, limited-power sensor nodes. Sensor nodes are deployed randomly in the area of interest. Sensor nodes have limited processing, wireless communication and power resource capabilities Sensor nodes send sensed data to sink or Base Station (BS). I-LEACH gives adaptive clustering mechanism which very efficiently deals with energy conservations. This paper ends up with the shortcomings of various adaptive clustering based WSNs protocols.

Keywords: WSN, I-Leach, MATLAB, sensor

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3165 Computational Cell Segmentation in Immunohistochemically Image of Meningioma Tumor Using Fuzzy C-Means and Adaptive Vector Directional Filter

Authors: Vahid Anari, Leila Shahmohammadi

Abstract:

Diagnosing and interpreting manually from a large cohort dataset of immunohistochemically stained tissue of tumors using an optical microscope involves subjectivity and also is tedious for pathologist specialists. Moreover, digital pathology today represents more of an evolution than a revolution in pathology. In this paper, we develop and test an unsupervised algorithm that can automatically enhance the IHC image of a meningioma tumor and classify cells into positive (proliferative) and negative (normal) cells. A dataset including 150 images is used to test the scheme. In addition, a new adaptive color image enhancement method is proposed based on a vector directional filter (VDF) and statistical properties of filtering the window. Since the cells are distinguishable by the human eye, the accuracy and stability of the algorithm are quantitatively compared through application to a wide variety of real images.

Keywords: digital pathology, cell segmentation, immunohistochemically, noise reduction

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3164 A Multi-Cluster Enterprise Framework for Evolution of Knowledge System among Enterprises, Governments and Research Institutions

Authors: Sohail Ahmed, Ke Xing

Abstract:

This research theoretically explored the evolution mechanism of enterprise technological innovation capability system (ETICS) from the perspective of complex adaptive systems (CAS). Starting from CAS theory, this study proposed an analytical framework for ETICS, its concepts and theory by integrating CAS methodology into the management of technological innovation capability of enterprises and discusses how to use the principles of complexity to analyze the composition, evolution and realization of the technological innovation capabilities in complex dynamic environment. This paper introduces the concept and interaction of multi-agent, the theoretical background of CAS and summarizes the sources of technological innovation, the elements of each subject and the main clusters of adaptive interactions and innovation activities. The concept of multi-agents is applied through the linkages of enterprises, research institutions and government agencies with the leading enterprises in industrial settings. The study was exploratory based on CAS theory. Theoretical model is built by considering technological and innovation literature from foundational to state of the art projects of technological enterprises. On this basis, the theoretical model is developed to measure the evolution mechanism of enterprise technological innovation capability system. This paper concludes that the main characteristics for evolution in technological systems are based on enterprise’s research and development personal, investments in technological processes and innovation resources are responsible for the evolution of enterprise technological innovation performance. The research specifically enriched the application process of technological innovation in institutional networks related to enterprises.

Keywords: complex adaptive system, echo model, enterprise knowledge system, research institutions, multi-agents.

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