Search results for: internet game addiction
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 2341

Search results for: internet game addiction

1891 Android-Based Edugame Application for Earthquakes Disaster Mitigation Education

Authors: Endina P. Purwandari, Yolanda Hervianti, Feri Noperman, Endang W. Winarni

Abstract:

The earthquakes disaster is an event that can threaten at any moment and cause damage and loss of life. Game earthquake disaster mitigation is a useful educational game to enhance children insight, knowledge, and understanding in the response to the impact of the earthquake. This study aims to build an educational games application on the Android platform as a learning media for earthquake mitigation education and to determine the effect of the application toward children understanding of the earthquake disaster mitigation. The methods were research and development. The development was to develop edugame application for earthquakes mitigation education. The research involved elementary students as a research sample to test the developed application. The research results were valid android-based edugame application, and its the effect of application toward children understanding. The application contains an earthquake simulation video, an earthquake mitigation video, and a game consisting three stages, namely before the earthquake, when the earthquake occur, and after the earthquake. The results of the feasibility test application showed that this application was included in the category of 'Excellent' which the average percentage of the operation of applications by 76%, view application by 67% and contents of application by 74%. The test results of students' responses were 80% that showed that a positive their responses toward the application. The student understanding test results show that the average score of children understanding pretest was 71,33, and post-test was 97,00. T-test result showed that t value by 8,02 more than table t by 2,001. This indicated that the earthquakes disaster mitigation edugame application based on Android platform affects the children understanding about disaster earthquake mitigation.

Keywords: android, edugame, mitigation, earthquakes

Procedia PDF Downloads 333
1890 Analysis of Nonlinear Bertrand Duopoly Game with Heterogeneous Players

Authors: Jixiang Zhang

Abstract:

A dynamic of Bertrand duopoly game is analyzed, where players use different production methods and choose their prices with bounded rationality. The equilibriums of the corresponding discrete dynamical systems are investigated. The stability conditions of Nash equilibrium under a local adjustment process are studied. The stability conditions of Nash equilibrium under a local adjustment process are studied. The stability of Nash equilibrium, as some parameters of the model are varied, gives rise to complex dynamics such as cycles of higher order and chaos. On this basis, we discover that an increase of adjustment speed of bounded rational player can make Bertrand market sink into the chaotic state. Finally, the complex dynamics, bifurcations and chaos are displayed by numerical simulation.

Keywords: Bertrand duopoly model, discrete dynamical system, heterogeneous expectations, nash equilibrium

Procedia PDF Downloads 368
1889 Relay-Augmented Bottleneck Throughput Maximization for Correlated Data Routing: A Game Theoretic Perspective

Authors: Isra Elfatih Salih Edrees, Mehmet Serdar Ufuk Türeli

Abstract:

In this paper, an energy-aware method is presented, integrating energy-efficient relay-augmented techniques for correlated data routing with the goal of optimizing bottleneck throughput in wireless sensor networks. The system tackles the dual challenge of throughput optimization while considering sensor network energy consumption. A unique routing metric has been developed to enable throughput maximization while minimizing energy consumption by utilizing data correlation patterns. The paper introduces a game theoretic framework to address the NP-complete optimization problem inherent in throughput-maximizing correlation-aware routing with energy limitations. By creating an algorithm that blends energy-aware route selection strategies with the best reaction dynamics, this framework provides a local solution. The suggested technique considerably raises the bottleneck throughput for each source in the network while reducing energy consumption by choosing the best routes that strike a compromise between throughput enhancement and energy efficiency. Extensive numerical analyses verify the efficiency of the method. The outcomes demonstrate the significant decrease in energy consumption attained by the energy-efficient relay-augmented bottleneck throughput maximization technique, in addition to confirming the anticipated throughput benefits.

Keywords: correlated data aggregation, energy efficiency, game theory, relay-augmented routing, throughput maximization, wireless sensor networks

Procedia PDF Downloads 34
1888 Factors Influencing University Students' Online Disinhibition Behavior: The Moderating Effects of Deterrence and Social Identity

Authors: Wang, Kuei-Ing, Jou-Fan Shih

Abstract:

This study adopts deterrence theory as well as social identities as moderators, and explores their moderating affects on online toxic disinhibition. Survey and Experimental methodologies are applied to test the research model and four hypotheses are developed in this study. The controllability of identity positively influenced the behavior of toxic disinhibition both in experimental and control groups while the fluidity of the identity did not have significant influences on online disinhibition. Punishment certainty, punishment severity as well as social identity negatively moderated the relation between the controllability of the identity and the toxic disinhibition. The result of this study shows that internet users hide their real identities when they behave inappropriately on internet, but once they acknowledge that the inappropriate behavior will be found and punished severely, the inappropriate behavior then will be weakened.

Keywords: seductive properties of internet, online disinhibition, punishment certainty, punishment severity, social identity

Procedia PDF Downloads 484
1887 Chaos Cryptography in Cloud Architectures with Lower Latency

Authors: Mohammad A. Alia

Abstract:

With the rapid evolution of the internet applications, cloud computing becomes one of today’s hottest research areas due to its ability to reduce costs associated with computing. Cloud is, therefore, increasing flexibility and scalability for computing services in the internet. Cloud computing is Internet based computing due to shared resources and information which are dynamically delivered to consumers. As cloud computing share resources via the open network, hence cloud outsourcing is vulnerable to attack. Therefore, this paper will explore data security of cloud computing by implementing chaotic cryptography. The proposal scenario develops a problem transformation technique that enables customers to secretly transform their information. This work proposes the chaotic cryptographic algorithms have been applied to enhance the security of the cloud computing accessibility. However, the proposed scenario is secure, easy and straightforward process. The chaotic encryption and digital signature systems ensure the security of the proposed scenario. Though, the choice of the key size becomes crucial to prevent a brute force attack.

Keywords: chaos, cloud computing, security, cryptography

Procedia PDF Downloads 311
1886 Ethical Concerns in the Internet of Things and Smart Devices: Case Studies and Analysis

Authors: Mitchell Browe, Oriehi Destiny Anyaiwe, Zahraddeen Gwarzo

Abstract:

The Internet of Things (IoT) is a major evolution of technology and of the internet, which has the power to revolutionize the way people live. IoT has the power to change the way people interact with each other and with their homes; It has the ability to give people new ways to interact with and monitor their health; It can alter socioeconomic landscapes by providing new and efficient methods of resource management, saving time and money for both individuals and society as a whole; It even has the potential to save lives through autonomous vehicle technology and smart security measures. Unfortunately, nearly every revolution bears challenges which must be addressed to minimize harm by the new technology upon its adopters. IoT represents an internet technology revolution which has the potential to risk privacy, safety, and security of its users, should devices be developed, implemented, or utilized improperly. This article examines past and current examples of these ethical faults in an attempt to highlight the importance of consumer awareness of potential dangers of these technologies in making informed purchasing and utilization decisions, as well as to reveal how deficiencies and limitations of IoT devices should be better addressed by both companies and by regulatory bodies. Aspects such as consumer trust, corporate transparency, and misuse of individual data are all factors in the implementation of proper ethical boundaries in the IoT.

Keywords: IoT, ethical concerns, privacy, safety, security, smart devices

Procedia PDF Downloads 57
1885 Survey on Malware Detection

Authors: Doaa Wael, Naswa Abdelbaky

Abstract:

Malware is malicious software that is built to cause destructive actions and damage information systems and networks. Malware infections increase rapidly, and types of malware have become more sophisticated, which makes the malware detection process more difficult. On the other side, the Internet of Things IoT technology is vulnerable to malware attacks. These IoT devices are always connected to the internet and lack security. This makes them easy for hackers to access. These malware attacks are becoming the go-to attack for hackers. Thus, in order to deal with this challenge, new malware detection techniques are needed. Currently, building a blockchain solution that allows IoT devices to download any file from the internet and to verify/approve whether it is malicious or not is the need of the hour. In recent years, blockchain technology has stood as a solution to everything due to its features like decentralization, persistence, and anonymity. Moreover, using blockchain technology overcomes some difficulties in malware detection and improves the malware detection ratio over-than the techniques that do not utilize blockchain technology. In this paper, we study malware detection models which are based on blockchain technology. Furthermore, we elaborate on the effect of blockchain technology in malware detection, especially in the android environment.

Keywords: malware analysis, blockchain, malware attacks, malware detection approaches

Procedia PDF Downloads 46
1884 Designing Affect-Aware Virtual Worlds for Marine Education Using Legacy Internet of Things Gaming Devices

Authors: Jonathan Bishop, Kamal Bechkoum, Frederick Bishop

Abstract:

This study proposes a novel framework for marine education, leveraging legacy Internet of Things (IoT) gaming devices and affect-aware technology to create immersive virtual worlds. Focused on addressing challenges in fisheries and marine conflict resolution, this approach integrates the unique capabilities of these devices to enhance learner engagement and understanding. By repurposing existing technology, we aim to deliver personalized educational experiences that adapt to users' emotional states. Preliminary results indicate significant potential in utilizing these technologies to foster a deeper comprehension of marine conservation issues, promoting sustainable practices and conflict resolution skills. This interdisciplinary effort underscores the importance of innovative educational tools in environmental stewardship.

Keywords: Marine Education, Marine Technology, Internet of Things, Fisheries, Conflict Management

Procedia PDF Downloads 26
1883 Communication and Devices: Face to Face Communication versus Communication with Mobile Technologies

Authors: Nuran Öze

Abstract:

With the rapid changes occurring in the last twenty five years, mobile phone technology has influenced every aspect of life. Technological developments within the Internet and mobile phone areas have not only changed communication practices; it has also changed the everyday life practices of individuals. This article has focused on understanding how people’s communication practices and everyday life practices have changed with the smartphone usage. The study was conducted by using in-depth interview method and the research was conducted on twenty Turkish Cypriots who live in Northern Cyprus. According to the research results, communicating via Internet has rapidly replaced face to face communication in recent years. However, results have changed according to generations. Younger generations can easily adapt themselves to technological changes because they are already gaining everyday life practices right now. However, the older generations practices are already present in their everyday life.

Keywords: face to face communication, internet, mobile technologies, north Cyprus

Procedia PDF Downloads 363
1882 Internet Protocol Television: A Research Study of Undergraduate Students Analyze the Effects

Authors: Sabri Serkan Gulluoglu

Abstract:

The study is aimed at examining the effects of internet marketing with IPTV on human beings. Internet marketing with IPTV is emerging as an integral part of business strategies in today’s technologically advanced world and the business activities all over the world are influences with the emergence of this modern marketing tool. As the population of the Internet and on-line users’ increases, new research issues have arisen concerning the demographics and psychographics of the on-line user and the opportunities for a product or service. In recent years, we have seen a tendency of various services converging to the ubiquitous Internet Protocol based networks. Besides traditional Internet applications such as web browsing, email, file transferring, and so forth, new applications have been developed to replace old communication networks. IPTV is one of the solutions. In the future, we expect a single network, the IP network, to provide services that have been carried by different networks today. For finding some important effects of a video based technology market web site on internet, we determine to apply a questionnaire on university students. Recently some researches shows that in Turkey the age of people 20 to 24 use internet when they buy some electronic devices such as cell phones, computers, etc. In questionnaire there are ten categorized questions to evaluate the effects of IPTV when shopping. There were selected 30 students who are filling the question form after watching an IPTV channel video for 10 minutes. This sample IPTV channel is “buy.com”, it look like an e-commerce site with an integrated IPTV channel on. The questionnaire for the survey is constructed by using the Likert scale that is a bipolar scaling method used to measure either positive or negative response to a statement (Likert, R) it is a common system that is used is the surveys. By following the Likert Scale “the respondents are asked to indicate their degree of agreement with the statement or any kind of subjective or objective evaluation of the statement. Traditionally a five-point scale is used under this methodology”. For this study also the five point scale system is used and the respondents were asked to express their opinions about the given statement by picking the answer from the given 5 options: “Strongly disagree, Disagree, Neither agree Nor disagree, Agree and Strongly agree”. These points were also rates from 1-5 (Strongly disagree, Disagree, Neither disagree Nor agree, Agree, Strongly agree). On the basis of the data gathered from the questionnaire some results are drawn in order to get the figures and graphical representation of the study results that can demonstrate the outcomes of the research clearly.

Keywords: IPTV, internet marketing, online, e-commerce, video based technology

Procedia PDF Downloads 217
1881 Contestation of Local and Non-Local Knowledge in Developing Bali Cattle at Barru Regency, Province of South Sulawesi, Indonesia

Authors: A. Amidah Amrawaty, M. Saleh S. Ali, Darmawan Salman

Abstract:

The aim of this study was to identify local and non local knowledge in Bali cattle development, to analyze the contestation between local and non-local knowledge. The paradigm used was constructivism paradigm with a qualitative approach. descriptive type of research using case study method. The study was conducted in four villages subjected to Agropolitan Program, i.e. Palakka, Tompo, Galung and Anabanua in Barru District, province of South Sulawesi. The results indicated that the local knowledge of the farmers were: a) knowledge of animal housing, b) knowledge of the prevention and control disease, c) knowledge of the feed, d) knowledge of breed selection, e) knowledge of sharing arrangement, f) knowledge of marketing, Generally, there are three patterns of knowledge contestation namely coexistence, ‘zero sum game’ and hybridization but in this research only coexistence and zero sum game patterns took place, while the pattern of hybridization did not occur.

Keywords: contestation, local knowledge, non-local knowledge, developing of Bali cattle

Procedia PDF Downloads 372
1880 Dynamic of Nonlinear Duopoly Game with Heterogeneous Players

Authors: Jixiang Zhang, Yanhua Wang

Abstract:

A dynamic of Bertrand duopoly game is analyzed, where players use different production methods and choose their prices with bounded rationality. The equilibriums of the corresponding discrete dynamical systems are investigated. The stability conditions of Nash equilibrium under a local adjustment process are studied. The stability conditions of Nash equilibrium under a local adjustment process are studied. The stability of Nash equilibrium, as some parameters of the model are varied, gives rise to complex dynamics such as cycles of higher order and chaos. On this basis, we discover that an increase of adjustment speed of bounded rational player can make Bertrand market sink into the chaotic state. Finally, the complex dynamics, bifurcations and chaos are displayed by numerical simulation.

Keywords: Bertrand duopoly model, discrete dynamical system, heterogeneous expectations, nash equilibrium

Procedia PDF Downloads 384
1879 Predicting National Football League (NFL) Match with Score-Based System

Authors: Marcho Setiawan Handok, Samuel S. Lemma, Abdoulaye Fofana, Naseef Mansoor

Abstract:

This paper is proposing a method to predict the outcome of the National Football League match with data from 2019 to 2022 and compare it with other popular models. The model uses open-source statistical data of each team, such as passing yards, rushing yards, fumbles lost, and scoring. Each statistical data has offensive and defensive. For instance, a data set of anticipated values for a specific matchup is created by comparing the offensive passing yards obtained by one team to the defensive passing yards given by the opposition. We evaluated the model’s performance by contrasting its result with those of established prediction algorithms. This research is using a neural network to predict the score of a National Football League match and then predict the winner of the game.

Keywords: game prediction, NFL, football, artificial neural network

Procedia PDF Downloads 58
1878 Game On: Unlocking the Educational Potential of Games and Entertainment in Online Learning

Authors: Colleen Cleveland, W. Adam Baldowski

Abstract:

In the dynamic realm of online education, the integration of games and entertainment has emerged as a powerful strategy to captivate learners, drive active participation, and cultivate meaningful learning experiences. This abstract presents an overview of the upcoming conference, "Game On," dedicated to exploring the transformative impact of gamification, interactive simulations, and multimedia content in the digital learning landscape. Introduction: The conference aims to blur the traditional boundaries between education and entertainment, inspiring learners of diverse ages and backgrounds to actively engage in their online learning journeys. By leveraging the captivating elements of games and entertainment, educators can enhance motivation, retention, and deep understanding among virtual classroom participants. Conference Highlights: Commencing with an exploration of theoretical foundations drawing from educational psychology, instructional design, and the latest pedagogical research, participants will gain valuable insights into the ways gamified elements elevate the quality of online education. Attendees can expect interactive sessions, workshops, and case studies showcasing best practices and innovative strategies, including game-based assessments and virtual reality simulations. Inclusivity and Diversity: The conference places a strong emphasis on inclusivity, accessibility, and diversity in the integration of games and entertainment for educational purposes. Discussions will revolve around accommodating diverse learning styles, overcoming potential challenges, and ensuring equitable access to engaging educational content for all learners. Educational Transformation: Educators, instructional designers, and e-learning professionals attending "Game On" will acquire practical techniques to elevate the quality of their online courses. The conference promises a stimulating and informative exploration of blending education with entertainment, unlocking the untapped potential of games and entertainment in online education. Conclusion: "Game On" invites participants to embark on a journey that transforms online education by harnessing the power of entertainment. This event promises to be a cornerstone in the evolution of virtual learning, offering valuable insights for those seeking to create a more engaging and effective online educational experience. Join us as we explore new horizons, pushing the boundaries of online education through the fusion of games and entertainment.

Keywords: online education, games, entertainment, psychology, therapy, pop culture

Procedia PDF Downloads 27
1877 Social Distancing as a Population Game in Networked Social Environments

Authors: Zhijun Wu

Abstract:

While social living is considered to be an indispensable part of human life in today's ever-connected world, social distancing has recently received much public attention on its importance since the outbreak of the coronavirus pandemic. In fact, social distancing has long been practiced in nature among solitary species and has been taken by humans as an effective way of stopping or slowing down the spread of infectious diseases. A social distancing problem is considered for how a population, when in the world with a network of social sites, decides to visit or stay at some sites while avoiding or closing down some others so that the social contacts across the network can be minimized. The problem is modeled as a population game, where every individual tries to find some network sites to visit or stay so that he/she can minimize all his/her social contacts. In the end, an optimal strategy can be found for everyone when the game reaches an equilibrium. The paper shows that a large class of equilibrium strategies can be obtained by selecting a set of social sites that forms a so-called maximal r-regular subnetwork. The latter includes many well-studied network types, which are easy to identify or construct and can be completely disconnected (with r = 0) for the most-strict isolation or allow certain degrees of connectivity (with r > 0) for more flexible distancing. The equilibrium conditions of these strategies are derived. Their rigidity and flexibility are analyzed on different types of r-regular subnetworks. It is proved that the strategies supported by maximal 0-regular subnetworks are strictly rigid, while those by general maximal r-regular subnetworks with r > 0 are flexible, though some can be weakly rigid. The proposed model can also be extended to weighted networks when different contact values are assigned to different network sites.

Keywords: social distancing, mitigation of spread of epidemics, populations games, networked social environments

Procedia PDF Downloads 109
1876 A Pervasive System Architecture for Smart Environments in Internet of Things Context

Authors: Patrick Santos, João Casal, João Santos Luis Varandas, Tiago Alves, Carlos Romeiro, Sérgio Lourenço

Abstract:

Nowadays, technology makes it possible to, in one hand, communicate with various objects of the daily life through the Internet, and in the other, put these objects interacting with each other through this channel. Simultaneously, with the raise of smartphones as the most ubiquitous technology on persons lives, emerge new agents for these devices - Intelligent Personal Assistants. These agents have the goal of helping the user manage and organize his information as well as supporting the user in his/her day-to-day tasks. Moreover, other emergent concept is the Cloud Computing, which allows computation and storage to get out of the users devices, bringing benefits in terms of performance, security, interoperability and others. Connecting these three paradigms, in this work we propose an architecture for an intelligent system which provides an interface that assists the user on smart environments, informing, suggesting actions and allowing to manage the objects of his/her daily life.

Keywords: internet of things, cloud, intelligent personal assistant, architecture

Procedia PDF Downloads 482
1875 Communication Strategies of Russian-English Asymmetric Bilinguals Given Insufficient Language Faculty

Authors: Varvara Tyurina

Abstract:

In the age of globalization Internet communication as a new format of interactions have become an integral part of our daily routine. Internet environment allows for new conditions and provides participants to a communication act with extra communication tools which can be used on Internet forums or in chat rooms. As a result communicants tend to alternate their behavior patterns in contrast to those practiced in live communication. It is not yet clear which communication strategies participants to Internet communication abide by and what determines their choices. Given the continually changing environment of a forum or a chat the behavior of a communicant can be interpreted in terms of autopoiesis theory which sees adaptation as the major tool for coexistence between the living system and its niche. Each communication act is seen as interaction between the communicant (i.e. the living system) and the overall environment of the forum (i.e. the niche) rather than one particular interlocutor. When communicating via the Internet participants are believed to aim at reaching a balance between themselves and the environment of a forum or a chat. The research focuses on unveiling the adaptation strategies employed by a communicant in particular cases and looks into the reasons they are employed. There is a correlation between language faculty of the communicants and the strategies they opt for when communicating on Internet forums and in chat rooms. The research included an experiment with a sample of Russian-English asymmetric bilinguals aged 16-25. Respondents were given two texts of equivalent contents, but of different language complexity. They had to respond to the texts as if they were making a reciprocal comment at a forum. It has been revealed that when communicants realize that their language faculty is not sufficient to understand the initial text they tend to amend their communication strategy in order to maintain the balance with the niche (remain involved in the communication). Most common strategies for responding to a difficult-to-understand text were self-presentation, veiling poor language faculty and response evasion. The research has so far focused on a very narrow aspect of correlation between language faculty and communication behavior, namely the syntactic and lexicological complexity of initial texts. It is essential to conduct a series of experiments that dwell on other characteristics of the texts to determine the range of cases when language faculty determines the choice of adaptation strategy.

Keywords: adaptation, communication strategies, internet communication, verbal interaction, autopoiesis theory

Procedia PDF Downloads 334
1874 The Development of E-Commerce in Mexico: An Econometric Analysis

Authors: Alma Lucero Ortiz, Mario Gomez

Abstract:

Technological advances contribute to the well-being of humanity by allowing man to perform in a more efficient way. Technology offers tangible advantages to countries with the adoption of information technologies, communication, and the Internet in all social and productive sectors. The Internet is a networking infrastructure that allows the communication of people throughout the world, exceeding the limits of time and space. Nowadays the internet has changed the way of doing business leading to a digital economy. In this way, e-commerce has emerged as a commercial transaction conducted over the Internet. For this inquiry e-commerce is seen as a source of economic growth for the country. Thereby, these research aims to answer the research question, which are the main variables that have affected the development of e-commerce in Mexico. The research includes a period of study from 1990 to 2017. This inquiry aims to get insight on how the independent variables influence the e-commerce development. The independent variables are information infrastructure construction, urbanization level, economic level, technology level, human capital level, educational level, standards of living, and price index. The results suggest that the independent variables have an impact on development of the e-commerce in Mexico. The present study is carried out in five parts. After the introduction, in the second part, a literature review about the main qualitative and quantitative studies to measure the variables subject to the study is presented. After, an empirical study is applied through time series data, and to process the data an econometric model is performed. In the fourth part, the analysis and discussion of results are presented, and finally, some conclusions are included.

Keywords: digital economy, e-commerce, econometric model, economic growth, internet

Procedia PDF Downloads 209
1873 Web Search Engine Based Naming Procedure for Independent Topic

Authors: Takahiro Nishigaki, Takashi Onoda

Abstract:

In recent years, the number of document data has been increasing since the spread of the Internet. Many methods have been studied for extracting topics from large document data. We proposed Independent Topic Analysis (ITA) to extract topics independent of each other from large document data such as newspaper data. ITA is a method for extracting the independent topics from the document data by using the Independent Component Analysis. The topic represented by ITA is represented by a set of words. However, the set of words is quite different from the topics the user imagines. For example, the top five words with high independence of a topic are as follows. Topic1 = {"scor", "game", "lead", "quarter", "rebound"}. This Topic 1 is considered to represent the topic of "SPORTS". This topic name "SPORTS" has to be attached by the user. ITA cannot name topics. Therefore, in this research, we propose a method to obtain topics easy for people to understand by using the web search engine, topics given by the set of words given by independent topic analysis. In particular, we search a set of topical words, and the title of the homepage of the search result is taken as the topic name. And we also use the proposed method for some data and verify its effectiveness.

Keywords: independent topic analysis, topic extraction, topic naming, web search engine

Procedia PDF Downloads 98
1872 Internet of Things Based Battery Management System

Authors: Pakhil Singh, Rahul Singh, Mohammad Saad Alam, Yasser Rafat

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The battery management system is an essential package/system which ensures optimum performance and safety of a battery by monitoring the key essential parameters of the battery like the voltage, current, temperature, state of charge, state of health during charging and discharging. This can be accomplished using outputs of various sensors employed to serve the purpose. The increasing demand for electricity generation from renewable energy sources requires proper storage and hence a proper monitoring system as well. A battery management system is required in wide applications ranging from renewable energy storage systems, off-grid solar PV applications to electric vehicles. The aim of this paper is to study the parameters used in monitoring various battery operating conditions and proposes the usage of the internet of things (IoT) to implement a reliable battery management system.

Keywords: electric vehicles, internet of things, sensors, state of charge, state of health

Procedia PDF Downloads 161
1871 Comparison of Authentication Methods in Internet of Things Technology

Authors: Hafizah Che Hasan, Fateen Nazwa Yusof, Maslina Daud

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Internet of Things (IoT) is a powerful industry system, which end-devices are interconnected and automated, allowing the devices to analyze data and execute actions based on the analysis. The IoT technology leverages the technology of Radio-Frequency Identification (RFID) and Wireless Sensor Network (WSN), including mobile and sensor. These technologies contribute to the evolution of IoT. However, due to more devices are connected each other in the Internet, and data from various sources exchanged between things, confidentiality of the data becomes a major concern. This paper focuses on one of the major challenges in IoT; authentication, in order to preserve data integrity and confidentiality are in place. A few solutions are reviewed based on papers from the last few years. One of the proposed solutions is securing the communication between IoT devices and cloud servers with Elliptic Curve Cryptograhpy (ECC) based mutual authentication protocol. This solution focuses on Hyper Text Transfer Protocol (HTTP) cookies as security parameter.  Next proposed solution is using keyed-hash scheme protocol to enable IoT devices to authenticate each other without the presence of a central control server. Another proposed solution uses Physical Unclonable Function (PUF) based mutual authentication protocol. It emphasizes on tamper resistant and resource-efficient technology, which equals a 3-way handshake security protocol.

Keywords: Internet of Things (IoT), authentication, PUF ECC, keyed-hash scheme protocol

Procedia PDF Downloads 232
1870 Inappropriate Effects Which the Use of Computer and Playing Video Games Have on Young People

Authors: Maja Ruzic-Baf, Mirjana Radetic-Paic

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The use of computers by children has many positive aspects, including the development of memory, learning methods, problem-solving skills and the feeling of one’s own competence and self-confidence. Playing on line video games can encourage hanging out with peers having similar interests as well as communication; it develops coordination, spatial relations and presentation. On the other hand, the Internet enables quick access to different information and the exchange of experiences. How kids use computers and what the negative effects of this can be depends on various factors. ICT has improved and become easy to get for everyone. In the past 12 years so many video games has been made even to that level that some of them are free to play. Young people, even some adults, had simply start to forget about the real outside world because in that other, digital world, they have found something that makes them feal more worthy as a man. This article present the use of ICT, forms of behavior and addictions to on line video games. The use of computers by children has many positive aspects, including the development of memory, learning methods, problem-solving skills and the feeling of one’s own competence and self-confidence. Playing on line video games can encourage hanging out with peers having similar interests as well as communication; it develops coordination, spatial relations and presentation. On the other hand, the Internet enables quick access to different information and the exchange of experiences. How kids use computers and what the negative effects of this can be depends on various factors. ICT has improved and become easy to get for everyone. In the past 12 years so many video games has been made even to that level that some of them are free to play. Young people, even some adults, had simply start to forget about the real outside world because in that other, digital world, they have found something that makes them feal more worthy as a man. This article present the use of ICT, forms of behavior and addictions to on line video games.

Keywords: addiction to video games, behaviour, ICT, young people

Procedia PDF Downloads 522
1869 Designing Automated Embedded Assessment to Assess Student Learning in a 3D Educational Video Game

Authors: Mehmet Oren, Susan Pedersen, Sevket C. Cetin

Abstract:

Despite the frequently criticized disadvantages of the traditional used paper and pencil assessment, it is the most frequently used method in our schools. Although assessments do an acceptable measurement, they are not capable of measuring all the aspects and the richness of learning and knowledge. Also, many assessments used in schools decontextualize the assessment from the learning, and they focus on learners’ standing on a particular topic but do not concentrate on how student learning changes over time. For these reasons, many scholars advocate that using simulations and games (S&G) as a tool for assessment has significant potentials to overcome the problems in traditionally used methods. S&G can benefit from the change in technology and provide a contextualized medium for assessment and teaching. Furthermore, S&G can serve as an instructional tool rather than a method to test students’ learning at a particular time point. To investigate the potentials of using educational games as an assessment and teaching tool, this study presents the implementation and the validation of an automated embedded assessment (AEA), which can constantly monitor student learning in the game and assess their performance without intervening their learning. The experiment was conducted on an undergraduate level engineering course (Digital Circuit Design) with 99 participant students over a period of five weeks in Spring 2016 school semester. The purpose of this research study is to examine if the proposed method of AEA is valid to assess student learning in a 3D Educational game and present the implementation steps. To address this question, this study inspects three aspects of the AEA for the validation. First, the evidence-centered design model was used to lay out the design and measurement steps of the assessment. Then, a confirmatory factor analysis was conducted to test if the assessment can measure the targeted latent constructs. Finally, the scores of the assessment were compared with an external measure (a validated test measuring student learning on digital circuit design) to evaluate the convergent validity of the assessment. The results of the confirmatory factor analysis showed that the fit of the model with three latent factors with one higher order factor was acceptable (RMSEA < 0.00, CFI =1, TLI=1.013, WRMR=0.390). All of the observed variables significantly loaded to the latent factors in the latent factor model. In the second analysis, a multiple regression analysis was used to test if the external measure significantly predicts students’ performance in the game. The results of the regression indicated the two predictors explained 36.3% of the variance (R2=.36, F(2,96)=27.42.56, p<.00). It was found that students’ posttest scores significantly predicted game performance (β = .60, p < .000). The statistical results of the analyses show that the AEA can distinctly measure three major components of the digital circuit design course. It was aimed that this study can help researchers understand how to design an AEA, and showcase an implementation by providing an example methodology to validate this type of assessment.

Keywords: educational video games, automated embedded assessment, assessment validation, game-based assessment, assessment design

Procedia PDF Downloads 401
1868 Adaption to Climate Change as a Challenge for the Manufacturing Industry: Finding Business Strategies by Game-Based Learning

Authors: Jan Schmitt, Sophie Fischer

Abstract:

After the Corona pandemic, climate change is a further, long-lasting challenge the society must deal with. An ongoing climate change need to be prevented. Nevertheless, the adoption tothe already changed climate conditionshas to be focused in many sectors. Recently, the decisive role of the economic sector with high value added can be seen in the Corona crisis. Hence, manufacturing industry as such a sector, needs to be prepared for climate change and adaption. Several examples from the manufacturing industry show the importance of a strategic effort in this field: The outsourcing of a major parts of the value chain to suppliers in other countries and optimizing procurement logistics in a time-, storage- and cost-efficient manner within a network of global value creation, can lead vulnerable impacts due to climate-related disruptions. E.g. the total damage costs after the 2011 flood disaster in Thailand, including costs for delivery failures, were estimated at 45 billion US dollars worldwide. German car manufacturers were also affected by supply bottlenecks andhave close its plant in Thailand for a short time. Another OEM must reduce the production output. In this contribution, a game-based learning approach is presented, which should enable manufacturing companies to derive their own strategies for climate adaption out of a mix of different actions. Based on data from a regional study of small, medium and large manufacturing companies in Mainfranken, a strongly industrialized region of northern Bavaria (Germany) the game-based learning approach is designed. Out of this, the actual state of efforts due to climate adaption is evaluated. First, the results are used to collect single actions for manufacturing companies and second, further actions can be identified. Then, a variety of climate adaption activities can be clustered according to the scope of activity of the company. The combination of different actions e.g. the renewal of the building envelope with regard to thermal insulation, its benefits and drawbacks leads to a specific strategy for climate adaption for each company. Within the game-based approach, the players take on different roles in a fictionalcompany and discuss the order and the characteristics of each action taken into their climate adaption strategy. Different indicators such as economic, ecologic and stakeholder satisfaction compare the success of the respective measures in a competitive format with other virtual companies deriving their own strategy. A "play through" climate change scenarios with targeted adaptation actions illustrate the impact of different actions and their combination onthefictional company.

Keywords: business strategy, climate change, climate adaption, game-based learning

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1867 Emotional Analysis for Text Search Queries on Internet

Authors: Gemma García López

Abstract:

The goal of this study is to analyze if search queries carried out in search engines such as Google, can offer emotional information about the user that performs them. Knowing the emotional state in which the Internet user is located can be a key to achieve the maximum personalization of content and the detection of worrying behaviors. For this, two studies were carried out using tools with advanced natural language processing techniques. The first study determines if a query can be classified as positive, negative or neutral, while the second study extracts emotional content from words and applies the categorical and dimensional models for the representation of emotions. In addition, we use search queries in Spanish and English to establish similarities and differences between two languages. The results revealed that text search queries performed by users on the Internet can be classified emotionally. This allows us to better understand the emotional state of the user at the time of the search, which could involve adapting the technology and personalizing the responses to different emotional states.

Keywords: emotion classification, text search queries, emotional analysis, sentiment analysis in text, natural language processing

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1866 Exploring the Neural Correlates of Different Interaction Types: A Hyperscanning Investigation Using the Pattern Game

Authors: Beata Spilakova, Daniel J. Shaw, Radek Marecek, Milan Brazdil

Abstract:

Hyperscanning affords a unique insight into the brain dynamics underlying human interaction by simultaneously scanning two or more individuals’ brain responses while they engage in dyadic exchange. This provides an opportunity to observe dynamic brain activations in all individuals participating in interaction, and possible interbrain effects among them. The present research aims to provide an experimental paradigm for hyperscanning research capable of delineating among different forms of interaction. Specifically, the goal was to distinguish between two dimensions: (1) interaction structure (concurrent vs. turn-based) and (2) goal structure (competition vs cooperation). Dual-fMRI was used to scan 22 pairs of participants - each pair matched on gender, age, education and handedness - as they played the Pattern Game. In this simple interactive task, one player attempts to recreate a pattern of tokens while the second player must either help (cooperation) or prevent the first achieving the pattern (competition). Each pair played the game iteratively, alternating their roles every round. The game was played in two consecutive sessions: first the players took sequential turns (turn-based), but in the second session they placed their tokens concurrently (concurrent). Conventional general linear model (GLM) analyses revealed activations throughout a diffuse collection of brain regions: The cooperative condition engaged medial prefrontal cortex (mPFC) and posterior cingulate cortex (PCC); in the competitive condition, significant activations were observed in frontal and prefrontal areas, insula cortices and the thalamus. Comparisons between the turn-based and concurrent conditions revealed greater precuneus engagement in the former. Interestingly, mPFC, PCC and insulae are linked repeatedly to social cognitive processes. Similarly, the thalamus is often associated with a cognitive empathy, thus its activation may reflect the need to predict the opponent’s upcoming moves. Frontal and prefrontal activation most likely represent the higher attentional and executive demands of the concurrent condition, whereby subjects must simultaneously observe their co-player and place his own tokens accordingly. The activation of precuneus in the turn-based condition may be linked to self-other distinction processes. Finally, by performing intra-pair correlations of brain responses we demonstrate condition-specific patterns of brain-to-brain coupling in mPFC and PCC. Moreover, the degree of synchronicity in these neural signals related to performance on the game. The present results, then, show that different types of interaction recruit different brain systems implicated in social cognition, and the degree of inter-player synchrony within these brain systems is related to nature of the social interaction.

Keywords: brain-to-brain coupling, hyperscanning, pattern game, social interaction

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1865 Collective Strategies Dominate in Spatial Iterated Prisoners Dilemma

Authors: Jiawei Li

Abstract:

How cooperation emerges and persists in a population of selfish agents is a fundamental question in evolutionary game theory. Our research shows that Collective Strategies with Master-Slave Mechanism (CSMSM) defeat Tit-for-Tat and other well-known strategies in spatial iterated prisoner’s dilemma. A CSMSM identifies kin members by means of a handshaking mechanism. If the opponent is identified as non-kin, a CSMSM will always defect. Once two CSMSMs meet, they play master and slave roles. A mater defects and a slave cooperates in order to maximize the master’s payoff. CSMSM outperforms non-collective strategies in spatial IPD even if there is only a small cluster of CSMSMs in the population. The existence and performance of CSMSM in spatial iterated prisoner’s dilemma suggests that cooperation first appears and persists in a group of collective agents.

Keywords: Evolutionary game theory, spatial prisoners dilemma, collective strategy, master-slave mechanism

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1864 Calculate Product Carbon Footprint through the Internet of Things from Network Science

Authors: Jing Zhang

Abstract:

To reduce the carbon footprint of mankind and become more sustainable is one of the major challenges in our era. Internet of Things (IoT) mainly resolves three problems: Things to Things (T2T), Human to Things, H2T), and Human to Human (H2H). Borrowing the classification of IoT, we can find carbon prints of industries also can be divided in these three ways. Therefore, monitoring the routes of generation and circulation of products may help calculate product carbon print. This paper does not consider any technique used by IoT itself, but the ideas of it look at the connection of products. Carbon prints are like a gene or mark of a product from raw materials to the final products, which never leave the products. The contribution of this paper is to combine the characteristics of IoT and the methodology of network science to find a way to calculate the product's carbon footprint. Life cycle assessment, LCA is a traditional and main tool to calculate the carbon print of products. LCA is a traditional but main tool, which includes three kinds.

Keywords: product carbon footprint, Internet of Things, network science, life cycle assessment

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1863 Receptiveness of Market Segmentation Towards Online Shopping Attitude: A Quality Management Strategy for Online Passenger Car Market

Authors: Noor Hasmini Abdghani, Nik Kamariah Nikmat, Nor Hayati Ahmad

Abstract:

Rapid growth of the internet technology led to changes in the consumer lifestyles. This involved customer buying behaviour-based internet that create new kind of buying strategy. Hence, it has summoned many of world firms including Malaysia to generate new quality strategy in preparation to face new customer buying lifestyles. Particularly, this study focused on identifying online customer segment of automobile passenger car customers. Secondly, the objective is to understand online customer’s receptiveness towards internet technologies. This study distributed 700 questionnaires whereby 582 were returned representing 83% response rate. The data were analysed using factor and regression analyses. The result from the factor analysis precipitates four online passenger car segmentations in Malaysia, which are: Segment (1)- Automobile Online shopping Preferences, Segment (2)- Automobile Online Brand Comparison, Segment (3)- Automobile Online Information Seeking and Segment (4)- Automobile Offline Shopping Preferences. In understanding the online customer’s receptiveness towards internet, the regression result shows that there is significant relationship between each of four segments of online passenger car customer with attitude towards automobile online shopping. This implies that, for online customers to have receptiveness toward internet technologies, he or she must have preferences toward online shopping or at least prefer to browse any related information online even if the actual purchase is made at the traditional store. With this proposed segmentation strategy, the firms especially the automobile firms will be able to understand their online customer behavior. At least, the proposed segmentation strategy will help the firms to strategize quality management approach for their online customers’ buying decision making.

Keywords: Automobile, Market Segmentation, Online Shopping Attitude, Quality Management Strategy

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1862 Implications on Informed Consent of Information Available to Patients on the Internet Regarding Hip and Knee Osteoarthritis

Authors: R. W. Walker, J. M. Lynch, K. Anderson, R. G. Middleton

Abstract:

Hip and knee arthritis are two of the commonest conditions that result in elective orthopaedic outpatient referral. At clinic appointments advice given regarding lifestyle modifications or treatment options may not be fully understood by patients. The majority of patients now use the internet to research their condition and use this to inform their decision about treatments. This study assessed the quality of patient information regarding hip and knee arthritis. To assess the quality of patient information regarding knee and hip arthritis available on the internet. Two internet searches were carried out one month apart using the search terms “knee arthritis” and “hip arthritis” on Google, a search engine that accounts for over 90% or internet searches in the UK. Sites were evaluated using the DISCERN instrument, a validated tool for measuring the quality of consumer health information. The first 50 results for each search were analysed by two different observers and discrepancies in scores were reviewed by both observers together and a score was agreed upon. In total 200 search result websites were assessed, of which 84 fulfilled the inclusion criteria. 53% (n=44) were funded directly by commercial healthcare businesses and of these, 70% (n=31) were funded by a surgeon/hospital promoting end-user purchase of surgical intervention. Overall 35% (n=29) websites were “for-profit” information websites where funding was from advertising revenues from pharmaceutical and prosthesis companies. 81% (n=67) offered information about surgical treatments however only 43% (n=36) mentioned the risk of complications of surgery. 67% (n=56) did not have any reference to sources for the information they detailed and 57% (n=47) had no apparent date for the production of the information they offered. Overall 17% (n=14) of websites were judged as being of high quality, with 29% (n=24) being of moderate quality and 54% (n=45) being of low quality. The quality of health information regarding hip and knee arthritis on the internet is highly variable and the majority of websites assessed were of poor quality. A preponderance of websites were funded by a commercial surgical service offering athroplasty at consumer cost, with a further third being funded indirectly via advertising revenues from commercial businesses. The vast majority of websites only mentioned surgery as a treatment and nearly half of all websites did not mention the risks or complications of surgical intervention at all. This has implications for the consent process. As such, Clinicians should be aware of the heterogeneous nature of patient information on the internet and be prepared to advise their patients about good quality websites where further reliable information can be sought.

Keywords: hip osteoarthritis, informed consent, knee osteoarthritis, patient information

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