Search results for: mobile educational games
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 4782

Search results for: mobile educational games

4572 Mobile Cloud Computing: How to Improve

Authors: Abdullah Aljumah, Tariq Ahamad

Abstract:

The simplest possible human-computer interaction is mobile cloud computing as it emerges and makes the use of all modern-day human-oriented technology. The main aim of this idea is the QoS (quality of service) by using user-friendly and reliable software over the global network in order to make it economical by reducing cost, reliable, and increase the main storage. Since we studied and went through almost all the existing related work in this area and we came up with some challenges that will rise or might be rising for some basic areas in mobile cloud computing and mostly stogie and security area. In this research article, we suggest some recommendation for mobile cloud computing and for its security that will help in building more powerful tools to handle all this pressure.

Keywords: Cloud Computing, MCC, SAAS, computer interaction

Procedia PDF Downloads 342
4571 A Framework for Enhancing Mobile Development Software for Rangsit University, Thailand

Authors: Thossaporn Thossansin

Abstract:

This paper presents the developing of a mobile application for students who are studying in a Faculty of Information Technology, Rangsit University (RSU), Thailand. RSU enhanced the enrollment process by leveraging its information systems, which allows students to download RSU APP. This helps students to access RSU’s information that is important for them. The reason to have a mobile application is to give support students’ ability to access the system at anytime, anywhere and anywhere. The objective of this paper was to develop an application on iOS platform for students who are studying in Faculty of Information Technology, Rangsit University, Thailand. Studies and learns student’s perception for a new mobile app. This paper has targeted a group of students who is studied in year 1-4 in the faculty of information technology, Rangsit University. This new application has been developed by the department of information technology, Rangsit University and it has generally called as RSU APP. This is a new mobile application development for RSU, which has useful features and functionalities in giving support to students. The core module has consisted of RSU’s announcement, calendar, event, activities, and ebook. The mobile app has developed on iOS platform that is related to RSU’s policies in giving free Tablets for the first year students. The user satisfaction is analyzed from interview data that has 81 interviews and Google application such as google form is taken into account for 122 interviews. Generally, users were satisfied to-use application with the most satisfaction at the level of 4.67. SD is 0.52, which found the most satisfaction in that users can learn and use quickly. The most satisfying is 4.82 and SD is 0.71 and the lowest satisfaction rating in its modern form, apps lists. The satisfaction is 4.01, and SD is 0.45.

Keywords: mobile application, development of mobile application, framework of mobile development, software development for mobile devices

Procedia PDF Downloads 299
4570 The Effects of Cooling during Baseball Games on Perceived Exertion and Core Temperature

Authors: Chih-Yang Liao

Abstract:

Baseball is usually played outdoors in the warmest months of the year. Therefore, baseball players are susceptible to the influence of the hot environment. It has been shown that hitting performance is increased in games played in warm weather, compared to in cold weather, in Major League Baseball. Intermittent cooling during sporting events can prevent the risk of hyperthermia and increase endurance performance. However, the effects of cooling during baseball games played in a hot environment are unclear. This study adopted a cross-over design. Ten Division I collegiate male baseball players in Taiwan volunteered to participate in this study. Each player played two simulated baseball games, with one day in between. Five of the players received intermittent cooling during the first simulated game, while the other five players received intermittent cooling during the second simulated game. The participants were covered in neck and forehand regions for 6 min with towels that were soaked in icy salt water 3 to 4 times during the games. The participants received the cooling treatment in the dugout when they were not on the field for defense or hitting. During the 2 simulated games, the temperature was 31.1-34.1°C and humidity was 58.2-61.8%, with no difference between the two games. Ratings of perceived exertion, thermal sensation, tympanic and forehead skin temperature immediately after each defensive half-inning and after cooling treatments were recorded. Ratings of perceived exertion were measured using the Borg 10-point scale. The thermal sensation was measured with a 6-point scale. The tympanic and skin temperature was measured with infrared thermometers. The data were analyzed with a two-way analysis of variance with repeated measurement. The results showed that intermitted cooling significantly reduced ratings of perceived exertion and thermal sensation. Forehead skin temperature was also significantly decreased after cooling treatments. However, the tympanic temperature was not significantly different between the two trials. In conclusion, intermittent cooling in the neck and forehead regions was effective in alleviating the perceived exertion and heat sensation. However, this cooling intervention did not affect the core temperature. Whether intermittent cooling has any impact on hitting or pitching performance in baseball players warrants further investigation.

Keywords: baseball, cooling, ratings of perceived exertion, thermal sensation

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4569 GynApp: A Mobile Application for the Organization and Control of Gynecological Studies

Authors: Betzabet García-Mendoza, Rocío Abascal-Mena

Abstract:

Breast and cervical cancer are among the leading causes of death of women in Mexico. The mortality rate for these diseases is alarming, even though there have been many campaigns for making people self-aware of the importance of conducting gynecological studies for a timely prevention and detection, these have not been enough. This paper presents a mobile application for organizing and controlling gynecological studies in order to help and boost women to take care of their bodies and health. The process of analyzing and designing the mobile application is presented, along with all the steps carried out by following a user-centered design methodology.

Keywords: breast cancer, cervical cancer, gynecological mobile application, paper prototyping, storyboard, women health

Procedia PDF Downloads 273
4568 Designing a Learning Table and Game Cards for Preschoolers for Disaster Risk Reduction (DRR) on Earthquake

Authors: Mehrnoosh Mirzaei

Abstract:

Children are among the most vulnerable at the occurrence of natural disasters such as earthquakes. Most of the management and measures which are considered for both before and during an earthquake are neither suitable nor efficient for this age group and cannot be applied. On the other hand, due to their age, it is hard to educate and train children to learn and understand the concept of earthquake risk mitigation as matters like earthquake prevention and safe places during an earthquake are not easily perceived. To our knowledge, children’s awareness of such concepts via their own world with the help of games is the best training method in this case. In this article, the researcher has tried to consider the child an active element before and during the earthquake. With training, provided by adults before the incidence of an earthquake, the child has the ability to learn disaster risk reduction (DRR). The focus of this research is on learning risk reduction behavior and regarding children as an individual element. The information of this article has been gathered from library resources, observations and the drawings of 10 children aged 5 whose subject was their conceptual definition of an earthquake who were asked to illustrate their conceptual definition of an earthquake; the results of 20 questionnaires filled in by preschoolers along with information gathered by interviewing them. The design of the suitable educational game, appropriate for the needs of this age group, has been made based on the theory of design with help of the user and the priority of children’s learning needs. The final result is a package of a game which is comprised of a learning table and matching cards showing sign marks for safe and unsafe places which introduce the safe behaviors and safe locations before and during the earthquake. These educational games can be used both in group contexts in kindergartens and on an individual basis at home, and they help in earthquake risk reduction.

Keywords: disaster education, earthquake sign marks, learning table, matching card, risk reduction behavior

Procedia PDF Downloads 226
4567 Inappropriate Effects Which the Use of Computer and Playing Video Games Have on Young People

Authors: Maja Ruzic-Baf, Mirjana Radetic-Paic

Abstract:

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 519
4566 Comparative Advantage of Mobile Agent Application in Procuring Software Products on the Internet

Authors: Michael K. Adu, Boniface K. Alese, Olumide S. Ogunnusi

Abstract:

This paper brings to fore the inherent advantages in application of mobile agents to procure software products rather than downloading software content on the Internet. It proposes a system whereby the products come on compact disk with mobile agent as deliverable. The client/user purchases a software product, but must connect to the remote server of the software developer before installation. The user provides an activation code that activates mobile agent which is part of the software product on compact disk. The validity of the activation code is checked on connection at the developer’s end to ascertain authenticity and prevent piracy. The system is implemented by downloading two different software products as compare with installing same products on compact disk with mobile agent’s application. Downloading software contents from developer’s database as in the traditional method requires a continuously open connection between the client and the developer’s end, a fixed network is not economically or technically feasible. Mobile agent after being dispatched into the network becomes independent of the creating process and can operate asynchronously and autonomously. It can reconnect later after completing its task and return for result delivery. Response Time and Network Load are very minimal with application of Mobile agent.

Keywords: software products, software developer, internet, activation code, mobile agent

Procedia PDF Downloads 267
4565 Interactive Image Search for Mobile Devices

Authors: Komal V. Aher, Sanjay B. Waykar

Abstract:

Nowadays every individual having mobile device with them. In both computer vision and information retrieval Image search is currently hot topic with many applications. The proposed intelligent image search system is fully utilizing multimodal and multi-touch functionalities of smart phones which allows search with Image, Voice, and Text on mobile phones. The system will be more useful for users who already have pictures in their minds but have no proper descriptions or names to address them. The paper gives system with ability to form composite visual query to express user’s intention more clearly which helps to give more precise or appropriate results to user. The proposed algorithm will considerably get better in different aspects. System also uses Context based Image retrieval scheme to give significant outcomes. So system is able to achieve gain in terms of search performance, accuracy and user satisfaction.

Keywords: color space, histogram, mobile device, mobile visual search, multimodal search

Procedia PDF Downloads 339
4564 The Use of Mobile Phones by Refugees to Create Social Connectedness: A Literature Review

Authors: Sarah Vuningoma, Maria Rosa Lorini, Wallace Chigona

Abstract:

Mobile phones are one of the main tools for promoting the wellbeing of people and supporting the integration of communities on the margins such as refugees. Information and Communication Technology has the potential to contribute towards reducing isolation, loneliness, and to assist in improving interpersonal relations and fostering acculturation processes. Therefore, the use of mobile phones by refugees might contribute to their social connectedness. This paper aims to demonstrate how existing literature has shown how the use of mobile phones by refugees should engender social connectedness amongst the refugees. Data for the study are drawn from existing literature; we searched a number of electronic databases for papers published between 2010 and 2019. The main findings of the study relate to the use of mobile phones by refugees to (i) create a sense of belonging, (ii) maintain relationships, and (iii) advance the acculturation process. The analysis highlighted a gap in the research over refugees and social connectedness. In particular, further studies should consider evaluating the differences between those who have a refugee permit, those who are waiting for the refugee permit, and those whose request was denied.

Keywords: belonging, mobile phones, refugees, social connectedness

Procedia PDF Downloads 165
4563 Adolescent Gamers: The Relationship between Berzonsky’s Style of Identity and Immersion: Pilot Study

Authors: Monika Paleczna, Barbara Szmigielska

Abstract:

Adolescence is a developmental period, covering the period from 10 to 20 years of age, in which young people face many challenges. One of the most important tasks of the adolescence period is getting a structured identity. The development of identity is possible by undertaking various activities. Nowadays, virtual activities are very common among young people. One of the main adolescents’ activities in the online environment is playing computer games. The main aim of this work is to answer the question about the relationship between the identity style of adolescents and immersion, -a phenomenon often observed while playing computer games. The concept of identity created by Berzonsky is considered as one of the best-defined concepts of identity. He defines identity as both a structure and a process and distinguishes three styles of identity: informational, normative, and diffuse/avoidant. Immersion is a concept that can be applied in a broad context, but in the game environment, it is a specific psychological experience of being involved in a computer game. It refers to the relocation of the attention resources to the game world, with a limited or impossible perception of stimuli from reality. Considering how much time adolescents spend playing computer games, the question about the relationship between their identity and the immersion in the game seems to be extremely interesting. Fifty adolescents aged 15-17 participated in the study. They played a computer game and completed the Identity Style Inventory and the Immersion Questionaire.

Keywords: identity, immersion, computer games, adolescence

Procedia PDF Downloads 243
4562 Serious Digital Video Game for Solving Algebraic Equations

Authors: Liliana O. Martínez, Juan E González, Manuel Ramírez-Aranda, Ana Cervantes-Herrera

Abstract:

A serious game category mobile application called Math Dominoes is presented. The main objective of this applications is to strengthen the teaching-learning process of solving algebraic equations and is based on the board game "Double 6" dominoes. Math Dominoes allows the practice of solving first, second-, and third-degree algebraic equations. This application is aimed to students who seek to strengthen their skills in solving algebraic equations in a dynamic, interactive, and fun way, to reduce the risk of failure in subsequent courses that require mastery of this algebraic tool.

Keywords: algebra, equations, dominoes, serious games

Procedia PDF Downloads 98
4561 A Context Aware Mobile Learning System with a Cognitive Recommendation Engine

Authors: Jalal Maqbool, Gyu Myoung Lee

Abstract:

Using smart devices for context aware mobile learning is becoming increasingly popular. This has led to mobile learning technology becoming an indispensable part of today’s learning environment and platforms. However, some fundamental issues remain - namely, mobile learning still lacks the ability to truly understand human reaction and user behaviour. This is due to the fact that current mobile learning systems are passive and not aware of learners’ changing contextual situations. They rely on static information about mobile learners. In addition, current mobile learning platforms lack the capability to incorporate dynamic contextual situations into learners’ preferences. Thus, this thesis aims to address these issues highlighted by designing a context aware framework which is able to sense learner’s contextual situations, handle data dynamically, and which can use contextual information to suggest bespoke learning content according to a learner’s preferences. This is to be underpinned by a robust recommendation system, which has the capability to perform these functions, thus providing learners with a truly context-aware mobile learning experience, delivering learning contents using smart devices and adapting to learning preferences as and when it is required. In addition, part of designing an algorithm for the recommendation engine has to be based on learner and application needs, personal characteristics and circumstances, as well as being able to comprehend human cognitive processes which would enable the technology to interact effectively and deliver mobile learning content which is relevant, according to the learner’s contextual situations. The concept of this proposed project is to provide a new method of smart learning, based on a capable recommendation engine for providing an intuitive mobile learning model based on learner actions.

Keywords: aware, context, learning, mobile

Procedia PDF Downloads 209
4560 iSEA: A Mobile Based Learning Application for History and Culture Knowledge Enhancement for the ASEAN Region

Authors: Maria Visitacion N. Gumabay, Byron Joseph A. Hallar, Annjeannette Alain D. Galang

Abstract:

This study was intended to provide a more efficient and convenient way for mobile users to enhance their knowledge about ASEAN countries. The researchers evaluated the utility of the developed crossword puzzle application and assessed the general usability of its user interface for its intended purpose and audience of users. The descriptive qualitative research method for the research design and the Mobile-D methodology was employed for the development of the software application output. With a generally favorable reception from its users, the researchers concluded that the iSEA Mobile Based Learning Application can be considered ready for general deployment and use. It was also concluded that additional studies can also be done to make a more complete assessment of the knowledge gained by its users before and after using the application.

Keywords: mobile learning, eLearning, crossword, ASEAN, iSEA

Procedia PDF Downloads 277
4559 Multi Cloud Storage Systems for Resource Constrained Mobile Devices: Comparison and Analysis

Authors: Rajeev Kumar Bedi, Jaswinder Singh, Sunil Kumar Gupta

Abstract:

Cloud storage is a model of online data storage where data is stored in virtualized pool of servers hosted by third parties (CSPs) and located in different geographical locations. Cloud storage revolutionized the way how users access their data online anywhere, anytime and using any device as a tablet, mobile, laptop, etc. A lot of issues as vendor lock-in, frequent service outage, data loss and performance related issues exist in single cloud storage systems. So to evade these issues, the concept of multi cloud storage introduced. There are a lot of multi cloud storage systems exists in the market for mobile devices. In this article, we are providing comparison of four multi cloud storage systems for mobile devices Otixo, Unclouded, Cloud Fuze, and Clouds and evaluate their performance on the basis of CPU usage, battery consumption, time consumption and data usage parameters on three mobile phones Nexus 5, Moto G and Nexus 7 tablet and using Wi-Fi network. Finally, open research challenges and future scope are discussed.

Keywords: cloud storage, multi cloud storage, vendor lock-in, mobile devices, mobile cloud computing

Procedia PDF Downloads 376
4558 Mobile Marketing Adoption in Pakistan

Authors: Manzoor Ahmad

Abstract:

The rapid advancement of mobile technology has transformed the way businesses engage with consumers, making mobile marketing a crucial strategy for organizations worldwide. This paper presents a comprehensive study on the adoption of mobile marketing in Pakistan, aiming to provide valuable insights into the current landscape, challenges, and opportunities in this emerging market. To achieve this objective, a mixed-methods approach was employed, combining quantitative surveys and qualitative interviews with industry experts, marketers, and consumers. The study encompassed a diverse range of sectors, including retail, telecommunications, banking, and e-commerce, ensuring a comprehensive understanding of mobile marketing practices across different industries. The findings indicate that mobile marketing has gained significant traction in Pakistan, with a growing number of organizations recognizing its potential for reaching and engaging with consumers effectively. Factors such as increasing smartphone penetration, affordable data plans, and the rise of social media usage have contributed to the widespread adoption of mobile marketing strategies. However, several challenges and barriers to mobile marketing adoption were identified. These include issues related to data privacy and security, limited digital literacy among consumers, inadequate infrastructure, and cultural considerations. Additionally, the study highlights the need for tailored and localized mobile marketing strategies to address the diverse cultural and linguistic landscape of Pakistan. Based on the insights gained from the study, practical recommendations are provided to support organizations in optimizing their mobile marketing efforts in Pakistan. These recommendations encompass areas such as consumer targeting, content localization, mobile app development, personalized messaging, and measurement of mobile marketing effectiveness. This research contributes to the existing literature on mobile marketing adoption in developing countries and specifically sheds light on the unique dynamics of the Pakistani market. It serves as a valuable resource for marketers, practitioners, and policymakers seeking to leverage mobile marketing strategies in Pakistan, ultimately fostering the growth and success of businesses operating in this region.

Keywords: mobile marketing, digital marketing, mobile advertising, adoption of mobile marketing

Procedia PDF Downloads 63
4557 Two Wheels Differential Type Odometry for Robot

Authors: Abhishek Jha, Manoj Kumar

Abstract:

This paper proposes a new type of two wheels differential type odometry to estimate the next position and orientation of mobile robots. The proposed odometry is composed for two independent wheels with respective encoders. The two wheels rotate independently, and the change is determined by the difference in the velocity of the two wheels. Angular velocities of the two wheels are measured by rotary encoders. A mathematical model is proposed for the mobile robots to precisely move towards the goal. Using measured values of the two encoders, the current displacement vector of a mobile robot is calculated by kinematics of the mathematical model. Using the displacement vector, the next position and orientation of the mobile robot are estimated by proposed odometry. Result of simulator experiment by the developed odometry is shown.

Keywords: mobile robot, odometry, unicycle, differential type, encoders, infrared range sensors, kinematic model

Procedia PDF Downloads 414
4556 Investigating Software Engineering Challenges in Game Development

Authors: Fawad Zaidi

Abstract:

This paper discusses a variety of challenges and solutions involved with creating computer games and the issues faced by the software engineers working in this field. This review further investigates the articles coverage of project scope and the problem of feature creep that appears to be inherent with game development. The paper tries to answer the following question: Is this a problem caused by a shortage, or bad software engineering practices, or is this outside the control of the software engineering component of the game production process?

Keywords: software engineering, computer games, software applications, development

Procedia PDF Downloads 451
4555 Agile Software Development Implementation in Developing a Diet Tracker Mobile Application

Authors: Dwi Puspita Sari, Gulnur Baltabayeva, Nadia Salman, Maxut Toleuov, Vijay Kanabar

Abstract:

Technology era drives people to use mobile phone to support their daily life activities. Technology development has a rapid phase which pushes the IT company to adjust any technology changes in order to fulfill customer’s satisfaction. As a result of that, many companies in the USA emerged from systematics software development approach to agile software development approach in developing systems and applications to develop many mobile phone applications in a short phase to fulfill user’s needs. As a systematic approach is considered as time consuming, costly, and too risky, agile software development has become a more popular approach to use for developing software including mobile applications. This paper reflects a short-term project to develop a diet tracker mobile application using agile software development that focused on applying scrum framework in the development process.

Keywords: agile software development, scrum, diet tracker, mobile application

Procedia PDF Downloads 222
4554 Most Important Educational Planning Issues in the Developing Countries

Authors: Naeem Khan

Abstract:

In 1971 Williams in his essay titled "What Educational Planning is About in Higher Education" defined educational planning as "planning in education, as in anything else consist essentially of deciding, in advance, what you want, to do and how you are going to do in". In the “World Year book of Education”. While Anderson and Bowman in 1976 in their joint article titled "Theoretical Considerations in Educational Planning" defined it as "the process of preparing a set of decisions for future action pertaining in education". There are so many other definitions which are related to educational planning in which every one stress on the importance of educational planning. But developing countries face a lot of problems related to the educational planning and this paper is to discuss few of them.

Keywords: educational planning, problems, developing countries, education system,

Procedia PDF Downloads 519
4553 Developing Fault Tolerance Metrics of Web and Mobile Applications

Authors: Ahmad Mohsin, Irfan Raza Naqvi, Syda Fatima Usamn

Abstract:

Applications with higher fault tolerance index are considered more reliable and trustworthy to drive quality. In recent years application development has been shifted from traditional desktop and web to native and hybrid application(s) for the web and mobile platforms. With the emergence of Internet of things IOTs, cloud and big data trends, the need for measuring Fault Tolerance for these complex nature applications has increased to evaluate their performance. There is a phenomenal gap between fault tolerance metrics development and measurement. Classic quality metric models focused on metrics for traditional systems ignoring the essence of today’s applications software, hardware & deployment characteristics. In this paper, we have proposed simple metrics to measure fault tolerance considering general requirements for Web and Mobile Applications. We have aligned factors – subfactors, using GQM for metrics development considering the nature of mobile we apps. Systematic Mathematical formulation is done to measure metrics quantitatively. Three web mobile applications are selected to measure Fault Tolerance factors using formulated metrics. Applications are then analysed on the basis of results from observations in a controlled environment on different mobile devices. Quantitative results are presented depicting Fault tolerance in respective applications.

Keywords: web and mobile applications, reliability, fault tolerance metric, quality metrics, GQM based metrics

Procedia PDF Downloads 301
4552 Discrete Tracking Control of Nonholonomic Mobile Robots: Backstepping Design Approach

Authors: Alexander S. Andreev, Olga A. Peregudova

Abstract:

In this paper, we propose a discrete tracking control of nonholonomic mobile robots with two degrees of freedom. The electro-mechanical model of a mobile robot moving on a horizontal surface without slipping, with two rear wheels controlled by two independent DC electric, and one front roal wheel is considered. We present back-stepping design based on the Euler approximate discrete-time model of a continuous-time plant. Theoretical considerations are verified by numerical simulation. The work was supported by RFFI (15-01-08482).

Keywords: actuator dynamics, back stepping, discrete-time controller, Lyapunov function, wheeled mobile robot

Procedia PDF Downloads 379
4551 Longitudinal Assessment on the Economic Impacts of Hosting Major Sports Events

Authors: Huei-Fu Lu

Abstract:

Hosting international major sports events (MSEs) has become a globalized strategy for many countries. Most modern countries believe that MSEs can bring the hosting countries with substantial and considerable economic and non-economic benefits; so many cities also input a huge of resources to bid for hosting MSEs. Despite the growing importance of MSEs, limited longitudinal analysis has been carried out to understand and explain the long term economic effects of such events. This paper is to continue the focus of previous literature on the economic effects of hosting MSEs. The study periods are from 1950 to 2014 and the secondary macro-economic data are selected from the countries that have hosted the Asian Games and the Olympic Games (including summer and winter) to precede a longitudinal analysis. A comparison of the real economic growth rate, investment, employment and international trade of hosting countries and the duration of these economic effects are also explored and discussed. Based on the countries’ attributes and locating area, aiming to ascertain whether hosting MSEs is economically worthwhile and whether the economic effects from MSEs are realized as anticipated. The results indicate that hosting MSEs to create positive economic effects like GDP growth or long-term employment may be a myth even for developing countries. However, the empirical findings can provide the sport management or authority with longitudinal and comprehensive elaboration for biding or hosting MSEs in the future.

Keywords: Asian Games, economic effects, major sports events (MSEs), olympic games

Procedia PDF Downloads 299
4550 Design of a Chaotic Trajectory Generator Algorithm for Mobile Robots

Authors: J. J. Cetina-Denis, R. M. López-Gutiérrez, R. Ramírez-Ramírez, C. Cruz-Hernández

Abstract:

This work addresses the problem of designing an algorithm capable of generating chaotic trajectories for mobile robots. Particularly, the chaotic behavior is induced in the linear and angular velocities of a Khepera III differential mobile robot by infusing them with the states of the H´enon chaotic map. A possible application, using the properties of chaotic systems, is patrolling a work area. In this work, numerical and experimental results are reported and analyzed. In addition, two quantitative numerical tests are applied in order to measure how chaotic the generated trajectories really are.

Keywords: chaos, chaotic trajectories, differential mobile robot, Henon map, Khepera III robot, patrolling applications

Procedia PDF Downloads 280
4549 Small Scale Stationary and Mobile Production of Biodiesel

Authors: Muhammad Yusuf Abduh, Robert Manurung, Hero Jan Heeres

Abstract:

Biodiesel can be produced in small scale mobile units which are designed with local input and demand. Unlike the typical biodiesel production plants, mobile biodiesel unit consiss of a biodiesel production facility placed inside a standard cargo container and mounted on a truck so that it can be transported to a region near the location of raw materials. In this paper, we review the existing concept and unit for the development of community-scale and mobile production of biodiesel. This includes the main reactor technology to produce biodiesel as well as the pre-treatment prior to the reaction unit. The pre-treatment includes the oil-expeller unit to obtain oil from the oilseeds as well as the quality control of the oil before it enters the reaction unit. This paper also discusses the post-treatment after the production of biodiesel. It includes the refining and purification of biodiesel to meet the product specification set by the biodiesel industry.

Keywords: biodiesel, community scale, mobile biodiesel unit, reactor technology

Procedia PDF Downloads 208
4548 Utilisation of Sports and Games for Psychosocial Rehabilitation of Internally Displaced Persons in Maiduguri, Nigeria

Authors: Stephen Hamafyelto, Hussaini Garba, Mary Pindar Ndahi

Abstract:

The study was carried out with the intent to mitigate the trauma experienced by victims of insurgent attacks by the so-called Boko Haram militants in Borno state of Nigeria. The area was ridden by the crisis over the past 9 years. As a result, many people were killed, maimed and raped. Some others suffered all manner of inhuman treatment at the hands of their captors. The extent to which this dehumanized treatment has gone and impacted on the people in this area has left most of them traumatised. Victims who survived the attacks have been resettled in camps provided by government where their needs have been cared for. This can never be the same with their natural habitats. Many interventions have also been done by government, non-governmental organisations and corporate and individual bodies. In this regard, social needs of the victims have been the immediate concerns of most organisations, where food, shelter, and clothing were provided. However, there is little that has been done to rehabilitate these victims psychosocially. In this regard, sports and games including the victims’ local games were used to provide psychosocial rehabilitation of victims. The intent was to bring them back to social reality, social inclusion, and stable emotions and peer integration. Descriptive statistics and Multivariate analysis were done. No statistically significant difference was found among male and female children and adults in terms of psychosocial rehabilitation using sports and games.

Keywords: social reality, social inclusion, emotional intellegence, peer model

Procedia PDF Downloads 179
4547 Adaptive Certificate-Based Mutual Authentication Protocol for Mobile Grid Infrastructure

Authors: H. Parveen Begam, M. A. Maluk Mohamed

Abstract:

Mobile Grid Computing is an environment that allows sharing and coordinated use of diverse resources in dynamic, heterogeneous and distributed environment using different types of electronic portable devices. In a grid environment the security issues are like authentication, authorization, message protection and delegation handled by GSI (Grid Security Infrastructure). Proving better security between mobile devices and grid infrastructure is a major issue, because of the open nature of wireless networks, heterogeneous and distributed environments. In a mobile grid environment, the individual computing devices may be resource-limited in isolation, as an aggregated sum, they have the potential to play a vital role within the mobile grid environment. Some adaptive methodology or solution is needed to solve the issues like authentication of a base station, security of information flowing between a mobile user and a base station, prevention of attacks within a base station, hand-over of authentication information, communication cost of establishing a session key between mobile user and base station, computing complexity of achieving authenticity and security. The sharing of resources of the devices can be achieved only through the trusted relationships between the mobile hosts (MHs). Before accessing the grid service, the mobile devices should be proven authentic. This paper proposes the dynamic certificate based mutual authentication protocol between two mobile hosts in a mobile grid environment. The certificate generation process is done by CA (Certificate Authority) for all the authenticated MHs. Security (because of validity period of the certificate) and dynamicity (transmission time) can be achieved through the secure service certificates. Authentication protocol is built on communication services to provide cryptographically secured mechanisms for verifying the identity of users and resources.

Keywords: mobile grid computing, certificate authority (CA), SSL/TLS protocol, secured service certificates

Procedia PDF Downloads 280
4546 The Impact of Regulatory Changes on the Development of Mobile Medical Apps

Authors: M. McHugh, D. Lillis

Abstract:

Mobile applications are being used to perform a wide variety of tasks in day-to-day life, ranging from checking email to controlling your home heating. Application developers have recognized the potential to transform a smart device into a medical device, by using a mobile medical application i.e. a mobile phone or a tablet. When initially conceived these mobile medical applications performed basic functions e.g. BMI calculator, accessing reference material etc.; however, increasing complexity offers clinicians and patients a range of functionality. As this complexity and functionality increases, so too does the potential risk associated with using such an application. Examples include any applications that provide the ability to inflate and deflate blood pressure cuffs, as well as applications that use patient-specific parameters and calculate dosage or create a dosage plan for radiation therapy. If an unapproved mobile medical application is marketed by a medical device organization, then they face significant penalties such as receiving an FDA warning letter to cease the prohibited activity, fines and possibility of facing a criminal conviction. Regulatory bodies have finalized guidance intended for mobile application developers to establish if their applications are subject to regulatory scrutiny. However, regulatory controls appear contradictory with the approaches taken by mobile application developers who generally work with short development cycles and very little documentation and as such, there is the potential to stifle further improvements due to these regulations. The research presented as part of this paper details how by adopting development techniques, such as agile software development, mobile medical application developers can meet regulatory requirements whilst still fostering innovation.

Keywords: agile, applications, FDA, medical, mobile, regulations, software engineering, standards

Procedia PDF Downloads 337
4545 Solving Mean Field Problems: A Survey of Numerical Methods and Applications

Authors: Amal Machtalay

Abstract:

In this survey, we aim to review the rapidly growing literature on numerical methods to solve different forms of mean field problems, namely mean field games (MFG), mean field controls (MFC), potential MFGs, and master equations, as well as their corresponding recent applications. Here, we distinguish two families of numerical methods: iterative methods based on mesh generation and those called mesh-free, normally related to neural networking and learning frameworks.

Keywords: mean-field games, numerical schemes, partial differential equations, complex systems, machine learning

Procedia PDF Downloads 77
4544 A Design for Application of Mobile Agent Technology to MicroService Architecture

Authors: Masayuki Higashino, Toshiya Kawato, Takao Kawamura

Abstract:

A monolithic service is based on the N-tier architecture in many cases. In order to divide a monolithic service into microservices, it is necessary to redefine a model as a new microservice by extracting and merging existing models across layers. Refactoring a monolithic service into microservices requires advanced technical capabilities, and it is a difficult way. This paper proposes a design and concept to ease the migration of a monolithic service to microservices using the mobile agent technology. Our proposed approach, mobile agents-based design and concept, enables to ease dividing and merging services.

Keywords: mobile agent, microservice, web service, distributed system

Procedia PDF Downloads 132
4543 Exertainment: Designing Active Video Games to Get Youth Moving

Authors: Geoff Skinner, Ilung Pranata

Abstract:

The advancement of ICT innovations provides us with a comfortable and convenient modern lifestyle. However, this modern easy lifestyle is proving to have some serious health consequences. Such technological advancements that have dramatically increased ones time in front of screens have been a contributing factor to increasing rates of obesity. In particular the youth obesity issue has gained more and more attention from researchers and health institutions around the world. Although technology innovations may lead to a sedate modern life, they also have a potential to solve the obesity issue in children. This paper provides a review of the issues in child obesity and the potential of active video games to mitigate these issues. Additionally, the paper also discusses the key requirements to develop an active video game that hopes to help combat child obesity through motivating youth to exergame. A framework is introduced to meet the requirements, from which a prototype was implemented. Discussion of the simulation and testing that were performed to verify the attainment of objectives is also detailed.

Keywords: e-video games, exergaming, health informatics, human computer interaction

Procedia PDF Downloads 415