Search results for: virtual classes
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 2365

Search results for: virtual classes

2095 Approaches and Strategies Used to Increase Student Engagement in Blended Learning Courses

Authors: Pinar Ozdemir Ayber, Zeina Hojeij

Abstract:

Blended Learning (BL) is a rapidly growing teaching and learning approach, which brings together the best of both face-to-face and online learning to expand learning opportunities for students. However, there is limited research on the practices, opportunities and quality of instruction in Blended Classrooms, and on the role of the teaching faculty as well as the learners in these types of classes. This paper will highlight the researchers’ experiences and reflections on blending their classes. It will focus on the importance of designing effective lesson plans that emphasize learner engagement and motivation in alignment with course learning outcomes. In addition, it will identify the changing roles of the teacher and the learners and suggest appropriate variations to the traditional classroom setting taking into consideration the benefits and the challenges of the Blended Classroom. It is hoped that this paper would provide sufficient input for participants to reflect on ways they can blend their own lessons to promote ubiquitous learning and student autonomy. Practical tips and ideas will be shared with the participants on various strategies and technologies that were used in the researchers’ classes.

Keywords: blended learning, learner autonomy, learner engagement, learner motivation, mobile learning tools

Procedia PDF Downloads 274
2094 Enhancing Experiential Education in Teacher Education Classes Through Simulated Person Methodology

Authors: Karen Armstrong

Abstract:

This study is a narrative inquiry into the use of simulated person methodology (SPM) in teacher education classes. This methodology -often used in medical schools- has tremendous benefits in terms of enhancing experiential education in teacher education classes. Literacy education is a major focus in elementary schools. New teachers must work with parents to ensure that children learn to read and expand their literacy horizons. The classes used in this narrative inquiry research consist of one graduate class on family literacy and two pre-service teacher education classes: literacy and culture and early and family literacy. Two scenarios were devised, both of which simulated a parent-teacher interview. In the first scenario, the parent is a reluctant father who is ashamed of his lack of reading ability and does not understand why literacy is important. His seven-year-old son, wanting to emulate his father, has suddenly transformed from an eager student to one who rejects the value of reading in loyalty to his father who cannot read. In the second scenario, a father is called in by the teacher because his son has started acting out in class. The mother in this scenario is temporarily absent from the home, and the father is now the sole caregiver. In each of the scenarios, students are the teachers who are problem-solving these dilemmas in a safe environment with the 'parent' who is a specially trained simulated person. Teacher candidates enact, with the trained simulated person, their strategies for encouraging parents to engage in the literacy development of their children. Teacher candidates attempt to offer support and encouragement to parents. This simulation strategy offers both beginning and more experienced teachers the opportunity to practice an interview with two distinct and contrasting family situations with regard to the literacy of young children. The paper discusses the details of the scenarios enacted in class and the reflective discussion through which students learn from the simulation.

Keywords: experiential education, literacy, simulated person methodology, teacher education

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2093 Compass Bar: A Visualization Technique for Out-of-View-Objects in Head-Mounted Displays

Authors: Alessandro Evangelista, Vito M. Manghisi, Michele Gattullo, Enricoandrea Laviola

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In this work, we propose a custom visualization technique for Out-Of-View-Objects in Virtual and Augmented Reality applications using Head Mounted Displays. In the last two decades, Augmented Reality (AR) and Virtual Reality (VR) technologies experienced a remarkable growth of applications for navigation, interaction, and collaboration in different types of environments, real or virtual. Both environments can be potentially very complex, as they can include many virtual objects located in different places. Given the natural limitation of the human Field of View (about 210° horizontal and 150° vertical), humans cannot perceive objects outside this angular range. Moreover, despite recent technological advances in AR e VR Head-Mounted Displays (HMDs), these devices still suffer from a limited Field of View, especially regarding Optical See-Through displays, thus greatly amplifying the challenge of visualizing out-of-view objects. This problem is not negligible when the user needs to be aware of the number and the position of the out-of-view objects in the environment. For instance, during a maintenance operation on a construction site where virtual objects serve to improve the dangers' awareness. Providing such information can enhance the comprehension of the scene, enable fast navigation and focused search, and improve users' safety. In our research, we investigated how to represent out-of-view-objects in HMD User Interfaces (UI). Inspired by commercial video games such as Call of Duty Modern Warfare, we designed a customized Compass. By exploiting the Unity 3D graphics engine, we implemented our custom solution that can be used both in AR and VR environments. The Compass Bar consists of a graduated bar (in degrees) at the top center of the UI. The values of the bar range from -180 (far left) to +180 (far right), the zero is placed in front of the user. Two vertical lines on the bar show the amplitude of the user's field of view. Every virtual object within the scene is represented onto the compass bar as a specific color-coded proxy icon (a circular ring with a colored dot at its center). To provide the user with information about the distance, we implemented a specific algorithm that increases the size of the inner dot as the user approaches the virtual object (i.e., when the user reaches the object, the dot fills the ring). This visualization technique for out-of-view objects has some advantages. It allows users to be quickly aware of the number and the position of the virtual objects in the environment. For instance, if the compass bar displays the proxy icon at about +90, users will immediately know that the virtual object is to their right and so on. Furthermore, by having qualitative information about the distance, users can optimize their speed, thus gaining effectiveness in their work. Given the small size and position of the Compass Bar, our solution also helps lessening the occlusion problem thus increasing user acceptance and engagement. As soon as the lockdown measures will allow, we will carry out user-tests comparing this solution with other state-of-the-art existing ones such as 3D Radar, SidebARs and EyeSee360.

Keywords: augmented reality, situation awareness, virtual reality, visualization design

Procedia PDF Downloads 99
2092 Using Blackboard to Enhance Academic Writing Classes

Authors: Laurence Craven

Abstract:

Academic writing is one of the most important class a freshman will take, as it provides the skill needed to formulate an academic essay in any discipline. Written assignments are the most common form of assessment in higher education and thus it is of paramount importance for students to master the skill of academic writing. This presentation aims to give practitioners multiple ways to enhance their academic writing classes using the Blackboard environment, with a view to improving student performance. The presentation will include ways to improve assessment and give corrective feedback. It will also provide ideas on how to increase variety in teaching lessons, assigning homework and on organizing materials.

Keywords: academic writing, assessment, e-learning, technology

Procedia PDF Downloads 317
2091 EduEasy: Smart Learning Assistant System

Authors: A. Karunasena, P. Bandara, J. A. T. P. Jayasuriya, P. D. Gallage, J. M. S. D. Jayasundara, L. A. P. Y. P. Nuwanjaya

Abstract:

Usage of smart learning concepts has increased rapidly all over the world recently as better teaching and learning methods. Most educational institutes such as universities are experimenting those concepts with their students. Smart learning concepts are especially useful for students to learn better in large classes. In large classes, the lecture method is the most popular method of teaching. In the lecture method, the lecturer presents the content mostly using lecture slides, and the students make their own notes based on the content presented. However, some students may find difficulties with the above method due to various issues such as speed in delivery. The purpose of this research is to assist students in large classes in the following content. The research proposes a solution with four components, namely note-taker, slide matcher, reference finder, and question presenter, which are helpful for the students to obtain a summarized version of the lecture note, easily navigate to the content and find resources, and revise content using questions.

Keywords: automatic summarization, extractive text summarization, speech recognition library, sentence extraction, automatic web search, automatic question generator, sentence scoring, the term weight

Procedia PDF Downloads 119
2090 Efl Learner’s Perceptions of Online Learning and Motivation

Authors: Sonia Achour

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Owing to the outbreak of the Corona pandemic, the shift to online learning took place abruptly. Neither practitioners nor learners were prepared for this sudden move. Higher education providers were compelled to implement online courses on a very short notice. Sultan Qaboos University is one among these. The question of motivation attracted a great number of educators. A case study was carried out so as to shed some lights on students' perceptions towards virtual learning and how it influenced their motivation to learning. The data was collected by means of semi-structured interviews of a focused group of 16 students along with classroom observation over a 12 week period. Both interviews and class observation revealed that there was a general negative feeling about the online teaching platform and its impact on the learners' motivation. Several factors were identified, namely the absence of interaction, social isolation, inconsistency of instructional knowledge, unfamiliarity with the new learning environment, IT illiteracy, and teacher development. The researcher aims at demonstrating the effect of virtual classrooms on students' motivation to acquire L2. The findings may be used to inform future decisions about courses, curriculum design. And teacher development

Keywords: online learning, motivation, EFL context, virtual setting

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2089 Engineering Thermal-Hydraulic Simulator Based on Complex Simulation Suite “Virtual Unit of Nuclear Power Plant”

Authors: Evgeny Obraztsov, Ilya Kremnev, Vitaly Sokolov, Maksim Gavrilov, Evgeny Tretyakov, Vladimir Kukhtevich, Vladimir Bezlepkin

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Over the last decade, a specific set of connected software tools and calculation codes has been gradually developed. It allows simulating I&C systems, thermal-hydraulic, neutron-physical and electrical processes in elements and systems at the Unit of NPP (initially with WWER (pressurized water reactor)). In 2012 it was called a complex simulation suite “Virtual Unit of NPP” (or CSS “VEB” for short). Proper application of this complex tool should result in a complex coupled mathematical computational model. And for a specific design of NPP, it is called the Virtual Power Unit (or VPU for short). VPU can be used for comprehensive modelling of a power unit operation, checking operator's functions on a virtual main control room, and modelling complicated scenarios for normal modes and accidents. In addition, CSS “VEB” contains a combination of thermal hydraulic codes: the best-estimate (two-liquid) calculation codes KORSAR and CORTES and a homogenous calculation code TPP. So to analyze a specific technological system one can build thermal-hydraulic simulation models with different detalization levels up to a nodalization scheme with real geometry. And the result at some points is similar to the notion “engineering/testing simulator” described by the European utility requirements (EUR) for LWR nuclear power plants. The paper is dedicated to description of the tools mentioned above and an example of the application of the engineering thermal-hydraulic simulator in analysis of the boron acid concentration in the primary coolant (changed by the make-up and boron control system).

Keywords: best-estimate code, complex simulation suite, engineering simulator, power plant, thermal hydraulic, VEB, virtual power unit

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2088 Emotiv EPOC BCI Matrix Speller Based on Single Emokey

Authors: S. M. Abdullah Al Mamun

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Human Computer Interaction (HCI) is an excellent area for the researchers to make daily life more simple and fast. Necessary hardware equipments for any BCI are generally expensive and not affordable for most of the people. Emotiv is one of the solutions for this problem, which can provide electroencephalograph (EEG) signal and explain the brain activities. BCI virtual speller was one of the important applications for the people who have lost their hand or speaking ability because of diseases or unexpected accident. In this paper, a matrix speller has been designed for the first time for Bengali speaking people around the world. Bengali is one of the most commonly spoken languages. Among them, a lot of disabled person will be able to express their desire in their mother tongue. This application is also usable for the social networks and daily life communications. For this virtual keyboard, the well-known matrix speller method with column flashing is applied and controlled by single Emokey only. Emokey is a great feature which translates emotional state for application inputs. In this paper, it is presented that the ITR (Information Transfer Rate) were 29.4 bits/min and typing speed achieved up to 7.43 char/per min.

Keywords: brain computer interface, Emotiv EPOC, EEG, virtual keyboard, matrix speller

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2087 2D Fingerprint Performance for PubChem Chemical Database

Authors: Fatimah Zawani Abdullah, Shereena Mohd Arif, Nurul Malim

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The study of molecular similarity search in chemical database is increasingly widespread, especially in the area of drug discovery. Similarity search is an application in the field of Chemoinformatics to measure the similarity between the molecular structure which is known as the query and the structure of chemical compounds in the database. Similarity search is also one of the approaches in virtual screening which involves computational techniques and scoring the probabilities of activity. The main objective of this work is to determine the best fingerprint when compared to the other five fingerprints selected in this study using PubChem chemical dataset. This paper will discuss the similarity searching process conducted using 6 types of descriptors, which are ECFP4, ECFC4, FCFP4, FCFC4, SRECFC4 and SRFCFC4 on 15 activity classes of PubChem dataset using Tanimoto coefficient to calculate the similarity between the query structures and each of the database structure. The results suggest that ECFP4 performs the best to be used with Tanimoto coefficient in the PubChem dataset.

Keywords: 2D fingerprints, Tanimoto, PubChem, similarity searching, chemoinformatics

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2086 Knowledge Transformation Flow (KTF) of Visually Impaired Students: The Virtual Knowledge System as a New Service Innovation

Authors: Chatcai Tangsri, Onjaree Na-Takuatoong

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This paper aims to present the key factors that support the decision to use the technology and to present the knowledge transformation flow of visually impaired students after the use of virtual knowledge system as proposed as a new service innovation to universities in Thailand. Correspondents of 27 visually impaired students are involved in this research. Total of 25 students are selected from the University that mainly conducts non-classroom teaching environment; while another 2 visually impaired students are selected from classroom teaching environment. All of them are fully involved in the study along 8 weeks duration. All correspondents are classified into 5 small groups in various conditions. The research results revealed that the involvement from knowledge facilitator can push out for the behavioral actual use of the virtual knowledge system although there is no any developed intention to use behaviors. Secondly, the situations that the visually impaired students inadequate of the knowledge sources that usually provided by assistants i.e. peers, audio files etc. In this case, they will use the virtual knowledge system for both knowledge access and knowledge transfer request. With this evidence, the need of knowledge would play a stronger role than all technology acceptance factors. Finally, this paper revealed that the knowledge transfer in the normal method that students have a chance to physically meet up is still confirmed as their preference method. In term of other aspects of technology acceptance, it will be discussed together with challenges and recommendations at the end of this paper.

Keywords: knowledge system, visually impaired students, higher education, knowledge management enable technology, synchronous/asynchronous knowledge access, synchronous/asynchronous knowledge transfer

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2085 Medical Experience: Usability Testing of Displaying Computed Tomography Scans and Magnetic Resonance Imaging in Virtual and Augmented Reality for Accurate Diagnosis

Authors: Alyona Gencheva

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The most common way to study diagnostic results is using specialized programs at a stationary workplace. Magnetic Resonance Imaging is presented in a two-dimensional (2D) format, and Computed Tomography sometimes looks like a three-dimensional (3D) model that can be interacted with. The main idea of the research is to compare ways of displaying diagnostic results in virtual reality that can help a surgeon during or before an operation in augmented reality. During the experiment, the medical staff examined liver vessels in the abdominal area and heart boundaries. The search time and detection accuracy were measured on black-and-white and coloured scans. Usability testing in virtual reality shows convenient ways of interaction like hand input, voice activation, displaying risk to the patient, and the required number of scans. The results of the experiment will be used in the new C# program based on Magic Leap technology.

Keywords: augmented reality, computed tomography, magic leap, magnetic resonance imaging, usability testing, VTE risk

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2084 The Evolution of Architecture through Digital: A Survey on Fashion Catwalk Becoming Digital

Authors: Valeria Minucciani, Maria Maddalena Margaria

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While mathematical tools that make digital architecture possible are very sophisticated and advanced, theoretical development of digital architecture (intended as a discipline that integrates or replaces the real architecture) is not. The fashion show, that involves interiors architecture, exhibit design and scenography, has been exploiting for ten years the opportunities offered by digital technologies. To gain greater visibility and to reach a wider audience, high-level experimentations have been performed. The aim of this paper is in investigating, through the analysis of some cases of virtual fashion shows, the 'architectural' impact of the virtual conception of interior space.

Keywords: digital interiors, exhibit, fashion catwalk, architectural theory

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2083 Fort Conger: A Virtual Museum and Virtual Interactive World for Exploring Science in the 19th Century

Authors: Richard Levy, Peter Dawson

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Ft. Conger, located in the Canadian Arctic was one of the most remote 19th-century scientific stations. Established in 1881 on Ellesmere Island, a wood framed structure established a permanent base from which to conduct scientific research. Under the charge of Lt. Greely, Ft. Conger was one of 14 expeditions conducted during the First International Polar Year (FIPY). Our research project “From Science to Survival: Using Virtual Exhibits to Communicate the Significance of Polar Heritage Sites in the Canadian Arctic” focused on the creation of a virtual museum website dedicated to one of the most important polar heritage site in the Canadian Arctic. This website was developed under a grant from Virtual Museum of Canada and enables visitors to explore the fort’s site from 1875 to the present, http://fortconger.org. Heritage sites are often viewed as static places. A goal of this project was to present the change that occurred over time as each new group of explorers adapted the site to their needs. The site was first visited by British explorer George Nares in 1875 – 76. Only later did the United States government select this site for the Lady Franklin Bay Expedition (1881-84) with research to be conducted under the FIPY (1882 – 83). Still later Robert Peary and Matthew Henson attempted to reach the North Pole from Ft. Conger in 1899, 1905 and 1908. A central focus of this research is on the virtual reconstruction of the Ft. Conger. In the summer of 2010, a Zoller+Fröhlich Imager 5006i and Minolta Vivid 910 laser scanner were used to scan terrain and artifacts. Once the scanning was completed, the point clouds were registered and edited to form the basis of a virtual reconstruction. A goal of this project has been to allow visitors to step back in time and explore the interior of these buildings with all of its artifacts. Links to text, historic documents, animations, panorama images, computer games and virtual labs provide explanations of how science was conducted during the 19th century. A major feature of this virtual world is the timeline. Visitors to the website can begin to explore the site when George Nares, in his ship the HMS Discovery, appeared in the harbor in 1875. With the emergence of Lt Greely’s expedition in 1881, we can track the progress made in establishing a scientific outpost. Still later in 1901, with Peary’s presence, the site is transformed again, with the huts having been built from materials salvaged from Greely’s main building. Still later in 2010, we can visit the site during its present state of deterioration and learn about the laser scanning technology which was used to document the site. The Science and Survival at Fort Conger project represents one of the first attempts to use virtual worlds to communicate the historical and scientific significance of polar heritage sites where opportunities for first-hand visitor experiences are not possible because of remote location.

Keywords: 3D imaging, multimedia, virtual reality, arctic

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2082 Virtual Prototyping of Ventilated Corrugated Fibreboard Carton of Fresh Fruit for Improved Containerized Transportation

Authors: Alemayehu Ambaw, Matia Mukama, Umezuruike Linus Opara

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This study introduces a comprehensive method for designing ventilated corrugated fiberboard carton for fresh fruit packaging utilising virtual prototyping. The technique efficiently assesses and analyses the mechanical and thermal capabilities of fresh fruit packing boxes prior to making production investments. Comprehensive structural, aerodynamic, and thermodynamic data from designs were collected and evaluated in comparison to real-world packaging needs. Physical prototypes of potential designs were created and evaluated afterward. The virtual prototype is created with computer-aided graphics, computational structural dynamics, and computational fluid dynamics technologies. The virtual prototyping quickly generated data on carton compression strength, airflow resistance, produce cooling rate, spatiotemporal temperature, and product quality map in the cold chain within a few hours. Six distinct designs were analysed. All the various carton designs showed similar effectiveness in preserving the quality of the goods. The innovative packaging box design is more compact, resulting in a higher freight density of 1720 kg more fruit per reefer compared to the commercial counterpart. The precooling process was improved, resulting in a 17% increase in throughput and a 30% reduction in power usage.

Keywords: postharvest, container logistics, space/volume usage, computational method, packaging technology

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2081 The Psychology of Virtual Relationships Provides Solutions to the Challenges of Online Learning: A Pragmatic Review and Case Study from the University of Birmingham, UK

Authors: Catherine Mangan, Beth Anderson

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There has been a significant drive to use online or hybrid learning in Higher Education (HE) over recent years. HEs with a virtual presence offer their communities a range of benefits, including the potential for greater inclusivity, diversity, and collaboration; more flexible learning packages; and more engaging, dynamic content. Institutions can also experience significant challenges when seeking to extend learning spaces in this way, as can learners themselves. For example, staff members’ and learners’ digital literacy varies (as do their perceptions of technologies in use), and there can be confusion about optimal approaches to implementation. Furthermore, the speed with which HE institutions have needed to shift to fully online or hybrid models, owing to the COVID19 pandemic, has highlighted the significant barriers to successful implementation. HE environments have been shown to predict a range of organisational, academic, and experiential outcomes, both positive and negative. Much research has focused on the social aspect of virtual platforms, as well as the nature and effectiveness of the technologies themselves. There remains, however, a relative paucity of synthesised knowledge on the psychology of learners’ relationships with their institutions; specifically, how individual difference and interpersonal factors predict students’ ability and willingness to engage with novel virtual learning spaces. Accordingly, extending learning spaces remains challenging for institutions, and wholly remote courses, in particular, can experience high attrition rates. Focusing on the last five years, this pragmatic review summarises evidence from the psychological and pedagogical literature. In particular, the review highlights the importance of addressing the psychological and relational complexities of students’ shift from offline to online engagement. In doing so, it identifies considerations for HE institutions looking to deliver in this way.

Keywords: higher education, individual differences, interpersonal relationships, online learning, virtual environment

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2080 Synthesis of Monocyclic, Bicyclic, and Benzocyclobutene Amino Endoperoxides through Visible Light Catalysis

Authors: Enoch Kudoahor, Nan Zheng

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We describe the use of readily available self-doped TiO2 and visible light, under a mild condition to synthesize a class of monocyclic, bicyclic, and benzocyclobutene amino compounds containing the endoperoxide bridges; their derivatives and further test their effective clinical activities against malaria, cancer, and their resistances. Considering their stable under photooxidation conditions and recyclability, we use a self-doped TiO2 under a visible condition to synthesize these classes of amino endoperoxides. These amino endoperoxides are stable over a period compared to classes of endoperoxides.

Keywords: catalysis, endoperoxides, titanium dioxide, visible light

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2079 Improved Network Construction Methods Based on Virtual Rails for Mobile Sensor Network

Authors: Noritaka Shigei, Kazuto Matsumoto, Yoshiki Nakashima, Hiromi Miyajima

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Although Mobile Wireless Sensor Networks (MWSNs), which consist of mobile sensor nodes (MSNs), can cover a wide range of observation region by using a small number of sensor nodes, they need to construct a network to collect the sensing data on the base station by moving the MSNs. As an effective method, the network construction method based on Virtual Rails (VRs), which is referred to as VR method, has been proposed. In this paper, we propose two types of effective techniques for the VR method. They can prolong the operation time of the network, which is limited by the battery capabilities of MSNs and the energy consumption of MSNs. The first technique, an effective arrangement of VRs, almost equalizes the number of MSNs belonging to each VR. The second technique, an adaptive movement method of MSNs, takes into account the residual energy of battery. In the simulation, we demonstrate that each technique can improve the network lifetime and the combination of both techniques is the most effective.

Keywords: mobile sensor node, relay of sensing data, residual energy, virtual rail, wireless sensor network

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2078 Virtual Reality Based 3D Video Games and Speech-Lip Synchronization Superseding Algebraic Code Excited Linear Prediction

Authors: P. S. Jagadeesh Kumar, S. Meenakshi Sundaram, Wenli Hu, Yang Yung

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In 3D video games, the dominance of production is unceasingly growing with a protruding level of affordability in terms of budget. Afterward, the automation of speech-lip synchronization technique is customarily onerous and has advanced a critical research subject in virtual reality based 3D video games. This paper presents one of these automatic tools, precisely riveted on the synchronization of the speech and the lip movement of the game characters. A robust and precise speech recognition segment that systematized with Algebraic Code Excited Linear Prediction method is developed which unconventionally delivers lip sync results. The Algebraic Code Excited Linear Prediction algorithm is constructed on that used in code-excited linear prediction, but Algebraic Code Excited Linear Prediction codebooks have an explicit algebraic structure levied upon them. This affords a quicker substitute to the software enactments of lip sync algorithms and thus advances the superiority of service factors abridged production cost.

Keywords: algebraic code excited linear prediction, speech-lip synchronization, video games, virtual reality

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2077 Effective Teaching Pyramid and Its Impact on Enhancing the Participation of Students in Swimming Classes

Authors: Salam M. H. Kareem

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Instructional or teaching procedures and their proper sequence are essential for high-quality learning outcomes. These actions are the path that the teacher takes during the learning process after setting the learning objectives. Teachers and specialists in the education field should include teaching procedures with putting in place an effective mechanism for the procedure’s implementation to achieve a logical sequence with the desired output of overall education process. Determining the sequence of these actions may be a strategic process outlined by a strategic educational plan or drawn by teachers with a high level of experience, enabling them to determine those logical procedures. While specific actions may be necessary for a specific form, many Physical Education (PE) teachers can work out on various sports disciplines. This study was conducted to investigate the impact of using the teaching sequence of the teaching pyramid in raising the level of enjoyment in swimming classes. Four months later of teaching swimming skills to the control and experimental groups of the study, we figured that using the tools shown in the teaching pyramid with the experimental group led to statistically significant differences in the positive tendencies of students to participate in the swimming classes by using the traditional procedures of teaching and using of successive procedures in the teaching pyramid, and in favor of the teaching pyramid, The students are influenced by enhancing their tendency to participate in swimming classes when the teaching procedures followed are sensitive to individual differences and are based on the element of pleasure in learning, and less positive levels of the tendency of students when using traditional teaching procedures, by getting the level of skills' requirements higher and more difficult to perform. The level of positive tendencies of students when using successive procedures in the teaching pyramid was increased, by getting the level of skills' requirements higher and more difficult to perform, because of the high level of motivation and the desire to challenge the self-provided by the teaching pyramid.

Keywords: physical education, swimming classes, teaching process, teaching pyramid

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2076 3D Virtualization through Data Collected from Measurements of Mobile Signal Reception Power Levels (LTE) Band at Escuela Superior Politécnica de Chimborazo in Riobamba-Ecuador

Authors: Sandra Cuenca, Steven Chango, Fabian Chamba, Alexandra Vaca

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This project addresses a representation of a virtual environment based on the analysis of the RSRP (Reference Signal Received Power) obtained by the Network Cell Info Lite application at the Escuela Superior Politécnica de Chimborazo (ESPOCH) considering the open areas of the Business Administration Department in the 4G LTE Frequency (band 2) of Claro Telephony at a frequency of 1967. 5 MHz, where measurements were performed from 17:00 UTC-05:00. The indicators required for the simulation of the environment designed in sketchup were focused especially on the power levels obtained where it was possible to represent the scenario with real power values obtained in each concentric radius of a total of 3 campaigns of 200 samples each, where the values vary between 84.6 dBm to 115.5 dBm having average power values for each of the 23 radiuses which are introduced in a virtual environment, allowing users to immerse themselves in it, where they can explore 3D virtual environments, generating a color scale from 0 to 10 with red being the weakest signal and green the signal with the best intensity.

Keywords: virtualization, LTE, radios, power intensity levels colors, mobile signal reception power

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2075 Validation Pulmonary Embolus Severity Index Score Early Mortality Rate at 1, 3, 7 Days in Patients with a Diagnosis of Pulmonary Embolism

Authors: Nicholas Marinus Batt, Angus Radford, Khaled Saraya

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Pulmonary Embolus Severity Index (PESI) score is a well-validated decision-making score grading mortality rates (MR) in patients with a suspected or confirmed diagnosis of pulmonary embolism (PE) into 5 classes. Thirty and 90 days MR in class I and II are lower allowing the treatment of these patients as outpatients. In a London District General Hospital (DGH) with mixed ethnicity and high disease burden, we looked at MR at 1, 3, and 7 days of all PESI score classes. Our pilot study of 112 patients showed MR of 0% in class I, II, and III. The current study includes positive Computed Tomographic Scans (CT scans) for PE over the following three years (total of 555). MR was calculated for all PESI score classes at 1, 3 & 7 days. Thirty days MR was additionally calculated to validate the study. Our initial results so far are in line with our pilot studies. Further subgroup analysis accounting for the local co-morbidities and disease burden and its impact on the MR will be undertaken.

Keywords: Pulmonary Embolism (PE), Pulmonary Embolism Severity Index (PESI) score, mortality rate (MR), CT pulmonary artery

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2074 Online Versus Offline Learning: A Comparative Analysis of Modes of Education Amidst Pandemic

Authors: Nida B. Syed

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Following second wave of the current pandemic COVID-19, education transmission is occurring via both the modes of education, that is, online as well as offline in the college. The aim of the current study was, therefore, to bring forth the comparative analysis of both the modes of education and their impact on the levels of academic stress and states of the mental wellbeing of the students amidst the current pandemic. Measures of the constructs were obtained by the online Google forms, which consist of the Perceptions of Academic Stress Scale (PASS) by and Warwick-Edinburg Mental Well-being Scale, from a sample of 100 undergraduate students aged 19-25 years studying in different colleges of Bengaluru, India. Modes of education were treated as the predictor variables whilst academic stress, and mental wellbeing constituted the criterion variables. Two-way ANOVA was employed. Results show that the levels of academic stress are found to be a bit higher in students attending online classes as compared to those taking offline classes in college (MD = 1.10, df = 98, t = 0.590, p > 0.05), whereas mental wellbeing is found to be low in students attending offline classes in colleges than those taking online classes (MD = 5.180, df = 98, t =2.340, p > 0.05 level). The combined interactional effect of modes of education and academic stress on the states of the mental wellbeing of the students is found to be low (R2 = 0.053), whilst the combined impact of modes of education and mental wellbeing on the levels of academic stress was found to be quite low (R2 = 0.014). It was concluded that modes of education have an impact on levels of academic stress and states of the mental well-being of the students amidst the current pandemic, but it is low.

Keywords: modes of education, online learning, offline learning, pandemic

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2073 Speech Rhythm Variation in Languages and Dialects: F0, Natural and Inverted Speech

Authors: Imen Ben Abda

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Languages have been classified into different rhythm classes. 'Stress-timed' languages are exemplified by English, 'syllable-timed' languages by French and 'mora-timed' languages by Japanese. However, to our best knowledge, acoustic studies have not been unanimous in strictly establishing which rhythm category a given language belongs to and failed to show empirical evidence for isochrony. Perception seems to be a good approach to categorize languages into different rhythm classes. This study, within the scope of experimental phonetics, includes an account of different perceptual experiments using cues from natural and inverted speech, as well as pitch extracted from speech data. It is an attempt to categorize speech rhythm over a large set of Arabic (Tunisian, Algerian, Lebanese and Moroccan) and English dialects (Welsh, Irish, Scottish and Texan) as well as other languages such as Chinese, Japanese, French, and German. Listeners managed to classify the different languages and dialects into different rhythm classes using suprasegmental cues mainly rhythm and pitch (F0). They also perceived rhythmic differences even among languages and dialects belonging to the same rhythm class. This may show that there are different subclasses within very broad rhythmic typologies.

Keywords: F0, inverted speech, mora-timing, rhythm variation, stress-timing, syllable-timing

Procedia PDF Downloads 480
2072 Design of a Virtual Reality System for Children with Developmental Coordination Disorder

Authors: Ya-Ju Ju, Li-Chen Yang, Yi-Chun Du, Rong-Ju Cherng

Abstract:

Introduction: It is estimated that 5-6% of school-aged children may be diagnosed to have developmental coordination disorder (DCD). Children with DCD are characterized with motor skill difficulty which cannot be explained by any medical or intellectual reasons. Such motor difficulties limit children’s participation to sports activity, further affect their physical fitness, cardiopulmonary function and balance, and may lead to obesity. The purpose of the project was to develop an exergaming system for children with DCD aiming to improve their physical fitness, cardiopulmonary function and balance ability. Methods: This study took five steps to build up the system: system planning, tasks selection, tasks programming, system integration and usability test. The system basically adopted virtual reality technique to integrate self-developed training programs. The training programs were developed to brainstorm among team members and after literature review. The selected tasks for training in the system were a combination of fundamental movement tor skill. Results and Discussion: Based on the theory of motor development, we design the training task from easy ones to hard ones, from single tasks to dual tasks. The tasks included walking, sit to stand, jumping, kicking, weight shifting, side jumping and their combination. Preliminary study showed that the tasks presented an order of development. Further study is needed to examine its effect on motor skill and cardiovascular fitness in children with DCD.

Keywords: virtual reality, virtual reality system, developmental coordination disorder, children

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2071 The Tariffs of Water Service for Productive Users: A Model for Defining Fare Classes

Authors: M. Macchiaroli, V. Pellecchia, L. Dolores

Abstract:

The water supply for production users (craft, commercial, industrial), understood as the set of water supply and wastewater collection services becomes an increasingly felt problem in a water scarcity regime. In fact, disputes are triggered between the different social parties for the fair and efficient use of water resources. Within this aspect, the problem arises of the different pricing of services between civil users and production users. Of particular interest is the question of defining the tariff classes depending on consumption levels. If for civil users, this theme is strongly permeated by social profiles (a topic dealt with by the author in a forthcoming research contribution) connected with the inalienability of the right to have water and with the reconciliation of the needs of the weakest groups of the population, for consumers in the production sector the logic adopted by the manager may be inspired by criteria of greater corporate rationality. This work illustrates the Italian regulatory framework and shows an optimization model of tariff classes in the production sector that reconciles the public objective of sustainable use of the resource and the needs of a production system in search of recovery after the depressing effects caused by COVID-19 pandemic.

Keywords: decision making, economic evaluation, urban water management, water tariff

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2070 Exploiting SLMail Server with a Developed Buffer Overflow with Kali Linux

Authors: Senesh Wijayarathne

Abstract:

This study focuses on how someone could develop a Buffer Overflow and could use that to exploit the SLMail Server. This study uses a Kali Linux V2018.4 Virtual Machine and Windows 7 - Internet Explorer V8 Virtual Machine (IPv4 Address - 192.168.56.107). This study starts by sending continued bytes to the SLMail Server to find the crashing point range and creating a unique pattern of the length of the crashing point range to control the Extended Instruction Pointer (EIP). Then by sending all characters to SLMail Server, we could observe and find which characters are not rendered properly by the software, also known as Bad Characters. By finding the ‘Jump to the ESP register (JMP ESP) and with the help of ‘Mona Modules’, we could use msfvenom to create a non-stage windows reverse shell payload. By including all the details gathered previously on one script, we could get a system-level reverse shell of the Windows 7 PC. The end of this paper will discuss how to mitigate this vulnerability.

Keywords: slmail server, extended instruction pointer, jump to the esp register, bad characters, virtual machine, windows 7, kali Linux, buffer overflow, Seattle lab, vulnerability

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2069 Identification of Classes of Bilinear Time Series Models

Authors: Anthony Usoro

Abstract:

In this paper, two classes of bilinear time series model are obtained under certain conditions from the general bilinear autoregressive moving average model. Bilinear Autoregressive (BAR) and Bilinear Moving Average (BMA) Models have been identified. From the general bilinear model, BAR and BMA models have been proved to exist for q = Q = 0, => j = 0, and p = P = 0, => i = 0 respectively. These models are found useful in modelling most of the economic and financial data.

Keywords: autoregressive model, bilinear autoregressive model, bilinear moving average model, moving average model

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2068 Cities Simulation and Representation in Locative Games from the Perspective of Cultural Studies

Authors: B. A. A. Paixão, J. V. B. Gomide

Abstract:

This work aims to analyze the locative structure used by the locative games of the company Niantic. To fulfill this objective, a literature review on the representation and simulation of cities was developed; interviews with Ingress players and playing Ingress. Relating these data, it was possible to deepen the relationship between the virtual and the real to create the simulation of cities and their cultural objects in locative games. Cities representation associates geo-location provided by the Global Positioning System (GPS), with augmented reality and digital image, and provides a new paradigm in the city interaction with its parts and real and virtual world elements, homeomorphic to real world. Bibliographic review of papers related to the representation and simulation study and their application in locative games was carried out and is presented in the present paper. The cities representation and simulation concepts in locative games, and how this setting enables the flow and immersion in urban space, are analyzed. Some examples of games are discussed for this new setting development, which is a mix of real and virtual world. Finally, it was proposed a Locative Structure for electronic games using the concepts of heterotrophic representations and isotropic representations conjoined with immediacy and hypermediacy.

Keywords: cities representation, cities simulation, games simulation, immersion, locative games

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2067 Exploring Goal Setting by Foreign Language Learners in Virtual Exchange

Authors: Suzi M. S. Cavalari, Tim Lewis

Abstract:

Teletandem is a bilingual model of virtual exchange in which two partners from different countries( and speak different languages) meet synchronously and regularly over a period of 8 weeks to learn each other’s mother tongue (or the language of proficiency). At São Paulo State University (UNESP), participants should answer a questionnaire before starting the exchanges in which one of the questions refers to setting a goal to be accomplished with the help of the teletandem partner. In this context, the present presentation aims to examine the goal-setting activity of 79 Brazilians who participated in Portuguese-English teletandem exchanges over a period of four years (2012-2015). The theoretical background is based on goal setting and self-regulated learning theories that propose that appropriate efficient goals are focused on the learning process (not on the product) and are specific, proximal (short-term) and moderately difficult. The data set used was 79 initial questionnaires retrieved from the MulTeC (Multimodal Teletandem Corpus). Results show that only approximately 10% of goals can be considered appropriate. Features of these goals are described in relation to specificities of the teletandem context. Based on the results, three mechanisms that can help learners to set attainable goals are discussed.

Keywords: foreign language learning, goal setting, teletandem, virtual exchange

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2066 The Effectiveness of Virtual Reality Training for Improving Interpersonal Communication Skills: An Experimental Study

Authors: Twinkle Sara Joseph

Abstract:

Virtual reality technology has emerged as a revolutionary power that can transform the education sector in many ways. VR environments can break the boundaries of the traditional classroom setting by immersing the students in realistic 3D environments where they can interact with virtual characters without fearing being judged. Communication skills are essential for every profession, and studies suggest the importance of implementing basic-level communication courses at both the school and graduate levels. Interpersonal communication is a skill that gains prominence as it is required in every profession. Traditional means of training have limitations for trainees as well as participants. The fear of being judged, the audience interaction, and other factors can affect the performance of a participant in a traditional classroom setting. Virtual reality offers a unique opportunity for its users to participate in training that does not set any boundaries that prevent the participants from performing in front of an audience. Specialised applications designed in VR headsets offer a range of training and exercises for participants without any time, space, or audience limitations. The present study aims at measuring the effectiveness of VR training in improving interpersonal communication skills among students. The study uses a mixed-method approach, in which a pre-and post-test will be designed to measure effectiveness. A preliminary selection process involving a questionnaire and a screening test will identify suitable candidates based on their current communication proficiency levels. Participants will undergo specialised training through the VR application Virtual Speech tailored for interpersonal communication and public speaking, designed to operate without the traditional constraints of time, space, or audience. The training's impact will subsequently be measured through situational exercises to engage the participants in interpersonal communication tasks, thereby assessing the improvement in their skills. The significance of this study lies in its potential to provide empirical evidence supporting VR technology's role in enhancing communication skills, thereby offering valuable insights for integrating VR-based methodologies into educational frameworks to prepare students more effectively for their professional futures.

Keywords: virtual reality, VR training, interpersonal communication, communication skills, 3D environments

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