Search results for: Video Games Addiction
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 550

Search results for: Video Games Addiction

280 Video Super-Resolution Using Classification ANN

Authors: Ming-Hui Cheng, Jyh-Horng Jeng

Abstract:

In this study, a classification-based video super-resolution method using artificial neural network (ANN) is proposed to enhance low-resolution (LR) to high-resolution (HR) frames. The proposed method consists of four main steps: classification, motion-trace volume collection, temporal adjustment, and ANN prediction. A classifier is designed based on the edge properties of a pixel in the LR frame to identify the spatial information. To exploit the spatio-temporal information, a motion-trace volume is collected using motion estimation, which can eliminate unfathomable object motion in the LR frames. In addition, temporal lateral process is employed for volume adjustment to reduce unnecessary temporal features. Finally, ANN is applied to each class to learn the complicated spatio-temporal relationship between LR and HR frames. Simulation results show that the proposed method successfully improves both peak signal-to-noise ratio and perceptual quality.

Keywords: Super-resolution, classification, spatio-temporal information, artificial neural network.

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279 Interactive Shadow Play Animation System

Authors: Bo Wan, Xiu Wen, Lingling An, Xiaoling Ding

Abstract:

The paper describes a Chinese shadow play animation system based on Kinect. Users, without any professional training, can personally manipulate the shadow characters to finish a shadow play performance by their body actions and get a shadow play video through giving the record command to our system if they want. In our system, Kinect is responsible for capturing human movement and voice commands data. Gesture recognition module is used to control the change of the shadow play scenes. After packaging the data from Kinect and the recognition result from gesture recognition module, VRPN transmits them to the server-side. At last, the server-side uses the information to control the motion of shadow characters and video recording. This system not only achieves human-computer interaction, but also realizes the interaction between people. It brings an entertaining experience to users and easy to operate for all ages. Even more important is that the application background of Chinese shadow play embodies the protection of the art of shadow play animation.

Keywords: Gesture recognition, Kinect, shadow play animation, VRPN.

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278 The Effect of a Three-Month Training Program on the Back Kyphosis of Former Male Addicts

Authors: M. J. Pourvaghar, Sh. Khoshemehry

Abstract:

Adopting inappropriate body posture during addiction can cause muscular and skeletal deformities. This study is aimed at investigating the effects of a program of the selected corrective exercises on the kyphosis of addicted male patients. Materials and methods: This was a quasi-experimental study. This study has been carried out using the semi-experimental method. The subjects of the present study included 104 addicted men between 25 to 45 years of age. In 2014, these men were referred to one of the NA (Narcotic Anonymous) centres in Kashan in 2015. A total of 24 people suffering from drug withdrawal, who had abnormal kyphosis, were purposefully selected as a sample. The sample was randomly divided into two groups, experimental and control; each group consisted of 12 people. The experimental group participated in a training program for 12 weeks consisting of three 60 minute sessions per week. That includes strengthening, stretching and PNF exercises (deep stretching of the muscle). The control group did no exercise or corrective activity. The Kolmogorov-Smirnov test was used to assess normal distribution of data; and a paired t-test and covariance analysis test were used to assess the effectiveness of the exercises, with a significance level of P≤0.05 by using SPSS18. The results showed that three months of the selected corrective exercises had a significant effect (P≤ 0.005) on the correction of the kyphosis of the addicted male patients after three months of rehabilitation (drug withdrawal) in the experimental group, while there was no significant difference recorded in the control group (P≥0.05). The results show that exercise and corrective activities can be used as non-invasive and non-pharmacological methods to rehabilitate kyphosis abnormalities after drug withdrawal and treatment for addiction.

Keywords: Kyphosis, corrective exercises, addict, drug withdrawal.

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277 Factors Affecting Slot Machine Performance in an Electronic Gaming Machine Facility

Authors: Etienne Provencal, David L. St-Pierre

Abstract:

A facility exploiting only electronic gambling machines (EGMs) opened in 2007 in Quebec City, Canada under the name of Salons de Jeux du Québec (SdjQ). This facility is one of the first worldwide to rely on that business model. This paper models the performance of such EGMs. The interest from a managerial point of view is to identify the variables that can be controlled or influenced so that a comprehensive model can help improve the overall performance of the business. The EGM individual performance model contains eight different variables under study (Game Title, Progressive jackpot, Bonus Round, Minimum Coin-in, Maximum Coin-in, Denomination, Slant Top and Position). Using data from Quebec City’s SdjQ, a linear regression analysis explains 90.80% of the EGM performance. Moreover, results show a behavior slightly different than that of a casino. The addition of GameTitle as a factor to predict the EGM performance is one of the main contributions of this paper. The choice of the game (GameTitle) is very important. Games having better position do not have significantly better performance than games located elsewhere on the gaming floor. Progressive jackpots have a positive and significant effect on the individual performance of EGMs. The impact of BonusRound on the dependent variable is significant but negative. The effect of Denomination is significant but weakly negative. As expected, the Language of an EGMS does not impact its individual performance. This paper highlights some possible improvements by indicating which features are performing well. Recommendations are given to increase the performance of the EGMs performance.

Keywords: EGM, linear regression, model prediction, slot operations.

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276 Subjective Quality Assessment for Impaired Videos with Varying Spatial and Temporal Information

Authors: Muhammad Rehan Usman, Muhammad Arslan Usman, Soo Young Shin

Abstract:

The new era of digital communication has brought up many challenges that network operators need to overcome. The high demand of mobile data rates require improved networks, which is a challenge for the operators in terms of maintaining the quality of experience (QoE) for their consumers. In live video transmission, there is a sheer need for live surveillance of the videos in order to maintain the quality of the network. For this purpose objective algorithms are employed to monitor the quality of the videos that are transmitted over a network. In order to test these objective algorithms, subjective quality assessment of the streamed videos is required, as the human eye is the best source of perceptual assessment. In this paper we have conducted subjective evaluation of videos with varying spatial and temporal impairments. These videos were impaired with frame freezing distortions so that the impact of frame freezing on the quality of experience could be studied. We present subjective Mean Opinion Score (MOS) for these videos that can be used for fine tuning the objective algorithms for video quality assessment.

Keywords: Frame freezing, mean opinion score, objective assessment, subjective evaluation.

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275 Three-player Domineering

Authors: Alessandro Cincotti

Abstract:

Domineering is a classic two-player combinatorial game usually played on a rectangular board. Three-player Domineering is the three-player version of Domineering played on a three dimensional board. Experimental results are presented for x×y ×z boards with x + y + z < 10 and x, y, z ≥ 2. Also, some theoretical results are shown for 2 × 2 × n board with n even and n ≥ 4.

Keywords: Combinatorial games, Domineering, three-playergames.

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274 Learning and Relationships in the Cyberspace

Authors: Gioacchino Lavanco, Viviana Catania, Anna Milio, Floriana Romano

Abstract:

The cyberspace is an instrument through which internet users could get new experiences. It could contribute to foster one-s own growth, widening cognitive, creative and communicative abilities and promoting relationships. In the cyberspace, in fact, it is possible to create virtual learning communities where internet users improve their interpersonal sphere, knowledge and skills. The main element of e-learning is the establishment of online relationships, that are often collaborative.

Keywords: Internet addiction, learner support, virtual relationships.

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273 Evaluation of Energy-Aware QoS Routing Protocol for Ad Hoc Wireless Sensor Networks

Authors: M.K.Jeya Kumar

Abstract:

Many advanced Routing protocols for wireless sensor networks have been implemented for the effective routing of data. Energy awareness is an essential design issue and almost all of these routing protocols are considered as energy efficient and its ultimate objective is to maximize the whole network lifetime. However, the introductions of video and imaging sensors have posed additional challenges. Transmission of video and imaging data requires both energy and QoS aware routing in order to ensure efficient usage of the sensors and effective access to the gathered measurements. In this paper, the performance of the energy-aware QoS routing Protocol are analyzed in different performance metrics like average lifetime of a node, average delay per packet and network throughput. The parameters considered in this study are end-to-end delay, real time data generation/capture rates, packet drop probability and buffer size. The network throughput for realtime and non-realtime data was also has been analyzed. The simulation has been done in NS2 simulation environment and the simulation results were analyzed with respect to different metrics.

Keywords: Cluster nodes, end-to-end delay, QoS routing, routing protocols, sensor networks, least-cost-path.

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272 Development of a Small-Group Teaching Method for Enhancing the Learning of Basic Acupuncture Manipulation Optimized with the Theory of Motor Learning

Authors: Wen-Chao Tang, Tang-Yi Liu, Ming Gao, Gang Xu, Hua-Yuan Yang

Abstract:

This study developed a method for teaching acupuncture manipulation in small groups optimized with the theory of motor learning. Sixty acupuncture students and their teacher participated in our research. Motion videos were recorded of their manipulations using the lifting-thrusting method. These videos were analyzed using Simi Motion software to acquire the movement parameters of the thumb tip. The parameter velocity curves along Y axis was used to generate small teaching groups clustered by a self-organized map (SOM) and K-means. Ten groups were generated. All the targeted instruction based on the comparative results groups as well as the videos of teacher and student was provided to the members of each group respectively. According to the theory and research of motor learning, the factors or technologies such as video instruction, observational learning, external focus and summary feedback were integrated into this teaching method. Such efforts were desired to improve and enhance the effectiveness of current acupuncture teaching methods in limited classroom teaching time and extracurricular training.

Keywords: Acupuncture, group teaching, video instruction, observational learning, external focus, summary feedback.

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271 The Internet, its Social and Ethical Problem to the Young and How Curriculum Can Address the Issue

Authors: R. Ramli

Abstract:

The impact of the information revolution is double edged. While it is applauded for its versatility and performance robustness and acclaimed for making life smooth and easy, on the other hand people are concerned about its dark side especially to younger generations. The education system should extend its educating role beyond the school to home. Parents should be included in forming the policies of Internet use as well as in the curriculum delivery. This paper discusses how curriculum can be instrumental in addressing social and ethical issues resulted from the Internet.

Keywords: Curriculum, Ethics, Internet Addiction, Social Issues

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270 Effect of Modification and Expansion on Emergence of Cooperation in Demographic Multi-Level Donor-Recipient Game

Authors: Tsuneyuki Namekata, Yoko Namekata

Abstract:

It is known that the mean investment evolves from a very low initial value to some high level in the Continuous Prisoner's Dilemma. We examine how the cooperation level evolves from a low initial level to a high level in our Demographic Multi-level Donor-Recipient situation. In the Multi-level Donor-Recipient game, one player is selected as a Donor and the other as a Recipient randomly. The Donor has multiple cooperative moves and one defective move. A cooperative move means the Donor pays some cost for the Recipient to receive some benefit. The more cooperative move the Donor takes, the higher cost the Donor pays and the higher benefit the Recipient receives. The defective move has no effect on them. Two consecutive Multi-level Donor-Recipient games, one as a Donor and the other as a Recipient, can be viewed as a discrete version of the Continuous Prisoner's Dilemma. In the Demographic Multi-level Donor-Recipient game, players are initially distributed spatially. In each period, players play multiple Multi-level Donor-Recipient games against other players. He leaves offspring if possible and dies because of negative accumulated payoff of him or his lifespan. Cooperative moves are necessary for the survival of the whole population. There is only a low level of cooperative move besides the defective move initially available in strategies of players. A player may modify and expand his strategy by his recent experiences or practices. We distinguish several types of a player about modification and expansion. We show, by Agent-Based Simulation, that introducing only the modification increases the emergence rate of cooperation and introducing both the modification and the expansion further increases it and a high level of cooperation does emerge in our Demographic Multi-level Donor-Recipient Game.

Keywords: Agent-based simulation, donor-recipient game, emergence of cooperation, spatial structure, TFT, TF2T.

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269 Moving Area Filter to Detect Object in Video Sequence from Moving Platform

Authors: Sallama Athab, Hala Bahjat

Abstract:

Detecting object in video sequence is a challenging mission for identifying, tracking moving objects. Background removal considered as a basic step in detected moving objects tasks. Dual static cameras placed in front and rear moving platform gathered information which is used to detect objects. Background change regarding with speed and direction moving platform, so moving objects distinguished become complicated. In this paper, we propose framework allows detection moving object with variety of speed and direction dynamically. Object detection technique built on two levels the first level apply background removal and edge detection to generate moving areas. The second level apply Moving Areas Filter (MAF) then calculate Correlation Score (CS) for adjusted moving area. Merging moving areas with closer CS and marked as moving object. Experiment result is prepared on real scene acquired by dual static cameras without overlap in sense. Results showing accuracy in detecting objects compared with optical flow and Mixture Module Gaussian (MMG), Accurate ratio produced to measure accurate detection moving object.

Keywords: Background Removal, Correlation, Mixture Module Gaussian, Moving Platform, Object Detection.

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268 Particle Filter Supported with the Neural Network for Aircraft Tracking Based on Kernel and Active Contour

Authors: Mohammad Izadkhah, Mojtaba Hoseini, Alireza Khalili Tehrani

Abstract:

In this paper we presented a new method for tracking flying targets in color video sequences based on contour and kernel. The aim of this work is to overcome the problem of losing target in changing light, large displacement, changing speed, and occlusion. The proposed method is made in three steps, estimate the target location by particle filter, segmentation target region using neural network and find the exact contours by greedy snake algorithm. In the proposed method we have used both region and contour information to create target candidate model and this model is dynamically updated during tracking. To avoid the accumulation of errors when updating, target region given to a perceptron neural network to separate the target from background. Then its output used for exact calculation of size and center of the target. Also it is used as the initial contour for the greedy snake algorithm to find the exact target's edge. The proposed algorithm has been tested on a database which contains a lot of challenges such as high speed and agility of aircrafts, background clutter, occlusions, camera movement, and so on. The experimental results show that the use of neural network increases the accuracy of tracking and segmentation.

Keywords: Video tracking, particle filter, greedy snake, neural network.

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267 A Theory-Based Analysis on Implications of Democracy in Cambodia

Authors: Puthsodary Tat

Abstract:

Democracy has been categorially accepted and used as foreign and domestic policy agendas for the hope of peace, economic growth and prosperity for more than 25 years in Cambodia. However, the country is now in the grip of dictatorship, human rights violations, and prospective economic sanctions. This paper examines different perceptions and experiences of democratic assistance. In this study, the author employs discourse theory, idealism and realism as a theory-based methodology for debating and assessing the implications of democratization. Discourse theory is used to establish a platform for understanding discursive formations, body of knowledge and the games of truth of democracy. Idealist approaches give rational arguments for adopting key tenets that work well on the ground. In contrast, realism allows for some sweeping critiques of utopian ideal and offers particular views on why Western hegemonic missions do not work well. From idealist views, the research finds that Cambodian people still believe that democracy is a prima facie universality for peace, growth and prosperity. From realism, democratization is on the brink of death in three reasons. Firstly, there are tensions between Western and local discourses about democratic values and norms. Secondly, democratic tenets have been undermined by the ruling party-controlled courts, corruption, structural oppression and political patronage-based institutions. The third pitfall is partly associated with foreign aid dependency and geopolitical power struggles in the region. Finally, the study offers a precise mosaic of democratic principles that may be used to avoid a future geopolitical and economic crisis.

Keywords: Corruption, democracy, democratic principles, discourse theory, discursive formations, foreign aid dependency, games of truth, geopolitical and economic crisis, geopolitical power struggle, hegemonic mission, idealism, realism, utopian ideal.

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266 Turbo-Coded Mobile Terrestrial Communication Systems in Urban and Suburban Areas for Wireless Multimedia Applications

Authors: F. Mehran

Abstract:

With the rapid popularization of internet services, it is apparent that the next generation terrestrial communication systems must be capable of supporting various applications like voice, video, and data. This paper presents the performance evaluation of turbo- coded mobile terrestrial communication systems, which are capable of providing high quality services for delay sensitive (voice or video) and delay tolerant (text transmission) multimedia applications in urban and suburban areas. Different types of multimedia information require different service qualities, which are generally expressed in terms of a maximum acceptable bit-error-rate (BER) and maximum tolerable latency. The breakthrough discovery of turbo codes allows us to significantly reduce the probability of bit errors with feasible latency. In a turbo-coded system, a trade-off between latency and BER results from the choice of convolutional component codes, interleaver type and size, decoding algorithm, and the number of decoding iterations. This trade-off can be exploited for multimedia applications by using optimal and suboptimal performance parameter amalgamations to achieve different service qualities. The results are therefore proposing an adaptive framework for turbo-coded wireless multimedia communications which incorporate a set of performance parameters that achieve an appropriate set of service qualities, depending on the application's requirements.

Keywords: Mobile communications, Turbo codes, wireless multimedia communication systems.

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265 Low Resolution Face Recognition Using Mixture of Experts

Authors: Fatemeh Behjati Ardakani, Fatemeh Khademian, Abbas Nowzari Dalini, Reza Ebrahimpour

Abstract:

Human activity is a major concern in a wide variety of applications, such as video surveillance, human computer interface and face image database management. Detecting and recognizing faces is a crucial step in these applications. Furthermore, major advancements and initiatives in security applications in the past years have propelled face recognition technology into the spotlight. The performance of existing face recognition systems declines significantly if the resolution of the face image falls below a certain level. This is especially critical in surveillance imagery where often, due to many reasons, only low-resolution video of faces is available. If these low-resolution images are passed to a face recognition system, the performance is usually unacceptable. Hence, resolution plays a key role in face recognition systems. In this paper we introduce a new low resolution face recognition system based on mixture of expert neural networks. In order to produce the low resolution input images we down-sampled the 48 × 48 ORL images to 12 × 12 ones using the nearest neighbor interpolation method and after that applying the bicubic interpolation method yields enhanced images which is given to the Principal Component Analysis feature extractor system. Comparison with some of the most related methods indicates that the proposed novel model yields excellent recognition rate in low resolution face recognition that is the recognition rate of 100% for the training set and 96.5% for the test set.

Keywords: Low resolution face recognition, Multilayered neuralnetwork, Mixture of experts neural network, Principal componentanalysis, Bicubic interpolation, Nearest neighbor interpolation.

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264 IVE: Virtual Humans’ AI Prototyping Toolkit

Authors: Cyril Brom, Zuzana Vlckova

Abstract:

IVE toolkit has been created for facilitating research,education and development in the field of virtual storytelling and computer games. Primarily, the toolkit is intended for modelling action selection mechanisms of virtual humans, investigating level-of-detail AI techniques for large virtual environments, and for exploring joint behaviour and role-passing technique (Sec. V). Additionally, the toolkit can be used as an AI middleware without any changes. The main facility of IVE is that it serves for prototyping both the AI and virtual worlds themselves. The purpose of this paper is to describe IVE's features in general and to present our current work - including an educational game - on this platform.

Keywords: AI middleware, simulation, virtual world.

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263 Representing Collective Unconsciousness Using Neural Networks

Authors: Pierre Abou-Haila, Richard Hall, Mark Dawes

Abstract:

Instead of representing individual cognition only, population cognition is represented using artificial neural networks whilst maintaining individuality. This population network trains continuously, simulating adaptation. An implementation of two coexisting populations is compared to the Lotka-Volterra model of predator-prey interaction. Applications include multi-agent systems such as artificial life or computer games.

Keywords: Collective unconsciousness, neural networks, adaptation, predator-prey simulation.

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262 Automated Video Surveillance System for Detection of Suspicious Activities during Academic Offline Examination

Authors: G. Sandhya Devi, G. Suvarna Kumar, S. Chandini

Abstract:

This research work aims to develop a system that will analyze and identify students who indulge in malpractices/suspicious activities during the course of an academic offline examination. Automated Video Surveillance provides an optimal solution which helps in monitoring the students and identifying the malpractice event immediately. This work is organized into three modules. The first module deals with performing an impersonation check using a PCA-based face recognition method which is done by cross checking his profile with the database. The presence or absence of the student is even determined in this module by implementing an image registration technique wherein a grid is formed by considering all the images registered using the frontal camera at the determined positions. Second, detecting such facial malpractices in which a student gets involved in conversation with another, trying to obtain unauthorized information etc., based on the threshold range evaluated by considering his/her mouth state whether open or closed. The third module deals with identification of unauthorized material or gadgets used in the examination hall by training the positive samples of the object through various stages. Here, a top view camera feed is analyzed to detect the suspicious activities. The system automatically alerts the administration when any suspicious activities are identified, thereby reducing the error rate caused due to manual monitoring. This work is an improvement over our previous work published in identifying suspicious activities done by examinees in an offline examination.

Keywords: Impersonation, image registration, incrimination, object detection, threshold evaluation.

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261 IVE: Virtual Humans AI Prototyping Toolkit

Authors: Cyril Brom, Zuzana Vlckova

Abstract:

IVE toolkit has been created for facilitating research,education and development in the ?eld of virtual storytelling andcomputer games. Primarily, the toolkit is intended for modellingaction selection mechanisms of virtual humans, investigating level-of-detail AI techniques for large virtual environments, and for exploringjoint behaviour and role-passing technique (Sec. V). Additionally, thetoolkit can be used as an AI middleware without any changes. Themain facility of IVE is that it serves for prototyping both the AI andvirtual worlds themselves. The purpose of this paper is to describeIVE?s features in general and to present our current work - includingan educational game - on this platform.Keywords? AI middleware, simulation, virtual world.

Keywords: AI middleware, simulation, virtual world

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260 Hello Kitty's Popularity and Its Change of Representation

Authors: Miho Tsukamoto

Abstract:

Since “Hello Kitty” was manufactured in the market in 1974, the manufacturer, Sanrio Co., Ltd. gains high profits not only Kitty’s products but also Kitty license, which gives us a picture of Sanrio’s sales strategy in the global market. Kitty’s history, its products, and Sanrio’s sales strategy are researched in this paper. Comparing it to American Girl, and focusing on KITTYLAB, a type of attraction where you can enjoy games with Kitty, and choose its parts to build your own Kitty, the image of the cultural icon can be altered.

Keywords: American Girl, Change, Kitty, Popularity.

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259 The use of a Bespoke Computer Game For Teaching Analogue Electronics

Authors: Olaf Hallan Graven, Dag Andreas Hals Samuelsen

Abstract:

An implementation of a design for a game based virtual learning environment is described. The game is developed for a course in analogue electronics, and the topic is the design of a power supply. This task can be solved in a number of different ways, with certain constraints, giving the students a certain amount of freedom, although the game is designed not to facilitate trial-and error approach. The use of storytelling and a virtual gaming environment provides the student with the learning material in a MMORPG environment. The game is tested on a group of second year electrical engineering students with good results.

Keywords: analogue electronics, e-learning, computer games for learning, virtual reality

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258 Real Time Control Learning Game - Speed Race by Learning at the Wheel - Development of Data Acquisition System

Authors: Κonstantinos Kalovrektis, Chryssanthi Palazi

Abstract:

Schools today face ever-increasing demands in their attempts to ensure that students are well equipped to enter the workforce and navigate a complex world. Research indicates that computer technology can help support learning, implementation of various experiments or learning games, and that it is especially useful in developing the higher-order skills of critical thinking, observation, comprehension, implementation, comparison, analysis and active attention to activities such as research, field work, simulations and scientific inquiry. The ICT in education supports the learning procedure by enabling it to be more flexible and effective, create a rich and attractive training environment and equip the students with knowledge and potential useful for the competitive social environment in which they live. This paper presents the design, the development, and the results of the evaluation analysis of an interactive educational game which using real electric vehicles - toys (material) on a toy race track. When the game starts each student selects a specific vehicle toy. Then students are answering questionnaires in the computer. The vehicles' speed is related to the percentage of right answers in a multiple choice questionnaire (software). Every question has its own significant value depending of the different level of questionnaire. Via the developed software, each right or wrong answers in questionnaire increase or decrease the real time speed of their vehicle toys. Moreover the rate of vehicle's speed increase or decrease depends on the difficulty level of each question. The aim of the work is to attract the student’s interest in a learning process and also to improve their scores. The developed real time game was tested using independent populations of students of age groups: 8-10, 11-14, 15-18 years. Standard educational and statistical analysis tools were used for the evaluation analysis of the game. Results reveal that students using the developed real time control game scored much higher (60%) than students using a traditional simulation game on the same questionnaire. Results further indicate that student's interest in repeating the developed real time control gaming was far higher (70%) than the interest of students using a traditional simulation game.

Keywords: Real time game, sensor, learning games, LabVIEW

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257 Comparison of Evolutionary Algorithms and their Hybrids Applied to MarioAI

Authors: Hidehiko Okada, Yuki Fujii

Abstract:

Researchers have been applying artificial/ computational intelligence (AI/CI) methods to computer games. In this research field, further researchesare required to compare AI/CI methods with respect to each game application. In thispaper, we report our experimental result on the comparison of evolution strategy, genetic algorithm and their hybrids, applied to evolving controller agents for MarioAI. GA revealed its advantage in our experiment, whereas the expected ability of ES in exploiting (fine-tuning) solutions was not clearly observed. The blend crossover operator and the mutation operator of GA might contribute well to explore the vast search space.

Keywords: Evolutionary algorithm, autonomous game controller agent, neuroevolutions, MarioAI

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256 Enhancing the Quality of Learning by Using an Innovative Approach for Teaching Energy in Secondary Schools

Authors: Adriana Alexandru, Ovidiu Bica, Eleonora Tudora, Cristina Simona Alecu, Cristina-Adriana Alexandru, Ioan Covalcic

Abstract:

This paper presents the results of the authors in designing, experimenting, assessing and transferring an innovative approach to energy education in secondary schools, aimed to enhance the quality of learning in terms of didactic curricula and pedagogic methods. The training is online delivered to youngsters via e-Books and portals specially designed for this purpose or by learning by doing via interactive games. An online educational methodology is available teachers.

Keywords: Education, eLearning, Energy Efficiency, InternetMethodology, Renewable Energy Sources.

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255 Natural Language News Generation from Big Data

Authors: Bastian Haarmann, Lukas Sikorski

Abstract:

In this paper, we introduce an NLG application for the automatic creation of ready-to-publish texts from big data. The resulting fully automatic generated news stories have a high resemblance to the style in which the human writer would draw up such a story. Topics include soccer games, stock exchange market reports, and weather forecasts. Each generated text is unique. Readyto-publish stories written by a computer application can help humans to quickly grasp the outcomes of big data analyses, save timeconsuming pre-formulations for journalists and cater to rather small audiences by offering stories that would otherwise not exist. 

Keywords: Big data, natural language generation, publishing, robotic journalism.

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254 Beginning Physics Experiments Class Using Multi Media in National University of Laos

Authors: T. Nagata, S. Xaphakdy, P. Souvannavong, P. Chanthamaly, K. Sithavong, C. H. Lee, S. Phommathat, V. Srithilat, P. Sengdala, B. Phetarnousone, B. Siharath, X. Chemcheng, T. Yamaguchi, A. Suenaga, S. Kashima

Abstract:

National University of Laos (NUOL) requested Japan International Cooperation Agency (JICA) volunteers to begin a physics experiments class using multi media. However, there are issues. NUOL had no physics experiment class, no space for physics experiments, experiment materials were not used for many years and were scattered in various places, and there is no projector and laptop computer in the unit. This raised the question: How do authors begin the physics experiments class using multimedia? To solve this problem, the JICA took some steps, took stock of what was available and reviewed the syllabus. The JICA then revised the experiment materials to assess what was available and then developed textbooks for experiments using them; however, the question remained, what about the multimedia component of the course? Next, the JICA reviewed Physics teacher Pavy Souvannavong’s YouTube channel, where he and his students upload video reports of their physics classes at NUOL using their smartphones. While they use multi-media, almost all the videos recorded were of class presentations. To improve the multimedia style, authors edited the videos in the style of another YouTube channel, “Science for Lao,” which is a science education group made up of Japan Overseas Cooperation Volunteers (JOCV) in Laos. They created the channel to enhance science education in Laos, and hold regular monthly meetings in the capital, Vientiane, and at teacher training colleges in the country. They edit the video clips in three parts, which are the materials and procedures part including pictures, practice footage of the experiment part, and then the result and conclusion part. Then students perform experiments and prepare for presentation by following the videos. The revised experiment presentation reports use PowerPoint presentations, material pictures and experiment video clips. As for providing textbooks and submitting reports, the students use the e-Learning system of “Moodle” of the Information Technology Center in Dongdok campus of NUOL. The Korean International Cooperation Agency (KOICA) donated those facilities. The authors have passed the process of the revised materials, developed textbooks, the PowerPoint slides presented by students, downloaded textbooks and uploaded reports, to begin the physics experiments class using multimedia. This is the practice research report for beginning a physics experiments class using multimedia in the physics unit at the Department of Natural Science, Faculty of Education, at the NUOL.

Keywords: NUOL, JICA, KOICA, Physics experiment materials, smart phone, Moodle, IT center, Science for Lao.

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253 Probabilities and the Persistence of Memory in a Bingo-like Carnival Game

Authors: M. Glomski, M. Lopes

Abstract:

Seemingly simple probabilities in the m-player game bingo have never been calculated. These probabilities include expected game length and the expected number of winners on a given turn. The difficulty in probabilistic analysis lies in the subtle interdependence among the m-many bingo game cards in play. In this paper, the game i got it!, a bingo variant, is considered. This variation provides enough weakening of the inter-player dependence to allow probabilistic analysis not possible for traditional bingo. The probability of winning in exactly k turns is calculated for a one-player game. Given a game of m-many players, the expected game length and tie probability are calculated. With these calculations, the game-s interesting payout scheme is considered.

Keywords: Conditional probability, games of chance, npersongames, probability theory.

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252 Individual Differences and Paired Learning in Virtual Environments

Authors: Patricia M. Boechler, Heather M. Gautreau

Abstract:

In this research study, postsecondary students completed an information learning task in an avatar-based 3D virtual learning environment. Three factors were of interest in relation to learning; 1) the influence of collaborative vs. independent conditions, 2) the influence of the spatial arrangement of the virtual environment (linear, random and clustered), and 3) the relationship of individual differences such as spatial skill, general computer experience and video game experience to learning. Students completed pretest measures of prior computer experience and prior spatial skill. Following the premeasure administration, students were given instruction to move through the virtual environment and study all the material within 10 information stations. In the collaborative condition, students proceeded in randomly assigned pairs, while in the independent condition they proceeded alone. After this learning phase, all students individually completed a multiple choice test to determine information retention. The overall results indicated that students in pairs did not perform any better or worse than independent students. As far as individual differences, only spatial ability predicted the performance of students. General computer experience and video game experience did not. Taking a closer look at the pairs and spatial ability, comparisons were made on pairs high/matched spatial ability, pairs low/matched spatial ability and pairs that were mismatched on spatial ability. The results showed that both high/matched pairs and mismatched pairs outperformed low/matched pairs. That is, if a pair had even one individual with strong spatial ability they would perform better than pairs with only low spatial ability individuals. This suggests that, in virtual environments, the specific individuals that are paired together are important for performance outcomes. The paper also includes a discussion of trends within the data that have implications for virtual environment education.

Keywords: Avatar-based, virtual environment, paired learning, individual differences.

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251 Movies and Dynamic Mathematical Objects on Trigonometry for Mobile Phones

Authors: Kazuhisa Takagi

Abstract:

This paper is about movies and dynamic objects for mobile phones. Dynamic objects are the software programmed by JavaScript. They consist of geometric figures and work on HTML5-compliant browsers. Mobile phones are very popular among teenagers. They like watching movies and playing games on them. So, mathematics movies and dynamic objects would enhance teaching and learning processes. In the movies, manga characters speak with artificially synchronized voices. They teach trigonometry together with dynamic mathematical objects. Many movies are created. They are Windows Media files or MP4 movies. These movies and dynamic objects are not only used in the classroom but also distributed to students. By watching movies, students can study trigonometry before or after class.

Keywords: Dynamic mathematical object, JavaScript, Google drive, transfer jet.

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