Search results for: Virtual Training
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 1477

Search results for: Virtual Training

1117 The Effects of the Parent Training Program for Obesity Reduction on Health Behaviors of School-Age Children

Authors: Muntanavadee Maytapattana

Abstract:

The purposes of the study were to evaluate the effectiveness of the Parent Training Program for Obesity Reduction (PTPOR) on health behaviors of school-age children. An Ecological Systems Theory (EST) was approached the study and a randomized control trial was used in this study. Participants were school-age overweight or obese children and their parents. One hundred and one parent-child dyads were recruited and random assigned into the PTPOR (N=30), Educational Intervention or EI (N=32), and control group (N=39). The parents in the PTPOR group participated in five sessions including an educational session, a cooking session, aerobic exercise training, 2-time group discussion sessions, and 4-time telephoned counseling sessions. Repeated Measure ANCOVA was used to analyze data. The results presented that the outcomes of the PTPOR group were better than the EI and the control groups at 1st, 8th, and 32nd weeks after finishing the program such as child exercise behavior (F(2,97) = 3.98, p = .02) and child dietary behavior (F(2,97) = 9.42, p = .00). The results suggest that nurses and health care providers should utilize the PTPOR for child weight reduction and for the health promotion of a lifestyle among overweight and obese children.

Keywords: Parent training program for obesity reduction, child health behaviors, school-age children.

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1116 Endogenous Fantasy – Based Serious Games: Intrinsic Motivation and Learning

Authors: Robert F. Kenny, Glenda A. Gunter

Abstract:

Current technological advances pale in comparison to the changes in social behaviors and 'sense of place' that is being empowered since the Internet made it on the scene. Today-s students view the Internet as both a source of entertainment and an educational tool. The development of virtual environments is a conceptual framework that needs to be addressed by educators and it is important that they become familiar with who these virtual learners are and how they are motivated to learn. Massively multiplayer online role playing games (MMORPGs), if well designed, could become the vehicle of choice to deliver learning content. We suggest that these games, in order to accomplish these goals, must begin with well-established instructional design principles that are co-aligned with established principles of video game design. And have the opportunity to provide an instructional model of significant prescriptive power. The authors believe that game designers need to take advantage of the natural motivation player-learners have for playing games by developing them in such a way so as to promote, intrinsic motivation, content learning, transfer of knowledge, and naturalization.

Keywords: serious games, endogenous fantasy, intrinsic motivation, online learning.

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1115 An Integrated Cloud Service of Application Delivery in Virtualized Environments

Authors: Shuen-Tai Wang, Yu-Ching Lin, Hsi-Ya Chang

Abstract:

Virtualization technologies are experiencing a renewed interest as a way to improve system reliability, and availability, reduce costs, and provide flexibility. This paper presents the development on leverage existing cloud infrastructure and virtualization tools. We adopted some virtualization technologies which improve portability, manageability and compatibility of applications by encapsulating them from the underlying operating system on which they are executed. Given the development of application virtualization, it allows shifting the user’s applications from the traditional PC environment to the virtualized environment, which is stored on a remote virtual machine rather than locally. This proposed effort has the potential to positively provide an efficient, resilience and elastic environment for online cloud service. Users no longer need to burden the platform maintenances and drastically reduces the overall cost of hardware and software licenses. Moreover, this flexible and web-based application virtualization service represents the next significant step to the mobile workplace, and it lets user executes their applications from virtually anywhere. 

Keywords: Cloud service, application virtualization, virtual machine, elastic environment.

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1114 Development of Cross Curricular Competences in University Classrooms - Public Speaking

Authors: M. T. Becerra, F. Martín, P. Gutiérrez, S. Cubo, E. Iglesias, A. A. Sáenz del Castillo, P. Cañamero

Abstract:

The consolidation of the European Higher Education Area (EHEA) in universities has led to significant changes in student training. This paper, part of a Teaching Innovation Project, starts from new training requirements that are fit within Undergraduate Thesis Project, a subject that culminate student learning. Undergraduate Thesis Project is current assessment system that weigh the student acquired training in university education. Students should develop a range of cross curricular competences such as public presentation of ideas, problems and solutions both orally and writing in Undergraduate Thesis Project. Specifically, we intend with our innovation proposal to provide resources that enable university students from Teacher Degree in Education Faculty of University of Extremadura (Spain) to develop the cross curricular competence of public speaking.

Keywords: Interaction, Public Speaking, Student, University.

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1113 Perceptions of Cybersecurity in Government Organizations: Case Study of Bhutan

Authors: Pema Choejey, David Murray, Chun Che Fung

Abstract:

Bhutan is becoming increasingly dependent on Information and Communications Technologies (ICTs), especially the Internet for performing the daily activities of governments, businesses, and individuals. Consequently, information systems and networks are becoming more exposed and vulnerable to cybersecurity threats. This paper highlights the findings of the survey study carried out to understand the perceptions of cybersecurity implementation among government organizations in Bhutan. About 280 ICT personnel were surveyed about the effectiveness of cybersecurity implementation in their organizations. A questionnaire based on a 5 point Likert scale was used to assess the perceptions of respondents. The questions were asked on cybersecurity practices such as cybersecurity policies, awareness and training, and risk management. The survey results show that less than 50% of respondents believe that the cybersecurity implementation is effective: cybersecurity policy (40%), risk management (23%), training and awareness (28%), system development life cycle (34%); incident management (26%), and communications and operational management (40%). The findings suggest that many of the cybersecurity practices are inadequately implemented and therefore, there exist a gap in achieving a required cybersecurity posture. This study recommends government organizations to establish a comprehensive cybersecurity program with emphasis on cybersecurity policy, risk management, and awareness and training. In addition, the research study has practical implications to both government and private organizations for implementing and managing cybersecurity.

Keywords: Awareness and training, cybersecurity, cybersecurity policy, risk management, security risks.

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1112 A Neuro-Fuzzy Approach Based Voting Scheme for Fault Tolerant Systems Using Artificial Bee Colony Training

Authors: D. Uma Devi, P. Seetha Ramaiah

Abstract:

Voting algorithms are extensively used to make decisions in fault tolerant systems where each redundant module gives inconsistent outputs. Popular voting algorithms include majority voting, weighted voting, and inexact majority voters. Each of these techniques suffers from scenarios where agreements do not exist for the given voter inputs. This has been successfully overcome in literature using fuzzy theory. Our previous work concentrated on a neuro-fuzzy algorithm where training using the neuro system substantially improved the prediction result of the voting system. Weight training of Neural Network is sub-optimal. This study proposes to optimize the weights of the Neural Network using Artificial Bee Colony algorithm. Experimental results show the proposed system improves the decision making of the voting algorithms.

Keywords: Voting algorithms, Fault tolerance, Fault masking, Neuro-Fuzzy System (NFS), Artificial Bee Colony (ABC)

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1111 Bayesian Network Model for Students- Laboratory Work Performance Assessment: An Empirical Investigation of the Optimal Construction Approach

Authors: Ifeyinwa E. Achumba, Djamel Azzi, Rinat Khusainov

Abstract:

There are three approaches to complete Bayesian Network (BN) model construction: total expert-centred, total datacentred, and semi data-centred. These three approaches constitute the basis of the empirical investigation undertaken and reported in this paper. The objective is to determine, amongst these three approaches, which is the optimal approach for the construction of a BN-based model for the performance assessment of students- laboratory work in a virtual electronic laboratory environment. BN models were constructed using all three approaches, with respect to the focus domain, and compared using a set of optimality criteria. In addition, the impact of the size and source of the training, on the performance of total data-centred and semi data-centred models was investigated. The results of the investigation provide additional insight for BN model constructors and contribute to literature providing supportive evidence for the conceptual feasibility and efficiency of structure and parameter learning from data. In addition, the results highlight other interesting themes.

Keywords: Bayesian networks, model construction, parameterlearning, structure learning, performance index, model comparison.

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1110 A Practical Methodology for Evaluating Water, Sanitation and Hygiene Education and Training Programs

Authors: Brittany E. Coff, Tommy K. K. Ngai, Laura A. S. MacDonald

Abstract:

Many organizations in the Water, Sanitation and Hygiene (WASH) sector provide education and training in order to increase the effectiveness of their WASH interventions. A key challenge for these organizations is measuring how well their education and training activities contribute to WASH improvements. It is crucial for implementers to understand the returns of their education and training activities so that they can improve and make better progress toward the desired outcomes. This paper presents information on CAWST’s development and piloting of the evaluation methodology. The Centre for Affordable Water and Sanitation Technology (CAWST) has developed a methodology for evaluating education and training activities, so that organizations can understand the effectiveness of their WASH activities and improve accordingly. CAWST developed this methodology through a series of research partnerships, followed by staged field pilots in Nepal, Peru, Ethiopia and Haiti. During the research partnerships, CAWST collaborated with universities in the UK and Canada to: review a range of available evaluation frameworks, investigate existing practices for evaluating education activities, and develop a draft methodology for evaluating education programs. The draft methodology was then piloted in three separate studies to evaluate CAWST’s, and CAWST’s partner’s, WASH education programs. Each of the pilot studies evaluated education programs in different locations, with different objectives, and at different times within the project cycles. The evaluations in Nepal and Peru were conducted in 2013 and investigated the outcomes and impacts of CAWST’s WASH education services in those countries over the past 5-10 years. In 2014, the methodology was applied to complete a rigorous evaluation of a 3-day WASH Awareness training program in Ethiopia, one year after the training had occurred. In 2015, the methodology was applied in Haiti to complete a rapid assessment of a Community Health Promotion program, which informed the development of an improved training program. After each pilot evaluation, the methodology was reviewed and improvements were made. A key concept within the methodology is that in order for training activities to lead to improved WASH practices at the community level, it is not enough for participants to acquire new knowledge and skills; they must also apply the new skills and influence the behavior of others following the training. The steps of the methodology include: development of a Theory of Change for the education program, application of the Kirkpatrick model to develop indicators, development of data collection tools, data collection, data analysis and interpretation, and use of the findings for improvement. The methodology was applied in different ways for each pilot and was found to be practical to apply and adapt to meet the needs of each case. It was useful in gathering specific information on the outcomes of the education and training activities, and in developing recommendations for program improvement. Based on the results of the pilot studies, CAWST is developing a set of support materials to enable other WASH implementers to apply the methodology. By using this methodology, more WASH organizations will be able to understand the outcomes and impacts of their training activities, leading to higher quality education programs and improved WASH outcomes.

Keywords: Education and training, capacity building, evaluation, water and sanitation.

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1109 Chase Trainer Exercise Program in Athlete with Unilateral Patellofemoral Pain Syndrome (PFPS)

Authors: Asha Hasnimy Mohd Hashim, Lee Ai Choo

Abstract:

We investigated the effects of modified preprogrammed training mode Chase Trainer from Balance Trainer (BT3, HurLab, Tampere, Finland) on athlete who experienced unilateral Patellofemoral Pain Syndrome (PFPS). Twenty-seven athletes with mean age= 14.23 ±1.31 years, height = 164.89 ± 7.85 cm, weight = 56.94 ± 9.28 kg were randomly assigned to two groups: experiment (EG; n = 14) and injured (IG; n = 13). EG performed a series of Chase Trainer program which required them to shift their body weight at different directions, speeds and angle of leaning twice a week for duration of 8 weeks. The static postural control and perceived pain level measures were taken at baseline, after 6 weeks and 8 weeks of training. There was no significant difference in any of tested variables between EG and IG before and after 6-week the intervention period. However, after 8-week of training, the postural control (eyes open) and perceived pain level of EG improved compared to IG (p<0.05). The postural control with eyes closed of EG improved (p<0.05) but the values were not significantly different compared to IG after training. The results suggest that using Chase Trainer exercise program it is possible to improve individual postural control and decreased perceived pain level in athlete with unilateral Patellofemoral Pain Syndrome (PFPS).

Keywords: Patellofemoral Pain Syndrome, perceived pain level, postural control.

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1108 Application of Feed-Forward Neural Networks Autoregressive Models with Genetic Algorithm in Gross Domestic Product Prediction

Authors: E. Giovanis

Abstract:

In this paper we present a Feed-Foward Neural Networks Autoregressive (FFNN-AR) model with genetic algorithms training optimization in order to predict the gross domestic product growth of six countries. Specifically we propose a kind of weighted regression, which can be used for econometric purposes, where the initial inputs are multiplied by the neural networks final optimum weights from input-hidden layer of the training process. The forecasts are compared with those of the ordinary autoregressive model and we conclude that the proposed regression-s forecasting results outperform significant those of autoregressive model. Moreover this technique can be used in Autoregressive-Moving Average models, with and without exogenous inputs, as also the training process with genetics algorithms optimization can be replaced by the error back-propagation algorithm.

Keywords: Autoregressive model, Feed-Forward neuralnetworks, Genetic Algorithms, Gross Domestic Product

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1107 Analysis of the Benefits of Motion Simulators in 5th Generation Fighter Pilots' Training

Authors: Ali Mithad Emre

Abstract:

In military aviation, the use of flight simulators has proliferated recently in order to train fifth generation fighter pilots. With these simulators, pilots can carry out real-time flights resulting in seeing their faults and can perform emergency drills prior to real flights. Since we cannot risk losing the aircraft and the pilot himself/herself in the flight training process, flight simulators are of great importance to adapt the fighter pilots competently to real flights aboard the fifth generation aircraft. The real flights are impossible to simulate thoroughly on the ground. To some extent, the fixed-based simulators may assist the pilot to steer aircraft technically and visually but flight simulators can’t trick the pilot’s vestibular, sensory, and perceptual systems without motion platforms. This paper discusses the benefits of motion simulators for fifth generation fighter pilots’ training in preference to the fixed-based counterparts by analyzing their pros and cons.

Keywords: Centrifuge, g-loc, military, pilot, sickness, simulator, VMS.

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1106 The Role of Planning and Memory in the Navigational Ability

Authors: Greeshma Sharma, Sushil Chandra, Vijander Singh, Alok Prakash Mittal

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Navigational ability requires spatial representation, planning, and memory. It covers three interdependent domains, i.e. cognitive and perceptual factors, neural information processing, and variability in brain microstructure. Many attempts have been made to see the role of spatial representation in the navigational ability, and the individual differences have been identified in the neural substrate. But, there is also a need to address the influence of planning, memory on navigational ability. The present study aims to evaluate relations of aforementioned factors in the navigational ability. Total 30 participants volunteered in the study of a virtual shopping complex and subsequently were classified into good and bad navigators based on their performances. The result showed that planning ability was the most correlated factor for the navigational ability and also the discriminating factor between the good and bad navigators. There was also found the correlations between spatial memory recall and navigational ability. However, non-verbal episodic memory and spatial memory recall were also found to be correlated with the learning variable. This study attempts to identify differences between people with more and less navigational ability on the basis of planning and memory.

Keywords: Memory, planning navigational ability, virtual reality.

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1105 Augmented Reality in Advertising and Brand Communication: An Experimental Study

Authors: O. Mauroner, L. Le, S. Best

Abstract:

Digital technologies offer many opportunities in the design and implementation of brand communication and advertising. Augmented reality (AR) is an innovative technology in marketing communication that focuses on the fact that virtual interaction with a product ad offers additional value to consumers. AR enables consumers to obtain (almost) real product experiences by the way of virtual information even before the purchase of a certain product. Aim of AR applications in relation with advertising is in-depth examination of product characteristics to enhance product knowledge as well as brand knowledge. Interactive design of advertising provides observers with an intense examination of a specific advertising message and therefore leads to better brand knowledge. The elaboration likelihood model and the central route to persuasion strongly support this argumentation. Nevertheless, AR in brand communication is still in an initial stage and therefore scientific findings about the impact of AR on information processing and brand attitude are rare. The aim of this paper is to empirically investigate the potential of AR applications in combination with traditional print advertising. To that effect an experimental design with different levels of interactivity is built to measure the impact of interactivity of an ad on different variables o advertising effectiveness.

Keywords: Advertising effectiveness, augmented reality, brand communication, brand recall, interactivity.

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1104 Facilitating Cooperative Knowledge Support by Role-Based Knowledge-Flow Views

Authors: Chih-Wei Lin, Duen-Ren Liu, Hui-Fang Chen

Abstract:

Effective knowledge support relies on providing operation-relevant knowledge to workers promptly and accurately. A knowledge flow represents an individual-s or a group-s knowledge-needs and referencing behavior of codified knowledge during operation performance. The flow has been utilized to facilitate organizational knowledge support by illustrating workers- knowledge-needs systematically and precisely. However, conventional knowledge-flow models cannot work well in cooperative teams, which team members usually have diverse knowledge-needs in terms of roles. The reason is that those models only provide one single view to all participants and do not reflect individual knowledge-needs in flows. Hence, we propose a role-based knowledge-flow view model in this work. The model builds knowledge-flow views (or virtual knowledge flows) by creating appropriate virtual knowledge nodes and generalizing knowledge concepts to required concept levels. The customized views could represent individual role-s knowledge-needs in teamwork context. The novel model indicates knowledge-needs in condensed representation from a roles perspective and enhances the efficiency of cooperative knowledge support in organizations.

Keywords: cooperative knowledge support, knowledge flow, knowledge-flow view, role-based models

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1103 The Effects of Whole-Body Vibration Training on Jump Performance in Handball Athletes

Authors: Yen-Ting Wang, Shou-Jing Guo, Hsiu-Kuang Chang, Kenny Wen-Chyuan Chen, Alex J.Y. Lee

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This study examined the effects of eight weeks of whole-body vibration training (WBVT) on vertical and decuple jump performance in handball athletes. Sixteen collegiate Level I handball athletes volunteered for this study. They were divided equally as control group and experimental group (EG). During the period of the study, all athletes underwent the same handball specific training, but the EG received additional WBVT (amplitude: 2 mm, frequency: 20 - 40 Hz) three time per week for eight consecutive weeks. The vertical jump performance was evaluated according to the maximum height of squat jump (SJ) and countermovement jump (CMJ). Single factor ANCOVA was used to examine the differences in each parameter between the groups after training with the pretest values as a covariate. The statistic significance was set at p < .05. After 8 weeks WBVT, the EG had significantly improved the maximal height of SJ (40.92 ± 2.96 cm vs. 48.40 ± 4.70 cm, F = 5.14, p < .05) and the maximal height CMJ (47.25 ± 7.48 cm vs. 52.20 ± 6.25 cm, F = 5.31, p < .05). 8 weeks of additional WBVT could improve the vertical and decuple jump performance in handball athletes. Enhanced motor unit synchronization and firing rates, facilitated muscular contraction stretch-shortening cycle, and improved lower extremity neuromuscular coordination could account for these enhancements.

Keywords: Muscle strength, explosive power, squat jump, and countermovement jump.

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1102 The Self-Energy of an Ellectron Bound in a Coulomb Field

Authors: J. Zamastil, V. Patkos

Abstract:

Recent progress in calculation of the one-loop selfenergy of the electron bound in the Coulomb field is summarized. The relativistic multipole expansion is introduced. This expansion is based on a single assumption: except for the part of the time component of the electron four-momentum corresponding to the electron rest mass, the exchange of four-momentum between the virtual electron and photon can be treated perturbatively. For non Sstates and normalized difference n3En −E1 of the S-states this itself yields very accurate results after taking the method to the third order. For the ground state the perturbation treatment of the electron virtual states with very high three-momentum is to be avoided. For these states one can always rearrange the pertinent expression in such a way that free-particle approximation is allowed. Combination of the relativistic multipole expansion and free-particle approximation yields very accurate result after taking the method to the ninth order. These results are in very good agreement with the previous results obtained by the partial wave expansion and definitely exclude the possibility that the uncertainity in determination of the proton radius comes from the uncertainity in the calculation of the one-loop selfenergy.

Keywords: Hydrogen-like atoms, self-energy.

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1101 IRIS: An Interactive Video Game for Children with Long-Term Illness in Hospitals

Authors: Ganetsou Evanthia, Koutsikos Emmanouil, Austin Anna Maria

Abstract:

Information technology has long served the needs of individuals for learning and entertainment, but much less for children in sickness. The aim of the proposed online video game is to provide immersive learning opportunities as well as essential social and emotional scenarios for hospital-bound children with long-term illness. Online self-paced courses on chosen school subjects, including specialized software and multisensory assessments, aim at enhancing children’s academic achievement and sense of inclusion, while doctor minigames familiarize and educate young patients on their medical conditions. Online ethical dilemmas will offer children opportunities to contemplate on the importance of medical procedures and following assigned medication, often challenging for young patients; they will therefore reflect on their condition, re-evaluate their perceptions about hospitalization, and assume greater personal responsibility for their progress. Children’s emotional and psychosocial needs are addressed by engaging in social conventions, such as interactive, daily, collaborative mini games with other hospitalized peers, like virtual competitive sports games, weekly group psychodrama sessions, and online birthday parties or sleepovers. Social bonding is also fostered by having a virtual pet to interact with and take care of, as well as a virtual nurse to discuss and reflect on the mood of the day, engage in constructive dialogue and perspective-taking, and offer reminders. Access to the platform will be available throughout the day depending on the patient’s health status. The program is designed to minimize escapism and feelings of exclusion and can flexibly be adapted to offer post-treatment and a support online system at home.

Keywords: Hospitalized children, interactive games, long-term illness, cognitive enhancement, socioemotional development.

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1100 Evolutionary Training of Hybrid Systems of Recurrent Neural Networks and Hidden Markov Models

Authors: Rohitash Chandra, Christian W. Omlin

Abstract:

We present a hybrid architecture of recurrent neural networks (RNNs) inspired by hidden Markov models (HMMs). We train the hybrid architecture using genetic algorithms to learn and represent dynamical systems. We train the hybrid architecture on a set of deterministic finite-state automata strings and observe the generalization performance of the hybrid architecture when presented with a new set of strings which were not present in the training data set. In this way, we show that the hybrid system of HMM and RNN can learn and represent deterministic finite-state automata. We ran experiments with different sets of population sizes in the genetic algorithm; we also ran experiments to find out which weight initializations were best for training the hybrid architecture. The results show that the hybrid architecture of recurrent neural networks inspired by hidden Markov models can train and represent dynamical systems. The best training and generalization performance is achieved when the hybrid architecture is initialized with random real weight values of range -15 to 15.

Keywords: Deterministic finite-state automata, genetic algorithm, hidden Markov models, hybrid systems and recurrent neural networks.

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1099 Building Information Modeling-Based Approach for Automatic Quantity Take-off and Cost Estimation

Authors: Lo Kar Yin, Law Ka Mei

Abstract:

Architectural, engineering, construction and operations (AECO) industry practitioners have been well adapting to the dynamic construction market from the fundamental training of its disciplines. As further triggered by the pandemic since 2019, great steps are taken in virtual environment and the best collaboration is strived with project teams without boundaries. With adoption of Building Information Modeling-based approach and qualitative analysis, this paper is to review quantity take-off (QTO) and cost estimation process through modeling techniques in liaison with suppliers, fabricators, subcontractors, contractors, designers, consultants and services providers in the construction industry value chain for automatic project cost budgeting, project cost control and cost evaluation on design options of in-situ reinforced-concrete construction and Modular Integrated Construction (MiC) at design stage, variation of works and cash flow/spending analysis at construction stage as far as practicable, with a view to sharing the findings for enhancing mutual trust and co-operation among AECO industry practitioners. It is to foster development through a common prototype of design and build project delivery method in NEC4 Engineering and Construction Contract (ECC) Options A and C.

Keywords: Building Information Modeling, cost estimation, quantity take-off, modeling techniques.

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1098 Design Guidelines for an Enhanced Interaction Experience in the Domain of Smartphone-Based Applications for Sport and Fitness

Authors: Paolo Pilloni, Fabrizio Mulas, Salvatore Carta

Abstract:

Nowadays, several research studies point up that an active lifestyle is essential for physical and mental health benefits. Mobile phones have greatly influenced people’s habits and attitudes also in the way they exercise. Our research work is mainly focused on investigating how to exploit mobile technologies to favour people’s exertion experience. To this end, we developed an exertion framework users can exploit through a real world mobile application, called EverywhereSport Run (EWRun), designed to act as a virtual personal trainer to support runners during their trainings. In this work, inspired by both previous findings in the field of interaction design for people with visual impairments, feedback gathered from real users of our framework, and positive results obtained from two experimentations, we present some new interaction facilities we designed to enhance the interaction experience during a training. The positive obtained results helped us to derive some interaction design recommendations we believe will be a valid support for designers of future mobile systems conceived to be used in circumstances where there are limited possibilities of interaction.

Keywords: Human Computer Interaction, Interaction Design Guidelines, Persuasive Mobile Technologies for Sport and Health.

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1097 Collaborative Web Platform for Rich Media Educational Material Creation

Authors: I. Alberdi, H. Iribas, A. Martin, N. Aginako

Abstract:

This paper describes a platform that faces the main research areas for e-learning educational contents. Reusability tackles the possibility to use contents in different courses reducing costs and exploiting available data from repositories. In our approach the production of educational material is based on templates to reuse learning objects. In terms of interoperability the main challenge lays on reaching the audience through different platforms. E-learning solution must track social consumption evolution where nowadays lots of multimedia contents are accessed through the social networks. Our work faces it by implementing a platform for generation of multimedia presentations focused on the new paradigm related to social media. The system produces videos-courses on top of web standard SMIL (Synchronized Multimedia Integration Language) ready to be published and shared. Regarding interfaces it is mandatory to satisfy user needs and ease communication. To overcome it the platform deploys virtual teachers that provide natural interfaces while multimodal features remove barriers to pupils with disabilities.

Keywords: Collaborative, multimedia e-learning, reusability, SMIL, virtual teacher

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1096 Impact of Moderating Role of e-Administration on Training, Perfromance Appraisal and Organizational Performance

Authors: Ejaz Ali, Muhammad Younas, Tahir Saeed

Abstract:

In this age of information technology, organizations are revisiting their approach in great deal. E-administration is the most popular area to proceed with. Organizations in order to excel over their competitors are spending a substantial chunk of its resources on E-Administration as it is the most effective, transparent and efficient way to achieve their short term as well as long term organizational goals. E-administration being a tool of ICT plays a significant role towards effective management of HR practices resulting into optimal performance of an organization. The present research was carried out to analyze the impact of moderating role of e-administration in the relationships training and performance appraisal aligned with perceived organizational performance. The study is based on RBV and AMO theories, advocating that use of latest technology in execution of human resource (HR) functions enables an organization to achieve and sustain competitive advantage which leads to optimal firm performance.

Keywords: Human resource management, HR function, e-administration, performance appraisal, training, organizational performance.

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1095 Mode III Interlaminar Fracture in Woven Glass/Epoxy Composite Laminates

Authors: Farhad Asgari Mehrabadi, Mohammad Reza Khoshravan

Abstract:

In the present study, fracture behavior of woven fabric-reinforced glass/epoxy composite laminates under mode III crack growth was experimentally investigated and numerically modeled. Two methods were used for the calculation of the strain energy release rate: the experimental compliance calibration (CC) method and the Virtual Crack Closure Technique (VCCT). To achieve this aim ECT (Edge Crack Torsion) was used to evaluate fracture toughness in mode III loading (out of plane-shear) at different crack lengths. Load–displacement and associated energy release rates were obtained for various case of interest. To calculate fracture toughness JIII, two criteria were considered including non-linearity and maximum points in load-displacement curve and it is observed that JIII increases with the crack length increase. Both the experimental compliance method and the virtual crack closure technique proved applicable for the interpretation of the fracture mechanics data of woven glass/epoxy laminates in mode III.

Keywords: Mode III, Fracture, Composite, Crack growth Finite Element.

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1094 Application of Neural Network in User Authentication for Smart Home System

Authors: A. Joseph, D.B.L. Bong, D.A.A. Mat

Abstract:

Security has been an important issue and concern in the smart home systems. Smart home networks consist of a wide range of wired or wireless devices, there is possibility that illegal access to some restricted data or devices may happen. Password-based authentication is widely used to identify authorize users, because this method is cheap, easy and quite accurate. In this paper, a neural network is trained to store the passwords instead of using verification table. This method is useful in solving security problems that happened in some authentication system. The conventional way to train the network using Backpropagation (BPN) requires a long training time. Hence, a faster training algorithm, Resilient Backpropagation (RPROP) is embedded to the MLPs Neural Network to accelerate the training process. For the Data Part, 200 sets of UserID and Passwords were created and encoded into binary as the input. The simulation had been carried out to evaluate the performance for different number of hidden neurons and combination of transfer functions. Mean Square Error (MSE), training time and number of epochs are used to determine the network performance. From the results obtained, using Tansig and Purelin in hidden and output layer and 250 hidden neurons gave the better performance. As a result, a password-based user authentication system for smart home by using neural network had been developed successfully.

Keywords: Neural Network, User Authentication, Smart Home, Security

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1093 Design of an Intelligent Location Identification Scheme Based On LANDMARC and BPNs

Authors: S. Chaisit, H.Y. Kung, N.T. Phuong

Abstract:

Radio frequency identification (RFID) applications have grown rapidly in many industries, especially in indoor location identification. The advantage of using received signal strength indicator (RSSI) values as an indoor location measurement method is a cost-effective approach without installing extra hardware. Because the accuracy of many positioning schemes using RSSI values is limited by interference factors and the environment, thus it is challenging to use RFID location techniques based on integrating positioning algorithm design. This study proposes the location estimation approach and analyzes a scheme relying on RSSI values to minimize location errors. In addition, this paper examines different factors that affect location accuracy by integrating the backpropagation neural network (BPN) with the LANDMARC algorithm in a training phase and an online phase. First, the training phase computes coordinates obtained from the LANDMARC algorithm, which uses RSSI values and the real coordinates of reference tags as training data for constructing an appropriate BPN architecture and training length. Second, in the online phase, the LANDMARC algorithm calculates the coordinates of tracking tags, which are then used as BPN inputs to obtain location estimates. The results show that the proposed scheme can estimate locations more accurately compared to LANDMARC without extra devices.

Keywords: BPNs, indoor location, location estimation, intelligent location identification.

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1092 Online Language Learning and Teaching Pedagogy: Constructivism and Beyond

Authors: Zeineb Deymi-Gheriani

Abstract:

In the last two decades, one can clearly observe a boom of interest for e-learning and web-supported programs. However, one can also notice that many of these programs focus on the accumulation and delivery of content generally as a business industry with no much concern for theoretical underpinnings. The existing research, at least in online English language teaching (ELT), has demonstrated a lack of an effective online teaching pedagogy anchored in a well-defined theoretical framework. Hence, this paper comes as an attempt to present constructivism as one of the theoretical bases for the design of an effective online language teaching pedagogy which is at the same time technologically intelligent and theoretically informed to help envision how education can best take advantage of the information and communication technology (ICT) tools. The present paper discusses the key principles underlying constructivism, its implications for online language teaching design, as well as its limitations that should be avoided in the e-learning instructional design. Although the paper is theoretical in nature, essentially based on an extensive literature survey on constructivism, it does have practical illustrations from an action research conducted by the author both as an e-tutor of English using Moodle online educational platform at the Virtual University of Tunis (VUT) from 2007 up to 2010 and as a face-to-face (F2F) English teaching practitioner in the Professional Certificate of English Language Teaching Training (PCELT) at AMIDEAST, Tunisia (April-May, 2013).

Keywords: Active learning, constructivism, experiential learning, Piaget, Vygotsky.

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1091 3DARModeler: a 3D Modeling System in Augmented Reality Environment

Authors: Trien V. Do, Jong-Weon Lee

Abstract:

This paper describes a 3D modeling system in Augmented Reality environment, named 3DARModeler. It can be considered a simple version of 3D Studio Max with necessary functions for a modeling system such as creating objects, applying texture, adding animation, estimating real light sources and casting shadows. The 3DARModeler introduces convenient, and effective human-computer interaction to build 3D models by combining both the traditional input method (mouse/keyboard) and the tangible input method (markers). It has the ability to align a new virtual object with the existing parts of a model. The 3DARModeler targets nontechnical users. As such, they do not need much knowledge of computer graphics and modeling techniques. All they have to do is select basic objects, customize their attributes, and put them together to build a 3D model in a simple and intuitive way as if they were doing in the real world. Using the hierarchical modeling technique, the users are able to group several basic objects to manage them as a unified, complex object. The system can also connect with other 3D systems by importing and exporting VRML/3Ds Max files. A module of speech recognition is included in the system to provide flexible user interfaces.

Keywords: 3D Modeling, Augmented Reality, GeometricModeling, Virtual Reality

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1090 The SAFRS System : A Case-Based Reasoning Training Tool for Capturing and Re-Using Knowledge

Authors: Souad Demigha

Abstract:

The paper aims to specify and build a system, a learning support in radiology-senology (breast radiology) dedicated to help assist junior radiologists-senologists in their radiologysenology- related activity based on experience of expert radiologistssenologists. This system is named SAFRS (i.e. system supporting the training of radiologists-senologists). It is based on the exploitation of radiologic-senologic images (primarily mammograms but also echographic images or MRI) and their related clinical files. The aim of such a system is to help breast cancer screening in education. In order to acquire this expert radiologist-senologist knowledge, we have used the CBR (case-based reasoning) approach. The SAFRS system will promote the evolution of teaching in radiology-senology by offering the “junior radiologist" trainees an advanced pedagogical product. It will permit a strengthening of knowledge together with a very elaborate presentation of results. At last, the know-how will derive from all these factors.

Keywords: Learning support, radiology-senology, training, education, CBR, accumulated experience.

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1089 Customer Relations and Use of Online Shopping Sites

Authors: Bahar Urhan Torun, Havva Nur Tarakcı

Abstract:

At the present time, online marketing has become the common target of small and full-scale organizations. Today’s humanbeing who has to spend most of their time in front of the computer because of his job, prefers to socialize by internet due to the easy access to technology. So online marketing area expands day by day. All business organizations from the smallest to the biggest are in a race in order to get a cut from the virtual market share in an extreme competitive environment. However these organizations which use the internet to reach more consumers cannot determine their target group accurately, so this is the biggest handicap of online marketing sales nowadays. The aim of this study is to determine some significant elements about need for communicating efficiently with the consumer on the internet on online marketing. The strategies that can be used in order to increase sales and the limitations of virtual environment where cannot be communicated with the consumer face to face are argued in this study’s scope. As a consequence it is thought that to study on this subject because of lacking and also being limited efficiency of researches and outputs. Within this scope suggesting some proposals about how to communicate efficiently with the consumer and also offering the consumers’ demands efficiently is the essential objective of this study.

Keywords: Communication, competition, consumer, online marketing.

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1088 Cyber Bullying Victimization of Elementary School Students and their Reflections on the Victimization

Authors: Merve Sezer, Ismail Sahin, Ahmet Oguz Akturk

Abstract:

With the use of developing technology, mostly in communication and entertainment, students spend considerable time on the Internet. In addition to the advantages provided by the Internet, social isolation brings problems such as addiction. This is one of the problems of the virtual violence. Cyber bullying is the common name of the intensities which students are exposed on the Internet. The purpose of this study designed as a qualitative research is to find out the cyber bullying varieties and its effects on elementary school students. The participants of this research are 6th, 7th and 8th grade students of a primary school and 24 students agreed to participate in the study. The students were asked to fill an interview with semi-structured open-ended questions. According to the results obtained in the research, the most important statements determined by the participants are breaking passwords on social networking sites, slang insult to blasphemy and taking friendship offers from unfamiliar people. According to participants from the research, the most used techniques to prevent themselves from cyber bullying are to complain to the site administrator, closing accounts on social networking sites and countercharging. Also, suggestions were presented according to the findings.

Keywords: Bullying, cyber-bullying, elementary, peer-relationship, virtual victimization.

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