Search results for: Mobile social games
2131 Effect of Teaching Games for Understanding Approach on Students- Cognitive Learning Outcome
Authors: Malathi Balakrishnan, Shabeshan Rengasamy, Mohd Salleh Aman
Abstract:
The study investigated the effects of Teaching Games for Understanding approach on students ‘cognitive learning outcome. The study was a quasi-experimental non-equivalent pretest-posttest control group design whereby 10 year old primary school students (n=72) were randomly assigned to an experimental and a control group. The experimental group students were exposed with TGfU approach and the control group with the Traditional Skill approach of handball game. Game Performance Assessment Instrument (GPAI) was used to measure students' tactical understanding and decision making in 3 versus 3 handball game situations. Analysis of covariance (ANCOVA) was used to analyze the data. The results reveal that there was a significant difference between the TGfU approach group and the traditional skill approach group students on post test score (F (1, 69) = 248.83, p < .05). The findings of this study suggested the importance of TGfU approach to improve primary students’ tactical understanding and decision making in handball game.Keywords: Constructivism, learning outcome, tactical understanding, and Teaching Game for Understanding (TGfU)
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 46062130 Algorithm for Path Recognition in-between Tree Rows for Agricultural Wheeled-Mobile Robots
Authors: Anderson Rocha, Pedro Miguel de Figueiredo Dinis Oliveira Gaspar
Abstract:
Machine vision has been widely used in recent years in agriculture, as a tool to promote the automation of processes and increase the levels of productivity. The aim of this work is the development of a path recognition algorithm based on image processing to guide a terrestrial robot in-between tree rows. The proposed algorithm was developed using the software MATLAB, and it uses several image processing operations, such as threshold detection, morphological erosion, histogram equalization and the Hough transform, to find edge lines along tree rows on an image and to create a path to be followed by a mobile robot. To develop the algorithm, a set of images of different types of orchards was used, which made possible the construction of a method capable of identifying paths between trees of different heights and aspects. The algorithm was evaluated using several images with different characteristics of quality and the results showed that the proposed method can successfully detect a path in different types of environments.
Keywords: Agricultural mobile robot, image processing, path recognition, Hough transform.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 17902129 Design of a Computer Vision Based Exercise Video Game for Senior Citizens
Abstract:
There are numerous changes, both mental and physical, taking place when people age. We need to understand the different aspects required for healthy living, including meeting nutritional needs, regular physical activities to keep agility, sufficient rest and sleep to have physical and mental well-being, social engagement to avoid the risk of social isolation and depression, and access to healthcare to detect and manage chronic conditions. Promoting physical activities for an ageing population is necessary as many may have enjoyed sedentary lifestyles for some time. In our study, we evaluate the considerations when designing a computer vision video game for the elderly. We need to design some low-impact activities, such as stretching and gentle movements, because some elderly individuals may have joint pains or mobility issues. The exercise game should consist of simple movements that are easy to follow and remember. It should be fun and enjoyable so that they can be motivated to do some exercise. Social engagement can keep the elderly motivated and competitive, and they are more willing to engage in game exercises. Elderly citizens can compare their game scores and try to improve them. We propose a computer vision-based video game for the elderly that will capture and track the movement of the elderly hand pushing a ball on the screen into a circle. It can be easily set up using a PC laptop with a webcam. Our video game adhered to the design framework we employed, and it encompassed ease of use, a simple graphical interface, easy-to-play game exercise, and fun gameplay.
Keywords: Computer vision, video games, gerontology technology, caregiving.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2772128 Service Blueprint for Improving Clinical Guideline Adherence via Mobile Health Technology
Authors: Y. O’Connor, C. Heavin, S. O’ Connor, J. Gallagher, J. Wu, J. O’Donoghue
Abstract:
Background: To improve the delivery of paediatric healthcare in low resource settings, Community Health Workers (CHW) have been provided with a paper-based set of protocols known as Community Case Management (CCM). Yet research has shown that CHW adherence to CCM guidelines is poor, ultimately impacting health service delivery. Digitising the CCM guidelines via mobile technology is argued in extant literature to improve CHW adherence. However, little research exist which outlines how (a) this process can be digitised and (b) adherence could be improved as a result. Aim: To explore how an electronic mobile version of CCM (eCCM) can overcome issues associated with the paper-based CCM protocol (inadequate adherence to guidelines) vis-à-vis service blueprinting. This service blueprint will outline how (a) the CCM process can be digitised using mobile Clinical Decision Support Systems software to support clinical decision-making and (b) adherence can be improved as a result. Method: Development of a single service blueprint for a standalone application which visually depicts the service processes (eCCM) when supporting the CHWs, using an application known as Supporting LIFE (SL eCCM app) as an exemplar. Results: A service blueprint is developed which illustrates how the SL eCCM app can be utilised by CHWs to assist with the delivery of healthcare services to children. Leveraging smartphone technologies can (a) provide CHWs with just-in-time data to assist with their decision making at the point-of-care and (b) improve CHW adherence to CCM guidelines. Conclusions: The development of the eCCM opens up opportunities for the CHWs to leverage the inherent benefit of mobile devices to assist them with health service delivery in rural settings. To ensure that benefits are achieved, it is imperative to comprehend the functionality and form of the eCCM service process. By creating such a service blueprint for an eCCM approach, CHWs are provided with a clear picture regarding the role of the eCCM solution, often resulting in buy-in from the end-users.Keywords: Adherence, community health workers, developing countries, mobile clinical decision support systems, CDSS, service blueprint.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 27222127 SAP: A Smart Amusement Park System for Tourist Services
Authors: Pei-Chun Lee, Sheng-Shih Wang, Pei-Hsuan Ku
Abstract:
Many existing amusement parks have been operated with assistance of a variety of information and communications technologies to design friendly and efficient service systems for tourists. However, these systems leave various levels of decisions to tourists to make by themselves. This incurs pressure on tourists and thereby bringing negative experience in their tour. This paper proposes a smart amusement park system to offer each tourist the GPS-based customized plan without tourists making decisions by themselves. The proposed system consists of the mobile app subsystem, the central subsystem, and the detecting/counting subsystem. The mobile app subsystem interacts with the central subsystem. The central subsystem performs the necessary computing and database management of the proposed system. The detecting/counting subsystem aims to detect and compute the number of visitors to an attraction. Experimental results show that the proposed system can not only work well, but also provide an innovative business operating model for owners of amusement parks.Keywords: Amusement park, location-based service (LBS), mobile app, tourist service.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 32062126 A Study on RFID Privacy Mechanism using Mobile Phone
Authors: Haedong Lee, Dooho Choi, Sokjoon Lee, Howon Kim
Abstract:
This paper is about hiding RFID tag identifier (ID) using handheld device like a cellular phone. By modifying the tag ID of objects periodically or manually using cellular phone built-in a RFID reader chip or with a external RFID reader device, we can prevent other people from gathering the information related with objects querying information server (like an EPC IS) with a tag ID or deriving the information from tag ID-s code structure or tracking the location of the objects and the owner of the objects. In this paper, we use a cryptographic algorithm for modification and restoring of RFID tag ID, and for one original tag ID, there are several different temporary tag ID, periodically.Keywords: EPC, RFID, Mobile RFID.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 18052125 Strategy Analysis and Creation by Simulation in the General Game
Authors: Gábor Szűcs, Gábor Neszveda, Xin Fang
Abstract:
In this paper the General Game problem is described. In this problem the competition or cooperation dilemma occurs as the two basic types of strategies. The strategy possibilities have been analyzed for finding winning strategy in uncertain situations (no information about the number of players and their strategy types). The winning strategy is missing, but a good solution can be found by simulation by varying the ratio of the two types of strategies. This new method has been used in a real contest with human players, where the created strategies by simulation have reached very good ranks. This construction can be applied in other real social games as well.Keywords: competition, cooperation, finding good strategy, General Game
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 12352124 Financial Technology: The Key to Achieving Financial Inclusion in Developing Countries Post COVID-19 from an East African Perspective
Authors: Yosia Mulumba, Klaus Schmidt
Abstract:
Financial Inclusion is considered a key pillar for development in most countries around the world. Access to affordable financial services in a country’s economy can be a driver to overcome poverty and reduce income inequalities, and thus increase economic growth. Nevertheless, the number of financially excluded populations in developing countries continues to be very high. This paper explores the role of Financial Technology (Fintech) as a key driver for achieving financial inclusion in developing countries post the COVID-19 pandemic with an emphasis on four East African countries: Kenya, Tanzania, Uganda, and Rwanda. The research paper is inspired by the positive disruption caused by the pandemic, which has compelled societies in East Africa to adapt and embrace the use of financial technology innovations, specifically Mobile Money Services (MMS), to access financial services. MMS has been further migrated and integrated with other financial technology innovations such as Mobile Banking, Micro Savings, and Loans, and Insurance, to mention but a few. These innovations have been adopted across key sectors such as commerce, health care, or agriculture. The research paper will highlight the Mobile Network Operators (MNOs) that are behind MMS, along with numerous innovative products and services being offered to the customers. It will also highlight the regulatory framework under which these innovations are being governed to ensure the safety of the customers' funds.
Keywords: Financial inclusion, financial technology, regulatory framework, mobile money services.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 8002123 The Challenges and Solutions for Developing Mobile Apps in a Small University
Authors: Greg Turner, Bin Lu, Cheer-Sun Yang
Abstract:
As computing technology advances, smartphone applications can assist student learning in a pervasive way. For example, the idea of using mobile apps for the PA Common Trees, Pests, Pathogens, in the field as a reference tool allows middle school students to learn about trees and associated pests/pathogens without bringing a textbook. While working on the development of three heterogeneous mobile apps, we ran into numerous challenges. Both the traditional waterfall model and the more modern agile methodologies failed in practice. The waterfall model emphasizes the planning of the duration for each phase. When the duration of each phase is not consistent with the availability of developers, the waterfall model cannot be employed. When applying Agile Methodologies, we cannot maintain the high frequency of the iterative development review process, known as ‘sprints’. In this paper, we discuss the challenges and solutions. We propose a hybrid model known as the Relay Race Methodology to reflect the concept of racing and relaying during the process of software development in practice. Based on the development project, we observe that the modeling of the relay race transition between any two phases is manifested naturally. Thus, we claim that the RRM model can provide a de fecto rather than a de jure basis for the core concept in the software development model. In this paper, the background of the project is introduced first. Then, the challenges are pointed out followed by our solutions. Finally, the experiences learned and the future works are presented.Keywords: Agile methods, mobile apps, software process model, waterfall model.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 16042122 Road Safety and Accident Prevention in Third World Countries: A Case Study of NH-7 in India
Authors: Siddegowda, Y. A. Sathish, G. Krishnegowda, T. M. Mohan Kumar
Abstract:
Road accidents are a human tragedy. They involve high human suffering and monetary costs in terms of untimely death, injuries and social problems. India had earned the dubious distinction of having more number of fatalities due to road accidents in the world. Road safety is emerging as a major social concern around the world especially in India because of infrastructure project works. A case study was taken on NH – 07 which connects to various major cities and industries. The study shows that major cases of fatalities are due to bus, trucks and high speed vehicles. The main causes of accidents are due to high density, non-restriction of speed, use of mobile phones, lack of board signs on road parking, visibility restriction, improper geometric design, road use characteristics, environmental aspects, social aspects etc. Data analysis and preventive measures are enlightened in this paper.
Keywords: Accidents, environmental aspects, fatalities, geometric design, road user characteristics.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 15182121 Ensuring Data Security and Consistency in FTIMA - A Fault Tolerant Infrastructure for Mobile Agents
Authors: Umar Manzoor, Kiran Ijaz, Wajiha Shamim, Arshad Ali Shahid
Abstract:
Transaction management is one of the most crucial requirements for enterprise application development which often require concurrent access to distributed data shared amongst multiple application / nodes. Transactions guarantee the consistency of data records when multiple users or processes perform concurrent operations. Existing Fault Tolerance Infrastructure for Mobile Agents (FTIMA) provides a fault tolerant behavior in distributed transactions and uses multi-agent system for distributed transaction and processing. In the existing FTIMA architecture, data flows through the network and contains personal, private or confidential information. In banking transactions a minor change in the transaction can cause a great loss to the user. In this paper we have modified FTIMA architecture to ensure that the user request reaches the destination server securely and without any change. We have used triple DES for encryption/ decryption and MD5 algorithm for validity of message.Keywords: Distributed Transaction, Security, Mobile Agents, FTIMA Architecture.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 15272120 Play in College: Shifting Perspectives and Creative Problem-Based Play
Authors: Agni Stylianou-Georgiou, Eliza Pitri
Abstract:
This study is a design narrative that discusses researchers’ new learning based on changes made in pedagogies and learning opportunities in the context of a Cognitive Psychology and an Art History undergraduate course. The purpose of this study was to investigate how to encourage creative problem-based play in tertiary education engaging instructors and student-teachers in designing educational games. Course instructors modified content to encourage flexible thinking during game design problem-solving. Qualitative analyses of data sources indicated that Thinking Birds’ questions could encourage flexible thinking as instructors engaged in creative problem-based play. However, student-teachers demonstrated weakness in adopting flexible thinking during game design problem solving. Further studies of student-teachers’ shifting perspectives during different instructional design tasks would provide insights for developing the Thinking Birds’ questions as tools for creative problem solving.Keywords: Creative problem-based play, educational games, flexible thinking, tertiary education.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 8842119 A Multi-Modal Virtual Walkthrough of the Virtual Past and Present Based on Panoramic View, Crowd Simulation and Acoustic Heritage on Mobile Platform
Authors: Lim Chen Kim, Tan Kian Lam, Chan Yi Chee
Abstract:
This research presents a multi-modal simulation in the reconstruction of the past and the construction of present in digital cultural heritage on mobile platform. In bringing the present life, the virtual environment is generated through a presented scheme for rapid and efficient construction of 360° panoramic view. Then, acoustical heritage model and crowd model are presented and improvised into the 360° panoramic view. For the reconstruction of past life, the crowd is simulated and rendered in an old trading port. However, the keystone of this research is in a virtual walkthrough that shows the virtual present life in 2D and virtual past life in 3D, both in an environment of virtual heritage sites in George Town through mobile device. Firstly, the 2D crowd is modelled and simulated using OpenGL ES 1.1 on mobile platform. The 2D crowd is used to portray the present life in 360° panoramic view of a virtual heritage environment based on the extension of Newtonian Laws. Secondly, the 2D crowd is animated and rendered into 3D with improved variety and incorporated into the virtual past life using Unity3D Game Engine. The behaviours of the 3D models are then simulated based on the enhancement of the classical model of Boid algorithm. Finally, a demonstration system is developed and integrated with the models, techniques and algorithms of this research. The virtual walkthrough is demonstrated to a group of respondents and is evaluated through the user-centred evaluation by navigating around the demonstration system. The results of the evaluation based on the questionnaires have shown that the presented virtual walkthrough has been successfully deployed through a multi-modal simulation and such a virtual walkthrough would be particularly useful in a virtual tour and virtual museum applications.
Keywords: Boid algorithm, crowd simulation, mobile platform, Newtonian laws, virtual heritage.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 15022118 Trust and Reputation Mechanism with Path Optimization in Multipath Routing
Authors: Ramya Dorai, M. Rajaram
Abstract:
A Mobile Adhoc Network (MANET) is a collection of mobile nodes that communicate with each other with wireless links and without pre-existing communication infrastructure. Routing is an important issue which impacts network performance. As MANETs lack central administration and prior organization, their security concerns are different from those of conventional networks. Wireless links make MANETs susceptible to attacks. This study proposes a new trust mechanism to mitigate wormhole attack in MANETs. Different optimization techniques find available optimal path from source to destination. This study extends trust and reputation to an improved link quality and channel utilization based Adhoc Ondemand Multipath Distance Vector (AOMDV). Differential Evolution (DE) is used for optimization.
Keywords: Mobile Adhoc Network (MANET), Adhoc Ondemand Multi-Path Distance Vector (AOMDV), Trust and Reputation, Differential Evolution (DE), Link Quality, Channel Utilization.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 16612117 Identifying Game Variables from Students’ Surveys for Prototyping Games for Learning
Authors: N. Ismail, O. Thammajinda, U. Thongpanya
Abstract:
Games-based learning (GBL) has become increasingly important in teaching and learning. This paper explains the first two phases (analysis and design) of a GBL development project, ending up with a prototype design based on students’ and teachers’ perceptions. The two phases are part of a full cycle GBL project aiming to help secondary school students in Thailand in their study of Comprehensive Sex Education (CSE). In the course of the study, we invited 1,152 students to complete questionnaires and interviewed 12 secondary school teachers in focus groups. This paper found that GBL can serve students in their learning about CSE, enabling them to gain understanding of their sexuality, develop skills, including critical thinking skills and interact with others (peers, teachers, etc.) in a safe environment. The objectives of this paper are to outline the development of GBL variables from the research question(s) into the developers’ flow chart, to be responsive to the GBL beneficiaries’ preferences and expectations, and to help in answering the research questions. This paper details the steps applied to generate GBL variables that can feed into a game flow chart to develop a GBL prototype. In our approach, we detailed two models: (1) Game Elements Model (GEM) and (2) Game Object Model (GOM). There are three outcomes of this research – first, to achieve the objectives and benefits of GBL in learning, game design has to start with the research question(s) and the challenges to be resolved as research outcomes. Second, aligning the educational aims with engaging GBL end users (students) within the data collection phase to inform the game prototype with the game variables is essential to address the answer/solution to the research question(s). Third, for efficient GBL to bridge the gap between pedagogy and technology and in order to answer the research questions via technology (i.e. GBL) and to minimise the isolation between the pedagogists “P” and technologist “T”, several meetings and discussions need to take place within the team.
Keywords: Games-based learning, design, engagement, pedagogy, preferences, prototype, variables.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 7402116 Electronic Voting System using Mobile Terminal
Authors: Keonwoo Kim, Dowon Hong
Abstract:
Electronic voting (E-voting) using an internet has been recently performed in some nations and regions. There is no spatial restriction which a voter directly has to visit the polling place, but an e-voting using an internet has to go together the computer in which the internet connection is possible. Also, this voting requires an access code for the e-voting through the beforehand report of a voter. To minimize these disadvantages, we propose a method in which a voter, who has the wireless certificate issued in advance, uses its own cellular phone for an e-voting without the special registration for a vote. Our proposal allows a voter to cast his vote in a simple and convenient way without the limit of time and location, thereby increasing the voting rate, and also ensuring confidentiality and anonymity.Keywords: Voting, mobile terminal, confidentiality, anonymity.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 27712115 Green Product Design for Mobile Phones
Authors: İlke Bereketli, Müjde Erol Genevois, H. Ziya Ulukan
Abstract:
Nowadays, manufacturers are facing great challenges with regard to the production of green products due to the emerging issue of hazardous substance management (HSM). In particular, environmental legislation pressures have yielded to increased risk, manufacturing complexity and green components demands. The green principles were expanded to many departments within organization, including supply chain. Green supply chain management (GSCM) was emerging in the last few years. This idea covers every stage in manufacturing from the first to the last stage of life cycle. From product lifecycle concept, the cycle starts at the design of a product. QFD is a customer-driven product development tool, considered as a structured management approach for efficiently translating customer needs into design requirements and parts deployment, as well as manufacturing plans and controls in order to achieve higher customer satisfaction. This paper develops an Eco- QFD to provide a framework for designing Eco-mobile phone by integrating the life cycle analysis LCA into QFD throughout the entire product development process.Keywords: Eco-design, Eco-QFD, EEE, Environmental New Product Development, Mobile Phone.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 26392114 Using Case-Based Reasoning to New Service Development from User Innovation Community in Mobile Application Services
Authors: Jieun Kim, Yongtae Park, Hakyeon Lee
Abstract:
The emergence of mobile application services and App Store has led to the explosive growth of user innovation, which users voluntarily contribute to. User innovation communities where end users freely reveal innovative ideas and needs with other community members are becoming increasingly influential in this area. However, user-s ideas in user innovation community are not enough to be new service opportunity, because some of them can already developed as existing services in App Store. Moreover, the existing services similar to new service opportunity can be significant references to apply analogy to develop service concept. In response, this research proposes Case-Based Reasoning approach to matching the user needs and existing services, identifying unmet opportunistic user needs, and retrieving similar services with opportunity. Due to its intuitive and transparent algorithm, users related to App Store innovation communities can easily employ Case-Based Reasoning based approach to their innovation.Keywords: App Store, Case-Based Reasoning, Mobile Application Service, User innovation community.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 19052113 A Spiral Dynamic Optimised Hybrid Fuzzy Logic Controller for a Unicycle Mobile Robot on Irregular Terrains
Authors: Abdullah M. Almeshal, Mohammad R. Alenezi, Talal H. Alzanki
Abstract:
This paper presents a hybrid fuzzy logic control strategy for a unicycle trajectory following robot on irregular terrains. In literature, researchers have presented the design of path tracking controllers of mobile robots on non-frictional surface. In this work, the robot is simulated to drive on irregular terrains with contrasting frictional profiles of peat and rough gravel. A hybrid fuzzy logic controller is utilised to stabilise and drive the robot precisely with the predefined trajectory and overcome the frictional impact. The controller gains and scaling factors were optimised using spiral dynamics optimisation algorithm to minimise the mean square error of the linear and angular velocities of the unicycle robot. The robot was simulated on various frictional surfaces and terrains and the controller was able to stabilise the robot with a superior performance that is shown via simulation results.
Keywords: Fuzzy logic control, mobile robot, trajectory tracking, spiral dynamic algorithm.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 17332112 Mobility Management Architecture for Transport System
Authors: DaeWon Lee, HeonChang Yu
Abstract:
Next generation wireless/mobile networks will be IP based cellular networks integrating the internet with cellular networks. In this paper, we propose a new architecture for a high speed transport system and a mobile management protocol for mobile internet users in a transport system. Existing mobility management protocols (MIPv6, HMIPv6) do not consider real world fast moving wireless hosts (e.g. passengers in a train). For this reason, we define a virtual organization (VO) and proposed the VO architecture for the transport system. We also classify mobility as VO mobility (intra VO) and macro mobility (inter VO). Handoffs in VO are locally managed and transparent to the CH while macro mobility is managed with Mobile IPv6. And, from the features of the transport system, such as fixed route and steady speed, we deduce the movement route and the handoff disruption time of each handoff. To reduce packet loss during handoff disruption time, we propose pre-registration scheme using pre-registration. Moreover, the proposed protocol can eliminate unnecessary binding updates resulting from sequence movement at high speed. The performance evaluations demonstrate our proposed protocol has a good performance at transport system environment. Our proposed protocol can be applied to the usage of wireless internet on the train, subway, and high speed train.
Keywords: Binding update, HMIPv6, packet loss, transport system, virtual organization.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 14912111 Novel Mobile Climbing Robot Agent for Offshore Platforms
Authors: Akbar F. Moghaddam, Magnus Lange, Omid Mirmotahari, Mats Høvin
Abstract:
To improve HSE standards, oil and gas industries are interested in using remotely controlled and autonomous robots instead of human workers on offshore platforms. In addition to earlier reason this strategy would increase potential revenue, efficient usage of work experts and even would allow operations in more remote areas. This article is the presentation of a custom climbing robot, called Walloid, designed for offshore platform topside automation. This 4 arms climbing robot with grippers is an ongoing project at University of Oslo.Keywords: Climbing Robots, Mobile Robots, Offshore Robotics, Offshore Platforms, Automation, Inspection, Monitoring.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 21102110 Extended Dynamic Source Routing Protocol for the Non Co-Operating Nodes in Mobile Adhoc Networks
Authors: V. Narasimha Raghavan, T. Peer Meera Labbai, N. Bhalaji, Suvitha Kesavan
Abstract:
In this paper, a new approach based on the extent of friendship between the nodes is proposed which makes the nodes to co-operate in an ad hoc environment. The extended DSR protocol is tested under different scenarios by varying the number of malicious nodes and node moving speed. It is also tested varying the number of nodes in simulation used. The result indicates the achieved throughput by extended DSR is greater than the standard DSR and indicates the percentage of malicious drops over total drops are less in the case of extended DSR than the standard DSR.Keywords: Mobile Adhoc Networks, DSR, Grudger protocol, Nodes.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 16912109 Analysis on Modeling and Simulink of DC Motor and its Driving System Used for Wheeled Mobile Robot
Authors: Wai Phyo Aung
Abstract:
Wheeled Mobile Robots (WMRs) are built with their Wheels- drive machine, Motors. Depend on their desire design of WMR, Technicians made used of DC Motors for motion control. In this paper, the author would like to analyze how to choose DC motor to be balance with their applications of especially for WMR. Specification of DC Motor that can be used with desire WMR is to be determined by using MATLAB Simulink model. Therefore, this paper is mainly focus on software application of MATLAB and Control Technology. As the driving system of DC motor, a Peripheral Interface Controller (PIC) based control system is designed including the assembly software technology and H-bridge control circuit. This Driving system is used to drive two DC gear motors which are used to control the motion of WMR. In this analyzing process, the author mainly focus the drive system on driving two DC gear motors that will control with Differential Drive technique to the Wheeled Mobile Robot . For the design analysis of Motor Driving System, PIC16F84A is used and five inputs of sensors detected data are tested with five ON/OFF switches. The outputs of PIC are the commands to drive two DC gear motors, inputs of Hbridge circuit .In this paper, Control techniques of PIC microcontroller and H-bridge circuit, Mechanism assignments of WMR are combined and analyzed by mainly focusing with the “Modeling and Simulink of DC Motor using MATLAB".Keywords: Control System Design, DC Motors, DifferentialDrive, H-bridge control circuit, MATLAB Simulink model, Peripheral Interface Controller (PIC), Wheeled Mobile Robots.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 113042108 Sliding Mode Based Behavior Control
Authors: Selim Yannier, Asif Sabanovic, Ahmet Onat, Muhammet Bastan
Abstract:
In this work, we suggested a new approach for the control of a mobile robot capable of being a building block of an intelligent agent. This approach includes obstacle avoidance and goal tracking implemented as two different sliding mode controllers. A geometry based behavior arbitration is proposed for fusing the two outputs. Proposed structure is tested on simulations and real robot. Results have confirmed the high performance of the method.Keywords: Autonomous Mobile Robot, Behavior Based Control, Fast Local Obstacle Avoidance, Sliding Mode Control.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 17592107 Mobile Learning in Developing Countries: A Synthesis of the Past to Define the Future
Authors: Harriet Koshie Lamptey, Richard Boateng
Abstract:
Mobile learning (m-learning) is a novel approach to knowledge acquisition and dissemination and is gaining global attention. Steady progress in wireless technologies and the portability of communication devices continue to broaden the scope and use of mobiles. With the convergence of Web functionality onto mobile platforms and the affordability and availability of mobile technology, m-learning has the potential of being the next prevalent channel of education in both formal and informal settings. There is substantive literature on developed countries but the state in developing countries (DCs) however appears vague. This paper is a synthesis of extant literature on mobile learning in DCs. The research interest is based on the fact that in DCs, mobile communication and internet connectivity are popular. However, its use in education is under explored. There are some reviews on the state, conceptualizations, trends and teacher education, but to the authors’ knowledge, no study has focused on mobile learning adoption and integration issues. This study examines issues and gaps associated with its adoption and integration in DCs higher education institutions. A qualitative build-up of literature was conducted using articles pooled from electronic databases (Google Scholar and ERIC). To enable criteria for inclusion and incorporate diverse study perspectives, search terms used were m-learning, DCs, higher education institutions, challenges, benefits, impact, gaps and issues. The synthesis revealed that though mobile technology has diffused globally, its pedagogical pursuit in DCs remains quite low. The absence of a mobile Web and the difficulty of resource conversion into mobile format due to lack of funding and technical competence is a stumbling block. Again, the lack of established design and implementation rules to guide the development of m-learning platforms in DCs is a hindrance. The absence of access restrictions on devices poses security threats to institutional systems. Negative perceptions that devices are taking over faculty roles lead to resistance in some situations. Resistance to change can be a hindrance to the acceptance and success of new systems. Lack of interest for m-learning is also attributed to lower technological literacy levels of the underprivileged masses. Scholarly works on m-learning in DCs is yet to mature. Most technological innovations are handed down from developed countries, and this constantly creates a lag for DCs. Lack of theoretical grounding was also identified which reduces the objectivity of study reports. The socio-cultural terrain of DCs results in societies with different views and needs that have been identified as a hindrance to research. Institutional commitment decisions, adequate funding for the necessary infrastructural development as well as multiple stakeholder participation is important for project success. Evidence suggests that while adoption decisions are readily made, successful integration of the concept for its full benefits to be realized is often neglected. Recommendations to findings were made to provide possible remedies to identified issues.Keywords: Developing countries, higher education institutions, mobile learning, literature review.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 20382106 Academic Influence of Social Network Sites on the Collegiate Performance of Technical College Students
Authors: Jameson McFarlane, Thorne J. McFarlane, Leon Bernard
Abstract:
Social network sites (SNS) is an emerging phenomenon that is here to stay. The popularity and the ubiquity of the SNS technology are undeniable. Because most SNS are free and easy to use people from all walks of life and from almost any age are attracted to that technology. College age students are by far the largest segment of the population using SNS. Since most SNS have been adapted for mobile devices, not only do you find students using this technology in their study, while working on labs or on projects, a substantial number of students have been found to use SNS even while listening to lectures. This study found that SNS use has a significant negative impact on the grade point average of college students particularly in the first semester. However, this negative impact is greatly diminished by the end of the third semester partly because the students have adjusted satisfactorily to the challenges of college or because they have learned how to adequately manage their time. It was established that the kinds of activities the students are engaged in during the SNS use are the leading factor affecting academic performance. Of those activities, using SNS during a lecture or while studying is the foremost contributing factor to lower academic performance. This is due to “cognitive” or “information” bottleneck, a condition in which the students find it very difficult to multitask or to switch between resources leading to inefficiency in information retention and thus, educational performance.
Keywords: Social network sites, social network analysis, regression coefficient, psychological engagement.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 9182105 The Study on the Wireless Power Transfer System for Mobile Robots
Authors: Hyung-Nam Kim, Won-Yong Chae, Dong-Sul Shin, Ho-Sung Kim, Hee-Je Kim
Abstract:
A wireless power transfer system can attribute to the fields in robot, aviation and space in which lightening the weight of device and improving the movement play an important role. A wireless power transfer system was investigated to overcome the inconvenience of using power cable. Especially a wireless power transfer technology is important element for mobile robots. We proposed the wireless power transfer system of the half-bridge resonant converter with the frequency tracking and optimized power transfer control unit. And the possibility of the application and development system was verified through the experiment with LED loads.Keywords: Wireless Power Transmission (WPT), resonancefrequency, protection circuit. LED.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 27002104 Improved Body Mass Index Classification for Football Code Masters Athletes, A Comparison to the Australian National Population
Authors: Joe Walsh, Mike Climstein, Ian Timothy Heazlewood, Stephen Burke, Jyrki Kettunen, Kent Adams, Mark DeBeliso
Abstract:
Thousands of masters athletes participate quadrennially in the World Masters Games (WMG), yet this cohort of athletes remains proportionately under-investigated. Due to a growing global obesity pandemic in context of benefits of physical activity across the lifespan, the prevalence of obesity in this unique population was of particular interest. Data gathered on a sub-sample of 535 football code athletes, aged 31-72 yrs ( =47.4, s =±7.1), competing at the Sydney World Masters Games (2009) demonstrated a significantly (p<0.001), reduced classification of obesity using Body Mass Index (BMI) when compared to data on the Australian national population. This evidence of improved classification in one index of health (BMI<30) implies there are either improved levels of this index of health due to adherence to sport or possibly the reduced BMI is advantageous and contributes to this cohort adhering (or being attracted) to masters sport. Given the worldwide focus on the obesity epidemic and the need for a multi-faceted solution to this problem, demonstration of these middle to older aged adults having improved BMI over the general population is of particular interest.Keywords: BMI, masters athlete, rugby union, soccer, touch football
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 16782103 Integrated Energy-Aware Mechanism for MANETs using On-demand Routing
Authors: M. Tamilarasi, T.G. Palanivelu
Abstract:
Mobile Ad Hoc Networks (MANETs) are multi-hop wireless networks in which all nodes cooperatively maintain network connectivity. In such a multi-hop wireless network, every node may be required to perform routing in order to achieve end-to-end communication among nodes. These networks are energy constrained as most ad hoc mobile nodes today operate with limited battery power. Hence, it is important to minimize the energy consumption of the entire network in order to maximize the lifetime of ad hoc networks. In this paper, a mechanism involving the integration of load balancing approach and transmission power control approach is introduced to maximize the life-span of MANETs. The mechanism is applied on Ad hoc On-demand Vector (AODV) protocol to make it as energy aware AODV (EA_AODV). The simulation is carried out using GloMoSim2.03 simulator. The results show that the proposed mechanism reduces the average required transmission energy per packet compared to the standard AODV.Keywords: energy aware routing, load balance, Mobile Ad HocNetworks, MANETs , on demand routing, transmission power control.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 19642102 Route Training in Mobile Robotics through System Identification
Authors: Roberto Iglesias, Theocharis Kyriacou, Ulrich Nehmzow, Steve Billings
Abstract:
Fundamental sensor-motor couplings form the backbone of most mobile robot control tasks, and often need to be implemented fast, efficiently and nevertheless reliably. Machine learning techniques are therefore often used to obtain the desired sensor-motor competences. In this paper we present an alternative to established machine learning methods such as artificial neural networks, that is very fast, easy to implement, and has the distinct advantage that it generates transparent, analysable sensor-motor couplings: system identification through nonlinear polynomial mapping. This work, which is part of the RobotMODIC project at the universities of Essex and Sheffield, aims to develop a theoretical understanding of the interaction between the robot and its environment. One of the purposes of this research is to enable the principled design of robot control programs. As a first step towards this aim we model the behaviour of the robot, as this emerges from its interaction with the environment, with the NARMAX modelling method (Nonlinear, Auto-Regressive, Moving Average models with eXogenous inputs). This method produces explicit polynomial functions that can be subsequently analysed using established mathematical methods. In this paper we demonstrate the fidelity of the obtained NARMAX models in the challenging task of robot route learning; we present a set of experiments in which a Magellan Pro mobile robot was taught to follow four different routes, always using the same mechanism to obtain the required control law.Keywords: Mobile robotics, system identification, non-linear modelling, NARMAX.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1723