Search results for: mobile game based learning
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 12870

Search results for: mobile game based learning

12450 Low-Cost Mechatronic Design of an Omnidirectional Mobile Robot

Authors: S. Cobos-Guzman

Abstract:

This paper presents the results of a mechatronic design based on a 4-wheel omnidirectional mobile robot that can be used in indoor logistic applications. The low-level control has been selected using two open-source hardware (Raspberry Pi 3 Model B+ and Arduino Mega 2560) that control four industrial motors, four ultrasound sensors, four optical encoders, a vision system of two cameras, and a Hokuyo URG-04LX-UG01 laser scanner. Moreover, the system is powered with a lithium battery that can supply 24 V DC and a maximum current-hour of 20Ah.The Robot Operating System (ROS) has been implemented in the Raspberry Pi and the performance is evaluated with the selection of the sensors and hardware selected. The mechatronic system is evaluated and proposed safe modes of power distribution for controlling all the electronic devices based on different tests. Therefore, based on different performance results, some recommendations are indicated for using the Raspberry Pi and Arduino in terms of power, communication, and distribution of control for different devices. According to these recommendations, the selection of sensors is distributed in both real-time controllers (Arduino and Raspberry Pi). On the other hand, the drivers of the cameras have been implemented in Linux and a python program has been implemented to access the cameras. These cameras will be used for implementing a deep learning algorithm to recognize people and objects. In this way, the level of intelligence can be increased in combination with the maps that can be obtained from the laser scanner.

Keywords: Autonomous, indoor robot, mechatronic, omnidirectional robot.

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12449 Diffusion of Mobile Entertainment in Malaysia: Drivers and Barriers

Authors: C. C. Wong, P. L. Hiew

Abstract:

This research aims to examine the key success factors for the diffusion of mobile entertainment services in Malaysia. The drivers and barriers observed in this research include perceived benefit; concerns pertaining to pricing, product and technological standardization, privacy and security; as well as influences from peers and community. An analysis of a Malaysian survey of 384 respondents between 18 to 25 years shows that subscribers placed greater importance on perceived benefit of mobile entertainment services compared to other factors. Results of the survey also show that there are strong positive correlations between all the factors, with pricing issue–perceived benefit showing the strongest relationship. This paper aims to provide an extensive study on the drivers and barriers that could be used to derive architecture for entertainment service provision to serve as a guide for telcos to outline suitable approaches in order to encourage mass market adoption of mobile entertainment services in Malaysia.

Keywords: Barriers, Correlations, Diffusion, Drivers, Mobile Entertainment.

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12448 Assessing Mobile Robotic Telepresence Based On Measures of Social Telepresence

Authors: A. Bagherzadhalimi, E. Di Maria

Abstract:

The feedbacks obtained regarding the sense of presence from pilot users operating a Mobile Robotic presence (MRP) system to visit a simulated museum are reported in this paper. The aim is to investigate how much the perception of system’s usefulness and ease of use is affected by operators’ sense of social telepresence (presence) in the remote location. Therefore, scenarios of visiting a museum are simulated and the user operators are supposed to perform some regular tasks inside the remote environment including interaction with local users, navigation and visiting the artworks. Participants were divided into two groups, those who had previous experience of operation and interaction with a MRP system and those who never had experience. Based on the results, both groups provided different feedbacks. Moreover, there was a significant association between user’s sense of presence and their perception of system usefulness and ease of use.

Keywords: Mobile Robotic Telepresence, Museum, Social Telepresence, Usability test.

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12447 Development of Mobile Application for Energy Consumption Assessment of University Buildings

Authors: M. H. Chung, B. Y. Lee, Y. Kim, E. K. Rhee

Abstract:

With an increase in the interest in the energy conservation for buildings, and the emergence of many methods and easily-understandable approaches to it, energy conservation has now become the public’s main interest, as compared to in the past when it was only focused upon by experts. This study aims to help the occupants of a building to understand the energy efficiency and consumption of the building by providing them information on the building’s energy efficiency through a mobile application. The energy performance assessment models are proposed on the basis of the actual energy usage and building characteristics such as the architectural scheme and the building equipment. The university buildings in Korea are used as a case to demonstrate the mobile application.

Keywords: Energy consumption, energy performance assessment, mobile application, university buildings.

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12446 Simulation Study for Performance Comparison of Routing Protocols in Mobile Adhoc Network

Authors: Ahmad Anzaar, Husain Shahnawaz, Chand Mukesh, S. C. Gupta, R. Gowri, H. L. Mandoria

Abstract:

Due to insufficient frequency band and tremendous growth of the mobile users, complex computation is needed for the use of resources. Long distance communication began with the introduction of telegraphs and simple coded pulses, which were used to transmit short messages. Since then numerous advances have rendered reliable transfer of information both easier and quicker. Wireless network refers to any type of computer network that is wireless, and is commonly associated with a telecommunications network whose interconnections between nodes is implemented without the use of wires. Wireless network can be broadly categorized in infrastructure network and infrastructure less network. Infrastructure network is one in which we have a base station to serve the mobile users and in the infrastructure less network is one in which no infrastructure is available to serve the mobile users this kind of networks are also known as mobile Adhoc networks. In this paper we have simulated the result for different scenarios with protocols like AODV and DSR; we simulated the result for throughput, delay and receiving traffic in the given scenario.

Keywords: Adhoc network, AODV, DSR. mobility.

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12445 Fatty Acids Composition of Elk, Deer, Roe Deer and Wild Boar Meat Hunted in Latvia

Authors: Vita Strazdina, Aleksandrs Jemeljanovs, Vita Sterna

Abstract:

A game animals – elk (Alces alces), deer (Cervus elaphus), roe deer (Capreolus capreolus) or wild boar (Sus scrofa scrofa) - every autumn and winter period provide an excellent investment, diversification of many consumer meals. In last years consumption and assortiment of game meat products significantly increase. Investigations about biochemical composition of game meat are not very much. The meat of wild animals is more favourable for human health because it has lower saturated fatty acids content, but higher content of protein. Therefore the aim of investigations was to compare biochemical composition of ungulates obtained in Latvia.Investigations were carried out in wild animals different regions of Latvia. In the studied samples protein, intramuscular fat, fatty acids and cholesterol were determined. The biochemical analysis of 54 samples were done. Results of analysis showed that protein content 22.36 – 22.92% of all types of meat samples is not different statistically, significantly lower fat content 1.33 ± 0.88% had elk meat samples and 1.59 ± 0.59% roe deer samples. Content of cholesterol was various 64.41 – 95.07% in the ruminant meat samples of different species. From the dietetic point of view the best composition of fatty acids has meat samples of roe deer.

Keywords: dietic product, game meat, intramuscular fat

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12444 The Use of Webquests in Developing Inquiry Based Learning: Views of Teachers and Students in Qatar

Authors: Abdullah Abu-Tineh, Carol Murphy, Nigel Calder, Nasser Mansour

Abstract:

This paper reports on an aspect of e-learning in developing inquiry-based learning (IBL). We present data on the views of teachers and students in Qatar following a professional development programme intended to help teachers implement IBL in their science and mathematics classrooms. Key to this programme was the use of WebQuests. Views of the teachers and students suggested that WebQuests helped students to develop technical skills, work collaboratively and become independent in their learning. The use of WebQuests also enabled a combination of digital and non-digital tools that helped students connect ideas and enhance their understanding of topics.

Keywords: Digital technology, inquiry-based learning, mathematics and science education, professional development.

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12443 Data Mining Using Learning Automata

Authors: M. R. Aghaebrahimi, S. H. Zahiri, M. Amiri

Abstract:

In this paper a data miner based on the learning automata is proposed and is called LA-miner. The LA-miner extracts classification rules from data sets automatically. The proposed algorithm is established based on the function optimization using learning automata. The experimental results on three benchmarks indicate that the performance of the proposed LA-miner is comparable with (sometimes better than) the Ant-miner (a data miner algorithm based on the Ant Colony optimization algorithm) and CNZ (a well-known data mining algorithm for classification).

Keywords: Data mining, Learning automata, Classification rules, Knowledge discovery.

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12442 A Learning Agent for Knowledge Extraction from an Active Semantic Network

Authors: Simon Thiel, Stavros Dalakakis, Dieter Roller

Abstract:

This paper outlines the development of a learning retrieval agent. Task of this agent is to extract knowledge of the Active Semantic Network in respect to user-requests. Based on a reinforcement learning approach, the agent learns to interpret the user-s intention. Especially, the learning algorithm focuses on the retrieval of complex long distant relations. Increasing its learnt knowledge with every request-result-evaluation sequence, the agent enhances his capability in finding the intended information.

Keywords: Reinforcement learning, learning retrieval agent, search in semantic networks.

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12441 Survey on Strategic Games and Decision Making

Authors: S. Madhavi, K. Baala Srinivas, G. Bharath, R. K. Indhuja, M. Kowser Chandini

Abstract:

Game theory is the study of how people interact and make decisions to handle competitive situations. It has mainly been developed to study decision making in complex situations. Humans routinely alter their behaviour in response to changes in their social and physical environment. As a consequence, the outcomes of decisions that depend on the behaviour of multiple decision makers are difficult to predict and require highly adaptive decision-making strategies. In addition to the decision makers may have preferences regarding consequences to other individuals and choose their actions to improve or reduce the well-being of others. Nash equilibrium is a fundamental concept in the theory of games and the most widely used method of predicting the outcome of a strategic interaction in the social sciences. A Nash Equilibrium exists when there is no unilateral profitable deviation from any of the players involved. On the other hand, no player in the game would take a different action as long as every other player remains the same.

Keywords: Game Theory, Nash Equilibrium, Rules of Dominance.

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12440 Design and Motion Control of a Two-Wheel Inverted Pendulum Robot

Authors: Shiuh-Jer Huang, Su-Shean Chen, Sheam-Chyun Lin

Abstract:

Two-wheel inverted pendulum robot (TWIPR) is designed with two-hub DC motors for human riding and motion control evaluation. In order to measure the tilt angle and angular velocity of the inverted pendulum robot, accelerometer and gyroscope sensors are chosen. The mobile robot’s moving position and velocity were estimated based on DC motor built in hall sensors. The control kernel of this electric mobile robot is designed with embedded Arduino Nano microprocessor. A handle bar was designed to work as steering mechanism. The intelligent model-free fuzzy sliding mode control (FSMC) was employed as the main control algorithm for this mobile robot motion monitoring with different control purpose adjustment. The intelligent controllers were designed for balance control, and moving speed control purposes of this robot under different operation conditions and the control performance were evaluated based on experimental results.

Keywords: Balance control, speed control, intelligent controller and two wheel inverted pendulum.

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12439 Tipover Stability Enhancement of Wheeled Mobile Manipulators Using an Adaptive Neuro- Fuzzy Inference Controller System

Authors: A. Ghaffari, A. Meghdari, D. Naderi, S. Eslami

Abstract:

In this paper an algorithm based on the adaptive neuro-fuzzy controller is provided to enhance the tipover stability of mobile manipulators when they are subjected to predefined trajectories for the end-effector and the vehicle. The controller creates proper configurations for the manipulator to prevent the robot from being overturned. The optimal configuration and thus the most favorable control are obtained through soft computing approaches including a combination of genetic algorithm, neural networks, and fuzzy logic. The proposed algorithm, in this paper, is that a look-up table is designed by employing the obtained values from the genetic algorithm in order to minimize the performance index and by using this data base, rule bases are designed for the ANFIS controller and will be exerted on the actuators to enhance the tipover stability of the mobile manipulator. A numerical example is presented to demonstrate the effectiveness of the proposed algorithm.

Keywords: Mobile Manipulator, Tipover Stability Enhancement, Adaptive Neuro-Fuzzy Inference Controller System, Soft Computing.

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12438 Analysis of Aiming Performance for Games Using Mapping Method of Corneal Reflections Based on Two Different Light Sources

Authors: Yoshikazu Onuki, Itsuo Kumazawa

Abstract:

Fundamental motivation of this paper is how gaze estimation can be utilized effectively regarding an application to games. In games, precise estimation is not always important in aiming targets but an ability to move a cursor to an aiming target accurately is also significant. Incidentally, from a game producing point of view, a separate expression of a head movement and gaze movement sometimes becomes advantageous to expressing sense of presence. A case that panning a background image associated with a head movement and moving a cursor according to gaze movement can be a representative example. On the other hand, widely used technique of POG estimation is based on a relative position between a center of corneal reflection of infrared light sources and a center of pupil. However, a calculation of a center of pupil requires relatively complicated image processing, and therefore, a calculation delay is a concern, since to minimize a delay of inputting data is one of the most significant requirements in games. In this paper, a method to estimate a head movement by only using corneal reflections of two infrared light sources in different locations is proposed. Furthermore, a method to control a cursor using gaze movement as well as a head movement is proposed. By using game-like-applications, proposed methods are evaluated and, as a result, a similar performance to conventional methods is confirmed and an aiming control with lower computation power and stressless intuitive operation is obtained.

Keywords: Point-of-gaze, gaze estimation, head movement, corneal reflections, two infrared light sources, game.

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12437 The Design of the Blended Learning System via E-Media and Online Learning for the Asynchronous Learning: Case Study of Process Management Subject

Authors: Pimploi Tirastittam, Suppara Charoenpoom

Abstract:

Nowadays the asynchronous learning has granted the permission to the anywhere and anything learning via the technology and E-media which give the learner more convenient. This research is about the design of the blended and online learning for the asynchronous learning of the process management subject in order to create the prototype of this subject asynchronous learning which will create the easiness and increase capability in the learning. The pattern of learning is the integration between the in-class learning and online learning via the internet. This research is mainly focused on the online learning and the online learning can be divided into 5 parts which are virtual classroom, online content, collaboration, assessment and reference material. After the system design was finished, it was evaluated and tested by 5 experts in blended learning design and 10 students which the user’s satisfaction level is good. The result is as good as the assumption so the system can be used in the process management subject for a real usage.

Keywords: Blended Learning, Asynchronous Learning, Design, Process Management.

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12436 Analysis of Student Motivation Behavior on e-Learning Based on Association Rule Mining

Authors: Kunyanuth Kularbphettong, Phanu Waraporn, Cholticha Tongsiri

Abstract:

This research aims to create a model for analysis of student motivation behavior on e-Learning based on association rule mining techniques in case of the Information Technology for Communication and Learning Course at Suan Sunandha Rajabhat University. The model was created under association rules, one of the data mining techniques with minimum confidence. The results showed that the student motivation behavior model by using association rule technique can indicate the important variables that influence the student motivation behavior on e-Learning.

Keywords: Motivation behavior, e-learning, moodle log, association rule mining.

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12435 A Formative Assessment Model within the Competency-Based-Approach for an Individualized E-learning Path

Authors: El Falaki Brahim, Khalidi Idrissi Mohammed, Bennani Samir

Abstract:

E-learning is not restricted to the use of new technologies for the online content, but also induces the adoption of new approaches to improve the quality of education. This quality depends on the ability of these approaches (technical and pedagogical) to provide an adaptive learning environment. Thus, the environment should include features that convey intentions and meeting the educational needs of learners by providing a customized learning path to acquiring a competency concerned In our proposal, we believe that an individualized learning path requires knowledge of the learner. Therefore, it must pass through a personalization of diagnosis to identify precisely the competency gaps to fill, and reduce the cognitive load To personalize the diagnosis and pertinently measure the competency gap, we suggest implementing the formative assessment in the e-learning environment and we propose the introduction of a pre-regulation process in the area of formative assessment, involving its individualization and implementation in e-learning.

Keywords: Competency-Based-Approach, E-learning, Formative assessment, learner model, Modeling, pre-regulation process

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12434 Using Game Engines in Lightning Shielding: The Application of the Rolling Spheres Method on Virtual As-Built Power Substations

Authors: Yuri A. Gruber, Matheus Rosendo, Ulisses G. A. Casemiro, Klaus de Geus, Rafael T. Bee

Abstract:

Lightning strikes can cause severe negative impacts to the electrical sector causing direct damage to equipment as well as shutdowns, especially when occurring in power substations. In order to mitigate this problem, a meticulous planning of the power substation protection system is of vital importance. A critical part of this is the distribution of shielding wires through the substation, which creates a 3D imaginary protection mesh similar to a circus tarpaulin. Equipment enclosed in the volume defined by that 3D mesh is considered protected against lightning strikes. The use of traditional methods of longitudinal cutting analysis based on 2D CAD tools makes the process laborious and the results obtained may not guarantee satisfactory protection of electrical equipment. This work describes the application of a Game Engine to the problem of lightning protection of power substations providing the visualization of the 3D protection mesh, the amount of protected components and the highlight of equipment which remain unprotected. In addition, aspects regarding the implementation and the advantages of approaching the problem using Unreal® Engine 4 are described. In order to validate results, a comparison with traditional 2D methods is applied to the same case study to which the proposed technique has been applied. Finally, a comparative study involving different levels of protection using the technique developed in this work is presented, showing that modern game engines can be a powerful accessory for simulations in several areas of engineering.

Keywords: Game engine, rolling spheres method, substation protection, UE4, Unreal® Engine 4.

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12433 Learning Theories within Coaching Process

Authors: P. Fazel

Abstract:

These days we face with so many advertisements in magazines, those mentioned coaching is pragmatic specialties which help people make change in their lives. Up to know Specialty coaches are not necessarily therapists, consultants or psychologist, thus they may not know psychological theories. The International Coach Federation identifies "facilitating learning and results" as one of its four core coach competencies, without understanding learning theories coaching practice hangs in theoretical abyss. Thus the aim of this article is investigating learning theories within coaching process. Therefore, I reviewed some cognitive and behavioral learning theories and analyzed their contribution with coaching process which has been introduced in mentor coaches and ICF certified coaches' papers and books. The result demonstrated that coaching profession is strongly grounded in learning theories, and it will be strengthened by the validation of theories and evidence-based research as we move forward. Thus, it needs more research in order to applying effective theoretical frameworks.

Keywords: Coaching, Learning theories. Cognitive learning theories, behavioral learning theories.

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12432 An Energy Reverse AODV Routing Protocol in Ad Hoc Mobile Networks

Authors: Said Khelifa, Zoulikha Mekkakia Maaza

Abstract:

In this paper we present a full performance analysis of an energy conserving routing protocol in mobile ad hoc network, named ER-AODV (Energy Reverse Ad-hoc On-demand Distance Vector routing). ER-AODV is a reactive routing protocol based on a policy which combines two mechanisms used in the basic AODV protocol. AODV and most of the on demand ad hoc routing protocols use single route reply along reverse path. Rapid change of topology causes that the route reply could not arrive to the source node, i.e. after a source node sends several route request messages, the node obtains a reply message, and this increases in power consumption. To avoid these problems, we propose a mechanism which tries multiple route replies. The second mechanism proposes a new adaptive approach which seeks to incorporate the metric "residual energy " in the process route selection, Indeed the residual energy of mobile nodes were considered when making routing decisions. The results of simulation show that protocol ER-AODV answers a better energy conservation.

Keywords: Ad hoc mobile networks, Energy AODV, Energy consumption, ER-AODV, Reverse AODV.

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12431 Design, Implementation and Testing of Mobile Agent Protection Mechanism for MANETS

Authors: Khaled E. A. Negm

Abstract:

In the current research, we present an operation framework and protection mechanism to facilitate secure environment to protect mobile agents against tampering. The system depends on the presence of an authentication authority. The advantage of the proposed system is that security measures is an integral part of the design, thus common security retrofitting problems do not arise. This is due to the presence of AlGamal encryption mechanism to protect its confidential content and any collected data by the agent from the visited host . So that eavesdropping on information from the agent is no longer possible to reveal any confidential information. Also the inherent security constraints within the framework allow the system to operate as an intrusion detection system for any mobile agent environment. The mechanism is tested for most of the well known severe attacks against agents and networked systems. The scheme proved a promising performance that makes it very much recommended for the types of transactions that needs highly secure environments, e. g., business to business.

Keywords: Mobile agent security, mobile accesses, agent encryption.

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12430 Context-aware Recommender Systems using Data Mining Techniques

Authors: Kyoung-jae Kim, Hyunchul Ahn, Sangwon Jeong

Abstract:

This study proposes a novel recommender system to provide the advertisements of context-aware services. Our proposed model is designed to apply a modified collaborative filtering (CF) algorithm with regard to the several dimensions for the personalization of mobile devices – location, time and the user-s needs type. In particular, we employ a classification rule to understand user-s needs type using a decision tree algorithm. In addition, we collect primary data from the mobile phone users and apply them to the proposed model to validate its effectiveness. Experimental results show that the proposed system makes more accurate and satisfactory advertisements than comparative systems.

Keywords: Location-based advertisement, Recommender system, Collaborative filtering, User needs type, Mobile user.

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12429 The Modulation of Self-interest Instruction on the Fair-Proposing Behavior in Ultimatum Game

Authors: N. S. Yen, T. H. Yang, W. H. Huang, Y. F. Fang, H. W. Cho

Abstract:

Ultimatum game is an experimental paradigm to study human decision making. There are two players, a proposer and a responder, to split a fixed amount of money. According to the traditional economic theory on ultimatum game, proposer should propose the selfish offers to responder as much as possible to maximize proposer’s own outcomes. However, most evidences had showed that people chose more fair offers, hence two hypotheses – fairness favoring and strategic concern were proposed. In current study, we induced the motivation in participants to be either selfish or altruistic, and manipulated the task variables, the stake sizes (NT$100, 1000, 10000) and the share sizes (the 40%, 30%, 20%, 10% of the sum as selfish offers, and the 60%, 70%, 80%, 90% of the sum as altruistic offers), to examine the two hypotheses. The results showed that most proposers chose more fair offers with longer reaction times (RTs) no matter in choosing between the fair and selfish offers, or between the fair and altruistic offers. However, the proposers received explicit self-interest instruction chose more selfish offers accompanied with longer RTs in choosing between the fair and selfish offers. Therefore, the results supported the strategic concern hypothesis that previous proposers choosing the fair offers might be resulted from the fear of rejection by responders. Proposers would become more self-interest if the fear of being rejected is eliminated.

Keywords: Ultimatum game, self-interest, altruistic, fear of rejection.

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12428 Extending E-learning systems based on Clause-Rule model

Authors: Keisuke Nakamura, Kiyoshi Akama, Hiroshi Mabuchi

Abstract:

E-Learning systems are used by many learners and teachers. The developer is developing the e-Learning system. However, the developer cannot do system construction to satisfy all of users- demands. We discuss a method of constructing e-Learning systems where learners and teachers can design, try to use, and share extending system functions that they want to use; which may be nally added to the system by system managers.

Keywords: Clause-Rule-Model, database-access, e-Learning, Web-Application.

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12427 WiPoD Wireless Positioning System based on 802.11 WLAN Infrastructure

Authors: Haluk Gümüskaya, Hüseyin Hakkoymaz

Abstract:

This paper describes WiPoD (Wireless Position Detector) which is a pure software based location determination and tracking (positioning) system. It uses empirical signal strength measurements from different wireless access points for mobile user positioning. It is designed to determine the location of users having 802.11 enabled mobile devices in an 802.11 WLAN infrastructure and track them in real time. WiPoD is the first main module in our LBS (Location Based Services) framework. We tested K-Nearest Neighbor and Triangulation algorithms to estimate the position of a mobile user. We also give the analysis results of these algorithms for real time operations. In this paper, we propose a supportable, i.e. understandable, maintainable, scalable and portable wireless positioning system architecture for an LBS framework. The WiPoD software has a multithreaded structure and was designed and implemented with paying attention to supportability features and real-time constraints and using object oriented design principles. We also describe the real-time software design issues of a wireless positioning system which will be part of an LBS framework.

Keywords: Indoor location determination and tracking, positioning in Wireless LAN.

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12426 Survey on Energy Efficient Routing Protocols in Mobile Ad Hoc Networks

Authors: Swapnil Singh, Sanjoy Das

Abstract:

Mobile Ad-Hoc Network (MANET) is a network without infrastructure dynamically formed by autonomous system of mobile nodes that are connected via wireless links. Mobile nodes communicate with each other on the fly. In this network each node also acts as a router. The battery power and the bandwidth are very scarce resources in this network. The network lifetime and connectivity of nodes depend on battery power. Therefore, energy is a valuable constraint which should be efficiently used. In this paper we survey various energy efficient routing protocols. The energy efficient routing protocols are classified on the basis of approaches they use to minimize the energy consumption. The purpose of this paper is to facilitate the research work and combine the existing solution and to develop a more energy efficient routing mechanism.

Keywords: Delaunay Triangulation, deployment, energy efficiency, MANET.

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12425 The CommonSense Platform for Conducting Multiple Participant Field-Experiments Using Mobile-Phones

Authors: Y. Hoffner, Y. Rusho, S. Rubach, S. Abargil

Abstract:

This paper presents CommonSense, a platform that provides researchers with the infrastructure and tools that enable the efficient and smooth creation, execution and processing of multiple participant experiments taking place outside the laboratory environment. The platform provides the infrastructure and tools to accompany the researchers throughout the life cycle of an experiment – from its inception, through its execution, to its processing and termination. The approach of our platform is based on providing a comprehensive solution, which puts emphasis on the support for the entire life-cycle of an experiment, starting from its definition, the setting up and the configuration of the platform, through the management of the experiment itself and its post processing. Some of the components that support those processes are constructed and configured automatically from the experiment definition.

Keywords: Mobile applications, mobile experiments, web experiments, software system architecture.

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12424 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.

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12423 An Interactive Tool for Teaching and Learning English at Upper Primary Level for Mauritius

Authors: Sameerchand Pudaruth, Avinash Mantaye

Abstract:

E-learning refers to the specific kind of learning experienced within the domain of educational technology, which can be used in or out of the classroom. In this paper, we give an overview of an e-learning platform 'An Innovative Interactive and Online English Platform for Upper Primary Students' is an interactive web-based application which will serve as an aid to the primary school students in Mauritius. The objectives of this platform are to offer quality learning resources for the English subject at our primary level of education, encourage self-learning and hence promote e-learning. The platform developed consists of several interesting features, for example, the English Verb Conjugation tool, Negative Form tool, Interrogative Form tool and Close Test Generator. Thus, this learning platform will be useful at a time where our country is looking for an alternative to private tuition and also, looking forward to increase the pass rate.

Keywords: educational technology, e-learning, Mauritius.

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12422 An Empirical Investigation of Mobile Banking Services Adoption in Pakistan

Authors: Aijaz A. Shaikh, Richard Glavee-Geo, Heikki Karjaluoto

Abstract:

Adoption of Information Systems (IS) is receiving increasing attention such that its implications have been closely monitored and studied by the IS management community, industry and professional gatekeepers. Building on previous research regarding the adoption of technology, this paper develops and validates an integrated model of the adoption of mobile banking. The model originates from the Technology Acceptance Model (TAM) and the Theory of Planned Behaviour (TPB). This paper intends to offer a preliminary scrutiny of the antecedents of the adoption of mobile banking services in the context of a developing country. Data was collected from Pakistan. The findings showed that an integrated TAM and TPB model greatly explains the adoption intention of mobile banking; and perceived behavioural control and its antecedents play a significant role in predicting adoption Theoretical and managerial implications of findings are presented and discussed.

Keywords: Developing country, mobile banking service adoption, technology acceptance model, theory of planned behaviour.

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12421 An Android Geofencing App for Autonomous Remote Switch Control

Authors: Jamie Wong, Daisy Sang, Chang-Shyh Peng

Abstract:

Geofence is a virtual fence defined by a preset physical radius around a target location. Geofencing App provides location-based services which define the actionable operations upon the crossing of a geofence. Geofencing requires continual location tracking, which can consume noticeable amount of battery power. Additionally, location updates need to be frequent and accurate or order so that actions can be triggered within an expected time window after the mobile user navigate through the geofence. In this paper, we build an Android mobile geofencing Application to remotely and autonomously control a power switch.

Keywords: Location based service, geofence, autonomous, remote switch.

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