Search results for: Tamil word game
409 How Do You Blow off Steam - The Impact of Therapeutic Catharsis Seeking, Self-Construal, and Social Capital in Gaming Context
Authors: Hye Rim Lee, Eui Jun Jeong, Joo Woo Kim
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This study will examine how the therapeutic factors (therapeutic catharsis-seeking and game-efficacy of the game player) and self-construal factors (independent and interdependent self-construal of the game player) as well as social capital factors (bonding and bridging social capital of the game player) affect aggression in the game. Results show that both therapeutic catharsis-seeking and game self-efficacy are particularly important to the players since they cause the game players’ aggressive tendencies to be greatly diminished. Independent self-construal reduces the level of the players’ aggression. Interestingly enough, the bonding social capital enhances the level of the players’ aggression, while individuals with bridging social capital did not show any significant effects. The results and implications will be discussed herein.Keywords: Aggression catharsis, therapeutic catharsis seeking, game self-efficacy, self-construal, social capital.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2515408 The Need for a More Robust Legal Framework to Curb the Rise in Violence against Game Officials
Authors: A. Roomy
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The dramatic rise in violence against game officials has affected all levels of sports including recreational, amateur, and professional sports. One way to combat this rise in violence is through the creation of laws specifically aimed at preventing and punishing this kind of violence. This paper will use related legal cases as a starting point to explore possible ways of better protecting the safety of game officials. It will do this by looking at relevant cases, related legal issues, and two specific ways of reducing violence against game officials. In closing, it will be argued that there needs to be a more robust legal approach with emphasis on criminal and civil penalties for assault and battery, and a more comprehensive social approach with emphasis on raising social awareness on the need to protect game officials from violence.
Keywords: Violence, game officials, legal issues, protection.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 910407 Estimating Word Translation Probabilities for Thai – English Machine Translation using EM Algorithm
Authors: Chutchada Nusai, Yoshimi Suzuki, Haruaki Yamazaki
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Selecting the word translation from a set of target language words, one that conveys the correct sense of source word and makes more fluent target language output, is one of core problems in machine translation. In this paper we compare the 3 methods of estimating word translation probabilities for selecting the translation word in Thai – English Machine Translation. The 3 methods are (1) Method based on frequency of word translation, (2) Method based on collocation of word translation, and (3) Method based on Expectation Maximization (EM) algorithm. For evaluation we used Thai – English parallel sentences generated by NECTEC. The method based on EM algorithm is the best method in comparison to the other methods and gives the satisfying results.Keywords: Machine translation, EM algorithm.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1680406 Printed Arabic Sub-Word Recognition Using Moments
Authors: Ibrahim A. El rube, Mohamed T. El Sonni, Soha S. Saleh
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the cursive nature of the Arabic writing makes it difficult to accurately segment characters or even deal with the whole word efficiently. Therefore, in this paper, a printed Arabic sub-word recognition system is proposed. The suggested algorithm utilizes geometrical moments as descriptors for the separated sub-words. Three types of moments are investigated and applied to the printed sub-word images after dividing each image into multiple parts using windowing. Since moments are global descriptors, the windowing mechanism allows the moments to be applied to local regions of the sub-word. The local-global mixture of the proposed scheme increases the discrimination power of the moments while keeping the simplicity and ease of use of moments.Keywords: Arabic sub-word recognition, windowing, aspectratio, moments.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1565405 Determining Senses for Word Sense Disambiguation in Turkish
Authors: Zeynep Orhan, Zeynep Altan
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Word sense disambiguation is an important intermediate stage for many natural language processing applications. The senses of an ambiguous word are the classification of usages for that specific word. This paper deals with the methodologies of determining the senses for a given word if they can not be obtained from an already available resource like WordNet. We offer a method that helps us to determine the sense boundaries gradually. In this method, first we decide on some features that are thought to be effective on the senses and divide the instances first into two, then according to the results of evaluations we continue dividing instances gradually. In a second method we use the pseudo words. We devise artificial words depending on some criteria and evaluate classification algorithms on these previously classified words.
Keywords: Word sense disambiguation, sense determination, pseudo words, sense granularity.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1410404 The Design and Analysis of Learning Effects for a Game-based Learning System
Authors: Wernhuar Tarng, Weichian Tsai
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The major purpose of this study is to use network and multimedia technologies to build a game-based learning system for junior high school students to apply in learning “World Geography" through the “role-playing" game approaches. This study first investigated the motivation and habits of junior high school students to use the Internet and online games, and then designed a game-based learning system according to situated and game-based learning theories. A teaching experiment was conducted to analyze the learning effectiveness of students on the game-based learning system and the major factors affecting their learning. A questionnaire survey was used to understand the students- attitudes towards game-based learning. The results showed that the game-based learning system can enhance students- learning, but the gender of students and their habits in using the Internet have no significant impact on learning. Game experience has a significant impact on students- learning, and the higher the experience value the better the effectiveness of their learning. The results of questionnaire survey also revealed that the system can increase students- motivation and interest in learning "World Geography".
Keywords: Game-based learning, situated learning, role playing, learning effectiveness, learning motivation.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2596403 Investigating Mental Workload of VR Training versus Serious Game Training on Shoot Operation Training
Authors: Ta-Min Hung, Tien-Lung Sun
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Thanks to VR technology advanced, there are many researches had used VR technology to develop a training system. Using VR characteristics can simulate many kinds of situations to reach our training-s goal. However, a good training system not only considers real simulation but also considers learner-s learning motivation. So, there are many researches started to conduct game-s features into VR training system. We typically called this is a serious game. It is using game-s features to engage learner-s learning motivation. However, VR or Serious game has another important advantage. That is simulating feature. Using this feature can create any kinds of pressured environments. Because in the real environment may happen any emergent situations. So, increasing the trainees- pressure is more important when they are training. Most pervious researches are investigated serious game-s applications and learning performance. Seldom researches investigated how to increase the learner-s mental workload when they are training. So, in our study, we will introduce a real case study and create two types training environments. Comparing the learner-s mental workload between VR training and serious game.Keywords: Intrinsic Motivation, Mental Workload, VR Training, Serious Game
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1654402 Metaphorical Perceptions of Middle School Students Regarding Computer Games
Authors: Ismail Celik, Ismail Sahin, Fetah Eren
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The computer, among the most important inventions of the twentieth century, has become an increasingly important component in our everyday lives. Computer games also have become increasingly popular among people day-by-day, owing to their features based on realistic virtual environments, audio and visual features, and the roles they offer players. In the present study, the metaphors students have for computer games are investigated, as well as an effort to fill the gap in the literature. Students were asked to complete the sentence—‘Computer game is like/similar to….because….’— to determine the middle school students’ metaphorical images of the concept for ‘computer game’. The metaphors created by the students were grouped in six categories, based on the source of the metaphor. These categories were ordered as ‘computer game as a means of entertainment’, ‘computer game as a beneficial means’, ‘computer game as a basic need’, ‘computer game as a source of evil’, ‘computer game as a means of withdrawal’, and ‘computer game as a source of addiction’, according to the number of metaphors they included.
Keywords: Computer game, metaphor, middle school students.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1557401 Event Template Generation for News Articles
Authors: A. Kowcika, E. Umamaheswari, T.V. Geetha
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In this paper we focus on event extraction from Tamil news article. This system utilizes a scoring scheme for extracting and grouping event-specific sentences. Using this scoring scheme eventspecific clustering is performed for multiple documents. Events are extracted from each document using a scoring scheme based on feature score and condition score. Similarly event specific sentences are clustered from multiple documents using this scoring scheme. The proposed system builds the Event Template based on user specified query. The templates are filled with event specific details like person, location and timeline extracted from the formed clusters. The proposed system applies these methodologies for Tamil news articles that have been enconverted into UNL graphs using a Tamil to UNL-enconverter. The main intention of this work is to generate an event based template.Keywords: Event Extraction, Score based Clustering, Segmentation, Template Generation.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1700400 A Multi-Agent Simulation of Serious Games to Predict Their Impact on E-Learning Processes
Authors: Ibtissem Daoudi, Raoudha Chebil, Wided Lejouad Chaari
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Serious games constitute actually a recent and attractive way supposed to replace the classical boring courses. However, the choice of the adapted serious game to a specific learning environment remains a challenging task that makes teachers unwilling to adopt this concept. To fill this gap, we present, in this paper, a multi-agent-based simulator allowing to predict the impact of a serious game integration in a learning environment given several game and players characteristics. As results, the presented tool gives intensities of several emotional aspects characterizing learners reactions to the serious game adoption. The presented simulator is tested to predict the effect of basing a coding course on the serious game ”CodeCombat”. The obtained results are compared with feedbacks of using the same serious game in a real learning process.Keywords: Emotion, learning process, multi-agent simulation, serious games.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1286399 Game based Learning to Enhance Cognitive and Physical Capabilities of Elderly People: Concepts and Requirements
Authors: Aurelie Aurilla Bechina Arntzen
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The last decade has seen an early majority of people The last decade, the role of the of the information communication technologies has increased in improving the social and business life of people. Today, it is recognized that game could contribute to enhance virtual rehabilitation by better engaging patients. Our research study aims to develop a game based system enhancing cognitive and physical capabilities of elderly people. To this end, the project aims to develop a low cost hand held system based on existing game such as Wii, PSP, or Xbox. This paper discusses the concepts and requirements for developing such game for elderly people. Based on the requirement elicitation, we intend to develop a prototype related to sport and dance activities.Keywords: Elderly people, Game based learning system, Health systems, rehabilitation
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2518398 The Study of Game Interface Improvement due to the Game Operation Dilemma of Player in the Side-Scrolling Shooting Game
Authors: Shih-Chieh Liao, Cheng-Yan Shuai
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The feature of a side-scrolling shooting game is facing the surrounding enemy and barraging in an entire screen. The player will be in trouble when they are trying to do complicated operations because of the physical and system limitations of the joystick in the games. This study designed the prototype of a type of arcade stick by focus group and assessed by the expert. We selected the most representative joystick prototype and built the control system for the joystick. We conducted two experimental tests using time and bullet consumption as objective indicators, aiming to demonstrate its efficiency in the game. Finally, the prototype of L-1 solves the dilemma of scroll shooting games when the player uses the arcade stick and improves the function of the arcade stick.
Keywords: Joystick, user interface, side-scrolling shooting game, improved user experience.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 212397 Performance Evaluation of an Online Text-Based Strategy Game
Authors: Nazleeni S. Haron, Mohd K. Zaime , Izzatdin A. Aziz, Mohd H. Hasan
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Text-based game is supposed to be a low resource consumption application that delivers good performances when compared to graphical-intensive type of games. But, nowadays, some of the online text-based games are not offering performances that are acceptable to the users. Therefore, an online text-based game called Star_Quest has been developed in order to analyze its behavior under different performance measurements. Performance metrics such as throughput, scalability, response time and page loading time are captured to yield the performance of the game. The techniques in performing the load testing are also disclosed to exhibit the viability of our work. The comparative assessment between the results obtained and the accepted level of performances are conducted as to determine the performance level of the game. The study reveals that the developed game managed to meet all the performance objectives set forth.Keywords: Online text-based games, performance evaluation
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1609396 From Separatism to Coalition: Variants in Language Politics and Leadership Pattern in Dravidian Movement
Authors: Subramaniam Chandran
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This paper describes the evolution of language politics and the part played by political leaders with reference to the Dravidian parties in Tamil Nadu. It explores the interesting evolution from separatism to coalition in sustaining the values of parliamentary democracy and federalism. It seems that the appropriation of language politics is fully ascribed to the DMK leadership under Annadurai and Karunanidhi. For them, the Tamil language is a self-determining power, a terrain of nationhood, and a perennial source of social and political powers. The DMK remains a symbol of Tamil nationalist party playing language politics in the interest of the Tamils. Though electoral alliances largely determine the success, the language politics still has significant space in the politics of Tamil Nadu. Ironically, DMK moves from the periphery to centre for getting national recognition for the Tamils as well as for its own maximization of power. The evolution can be seen in two major phases as: language politics for party building; and language politics for state building with three successive political processes, namely, language politics in the process of separatism, representative politics and coalition. The much pronounced Dravidian Movement is radical enough to democratize the party ideology to survive the spirit of parliamentary democracy. This has secured its own rewards in terms of political power. The political power provides the means to achieve the social and political goal of the political party. Language politics and leadership pattern actualized this trend though the movement is shifted from separatism to coalition.Keywords: Language politics, cultural nationalism, leadership, social justice
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1962395 Lifetime Maximization in Wireless Ad Hoc Networks with Network Coding and Matrix Game
Authors: Jain-Shing Liu
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In this paper, we present a matrix game-theoretic cross-layer optimization formulation to maximize the network lifetime in wireless ad hoc networks with network coding. To this end, we introduce a cross-layer formulation of general NUM (network utility maximization) that accommodates routing, scheduling, and stream control from different layers in the coded networks. Specifically, for the scheduling problem and then the objective function involved, we develop a matrix game with the strategy sets of the players corresponding to hyperlinks and transmission modes, and design the payoffs specific to the lifetime. In particular, with the inherit merit that matrix game can be solved with linear programming, our cross-layer programming formulation can benefit from both game-based and NUM-based approaches at the same time by cooperating the programming model for the matrix game with that for the other layers in a consistent framework. Finally, our numerical example demonstrates its performance results on a well-known wireless butterfly network to verify the cross-layer optimization scheme.Keywords: Cross-layer design, Lifetime maximization, Matrix game, Network coding
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1695394 The Design and Development of Driving Game as an Evaluation Instrument for Driving License Test
Authors: Abdul Hadi Abdul Razak, Mohd Hairy Manap
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The focus of this paper is to highlight the design and development of an educational game prototype as an evaluation instrument for the Malaysia driving license static test. This educational game brings gaming technology into the conventional objective static test to make it more effective, real and interesting. From the feeling of realistic, the future driver can learn something, memorized and use it in the real life. The current online objective static test only make the user memorized the answer without knowing and understand the true purpose of the question. Therefore, in real life, they will not behave as expected due to behavior and moral lacking. This prototype has been developed inform of multiple-choice questions integrated with 3D gaming environment to make it simulate the real environment and scenarios. Based on the testing conducted, the respondent agrees with the use of this game prototype it can increase understanding and promote obligation towards traffic rules.Keywords: Educational game, evaluation instrument, game, game prototype.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1513393 Handover for Dense Small Cells Heterogeneous Networks: A Power-Efficient Game Theoretical Approach
Authors: Mohanad Alhabo, Li Zhang, Naveed Nawaz
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In this paper, a non-cooperative game method is formulated where all players compete to transmit at higher power. Every base station represents a player in the game. The game is solved by obtaining the Nash equilibrium (NE) where the game converges to optimality. The proposed method, named Power Efficient Handover Game Theoretic (PEHO-GT) approach, aims to control the handover in dense small cell networks. Players optimize their payoff by adjusting the transmission power to improve the performance in terms of throughput, handover, power consumption and load balancing. To select the desired transmission power for a player, the payoff function considers the gain of increasing the transmission power. Then, the cell selection takes place by deploying Technique for Order Preference by Similarity to an Ideal Solution (TOPSIS). A game theoretical method is implemented for heterogeneous networks to validate the improvement obtained. Results reveal that the proposed method gives a throughput improvement while reducing the power consumption and minimizing the frequent handover.Keywords: Energy efficiency, game theory, handover, HetNets, small cells.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 469392 Protein Quality of Game Meat Hunted in Latvia
Authors: Vita Strazdina, Aleksandrs Jemeljanovs, Vita Sterna
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Not all proteins have the same nutritional value, since protein quality strongly depends on its amino acid composition and digestibility. The meat of game animals could be a high protein source because of its well-balanced essential amino acids composition. Investigations about biochemical composition of game meat such as wild boar (Sus scrofa scrofa), roe deer (Capreolus capreolus) and beaver (Castor fiber) are not very much. Therefore, the aim of the investigation was evaluate protein composition of game meat hunted in Latvia. The biochemical analysis, evaluation of connective tissue and essential amino acids in meat samples were done, the amino acids score were calculate. Results of analysis showed that protein content 20.88-22.05% of all types of meat samples is not different statistically. The content of connective tissue from 1.3% in roe deer till 1.5% in beaver meat allowed classified game animal as high quality meat. The sum of essential amino acids in game meat samples were determined 7.05–8.26g100g-1. Roe deer meat has highest protein content and lowest content of connective tissues among game meat hunted in Latvia. Concluded that amino acid score for limiting amino acids phenylalanine and tyrosine is high and shows high biological value of game meat.Keywords: Dietic product, game meat, amino acids, scores.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1457391 Serious Game for Autism Children: Review of Literature
Authors: Helmi Adly Mohd Noor, Faaizah Shahbodin, Naim Che Pee
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Autism Spectrum Disorder (ASD) is a pervasive developmental disorder which affects individuals with varying degrees of impairment. Currently, there has been ample research done in serious game for autism children. Although serious games are traditionally associated with software developments, developing them in the autism field involves studying the associated technology and paying attention to aspects related to interaction with the game. Serious Games for autism cover matters related to education, therapy for communication, psychomotor treatment and social behavior enhancement. In this paper, a systematic review sets out the lines of development and research currently being conducted into serious games which pursue some form of benefit in the field of autism. This paper includes a literature review of relevant serious game developments since in year 2007 and examines new trends.
Keywords: Serious Game, Autism, Education, Therapy
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 7474390 Structural Parsing of Natural Language Text in Tamil Using Phrase Structure Hybrid Language Model
Authors: Selvam M, Natarajan. A M, Thangarajan R
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Parsing is important in Linguistics and Natural Language Processing to understand the syntax and semantics of a natural language grammar. Parsing natural language text is challenging because of the problems like ambiguity and inefficiency. Also the interpretation of natural language text depends on context based techniques. A probabilistic component is essential to resolve ambiguity in both syntax and semantics thereby increasing accuracy and efficiency of the parser. Tamil language has some inherent features which are more challenging. In order to obtain the solutions, lexicalized and statistical approach is to be applied in the parsing with the aid of a language model. Statistical models mainly focus on semantics of the language which are suitable for large vocabulary tasks where as structural methods focus on syntax which models small vocabulary tasks. A statistical language model based on Trigram for Tamil language with medium vocabulary of 5000 words has been built. Though statistical parsing gives better performance through tri-gram probabilities and large vocabulary size, it has some disadvantages like focus on semantics rather than syntax, lack of support in free ordering of words and long term relationship. To overcome the disadvantages a structural component is to be incorporated in statistical language models which leads to the implementation of hybrid language models. This paper has attempted to build phrase structured hybrid language model which resolves above mentioned disadvantages. In the development of hybrid language model, new part of speech tag set for Tamil language has been developed with more than 500 tags which have the wider coverage. A phrase structured Treebank has been developed with 326 Tamil sentences which covers more than 5000 words. A hybrid language model has been trained with the phrase structured Treebank using immediate head parsing technique. Lexicalized and statistical parser which employs this hybrid language model and immediate head parsing technique gives better results than pure grammar and trigram based model.Keywords: Hybrid Language Model, Immediate Head Parsing, Lexicalized and Statistical Parsing, Natural Language Processing, Parts of Speech, Probabilistic Context Free Grammar, Tamil Language, Tree Bank.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 3644389 Arabic Word Semantic Similarity
Authors: Faaza A, Almarsoomi, James D, O'Shea, Zuhair A, Bandar, Keeley A, Crockett
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This paper is concerned with the production of an Arabic word semantic similarity benchmark dataset. It is the first of its kind for Arabic which was particularly developed to assess the accuracy of word semantic similarity measurements. Semantic similarity is an essential component to numerous applications in fields such as natural language processing, artificial intelligence, linguistics, and psychology. Most of the reported work has been done for English. To the best of our knowledge, there is no word similarity measure developed specifically for Arabic. In this paper, an Arabic benchmark dataset of 70 word pairs is presented. New methods and best possible available techniques have been used in this study to produce the Arabic dataset. This includes selecting and creating materials, collecting human ratings from a representative sample of participants, and calculating the overall ratings. This dataset will make a substantial contribution to future work in the field of Arabic WSS and hopefully it will be considered as a reference basis from which to evaluate and compare different methodologies in the field.
Keywords: Arabic categories, benchmark dataset, semantic similarity, word pair, stimulus Arabic words
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 3107388 Developing a Customizable Serious Game and Its Applicability in the Classroom
Authors: Anita Kéri
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Recent developments in the field of education have led to a renewed interest in teaching methodologies and practices. Gamification is fast becoming a key instrument in the education of new generations and besides other methods, serious games have become the center of attention. Ready-built serious games are available for most higher education institutions to buy and implement. However, monetary restraints and the unalterable nature of the games might deter most higher education institutions from the application of these serious games. Therefore, there is a continuously growing need for a customizable serious game that has been developed based on a concrete need analysis and experts’ opinion. There has been little evidence so far of serious games that have been created based on relevant and current need analysis from higher education institution teachers, professional practitioners and students themselves. Therefore, the aim of this current paper is to analyze the needs of higher education institution educators with special emphasis on their needs, the applicability of serious games in their classrooms, and exploring options for the development of a customizable serious game framework. The paper undertakes to analyze workshop discussions on implementing serious games in education and propose a customizable serious game framework applicable in the education of the new generation. Research results show that the most important feature of a serious game is its customizability. The fact that practitioners are able to manage different scenarios and upload their own content to a game seems to be a key to the increasingly widespread application of serious games in the classroom.Keywords: Education, gamification, game-based learning, serious games.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 882387 Enhancement of Capacity in a MC-CDMA based Cognitive Radio Network Using Non-Cooperative Game Model
Authors: Kalyani J. Kulkarni, Bharat S. Chaudhari
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This paper addresses the issue of resource allocation in the emerging cognitive technology. Focusing the Quality of Service (QoS) of Primary Users (PU), a novel method is proposed for the resource allocation of Secondary Users (SU). In this paper, we propose the unique Utility Function in the game theoretic model of Cognitive Radio which can be maximized to increase the capacity of the Cognitive Radio Network (CRN) and to minimize the interference scenario. Utility function is formulated to cater the need of PUs by observing Signal to Noise ratio. Existence of Nash Equilibrium for the postulated game is established.Keywords: Cognitive Networks, Game Theory, Nash Equilibrium, Resource Allocation.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1749386 Control Signal from EOG Analysis and Its Application
Authors: Myoung Ro Kim, Gilwon Yoon
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A game using electro-oculography (EOG) as control signal was introduced in this study. Various EOG signals are generated by eye movements. Even though EOG is a quite complex type of signal, distinct and separable EOG signals could be classified from horizontal and vertical, left and right eye movements. Proper signal processing was incorporated since EOG signal has very small amplitude in the order of micro volts and contains noises influenced by external conditions. Locations of the electrodes were set to be above and below as well as left and right positions of the eyes. Four control signals of up, down, left and right were generated. A microcontroller processed signals in order to simulate a DDR game. A LCD display showed arrows falling down with four different head directions. This game may be used as eye exercise for visual concentration and acuity. Our proposed EOG control signal can be utilized in many other applications of human machine interfaces such as wheelchair, computer keyboard and home automation.
Keywords: DDR game, EOG, eye movement.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 4796385 Analysis of Secondary School Students’ Perceptions about Information Technologies through a Word Association Test
Authors: Fetah Eren, Ismail Sahin, Ismail Celik, Ahmet Oguz Akturk
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The aim of this study is to discover secondary school students’ perceptions related to information technologies and the connections between concepts in their cognitive structures. A word association test consisting of six concepts related to information technologies is used to collect data from 244 secondary school students. Concept maps that present students’ cognitive structures are drawn with the help of frequency data. Data are analyzed and interpreted according to the connections obtained as a result of the concept maps. It is determined students associate most with these concepts—computer, Internet, and communication of the given concepts, and associate least with these concepts—computer-assisted education and information technologies. These results show the concepts, Internet, communication, and computer, are an important part of students’ cognitive structures. In addition, students mostly answer computer, phone, game, Internet and Facebook as the key concepts. These answers show students regard information technologies as a means for entertainment and free time activity, not as a means for education.
Keywords: Word association test, cognitive structure, information technology, secondary school.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2079384 A Discriminatory Rewarding Mechanism for Sybil Detection with Applications to Tor
Authors: Asim Kumar Pal, Debabrata Nath, Sumit Chakraborty
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This paper presents an economic game for sybil detection in a distributed computing environment. Cost parameters reflecting impacts of different sybil attacks are introduced in the sybil detection game. The optimal strategies for this game in which both sybil and non-sybil identities are expected to participate are devised. A cost sharing economic mechanism called Discriminatory Rewarding Mechanism for Sybil Detection is proposed based on this game. A detective accepts a security deposit from each active agent, negotiates with the agents and offers rewards to the sybils if the latter disclose their identity. The basic objective of the detective is to determine the optimum reward amount for each sybil which will encourage the maximum possible number of sybils to reveal themselves. Maintaining privacy is an important issue for the mechanism since the participants involved in the negotiation are generally reluctant to share their private information. The mechanism has been applied to Tor by introducing a reputation scoring function.Keywords: Game theory, Incentive mechanism, Reputation, Sybil Attack
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1717383 Bilingual Gaming Kit to Teach English Language through Collaborative Learning
Authors: Sarayu Agarwal
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This paper aims to teach English (secondary language) by bridging the understanding between the Regional language (primary language) and the English Language (secondary language). Here primary language is the one a person has learned from birth or within the critical period, while secondary language would be any other language one learns or speaks. The paper also focuses on evolving old teaching methods to a contemporary participatory model of learning and teaching. Pilot studies were conducted to gauge an understanding of student’s knowledge of the English language. Teachers and students were interviewed and their academic curriculum was assessed as a part of the initial study. Extensive literature study and design thinking principles were used to devise a solution to the problem. The objective is met using a holistic learning kit/card game to teach children word recognition, word pronunciation, word spelling and writing words. Implication of the paper is a noticeable improvement in the understanding and grasping of English language. With increasing usage and applicability of English as a second language (ESL) world over, the paper becomes relevant due to its easy replicability to any other primary or secondary language. Future scope of this paper would be transforming the idea of participatory learning into self-regulated learning methods. With the upcoming govt. learning centres in rural areas and provision of smart devices such as tablets, the development of the card games into digital applications seems very feasible.
Keywords: English as a second language, vocabulary-building, learning through gamification.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1356382 Design of a Computer Vision Based Exercise Video Game for Senior Citizens
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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 271381 Word Recognition and Learning based on Associative Memories and Hidden Markov Models
Authors: Zöhre Kara Kayikci, Günther Palm
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A word recognition architecture based on a network of neural associative memories and hidden Markov models has been developed. The input stream, composed of subword-units like wordinternal triphones consisting of diphones and triphones, is provided to the network of neural associative memories by hidden Markov models. The word recognition network derives words from this input stream. The architecture has the ability to handle ambiguities on subword-unit level and is also able to add new words to the vocabulary during performance. The architecture is implemented to perform the word recognition task in a language processing system for understanding simple command sentences like “bot show apple".Keywords: Hebbian learning, hidden Markov models, neuralassociative memories, word recognition.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1525380 Words Reordering based on Statistical Language Model
Authors: Theologos Athanaselis, Stelios Bakamidis, Ioannis Dologlou
Abstract:
There are multiple reasons to expect that detecting the word order errors in a text will be a difficult problem, and detection rates reported in the literature are in fact low. Although grammatical rules constructed by computer linguists improve the performance of grammar checker in word order diagnosis, the repairing task is still very difficult. This paper presents an approach for repairing word order errors in English text by reordering words in a sentence and choosing the version that maximizes the number of trigram hits according to a language model. The novelty of this method concerns the use of an efficient confusion matrix technique for reordering the words. The comparative advantage of this method is that works with a large set of words, and avoids the laborious and costly process of collecting word order errors for creating error patterns.Keywords: Permutations filtering, Statistical languagemodel N-grams, Word order errors
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