Search results for: User Experience
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 1928

Search results for: User Experience

1358 Robot Movement Using the Trust Region Policy Optimization

Authors: Romisaa Ali

Abstract:

The Policy Gradient approach is a subset of the Deep Reinforcement Learning (DRL) combines Deep Neural Networks (DNN) with Reinforcement Learning (RL). This approach finds the optimal policy of robot movement, based on the experience it gains from interaction with its environment. Unlike previous policy gradient algorithms, which were unable to handle the two types of error variance and bias introduced by the DNN model due to over- or underestimation, this algorithm is capable of handling both types of error variance and bias. This article will discuss the state-of-the-art SOTA policy gradient technique, trust region policy optimization (TRPO), by applying this method in various environments compared to another policy gradient method, the Proximal Policy Optimization (PPO), to explain their robust optimization, using this SOTA to gather experience data during various training phases after observing the impact of hyper-parameters on neural network performance.

Keywords: Deep neural networks, deep reinforcement learning, Proximal Policy Optimization, state-of-the-art, trust region policy optimization.

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1357 Detecting Fake News: A Natural Language Processing, Reinforcement Learning, and Blockchain Approach

Authors: Ashly Joseph, Jithu Paulose

Abstract:

In an era where misleading information may quickly circulate on digital news channels, it is crucial to have efficient and trustworthy methods to detect and reduce the impact of misinformation. This research proposes an innovative framework that combines Natural Language Processing (NLP), Reinforcement Learning (RL), and Blockchain technologies to precisely detect and minimize the spread of false information in news articles on social media. The framework starts by gathering a variety of news items from different social media sites and performing preprocessing on the data to ensure its quality and uniformity. NLP methods are utilized to extract complete linguistic and semantic characteristics, effectively capturing the subtleties and contextual aspects of the language used. These features are utilized as input for a RL model. This model acquires the most effective tactics for detecting and mitigating the impact of false material by modeling the intricate dynamics of user engagements and incentives on social media platforms. The integration of blockchain technology establishes a decentralized and transparent method for storing and verifying the accuracy of information. The Blockchain component guarantees the unchangeability and safety of verified news records, while encouraging user engagement for detecting and fighting false information through an incentive system based on tokens. The suggested framework seeks to provide a thorough and resilient solution to the problems presented by misinformation in social media articles.

Keywords: Natural Language Processing, Reinforcement Learning, Blockchain, fake news mitigation, misinformation detection.

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1356 Authentic Learning for Computer Network with Mobile Device-Based Hands-On Labware

Authors: Kai Qian, Ming Yang, Minzhe Guo, Prabir Bhattacharya, Lixin Tao

Abstract:

Computer network courses are essential parts of college computer science curriculum and hands-on networking experience is well recognized as an effective approach to help students understand better about the network concepts, the layered architecture of network protocols, and the dynamics of the networks. However, existing networking labs are usually server-based and relatively cumbersome, which require a certain level of specialty and resource to set up and maintain the lab environment. Many universities/colleges lack the resources and build-ups in this field and have difficulty to provide students with hands-on practice labs. A new affordable and easily-adoptable approach to networking labs is desirable to enhance network teaching and learning. In addition, current network labs are short on providing hands-on practice for modern wireless and mobile network learning. With the prevalence of smart mobile devices, wireless and mobile network are permeating into various aspects of our information society. The emerging and modern mobile technology provides computer science students with more authentic learning experience opportunities especially in network learning. A mobile device based hands-on labware can provide an excellent ‘real world’ authentic learning environment for computer network especially for wireless network study. In this paper, we present our mobile device-based hands-on labware (series of lab module) for computer network learning which is guided by authentic learning principles to immerse students in a real world relevant learning environment. We have been using this labware in teaching computer network, mobile security, and wireless network classes. The student feedback shows that students can learn more when they have hands-on authentic learning experience. 

Keywords: Mobile computing, android, network, labware.

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1355 A Vehicle Monitoring System Based on the LoRa Technique

Authors: Chao-Linag Hsieh, Zheng-Wei Ye, Chen-Kang Huang, Yeun-Chung Lee, Chih-Hong Sun, Tzai-Hung Wen, Jehn-Yih Juang, Joe-Air Jiang

Abstract:

Air pollution and climate warming become more and more intensified in many areas, especially in urban areas. Environmental parameters are critical information to air pollution and weather monitoring. Thus, it is necessary to develop a suitable air pollution and weather monitoring system for urban areas. In this study, a vehicle monitoring system (VMS) based on the IoT technique is developed. Cars are selected as the research tool because it can reach a greater number of streets to collect data. The VMS can monitor different environmental parameters, including ambient temperature and humidity, and air quality parameters, including PM2.5, NO2, CO, and O3. The VMS can provide other information, including GPS signals and the vibration information through driving a car on the street. Different sensor modules are used to measure the parameters and collect the measured data and transmit them to a cloud server through the LoRa protocol. A user interface is used to show the sensing data storing at the cloud server. To examine the performance of the system, a researcher drove a Nissan x-trail 1998 to the area close to the Da’an District office in Taipei to collect monitoring data. The collected data are instantly shown on the user interface. The four kinds of information are provided by the interface: GPS positions, weather parameters, vehicle information, and air quality information. With the VMS, users can obtain the information regarding air quality and weather conditions when they drive their car to an urban area. Also, government agencies can make decisions on traffic planning based on the information provided by the proposed VMS.

Keywords: Vehicle, monitoring system, LoRa, smart city.

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1354 Risk Factors of Becoming NEET Youth in Iran: A Machine Learning Approach

Authors: Hamed Rahmani, Wim Groot

Abstract:

The term "youth not in employment, education or training (NEET)" refers to a combination of youth unemployment and school dropout. This study investigates the variables that increase the risk of becoming NEET in Iran. A selection bias-adjusted Probit model was employed using machine learning to identify these risk factors. We used cross-sectional data obtained from the Statistical Center of Iran and the Ministry of Cooperatives Labor and Social Welfare that are taken from the labor force survey conducted in the spring of 2021. We look at years of education, work experience, housework, the number of children under the age of 6 years in the home, family education, birthplace, and the amount of land owned by households. Results show that hours spent performing domestic chores enhance the likelihood of youth becoming NEET, and years of education, years of potential work experience decrease the chance of being NEET. The findings also show that female youth born in cities were less likely than those born in rural regions to become NEET.

Keywords: NEET youth, probit, CART, machine learning, unemployment.

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1353 Opponent Color and Curvelet Transform Based Image Retrieval System Using Genetic Algorithm

Authors: Yesubai Rubavathi Charles, Ravi Ramraj

Abstract:

In order to retrieve images efficiently from a large database, a unique method integrating color and texture features using genetic programming has been proposed. Opponent color histogram which gives shadow, shade, and light intensity invariant property is employed in the proposed framework for extracting color features. For texture feature extraction, fast discrete curvelet transform which captures more orientation information at different scales is incorporated to represent curved like edges. The recent scenario in the issues of image retrieval is to reduce the semantic gap between user’s preference and low level features. To address this concern, genetic algorithm combined with relevance feedback is embedded to reduce semantic gap and retrieve user’s preference images. Extensive and comparative experiments have been conducted to evaluate proposed framework for content based image retrieval on two databases, i.e., COIL-100 and Corel-1000. Experimental results clearly show that the proposed system surpassed other existing systems in terms of precision and recall. The proposed work achieves highest performance with average precision of 88.2% on COIL-100 and 76.3% on Corel, the average recall of 69.9% on COIL and 76.3% on Corel. Thus, the experimental results confirm that the proposed content based image retrieval system architecture attains better solution for image retrieval.

Keywords: Content based image retrieval, Curvelet transform, Genetic algorithm, Opponent color histogram, Relevance feedback.

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1352 Method for Auto-Calibrate Projector and Color-Depth Systems for Spatial Augmented Reality Applications

Authors: R. Estrada, A. Henriquez, R. Becerra, C. Laguna

Abstract:

Spatial Augmented Reality is a variation of Augmented Reality where the Head-Mounted Display is not required. This variation of Augmented Reality is useful in cases where the need for a Head-Mounted Display itself is a limitation. To achieve this, Spatial Augmented Reality techniques substitute the technological elements of Augmented Reality; the virtual world is projected onto a physical surface. To create an interactive spatial augmented experience, the application must be aware of the spatial relations that exist between its core elements. In this case, the core elements are referred to as a projection system and an input system, and the process to achieve this spatial awareness is called system calibration. The Spatial Augmented Reality system is considered calibrated if the projected virtual world scale is similar to the real-world scale, meaning that a virtual object will maintain its perceived dimensions when projected to the real world. Also, the input system is calibrated if the application knows the relative position of a point in the projection plane and the RGB-depth sensor origin point. Any kind of projection technology can be used, light-based projectors, close-range projectors, and screens, as long as it complies with the defined constraints; the method was tested on different configurations. The proposed procedure does not rely on a physical marker, minimizing the human intervention on the process. The tests are made using a Kinect V2 as an input sensor and several projection devices. In order to test the method, the constraints defined were applied to a variety of physical configurations; once the method was executed, some variables were obtained to measure the method performance. It was demonstrated that the method obtained can solve different arrangements, giving the user a wide range of setup possibilities.

Keywords: Color depth sensor, human computer interface, interactive surface, spatial augmented reality.

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1351 Factorial Structure and Psychometric Validation of Ecotourism Experiential Value Construct: Insights from Taman Negara National Park, Malaysia

Authors: Rosidah Musa, Rezian-na Muhammad Kassim

Abstract:

The purpose of this research is to disentangle and validate the underlying factorial-structure of Ecotourism Experiential Value (EEV) measurement scale and subsequently investigate its psychometric properties. The analysis was based on a sample of 225 eco-tourists, collected at the vicinity of Taman Negara National Park (TNNP) via interviewer-administered questionnaire. Exploratory factor analysis (EFA) was performed to determine the factorial structure of EEV. Subsequently, to confirm and validate the factorial structure and assess the psychometric properties of EEV, confirmatory factor analysis (CFA) was executed. In addition, to establish the nomological validity of EEV a structural model was developed to examine the effect of EEV on Total Eco-tourist Experience Quality (TEEQ). It is unveiled that EEV is a secondorder six-factorial structure construct and it scale has adequately met the psychometric criteria, thus could permit interpretation of results confidently. The findings have important implications for future research directions and management of ecotourism destination.

Keywords: ecotourism, experiential value, experience quality, national park,

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1350 Investigating the Impact of Augmented and Virtual Reality on Learning in a Multivariable Calculus Classroom

Authors: Burcu Karabina, Lynn Long, Amanda Garcia

Abstract:

Augmented reality (AR) and virtual reality (VR) applications were offered as supplemental learning experiences to a second-year multivariable calculus class. A framework of research-informed best practices was used to guide selection and application of AR and VR learning technologies. Student feedback indicated that both AR and VR enhanced learning, both would be of value to future students, and learning may be most enhanced when AR and VR are used as complementary learning tools. The simpler technology, AR, was generally preferred, but for specific topics, students felt that the more immersive VR learning experience was especially beneficial. Immersion in the virtual learning environment minimized distractions, allowed students to feel more connected to their learning, and enhanced their ability to visualize and interact with 3D objects. Resolution of identified accessibility concerns could improve students’ overall experience with VR. Future research will explore ways to optimize the complementary effects of the two technologies. Application of research-informed framework of best practices was modelled throughout the study. Results and key resources informed revision and refinement of the framework.

Keywords: Accessibility, augmented reality, best practices, pedagogy, virtual reality.

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1349 SMaTTS: Standard Malay Text to Speech System

Authors: Othman O. Khalifa, Zakiah Hanim Ahmad, Teddy Surya Gunawan

Abstract:

This paper presents a rule-based text- to- speech (TTS) Synthesis System for Standard Malay, namely SMaTTS. The proposed system using sinusoidal method and some pre- recorded wave files in generating speech for the system. The use of phone database significantly decreases the amount of computer memory space used, thus making the system very light and embeddable. The overall system was comprised of two phases the Natural Language Processing (NLP) that consisted of the high-level processing of text analysis, phonetic analysis, text normalization and morphophonemic module. The module was designed specially for SM to overcome few problems in defining the rules for SM orthography system before it can be passed to the DSP module. The second phase is the Digital Signal Processing (DSP) which operated on the low-level process of the speech waveform generation. A developed an intelligible and adequately natural sounding formant-based speech synthesis system with a light and user-friendly Graphical User Interface (GUI) is introduced. A Standard Malay Language (SM) phoneme set and an inclusive set of phone database have been constructed carefully for this phone-based speech synthesizer. By applying the generative phonology, a comprehensive letter-to-sound (LTS) rules and a pronunciation lexicon have been invented for SMaTTS. As for the evaluation tests, a set of Diagnostic Rhyme Test (DRT) word list was compiled and several experiments have been performed to evaluate the quality of the synthesized speech by analyzing the Mean Opinion Score (MOS) obtained. The overall performance of the system as well as the room for improvements was thoroughly discussed.

Keywords: Natural Language Processing, Text-To-Speech (TTS), Diphone, source filter, low-/ high- level synthesis.

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1348 Security Analysis of Password Hardened Multimodal Biometric Fuzzy Vault

Authors: V. S. Meenakshi, G. Padmavathi

Abstract:

Biometric techniques are gaining importance for personal authentication and identification as compared to the traditional authentication methods. Biometric templates are vulnerable to variety of attacks due to their inherent nature. When a person-s biometric is compromised his identity is lost. In contrast to password, biometric is not revocable. Therefore, providing security to the stored biometric template is very crucial. Crypto biometric systems are authentication systems, which blends the idea of cryptography and biometrics. Fuzzy vault is a proven crypto biometric construct which is used to secure the biometric templates. However fuzzy vault suffer from certain limitations like nonrevocability, cross matching. Security of the fuzzy vault is affected by the non-uniform nature of the biometric data. Fuzzy vault when hardened with password overcomes these limitations. Password provides an additional layer of security and enhances user privacy. Retina has certain advantages over other biometric traits. Retinal scans are used in high-end security applications like access control to areas or rooms in military installations, power plants, and other high risk security areas. This work applies the idea of fuzzy vault for retinal biometric template. Multimodal biometric system performance is well compared to single modal biometric systems. The proposed multi modal biometric fuzzy vault includes combined feature points from retina and fingerprint. The combined vault is hardened with user password for achieving high level of security. The security of the combined vault is measured using min-entropy. The proposed password hardened multi biometric fuzzy vault is robust towards stored biometric template attacks.

Keywords: Biometric Template Security, Crypto Biometric Systems, Hardening Fuzzy Vault, Min-Entropy.

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1347 Information Retrieval: Improving Question Answering Systems by Query Reformulation and Answer Validation

Authors: Mohammad Reza Kangavari, Samira Ghandchi, Manak Golpour

Abstract:

Question answering (QA) aims at retrieving precise information from a large collection of documents. Most of the Question Answering systems composed of three main modules: question processing, document processing and answer processing. Question processing module plays an important role in QA systems to reformulate questions. Moreover answer processing module is an emerging topic in QA systems, where these systems are often required to rank and validate candidate answers. These techniques aiming at finding short and precise answers are often based on the semantic relations and co-occurrence keywords. This paper discussed about a new model for question answering which improved two main modules, question processing and answer processing which both affect on the evaluation of the system operations. There are two important components which are the bases of the question processing. First component is question classification that specifies types of question and answer. Second one is reformulation which converts the user's question into an understandable question by QA system in a specific domain. The objective of an Answer Validation task is thus to judge the correctness of an answer returned by a QA system, according to the text snippet given to support it. For validating answers we apply candidate answer filtering, candidate answer ranking and also it has a final validation section by user voting. Also this paper described new architecture of question and answer processing modules with modeling, implementing and evaluating the system. The system differs from most question answering systems in its answer validation model. This module makes it more suitable to find exact answer. Results show that, from total 50 asked questions, evaluation of the model, show 92% improving the decision of the system.

Keywords: Answer processing, answer validation, classification, question answering, query reformulation.

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1346 A Grounded Theory on Marist Spirituality/Charism from the Perspective of the Lay Marists in the Philippines

Authors: Nino M. Pizarro

Abstract:

To the author’s knowledge, despite the written documents about Marist spirituality/charism, nothing has been done concerning a clear theoretical framework that highlights Marist spirituality/charism from the perspective or lived experience of the lay Marists of St. Marcellin Champagnat. The participants of the study are the lay Marist - educators who are from Marist Schools in the Philippines. Since the study would like to find out the respondents’ own concepts and meanings about Marist spirituality/charism, qualitative methodology is considered the approach to be used in the study. In particular, the study will use the qualitative methods of Barney Glaser. The theory will be generated systematically from data collection, coding and analyzing through memoing, theoretical sampling, sorting and writing and using the constant comparative method. The data collection method that will be employed in this grounded theory research is the in-depth interview that is semi-structured and participant driven. Data collection will be done through snowball sampling that is purposive. The study is considering to come up with a theoretical framework that will help the lay Marists to deepen their understanding of the Marist spirituality/charism and their vocation as lay partners of the Marist Brothers of the Schools.

Keywords: Grounded Theory, Lay Marists, Lived Experience, Marist Spirituality/Charism.

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1345 A Case Study on Theme-Based Approach in Health Technology Engineering Education: Customer Oriented Software Applications

Authors: Mikael Soini, Kari Björn

Abstract:

Metropolia University of Applied Sciences (MUAS) Information and Communication Technology (ICT) Degree Programme provides full-time Bachelor-level undergraduate studies. ICT Degree Programme has seven different major options; this paper focuses on Health Technology. In Health Technology, a significant curriculum change in 2014 enabled transition from fragmented curriculum including dozens of courses to a new integrated curriculum built around three 30 ECTS themes. This paper focuses especially on the second theme called Customer Oriented Software Applications. From students’ point of view, the goal of this theme is to get familiar with existing health related ICT solutions and systems, understand business around health technology, recognize social and healthcare operating principles and services, and identify customers and users and their special needs and perspectives. This also acts as a background for health related web application development. Built web application is tested, developed and evaluated with real users utilizing versatile user centred development methods. This paper presents experiences obtained from the first implementation of Customer Oriented Software Applications theme. Student feedback was gathered with two questionnaires, one in the middle of the theme and other at the end of the theme. Questionnaires had qualitative and quantitative parts. Similar questionnaire was implemented in the first theme; this paper evaluates how the theme-based integrated curriculum has progressed in Health Technology major by comparing results between theme 1 and 2. In general, students were satisfied for the implementation, timing and synchronization of the courses, and the amount of work. However there is still room for development. Student feedback and teachers’ observations have been and will be used to develop the content and operating principles of the themes and whole curriculum.

Keywords: Engineering education, integrated and theme-based curriculum, learning experience, student centred learning.

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1344 Comparative Usability Study of the Websites of Top Universities in Three Continents: A Case Study of the University of Cape Town, Oxford University, and Harvard University

Authors: Stephen Akuma, Racheal Aluma, Abraham Undu

Abstract:

Academic websites play an important role in promoting education for all. They allow universities to provide users with digital academic services to save time and resources. A university website is not only a cost-effective and timely way to communicate with a variety of stakeholders, such as students, faculty, and visitors, but it is also a vehicle for the university to shape its image. The quality of a website is a major factor that universities consider in cyberspace. Potential students can easily apply to universities where the website provides useful and clear information. This has made the usability of websites an important area in meeting the needs and expectations of website users. In this paper, a comparative usability study of the University of Cape Town, Oxford University, and Harvard University academic websites (http://www.uct.ac.za/, https://www.ox.ac.uk/, and https://www.harvard.edu/) was carried out. The proactive user feedback technique was adopted for the comparative usability assessment of the aforementioned universities. The method was used by the researchers to collect and log records from the participants in real time. The result shows that the average dwell time on the websites of Harvard University, Oxford University, and Cape Town University in seconds for the three tasks are 51.58, 33.28, and 54.82 respectively. The System Usability Scale (SUS) scores for Harvard, Oxford, and the University of Cape Town are 49.81, 69.43, and 54.14 respectively. The result of the Analysis of Variance on the dwell time data shows a significant difference (p = .009) on the three websites. Our findings show that Oxford University has the most suitable website in terms of usability factors and other metrics than the other websites investigated. Practical implications are highlighted, and recommendations for improved website usability are suggested.

Keywords: Usability factors, user feedback, university websites, University of Cape Town, Harvard University, Oxford University.

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1343 Barriers to Competitive Tenders in Building Conservation Works

Authors: Yoke-Mui Lim, Yahaya Ahmad

Abstract:

Conservation works in Malaysia that is procured by public organisation usually follow the traditional approach where the works are tendered based on Bills of Quantities (BQ). One of the purposes of tendering is to enable the selection of a competent contractor that offers a competitive price. While competency of the contractors are assessed by their technical knowledge, experience and track records, the assessment of pricing will be dependent on the tender amount. However, the issue currently faced by the conservation works sector is the difficulty in assessing the competitiveness and reasonableness of the tender amount due to the high variance between the tenders amount. Thus, this paper discusses the factors that cause difficulty to the tenderers in pricing competitively in a bidding exercise for conservation tenders. Data on tendering is collected from interviews with conservation works contractors to gain in-depth understanding of the barriers faced in pricing tenders of conservation works. Findings from the study lent support to the contention that the variance of tender amount is very high amongst tenderers. The factors identified in the survey are the format of BQ, hidden works, experience and labour and material costs.

Keywords: Building Conservation, Malaysia, Bill of Quantities, Tender.

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1342 Matching Farmer Competence and Farm Resources with the Transformation of Agri-Food Marketing Systems

Authors: Bhawat Chiamjinnawat

Abstract:

The agri-food market transformation has implied market growth for the fruit industry in Thailand. This article focuses on analysis of farmer competence and farm resources which affect market strategies used by fruit farmers in Chanthaburi province of Thailand. The survey data were collected through the use of face-to-face interviews with structured questionnaires. This study identified 14 drivers related to farmer competence and farm resources of which some had significant effect on the decision to use either high-value markets or traditional markets. The results suggest that farmers who used high-value markets were better educated and they had longer experience and larger sized business. Identifying the important factors that match with the market transformation provides policy with opportunities to support the fruit farmers to increase their market power. Policies that promote business expansion of agricultural cooperatives and knowledge sharing among farmers are recommended to reduce limitations due to limited knowledge, low experience, and small business sizes.

Keywords: Farmer competence, farm resources, fruit industry, high-value markets, Thailand.

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1341 Affective Adaptation Design for Better Gaming Experiences

Authors: Ollie Hall, Salma ElSayed

Abstract:

Affective adaptation is a creative way for game designers to add an extra layer of engagement to their productions. When player’s emotions are an explicit factor in mechanics design, endless possibilities for imaginative gameplay emerge. Whilst gaining popularity, existing affective game research mostly runs controlled experiments in restrictive settings and rely on one or more specialist devices for measuring player’s emotional state. These conditions albeit effective, are not necessarily realistic. Moreover, the simplified narrative and intrusive wearables may not be suitable for players. This exploratory study investigates delivering an immersive affective experience in the wild with minimal requirements, in an attempt for the average developer to reach the average player. A puzzle game is created with rich narrative and creative mechanics. It employs both explicit and implicit adaptation and only requires a web camera. Participants played the game on their own machines in various settings. Whilst it was rated feasible, very engaging and enjoyable, it remains questionable whether a fully immersive experience was delivered due to the limited sample size.

Keywords: affective games, dynamic adaptation, emotion recognition, game design

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1340 Heterogeneous-Resolution and Multi-Source Terrain Builder for CesiumJS WebGL Virtual Globe

Authors: Umberto Di Staso, Marco Soave, Alessio Giori, Federico Prandi, Raffaele De Amicis

Abstract:

The increasing availability of information about earth surface elevation (Digital Elevation Models DEM) generated from different sources (remote sensing, Aerial Images, Lidar) poses the question about how to integrate and make available to the most than possible audience this huge amount of data. In order to exploit the potential of 3D elevation representation the quality of data management plays a fundamental role. Due to the high acquisition costs and the huge amount of generated data, highresolution terrain surveys tend to be small or medium sized and available on limited portion of earth. Here comes the need to merge large-scale height maps that typically are made available for free at worldwide level, with very specific high resolute datasets. One the other hand, the third dimension increases the user experience and the data representation quality, unlocking new possibilities in data analysis for civil protection, real estate, urban planning, environment monitoring, etc. The open-source 3D virtual globes, which are trending topics in Geovisual Analytics, aim at improving the visualization of geographical data provided by standard web services or with proprietary formats. Typically, 3D Virtual globes like do not offer an open-source tool that allows the generation of a terrain elevation data structure starting from heterogeneous-resolution terrain datasets. This paper describes a technological solution aimed to set up a so-called “Terrain Builder”. This tool is able to merge heterogeneous-resolution datasets, and to provide a multi-resolution worldwide terrain services fully compatible with CesiumJS and therefore accessible via web using traditional browser without any additional plug-in.

Keywords: Terrain builder, WebGL, virtual globe, CesiumJS, tiled map service, TMS, height-map, regular grid, Geovisual analytics, DTM.

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1339 A Secure Blind Signature Scheme for Computation Limited Users

Authors: Chun-I Fan, Ming-Te Chen

Abstract:

This manuscript presents a fast blind signature scheme with extremely low computation for users. Only several modular additions and multiplications are required for a user to obtain and verify a signature in the proposed scheme. Comparing with the existing ones in the literature, the scheme greatly reduces the computations for users.

Keywords: Blind signatures, Untraceable electronic cash, Security & privacy, Electronic commerce

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1338 GPS Navigator for Blind Walking in a Campus

Authors: Rangsipan Marukatat, Pongmanat Manaspaibool, Benjawan Khaiprapay, Pornpimon Plienjai

Abstract:

We developed a GPS-based navigation device for the blind, with audio guidance in Thai language. The device is composed of simple and inexpensive hardware components. Its user interface is quite simple. It determines optimal routes to various landmarks in our university campus by using heuristic search for the next waypoints. We tested the device and made note of its limitations and possible extensions.

Keywords: Blind, global positioning system (GPS), navigation

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1337 The Affect of Ethnic Minority People: A Prediction by Gender and Marital Status

Authors: A. K. M. Rezaul Karim, Abu Yusuf Mahmud, S. H. Mahmud

Abstract:

The study aimed to investigate whether the affect (experience of feeling or emotion) of ethnic minority people can be predicted by gender and marital status. Toward this end, positive affect and negative affect of 103 adult indigenous persons were measured. Analysis of data in multiple regressions demonstrated that both gender and marital status are significantly associated with positive affect (Gender: β=.318, p<.001; Marital status: β=.201, p<.05), but not with negative affect. Results indicated that the indigenous males have 0.32 standard deviations increased positive affect as compared to the indigenous females and that married individuals have 0.20 standard deviations increased positive affect as compared to their unmarried counterparts. These findings advance our understanding that gender and marital status inequalities in the experience of emotion are not specific to the mainstream society; rather it is a generalized picture of all societies. In general, men possess more positive affect than females; married persons possess more positive affect than the unmarried persons.

Keywords: Positive Affect, Negative Affect, Ethnic Minority, Gender, Marital Status.

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1336 ARMrayan Multimedia Mobile CMS: a Simplified Approach towards Content-Oriented Mobile Application Designing

Authors: Ali Reza Manashty, Mohammad Reza Ahmadzadeh Raji, Zahra Forootan Jahromi, Amir Rajabzadeh

Abstract:

The ARMrayan Multimedia Mobile CMS (Content Management System) is the first mobile CMS that gives the opportunity to users for creating multimedia J2ME mobile applications with their desired content, design and logo; simply, without any need for writing even a line of code. The low-level programming and compatibility problems of the J2ME, along with UI designing difficulties, makes it hard for most people –even programmers- to broadcast their content to the widespread mobile phones used by nearly all people. This system provides user-friendly, PC-based tools for creating a tree index of pages and inserting multiple multimedia contents (e.g. sound, video and picture) in each page for creating a J2ME mobile application. The output is a standalone Java mobile application that has a user interface, shows texts and pictures and plays music and videos regardless of the type of devices used as long as the devices support the J2ME platform. Bitmap fonts have also been used thus Middle Eastern languages can be easily supported on all mobile phone devices. We omitted programming concepts for users in order to simplify multimedia content-oriented mobile applictaion designing for use in educational, cultural or marketing centers. Ordinary operators can now create a variety of multimedia mobile applications such as tutorials, catalogues, books, and guides in minutes rather than months. Simplicity and power has been the goal of this CMS. In this paper, we present the software engineered-designed concepts of the ARMrayan MCMS along with the implementation challenges faces and solutions adapted.

Keywords: Mobile CMS, MCMS, Mobile Content Builder, J2ME Application, Multimedia Mobile Application, MultimediaCMS, Multimedia Mobile CMS, Content Management System.

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1335 Data Privacy and Safety with Large Language Models

Authors: Ashly Joseph, Jithu Paulose

Abstract:

Large language models (LLMs) have revolutionized natural language processing capabilities, enabling applications such as chatbots, dialogue agents, image, and video generators. Nevertheless, their trainings on extensive datasets comprising personal information poses notable privacy and safety hazards. This study examines methods for addressing these challenges, specifically focusing on approaches to enhance the security of LLM outputs, safeguard user privacy, and adhere to data protection rules. We explore several methods including post-processing detection algorithms, content filtering, reinforcement learning from human and AI inputs, and the difficulties in maintaining a balance between model safety and performance. The study also emphasizes the dangers of unintentional data leakage, privacy issues related to user prompts, and the possibility of data breaches. We highlight the significance of corporate data governance rules and optimal methods for engaging with chatbots. In addition, we analyze the development of data protection frameworks, evaluate the adherence of LLMs to General Data Protection Regulation (GDPR), and examine privacy legislation in academic and business policies. We demonstrate the difficulties and remedies involved in preserving data privacy and security in the age of sophisticated artificial intelligence by employing case studies and real-life instances. This article seeks to educate stakeholders on practical strategies for improving the security and privacy of LLMs, while also assuring their responsible and ethical implementation.

Keywords: Data privacy, large language models, artificial intelligence, machine learning, cybersecurity, general data protection regulation, data safety.

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1334 A Programming Solution for Moving Mobile Transaction

Authors: Osman Mohammed Hegazy, Ali Hamed El Bastawissy, Romani Farid Ibrahim

Abstract:

In this paper, our concern is the management of mobile transactions in the shared area among many servers, when the mobile user moves from one cell to another in online partiallyreplicated distributed mobile database environment. We defined the concept of transaction and classified the different types of transactions. Based on this analysis, we propose an algorithm that handles the disconnection due to moving among sites.

Keywords: Concurrency, mobile database, transaction processing, two phase locking.

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1333 Subjective Quality Assessment for Impaired Videos with Varying Spatial and Temporal Information

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

Abstract:

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

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

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1332 Impact of Management and Development of Destination Attributes on Coastal Tourists' Visitor Experience, Negombo, Sri Lanka

Authors: M. S. R. Waas, S. G. U. S. Chandrarathne, U. A. Kumara

Abstract:

The purpose of this quantitative study is to identify the impact of the destination attributes of Negombo on the coastal tourists’ visitor experience. As an island nation, Sri Lanka is identified and well renowned for its gold sandy beaches and natural scenic beauty. Among many tourist attractions, Negombo is identified as a developed beach centric tourist destination in the country. Yet, it is identified that there are low positive reviews on the internet for Negombo compared to other beach centric tourist attractions in Sri Lanka. Therefore, this study would help the policymakers and tourism service providers to identify the impact of destination attributes on international visitor satisfaction and to understand the visitors comprehensively so as to develop Negombo as a stable tourist destination while offering a memorable and satisfying experience for its visitors. In support, a self-administered questionnaire survey study was performed with 150 respondents (international tourists) in Negombo. The questions were designed based on the selected dimensions of destination attributes such as tourism service quality, infrastructure and superstructure developments, tourist information facilities and destination aesthetics and developments. The results showed that the overall satisfaction level of the international tourists who visit Sri Lanka is significantly affected by the destination attributes of Negombo. Yet, the dimensions of destination aesthetics and developments and tourist information facilities indicated a low level of mean satisfaction, paving the critique that Negombo as a beach centric tourist attraction is not serving well with its natural beauty and its destination management. Further, it is advocated that the policymakers and tourism service providers have a significant role in leading the way to attract more potential visitors to enhance their destination satisfaction and to encourage them to revisit Sri Lanka while recommending it to others. The survey was done during the off-peak season of the industry and it is suggested that the survey would have been conducted throughout a complete year.

Keywords: Destination attributes, coastal tourism, tourism development, tourist satisfaction.

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1331 An AI-Generated Semantic Communication Platform in Human-Computer Interaction Course

Authors: Yi Yang, Jiasong Sun

Abstract:

Almost every aspect of our daily lives is now intertwined with some degree of Human-Computer Interaction (HCI). HCI courses draw on knowledge from disciplines as diverse as computer science, psychology, design principles, anthropology and more. The HCI courses in the Department of Electronics at Tsinghua University, known as the Media and Cognition course, is constantly updated to reflect the most advanced technological advances, such as virtual reality, augmented reality and artificial intelligence-based interaction. For more than a decade, this course has used an interest-based approach to teaching, in which students proactively propose some research-based questions and collaborate with teachers, using course knowledge to explore potential solutions. Semantic communication plays a key role in facilitating understanding and interaction between users and computer systems, ultimately enhancing system usability and user experience. The advancements in AI-generated technology, which has gained significant attention from both academia and industry in recent years, are exemplified by language models like GPT-3 that generate human-like dialogues from given prompts. The latest version of the HCI course practices a semantic communication platform based on AI-generated techniques. We explored a student-centered model and proposed an interest-based teaching method. Students are no longer just recipients of knowledge, but become active participants in the learning process driven by personal interests, thereby encouraging students to take responsibility for their own education. One of the latest results of this teaching approach in the course "Media and Cognition" is a student proposal to develop a semantic communication platform rooted in artificial intelligence generative technologies. The platform solves a key challenge in communications technology: the ability to preserve visual signals. The interest-based approach emphasizes personal curiosity and active participation, and the proposal of an artificial intelligence-generated semantic communication platform is an example and successful result of how students can exert greater creativity when they have the power to control their own learning.

Keywords: Human-computer interaction, media and cognition course, semantic communication, retain ability, prompts.

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1330 Role-Governed Categorization and Category Learning as a Result from Structural Alignment: The RoleMap Model

Authors: Yolina A. Petrova, Georgi I. Petkov

Abstract:

The paper presents a symbolic model for category learning and categorization (called RoleMap). Unlike the other models which implement learning in a separate working mode, role-governed category learning and categorization emerge in RoleMap while it does its usual reasoning. The model is based on several basic mechanisms known as reflecting the sub-processes of analogy-making. It steps on the assumption that in their everyday life people constantly compare what they experience and what they know. Various commonalities between the incoming information (current experience) and the stored one (long-term memory) emerge from those comparisons. Some of those commonalities are considered to be highly important, and they are transformed into concepts for further use. This process denotes the category learning. When there is missing knowledge in the incoming information (i.e. the perceived object is still not recognized), the model makes anticipations about what is missing, based on the similar episodes from its long-term memory. Various such anticipations may emerge for different reasons. However, with time only one of them wins and is transformed into a category member. This process denotes the act of categorization.

Keywords: Categorization, category learning, role-governed category, analogy-making, cognitive modeling.

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1329 Modelling and Dimension Analysis of a Multipurpose Convertible Laptop Table Using Autodesk Fusion 360

Authors: Nitesh Pandey, Manish Kumar, Pankaj Gupta, Amit Kumar Srivastava

Abstract:

The convertible table is a versatile and adaptable item designed to provide numerous solutions in one. The design incorporates numerous features that offer both ease and functionality. The description of the versatile convertible table in this overview encompasses a range of features that can be tailored to accommodate various user requirements. With its changeable functionality, this piece can easily transform into a workstation, dining table, or coffee table to suit various needs. Significantly, this multipurpose convertible laptop table includes a specific section for electronic devices such as computers and tablets, offering convenience for remote workers and online learners. In addition, providing storage space for essential equipment promotes a tidy workspace by facilitating the organization of many items. The integrated flash system offers supplementary illumination for dimly lit surroundings, while the cooling fans prevent the table's surface from overheating in hot weather or during prolonged laptop usage, making it an optimal and superior choice for laptop users. In order to cater to the needs of students, painters, and other individuals who require writing tools on a regular basis, a pencil and pen stand is included, hence enhancing the versatility of the table. The scissor lift mechanism allows for easy modifications in height, making it convenient to customize usage and providing the option of using it as a standing desk. Overall, this convertible table exemplifies its ability to adapt, its user-friendly nature, and its usefulness in a wide range of situations and settings.

Keywords: Furniture design, laptop stand, study table, learning tool, furniture manufacturing, contemporary design.

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