Search results for: Interactive Design
4971 Students’ Perception of Vector Representation in the Context of Electric Force and the Role of Simulation in Developing an Understanding
Authors: S. Shubha, B. N. Meera
Abstract:
Physics Education Research (PER) results have shown that students do not achieve the expected level of competency in understanding the concepts of different domains of Physics learning when taught by the traditional teaching methods, the concepts of Electricity and Magnetism (E&M) being one among them. Simulation being one of the valuable instructional tools renders an opportunity to visualize varied experiences with such concepts. Considering the electric force concept which requires extensive use of vector representations, we report here the outcome of the research results pertaining to the student understanding of this concept and the role of simulation in using vector representation. The simulation platform provides a positive impact on the use of vector representation. The first stage of this study involves eliciting and analyzing student responses to questions that probe their understanding of the concept of electrostatic force and this is followed by four stages of student interviews as they use the interactive simulations of electric force in one dimension. Student responses to the questions are recorded in real time using electronic pad. A validation test interview is conducted to evaluate students' understanding of the electric force concept after using interactive simulation. Results indicate lack of procedural knowledge of the vector representation. The study emphasizes the need for the choice of appropriate simulation and mode of induction for learning.
Keywords: Electric Force, Interactive, Representation, Simulation.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 22334970 Implementation of Interactive Computer Aided Instruction in Learning of Javanese Traditional Classic Dance
Authors: Petrus Sutyasadi, Theresia Suharti
Abstract:
Traditional Javanese classic dance is a valuable inheritance in Java Indonesia. Nowadays, this treasure of culture is no longer belonging to Javanese people only. Many art departments from universities around the world already put this as a subject in their curriculum. Nonetheless, dance is a practical skill. It needs to be practices so often while accompanied by an instructor to get the right technique. An interactive Computer Aided Instruction (iCAI) that can interactively assist the student to practice is developed. By using this software students can conduct a self practice in studio and get some feedbacks from the software. This CAI is not intended to replace the instructor, but to assist them in increasing the student fly-time in practice.Keywords: Computer Aided Instruction, Javanese classic dance, Accelerometer.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 15234969 Human Interactive E-learning Systems using Head Posture Images
Authors: Yucel Ugurlu
Abstract:
This paper explains a novel approach to human interactive e-learning systems using head posture images. Students- face and hair information are used to identify a human presence and estimate the gaze direction. We then define the human-computer interaction level and test the definition using ten students and seventy different posture images. The experimental results show that head posture images provide adequate information for increasing human-computer interaction in e-learning systems.
Keywords: E-learning, image segmentation, human-presence, gaze-direction, human-computer interaction, LabVIEW
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 16234968 Design of a Statistics Lecture for Multidisciplinary Postgraduate Students Using a Range of Tools and Techniques
Abstract:
Teaching statistics is a critical and challenging issue especially to students from multidisciplinary and diverse postgraduate backgrounds. Postgraduate research students require statistics not only for the design of experiments; but also for data analysis. Students often perceive statistics as a complex and technical subject; thus, they leave data analysis to the last moment. The lecture needs to be simple and inclusive at the same time to make it comprehendible and address the learning needs of each student. Therefore, the aim of this work was to design a simple and comprehendible statistics lecture to postgraduate research students regarding ‘Research plan, design and data collection’. The lecture adopted the constructive alignment learning theory which facilitated the learning environments for the students. The learning environment utilized a student-centered approach and used interactive learning environment with in-class discussion, handouts and electronic voting system handsets. For evaluation of the lecture, formative assessment was made with in-class discussions and poll questions which were introduced during and after the lecture. The whole approach showed to be effective in creating a learning environment to the students who were able to apply the concepts addressed to their individual research projects.
Keywords: Teaching, statistics, lecture, multidisciplinary, postgraduate, learning theory, learning environment, student-centered approach, data analysis.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 11354967 Decision Support System for Farm Management
Authors: Manpreet Singh, Parvinder Singh, Sumitter Bir Singh
Abstract:
The emergence of information technology has resulted in an ever-increasing demand to use computers for the efficient management and dissemination of information. Keeping in view the strong need of farmers to collect important and updated information for interactive, flexible and quick decision-making, a model of Decision Support System for Farm Management is developed. The paper discusses the use of Internet technology for the farmers to take decisions. A model is developed for the farmers to access online interactive and flexible information for their farm management. The workflow of the model is presented highlighting the information transfer between different modules.Keywords: Decision Support System, dissemination.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 30214966 Measurement and Prediction of Speed of Sound in Petroleum Fluids
Authors: S. Ghafoori, A. Al-Harbi, B. Al-Ajmi, A. Al-Shaalan, A. Al-Ajmi, M. Ali Juma
Abstract:
Seismic methods play an important role in the exploration for hydrocarbon reservoirs. However, the success of the method depends strongly on the reliability of the measured or predicted information regarding the velocity of sound in the media. Speed of sound has been used to study the thermodynamic properties of fluids. In this study, experimental data are reported and analyzed on the speed of sound in toluene and octane binary mixture. Three-factor three-level Box-Benhkam design is used to determine the significance of each factor, the synergetic effects of the factors, and the most significant factors on speed of sound. The developed mathematical model and statistical analysis provided a critical analysis of the simultaneous interactive effects of the independent variables indicating that the developed quadratic models were highly accurate and predictive.
Keywords: Experimental design, octane, speed of sound, toluene.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 14134965 Interactive, Topic-Oriented Search Support by a Centroid-Based Text Categorisation
Authors: Mario Kubek, Herwig Unger
Abstract:
Centroid terms are single words that semantically and topically characterise text documents and so may serve as their very compact representation in automatic text processing. In the present paper, centroids are used to measure the relevance of text documents with respect to a given search query. Thus, a new graphbased paradigm for searching texts in large corpora is proposed and evaluated against keyword-based methods. The first, promising experimental results demonstrate the usefulness of the centroid-based search procedure. It is shown that especially the routing of search queries in interactive and decentralised search systems can be greatly improved by applying this approach. A detailed discussion on further fields of its application completes this contribution.Keywords: Search algorithm, centroid, query, keyword, cooccurrence, categorisation.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 6234964 A Broadcasting Strategy for Interactive Video-on-Demand Services
Authors: Yu-Wei Chen, Li-Ren Han
Abstract:
In this paper, we employ the approach of linear programming to propose a new interactive broadcast method. In our method, a film S is divided into n equal parts and broadcast via k channels. The user simultaneously downloads these segments from k channels into the user-s set-top-box (STB) and plays them in order. Our method assumes that the initial p segments will not have fast-forwarding capabilities. Every time the user wants to initiate d times fast-forwarding, according to our broadcasting strategy, the necessary segments already saved in the user-s STB or are just download on time for playing. The proposed broadcasting strategy not only allows the user to pause and rewind, but also to fast-forward.Keywords: Broadcasting, Near Video-on-Demand (VOD), Linear Programming, Video-Cassette-Recorder (VCR) Functions, Waiting Time.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 17474963 Augmented Reality in Advertising and Brand Communication: An Experimental Study
Authors: O. Mauroner, L. Le, S. Best
Abstract:
Digital technologies offer many opportunities in the design and implementation of brand communication and advertising. Augmented reality (AR) is an innovative technology in marketing communication that focuses on the fact that virtual interaction with a product ad offers additional value to consumers. AR enables consumers to obtain (almost) real product experiences by the way of virtual information even before the purchase of a certain product. Aim of AR applications in relation with advertising is in-depth examination of product characteristics to enhance product knowledge as well as brand knowledge. Interactive design of advertising provides observers with an intense examination of a specific advertising message and therefore leads to better brand knowledge. The elaboration likelihood model and the central route to persuasion strongly support this argumentation. Nevertheless, AR in brand communication is still in an initial stage and therefore scientific findings about the impact of AR on information processing and brand attitude are rare. The aim of this paper is to empirically investigate the potential of AR applications in combination with traditional print advertising. To that effect an experimental design with different levels of interactivity is built to measure the impact of interactivity of an ad on different variables o advertising effectiveness.Keywords: Advertising effectiveness, augmented reality, brand communication, brand recall, interactivity.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 49164962 A Redesigned Pedagogy in Introductory Programming Reduces Failure and Withdrawal Rates by Half
Authors: Said C. Fares, Mary A. Fares
Abstract:
It is well documented that introductory computer programming courses are difficult and that failure rates are high. The aim of this project was to reduce the high failure and withdrawal rates in learning to program. This paper presents a number of changes in module organization and instructional delivery system in teaching CS1. Daily out of class help sessions and tutoring services were applied, interactive lectures and laboratories, online resources, and timely feedback were introduced. Five years of data of 563 students in 21 sections was collected and analyzed. The primary results show that the failure and withdrawal rates were cut by more than half. Student surveys indicate a positive evaluation of the modified instructional approach, overall satisfaction with the course and consequently, higher success and retention rates.
Keywords: Failure Rate, Interactive Learning, Student engagement, CS1.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 17784961 Integrating Microcontroller-Based Projects in a Human-Computer Interaction Course
Authors: Miguel Angel Garcia-Ruiz, Pedro Cesar Santana-Mancilla, Laura Sanely Gaytan-Lugo
Abstract:
This paper describes the design and application of a short in-class project conducted in Algoma University’s Human-Computer Interaction (HCI) course taught at the Bachelor of Computer Science. The project was based on the Maker Movement (people using and reusing electronic components and everyday materials to tinker with technology and make interactive applications), where students applied low-cost and easy-to-use electronic components, the Arduino Uno microcontroller board, software tools, and everyday objects. Students collaborated in small teams by completing hands-on activities with them, making an interactive walking cane for blind people. At the end of the course, students filled out a Technology Acceptance Model version 2 (TAM2) questionnaire where they evaluated microcontroller boards’ applications in HCI classes. We also asked them about applying the Maker Movement in HCI classes. Results showed overall students’ positive opinions and response about using microcontroller boards in HCI classes. We strongly suggest that every HCI course should include practical activities related to tinkering with technology such as applying microcontroller boards, where students actively and constructively participate in teams for achieving learning objectives.
Keywords: Maker movement, microcontrollers, learning, projects, course, technology acceptance.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 8574960 Applying Kinect on the Development of a Customized 3D Mannequin
Authors: Shih-Wen Hsiao, Rong-Qi Chen
Abstract:
In the field of fashion design, 3D Mannequin is a kind of assisting tool which could rapidly realize the design concepts. While the concept of 3D Mannequin is applied to the computer added fashion design, it will connect with the development and the application of design platform and system. Thus, the situation mentioned above revealed a truth that it is very critical to develop a module of 3D Mannequin which would correspond with the necessity of fashion design. This research proposes a concrete plan that developing and constructing a system of 3D Mannequin with Kinect. In the content, ergonomic measurements of objective human features could be attained real-time through the implement with depth camera of Kinect, and then the mesh morphing can be implemented through transformed the locations of the control-points on the model by inputting those ergonomic data to get an exclusive 3D mannequin model. In the proposed methodology, after the scanned points from the Kinect are revised for accuracy and smoothening, a complete human feature would be reconstructed by the ICP algorithm with the method of image processing. Also, the objective human feature could be recognized to analyze and get real measurements. Furthermore, the data of ergonomic measurements could be applied to shape morphing for the division of 3D Mannequin reconstructed by feature curves. Due to a standardized and customer-oriented 3D Mannequin would be generated by the implement of subdivision, the research could be applied to the fashion design or the presentation and display of 3D virtual clothes. In order to examine the practicality of research structure, a system of 3D Mannequin would be constructed with JAVA program in this study. Through the revision of experiments the practicability-contained research result would come out.Keywords: 3D Mannequin, kinect scanner, interactive closest point, shape morphing, subdivision.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 20624959 Spatial Optimization of Riverfront Street Based on Inclusive Design: Case Study of Wansheng District, China
Authors: Lianxue Shi
Abstract:
Riverfront streets have the dual characteristics of street space and waterfront space, which is not only a vital place for residents to travel and communicate, but also a high-frequency space for people's leisure and entertainment. However, under the development of cities and towns pursuing efficiency, riverfront streets appear to have a variety of problems, such as a lack of multifunctionality, insufficient facilities, and loss of characteristics, which fail to meet the needs of various groups of people, and their inclusiveness is facing a great challenge. It is, therefore, evident that the optimization of riverfront street space from an inclusivity perspective is important to the establishment of a human-centered, high-quality urban space. Therefore, this article starts by exploring the interactive relationship between inclusive design and street space. Based on the analysis of the characteristics of the riverfront street space and people's needs, it proposes the four inclusive design orientations of natural inclusion, group inclusion, spatial inclusion, and social inclusion. It then constructs a design framework for the inclusive optimization of riverfront street space, aiming to create streets that are “safe and accessible, diverse and shared, distinctive and friendly, green and sustainable”. Riverfront streets in Wansheng District, Chongqing, are selected as a practice case, and specific strategies are put forward in four aspects: the creation of an accessible slow-traffic system, the provision of diversified functional services, the reshaping of emotional bonds, and the integration of ecological spaces.
Keywords: Inclusive design, riverfront street, spatial optimization, street spaces.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 174958 Interactive Concept-based Search using MOEA:The Hierarchical Preferences Case
Authors: Gideon Avigad, Amiram Moshaiov, Neima Brauner
Abstract:
An IEC technique is described for a multi-objective search of conceptual solutions. The survivability of solutions is influenced by both model-based fitness and subjective human preferences. The concepts- preferences are articulated via a hierarchy of sub-concepts. The suggested method produces an objectivesubjective front. Academic example is employed to demonstrate the proposed approach.Keywords: Conceptual solution, engineering design, hierarchical planning, multi-objective search, problem reduction.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 10084957 Stagnation in Brownfield Redevelopment
Authors: B. Glumac, Q. Han, W. Schaefer
Abstract:
Purpose of this paper is two-folded. At first it explains the major problems that are causing stagnation in brownfield redevelopment. In addition, these problems given the context of the present multi-actor built environment are becoming more complex to observe. Therefore, this paper suggests also a prospective decisionmaking approach that is the most appropriate to observe and react on the given stagnation problems. Such an approach should be regarded as prescriptive-interactive decision-making approach, a barely established branch. This approach should offer models that have prescriptive as well as an interactive component enabling them to successfully cope with the multi-actor environment. Overall, this paper provides up-to-date insight on the brownfield stagnation by gradually introducing the nowadays major problems and offers a prospective decision-making approach how these problems could be tackled.Keywords: BR, decision-making approach, stagnation, the Netherlands.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 17874956 Interactive Fuzzy Multi-objective Programming in Land Re-organisational Planning for Sustainable Rural Development
Authors: Bijaya Krushna Mangaraj, Deepak Kumar Das
Abstract:
Sustainability in rural production system can only be achieved if it can suitably satisfy the local requirement as well as the outside demand with the changing time. With the increased pressure from the food sector in a globalised world, the agrarian economy needs to re-organise its cultivable land system to be compatible with new management practices as well as the multiple needs of various stakeholders and the changing resource scenario. An attempt has been made to transform this problem into a multi-objective decisionmaking problem considering various objectives, resource constraints and conditional constraints. An interactive fuzzy multi-objective programming approach has been used for such a purpose taking a case study in Indian context to demonstrate the validity of the method.Keywords: Land re-organisation, Crop planning, Multiobjective Decision-Making, Fuzzy Goal Programming.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 14554955 Parametric Optimization of Hospital Design
Authors: M. K. Holst, P. H. Kirkegaard, L. D. Christoffersen
Abstract:
Present paper presents a parametric performancebased design model for optimizing hospital design. The design model operates with geometric input parameters defining the functional requirements of the hospital and input parameters in terms of performance objectives defining the design requirements and preferences of the hospital with respect to performances. The design model takes point of departure in the hospital functionalities as a set of defined parameters and rules describing the design requirements and preferences.Keywords: Architectural Layout Design, Hospital Design, Parametric design, Performance-based models.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 27194954 Real-time Interactive Ocean Wave Simulation using Multithread
Authors: K. Prachumrak, T. Kanchanapornchai
Abstract:
This research simulates one of the natural phenomena, the ocean wave. Our goal is to be able to simulate the ocean wave at real-time rate with the water surface interacting with objects. The wave in this research is calm and smooth caused by the force of the wind above the ocean surface. In order to make the simulation of the wave real-time, the implementation of the GPU and the multithreading techniques are used here. Based on the fact that the new generation CPUs, for personal computers, have multi cores, they are useful for the multithread. This technique utilizes more than one core at a time. This simulation is programmed by C language with OpenGL. To make the simulation of the wave look more realistic, we applied an OpenGL technique called cube mapping (environmental mapping) to make water surface reflective and more realistic.Keywords: Interactive wave, ocean wave, wind effect, multithread
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 24814953 Dynamic Interaction Network to Model the Interactive Patterns of International Stock Markets
Authors: Laura Lukmanto, Harya Widiputra, Lukas
Abstract:
Studies in economics domain tried to reveal the correlation between stock markets. Since the globalization era, interdependence between stock markets becomes more obvious. The Dynamic Interaction Network (DIN) algorithm, which was inspired by a Gene Regulatory Network (GRN) extraction method in the bioinformatics field, is applied to reveal important and complex dynamic relationship between stock markets. We use the data of the stock market indices from eight countries around the world in this study. Our results conclude that DIN is able to reveal and model patterns of dynamic interaction from the observed variables (i.e. stock market indices). Furthermore, it is also found that the extracted network models can be utilized to predict movement of the stock market indices with a considerably good accuracy.
Keywords: complex dynamic relationship, dynamic interaction network, interactive stock markets, stock market interdependence.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 13984952 Interactive PTZ Camera Control System Using Wii Remote and Infrared Sensor Bar
Authors: A. H. W. Goh, Y. S. Yong, C. H. Chan, S. J. Then, L. P. Chu, S. W. Chau, H. W. Hon
Abstract:
This paper proposes an alternative control mechanism for an interactive Pan/Tilt/Zoom (PTZ) camera control system. Instead of using a mouse or a joystick, the proposed mechanism utilizes a Nintendo Wii remote and infrared (IR) sensor bar. The Wii remote has buttons that allows the user to control the movement of a PTZ camera through Bluetooth connectivity. In addition, the Wii remote has a built-in motion sensor that allows the user to give control signals to the PTZ camera through pitch and roll movement. A stationary IR sensor bar, placed at some distance away opposite the Wii remote, enables the detection of yaw movement. In addition, the Wii remote-s built-in IR camera has the ability to detect its spatial position, and thus generates a control signal when the user moves the Wii remote. Some experiments are carried out and their performances are compared with an industry-standard PTZ joystick.Keywords: Bluetooth, Infrared, Pan/Tilt/Zoom, PTZ Camera, Visual Surveillance, Wii Remote
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 20984951 A VR Cybersecurity Training Knowledge-Based Ontology
Authors: Shaila Rana, Wasim Alhamdani
Abstract:
Effective cybersecurity learning relies on an engaging, interactive, and entertaining activity that fosters positive learning outcomes. VR cybersecurity training may provide a training format that is engaging, interactive, and entertaining. A methodological approach and framework are needed to allow trainers and educators to employ VR cybersecurity training methods to promote positive learning outcomes. Thus, this paper aims to create an approach that cybersecurity trainers can follow to create a VR cybersecurity training module. This methodology utilizes concepts from other cybersecurity training frameworks, such as NICE and CyTrONE. Other cybersecurity training frameworks do not incorporate the use of VR. VR training proposes unique challenges that cannot be addressed in current cybersecurity training frameworks. Subsequently, this ontology utilizes concepts to develop VR training to create a relevant methodology for creating VR cybersecurity training modules.
Keywords: Virtual reality cybersecurity training, VR cybersecurity training, traditional cybersecurity training, ontology.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 5854950 I2Navi: An Indoor Interactive NFC Navigation System for Android Smartphones
Authors: Jing Hang Choo, Soon Nyean Cheong, Yee Lien Lee, Sze Hou Teh
Abstract:
The advancement of smartphones, wireless networking and Near Field Communication (NFC) technology have opened up a new approach to indoor navigation. Although NFC technology has been used to support electronic commerce, access control, and ticketing, there is a lack of research work on building NFC-based indoor navigation system for smartphone users. This paper presents an indoor interactive navigation system (named I2Navi) based on NFC technology for users to navigate within a building with ease using their smartphones. The I2Navi system has been implemented at the Faculty of Engineering (FOE), Multimedia University (MMU) to enable students, parents, visitors who own NFC-enabled Android smartphones to navigate themselves within the faculty. An evaluation is carried out and the results show positive response to the proposed indoor navigation system using NFC and smartphone technologies.Keywords: Near Field Communication, indoor navigation system, smartphones.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 27064949 An Augmented-Reality Interactive Card Game for Teaching Elementary School Students
Authors: YuLung Wu, YuTien Wu, ShuMey Yu
Abstract:
Game-based learning can enhance the learning motivation of students and provide a means for them to learn through playing games. This study used augmented reality technology to develop an interactive card game as a game-based teaching aid for delivering elementary school science course content with the aim of enhancing student learning processes and outcomes. Through playing the proposed card game, students can familiarize themselves with appearance, features, and foraging behaviors of insects. The system records the actions of students, enabling teachers to determine their students’ learning progress. In this study, 37 students participated in an assessment experiment and provided feedback through questionnaires. Their responses indicated that they were significantly more motivated to learn after playing the game, and their feedback was mostly positive.Keywords: Game-based learning, learning motivation, teaching aid, augmented reality.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 26634948 Properties of Bacterial Nanocellulose for Scenic Arts
Abstract:
Kombucha (a symbiotic culture of bacteria and yeast) produces material capable of acquiring multiple shapes and textures that change significantly under different environment or temperature variations (e.g., when it is exposed to wet conditions), properties that may be explored in the scenic industry. This paper presents an analysis of its specific characteristics, exploring them as a non-conventional material for arts and performance. Costume Design uses surfaces as a powerful way of expression to represent concepts and stories; it may apply the unique features of nano bacterial cellulose (NBC) as assets in this artistic context. A mix of qualitative and quantitative (interventionist) methodology approaches were used such as review of relevant literature to deepen knowledge on the research topic (crossing bibliography from different fields of studies: biology, art, costume design, etc.); as well as descriptive methods: laboratorial experiments, document quantities, observation to identify material properties and possibilities used to express a multiple narrative ideas, concepts and feelings. The results confirmed that NBC is an interactive and versatile material viable to be used in an alternative scenic context; its unique aesthetic and performative qualities, which change in contact to moisture, are resources that can be used to show a visual and poetic impact on stage.
Keywords: Biotechnological materials, contemporary dance, costume design, nano bacterial cellulose, performing arts.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 5124947 A Study on Roles of the Community Design in Crime Prevention: Focusing on Project called Root out Crime by Design in South Korea
Authors: Miyoun Won, Youngkyung Choi
Abstract:
In the meantime, there were lots of hardware solutions like products or urban facilities for crime prevention in the public design area. Meanwhile, people have growing interest in public design so by making a village; community design in public design is getting active by the society. The system for crime prevention is actively done by the citizens who created the community. Regarding the social situation, in this project, we saw it as a kind of community design practices and researched about 'how does community design influence Crime prevention?' The purpose of this study is to propose the community design as a way of preventing the crime in the city. First, we found out about the definition, elements and methods of community design by reviewing the theory. And then, this study analyzed the case that was enforced in Seoul and organize the elements and methods of community design. This study can be refer to Public Design based on civil participation and make the community design area contribute to expand the way of solving social problems.
Keywords: Public Design, Sustainable Community Design, Crime Prevention, Participatory Design.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 21494946 Emergentist Metaphorical Creativity: Towards a Model of Analysing Metaphorical Creativity in Interactive Talk
Authors: Afef Badri
Abstract:
Metaphorical creativity does not constitute a static property of discourse. It is an interactive dynamic process created online. There has been a lack of research concerning online produced metaphorical creativity. This paper intends to account for metaphorical creativity in online talk-in-interaction as a dynamic process that emerges as discourse unfolds. It brings together insights from the emergentist approach to the study of metaphor in verbal interactions and insights from conceptual blending approach as a model for analysing online metaphorical constructions to propose a model for studying metaphorical creativity in interactive talk. The model is based on three focal points. First, metaphorical creativity is a dynamic emergent and open-to-change process that evolves in real time as interlocutors constantly blend and re-blend previous metaphorical contributions. Second, it is not a product of isolated individual minds but a joint achievement that is co-constructed and co-elaborated by interlocutors. The third and most important point is that the emergent process of metaphorical creativity is tightly shaped by contextual variables surrounding talk-in-interaction. It is grounded in the framework of interpretation of interlocutors. It is constrained by preceding contributions in a way that creates textual cohesion of the verbal exchange and it is also a goal-oriented process predefined by the communicative intention of each participant in a way that reveals the ideological coherence/incoherence of the entire conversation.
Keywords: Communicative intention, conceptual blending, contextual variables, the emergentist approach, ideological coherence, metaphorical creativity, textual cohesion
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 10484945 Augmented Reality Sandbox and Constructivist Approach for Geoscience Teaching and Learning
Authors: Muhammad Nawaz, Sandeep N. Kundu, Farha Sattar
Abstract:
Augmented reality sandbox adds new dimensions to education and learning process. It can be a core component of geoscience teaching and learning to understand the geographic contexts and landform processes. Augmented reality sandbox is a useful tool not only to create an interactive learning environment through spatial visualization but also it can provide an active learning experience to students and enhances the cognition process of learning. Augmented reality sandbox can be used as an interactive learning tool to teach geomorphic and landform processes. This article explains the augmented reality sandbox and the constructivism approach for geoscience teaching and learning, and endeavours to explore the ways to teach the geographic processes using the three-dimensional digital environment for the deep learning of the geoscience concepts interactively.
Keywords: Augmented Reality Sandbox, constructivism, deep learning, geoscience.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 15224944 Design of Gravity Dam by Genetic Algorithms
Authors: Farzin Salmasi
Abstract:
The design of a gravity dam is performed through an interactive process involving a preliminary layout of the structure followed by a stability and stress analysis. This study presents a method to define the optimal top width of gravity dam with genetic algorithm. To solve the optimization task (minimize the cost of the dam), an optimization routine based on genetic algorithms (GAs) was implemented into an Excel spreadsheet. It was found to perform well and GA parameters were optimized in a parametric study. Using the parameters found in the parametric study, the top width of gravity dam optimization was performed and compared to a gradient-based optimization method (classic method). The accuracy of the results was within close proximity. In optimum dam cross section, the ratio of is dam base to dam height is almost equal to 0.85, and ratio of dam top width to dam height is almost equal to 0.13. The computerized methodology may provide the help for computation of the optimal top width for a wide range of height of a gravity dam.Keywords: Chromosomes, dam, genetic algorithm, globaloptimum, preliminary layout, stress analysis, theoretical profile.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 43334943 Hacking the Spatial Limitations in Bridging Virtual and Traditional Teaching Methodologies in Sri Lanka
Authors: Manuela Nayantara Jeyaraj
Abstract:
Having moved into the 21st century, it is way past being arguable that innovative technology needs to be incorporated into conventional classroom teaching. Though the Western world has found presumable success in achieving this, it is still a concept under battle in developing countries such as Sri Lanka. Reaching the acme of implementing interactive virtual learning within classrooms is a struggling idealistic fascination within the island. In order to overcome this problem, this study is set to reveal facts that limit the implementation of virtual, interactive learning within the school classrooms and provide hacks that could prove the augmented use of the Virtual World to enhance teaching and learning experiences. As each classroom moves along with the usage of technology to fulfill its functionalities, a few intense hacks provided will build the administrative onuses on a virtual system. These hacks may divulge barriers based on social conventions, financial boundaries, digital literacy, intellectual capacity of the staff, and highlight the impediments in introducing students to an interactive virtual learning environment and thereby provide the necessary actions or changes to be made to succeed and march along in creating an intellectual society built on virtual learning and lifestyle. This digital learning environment will be composed of multimedia presentations, trivia and pop quizzes conducted on a GUI, assessments conducted via a virtual system, records maintained on a database, etc. The ultimate objective of this study could enhance every child's basic learning environment; hence, diminishing the digital divide that exists in certain communities.
Keywords: Digital divide, digital learning, digitization, Sri Lanka, teaching methodologies.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 12014942 Flipped Classroom in Bioethics Education: A Blended and Interactive Online Learning Courseware that Enhances Active Learning and Student Engagement
Authors: Molly P. M. Wong
Abstract:
In this study, a blended and interactive e-learning Courseware that our team developed will be introduced, and our team’s experiences on how the e-learning Courseware and the flipped classroom benefit student learning in bioethics in the medical program will be shared. This study is a continuation of the previously established study, which provides a summary of the well-developed e-learning Courseware in a blended learning approach and an update on its efficiency and efficacy. First, a collection of animated videos capturing selected topics of bioethics and related ethical issues and dilemma will be introduced. Next, a selection of problem-based learning videos (“simulated doctor-patient role play”) with pop-up questions and discussions will be further discussed. Our findings demonstrated that these activities launched by the Courseware strongly engaged students in bioethics education and enhanced students’ critical thinking and creativity. Moreover, the educational benefits of the online art exhibition, art jamming and competition will be discussed, through which students could express bioethics through arts and enrich their learning in medical research in an interactive, fun and entertaining way, strengthening their interests in bioethics. Furthermore, online survey questionnaires and focus group interviews were conducted. Our results indicated that implementing the e-learning Courseware with a flipped classroom in bioethics education enhanced both active learning and student engagement. In conclusion, our Courseware not only reinforces education in art, bioethics and medicine, but also benefits students in understanding and critical thinking in socio-ethical issues, and serves as a valuable learning tool in bioethics teaching and learning.
Keywords: Bioethics, courseware, e-learning, flipped classroom.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 498