Search results for: Task experience.
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 1649

Search results for: Task experience.

1589 Impact of Personality and Loneliness on Life: Role of Online Flow Experiences

Authors: Asmita Shukla, Soma Parija

Abstract:

The present study examines the mediating effect of online flow experience on the relationship between extraversionintroversion, locus of control and loneliness, and depression and satisfaction with life. The data was obtained using a structured questionnaire prepared by adapting standardized scales available from a sample of 102 engineering students from different technical institutions at Bhubaneswar, India. The results indicate that there is a positive significant relationship between introversion, external locus of control, loneliness, depression and online flow experience, and extraversion, internal locus of control and satisfaction with life. The results also suggest that online flow experience mediates the relationship between the aforementioned variables.

Keywords: Life satisfaction and depression, loneliness, online flow experience, personality.

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1588 Goal Based Episodic Processing in Implicit Learning

Authors: Peter A. Bibby

Abstract:

Research has suggested that implicit learning tasks may rely on episodic processing to generate above chance performance on the standard classification tasks. The current research examines the invariant features task (McGeorge and Burton, 1990) and argues that such episodic processing is indeed important. The results of the experiment suggest that both rejection and similarity strategies are used by participants in this task to simultaneously reject unfamiliar items and to accept (falsely) familiar items. Primarily these decisions are based on the presence of low or high frequency goal based features of the stimuli presented in the incidental learning phase. It is proposed that a goal based analysis of the incidental learning task provides a simple step in understanding which features of the episodic processing are most important for explaining the match between incidental, implicit learning and test performance.

Keywords: Episodic processing, incidental learning, implicitlearning, invariant learning.

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1587 An Idea About How to Teach OO-Programming to Students

Authors: Irene Rothe

Abstract:

Object-oriented programming is a wonderful way to make programming of huge real life tasks much easier than by using procedural languages. In order to teach those ideas to students, it is important to find a good task that shows the advantages of OOprogramming very naturally. This paper gives an example, the game Battleship, which seems to work excellent for teaching the OO ideas (using Java, [1], [2], [3], [4]). A three-step task is presented for how to teach OO-programming using just one example suitable to convey many of the OO ideas. Observations are given at the end and conclusions about how the whole teaching course worked out.

Keywords: OO ideas, Java, teaching, engineering students.

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1586 Creative Experience and Revisit Intention of Handmade Oriental Parasol Umbrella in Kaohsiung

Authors: Yi-Ju Lee

Abstract:

This study identified the hypothesised relationship between creative experience, and revisit intention of handmade oriental parasol umbrella in Kaohsiung, Taiwan. A face-to-face questionnaire survey was administered in Meinong town, Kaohsiung. The components of creative experience were found as “sense of achievement”, “unique learning” and “interaction with instructors” in creative tourism. The result also revealed significant positive relationships between creative experience and revisit intention in handmade activities. This paper provides additional suggestions for enhancing revisit intention and guidance regarding creative tourism.

Keywords: Creative tourism, Sense of achievement, Unique learning, Interaction with instructors, Folk art.

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1585 Dynamic Visualization on Student's Performance, Retention and Transfer of Procedural Learning

Authors: Fauzy M. Wan, Reem S.A. Baragash

Abstract:

This study examined the effects of two dynamic visualizations on 60 Malaysian primary school student-s performance (time on task), retention and transference. The independent variables in this study were the two dynamic visualizations, the video and the animated instructions. The dependent variables were the gain score of performance, retention and transference. The results showed that the students in the animation group significantly outperformed the students in the video group in retention. There were no significant differences in terms of gain scores in the performance and transference among the animation and the video groups, although the scores were slightly higher in the animation group compared to the video group. The conclusion of this study is that the animation visualization is superior compared to the video in the retention for a procedural task.

Keywords: Dynamic visualization, Procedural Task, Retention, Transference

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1584 Mining of Interesting Prediction Rules with Uniform Two-Level Genetic Algorithm

Authors: Bilal Alatas, Ahmet Arslan

Abstract:

The main goal of data mining is to extract accurate, comprehensible and interesting knowledge from databases that may be considered as large search spaces. In this paper, a new, efficient type of Genetic Algorithm (GA) called uniform two-level GA is proposed as a search strategy to discover truly interesting, high-level prediction rules, a difficult problem and relatively little researched, rather than discovering classification knowledge as usual in the literatures. The proposed method uses the advantage of uniform population method and addresses the task of generalized rule induction that can be regarded as a generalization of the task of classification. Although the task of generalized rule induction requires a lot of computations, which is usually not satisfied with the normal algorithms, it was demonstrated that this method increased the performance of GAs and rapidly found interesting rules.

Keywords: Classification rule mining, data mining, genetic algorithms.

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1583 Native Language Identification with Cross-Corpus Evaluation Using Social Media Data: 'Reddit'

Authors: Yasmeen Bassas, Sandra Kuebler, Allen Riddell

Abstract:

Native Language Identification is one of the growing subfields in Natural Language Processing (NLP). The task of Native Language Identification (NLI) is mainly concerned with predicting the native language of an author’s writing in a second language. In this paper, we investigate the performance of two types of features; content-based features vs. content independent features when they are evaluated on a different corpus (using social media data “Reddit”). In this NLI task, the predefined models are trained on one corpus (TOEFL) and then the trained models are evaluated on a different data using an external corpus (Reddit). Three classifiers are used in this task; the baseline, linear SVM, and Logistic Regression. Results show that content-based features are more accurate and robust than content independent ones when tested within corpus and across corpus.

Keywords: NLI, NLP, content-based features, content independent features, social media corpus, ML.

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1582 Futures Trading: Design of a Strategy

Authors: Jan Zeman

Abstract:

The paper describes the futures trading and aims to design the speculators trading strategy. The problem is formulated as the decision making task and such as is solved. The solution of the task leads to complex mathematical problems and the approximations of the decision making is demanded. Two kind of approximation are used in the paper: Monte Carlo for the multi-step prediction and iteration spread in time for the optimization. The solution is applied to the real-market data and the results of the off-line experiments are presented.

Keywords: futures trading, decision making

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1581 Review of Models of Consumer Behaviour and Influence of Emotions in the Decision Making

Authors: Mikel Alonso López

Abstract:

In order to begin the process of studying the task of making consumer decisions, the main decision models must be analyzed. The objective of this task is to see if there is a presence of emotions in those models, and analyze how authors that have created them consider their impact in consumer choices. In this paper, the most important models of consumer behavior are analysed. This review is useful to consider an unproblematic background knowledge in the literature. The order that has been established for this study is chronological.

Keywords: Consumer behaviour, emotions, decision making, consumer psychology.

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1580 Requirements Gathering for Improved Software Usability and the Potential for Usage-Centred Design

Authors: Kholod J. Alotaibi, Andrew M. Gravell

Abstract:

Usability is an important software quality that is often neglected at the design stage. Although methods exist to incorporate elements of usability engineering, there is a need for more balanced usability focused methods that can enhance the experience of software usability for users. In this regard, the potential for Usage-Centred Design is explored with respect to requirements gathering and is shown to lead to high software usability besides other benefits. It achieves this through its focus on usage, defining essential use cases, by conducting task modeling, encouraging user collaboration, refining requirements, and so on. The requirements gathering process in UgCD is described in detail.

Keywords: Requirements gathering, Usability, Usage-Centred Design.

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1579 Mining Sequential Patterns Using Hybrid Evolutionary Algorithm

Authors: Mourad Ykhlef, Hebah ElGibreen

Abstract:

Mining Sequential Patterns in large databases has become an important data mining task with broad applications. It is an important task in data mining field, which describes potential sequenced relationships among items in a database. There are many different algorithms introduced for this task. Conventional algorithms can find the exact optimal Sequential Pattern rule but it takes a long time, particularly when they are applied on large databases. Nowadays, some evolutionary algorithms, such as Particle Swarm Optimization and Genetic Algorithm, were proposed and have been applied to solve this problem. This paper will introduce a new kind of hybrid evolutionary algorithm that combines Genetic Algorithm (GA) with Particle Swarm Optimization (PSO) to mine Sequential Pattern, in order to improve the speed of evolutionary algorithms convergence. This algorithm is referred to as SP-GAPSO.

Keywords: Genetic Algorithm, Hybrid Evolutionary Algorithm, Particle Swarm Optimization algorithm, Sequential Pattern mining.

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1578 The Visual Inspection of Surgical Tasks Using Machine Vision: Applications to Robotic Surgery

Authors: M. Ovinis, D. Kerr, K. Bouazza-Marouf, M. Vloeberghs

Abstract:

In this paper, the feasibility of using machine vision to assess task completion in a surgical intervention is investigated, with the aim of incorporating vision based inspection in robotic surgery systems. The visually rich operative field presents a good environment for the development of automated visual inspection techniques in these systems, for a more comprehensive approach when performing a surgical task. As a proof of concept, machine vision techniques were used to distinguish the two possible outcomes i.e. satisfactory or unsatisfactory, of three primary surgical tasks involved in creating a burr hole in the skull, namely incision, retraction, and drilling. Encouraging results were obtained for the three tasks under consideration, which has been demonstrated by experiments on cadaveric pig heads. These findings are suggestive for the potential use of machine vision to validate successful task completion in robotic surgery systems. Finally, the potential of using machine vision in the operating theatre, and the challenges that must be addressed, are identified and discussed.

Keywords: Machine vision, robotic surgery, visual inspection.

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1577 Linguistic, Pragmatic and Evolutionary Factors in Wason Selection Task

Authors: Olimpia Matarazzo, Fabrizio Ferrara

Abstract:

In two studies we tested the hypothesis that the appropriate linguistic formulation of a deontic rule – i.e. the formulation which clarifies the monadic nature of deontic operators - should produce more correct responses than the conditional formulation in Wason selection task. We tested this assumption by presenting a prescription rule and a prohibition rule in conditional vs. proper deontic formulation. We contrasted this hypothesis with two other hypotheses derived from social contract theory and relevance theory. According to the first theory, a deontic rule expressed in terms of cost-benefit should elicit a cheater detection module, sensible to mental states attributions and thus able to discriminate intentional rule violations from accidental rule violations. We tested this prevision by distinguishing the two types of violations. According to relevance theory, performance in selection task should improve by increasing cognitive effect and decreasing cognitive effort. We tested this prevision by focusing experimental instructions on the rule vs. the action covered by the rule. In study 1, in which 480 undergraduates participated, we tested these predictions through a 2 x 2 x 2 x 2 (type of the rule x rule formulation x type of violation x experimental instructions) between-subjects design. In study 2 – carried out by means of a 2 x 2 (rule formulation x type of violation) between-subjects design - we retested the hypothesis of rule formulation vs. the cheaterdetection hypothesis through a new version of selection task in which intentional vs. accidental rule violations were better discriminated. 240 undergraduates participated in this study. Results corroborate our hypothesis and challenge the contrasting assumptions. However, they show that the conditional formulation of deontic rules produces a lower performance than what is reported in literature.

Keywords: Deontic reasoning; Evolutionary, linguistic, logical, pragmatic factors; Wason selection task

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1576 A Study on the Location and Range of Obstacle Region in Robot's Point Placement Task based on the Vision Control Algorithm

Authors: Jae Kyung Son, Wan Shik Jang, Sung hyun Shim, Yoon Gyung Sung

Abstract:

This paper is concerned with the application of the vision control algorithm for robot's point placement task in discontinuous trajectory caused by obstacle. The presented vision control algorithm consists of four models, which are the robot kinematic model, vision system model, parameters estimation model, and robot joint angle estimation model.When the robot moves toward a target along discontinuous trajectory, several types of obstacles appear in two obstacle regions. Then, this study is to investigate how these changes will affect the presented vision control algorithm.Thus, the practicality of the vision control algorithm is demonstrated experimentally by performing the robot's point placement task in discontinuous trajectory by obstacle.

Keywords: Vision control algorithm, location of obstacle region, range of obstacle region, point placement.

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1575 A Study on Bilingual Semantic Processing: Category Effects and Age Effects

Authors: Lai Yi-Hsiu

Abstract:

The present study addressed the nature of bilingual semantic processing in Mandarin Chinese and Southern Min and examined category effects and age effects. Nineteen bilingual adults of Mandarin Chinese and Southern Min, nine monolingual seniors of Mandarin Chinese, and ten monolingual seniors of Southern Min in Taiwan individually completed two semantic tasks: Picture naming and category fluency tasks. The instruments for the naming task were sixty black-and-white pictures, including thirty-five object pictures and twenty-five action pictures. The category fluency task also consisted of two semantic categories – objects (or nouns) and actions (or verbs). The reaction time for each picture/question was additionally calculated and analyzed. Oral productions in Mandarin Chinese and in Southern Min were compared and discussed to examine the category effects and age effects. The results of the category fluency task indicated that the content of information of these seniors was comparatively deteriorated, and thus they produced a smaller number of semantic-lexical items. Significant group differences were also found in the reaction time results. Category effects were significant for both adults and seniors in the semantic fluency task. The findings of the present study will help characterize the nature of the bilingual semantic processing of adults and seniors, and contribute to the fields of contrastive and corpus linguistics.

Keywords: Bilingual semantic processing, aging, Mandarin Chinese, Southern Min.

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1574 Task-Based Language Teaching: A Paradigm Shift in ESL/EFL Teaching and Learning: A Case Study-Based Approach

Authors: Zehra Sultan

Abstract:

The study is based on the Task-based Language Teaching (TBLT) approach which is found to be very effective in the EFL/ESL classroom. This approach engages learners to acquire the usage of authentic language skills by interacting with the real world through a sequence of pedagogical tasks. The use of technology enhances the effectiveness of this approach. This study throws light on the historical background of TBLT, and its efficacy in the EFL /ESL classroom. In addition, this study precisely talks about the implementation of this approach in the General Foundation Program (GFP) of Muscat College, Oman. It furnishes the list of the pedagogical tasks embedded in the language curriculum of the GFP which are skillfully allied to the College graduate attributes. Moreover, the study also discusses the challenges pertaining to this approach from the point of view of teachers, students and its classroom application. Additionally, the operational success of this methodology is gauged through formative assessments of the GFP which is apparent in the students’ progress.

Keywords: Task-based language teaching, authentic language, communicative approach, real world activities, ESL/EFL activities.

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1573 Creativity and Innovation in a Military Unit of South America: Decision Making Process, Socio-Emotional Climate, Shared Flow and Leadership

Authors: S. da Costa, D. Páez, E. Martínez, A. Torres, M. Beramendi, D. Hermosilla, M. Muratori

Abstract:

This study examined the association between creative performance, organizational climate and leadership, affectivity, shared flow, and group decision making. The sample consisted of 315 cadets of a military academic unit of South America. Satisfaction with the decision-making process during a creative task was associated with the usefulness and effectiveness of the ideas generated by the teams with a weighted average correlation of r = .18. Organizational emotional climate, positive and innovation leadership were associated with this group decision-making process r = .25, with shared flow, r = .29 and with positive affect felt during the performance of the creative task, r = .12. In a sequential mediational analysis positive organizational leadership styles were significantly associated with decision-making process and trough cohesion with utility and efficacy of the solution of a creative task. Satisfactory decision-making was related to shared flow during the creative task at collective or group level, and positive affect with flow at individual level.This study examined the association between creative performance, organizational climate and leadership, affectivity, shared flow, and group decision making. The sample consisted of 315 cadets of a military academic unit of South America. Satisfaction with the decision-making process during a creative task was associated with the usefulness and effectiveness of the ideas generated by the teams with a weighted average correlation of r = .18. Organizational emotional climate, positive and innovation leadership were associated with this group decision-making process r = .25, with shared flow, r = .29 and with positive affect felt during the performance of the creative task, r = .12. In a sequential mediational analysis positive organizational leadership styles were significantly associated with decision-making process and trough cohesion with utility and efficacy of the solution of a creative task. Satisfactory decision-making was related to shared flow during the creative task at collective or group level, and positive affect with flow at individual level.

Keywords: Creativity, innovation, military, organization, teams.

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1572 Worker Behavior Interpretation for Flexible Production

Authors: Bastian Hartmann, Christoph Schauer, Norbert Link

Abstract:

This paper addresses the problem of recognizing and interpreting the behavior of human workers in industrial environments for the purpose of integrating humans in software controlled manufacturing environments. In this work we propose a generic concept in order to derive solutions for task-related manual production applications. Thus, we are able to use a versatile concept providing flexible components and being less restricted to a specific problem or application. We instantiate our concept in a spot welding scenario in which the behavior of a human worker is interpreted when performing a welding task with a hand welding gun. We acquire signals from inertial sensors, video cameras and triggers and recognize atomic actions by using pose data from a marker based video tracking system and movement data from inertial sensors. Recognized atomic actions are analyzed on a higher evaluation level by a finite state machine.

Keywords: activity recognition, task modeling, marker-based video-tracking, inertial sensors.

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1571 Multi Task Scheme to Monitor Multivariate Environments Using Artificial Neural Network

Authors: K. Atashgar

Abstract:

When an assignable cause(s) manifests itself to a multivariate process and the process shifts to an out-of-control condition, a root-cause analysis should be initiated by quality engineers to identify and eliminate the assignable cause(s) affected the process. A root-cause analysis in a multivariate process is more complex compared to a univariate process. In the case of a process involved several correlated variables an effective root-cause analysis can be only experienced when it is possible to identify the required knowledge including the out-of-control condition, the change point, and the variable(s) responsible to the out-of-control condition, all simultaneously. Although literature addresses different schemes to monitor multivariate processes, one can find few scientific reports focused on all the required knowledge. To the best of the author’s knowledge this is the first time that a multi task model based on artificial neural network (ANN) is reported to monitor all the required knowledge at the same time for a multivariate process with more than two correlated quality characteristics. The performance of the proposed scheme is evaluated numerically when different step shifts affect the mean vector. Average run length is used to investigate the performance of the proposed multi task model. The simulated results indicate the multi task scheme performs all the required knowledge effectively.

Keywords: Artificial neural network, Multivariate process, Statistical process control, Change point.

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1570 Tourists, on Marine Sport Tourism Attraction, Travel Experiences and Perceived Values

Authors: Hsiao-Ming Chang, Jui-Liang Hsu

Abstract:

The purpose of this study is to analyze the cognitive and travel experience the situation of the tourist attraction of the sport tourism in Penghu. This study used a questionnaires, the main island of Taiwan to Penghu in the way of marine sports tourists adopted the designated convenience sampling method, a total of 1447 valid questionnaires. After statistical analysis, this study found that: 1. Tourists to Penghu sports tourism attraction cognitive as “good air quality, suitable for water activities". 2. Tourists in Penghu's tourism experience, “Let me taste the delicious specialties and snacks". 3. The attraction of the sport tourism, travel experience and perceived value are correlated, and both the perceived value with a high degree of predictive ability. Based on the findings of this study not only for Penghu's tourism industry with the unit in charge of the proposed operating and suggestions for future research to other researchers.

Keywords: Sport tourism, travel experience, perceived value, sport attraction.

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1569 An Exploratory Study of the Student’s Learning Experience by Applying Different Tools for e-Learning and e-Teaching

Authors: Angel Daniel Muñoz Guzmán

Abstract:

E-learning is becoming more and more common every day. For online, hybrid or traditional face-to-face programs, there are some e-teaching platforms like Google classroom, Blackboard, Moodle and Canvas, and there are platforms for full e-learning like Coursera, edX or Udemy. These tools are changing the way students acquire knowledge at schools; however, in today’s changing world that is not enough. As students’ needs and skills change and become more complex, new tools will need to be added to keep them engaged and potentialize their learning. This is especially important in the current global situation that is changing everything: the Covid-19 pandemic. Due to Covid-19, education had to make an unexpected switch from face-to-face courses to digital courses. In this study, the students’ learning experience is analyzed by applying different e-tools and following the Tec21 Model and a flexible and digital model, both developed by the Tecnologico de Monterrey University. The evaluation of the students’ learning experience has been made by the quantitative PrEmo method of emotions. Findings suggest that the quantity of e-tools used during a course does not affect the students’ learning experience as much as how a teacher links every available tool and makes them work as one in order to keep the student engaged and motivated.

Keywords: Student, experience, e-learning, e-teaching, e-tools, technology, education.

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1568 A Learner-Centred or Artefact-Centred Classroom? Impact of Technology, Artefacts, and Environment on Task Processes in an English as a Foreign Language Classroom

Authors: Nobue T. Ellis

Abstract:

This preliminary study attempts to see if a learning environment influences instructor’s teaching strategies and learners’ in-class activities in a foreign language class at a university in Japan. The class under study was conducted in a computer room, while the majority of classes of the same course were offered in traditional classrooms without computers. The study also sees if the unplanned blended learning environment, enhanced, or worked against, in achieving course goals, by paying close attention to in-class artefacts, such as computers. In the macro-level analysis, the course syllabus and weekly itinerary of the course were looked at; and in the microlevel analysis, nonhuman actors in their environments were named and analyzed to see how they influenced the learners’ task processes. The result indicated that students were heavily influenced by the presence of computers, which lead them to disregard some aspects of intended learning objectives.

Keywords: Computer-assisted language learning, actor-network theory, English as a foreign language, task-based teaching.

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1567 An Application for Web Mining Systems with Services Oriented Architecture

Authors: Thiago M. R. Dias, Gray F. Moita, Paulo E. M. Almeida

Abstract:

Although the World Wide Web is considered the largest source of information there exists nowadays, due to its inherent dynamic characteristics, the task of finding useful and qualified information can become a very frustrating experience. This study presents a research on the information mining systems in the Web; and proposes an implementation of these systems by means of components that can be built using the technology of Web services. This implies that they can encompass features offered by a services oriented architecture (SOA) and specific components may be used by other tools, independent of platforms or programming languages. Hence, the main objective of this work is to provide an architecture to Web mining systems, divided into stages, where each step is a component that will incorporate the characteristics of SOA. The separation of these steps was designed based upon the existing literature. Interesting results were obtained and are shown here.

Keywords: Web Mining, Service Oriented Architecture, WebServices.

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1566 Effects of a Recreational Workout Program on Task-Analyzed Exercise Performance of Adults with Severe Cognitive Impairments

Authors: Jiabei Zhang, Amanda Rapelje, Christopher Farr, Kristin Colwell, Zezhao Chen

Abstract:

The purpose of this study was to investigate the effectiveness of a recreational workout program for adults with disabilities over two semesters. This investigation was an action study conducted in a naturalistic setting. Participants included equal numbers of adults with severe cognitive impairments (n = 35) and adults without disabilities (n = 35). Adults with disabilities severe cognitive impairments were trained 6 self-initiated workout activities over two semesters by adults without disabilities. The numbers of task-analyzed steps of each activity performed correctly by each participant at the first and last weeks of each semester were used for data analysis. Results of the paired t-tests indicate that across two semesters, significant differences between the first and last weeks were found on 4 out of the 6 task-analyzed workout activities at a statistical level of significance p < .05. The recreational workout program developed in this study was effective.

Keywords: Workout program, exercise performance, adults, sever cognitive impairment.

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1565 Animated Versus Static User Interfaces: A Study of Mathsigner™

Authors: Scott Dyer, Nicoletta Adamo-Villani

Abstract:

In this paper we report a study aimed at determining the effects of animation on usability and appeal of educational software user interfaces. Specifically, the study compares 3 interfaces developed for the Mathsigner™ program: a static interface, an interface with highlighting/sound feedback, and an interface that incorporates five Disney animation principles. The main objectives of the comparative study were to: (1) determine which interface is the most effective for the target users of Mathsigner™ (e.g., children ages 5-11), and (2) identify any Gender and Age differences in using the three interfaces. To accomplish these goals we have designed an experiment consisting of a cognitive walkthrough and a survey with rating questions. Sixteen children ages 7-11 participated in the study, ten males and six females. Results showed no significant interface effect on user task performance (e.g., task completion time and number of errors); however, interface differences were seen in rating of appeal, with the animated interface rated more 'likeable' than the other two. Task performance and rating of appeal were not affected significantly by Gender or Age of the subjects.

Keywords: Animation, Animated interfaces, EducationalSoftware, Human Computer Interaction, Multimedia.

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1564 Blur and Ringing Artifact Measurement in Image Compression using Wavelet Transform

Authors: Madhuri Khambete, Madhuri Joshi

Abstract:

Quality evaluation of an image is an important task in image processing applications. In case of image compression, quality of decompressed image is also the criterion for evaluation of given coding scheme. In the process of compression -decompression various artifacts such as blocking artifacts, blur artifact, ringing or edge artifact are observed. However quantification of these artifacts is a difficult task. We propose here novel method to quantify blur and ringing artifact in an image.

Keywords: Blur, Compression, Objective Quality assessment, Ringing artifact.

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1563 Scorbot-ER 4U Using Forward Kinematics Modelling and Analysis

Authors: D. Maneetham, L. Sivhour

Abstract:

Robotic arm manipulators are widely used to accomplish many kinds of tasks. SCORBOT-ER 4u is a 5-degree of freedom (DOF) vertical articulated educational robotic arm, and all joints are revolute. It is specifically designed to perform pick and place task with its gripper. The pick and place task consists of consideration of the end effector coordinate of the robotic arm and the desired position coordinate in its workspace. This paper describes about forward kinematics modeling and analysis of the robotic end effector motion through joint space. The kinematics problems are defined by the transformation from the Cartesian space to the joint space. Denavit-Hartenberg (D-H) model is used in order to model the robotic links and joints with 4x4 homogeneous matrix. The forward kinematics model is also developed and simulated in MATLAB. The mathematical model is validated by using robotic toolbox in MATLAB. By using this method, it may be applicable to get the end effector coordinate of this robotic arm and other similar types to this arm. The software development of SCORBOT-ER 4u is also described here. PC-and EtherCAT based control technology from BECKHOFF is used to control the arm to express the pick and place task.

Keywords: Forward kinematics, D-H model, robotic toolbox, PC-and EtherCAT based control.

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1562 BECOME: Body Experience-Based Co-Operation between Juveniles through Mutually Excited Team Gameplay

Authors: Tsugunosuke Sakai, Haruya Tamaki, Ryuichi Yoshida, Ryohei Egusa, Etsuji Yamaguchi, Shigenori Inagaki, Fusako Kusunoki, Miki Namatame, Masanori Sugimoto, Hiroshi Mizoguchi

Abstract:

We aim to develop a full-body interaction game that could let children cooperate and interact with other children in small groups. As the first step for our aim, the objective of the full-body interaction game developed in this study is to make interaction between children. The game requires two children to jump together with the same timing. We let children experience the game and answer the questionnaires. The children using several strategies to coordinate the timing of their jumps were observed. These included shouting time, watching each other, and jumping in a constant rhythm as if they were skipping rope. In this manner, we observed the children playing the game while cooperating with each other. The results of a questionnaire to evaluate the proposed interactive game indicate that the jumping game was a very enjoyable experience in which the participants could immerse themselves. Therefore, the game enabled children to experience cooperation with others by using body movements.

Keywords: Children, cooperation, full-body interaction game, kinect sensor.

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1561 On Bounds For The Zeros of Univariate Polynomial

Authors: Matthias Dehmer1 Jürgen Kilian

Abstract:

Problems on algebraical polynomials appear in many fields of mathematics and computer science. Especially the task of determining the roots of polynomials has been frequently investigated.Nonetheless, the task of locating the zeros of complex polynomials is still challenging. In this paper we deal with the location of zeros of univariate complex polynomials. We prove some novel upper bounds for the moduli of the zeros of complex polynomials. That means, we provide disks in the complex plane where all zeros of a complex polynomial are situated. Such bounds are extremely useful for obtaining a priori assertations regarding the location of zeros of polynomials. Based on the proven bounds and a test set of polynomials, we present an experimental study to examine which bound is optimal.

Keywords: complex polynomials, zeros, inequalities

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1560 Software Engineering Mobile Learning Software Solution Using Task Based Learning Approach

Authors: Bekim Fetaji, Majlinda Fetaji

Abstract:

The development and use of mobile devices as well as its integration within education systems to deliver electronic contents and to support real-time communications was the focus of this research. In order to investigate the software engineering issues in using mobile devices a research on electronic content was initiated. The Developed MP3 mobile software solution was developed as a prototype for testing and developing a strategy for designing a usable m-learning environment. The mobile software solution was evaluated using mobile device using the link: http://projects.seeu.edu.mk/mlearn. The investigation also tested the correlation between the two mobile learning indicators: electronic content and attention, based on the Task Based learning instructional method. The mobile software solution ''M-Learn“ was developed as a prototype for testing the approach and developing a strategy for designing usable m-learning environment. The proposed methodology is about what learning modeling approach is more appropriate to use when developing mobile learning software.

Keywords: M-learning, mobile software development, mobiledevices, learning instructions, task based learning.

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