Search results for: players lineup
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 103

Search results for: players lineup

43 An Investigation into the Application of Artificial Neural Networks to the Prediction of Injuries in Sport

Authors: J. McCullagh, T. Whitfort

Abstract:

Artificial Neural Networks (ANNs) have been used successfully in many scientific, industrial and business domains as a method for extracting knowledge from vast amounts of data. However the use of ANN techniques in the sporting domain has been limited. In professional sport, data is stored on many aspects of teams, games, training and players. Sporting organisations have begun to realise that there is a wealth of untapped knowledge contained in the data and there is great interest in techniques to utilise this data. This study will use player data from the elite Australian Football League (AFL) competition to train and test ANNs with the aim to predict the onset of injuries. The results demonstrate that an accuracy of 82.9% was achieved by the ANNs’ predictions across all examples with 94.5% of all injuries correctly predicted. These initial findings suggest that ANNs may have the potential to assist sporting clubs in the prediction of injuries.

Keywords: Artificial Neural Networks, data, injuries, sport

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42 Widening Students Perspective: Empowering Them with Systems Methodologies

Authors: Albertus G. Joubert, Roelien Goede

Abstract:

Benefits to the organisation are just as important as technical ability when it comes to software success. The challenge is to provide industry with professionals who understand this. In other words: How to teach computer engineering students to look beyond technology, and at the benefits of software to organizations? This paper reports on the conceptual design of a section of the computer networks module aimed to sensitize the students to the organisational context. Checkland focuses on different worldviews represented by various role players in the organisation. He developed the Soft Systems Methodology that guides purposeful action in organisations, while incorporating different worldviews in the modeling process. If we can sensitize students to these methods, they are likely to appreciate the wider context of application of system software. This paper will provide literature on these concepts as well as detail on how the students will be guided to adopt these concepts.

Keywords: Checkland, Soft Systems Methodology, Systems Approach, System Software.

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41 A Multi-Agent Simulation of Serious Games to Predict Their Impact on E-Learning Processes

Authors: Ibtissem Daoudi, Raoudha Chebil, Wided Lejouad Chaari

Abstract:

Serious games constitute actually a recent and attractive way supposed to replace the classical boring courses. However, the choice of the adapted serious game to a specific learning environment remains a challenging task that makes teachers unwilling to adopt this concept. To fill this gap, we present, in this paper, a multi-agent-based simulator allowing to predict the impact of a serious game integration in a learning environment given several game and players characteristics. As results, the presented tool gives intensities of several emotional aspects characterizing learners reactions to the serious game adoption. The presented simulator is tested to predict the effect of basing a coding course on the serious game ”CodeCombat”. The obtained results are compared with feedbacks of using the same serious game in a real learning process.

Keywords: Emotion, learning process, multi-agent simulation, serious games.

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40 A Review of the Theoretical Context of the Role of Innovation in Economic Development

Authors: Maria E. Eggink

Abstract:

It is the aim of this paper to place the role of innovation in economic development in its theoretical context through a literature review. The review compares classical economic theory and the neoclassical theories of “equilibrium in the markets” and “perfectly competitive markets” with the Schumpeterian theory. It was found that Schumpeter’s role in contributing towards economic development theories, and by creating awareness of the role of innovation in these theories is of immeasurable importance. His contribution led to a change in economic thinking, although this was only realized much later than when his theories were first published. The neo-Schumpeterian thinking expanded on the Schumpeterian theory by studying innovation within a system of interaction among different role players. Studies on innovation should be founded in the neo-Schumpeterian school of thought in order to accommodate the complexity of the innovation system concept.

Keywords: Economic development, evolutionary economics, innovation, Schumpeter.

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39 A Soft Systems Methodology Perspective on Data Warehousing Education Improvement

Authors: R. Goede, E. Taylor

Abstract:

This paper demonstrates how the soft systems methodology can be used to improve the delivery of a module in data warehousing for fourth year information technology students. Graduates in information technology needs to have academic skills but also needs to have good practical skills to meet the skills requirements of the information technology industry. In developing and improving current data warehousing education modules one has to find a balance in meeting the expectations of various role players such as the students themselves, industry and academia. The soft systems methodology, developed by Peter Checkland, provides a methodology for facilitating problem understanding from different world views. In this paper it is demonstrated how the soft systems methodology can be used to plan the improvement of data warehousing education for fourth year information technology students.

Keywords: Data warehousing, education, soft systems methodology, stakeholders, systems thinking.

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38 Sustainable Construction in Malaysia – Developers- Awareness

Authors: Nazirah Zainul Abidin

Abstract:

The creation of a sustainable future depends on the knowledge and involvement of the people, as well as an understanding of the consequences of individual actions. Construction industry has long been associated with the detrimental effects to our mother earth. In Malaysia, the government, professional bodies and private companies are beginning to take heed in the necessity to reduce this environmental problem without restraining the need for development. This paper focuses on the actions undertaken by the Malaysian government, non-government organizations and construction players in promoting sustainability in construction. To ensure that those concerted efforts are not only skin deep in its impact, a survey was conducted to investigate the awareness of the developers regarding this issue and whether those developers has absorb the concept of sustainable construction in their current practices. The survey revealed that although the developers are aware of the rising issues on sustainability, little efforts are generated from them in implementing it. More effort is necessary to boost this application and further stimulate actions and strategies towards a sustainable built environment.

Keywords: Environmental sustainability, Malaysian construction industry, Malaysian developers, Sustainable construction.

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37 Survey on Strategic Games and Decision Making

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

Abstract:

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

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

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36 Tracking Objects in Color Image Sequences: Application to Football Images

Authors: Mourad Moussa, Ali Douik, Hassani Messaoud

Abstract:

In this paper, we present a comparative study between two computer vision systems for objects recognition and tracking, these algorithms describe two different approach based on regions constituted by a set of pixels which parameterized objects in shot sequences. For the image segmentation and objects detection, the FCM technique is used, the overlapping between cluster's distribution is minimized by the use of suitable color space (other that the RGB one). The first technique takes into account a priori probabilities governing the computation of various clusters to track objects. A Parzen kernel method is described and allows identifying the players in each frame, we also show the importance of standard deviation value research of the Gaussian probability density function. Region matching is carried out by an algorithm that operates on the Mahalanobis distance between region descriptors in two subsequent frames and uses singular value decomposition to compute a set of correspondences satisfying both the principle of proximity and the principle of exclusion.

Keywords: Image segmentation, objects tracking, Parzen window, singular value decomposition, target recognition.

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35 Modeling Football Penalty Shootouts: How Improving Individual Performance Affects Team Performance and the Fairness of the ABAB Sequence

Authors: Pablo Enrique Sartor Del Giudice

Abstract:

Penalty shootouts often decide the outcome of important soccer matches. Although usually referred to as ”lotteries”, there is evidence that some national teams and clubs consistently perform better than others. The outcomes are therefore not explained just by mere luck, and therefore there are ways to improve the average performance of players, naturally at the expense of some sort of effort. In this article we study the payoff of player performance improvements in terms of the performance of the team as a whole. To do so we develop an analytical model with static individual performances, as well as Monte Carlo models that take into account the known influence of partial score and round number on individual performances. We find that within a range of usual values, the team performance improves above 70% faster than individual performances do. Using these models, we also estimate that the new ABBA penalty shootout ordering under test reduces almost all the known bias in favor of the first-shooting team under the current ABAB system.

Keywords: Football, penalty shootouts, Montecarlo simulation, ABBA.

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34 The Competitive Newsvendor Game with Overestimated Demand

Authors: Chengli Liu, C. K. M. Lee

Abstract:

The tradition competitive newsvendor game assumes decision makers are rational. However, there are behavioral biases when people make decisions, such as loss aversion, mental accounting and overconfidence. Overestimation of a subject’s own performance is one type of overconfidence. The objective of this research is to analyze the impact of the overestimated demand in the newsvendor competitive game with two players. This study builds a competitive newsvendor game model where newsvendors have private information of their demands, which is overestimated. At the same time, demands of each newsvendor forecasted by a third party institution are available. This research shows that the overestimation leads to demand steal effect, which reduces the competitor’s order quantity. However, the overall supply of the product increases due to overestimation. This study illustrates the boundary condition for the overestimated newsvendor to have the equilibrium order drop due to the demand steal effect from the other newsvendor. A newsvendor who has higher critical fractile will see its equilibrium order decrease with the drop of estimation level from the other newsvendor.

Keywords: Bias, competitive newsvendor, Nash equilibrium, overestimation.

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33 Complex Dynamics of Bertrand Duopoly Games with Bounded Rationality

Authors: Jixiang Zhang, Guocheng Wang

Abstract:

A dynamic of Bertrand duopoly game is analyzed, where players use different production methods and choose their prices with bounded rationality. The equilibriums of the corresponding discrete dynamical systems are investigated. The stability conditions of Nash equilibrium under a local adjustment process are studied. The stability conditions of Nash equilibrium under a local adjustment process are studied. The stability of Nash equilibrium, as some parameters of the model are varied, gives rise to complex dynamics such as cycles of higher order and chaos. On this basis, we discover that an increase of adjustment speed of bounded rational player can make Bertrand market sink into the chaotic state. Finally, the complex dynamics, bifurcations and chaos are displayed by numerical simulation.

Keywords: Bertrand duopoly model, Discrete dynamical system, Heterogeneous expectations, Nash equilibrium.

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32 Multiplayer RC-Car Driving System in a Collaborative Augmented Reality Environment

Authors: Kikuo Asai, Yuji Sugimoto

Abstract:

We developed a prototype system for multiplayer RC-car driving in a collaborative augmented reality (AR) environment. The tele-existence environment is constructed by superimposing digital data onto images captured by a camera on an RC-car, enabling players to experience an augmented coexistence of the digital content and the real world. Marker-based tracking was used for estimating position and orientation of the camera. The plural RC-cars can be operated in a field where square markers are arranged. The video images captured by the camera are transmitted to a PC for visual tracking. The RC-cars are also tracked by using an infrared camera attached to the ceiling, so that the instability is reduced in the visual tracking. Multimedia data such as texts and graphics are visualized to be overlaid onto the video images in the geometrically correct manner. The prototype system allows a tele-existence sensation to be augmented in a collaborative AR environment.

Keywords: Multiplayer, RC-car, Collaborative Environment, Augmented Reality.

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31 Replicating Data Objects in Large-scale Distributed Computing Systems using Extended Vickrey Auction

Authors: Samee Ullah Khan, Ishfaq Ahmad

Abstract:

This paper proposes a novel game theoretical technique to address the problem of data object replication in largescale distributed computing systems. The proposed technique draws inspiration from computational economic theory and employs the extended Vickrey auction. Specifically, players in a non-cooperative environment compete for server-side scarce memory space to replicate data objects so as to minimize the total network object transfer cost, while maintaining object concurrency. Optimization of such a cost in turn leads to load balancing, fault-tolerance and reduced user access time. The method is experimentally evaluated against four well-known techniques from the literature: branch and bound, greedy, bin-packing and genetic algorithms. The experimental results reveal that the proposed approach outperforms the four techniques in both the execution time and solution quality.

Keywords: Auctions, data replication, pricing, static allocation.

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30 Indonesian Store Loyalty Factors for Modern Retailing Market

Authors: Lina Salim

Abstract:

Modern retailers such as hypermarket/supermarket need to be more customer-oriented in order to survive in today-s competitive business world. As a result, the investigation of determinant factors of store loyalty becomes important issue for modern retailing players. This study suggests that consumers- store loyalty in the modern retailing market (hypermarkets and supermarkets) is influenced by environmental factors (such as store image, store personnel). Using a model of stimulus-organismresponse (S-O-R), this research examines S-R relationship of store loyalty. S-O-R framework is derived from the existence literature and tested empirically based on Indonesian consumers- experience. The stimuli for this study are store image, store personnel, satisfaction and culture factors. Affect, or the consumers- liking to modern retailing stores, mediates the chosen environmental factors on consumer-s store loyalty. The findings showed that store image, store satisfaction and culture have significant positive relationship to store loyalty via affect.

Keywords: Affect, Culture, Store Image, Store Loyalty, StorePersonnel, Store Satisfaction

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29 Financial Portfolio Optimization in Turkish Electricity Market via Value at Risk

Authors: F. Gökgöz, M. E. Atmaca

Abstract:

Electricity has an indispensable role in human daily life, technological development and economy. It is a special product or service that should be instantaneously generated and consumed. Sources of the world are limited so that effective and efficient use of them is very important not only for human life and environment but also for technological and economic development. Competitive electricity market is one of the important way that provides suitable platform for effective and efficient use of electricity. Besides benefits, it brings along some risks that should be carefully managed by a market player like Electricity Generation Company. Risk management is an essential part in market players’ decision making. In this paper, risk management through diversification is applied with the help of Value at Risk methods for case studies. Performance of optimal electricity sale solutions are measured and the portfolio performance has been evaluated via Sharpe-Ratio, and compared with conventional approach. Biennial historical electricity price data of Turkish Day Ahead Market are used to demonstrate the approach.

Keywords: Electricity market, portfolio optimization, risk management, Sharpe ratio, value at risk.

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28 Causes of Final Account Closing Delay: A Theoretical Framework

Authors: Zarabizan Zakaria, Syuhaida Ismail, Aminah Md. Yusof

Abstract:

Delay can be defined as time overrun or extension of time to complete the project. There are high possibilities that delay issues in final account closing cannot be avoided especially in construction project in Malaysia which is unique and dynamic in the terms of nature of design and technical skill. Delay in final account closing is a situation when the actual planning (time and budget allocation) of a construction project exceeds the planned schedule or on the other hand, final account closing exceeds the time and other provisions specified in the contract. The causes of delay discussed in this paper are appraised from the literature review. There are two main types of delay: excusable delay and non-excusable delay. The literature reviews on the delay in final account closing which is then translated into a theoretical framework are summarized in the context of construction players and academician perspective. It is anticipated that the finding reported in this paper could assist the planning of future strategies and guidelines of final account closing for the betterment of construction projects in Malaysia.

Keywords: Construction industry, construction contract, final account closing, delay.

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27 Lifetime Maximization in Wireless Ad Hoc Networks with Network Coding and Matrix Game

Authors: Jain-Shing Liu

Abstract:

In this paper, we present a matrix game-theoretic cross-layer optimization formulation to maximize the network lifetime in wireless ad hoc networks with network coding. To this end, we introduce a cross-layer formulation of general NUM (network utility maximization) that accommodates routing, scheduling, and stream control from different layers in the coded networks. Specifically, for the scheduling problem and then the objective function involved, we develop a matrix game with the strategy sets of the players corresponding to hyperlinks and transmission modes, and design the payoffs specific to the lifetime. In particular, with the inherit merit that matrix game can be solved with linear programming, our cross-layer programming formulation can benefit from both game-based and NUM-based approaches at the same time by cooperating the programming model for the matrix game with that for the other layers in a consistent framework. Finally, our numerical example demonstrates its performance results on a well-known wireless butterfly network to verify the cross-layer optimization scheme.

Keywords: Cross-layer design, Lifetime maximization, Matrix game, Network coding

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26 Effects of Video Games and Online Chat on Mathematics Performance in High School: An Approach of Multivariate Data Analysis

Authors: Lina Wu, Wenyi Lu, Ye Li

Abstract:

Regarding heavy video game players for boys and super online chat lovers for girls as a symbolic phrase in the current adolescent culture, this project of data analysis verifies the displacement effect on deteriorating mathematics performance. To evaluate correlation or regression coefficients between a factor of playing video games or chatting online and mathematics performance compared with other factors, we use multivariate analysis technique and take gender difference into account. We find the most important reason for the negative sign of the displacement effect on mathematics performance due to students’ poor academic background. Statistical analysis methods in this project could be applied to study internet users’ academic performance from the high school education to the college education.

Keywords: Correlation coefficients, displacement effect, gender difference, multivariate analysis technique, regression coefficients.

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25 Research Design for Developing and Validating Ice-Hockey Team Diagnostics Scale

Authors: Gergely Géczi

Abstract:

In the modern world, ice-hockey (and in a broader sense, team sports) is becoming an increasingly popular field of entertainment. Although the main element is most likely perceived as the show itself, winning is an inevitable part of the successful operation of any sports team. In this paper, the author creates a research design allowing to develop and validate an ice-hockey team-focused diagnostics scale, which enables researchers and practitioners to identify the problems associated with underperforming teams. The construction of the scale starts with personal interviews with experts of the field, carefully chosen from Hungarian ice-hockey sector. Based on the interviews, the author is shown to be in the position to create the categories and the relevant items for the scale. When constructed, the next step is the validation process on a Hungarian sample. Data for validation are acquired through reaching the licensed database of the Hungarian Ice-Hockey Federation involving Hungarian ice-hockey coaches and players. The Ice-Hockey Team Diagnostics Scale is to be created to orientate practitioners in understanding both effective and underperforming team work.

Keywords: Diagnostics Scale, effective versus underperforming team work, ice-hockey, research design.

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24 Understanding Work Integrated Learning in ICT: A Systems Perspective

Authors: Anneke Harmse, Roelien Goede

Abstract:

Information and communication technology (ICT) is essential to the operation of business, and create many employment opportunities. High volumes of students graduate in ICT however students struggle to find job placement. A discrepancy exists between graduate skills and industry skill requirements. To address the need for ICT skills required, universities must create programs to meet the demands of a changing ICT industry. This requires a partnership between industry, universities and other stakeholders. This situation may be viewed as a critical systems thinking problem situation as there are various role players each with their own needs and requirements. Jackson states a typical critical systems methods has a pluralistic nature. This paper explores the applicability and suitability of Maslow and Dooyeweerd to guide understanding and make recommendations for change in ICT WIL, to foster an all-inclusive understanding of the situation by stakeholders. The above methods provide tools for understanding softer issues beyond the skills required. The study findings suggest that besides skills requirements, a deeper understanding and empowering students from being a student to a professional need to be understood and addressed.

Keywords: Dooyeweerd, Maslow, Work Integrated Learning.

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23 Effect of the Internet on Social Capital

Authors: Safaee Safiollah , Javadi Alimohammad, Javadi Maryam

Abstract:

Internet access is a vital part of the modern world and an important tool in the education of our children. It is present in schools, homes and even shopping malls. Mastering the use of the internet is likely to be an important skill for those entering the job markets of the future. An internet user can be anyone he or she wants to be in an online chat room, or play thrilling and challenging games against other players from all corners of the globe. It seems at present time (or near future) for many people relationships in the real world may be neglected as those in the virtual world increase in importance. Internet is provided a fast mode of transportation caused freedom from family bonds and mixing with different cultures and new communities. This research is an attempt to study effect of Internet on Social capital. For this purpose a survey technique on the sample size amounted 168 students of Payame Noor University of Kermanshah city in country of Iran were considered. Degree of social capital is moderate. With the help of the Multi-variable Regression, variables of Iranian message attractive, Interest to internet with effect of positive and variable Creating a cordial atmosphere with negative effect be significant.

Keywords: Internet, Social Capital, social participation Social trust

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22 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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21 Transfer of Information Heritage between Algerian Veterinarians and Breeders: Assessment of Information and Communication Technology Using Mobile Phone

Authors: R. Bernaoui, P. Ohly

Abstract:

Our research shows the use of the mobile phone that consolidates the relationship between veterinarians, and that between breeders and veterinarians. On the other hand it asserts that the tool in question is a means of economic development. The results of our survey reveal a positive return to the veterinary community, which shows that the mobile phone has become an effective means of sustainable development through the transfer of a rapid and punctual information inheritance via social networks; including many Internet applications. Our results show that almost all veterinarians use the mobile phone for interprofessional communication. We therefore believe that the use of the mobile phone by livestock operators has greatly improved the working conditions, just as the use of this tool contributes to a better management of the exploitation as long as it allows limit travel but also save time. These results show that we are witnessing a growth in the use of mobile telephony technologies that impact is as much in terms of sustainable development. Allowing access to information, especially technical information, the mobile phone, and Information and Communication of Technology (ICT) in general, give livestock sector players not only security, by limiting losses, but also an efficiency that allows them a better production and productivity.

Keywords: Algeria, Breeder-veterinarian, Digital Heritage, Networking, Mobile phone.

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20 Business Scenarios Assessment in Healthcare and Education for 21st Century Networks in Asia Pacific

Authors: Chin Chin Wong, Chor Min Tan, Pang Leang Hiew

Abstract:

Business scenario is an important technique that may be used at various stages of the enterprise architecture to derive its characteristics based on the high-level requirements of the business. In terms of wireless deployments, they are used to help identify and understand business needs involving wireless services, and thereby to derive the business requirements that the architecture development has to address by taking into account of various wireless challenges. This study assesses the deployment of Wireless Local Area Network (WLAN) and Broadband Wireless Access (BWA) solutions for several business scenarios in Asia Pacific region. This paper focuses on the overview of the business and technology environments, whereby examples of existing (or suggested) wireless solutions (to be) adopted in Asia Pacific region will be discussed. Interactions of several players, enabling technologies, and key processes in the wireless environments are studied. The analysis and discussions associated to this study are divided into two divisions: healthcare and education, where the merits of wireless solutions in improving living quality are highlighted.

Keywords: Broadband Wireless Access, business scenarios, network deployment, Wireless Local Area Network.

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19 The Effects of Neuromuscular Training on Limits of Stability in Female Individuals

Authors: Yen-Ting Wang, Yu-Tien Tsai, Tzuhui A. Tseng, I-Tsun Chiang, Alex J.Y. Lee

Abstract:

This study examined the effects of neuromuscular training (NT) on limits of stability (LOS) in female individuals. Twenty female basketball amateurs were assigned into NT experimental group or control group by volunteer. All the players were underwent regular basketball practice, 90 minutes, 3 times per week for 6 weeks, but the NT experimental group underwent extra NT with plyometric and core training, 50 minutes, 3 times per week for 6 weeks during this period. Limits of stability (LOS) were evaluated by the Biodex Balance System. One factor ANCOVA was used to examine the differences between groups after training. The significant level for statistic was set at p<.05. Results showed that the right direction LOS scores at level 3 indicated a significant interaction between the trained/untrained groups × pre/post repeated measures with post-training scores higher than pre-training scores in the NT experimental group. The study demonstrated that Six weeks NT can improve the postural stability in young female individuals.

Keywords: Balance control, neuromuscular control and posture stability.

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18 Cities Simulation and Representation in Locative Games from the Perspective of Cultural Studies

Authors: B. A. A. Paixão, J. V. B. Gomide

Abstract:

This work aims to analyze the locative structure used by the locative games of the company Niantic. To fulfill this objective, a literature review on the representation and simulation of cities was developed; interviews with Ingress players and playing Ingress. Relating these data, it was possible to deepen the relationship between the virtual and the real to create the simulation of cities and their cultural objects in locative games. Cities representation associates geo-location provided by the Global Positioning System (GPS), with augmented reality and digital image, and provides a new paradigm in the city interaction with its parts and real and virtual world elements, homeomorphic to real world. Bibliographic review of papers related to the representation and simulation study and their application in locative games was carried out and is presented in the present paper. The cities representation and simulation concepts in locative games, and how this setting enables the flow and immersion in urban space, are analyzed. Some examples of games are discussed for this new setting development, which is a mix of real and virtual world. Finally, it was proposed a Locative Structure for electronic games using the concepts of heterotrophic representations and isotropic representations conjoined with immediacy and hypermediacy.

Keywords: Cities representation, city simulation, games simulation, locative games.

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17 Metaphorical Perceptions of Middle School Students Regarding Computer Games

Authors: Ismail Celik, Ismail Sahin, Fetah Eren

Abstract:

The computer, among the most important inventions of the twentieth century, has become an increasingly important component in our everyday lives. Computer games also have become increasingly popular among people day-by-day, owing to their features based on realistic virtual environments, audio and visual features, and the roles they offer players. In the present study, the metaphors students have for computer games are investigated, as well as an effort to fill the gap in the literature. Students were asked to complete the sentence—‘Computer game is like/similar to….because….’— to determine the middle school students’ metaphorical images of the concept for ‘computer game’. The metaphors created by the students were grouped in six categories, based on the source of the metaphor. These categories were ordered as ‘computer game as a means of entertainment’, ‘computer game as a beneficial means’, ‘computer game as a basic need’, ‘computer game as a source of evil’, ‘computer game as a means of withdrawal’, and ‘computer game as a source of addiction’, according to the number of metaphors they included.

Keywords: Computer game, metaphor, middle school students.

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16 Fuzzy Sequential Algorithm for Discrimination and Decision Maker in Sporting Events

Authors: Mourad Moussa, Ali Douik, Hassani Messaoud

Abstract:

Events discrimination and decision maker in sport field are the subject of many interesting studies in computer vision and artificial intelligence. A large volume of research has been conducted for automatic semantic event detection and summarization of sports videos. Indeed the results of these researches have a very significant contribution, as well to television broadcasts as to the football teams, since the result of sporting event can be reflected on the economic field. In this paper, we propose a novel fuzzy sequential technique which lead to discriminate events and specify the technico-tactics on going the game, nor the fuzzy system or the sequential one, may be able to respond to the asked question, in fact fuzzy process is not sufficient, it does not respect the chronological order according the time of various events, similarly the sequential process needs flexibility about the parameters used in this study, it may affect a membership degree of each parameter on the one hand and respect the sequencing of events for each frame on the other hand. Indeed this technique describes special events such as dribbling, headings, short sprints, rapid acceleration or deceleration, turning, jumping, kicking, ball occupation, and tackling according velocity vectors of the two players and the ball direction.

Keywords: Sequential process, Event detection, Soccer videos analysis, Fuzzy process, Spatio-temporal parameters.

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

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

Abstract:

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

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

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14 Agreement Options in Multi-person Decision on Optimizing High-Rise Building Columns

Authors: Christiono Utomo, Arazi Idrus, Madzlan Napiah, Mohd. Faris Khamidi

Abstract:

This paper presents a conceptual model of agreement options for negotiation support in multi-person decision on optimizing high-rise building columns. The decision is complicated since many parties involved in choosing a single alternative from a set of solutions. There are different concern caused by differing preferences, experiences, and background. Such building columns as alternatives are referred to as agreement options which are determined by identifying the possible decision maker group, followed by determining the optimal solution for each group. The group in this paper is based on three-decision makers preferences that are designer, programmer, and construction manager. Decision techniques applied to determine the relative value of the alternative solutions for performing the function. Analytical Hierarchy Process (AHP) was applied for decision process and game theory based agent system for coalition formation. An n-person cooperative game is represented by the set of all players. The proposed coalition formation model enables each agent to select individually its allies or coalition. It further emphasizes the importance of performance evaluation in the design process and value-based decision.

Keywords: Agreement options, coalition, group choice, game theory, building columns selection.

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