Search results for: User Willingness to Contribute Knowledge to a Wiki
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 3469

Search results for: User Willingness to Contribute Knowledge to a Wiki

1939 The Design of the Blended Learning System via E-Media and Online Learning for the Asynchronous Learning: Case Study of Process Management Subject

Authors: Pimploi Tirastittam, Suppara Charoenpoom

Abstract:

Nowadays the asynchronous learning has granted the permission to the anywhere and anything learning via the technology and E-media which give the learner more convenient. This research is about the design of the blended and online learning for the asynchronous learning of the process management subject in order to create the prototype of this subject asynchronous learning which will create the easiness and increase capability in the learning. The pattern of learning is the integration between the in-class learning and online learning via the internet. This research is mainly focused on the online learning and the online learning can be divided into 5 parts which are virtual classroom, online content, collaboration, assessment and reference material. After the system design was finished, it was evaluated and tested by 5 experts in blended learning design and 10 students which the user’s satisfaction level is good. The result is as good as the assumption so the system can be used in the process management subject for a real usage.

Keywords: Blended Learning, Asynchronous Learning, Design, Process Management.

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1938 Video Quality Assessment Methods: A Bird’s-Eye View

Authors: P. M. Arun Kumar, S. Chandramathi

Abstract:

The proliferation of multimedia technology and services in today’s world provide ample research scope in the frontiers of visual signal processing. Wide spread usage of video based applications in heterogeneous environment needs viable methods of Video Quality Assessment (VQA). The evaluation of video quality not only depends on high QoS requirements but also emphasis the need of novel term ‘QoE’ (Quality of Experience) that perceive video quality as user centric. This paper discusses two vital video quality assessment methods namely, subjective and objective assessment methods. The evolution of various video quality metrics, their classification models and applications are reviewed in this work. The Mean Opinion Score (MOS) based subjective measurements and algorithm based objective metrics are discussed and their challenges are outlined. Further, this paper explores the recent progress of VQA in emerging technologies such as mobile video and 3D video.

Keywords: 3D-Video, no reference metric, quality of experience, video quality assessment, video quality metrics.

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1937 Trust Management for an Authentication System in Ubiquitous Computing

Authors: Malika Yaici, Anis Oussayah, Mohamed Ahmed Takerrabet

Abstract:

Security of context-aware ubiquitous systems is paramount, and authentication plays an important aspect in cloud computing and ubiquitous computing. Trust management has been identified as vital component for establishing and maintaining successful relational exchanges between trading partners in cloud and ubiquitous systems. Establishing trust is the way to build good relationship with both client and provider which positive activates will increase trust level, otherwise destroy trust immediately. We propose a new context-aware authentication system using a trust management system between client and server, and between servers, a trust which induces partnership, thus to a close cooperation between these servers. We defined the rules (algorithms), as well as the formulas to manage and calculate the trusting degrees depending on context, in order to uniquely authenticate a user, thus a single sign-on, and to provide him better services.

Keywords: Ubiquitous computing, context-awareness, authentication, trust management.

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1936 Driving Innovation by Enhancing Employee Roles: The Balancing Act of Employee-Driven Innovation

Authors: L. Tirabeni, K. E. Soderquist, P. Pisano

Abstract:

Our purpose is to investigate how the relationship between employees and innovation management processes can drive organizations to successful innovations. This research is deeply related to a new way of thinking about human resources management practices. It’s not simply about improving the employees’ engagement, but rather about a different and more radical commitment: the employee can take on the role traditionally played by the customer, namely to become the first tester of an innovative product or service, the first user/customer and eventually the first investor in the innovation. This new perception of employees could create the basis of a novelty in the innovation process where innovation is taken to a next level when the problems with customer driven innovation on the one hand, and employees driven innovation on the other can be balanced. This research identifies an effective approach to innovation where the employees will participate throughout the whole innovation process, not only in the idea creation but also in the idea definition and development by giving feedback in parallel to that provided by customers and lead-users.

Keywords: Employee-Driven Innovation, engagement, human resource management, innovative companies.

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1935 Using Multi-Arm Bandits to Optimize Game Play Metrics and Effective Game Design

Authors: Kenny Raharjo, Ramon Lawrence

Abstract:

Game designers have the challenging task of building games that engage players to spend their time and money on the game. There are an infinite number of game variations and design choices, and it is hard to systematically determine game design choices that will have positive experiences for players. In this work, we demonstrate how multi-arm bandits can be used to automatically explore game design variations to achieve improved player metrics. The advantage of multi-arm bandits is that they allow for continuous experimentation and variation, intrinsically converge to the best solution, and require no special infrastructure to use beyond allowing minor game variations to be deployed to users for evaluation. A user study confirms that applying multi-arm bandits was successful in determining the preferred game variation with highest play time metrics and can be a useful technique in a game designer's toolkit.

Keywords: Game design, multi-arm bandit, design exploration and data mining, player metric optimization and analytics.

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1934 Energy Savings in Pumps

Authors: N. Dizadji, P. Entezar, A. Shabani

Abstract:

This study presents energy saving in general-purpose pumps widely used in industrial applications. Such pumps are normally driven by a constant-speed electrical motor which in most applications must support varying load conditions. This is equivalent to saying the loading conditions mismatch the designed optimal energy consumption requirements of the intended application thus resulting in substantial energy losses. In the held experiments it was indicated that combination of mechanical and electrical speed drives can contribute to lower energy consumption in the pump without negatively distorting the required performance indices of a typical centrifugal pump at substantially lower energy consumption. The registered energy savings were recorded to be within the 15-40% margin. It was also indicated that although VSDs are installed at a cost, the financial burden is balanced against the earnings resulting from the associated energy savings.

Keywords: Industrial motors, Pumps, Energy consumption, Energy savings, Variable speed drive.

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1933 A Review on Light Shafts Rendering for Indoor Scenes

Authors: Hatam H. Ali, Mohd Shahrizal Sunar, Hoshang Kolivand, Mohd Azhar Bin M. Arsad

Abstract:

Rendering light shafts is one of the important topics in computer gaming and interactive applications. The methods and models that are used to generate light shafts play crucial role to make a scene more realistic in computer graphics. This article discusses the image-based shadows and geometric-based shadows that contribute in generating volumetric shadows and light shafts, depending on ray tracing, radiosity, and ray marching technique. The main aim of this study is to provide researchers with background on a progress of light scattering methods so as to make it available for them to determine the technique best suited to their goals. It is also hoped that our classification helps researchers find solutions to the shortcomings of each method.

Keywords: Shaft of lights, realistic images, image-based, and geometric-based.

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1932 Traceable Watermarking System using SoC for Digital Cinema Delivery

Authors: Sadi Vural, Hiromi Tomii, Hironori Yamauchi

Abstract:

As the development of digital technology is increasing, Digital cinema is getting more spread. However, content copy and attack against the digital cinema becomes a serious problem. To solve the above security problem, we propose “Additional Watermarking" for digital cinema delivery system. With this proposed “Additional watermarking" method, we protect content copyrights at encoder and user side information at decoder. It realizes the traceability of the watermark embedded at encoder. The watermark is embedded into the random-selected frames using Hash function. Using it, the embedding position is distributed by Hash Function so that third parties do not break off the watermarking algorithm. Finally, our experimental results show that proposed method is much better than the convenient watermarking techniques in terms of robustness, image quality and its simple but unbreakable algorithm.

Keywords: Decoder, Digital content, JPEG2000 Frame, System-On-Chip and additional watermark.

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1931 Resource Constraint Mobile Agent Framework For Ambient Intelligence

Authors: Yung-Chuan Lee, Shahram Rahimi, Bidyut Gupta

Abstract:

In this paper, we introduce an mobile agent framework with proactive load balancing for ambient intelligence (AmI) environments. One of the main obstacles of AmI is the scalability in which the openness of AmI environment introduces dynamic resource requirements on agencies. To mediate this scalability problem, our framework proposes a load balancing module to proactively analyze the resource consumption of network bandwidth and preferred agencies to suggest the optimal communication method to its user. The framework generally formulates an AmI environment that consists of three main components: (1) mobile devices, (2) hosts or agencies, and (3) directory service center (DSC). A preliminary implementation was conducted with NetLogo and the experimental results show that the proposed approach provides enhanced system performance by minimizing the network utilization to provide users with responsive services.

Keywords: Ambient intelligence, load balancing, multiagent systems, ubiquitous computing.

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1930 The Regional Concept, Public Policy and Policy Spaces: The ARC and TVA

Authors: Jay D. Gatrell, Robert Q. Hanham, Jeff Worsham, Maureen McDorman

Abstract:

This paper examines two policy spaces–the ARC and TVA–and their spatialized politics. The research observes that the regional concept informs public policy and can contribute to the formation of stable policy initiatives. Using the subsystem framework to understand the political viability of policy regimes, the authors conclude policy geographies that appeal to traditional definitions of regions are more stable over time. In contrast, geographies that fail to reflect pre-existing representations of space are engaged in more competitive subsystem politics. The paper demonstrates that the spatial practices of policy regions and their directional politics influence the political viability of programs. The paper concludes that policy spaces should institutionalize pre-existing geographies–not manufacture new ones.

Keywords: Agenda setting, politics, region.

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1929 Factors of Successful Wooden Furniture Design Process

Authors: S. Choodoung, U. Smutkupt

Abstract:

This study systemizes processes and methods in wooden furniture design that contains uniqueness in function and aesthetics. The study was done by research and analysis for designer-s consideration factors that affect function and production. Therefore, the study result indicates that such factors are design process (planning for design, product specifications, concept design, product architecture, industrial design, production), design evaluation as well as wooden furniture design dependent factors i.e. art (art style; furniture history, form), functionality (the strength and durability, area place, using), material (appropriate to function, wood mechanical properties), joints, cost, safety, and social responsibility. Specifically, all aforementioned factors affect good design. Resulting from direct experience gained through user-s usage, the designer must design the wooden furniture systemically and effectively. As a result, this study selected dinning armchair as a case study with all involving factors and all design process stated in this study.

Keywords: Furniture Design, Function Design, Aesthetic, Wooden Furniture.

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1928 ISME: Integrated Style Motion Editor for 3D Humanoid Character

Authors: Ismahafezi Ismail, Mohd Shahrizal Sunar

Abstract:

The motion of a realistic 3D humanoid character is very important especially for the industries developing computer animations and games. However, this type of motion is seen with a very complex dimensional data as well as body position, orientation, and joint rotation. Integrated Style Motion Editor (ISME), on the other hand, is a method used to alter the 3D humanoid motion capture data utilised in computer animation and games development. Therefore, this study was carried out with the purpose of demonstrating a method that is able to manipulate and deform different motion styles by integrating Key Pose Deformation Technique and Trajectory Control Technique. This motion editing method allows the user to generate new motions from the original motion capture data using a simple interface control. Unlike the previous method, our method produces a realistic humanoid motion style in real time.

Keywords: Computer animation, humanoid motion, motion capture, motion editing.

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1927 A Study of Relationship between WBGT and Relative Humidity to Worker Performance

Authors: A.R. Ismail, M. R. A. Rani, Z. K. M. Makhbul, M. J. M. Nor, M. N. A. Rahman

Abstract:

The environmental factors such as temperature and relative humidity are very contribute to the effect of comfort, health, performance and worker productivity. To ensure an ergonomics work environment, it is possible to require a specific attention especially in industries. The aim of this study is to show the effect of temperature and relative humidity on worker productivity in automotive industry by taking a workstation in an automotive plant as the location to conduct the study. From the analysis of the data, there were relationship between temperature and relative humidity on worker productivity. Mathematical equation to represent the relationship between temperatures and relative humidity on the production rate is modelled. From the equation model, the production rate for the workstation can be predicted base on the value of temperature and relative humidity.

Keywords: WBGT, Relative Humidity, Comfort, Productivity.

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1926 Finite Element Analysis of Low-Velocity Impact Damage on Stiffened Composite Panels

Authors: Xuan Sun, Mingbo Tong

Abstract:

To understand the factors which affect impact damage on composite structures, particularly the effects of impact position and ribs. In this paper, a finite element model (FEM) of low-velocity impact damage on the composite structure was established via the nonlinear finite element method, combined with the user-defined materials subroutine (VUMAT) of the ABAQUS software. The structural elements chosen for the investigation comprised a series of stiffened composite panels, representative of real aircraft structure. By impacting the panels at different positions relative to the ribs, the effect of relative position of ribs was found out. Then the simulation results and the experiments data were compared. Finally, the factors which affect impact damage on the structures were discussed. The paper was helpful for the design of stiffened composite structures.

Keywords: Stiffened, Low-velocity, Impact, Abaqus, Impact Energy.

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1925 A Framework of the Factors Affecting the Adoption of ICT for Physical Education

Authors: T. T. Ntshakala, S. D. Eyono Obono

Abstract:

Physical education (PE) is still neglected in schools despite its academic, social, psychological, and health benefits. Based on the assumption that Information and Communication Technologies (ICTs) can contribute to the development of PE in schools, this study aims to design a model of the factors affecting the adoption of ICTs for PE in schools. The proposed model is based on a sound theoretical framework. It was designed following a literature review of technology adoption theories and of ICT adoption factors for physical education. The technology adoption model that fitted to the best all ICT adoption factors was then chosen as the basis for the proposed model. It was found that the Unified Theory of Acceptance and Use of Technology (UTAUT) is the most adequate theoretical framework for the modeling of ICT adoption factors for physical education.

Keywords: Adoption factors, basic education, physical education, technology adoption theories.

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1924 Electronic Commerce: Costumer Protection In Electronic Payments

Authors: Omid Ghassemi

Abstract:

As a by-product of its "cyberspace" status, electronic commerce is global, encompassing a whole range of B2C relationships which need to be approached with solutions provided at a local level while remaining viable when applied to global issues. Today, the European Union seems to be endowed with a reliable legal framework for consumer protection. A question which remains, however, is enforcement of this protection. This is probably a matter of time and awareness from both parties in the B2C relationship. Business should realize that enhancing trust in the minds of consumers is more than a question of technology; it is a question of best practice. Best practice starts with the online service of high street banks as well as with the existence of a secure, user-friendly and cost-effective payment system. It also includes the respect of privacy and the use of smart cards as well as enhancing privacy technologies and fair information practice. In sum, only by offering this guarantee of privacy and security will the consumer be assured that, in cyberspace, his/her interests will be protected in the same manner as in a traditional commercial environment.

Keywords: Consumer, Electronic, Jurisdiction, Payment

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1923 E- Campus as an Environmental and Pedagogical Tool for Online Support

Authors: Shireen Panchoo

Abstract:

The Internet and the ever growing applications enable communities to share and collaborate through common platforms. However, this growing pattern is not witnessed yet even for elearning. This paper is based on a doctoral research which aimed at researching the ways students interact in an online campus and the supports that they look for and require. Content analysis, based on the Panchoo/Jaillet methodology, was done on four synchronous meetings between a tutor and his ten students. The UNIV-Rct ecampus, analogical to a physical campus, was found to be user friendly and the students enrolled in a master-s course faced no difficulties in using it. In addition to the environmental aspects, the pedagogical implementation of the course has driven the students to interact and collaborate significantly and this has contributed to overcome the problems faced by the distance learners. This completely online model was found to be fruitful in helping distant learners fight their loneliness and brave their difficulties in a socioconstructivism approach.

Keywords: Content analysis, e-campus, interaction, online supports, pedagogy.

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1922 New Approach for the Modeling and the Implementation of the Object-Relational Databases

Authors: Amel Grissa-Touzi, Minyar Sassi

Abstract:

Conception is the primordial part in the realization of a computer system. Several tools have been used to help inventors to describe their software. These tools knew a big success in the relational databases domain since they permit to generate SQL script modeling the database from an Entity/Association model. However, with the evolution of the computer domain, the relational databases proved their limits and object-relational model became used more and more. Tools of present conception don't support all new concepts introduced by this model and the syntax of the SQL3 language. We propose in this paper a tool of help to the conception and implementation of object-relational databases called «NAVIGTOOLS" that allows the user to generate script modeling its database in SQL3 language. This tool bases itself on the Entity/Association and navigational model for modeling the object-relational databases.

Keywords: Abstract Data Table, Navigational model, Objectrelational databases, References.

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1921 Energy Consumption and Surface Finish Analysis of Machining Ti6Al4V

Authors: Salman Pervaiz, Ibrahim Deiab, Amir Rashid, Mihai Nicolescu, Hossam Kishawy

Abstract:

Greenhouse gases (GHG) emissions impose major threat to global warming potential (GWP). Unfortunately manufacturing sector is one of the major sources that contribute towards the rapid increase in greenhouse gases (GHG) emissions. In manufacturing sector electric power consumption is the major driver that influences CO2 emission. Titanium alloys are widely utilized in aerospace, automotive and petrochemical sectors because of their high strength to weight ratio and corrosion resistance. Titanium alloys are termed as difficult to cut materials because of their poor machinability rating. The present study analyzes energy consumption during cutting with reference to material removal rate (MRR). Surface roughness was also measured in order to optimize energy consumption.

Keywords: Energy Consumption, CO2 Emission, Ti6Al4V.

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1920 The Framework for Adaptive Games for Mobile Application Using Neural Networks

Authors: Widodo Budiharto, Michael Yoseph Ricky, Ro'fah Nur Rachmawati

Abstract:

The rapid development of the BlackBerry games industry and its development goals were not just for entertainment, but also used for educational of students interactively. Unfortunately the development of adaptive educational games on BlackBerry in Indonesian language that interesting and entertaining for learning process is very limited. This paper shows the research of development of novel adaptive educational games for students who can adjust the difficulty level of games based on the ability of the user, so that it can motivate students to continue to play these games. We propose a method where these games can adjust the level of difficulty, based on the assessment of the results of previous problems using neural networks with three inputs in the form of percentage correct, the speed of answer and interest mode of games (animation / lessons) and 1 output. The experimental results are presented and show the adaptive games are running well on mobile devices based on BlackBerry platform

Keywords: Adaptive games, neural networks, mobile games, BlackBerry

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1919 Co-Creational Model for Blended Learning in a Flipped Classroom Environment Focusing on the Combination of Coding and Drone-Building

Authors: A. Schuchter, M. Promegger

Abstract:

The outbreak of the COVID-19 pandemic has shown us that online education is so much more than just a cool feature for teachers – it is an essential part of modern teaching. In online math teaching, it is common to use tools to share screens, compute and calculate mathematical examples, while the students can watch the process. On the other hand, flipped classroom models are on the rise, with their focus on how students can gather knowledge by watching videos and on the teacher’s use of technological tools for information transfer. This paper proposes a co-educational teaching approach for coding and engineering subjects with the help of drone-building to spark interest in technology and create a platform for knowledge transfer. The project combines aspects from mathematics (matrices, vectors, shaders, trigonometry), physics (force, pressure and rotation) and coding (computational thinking, block-based programming, JavaScript and Python) and makes use of collaborative-shared 3D Modeling with clara.io, where students create mathematics knowhow. The instructor follows a problem-based learning approach and encourages their students to find solutions in their own time and in their own way, which will help them develop new skills intuitively and boost logically structured thinking. The collaborative aspect of working in groups will help the students develop communication skills as well as structural and computational thinking. Students are not just listeners as in traditional classroom settings, but play an active part in creating content together by compiling a Handbook of Knowledge (called “open book”) with examples and solutions. Before students start calculating, they have to write down all their ideas and working steps in full sentences so other students can easily follow their train of thought. Therefore, students will learn to formulate goals, solve problems, and create a ready-to use product with the help of “reverse engineering”, cross-referencing and creative thinking. The work on drones gives the students the opportunity to create a real-life application with a practical purpose, while going through all stages of product development.

Keywords: Flipped classroom, co-creational education, coding, making, drones, co-education, ARCS-model, problem-based learning.

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1918 A Validity and Reliability Study of Grasha- Riechmann Student Learning Style Scale

Authors: Yaşar Baykul, Musa Gürsel, Hacı Sulak, Erhan Ertekin, Ersen Yazıcı, Osman Dülger, Yasin Aslan, Kağan Büyükkarcı

Abstract:

The reliability of the tools developed to learn the learning styles is essential to find out students- learning styles trustworthily. For this purpose, the psychometric features of Grasha- Riechman Student Learning Style Inventory developed by Grasha was studied to contribute to this field. The study was carried out on 6th, 7th, and 8th graders of 10 primary education schools in Konya. The inventory was applied twice with an interval of one month, and according to the data of this application, the reliability coefficient numbers of the 6 sub-dimensions pointed in the theory of the inventory was found to be medium. Besides, it was found that the inventory does not have a structure with 6 factors for both Mathematics and English courses as represented in the theory.

Keywords: Learning styles, Grasha-Riechmann, reliability, validity.

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1917 Social Network Analysis & Information Disclosure: A Case Study

Authors: Shilpi Sharma, J. S. Sodhi

Abstract:

The advent of social networking technologies has been met with mixed reactions in academic and corporate circles around the world. This study explored the influence of social network in current era, the relation being maintained between the Social networking site and its user by the extent of use, benefits and latest technologies. The study followed a descriptive research design wherein a questionnaire was used as the main research tool. The data collected was analyzed using SPSS 16. Data was gathered from 1205 users and analyzed in accordance with the objectives of the study. The analysis of the results seem to suggest that the majority of users were mainly using Facebook, despite of concerns raised about the disclosure of personal information on social network sites, users continue to disclose huge quantity of personal information, they find that reading privacy policy is time consuming and changes made can result into improper settings.

Keywords: Social Networking Sites, Privacy Policy, Disclosure of Personal Information.

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1916 Students' Perception of Virtual Learning Environment (VLE) Skills in Setting up the Simulator Welding Technology

Authors: Mohd Afif Md Nasir, Faizal Amin NurYunus, Jamaluddin Hashim, Abd Samad Hassan Basari, A. Halim Sahelan

Abstract:

The aim of this study is to identify the suitability of Virtual Learning Environment (VLE) in welding simulator application towards Computer-Based Training (CBT) in developing skills upon new students at the Advanced Technology Training Center (ADTEC) Batu Pahat, Johor, Malaysia and GIATMARA, Batu Pahat, Johor, Malaysia. The significance of the study is to create a computer-based skills development approach in welding technology among new students in ADTEC and GIATMARA as well as to cultivate the elements of general skills among them. This study is also important in elevating the number of individual knowledge workers (K-workers) working in manufacturing industry in order to achieve a national vision which is to be an industrial nation in the year of 2020. The design of the study is a survey type of research which using questionnaires as the instruments and some 136 students from ADTEC and GIATMARA were interviewed. Descriptive analysis is used to identify the frequency and mean values. The findings of the study show that the welding technology has developed skills in the students because of the application of VLE simulated at a high level and the respondents agreed that the skills could be embedded through the application of the VLE simulator. In summary, the VLE simulator is suitable in welding skills development training in terms of exposing new students with the relevant characteristics of welding skills and at the same time spurring the students’ interest towards learning more about the skills.

Keywords: Computer-Based Training (CBT), knowledge workers (K-workers), virtual learning environment, welding simulator, welding technology.

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1915 Mobile Qibla and Prayer Time Finder using PDA and External Digital Compass

Authors: M.Z. Ibrahim, M.Z. Norashikin

Abstract:

These days people love to travel around the world. Regardless of their location and time, they especially Muslims still need to perform their prayers. Normally for travelers, they need to bring maps, compass and for Muslim, they even have to bring Qibla pointer when they travel. It is slightly difficult to determine the Qibla direction and to know the time for each prayer. As the technology grows, many PDA equip with maps and GPS to locate their location. In this paper we present a new electronic device called Mobile Qibla and Prayer Time Finder to locate the Qibla direction and to determine each prayer time based on the current user-s location using PDA. This device use PIC microcontroller equipped with digital compass where it will communicate with PDA using Bluetooth technology and display the exact Qibla direction and prayer time automatically at any place in the world. This device is reliable and accurate in determining the Qibla direction and prayer time.

Keywords: Bluetooth, digital compass, PDA, prayer time, Qibla.

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1914 Revisiting the Concept of Risk Analysis within the Context of Geospatial Database Design: A Collaborative Framework

Authors: J. Grira, Y. Bédard, S. Roche

Abstract:

The aim of this research is to design a collaborative framework that integrates risk analysis activities into the geospatial database design (GDD) process. Risk analysis is rarely undertaken iteratively as part of the present GDD methods in conformance to requirement engineering (RE) guidelines and risk standards. Accordingly, when risk analysis is performed during the GDD, some foreseeable risks may be overlooked and not reach the output specifications especially when user intentions are not systematically collected. This may lead to ill-defined requirements and ultimately in higher risks of geospatial data misuse. The adopted approach consists of 1) reviewing risk analysis process within the scope of RE and GDD, 2) analyzing the challenges of risk analysis within the context of GDD, and 3) presenting the components of a risk-based collaborative framework that improves the collection of the intended/forbidden usages of the data and helps geo-IT experts to discover implicit requirements and risks.

Keywords: Collaborative risk analysis, intention of use, Geospatial database design, Geospatial data misuse.

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1913 Entrepreneurial Activity - Indicator of Regional Development in Croatia

Authors: Svjetlana Letinić, Katarina Štavlić

Abstract:

Given that entrepreneurship is a very significant factor of regional development, it is necessary to approach systematically the development with measures of regional politics. According to international classification The Nomenclature of Territorial Units for Statistics (NUTS II), there are three regions in Croatia. The indicators of entrepreneurial activities on the national level of Croatia are analyzed in the paper, taking into consideration the results of referent research. The level of regional development is shown based on the analysis of entrepreneurs- operations. The results of the analysis show a very unfavorable situation in entrepreneurial activities on the national level of Croatia. The origin of this situation is to be found in the surroundings with an expressed inequality of regional development, which is caused by the non-existence of a strategically directed regional policy. In this paper recommendations which could contribute to the reduction of regional inequality in Croatia, have been made.

Keywords: indicators of entrepreneurial activity, regional development, regional inequity.

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1912 Signed Approach for Mining Web Content Outliers

Authors: G. Poonkuzhali, K.Thiagarajan, K.Sarukesi, G.V.Uma

Abstract:

The emergence of the Internet has brewed the revolution of information storage and retrieval. As most of the data in the web is unstructured, and contains a mix of text, video, audio etc, there is a need to mine information to cater to the specific needs of the users without loss of important hidden information. Thus developing user friendly and automated tools for providing relevant information quickly becomes a major challenge in web mining research. Most of the existing web mining algorithms have concentrated on finding frequent patterns while neglecting the less frequent ones that are likely to contain outlying data such as noise, irrelevant and redundant data. This paper mainly focuses on Signed approach and full word matching on the organized domain dictionary for mining web content outliers. This Signed approach gives the relevant web documents as well as outlying web documents. As the dictionary is organized based on the number of characters in a word, searching and retrieval of documents takes less time and less space.

Keywords: Outliers, Relevant document, , Signed Approach, Web content mining, Web documents..

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1911 Analysis of the Development Strategies of Cultural and Creative Industry in Small Towns of Western Zhejiang

Authors: Dandong Ge, Lei Tong

Abstract:

This paper studies the cultural creative industry's characteristics between the eastern and western of Zhejiang Province. Through the Comparative analysis, this paper works out that the cultural creative industry in western Zhejiang Province is mainly promoted by the inside force, and its level of development is obviously much lower than the eastern Zhejiang Province whose cultural creative industry is mainly pulled by outside forces. So this paper worked out some strategies for the development of cultural creative industry in western Zhejiang Province, which are based on the economic foundation and the cultural resource endowments. Finally these strategies will help to improve the whole development level of western Zhejiang Province, and contribute to the balance development between the west and east of Zhejiang Province.

Keywords: Cultural creative industry, underdeveloped, western Zhejiang, strategies.

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1910 LabVIEW with Fuzzy Logic Controller Simulation Panel for Condition Monitoring of Oil and Dry Type Transformer

Authors: N. A. Muhamad, S.A.M. Ali

Abstract:

Condition monitoring of electrical power equipment has attracted considerable attention for many years. The aim of this paper is to use Labview with Fuzzy Logic controller to build a simulation system to diagnose transformer faults and monitor its condition. The front panel of the system was designed using LabVIEW to enable computer to act as customer-designed instrument. The dissolved gas-in-oil analysis (DGA) method was used as technique for oil type transformer diagnosis; meanwhile terminal voltages and currents analysis method was used for dry type transformer. Fuzzy Logic was used as expert system that assesses all information keyed in at the front panel to diagnose and predict the condition of the transformer. The outcome of the Fuzzy Logic interpretation will be displayed at front panel of LabVIEW to show the user the conditions of the transformer at any time.

Keywords: LabVIEW, Fuzzy Logic, condition monitoring, oiltransformer, dry transformer, DGA, terminal values.

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