Search results for: Board Games
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 360

Search results for: Board Games

150 The Potential of Strain M Protease in Degradations of Protein in Natural Rubber Latex

Authors: Norlin Pauzi, Ahmad R.M. Yahya, Zairossani Nor, Amirul A. Abdullah

Abstract:

Strain M was isolated from the latex of Hevea brasiliensis that grow in the rubber farm area of Malaysia Rubber Board. Strain M was tentatively identified as Bacillus sp. Strain M demonstrated high protease production at pH 9, and this was suitable to be applied in rubber processing that was in alkaline conditions. The right and suitable proportion to be used in applying supernatant into the latex was two parts of latex and one part of enzyme. In this proportion, the latex was stable throughout the 72 hours of treatment. The potential of strain M to degrade protein in the natural rubber latex was proven with the reduction of 79.3% nitrogen in 24 hours treatment. Centrifugation process of the latex before undergoing the treatment had increased the protein degradation in latex. Although the centrifugation process did not achieve zero nitrogen content, it had improved the performance of protein denaturing in the natural rubber.

Keywords: Hevea brasiliensis, Bacillus sp., protease, latex.

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149 The Impact of Gamification on Self-Assessment for English Language Learners in Saudi Arabia

Authors: Wala A. Bagunaid, Maram Meccawy, Arwa Allinjawi, Zilal Meccawy

Abstract:

Continuous self-assessment becomes crucial in self-paced online learning environments. Students often depend on themselves to assess their progress; which is considered an essential requirement for any successful learning process. Today’s education institutions face major problems around student motivation and engagement. Thus, personalized e-learning systems aim to help and guide the students. Gamification provides an opportunity to help students for self-assessment and social comparison with other students through attempting to harness the motivational power of games and apply it to the learning environment. Furthermore, Open Social Student Modeling (OSSM) as considered as the latest user modeling technologies is believed to improve students’ self-assessment and to allow them to social comparison with other students. This research integrates OSSM approach and gamification concepts in order to provide self-assessment for English language learners at King Abdulaziz University (KAU). This is achieved through an interactive visual representation of their learning progress.

Keywords: E-learning system, gamification, motivation, social comparison, visualization.

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148 Dual-Polarized Multi-Antenna System for Massive MIMO Cellular Communications

Authors: Naser Ojaroudi Parchin, Haleh Jahanbakhsh Basherlou, Raed A. Abd-Alhameed, Peter S. Excell

Abstract:

In this paper, a multiple-input/multiple-output (MIMO) antenna design with polarization and radiation pattern diversity is presented for future smartphones. The configuration of the design consists of four double-fed circular-ring antenna elements located at different edges of the printed circuit board (PCB) with an FR-4 substrate and overall dimension of 75×150 mm2. The antenna elements are fed by 50-Ohm microstrip-lines and provide polarization and radiation pattern diversity function due to the orthogonal placement of their feed lines. A good impedance bandwidth (S11 ≤ -10 dB) of 3.4-3.8 GHz has been obtained for the smartphone antenna array. However, for S11 ≤ -6 dB, this value is 3.25-3.95 GHz. More than 3 dB realized gain and 80% total efficiency are achieved for the single-element radiator. The presented design not only provides the required radiation coverage but also generates the polarization diversity characteristic.

Keywords: Cellular communications, MIMO systems, mobile-phone antenna, polarization diversity.

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147 Development of Highly Sensitive System for Measurement and Monitoring of Small Impacts

Authors: Priyanka Guin, Dibyendu Chatterjee, Arijit Roy

Abstract:

Developing electronic system for detecting low energy impacts using open source hardware such as Arduino is challenging. A highly efficient loadcell is designed and fabricated. A commercial polyvinylidene fluoride (PVDF) piezoelectric film is used as primary sensor for sensing small impacts. Without modifying hardware, the Arduino board is configured by programming to capture the signal from the film sensor with a resolution better than 1.1 mV. By our system, impact energy as low as 1.8 µJ (corresponds to impact force of 39.9 mN) is reliably and monitored. In the linear zone, sensitivity of the system found to be as high as 20.7 kV/J or 3.3 V/N with a measurement frequency of 500 Hz. The various characteristics such as linearity, hysteresis, repeatability and spectrum analysis are discussed. After calibration, measurements of unknown impact energy and impact force are investigated and results are found to agree well.

Keywords: Arduino, impact energy, impact force, measurement system, PVDF film sensor.

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146 A Study of Feedback Strategy to Improve Inspector Performance by Using Computer Based Training

Authors: Santirat Nansaarng, Sittichai Kaewkuekool, Supreeya Siripattanakunkajorn

Abstract:

The purpose of this research was to study the inspector performance by using computer based training (CBT). Visual inspection task was printed circuit board (PCB) simulated on several types of defects. Subjects were 16 undergraduate randomly selected from King Mongkut-s University of Technology Thonburi and test for 20/20. Then, they were equally divided on performance into two groups (control and treatment groups) and were provided information before running the experiment. Only treatment group was provided feedback information after first experiment. Results revealed that treatment group was showed significantly difference at the level of 0.01. The treatment group showed high percentage on defects detected. Moreover, the attitude of inspectors on using the CBT to inspection was showed on good. These results have been showed that CBT could be used for training to improve inspector performance.

Keywords: Training, Feedback, Computer based Training (CBT)

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145 Gamification of eHealth Business Cases to Enhance Rich Learning Experience

Authors: Kari Björn

Abstract:

Introduction of games has expanded the application area of computer-aided learning tools to wide variety of age groups of learners. Serious games engage the learners into a real-world -type of simulation and potentially enrich the learning experience. Institutional background of a Bachelor’s level engineering program in Information and Communication Technology is introduced, with detailed focus on one of its majors, Health Technology. As part of a Customer Oriented Software Application thematic semester, one particular course of “eHealth Business and Solutions” is described and reflected in a gamified framework. Learning a consistent view into vast literature of business management, strategies, marketing and finance in a very limited time enforces selection of topics relevant to the industry. Health Technology is a novel and growing industry with a growing sector in consumer wearable devices and homecare applications. The business sector is attracting new entrepreneurs and impatient investor funds. From engineering education point of view the sector is driven by miniaturizing electronics, sensors and wireless applications. However, the market is highly consumer-driven and usability, safety and data integrity requirements are extremely high. When the same technology is used in analysis or treatment of patients, very strict regulatory measures are enforced. The paper introduces a course structure using gamification as a tool to learn the most essential in a new market: customer value proposition design, followed by a market entry game. Students analyze the existing market size and pricing structure of eHealth web-service market and enter the market as a steering group of their company, competing against the legacy players and with each other. The market is growing but has its rules of demand and supply balance. New products can be developed with an R&D-investment, and targeted to market with unique quality- and price-combinations. Product cost structure can be improved by investing to enhanced production capacity. Investments can be funded optionally by foreign capital. Students make management decisions and face the dynamics of the market competition in form of income statement and balance sheet after each decision cycle. The focus of the learning outcome is to understand customer value creation to be the source of cash flow. The benefit of gamification is to enrich the learning experience on structure and meaning of financial statements. The paper describes the gamification approach and discusses outcomes after two course implementations. Along the case description of learning challenges, some unexpected misconceptions are noted. Improvements of the game or the semi-gamified teaching pedagogy are discussed. The case description serves as an additional support to new game coordinator, as well as helps to improve the method. Overall, the gamified approach has helped to engage engineering student to business studies in an energizing way.

Keywords: Engineering education, integrated curriculum, learning experience, learning outcomes.

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144 Instructional Design Practitioners in Malaysia: Skills and Issues

Authors: Irfan N. Umar, Yong Su-Lyn

Abstract:

The purpose of this research is to determine the knowledge and skills possessed by instructional design (ID) practitioners in Malaysia. As ID is a relatively new field in the country and there seems to be an absence of any studies on its community of practice, the main objective of this research is to discover the tasks and activities performed by ID practitioners in educational and corporate organizations as suggested by the International Board of Standards for Training, Performance and Instruction. This includes finding out the ID models applied in the course of their work. This research also attempts to identify the barriers and issues as to why some ID tasks and activities are rarely or never conducted. The methodology employed in this descriptive study was a survey questionnaire sent to 30 instructional designers nationwide. The results showed that majority of the tasks and activities are carried out frequently enough but omissions do occur due to reasons such as it being out of job scope, the decision was already made at a higher level, and the lack of knowledge and skills. Further investigations of a qualitative manner should be conducted to achieve a more in-depth understanding of ID practices in Malaysia

Keywords: instructional design, ID competencies, ID models, IBSTPI

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143 A Design of Beam-Steerable Antenna Array for Use in Future Mobile Handsets

Authors: Naser Ojaroudi Parchin, Atta Ullah, Haleh Jahanbakhsh Basherlou, Raed A. Abd-Alhameed, Peter S. Excell

Abstract:

A design of beam-steerable antenna array for the future cellular communication (5G) is presented. The proposed design contains eight elements of compact end-fire antennas arranged on the top edge of smartphone printed circuit board (PCB). Configuration of the antenna element consists of the conductive patterns on the top and bottom copper foil layers and a substrate layer with a via-hole. The simulated results including input-impedance and also fundamental radiation properties have been presented and discussed. The impedance bandwidth (S11 ≤ -10 dB) of the antenna spans from 17.5 to 21 GHz (more than 3 GHz bandwidth) with a resonance at 19 GHz. The antenna exhibits end-fire (directional) radiation beams with wide-angle scanning property and could be used for the future 5G beam-forming. Furthermore, the characteristics of the array design in the vicinity of user-hand are studied.

Keywords: Beam-steering, end-fire radiation mode, mobile-phone antenna, phased array.

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142 A Study of DSRC Radio Testbed under Heavy Channel Load

Authors: Chih-Neng Liang, Bo-Chiuan Chen, C. W. Hsu

Abstract:

Dedicated Short Range Communication (DSRC) is a key enabling technology for the next generation of communication-based safety applications. One of the important problems for DSRC deployment is maintaining high performance under heavy channel load. Many studies focus on congestion control mechanisms for simulating hundreds of physical radios deployed on vehicles. The U.S. department of transportation-s (DOT) Intelligent Transportation Systems (ITS) division has a plan to chosen prototype on-board devices capable of transmitting basic “Here I am" safety messages to other vehicles. The devices will be used in an IntelliDrive safety pilot deployment of up to 3,000 vehicles. It is hard to log the information of 3,000 vehicles. In this paper we present the designs and issues related to the DSRC Radio Testbed under heavy channel load. The details not only include the architecture of DSRC Radio Testbed, but also describe how the Radio Interfere System is used to help for emulating the congestion radio environment.

Keywords: DSRC, UDP, WAVE, Radio Testbed

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141 On-Time Performance and Service Regularity of Stage Buses in Mixed Traffic

Authors: Suwardo, Madzlan B. Napiah, Ibrahim B. Kamaruddin

Abstract:

Stage bus operated in the mixed traffic might always meet many problems about low quality and reliability of services. The low quality and reliability of bus service can make the system not attractive and directly reduce the interest of using bus service. This paper presents the result of field investigation and analysis of on-time performance and service regularity of stage bus in mixed traffic. Data for analysis was collected from the field by on-board observation along the Ipoh-Lumut corridor in Perak, Malaysia. From analysis and discussion, it can be concluded that on-time performance and service regularity varies depend on station, typical day, time period, operation characteristics of bus and characteristics of traffic. The on-time performance and service regularity of stage bus in mixed traffic can be derived by using data collected by onboard survey. It is clear that on-time performance and service regularity of the existing stage bus system was low.

Keywords: mixed traffic, on-time performance, service regularity, stage bus

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140 Training Engineering Students in Sustainable Development

Authors: Hoong C. Chin, Soon H. Chew, Zhaoxia Wang

Abstract:

Work on sustainable developments and the call for action in education for sustainable development have been ongoing for a number of years. Training engineering students with the relevant competencies, particularly in sustainable development literacy, has been identified as an urgent task in universities. This requires not only a holistic, multi-disciplinary approach to education but also a suitable training environment to develop the needed skills and to inculcate the appropriate attitudes in students towards sustainable development. To demonstrate how this can be done, a module involving an overseas field trip was introduced in 2013 at the National University of Singapore. This paper provides details of the module and describes its training philosophy and methods. Measured against the student learning outcomes, stipulated by the Engineering Accreditation Board, the module scored well on all of them, particularly those related to complex problem solving, environmental and sustainability awareness, multi-disciplinary team work and varied-level communications.

Keywords: Civil engineering education, student learning outcomes, sustainable development.

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139 Parking Space Detection and Trajectory Tracking Control for Vehicle Auto-Parking

Authors: Shiuh-Jer Huang, Yu-Sheng Hsu

Abstract:

On-board available parking space detecting system, parking trajectory planning and tracking control mechanism are the key components of vehicle backward auto-parking system. Firstly, pair of ultrasonic sensors is installed on each side of vehicle body surface to detect the relative distance between ego-car and surrounding obstacle. The dimension of a found empty space can be calculated based on vehicle speed and the time history of ultrasonic sensor detecting information. This result can be used for constructing the 2D vehicle environmental map and available parking type judgment. Finally, the auto-parking controller executes the on-line optimal parking trajectory planning based on this 2D environmental map, and monitors the real-time vehicle parking trajectory tracking control. This low cost auto-parking system was tested on a model car.

Keywords: Vehicle auto-parking, parking space detection, parking path tracking, intelligent fuzzy controller.

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138 Seismic Alert System based on Artificial Neural Networks

Authors: C. M. A. Robles G., R. A. Hernandez-Becerril

Abstract:

We board the problem of creating a seismic alert system, based upon artificial neural networks, trained by using the well-known back-propagation and genetic algorithms, in order to emit the alarm for the population located into a specific city, about an eminent earthquake greater than 4.5 Richter degrees, and avoiding disasters and human loses. In lieu of using the propagation wave, we employed the magnitude of the earthquake, to establish a correlation between the recorded magnitudes from a controlled area and the city, where we want to emit the alarm. To measure the accuracy of the posed method, we use a database provided by CIRES, which contains the records of 2500 quakes incoming from the State of Guerrero and Mexico City. Particularly, we performed the proposed method to generate an issue warning in Mexico City, employing the magnitudes recorded in the State of Guerrero.

Keywords: Seismic Alert System, Artificial Neural Networks, Genetic Algorithms.

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137 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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136 3D Face Modeling based on 3D Dense Morphable Face Shape Model

Authors: Yongsuk Jang Kim, Sun-Tae Chung, Boogyun Kim, Seongwon Cho

Abstract:

Realistic 3D face model is more precise in representing pose, illumination, and expression of face than 2D face model so that it can be utilized usefully in various applications such as face recognition, games, avatars, animations, and etc. In this paper, we propose a 3D face modeling method based on 3D dense morphable shape model. The proposed 3D modeling method first constructs a 3D dense morphable shape model from 3D face scan data obtained using a 3D scanner. Next, the proposed method extracts and matches facial landmarks from 2D image sequence containing a face to be modeled, and then reconstructs 3D vertices coordinates of the landmarks using a factorization-based SfM technique. Then, the proposed method obtains a 3D dense shape model of the face to be modeled by fitting the constructed 3D dense morphable shape model into the reconstructed 3D vertices. Also, the proposed method makes a cylindrical texture map using 2D face image sequence. Finally, the proposed method generates a 3D face model by rendering the 3D dense face shape model using the cylindrical texture map. Through building processes of 3D face model by the proposed method, it is shown that the proposed method is relatively easy, fast and precise.

Keywords: 3D Face Modeling, 3D Morphable Shape Model, 3DReconstruction, 3D Correspondence.

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135 Development of a Computer Vision System for the Blind and Visually Impaired Person

Authors: Roselyn A. Maaño

Abstract:

Eyes are an essential and conspicuous organ of the human body. Human eyes are outward and inward portals of the body that allows to see the outside world and provides glimpses into ones inner thoughts and feelings. Inevitable blindness and visual impairments may results from eye-related disease, trauma, or congenital or degenerative conditions that cannot be corrected by conventional means. The study emphasizes innovative tools that will serve as an aid to the blind and visually impaired (VI) individuals. The researchers fabricated a prototype that utilizes the Microsoft Kinect for Windows and Arduino microcontroller board. The prototype facilitates advanced gesture recognition, voice recognition, obstacle detection and indoor environment navigation. Open Computer Vision (OpenCV) performs image analysis, and gesture tracking to transform Kinect data to the desired output. A computer vision technology device provides greater accessibility for those with vision impairments.

Keywords: Algorithms, Blind, Computer Vision, Embedded Systems, Image Analysis.

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134 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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133 A Method to Improve Test Process in Federal Enterprise Architecture Framework Using ISTQB Framework

Authors: Hamideh Mahdavifar, Ramin Nassiri, Alireza Bagheri

Abstract:

Enterprise Architecture (EA) is a framework for description, coordination and alignment of all activities across the organization in order to achieve strategic goals using ICT enablers. A number of EA-compatible frameworks have been developed. We, in this paper, mainly focus on Federal Enterprise Architecture Framework (FEAF) since its reference models are plentiful. Among these models we are interested here in its business reference model (BRM). The test process is one important subject of an EA project which is to somewhat overlooked. This lack of attention may cause drawbacks or even failure of an enterprise architecture project. To address this issue we intend to use International Software Testing Qualification Board (ISTQB) framework and standard test suites to present a method to improve EA testing process. The main challenge is how to communicate between the concepts of EA and ISTQB. In this paper, we propose a method for integrating these concepts.

Keywords: Business Reference Model (BRM), Federal Enterprise Architecture (FEA), ISTQB, Test Techniques.

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132 Humanoid Personalized Avatar Through Multiple Natural Language Processing

Authors: Jin Hou, Xia Wang, Fang Xu, Viet Dung Nguyen, Ling Wu

Abstract:

There has been a growing interest in implementing humanoid avatars in networked virtual environment. However, most existing avatar communication systems do not take avatars- social backgrounds into consideration. This paper proposes a novel humanoid avatar animation system to represent personalities and facial emotions of avatars based on culture, profession, mood, age, taste, and so forth. We extract semantic keywords from the input text through natural language processing, and then the animations of personalized avatars are retrieved and displayed according to the order of the keywords. Our primary work is focused on giving avatars runtime instruction from multiple natural languages. Experiments with Chinese, Japanese and English input based on the prototype show that interactive avatar animations can be displayed in real time and be made available online. This system provides a more natural and interesting means of human communication, and therefore is expected to be used for cross-cultural communication, multiuser online games, and other entertainment applications.

Keywords: personalized avatar, mutiple natural luanguage processing, social backgrounds, anmimation, human computer interaction

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131 Injuries Related to Kitesurfing

Authors: L. Lundgren, S. Brorsson, A-L Osvalder

Abstract:

Participation in sporting activities can lead to injury. Sport injuries have been widely studied in many sports including the more extreme categories of aquatic board sports. Kitesurfing is a relatively new water surface action sport, and has not yet been widely studied in terms of injuries and stress on the body. The aim of this study was to get information about which injuries that are most common among kitesurfing participants, where they occur, and their causes. Injuries were studied using an international open web questionnaire (n=206). The results showed that many respondents reported injuries, in total 251 injuries to knee (24%), ankle (17%), trunk (16%) and shoulders (10%), often sustained while doing jumps and tricks (40%). Among the reported injuries were joint injuries (n=101), muscle/tendon damages (n=47), wounds and cuts (n=36) and bone fractures (n=28). Also environmental factors and equipment can influence the risk of injury, or the extent of injury in a hazardous situation. Conclusively, the information from this retrospective study supports earlier studies in terms of prevalence and site of injuries. Suggestively, this information should be used for to build a foundation of knowledge about the sport for development of applications for physical training and product development.

Keywords: Kitesurfing, injuries, injury cause, questionnaire.

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130 Simulation and Realization of a Battery Charge Regulator

Authors: B. Nasri, M. Bensaada

Abstract:

We present a simulation and realization of a battery charge regulator (BCR) in microsatellite earth observation. The tests were performed on battery pack 12volt, capacity 24Ah and the solar array open circuit voltage of 100 volt and optimum power of about 250 watt. The battery charge is made by solar module. The principle is to adapt the output voltage of the solar module to the battery by using the technique of pulse width modulation (PWM). Among the different techniques of charge battery, we opted for the technique of the controller ON/OFF is a standard technique and simple, it-s easy to be board executed validation will be made by simulation "Proteus Isis Professional software ". The circuit and the program of this prototype are based on the PIC16F877 microcontroller, a serial interface connecting a PC is also realized, to view and save data and graphics in real time, for visualization of data and graphs we develop an interface tool “visual basic.net (VB)--.

Keywords: Battery Charge Regulator, Batteries, Buck converter, Power System, Power Conditioning, Power Distribution, Solar arrays.

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129 Roles of Early Warning in Sea and Coast Guard Activity in Indonesia: Bakorkamla Integrated Information System

Authors: Tuti Ida Halida

Abstract:

This paper will define the system that minimize the risk of the ship accidents because of high or dangerous waves namely early warning system. Since Indonesia is located in a strategic position, many internasional vessels pass by the Indonesian Sea Lanes. Therefore many issues often occur in Indonesian waters, one of the issues is the shipwreck because of dangerous waves. In order to do the preventive action for the vessels that indicated exposed the dangerous waves, Indonesian Maritime Security Coordinating Board or Bakorkamla, has built up and implemented an early warning system through integrated system, called Bakorkamla Integrated Information System (BIIS). By implementing BIIS means that Bakorkamla has already done one of the Five Principles of Sea and Coast Guard Agency, which is safety and security, and Bakorkamla also has already saved the lives of many people on the ship that will have an accident due to high waves. 

Keywords: Early Warning System, Integrated Information System, Sea and Coast Guard, Principles.

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128 Understanding the Programming Techniques Using a Complex Case Study to Teach Advanced Object-Oriented Programming

Authors: M. Al-Jepoori, D. Bennett

Abstract:

Teaching Object-Oriented Programming (OOP) as part of a Computing-related university degree is a very difficult task; the road to ensuring that students are actually learning object oriented concepts is unclear, as students often find it difficult to understand the concept of objects and their behavior. This problem is especially obvious in advanced programming modules where Design Pattern and advanced programming features such as Multi-threading and animated GUI are introduced. Looking at the students’ performance at their final year on a university course, it was obvious that the level of students’ understanding of OOP varies to a high degree from one student to another. Students who aim at the production of Games do very well in the advanced programming module. However, the students’ assessment results of the last few years were relatively low; for example, in 2016-2017, the first quartile of marks were as low as 24.5 and the third quartile was 63.5. It is obvious that many students were not confident or competent enough in their programming skills. In this paper, the reasons behind poor performance in Advanced OOP modules are investigated, and a suggested practice for teaching OOP based on a complex case study is described and evaluated.

Keywords: Complex programming case study, design pattern, learning advanced programming, object oriented programming.

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127 Animation of Objects on the Website by Application of CSS3 Language

Authors: Vladimir Simovic, Matija Varga, Robert Svetlacic

Abstract:

Scientific work analytically explores and demonstrates techniques that can animate objects and geometric characters using CSS3 language by applying proper formatting and positioning of elements. This paper presents examples of optimum application of the CSS3 descriptive language when generating general web animations (e.g., billiards and movement of geometric characters, etc.). The paper presents analytically, the optimal development and animation design with the frames within which the animated objects are. The originally developed content is based on the upgrading of existing CSS3 descriptive language animations with more complex syntax and project-oriented work. The purpose of the developed animations is to provide an overview of the interactive features of CSS3 descriptive language design for computer games and the animation of important analytical data based on the web view. It has been analytically demonstrated that CSS3 as a descriptive language allows inserting of various multimedia elements into websites for public and internal sites.

Keywords: Animation recording, web page graphics, HTML5 forms, Cascading Style Sheets 3 - CSS3, man-computer interaction, KML animation presenting format, GML, Google Earth Professional.

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126 Thermo-Elastic Properties of Artificial Limestone Bricks with Wood Sawdust

Authors: Paki Turgut, Mehmet Gumuscu

Abstract:

In this study, artificial limestone brick samples are produced by using wood sawdust wastes (WSW) having different grades of sizes and limestone powder waste (LPW). The thermo-elastic properties of produced brick samples in various WSW amounts are investigated. At 30% WSW replacement with LPW in the brick sample the thermal conductivity value is effectively reduced and the reduction in the thermal conductivity value of brick sample at 30% WSW replacement with LPW is about 38.9% as compared with control sample. The energy conservation in buildings by using LPW and WSW in masonry brick material production having low thermal conductivity reduces energy requirements. A strong relationship is also found among the thermal conductivity, unit weight and ultrasonic pulse velocity values of brick samples produced. It shows a potential to be used for walls, wooden board substitute, alternative to the concrete blocks, ceiling panels, sound barrier panels, absorption materials etc.

Keywords: Limestone dust, masonry brick, thermo-elastic properties, wood sawdust.

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125 Factors Paving the Way towards Islamic Banking in Pakistan

Authors: Muhammad Mazhar Manzoor, Muhammad Aqeel, Abdul Sattar

Abstract:

Islamic banking is one the most blossoming doctrine in economic system of the world. The Fast growing awareness about Islamic financial system has brought strong feeling to Muslims to confront the western interest-based economic cycle. The Islamic economic system is emerging as a reliable alternative to the interest based system. This study is proposed to ascertain the motivational factors encouraging people to go for Islamic banking in Pakistan. These pulsing factors are determined by generation of hypothesis that there are certain factors which are urging people to opt Islamic banking system and to see the differences in their ranking by applying Friedman test. These factors include: Economically derived factors such as stability of Islamic banks in crisis, profit and loss sharing doctrine and equity sharing etc. This study also highlights the religiously derived factors such as interest free banking, Shariah tenets and supervisory of Islamic Shariah board and sociopsychological factors.

Keywords: Islamic banking, motivational factors, religiousfactors, socio-psychological factors and economic factors

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124 Competitive Advantage Effecting Firm Performance: Case Study of Small and Medium Enterprises in Thailand

Authors: Somdech Rungsrisawas

Abstract:

The objectives of this study are to examine the relationship between the competitive advantage of small and medium enterprises (SMEs) and their overall performance. A mixed method has been applied to identify the effect of determinants toward competitive advantage. The sample is composed of SMEs in product and service businesses. The study has been tested at an organizational level with samples of SME entrepreneurs, business successors, and board of directors or management team. Quantitative analysis has been conducted through multiple regression analysis with 400 samples. The findings illustrate that each aspect of competitive advantage needs a different set of driving factors to explain either the direct or the indirect effect on firm performance. Interestingly, technological capability is a perfect mediator and interorganizational cooperation toward competitive advantage. In addition, differentiation is difficult to be perceived by customers, as well as difficult to manage; however, it is considered important to develop an SMEs product or service for firm sustainably.

Keywords: Competitive advantage, firm performance, technological capability, small and medium enterprise, SMEs.

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123 An Efficient Implementation of High Speed Vedic Multiplier Using Compressors for Image Processing Applications

Authors: Shobha Sharma, Amita Dev, Akanksha Kant

Abstract:

Digital signal processor, image signal processor and FIR filters have multipliers as an important part of their design. On the basis of Vedic mathematics, Vedic multipliers have come out to be very fast multipliers. One of the image processing applications is edge detection. This research presents a small area and high speed 8 bit Vedic multiplier system comprising of compressor based adders. This results in faster edge detection. This architecture is tested on Xilinx vertex 4 FPGA board and simulations were carried out using the Xilinx synthesis tool. Comparisons are made and this system is found to be smaller in area with high speed (the lesser propagation delay). This compressor based Vedic multiplier is 1.1 times speedier than a typical Vedic multiplier. Also, this Vedic Multiplier is 2 times speedier than a ‘simple’ multiplier.

Keywords: Detection of edges, Vedic multiplier, image processing, Urdhva Tiryakbhyam sutra.

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122 Impact of the Amendments of Malaysian Code of Corporate Governance (2007) on Governance of GLCs and Performance

Authors: Azmi Hamid, Rozainun Aziz

Abstract:

The study aims to investigate the impact on board and audit committee characteristics and firm performance before and after the revision of MCCG (2007) on GLCs over the period 2005-2010. We used Return on Assets (ROA) as a proxy for firm performance. The data consists of two groups; data collected before and after the amendments of MCCG (2007). Findings show that boards of directors with accounting / finance qualifications (BEXP) are statistically significant with performance for period before the amendments. As for audit committee members with accounting or finance qualifications (ACEXP), correlation results indicate a negative association and non-significant results for the years before amendments. However, the years after the amendments show positive relationship with highly significant correlations (1%) to ROA. This indicates that the amendments of MCCG 2007 on the audit committee members- literacy in accounting have impacted the governance structures and performance of GLCs.

Keywords: BOD and Audit Committees, firm performance, GLCs.

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121 Unsupervised Text Mining Approach to Early Warning System

Authors: Ichihan Tai, Bill Olson, Paul Blessner

Abstract:

Traditional early warning systems that alarm against crisis are generally based on structured or numerical data; therefore, a system that can make predictions based on unstructured textual data, an uncorrelated data source, is a great complement to the traditional early warning systems. The Chicago Board Options Exchange (CBOE) Volatility Index (VIX), commonly referred to as the fear index, measures the cost of insurance against market crash, and spikes in the event of crisis. In this study, news data is consumed for prediction of whether there will be a market-wide crisis by predicting the movement of the fear index, and the historical references to similar events are presented in an unsupervised manner. Topic modeling-based prediction and representation are made based on daily news data between 1990 and 2015 from The Wall Street Journal against VIX index data from CBOE.

Keywords: Early Warning System, Knowledge Management, Topic Modeling, Market Prediction.

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