Search results for: Game character
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 445

Search results for: Game character

295 Effective Leadership in the Engineering, Technology, and Construction Industry

Authors: David W. Farler, Perry Haan

Abstract:

This paper explores what effective leadership is being employed in the engineering, technology, and construction (ETC) industry. Organizations need to understand what character traits are being used and what leadership styles work to promote sustainability and improve the triple bottom line. This paper looks at multiple publications on leadership and character traits effective for managers and leaders in the ETC industry. The ETC industry is a trillion-dollar industry, and understanding ways to improve leadership is vital for organizations' successful outcomes. With improvements to the managerial and leadership, there could be ways for organizations to profit more and cut down on cost costs. Finding ways to improve motivation can help organizations improve safety, improve culture, and increase employee motivation. From the research, this paper has found that situational leadership, transformational, and transactional are the most effective leadership styles that individuals can use in the ETC industry for leadership. Character traits that are the most effective have been identified in this research paper. This research has contributed to the ways individuals who start in the engineering and technology industry can improve upon their leadership skills as they are promoted into managerial and leadership roles. The need for managerial positions in the ETC industry, such as project and construction managers, to improve is vital for successful outcomes and creating a high-level performance. The study helps provide a gap in the limited research available to improve ETC leadership for all organizations' present and future.

Keywords: Construction, effective leadership, engineering, technology.

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294 Designing a Tool for Software Maintenance

Authors: Amir Ngah, Masita Abdul Jalil, Zailani Abdullah

Abstract:

The aim of software maintenance is to maintain the software system in accordance with advancement in software and hardware technology. One of the early works on software maintenance is to extract information at higher level of abstraction. In this paper, we present the process of how to design an information extraction tool for software maintenance. The tool can extract the basic information from old programs such as about variables, based classes, derived classes, objects of classes, and functions. The tool have two main parts; the lexical analyzer module that can read the input file character by character, and the searching module which users can get the basic information from the existing programs. We implemented this tool for a patterned sub-C++ language as an input file.

Keywords: Extraction tool, software maintenance, reverse engineering, C++.

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293 Urdu Nastaleeq Optical Character Recognition

Authors: Zaheer Ahmad, Jehanzeb Khan Orakzai, Inam Shamsher, Awais Adnan

Abstract:

This paper discusses the Urdu script characteristics, Urdu Nastaleeq and a simple but a novel and robust technique to recognize the printed Urdu script without a lexicon. Urdu being a family of Arabic script is cursive and complex script in its nature, the main complexity of Urdu compound/connected text is not its connections but the forms/shapes the characters change when it is placed at initial, middle or at the end of a word. The characters recognition technique presented here is using the inherited complexity of Urdu script to solve the problem. A word is scanned and analyzed for the level of its complexity, the point where the level of complexity changes is marked for a character, segmented and feeded to Neural Networks. A prototype of the system has been tested on Urdu text and currently achieves 93.4% accuracy on the average.

Keywords: Cursive Script, OCR, Urdu.

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292 Vendor Selection and Supply Quotas Determination by using Revised Weighting Method and Multi-Objective Programming Methods

Authors: Tunjo Perić, Marin Fatović

Abstract:

In this paper a new methodology for vendor selection and supply quotas determination (VSSQD) is proposed. The problem of VSSQD is solved by the model that combines revised weighting method for determining the objective function coefficients, and a multiple objective linear programming (MOLP) method based on the cooperative game theory for VSSQD. The criteria used for VSSQD are: (1) purchase costs and (2) product quality supplied by individual vendors. The proposed methodology has been tested on the example of flour purchase for a bakery with two decision makers.

Keywords: Cooperative game theory, multiple objective linear programming, revised weighting method, vendor selection.

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291 Simultaneous Segmentation and Recognition of Arabic Characters in an Unconstrained On-Line Cursive Handwritten Document

Authors: Randa I. Elanwar, Mohsen A. Rashwan, Samia A. Mashali

Abstract:

The last two decades witnessed some advances in the development of an Arabic character recognition (CR) system. Arabic CR faces technical problems not encountered in any other language that make Arabic CR systems achieve relatively low accuracy and retards establishing them as market products. We propose the basic stages towards a system that attacks the problem of recognizing online Arabic cursive handwriting. Rule-based methods are used to perform simultaneous segmentation and recognition of word portions in an unconstrained cursively handwritten document using dynamic programming. The output of these stages is in the form of a ranked list of the possible decisions. A new technique for text line separation is also used.

Keywords: Arabic handwriting, character recognition, cursive handwriting, on-line recognition.

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290 Teachers' Conceptions as a Basis for the Design of an Educational Application: Case Perioperative Nursing

Authors: Antti Pirhonen, Minna Silvennoinen

Abstract:

The only relevant basis for the design of an educational application are objectives of learning for the content area. This study analyses the process in which the real – not only the formal – objectives could work as the starting point for the construction of an educational game. The application context is the education of perioperative nursing. The process is based on the panel discussions of nursing teachers. In the panels, the teachers elaborated the objectives. The transcribed discussions were analysed in terms of the conceptions of learning and teaching of perioperative nursing. The outcome of the study is first the elaborated objectives, which will be used in the implementation of an educational game for the needs of pre-, intra and post-operative nursing skills learning. Second, the study shows that different views of learning are necessary to be understood in order to design an appropriate educational application.

Keywords: Perioperative nursing, conceptions of learning, educational applications.

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289 Analysis of Aiming Performance for Games Using Mapping Method of Corneal Reflections Based on Two Different Light Sources

Authors: Yoshikazu Onuki, Itsuo Kumazawa

Abstract:

Fundamental motivation of this paper is how gaze estimation can be utilized effectively regarding an application to games. In games, precise estimation is not always important in aiming targets but an ability to move a cursor to an aiming target accurately is also significant. Incidentally, from a game producing point of view, a separate expression of a head movement and gaze movement sometimes becomes advantageous to expressing sense of presence. A case that panning a background image associated with a head movement and moving a cursor according to gaze movement can be a representative example. On the other hand, widely used technique of POG estimation is based on a relative position between a center of corneal reflection of infrared light sources and a center of pupil. However, a calculation of a center of pupil requires relatively complicated image processing, and therefore, a calculation delay is a concern, since to minimize a delay of inputting data is one of the most significant requirements in games. In this paper, a method to estimate a head movement by only using corneal reflections of two infrared light sources in different locations is proposed. Furthermore, a method to control a cursor using gaze movement as well as a head movement is proposed. By using game-like-applications, proposed methods are evaluated and, as a result, a similar performance to conventional methods is confirmed and an aiming control with lower computation power and stressless intuitive operation is obtained.

Keywords: Point-of-gaze, gaze estimation, head movement, corneal reflections, two infrared light sources, game.

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288 Multi-Font Farsi/Arabic Isolated Character Recognition Using Chain Codes

Authors: H. Izakian, S. A. Monadjemi, B. Tork Ladani, K. Zamanifar

Abstract:

Nowadays, OCR systems have got several applications and are increasingly employed in daily life. Much research has been done regarding the identification of Latin, Japanese, and Chinese characters. However, very little investigation has been performed regarding Farsi/Arabic characters recognition. Probably the reason is difficulty and complexity of those characters identification compared to the others and limitation of IT activities in Farsi and Arabic speaking countries. In this paper, a technique has been employed to identify isolated Farsi/Arabic characters. A chain code based algorithm along with other significant peculiarities such as number and location of dots and auxiliary parts, and the number of holes existing in the isolated character has been used in this study to identify Farsi/Arabic characters. Experimental results show the relatively high accuracy of the method developed when it is tested on several standard Farsi fonts.

Keywords: Farsi characters, OCR, feature extraction, chain code.

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287 Digital Transformation as the Subject of the Knowledge Model of the Discursive Space

Authors: Rafal Maciag

Abstract:

Due to the development of the current civilization, one must create suitable models of its pervasive massive phenomena. Such a phenomenon is the digital transformation, which has a substantial number of disciplined, methodical interpretations forming the diversified reflection. This reflection could be understood pragmatically as the current temporal, a local differential state of knowledge. The model of the discursive space is proposed as a model for the analysis and description of this knowledge. Discursive space is understood as an autonomous multidimensional space where separate discourses traverse specific trajectories of what can be presented in multidimensional parallel coordinate system. Discursive space built on the world of facts preserves the complex character of that world. Digital transformation as a discursive space has a relativistic character that means that at the same time, it is created by the dynamic discourses and these discourses are molded by the shape of this space.

Keywords: Knowledge, digital transformation, discourse, discursive space, complexity.

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286 How Social Network Structure Affects the Dynamics of Evolution of Cooperation?

Authors: Mohammad Akbarpour, Reza Nasiri Mahalati, Caro Lucas

Abstract:

The existence of many biological systems, especially human societies, is based on cooperative behavior [1, 2]. If natural selection favors selfish individuals, then what mechanism is at work that we see so many cooperative behaviors? One answer is the effect of network structure. On a graph, cooperators can evolve by forming network bunches [2, 3, 4]. In a research, Ohtsuki et al used the idea of iterated prisoners- dilemma on a graph to model an evolutionary game. They showed that the average number of neighbors plays an important role in determining whether cooperation is the ESS of the system or not [3]. In this paper, we are going to study the dynamics of evolution of cooperation in a social network. We show that during evolution, the ratio of cooperators among individuals with fewer neighbors to cooperators among other individuals is greater than unity. The extent to which the fitness function depends on the payoff of the game determines this ratio.

Keywords: Evolution of cooperation, Iterated prisoner's dilemma, Model dynamics, Social network structure, Intensity of selection.

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285 Labeling Method in Steganography

Authors: H. Motameni, M. Norouzi, M. Jahandar, A. Hatami

Abstract:

In this paper a way of hiding text message (Steganography) in the gray image has been presented. In this method tried to find binary value of each character of text message and then in the next stage, tried to find dark places of gray image (black) by converting the original image to binary image for labeling each object of image by considering on 8 connectivity. Then these images have been converted to RGB image in order to find dark places. Because in this way each sequence of gray color turns into RGB color and dark level of grey image is found by this way if the Gary image is very light the histogram must be changed manually to find just dark places. In the final stage each 8 pixels of dark places has been considered as a byte and binary value of each character has been put in low bit of each byte that was created manually by dark places pixels for increasing security of the main way of steganography (LSB).

Keywords: Binary image, labeling, low bit, neighborhood, RGB image, steganography, threshold.

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284 Indian License Plate Detection and Recognition Using Morphological Operation and Template Matching

Authors: W. Devapriya, C. Nelson Kennedy Babu, T. Srihari

Abstract:

Automatic License plate recognition (ALPR) is a technology which recognizes the registration plate or number plate or License plate of a vehicle. In this paper, an Indian vehicle number plate is mined and the characters are predicted in efficient manner. ALPR involves four major technique i) Pre-processing ii) License Plate Location Identification iii) Individual Character Segmentation iv) Character Recognition. The opening phase, named pre-processing helps to remove noises and enhances the quality of the image using the conception of Morphological Operation and Image subtraction. The second phase, the most puzzling stage ascertain the location of license plate using the protocol Canny Edge detection, dilation and erosion. In the third phase, each characters characterized by Connected Component Approach (CCA) and in the ending phase, each segmented characters are conceptualized using cross correlation template matching- a scheme specifically appropriate for fixed format. Major application of ALPR is Tolling collection, Border Control, Parking, Stolen cars, Enforcement, Access Control, Traffic control. The database consists of 500 car images taken under dissimilar lighting condition is used. The efficiency of the system is 97%. Our future focus is Indian Vehicle License Plate Validation (Whether License plate of a vehicle is as per Road transport and highway standard).

Keywords: Automatic License plate recognition, Character recognition, Number plate Recognition, Template matching, morphological operation, canny edge detection.

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283 OCR For Printed Urdu Script Using Feed Forward Neural Network

Authors: Inam Shamsher, Zaheer Ahmad, Jehanzeb Khan Orakzai, Awais Adnan

Abstract:

This paper deals with an Optical Character Recognition system for printed Urdu, a popular Pakistani/Indian script and is the third largest understandable language in the world, especially in the subcontinent but fewer efforts are made to make it understandable to computers. Lot of work has been done in the field of literature and Islamic studies in Urdu, which has to be computerized. In the proposed system individual characters are recognized using our own proposed method/ algorithms. The feature detection methods are simple and robust. Supervised learning is used to train the feed forward neural network. A prototype of the system has been tested on printed Urdu characters and currently achieves 98.3% character level accuracy on average .Although the system is script/ language independent but we have designed it for Urdu characters only.

Keywords: Algorithm, Feed Forward Neural Networks, Supervised learning, Pattern Matching.

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282 Recognition of Grocery Products in Images Captured by Cellular Phones

Authors: Farshideh Einsele, Hassan Foroosh

Abstract:

In this paper, we present a robust algorithm to recognize extracted text from grocery product images captured by mobile phone cameras. Recognition of such text is challenging since text in grocery product images varies in its size, orientation, style, illumination, and can suffer from perspective distortion. Pre-processing is performed to make the characters scale and rotation invariant. Since text degradations can not be appropriately defined using well-known geometric transformations such as translation, rotation, affine transformation and shearing, we use the whole character black pixels as our feature vector. Classification is performed with minimum distance classifier using the maximum likelihood criterion, which delivers very promising Character Recognition Rate (CRR) of 89%. We achieve considerably higher Word Recognition Rate (WRR) of 99% when using lower level linguistic knowledge about product words during the recognition process.

Keywords: Camera-based OCR, Feature extraction, Document and image processing.

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281 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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280 Gaming for the Energy Neutral Development: A Case Study of Strijp-S

Authors: Q. Han, W. Schaefer, R. van den Berg

Abstract:

This paper deals with stakeholders’ decisions within energy neutral urban redevelopment processes. The decisions of these stakeholders during the process will make or break energy neutral ambitions. An extensive form of game theory model gave insight in the behavioral differences of stakeholders regarding energy neutral ambitions and the effects of the changing legislation. The results show that new legislation regarding spatial planning slightly influences the behavior of stakeholders. An active behavior of the municipality will still result in the best outcome. Nevertheless, the municipality becomes more powerful when acting passively and can make the use of planning tools to provide governance towards energy neutral urban redevelopment. Moreover, organizational support, recognizing the necessity for energy neutrality, keeping focused and collaboration among stakeholders are crucial elements to achieve the objective of an energy neutral urban (re)development.

Keywords: Energy neutrality urban (re)development, stakeholder behavior, legislation, game theory.

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279 The Features of Formation of Russian Agriculture’s Sectoral Structure

Authors: Natalya G. Filimonova, Mariya G. Ozerova, Irina N. Ermakova

Abstract:

The long-term strategy of the economic development of Russia up to 2030 is based on the concept of sustainable growth. The determining factor of such development is complex changes in the economic system which may be achieved by making progressive changes in its structure. The structural changes determine the character and the direction of economic development, as well as they include all elements of this system without exception, and their regulated character ensures the most rapid aim achievement. This article has discussed the industrial structure of the agriculture in Russia. With the use of the system of indexes, the article has determined the directions, intensity, and speed of structural shifts. The influence of structural changes on agricultural production development has been found out. It is noticed that the changes in the industrial structure are synchronized with the changes in the organisation and economic structure. Efficiency assessment of structural changes allowed to trace the efficiency of structural changes and elaborate the main directions for agricultural policy improvement.

Keywords: Russian agriculture system, sectoral structure, organizational and economic structure, structural changes.

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278 Using Axiomatic Design for Developing a Framework of Manufacturing Cloud Service Composition in the Equilibrium State

Authors: Ehsan Vaziri Goodarzi, Mahmood Houshmand, Omid Fatahi Valilai, Vahidreza Ghezavati, Shahrooz Bamdad

Abstract:

One important paradigm of industry 4.0 is Cloud Manufacturing (CM). In CM everything is considered as a service, therefore, the CM platform should consider all service provider's capabilities and tries to integrate services in an equilibrium state. This research develops a framework for implementing manufacturing cloud service composition in the equilibrium state. The developed framework using well-known tools called axiomatic design (AD) and game theory. The research has investigated the factors for forming equilibrium for measures of the manufacturing cloud service composition. Functional requirements (FRs) represent the measures of manufacturing cloud service composition in the equilibrium state. These FRs satisfied by related Design Parameters (DPs). The FRs and DPs are defined by considering the game theory, QoS, consumer needs, parallel and cooperative services. Ultimately, four FRs and DPs represent the framework. To insure the validity of the framework, the authors have used the first AD’s independent axiom.

Keywords: Axiomatic design, manufacturing cloud service composition, cloud manufacturing, Industry 4.0.

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277 Endogenous Fantasy – Based Serious Games: Intrinsic Motivation and Learning

Authors: Robert F. Kenny, Glenda A. Gunter

Abstract:

Current technological advances pale in comparison to the changes in social behaviors and 'sense of place' that is being empowered since the Internet made it on the scene. Today-s students view the Internet as both a source of entertainment and an educational tool. The development of virtual environments is a conceptual framework that needs to be addressed by educators and it is important that they become familiar with who these virtual learners are and how they are motivated to learn. Massively multiplayer online role playing games (MMORPGs), if well designed, could become the vehicle of choice to deliver learning content. We suggest that these games, in order to accomplish these goals, must begin with well-established instructional design principles that are co-aligned with established principles of video game design. And have the opportunity to provide an instructional model of significant prescriptive power. The authors believe that game designers need to take advantage of the natural motivation player-learners have for playing games by developing them in such a way so as to promote, intrinsic motivation, content learning, transfer of knowledge, and naturalization.

Keywords: serious games, endogenous fantasy, intrinsic motivation, online learning.

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276 Automated Service Scene Detection for Badminton Game Analysis Using CHLAC and MRA

Authors: Fumito Yoshikawa, Takumi Kobayashi, Kenji Watanabe, Nobuyuki Otsu

Abstract:

Extracting in-play scenes in sport videos is essential for quantitative analysis and effective video browsing of the sport activities. Game analysis of badminton as of the other racket sports requires detecting the start and end of each rally period in an automated manner. This paper describes an automatic serve scene detection method employing cubic higher-order local auto-correlation (CHLAC) and multiple regression analysis (MRA). CHLAC can extract features of postures and motions of multiple persons without segmenting and tracking each person by virtue of shift-invariance and additivity, and necessitate no prior knowledge. Then, the specific scenes, such as serve, are detected by linear regression (MRA) from the CHLAC features. To demonstrate the effectiveness of our method, the experiment was conducted on video sequences of five badminton matches captured by a single ceiling camera. The averaged precision and recall rates for the serve scene detection were 95.1% and 96.3%, respectively.

Keywords: Badminton, CHLAC, MRA, Video-based motiondetection

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275 Optimal Transmission Network Usage and Loss Allocation Using Matrices Methodology and Cooperative Game Theory

Authors: Baseem Khan, Ganga Agnihotri

Abstract:

Restructuring of Electricity supply industry introduced many issues such as transmission pricing, transmission loss allocation and congestion management. Many methodologies and algorithms were proposed for addressing these issues. In this paper a power flow tracing based method is proposed which involves Matrices methodology for the transmission usage and loss allocation for generators and demands. This method provides loss allocation in a direct way because all the computation is previously done for usage allocation. The proposed method is simple and easy to implement in a large power system. Further it is less computational because it requires matrix inversion only a single time. After usage and loss allocation cooperative game theory is applied to results for finding efficient economic signals. Nucleolus and Shapely value approach is used for optimal allocation of results. Results are shown for the IEEE 6 bus system and IEEE 14 bus system.

Keywords: Modified Kirchhoff Matrix, Power flow tracing, Transmission Pricing, Transmission Loss Allocation.

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274 OCIRS: An Ontology-based Chinese Idioms Retrieval System

Authors: Hu Haibo, Tu Chunmei, Fu Chunlei, Fu Li, Mao Fan, Ma Yuan

Abstract:

Chinese Idioms are a type of traditional Chinese idiomatic expressions with specific meanings and stereotypes structure which are widely used in classical Chinese and are still common in vernacular written and spoken Chinese today. Currently, Chinese Idioms are retrieved in glossary with key character or key word in morphology or pronunciation index that can not meet the need of searching semantically. OCIRS is proposed to search the desired idiom in the case of users only knowing its meaning without any key character or key word. The user-s request in a sentence or phrase will be grammatically analyzed in advance by word segmentation, key word extraction and semantic similarity computation, thus can be mapped to the idiom domain ontology which is constructed to provide ample semantic relations and to facilitate description logics-based reasoning for idiom retrieval. The experimental evaluation shows that OCIRS realizes the function of searching idioms via semantics, obtaining preliminary achievement as requested by the users.

Keywords: Chinese idiom, idiom retrieval, semantic searching, ontology, semantics similarity.

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273 Automatic Number Plate Recognition System Based on Deep Learning

Authors: T. Damak, O. Kriaa, A. Baccar, M. A. Ben Ayed, N. Masmoudi

Abstract:

In the last few years, Automatic Number Plate Recognition (ANPR) systems have become widely used in the safety, the security, and the commercial aspects. Forethought, several methods and techniques are computing to achieve the better levels in terms of accuracy and real time execution. This paper proposed a computer vision algorithm of Number Plate Localization (NPL) and Characters Segmentation (CS). In addition, it proposed an improved method in Optical Character Recognition (OCR) based on Deep Learning (DL) techniques. In order to identify the number of detected plate after NPL and CS steps, the Convolutional Neural Network (CNN) algorithm is proposed. A DL model is developed using four convolution layers, two layers of Maxpooling, and six layers of fully connected. The model was trained by number image database on the Jetson TX2 NVIDIA target. The accuracy result has achieved 95.84%.

Keywords: Automatic number plate recognition, character segmentation, convolutional neural network, CNN, deep learning, number plate localization.

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272 Anticorrosive Polyurethane Clear Coat with Self-Cleaning Character

Authors: Nihit Madireddi, P. A. Mahanwar

Abstract:

We have aimed to produce a self-cleaning transparent polymer coating with polyurethane (PU) matrix as the latter is highly solvent, chemical and weather resistant having good mechanical properties. Nano-silica modified by 1H, 1H, 2H, 2Hperflurooctyltriethoxysilane was incorporated into the PU matrix for attaining self-cleaning ability through hydrophobicity. The modification was confirmed by particle size analysis and scanning electron microscopy (SEM). Thermo-gravimetric (TGA) studies were carried to ascertain the grafting of silane onto the silica. Several coating formulations were prepared by varying the silica loading content and compared to a commercial equivalent. The effect of dispersion and the morphology of the coated films were assessed by SEM analysis. All coating standardized tests like solvent resistance, adhesion, flexibility, acid, alkali, gloss etc. have been performed as per ASTM standards. Water contact angle studies were conducted to analyze the hydrophobic character of the coating. In addition, the coatings were also subjected to salt spray and accelerated weather testing to analyze the durability of the coating.

Keywords: FAS, nano-silica, PU clear coat, self-cleaning.

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271 Hybrid Markov Game Controller Design Algorithms for Nonlinear Systems

Authors: R. Sharma, M. Gopal

Abstract:

Markov games can be effectively used to design controllers for nonlinear systems. The paper presents two novel controller design algorithms by incorporating ideas from gametheory literature that address safety and consistency issues of the 'learned' control strategy. A more widely used approach for controller design is the H∞ optimal control, which suffers from high computational demand and at times, may be infeasible. We generate an optimal control policy for the agent (controller) via a simple Linear Program enabling the controller to learn about the unknown environment. The controller is facing an unknown environment and in our formulation this environment corresponds to the behavior rules of the noise modeled as the opponent. Proposed approaches aim to achieve 'safe-consistent' and 'safe-universally consistent' controller behavior by hybridizing 'min-max', 'fictitious play' and 'cautious fictitious play' approaches drawn from game theory. We empirically evaluate the approaches on a simulated Inverted Pendulum swing-up task and compare its performance against standard Q learning.

Keywords: Fictitious Play, Cautious Fictitious Play, InvertedPendulum, Controller, Markov Games, Mobile Robot.

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270 An Analysis of Gamification in the Post-Secondary Classroom

Authors: F. Saccucci

Abstract:

Gamification has now started to take root in the post-secondary classroom. Educators have learned much about gamification to date but there is still a great deal to learn. One definition of gamification is the ability to engage post-secondary students with games that are fun and correlate to class room curriculum. There is no shortage of literature illustrating the advantages of gamification in the class room. This study is an extension of similar thought as well as an extension of a previous study where in class testing proved with the used of paired T-test that gamification did significantly improve the students’ understanding of subject material. Gamification itself in the class room can range from high end computer simulated software to paper based games of which both have advantages and disadvantages. This analysis used a paper based game to highlight certain qualitative advantages of gamification. The paper based game in this analysis was inexpensive, required low preparation time for the faculty member and consumed approximately 20 minutes of class room time. Data for the study was collected through in class student feedback surveys and narrative from the faculty member moderating the game. Students were randomly selected into groups of four. Qualitative advantages identified in this analysis included: 1. Students had a chance to meet, connect and know other students. 2. Students enjoyed the gamification process given there was a sense of fun and competition. 3. The post assessment that followed the simulation game was not part of their grade calculation therefore it was an opportunity to participate in a low risk activity whereby students could subsequently self-assess their understanding of the subject material. 4. In the view of the student, content knowledge did increase after the gamification process. These qualitative advantages identified in this analysis contribute to the argument that there should be an attempt to use gamification in today’s post-secondary class room. The analysis also highlighted that eighty (80) percent of the respondents believe twenty minutes devoted to the gamification process was appropriate, however twenty (20) percentage of respondents believed that rather than scheduling a gamification process and its post quiz in the last week, a review for the final exam may have been more useful. An additional study to this hopes to determine if the scheduling of the gamification had any correlation to a percentage of the students not wanting to be engaged in the process. As well, the additional study hopes to determine at what incremental level of time invested in class room gamification produce no material incremental benefits to the student as well as determine if any correlation exist between respondents preferring not to have it at the end of the semester to students not believing the gamification process added to the increase of their curricular knowledge.

Keywords: Gamification, inexpensive, qualitative advantages, post-secondary.

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269 Degraded Document Analysis and Extraction of Original Text Document: An Approach without Optical Character Recognition

Authors: L. Hamsaveni, Navya Prakash, Suresha

Abstract:

Document Image Analysis recognizes text and graphics in documents acquired as images. An approach without Optical Character Recognition (OCR) for degraded document image analysis has been adopted in this paper. The technique involves document imaging methods such as Image Fusing and Speeded Up Robust Features (SURF) Detection to identify and extract the degraded regions from a set of document images to obtain an original document with complete information. In case, degraded document image captured is skewed, it has to be straightened (deskew) to perform further process. A special format of image storing known as YCbCr is used as a tool to convert the Grayscale image to RGB image format. The presented algorithm is tested on various types of degraded documents such as printed documents, handwritten documents, old script documents and handwritten image sketches in documents. The purpose of this research is to obtain an original document for a given set of degraded documents of the same source.

Keywords: Grayscale image format, image fusing, SURF detection, YCbCr image format.

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268 Comparing Test Equating by Item Response Theory and Raw Score Methods with Small Sample Sizes on a Study of the ARTé: Mecenas Learning Game

Authors: Steven W. Carruthers

Abstract:

The purpose of the present research is to equate two test forms as part of a study to evaluate the educational effectiveness of the ARTé: Mecenas art history learning game. The researcher applied Item Response Theory (IRT) procedures to calculate item, test, and mean-sigma equating parameters. With the sample size n=134, test parameters indicated “good” model fit but low Test Information Functions and more acute than expected equating parameters. Therefore, the researcher applied equipercentile equating and linear equating to raw scores and compared the equated form parameters and effect sizes from each method. Item scaling in IRT enables the researcher to select a subset of well-discriminating items. The mean-sigma step produces a mean-slope adjustment from the anchor items, which was used to scale the score on the new form (Form R) to the reference form (Form Q) scale. In equipercentile equating, scores are adjusted to align the proportion of scores in each quintile segment. Linear equating produces a mean-slope adjustment, which was applied to all core items on the new form. The study followed a quasi-experimental design with purposeful sampling of students enrolled in a college level art history course (n=134) and counterbalancing design to distribute both forms on the pre- and posttests. The Experimental Group (n=82) was asked to play ARTé: Mecenas online and complete Level 4 of the game within a two-week period; 37 participants completed Level 4. Over the same period, the Control Group (n=52) did not play the game. The researcher examined between group differences from post-test scores on test Form Q and Form R by full-factorial Two-Way ANOVA. The raw score analysis indicated a 1.29% direct effect of form, which was statistically non-significant but may be practically significant. The researcher repeated the between group differences analysis with all three equating methods. For the IRT mean-sigma adjusted scores, form had a direct effect of 8.39%. Mean-sigma equating with a small sample may have resulted in inaccurate equating parameters. Equipercentile equating aligned test means and standard deviations, but resultant skewness and kurtosis worsened compared to raw score parameters. Form had a 3.18% direct effect. Linear equating produced the lowest Form effect, approaching 0%. Using linearly equated scores, the researcher conducted an ANCOVA to examine the effect size in terms of prior knowledge. The between group effect size for the Control Group versus Experimental Group participants who completed the game was 14.39% with a 4.77% effect size attributed to pre-test score. Playing and completing the game increased art history knowledge, and individuals with low prior knowledge tended to gain more from pre- to post test. Ultimately, researchers should approach test equating based on their theoretical stance on Classical Test Theory and IRT and the respective  assumptions. Regardless of the approach or method, test equating requires a representative sample of sufficient size. With small sample sizes, the application of a range of equating approaches can expose item and test features for review, inform interpretation, and identify paths for improving instruments for future study.

Keywords: Effectiveness, equipercentile equating, IRT, learning games, linear equating, mean-sigma equating.

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267 A Robust Al-Hawalees Gaming Automation using Minimax and BPNN Decision

Authors: Ahmad Sharieh, R Bremananth

Abstract:

Artificial Intelligence based gaming is an interesting topic in the state-of-art technology. This paper presents an automation of a tradition Omani game, called Al-Hawalees. Its related issues are resolved and implemented using artificial intelligence approach. An AI approach called mini-max procedure is incorporated to make a diverse budges of the on-line gaming. If number of moves increase, time complexity will be increased in terms of propositionally. In order to tackle the time and space complexities, we have employed a back propagation neural network (BPNN) to train in off-line to make a decision for resources required to fulfill the automation of the game. We have utilized Leverberg- Marquardt training in order to get the rapid response during the gaming. A set of optimal moves is determined by the on-line back propagation training fashioned with alpha-beta pruning. The results and analyses reveal that the proposed scheme will be easily incorporated in the on-line scenario with one player against the system.

Keywords: Artificial neural network, back propagation gaming, Leverberg-Marquardt, minimax procedure.

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266 Frank Norris’ McTeague: An Entropic Melodrama

Authors: Mohsen Masoomi, Fazel Asadi Amjad, Monireh Arvin

Abstract:

According to Naturalistic principles, human destiny in the form of blind chance and determinism, entraps the individual, so man is a defenceless creature unable to escape from the ruthless paws of a stoical universe. In Naturalism; nonetheless, melodrama mirrors a conscious alternative with a peculiar function. A typical American Naturalistic character thus cannot be a subject for social criticism of American society since they are not victims of the ongoing virtual slavery, capitalist system, nor of a ruined milieu, but of their own volition, and more importantly, their character frailty. Through a Postmodern viewpoint, each Naturalistic work can encompass some entropic trends and changes culminating in an entire failure and devastation. Frank Norris in McTeague displays the futile struggles of ordinary men and how they end up brutes. McTeague encompasses intoxication, abuse, violation, and ruthless homicides. Norris’ depictions of the falling individual as a demon represent the entropic dimension of Naturalistic novels. McTeague’s defeat is somewhat his own fault, the result of his own blunders and resolution, not the result of sheer accident. Throughout the novel, each character is a kind of insane quester indicating McTeague’s decadence and, by inference, the decadence of Western civilisation. McTeague seems to designate Norris’ solicitude for a community fabricated by the elements of human negative demeanours and conducts hauling acute symptoms of infectious dehumanisation. The aim of this article is to illustrate how one specific negative human disposition gradually, like a running fire, can spread everywhere and burn everything in itself. The author applies the concept of entropy metaphorically to describe the individual devolutions that necessarily comprise community entropy in McTeague, a dying universe.

Keywords: Animal imagery, entropy, Gypsy, melodrama.

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