Search results for: Kenny%20Wen-Chyuan%20Chen
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 7

Search results for: Kenny%20Wen-Chyuan%20Chen

7 Digital Narrative as a Change Agent to Teach Reading to Media-Centric Students

Authors: Robert F. Kenny

Abstract:

Because today-s media centric students have adopted digital as their native form of communication, teachers are having increasingly difficult time motivating reluctant readers to read and write. Our research has shown these text-averse individuals can learn to understand the importance of reading and writing if the instruction is based on digital narratives. While these students are naturally attracted to story, they are better at consuming them than creating them. Therefore, any intervention that utilizes story as its basis needs to include instruction on the elements of story making. This paper presents a series of digitally-based tools to identify potential weaknesses of visually impaired visual learners and to help motivate these and other media-centric students to select and complete books that are assigned to them

Keywords: Cognitive tempo, digital narratives, digital Booktalk

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6 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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5 Cardiopulmonary Exercise Testing in Young Asthmatic Children Ages 6-10 Years Old

Authors: Yen-Ting Wang, Kenny Wen-Chyuan Chen, I-Tsun Chiang, Lung-Ching Liang, Alex J.Y. Lee

Abstract:

The aim of this study was to establish the feasibility of a minute incremental exercise testing protocol in young asthma children. Twenty-two children with clinically diagnosed mild to moderate asthma volunteered to participate. The maximum incremental exercise test was performed using a cycle ergometer with an electromagnetic braking. A warm-up unloaded for 2 minutes then the workload was started at 40 watts for 2 minutes, and then stepwise increments of 8 watts per 2 minutes were applied. The pedaling frequency was set at 50 rpm. Ventilation and gas exchange were measured with a breath-by-breath automatic metabolic measurement system. Results showed that this test was well tolerated by all asthmatic children. Most of the children reached the VO2 plateau and satisfied the criteria for maximal respiratory exchange ratio of ≥ 1. This Study demonstrated that this testing protocol was suitable for young asthmatic children.

Keywords: Asthma, Child, Exercise, Pediatrics.

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4 Diagnostic Investigation of Aircraft Performance at Different Winglet Cant Angles

Authors: Dinesh M., Kenny Mark V., Dharni Vasudhevan Venkatesan, Santhosh Kumar B., Sree Radesh R., V. R. Sanal Kumar

Abstract:

Comprehensive numerical studies have been carried out to examine the best aerodynamic performance of subsonic aircraft at different winglet cant angles using a validated 3D k-ω SST model. In the parametric analytical studies NACA series of airfoils are selected. Basic design of the winglet is selected from the literature and flow features of the entire wing including the winglet tip effects have been examined with different cant angles varying from 150 to 600 at different angles of attack up to 140. We have observed, among the cases considered in this study that a case, with 150 cant angle the aerodynamics performance of the subsonic aircraft during takeoff was found better up to an angle of attack of 2.80 and further its performance got diminished at higher angles of attack. Analyses further revealed that increasing the winglet cant angle from 150 to 600 at higher angles of attack could negate the performance deterioration and additionally it could enhance the peak CL/CD on the order of 3.5%. The investigated concept of variable-cant-angle winglets appears to be a promising alternative for improving the aerodynamic efficiency of aircraft.

Keywords: Aerodynamic efficiency, Cant-angle, Drag reduction, Flexible Winglets.

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3 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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2 The Effects of Whole-Body Vibration Training on Jump Performance in Handball Athletes

Authors: Yen-Ting Wang, Shou-Jing Guo, Hsiu-Kuang Chang, Kenny Wen-Chyuan Chen, Alex J.Y. Lee

Abstract:

This study examined the effects of eight weeks of whole-body vibration training (WBVT) on vertical and decuple jump performance in handball athletes. Sixteen collegiate Level I handball athletes volunteered for this study. They were divided equally as control group and experimental group (EG). During the period of the study, all athletes underwent the same handball specific training, but the EG received additional WBVT (amplitude: 2 mm, frequency: 20 - 40 Hz) three time per week for eight consecutive weeks. The vertical jump performance was evaluated according to the maximum height of squat jump (SJ) and countermovement jump (CMJ). Single factor ANCOVA was used to examine the differences in each parameter between the groups after training with the pretest values as a covariate. The statistic significance was set at p < .05. After 8 weeks WBVT, the EG had significantly improved the maximal height of SJ (40.92 ± 2.96 cm vs. 48.40 ± 4.70 cm, F = 5.14, p < .05) and the maximal height CMJ (47.25 ± 7.48 cm vs. 52.20 ± 6.25 cm, F = 5.31, p < .05). 8 weeks of additional WBVT could improve the vertical and decuple jump performance in handball athletes. Enhanced motor unit synchronization and firing rates, facilitated muscular contraction stretch-shortening cycle, and improved lower extremity neuromuscular coordination could account for these enhancements.

Keywords: Muscle strength, explosive power, squat jump, and countermovement jump.

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1 A Framework for Improving Trade Contractors’ Productivity Tracking Methods

Authors: Sophia Hayes, Kenny L. Liang, Sahil Sharma, Austin Shema, Mahmoud Bader, Mohamed Elbarkouky

Abstract:

Despite being one of the most significant economic contributors of the country, Canada’s construction industry is lagging behind other sectors when it comes to labor productivity improvements. The construction industry is very collaborative as a general contractor, will hire trade contractors to perform most of a project’s work; meaning low productivity from one contractor can have a domino effect on the shared success of a project. To address this issue and encourage trade contractors to improve their productivity tracking methods, an investigative study was done on the productivity views and tracking methods of various trade contractors. Additionally, an in-depth review was done on four standard tracking methods used in the construction industry: cost codes, benchmarking, the job productivity measurement (JPM) standard, and WorkFace Planning (WFP). The four tracking methods were used as a baseline in comparing the trade contractors’ responses, determining gaps within their current tracking methods, and for making improvement recommendations. 15 interviews were conducted with different trades to analyze how contractors value productivity. The results of these analyses indicated that there seem to be gaps within the construction industry when it comes to an understanding of the purpose and value in productivity tracking. The trade contractors also shared their current productivity tracking systems; which were then compared to the four standard tracking methods used in the construction industry. Gaps were identified in their various tracking methods and using a framework; recommendations were made based on the type of trade on how to improve how they track productivity.

Keywords: Trade contractors’ productivity, productivity tracking, cost codes, benchmarking, job productivity measurement, JPM, workface planning WFP.

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