Search results for: Pervasive gaming
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 86

Search results for: Pervasive gaming

56 Redefining Field Experiences: Virtual Environments in Teacher Education

Authors: Laurie Mullen, Jayne Beilke, Nancy Brooks

Abstract:

The explosion of interest in online gaming and virtual worlds is leading many universities to investigate possible educational applications of the new environments. In this paper we explore the possibilities of 3D online worlds for teacher education, particularly the field experience component. Drawing upon two pedagogical examples, we suggest that virtual simulations may, with certain limitations, create safe spaces that allow preservice teachers to adopt alternate identities and interact safely with the “other." In so doing they may become aware of the constructed nature of social categories and gain the essential pedagogical skill of perspective-taking. We suggest that, ultimately, the ability to be the principal creators of themselves in virtual environments can increase their ability to do the same in the real world.

Keywords: field experience, pedagogy, simulation, teacher education

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55 Speech Impact Realization via Manipulative Argumentation Techniques in Modern American Political Discourse

Authors: Zarine Avetisyan

Abstract:

The present paper presents the discussion of scholars concerning speech impact, peculiarities of its realization, speech strategies and techniques in particular. Departing from the viewpoints of many prominent linguists, the paper suggests that manipulative argumentation be viewed as a most pervasive speech strategy with a certain set of techniques which are to be found in modern American political discourse. The precedence of their occurrence allows us to regard them as pragmatic patterns of speech impact realization in effective public speaking.

Keywords: Manipulative argumentation, political discourse, speech impact, technique.

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54 Web Application Security, Attacks and Mitigation

Authors: Ayush Chugh, Gaurav Gupta

Abstract:

Today’s technology is heavily dependent on web applications. Web applications are being accepted by users at a very rapid pace. These have made our work efficient. These include webmail, online retail sale, online gaming, wikis, departure and arrival of trains and flights and list is very long. These are developed in different languages like PHP, Python, C#, ASP.NET and many more by using scripts such as HTML and JavaScript. Attackers develop tools and techniques to exploit web applications and legitimate websites. This has led to rise of web application security; which can be broadly classified into Declarative Security and Program Security. The most common attacks on the applications are by SQL Injection and XSS which give access to unauthorized users who totally damage or destroy the system. This paper presents a detailed literature description and analysis on Web Application Security, examples of attacks and steps to mitigate the vulnerabilities.

Keywords: Attacks, Injection, JavaScript, SQL, Vulnerability, XSS.

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53 A Review on Light Shafts Rendering for Indoor Scenes

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

Abstract:

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

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

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52 Secure peerTalk Using PEERT System

Authors: Nebu Tom John, N. Dhinakaran

Abstract:

Multiparty voice over IP (MVoIP) systems allows a group of people to freely communicate each other via the internet, which have many applications such as online gaming, teleconferencing, online stock trading etc. Peertalk is a peer to peer multiparty voice over IP system (MVoIP) which is more feasible than existing approaches such as p2p overlay multicast and coupled distributed processing. Since the stream mixing and distribution are done by the peers, it is vulnerable to major security threats like nodes misbehavior, eavesdropping, Sybil attacks, Denial of Service (DoS), call tampering, Man in the Middle attacks etc. To thwart the security threats, a security framework called PEERTS (PEEred Reputed Trustworthy System for peertalk) is implemented so that efficient and secure communication can be carried out between peers.

Keywords: Key management system, peer-to-peer voice streaming, reputed trust management system, voice-over-IP.

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51 Why Traditional Technology Acceptance Models Won't Work for Future Information Technologies?

Authors: Carsten Röcker

Abstract:

This paper illustrates why existing technology acceptance models are only of limited use for predicting and explaining the adoption of future information and communication technologies. It starts with a general overview over technology adoption processes, and presents several theories for the acceptance as well as adoption of traditional information technologies. This is followed by an overview over the recent developments in the area of information and communication technologies. Based on the arguments elaborated in these sections, it is shown why the factors used to predict adoption in existing systems, will not be sufficient for explaining the adoption of future information and communication technologies.

Keywords: Technology Diffusion, Technology AcceptanceModels, Ambient Intelligence, Ubiquitous and Pervasive Computing.

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50 A Comparative Analysis of Different Web Content Mining Tools

Authors: T. Suresh Kumar, M. Arthanari, N. Shanthi

Abstract:

Nowadays, the Web has become one of the most pervasive platforms for information change and retrieval. It collects the suitable and perfectly fitting information from websites that one requires. Data mining is the form of extracting data’s available in the internet. Web mining is one of the elements of data mining Technique, which relates to various research communities such as information recovery, folder managing system and simulated intellects. In this Paper we have discussed the concepts of Web mining. We contain generally focused on one of the categories of Web mining, specifically the Web Content Mining and its various farm duties. The mining tools are imperative to scanning the many images, text, and HTML documents and then, the result is used by the various search engines. We conclude by presenting a comparative table of these tools based on some pertinent criteria.

Keywords: Data Mining, Web Mining, Web Content Mining, Mining Tools, Information retrieval.

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49 A Game Design Framework for Vocational Education

Authors: Heide Lukosch, Roy Van Bussel, Sebastiaan Meijer

Abstract:

Serious games have proven to be a useful instrument to engage learners and increase motivation. Nevertheless, a broadly accepted, practical instructional design approach to serious games does not exist. In this paper, we introduce the use of an instructional design model that has not been applied to serious games yet, and has some advantages compared to other design approaches. We present the case of mechanics mechatronics education to illustrate the close match with timing and role of knowledge and information that the instructional design model prescribes and how this has been translated to a rigidly structured game design. The structured approach answers the learning needs of applicable knowledge within the target group. It combines advantages of simulations with strengths of entertainment games to foster learner-s motivation in the best possible way. A prototype of the game will be evaluated along a well-respected evaluation method within an advanced test setting including test and control group.

Keywords: Serious Gaming, Simulation, Complex Learning.

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48 Virtual Environments...Vehicle for Pedagogical Advancement

Authors: Elizabeth M. Hodge, Sharon K. Collins, Eric Kisling

Abstract:

Virtual environments are a hot topic in academia and more importantly in courses offered via distance education. Today-s gaming generation view virtual worlds as strong social and interactive mediums for communicating and socializing. And while institutions of higher education are challenged with increasing enrollment while balancing budget cuts, offering effective courses via distance education become a valid option. Educators can utilize virtual worlds to offer students an enhanced learning environment which has the power to alleviate feelings of isolation through the promotion of communication, interaction, collaboration, teamwork, feedback, engagement and constructivists learning activities. This paper focuses on the use of virtual environments to facilitate interaction in distance education courses so as to produce positive learning outcomes for students. Furthermore, the instructional strategies were reviewed and discussed for use in virtual worlds to enhance learning within a social context.

Keywords: Virtual Environments, Second Life, Instructional Strategies and Technology

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47 Virtual Reality Classrooms Strategies for Creating a Social Presence

Authors: Elizabeth M. Hodge, M.H.N. Tabrizi, Mary A. Farwell, Karl L. Wuensch

Abstract:

Delivering course material via a virtual environment is beneficial to today-s students because it offers the interactivity, real-time interaction and social presence that students of all ages have come to accept in our gaming rich community. It is essential that the Net Generation also known as Generation Why, have exposure to learning communities that encompass interactivity to form social and educational connections. As student and professor become interconnected through collaboration and interaction in a virtual learning space, relationships develop and students begin to take on an individual identity. With this in mind the research project was developed to investigate the use of virtual environments on student satisfaction and the effectiveness of course delivery. Furthermore, the project was designed to integrate both interactive (real-time) classes conducted in the Virtual Reality (VR) environment while also creating archived VR sessions for student use in retaining and reviewing course content.

Keywords: Virtual Reality, Social Presence, Virtual Environments, Course Delivery Methods.

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46 User Acceptance of Educational Games: A Revised Unified Theory of Acceptance and Use of Technology (UTAUT)

Authors: Roslina Ibrahim, Azizah Jaafar

Abstract:

Educational games (EG) seem to have lots of potential due to digital games popularity and preferences of our younger generations of learners. However, most studies focus on game design and its effectiveness while little has been known about the factors that can affect users to accept or to reject EG for their learning. User acceptance research try to understand the determinants of information systems (IS) adoption among users by investigating both systems factors and users factors. Upon the lack of knowledge on acceptance factors for educational games, we seek to understand the issue. This study proposed a model of acceptance factors based on Unified Theory of Acceptance and Use of Technology (UTAUT). We use original model (performance expectancy, effort expectancy and social influence) together with two new determinants (learning opportunities and enjoyment). We will also investigate the effect of gender and gaming experience that moderate the proposed factors.

Keywords: educational games, games acceptance, user acceptance model, UTAUT

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45 Serious Game for Autism Children: Review of Literature

Authors: Helmi Adly Mohd Noor, Faaizah Shahbodin, Naim Che Pee

Abstract:

Autism Spectrum Disorder (ASD) is a pervasive developmental disorder which affects individuals with varying degrees of impairment. Currently, there has been ample research done in serious game for autism children. Although serious games are traditionally associated with software developments, developing them in the autism field involves studying the associated technology and paying attention to aspects related to interaction with the game. Serious Games for autism cover matters related to education, therapy for communication, psychomotor treatment and social behavior enhancement. In this paper, a systematic review sets out the lines of development and research currently being conducted into serious games which pursue some form of benefit in the field of autism. This paper includes a literature review of relevant serious game developments since in year 2007 and examines new trends.

Keywords: Serious Game, Autism, Education, Therapy

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44 Media Façades in the Wild: Some Lessons

Authors: Hai-Ning Liang, Xiaowei Dai, Nancy Diniz, Charles Fleming, Woon Kian Chong

Abstract:

Media displays in public areas are becoming increasingly pervasive—they are used in many settings, come in different sizes, serve different purposes, and have varied degrees of interactivity. In this paper, we aim to provide a survey of how these displays, often named media façades, are used in the wild in a city in China which is undergoing a rapid growth. This survey is intended to raise greater awareness and discussion about the use and effect of these displays in public areas. Through this survey, we have been able to distill some lessons of what is good, bad, and ugly about some current examples of media displays used in a city that is transitioning into becoming a modern one and one that is located in one of the fastest growing areas in Asia. With this research, we hope that we can provide technology designers and architects with some general principles that can help them integrate these types of technologies into their architectural creations.

Keywords: Large displays, media façades, interaction design, architectural displays.

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43 Energy-Efficient Electrical Power Distribution with Multi-Agent Control at Parallel DC/DC Converters

Authors: Janos Hamar, Peter Bartal, Daniel T. Sepsi

Abstract:

Consumer electronics are pervasive. It is impossible to imagine a household or office without DVD players, digital cameras, printers, mobile phones, shavers, electrical toothbrushes, etc. All these devices operate at different voltage levels ranging from 1.8 to 20 VDC, in the absence of universal standards. The voltages available are however usually 120/230 VAC at 50/60 Hz. This situation makes an individual electrical energy conversion system necessary for each device. Such converters usually involve several conversion stages and often operate with excessive losses and poor reliability. The aim of the project presented in this paper is to design and implement a multi-channel DC/DC converter system, customizing the output voltage and current ratings according to the requirements of the load. Distributed, multi-agent techniques will be applied for the control of the DC/DC converters.

Keywords: DC/DC converter, energy efficiency, multi-agentcontrol, parallel converters.

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42 Evaluation of Inceptor Design for Manned Multicopter

Authors: Jędrzej Minda

Abstract:

In aviation a very narrow spectrum of control inceptors exists, namely centre-sticks, side-sticks, pedals and yokes. However, new types of aircraft are emerging and with them a need for new inceptors. A manned multicopter created at AGH University of Science and Technology is an aircraft in which the pilot takes a specific orientation in which classical inceptors may be impractical to use. In this paper unique kind of control inceptor is described, which aims to provide a handling quality not unlike standard solutions and provide a firm grip point for the pilot without the risk of involuntary stick movement. Simulations of pilot-inceptor model were performed in order to compare dynamic amplification factors of design described in this paper with classical one. Functional prototype is built on which drone pilots carried out a comfort of use evaluation. This paper provides a general overview of the project, including literature review, reasoning behind components selection and mechanism design finalized by conclusions.

Keywords: Mechanisms, mechatronics, embedded control, serious gaming, rescue missions, rescue robotics.

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41 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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40 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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39 Detection of New Attacks on Ubiquitous Services in Cloud Computing and Countermeasures

Authors: L. Sellami, D. Idoughi, P. F. Tiako

Abstract:

Cloud computing provides infrastructure to the enterprise through the Internet allowing access to cloud services at anytime and anywhere. This pervasive aspect of the services, the distributed nature of data and the wide use of information make cloud computing vulnerable to intrusions that violate the security of the cloud. This requires the use of security mechanisms to detect malicious behavior in network communications and hosts such as intrusion detection systems (IDS). In this article, we focus on the detection of intrusion into the cloud sing IDSs. We base ourselves on client authentication in the computing cloud. This technique allows to detect the abnormal use of ubiquitous service and prevents the intrusion of cloud computing. This is an approach based on client authentication data. Our IDS provides intrusion detection inside and outside cloud computing network. It is a double protection approach: The security user node and the global security cloud computing.

Keywords: Cloud computing, intrusion detection system, privacy, trust.

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38 How Do You Blow off Steam - The Impact of Therapeutic Catharsis Seeking, Self-Construal, and Social Capital in Gaming Context

Authors: Hye Rim Lee, Eui Jun Jeong, Joo Woo Kim

Abstract:

This study will examine how the therapeutic factors (therapeutic catharsis-seeking and game-efficacy of the game player) and self-construal factors (independent and interdependent self-construal of the game player) as well as social capital factors (bonding and bridging social capital of the game player) affect aggression in the game. Results show that both therapeutic catharsis-seeking and game self-efficacy are particularly important to the players since they cause the game players’ aggressive tendencies to be greatly diminished. Independent self-construal reduces the level of the players’ aggression. Interestingly enough, the bonding social capital enhances the level of the players’ aggression, while individuals with bridging social capital did not show any significant effects. The results and implications will be discussed herein.

Keywords: Aggression catharsis, therapeutic catharsis seeking, game self-efficacy, self-construal, social capital.

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37 FITTER - A Framework for Integrating Activity Tracking Technologies into Electric Recreation for Children and Adolescents

Authors: R. Altamimi, G. Skinner, K. Nesbitt

Abstract:

Encouraging physical activity amongst children and adolescents is becoming an increasingly relevant issue in modern society. Studies have shown that involving children and adolescents in physical activity is essential for their physical, mental and social development. However, with technology playing an increasingly important role in reducing physical work it is becoming more critical to incorporate adequate physical activities into our lives. One way to overcome this problem is to harness technology so that it promotes physical activities, for example, by motivating children and adolescents to exercise more. This paper describes a promising solution to the question of how to increase levels of physical activity in children and adolescents by combining gaming technologies with exercise tracking goals. This research describes a framework called FITTER (Framework for Integrating activity Tracking Technologies for Electronic Recreation) that combines video game play with more traditional, non-computer physical activities.

Keywords: Exergames, Home-based eHealth, Human-computer Interaction, Natural User Interfaces, Wearable Health Informatics.

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36 Trust Managementfor Pervasive Computing Environments

Authors: Denis Trcek

Abstract:

Trust is essential for further and wider acceptance of contemporary e-services. It was first addressed almost thirty years ago in Trusted Computer System Evaluation Criteria standard by the US DoD. But this and other proposed approaches of that period were actually solving security. Roughly some ten years ago, methodologies followed that addressed trust phenomenon at its core, and they were based on Bayesian statistics and its derivatives, while some approaches were based on game theory. However, trust is a manifestation of judgment and reasoning processes. It has to be dealt with in accordance with this fact and adequately supported in cyber environment. On the basis of the results in the field of psychology and our own findings, a methodology called qualitative algebra has been developed, which deals with so far overlooked elements of trust phenomenon. It complements existing methodologies and provides a basis for a practical technical solution that supports management of trust in contemporary computing environments. Such solution is also presented at the end of this paper.

Keywords: internet security, trust management, multi-agent systems, reasoning and judgment, modeling and simulation, qualitativealgebra

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35 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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34 Study on Evaluating the Utilization of Social Media Tools (SMT) in Collaborative Learning Case Study: Faculty of Medicine, King Khalid University

Authors: Vasanthi Muniasamy, Intisar Magboul Ejalani, M. Anandhavalli, K. Gauthaman

Abstract:

Social Media (SM) is websites increasingly popular and built to allow people to express themselves and to interact socially with others. Most SMT are dominated by youth particularly College students. The proliferation of popular social media tools, which can accessed from any communication devices has become pervasive in the lives of today’s student life. Connecting traditional education to social media tools are a relatively new era and any collaborative tool could be used for learning activities. This study focuses (i) how the social media tools are useful for the learning activities of the students of faculty of medicine in King Khalid University (ii) whether the social media affects the collaborative learning with interaction among students, among course instructor, their engagement, perceived ease of use and perceived ease of usefulness (TAM) (iii) overall, the students satisfy with this collaborative learning through Social media.

Keywords: Social Media, Web 2.0, Perceived ease of use, perceived usefulness, Collaborative Learning.

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33 Authoring Tactile Gestures: Case Study for Emotion Stimulation

Authors: Rodrigo Lentini, Beatrice Ionascu, Friederike A. Eyssel, Scandar Copti, Mohamad Eid

Abstract:

The haptic modality has brought a new dimension to human computer interaction by engaging the human sense of touch. However, designing appropriate haptic stimuli, and in particular tactile stimuli, for various applications is still challenging. To tackle this issue, we present an intuitive system that facilitates the authoring of tactile gestures for various applications. The system transforms a hand gesture into a tactile gesture that can be rendering using a home-made haptic jacket. A case study is presented to demonstrate the ability of the system to develop tactile gestures that are recognizable by human subjects. Four tactile gestures are identified and tested to intensify the following four emotional responses: high valence – high arousal, high valence – low arousal, low valence – high arousal, and low valence – low arousal. A usability study with 20 participants demonstrated high correlation between the selected tactile gestures and the intended emotional reaction. Results from this study can be used in a wide spectrum of applications ranging from gaming to interpersonal communication and multimodal simulations.

Keywords: Tactile stimulation, tactile gesture, emotion reactions, arousal, valence.

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32 Architecture of Speech-based Registration System

Authors: Mayank Kumar, D B Mahesh Kumar, Ashwin S Kumar, N K Srinath

Abstract:

In this era of technology, fueled by the pervasive usage of the internet, security is a prime concern. The number of new attacks by the so-called “bots", which are automated programs, is increasing at an alarming rate. They are most likely to attack online registration systems. Technology, called “CAPTCHA" (Completely Automated Public Turing test to tell Computers and Humans Apart) do exist, which can differentiate between automated programs and humans and prevent replay attacks. Traditionally CAPTCHA-s have been implemented with the challenge involved in recognizing textual images and reproducing the same. We propose an approach where the visual challenge has to be read out from which randomly selected keywords are used to verify the correctness of spoken text and in turn detect the presence of human. This is supplemented with a speaker recognition system which can identify the speaker also. Thus, this framework fulfills both the objectives – it can determine whether the user is a human or not and if it is a human, it can verify its identity.

Keywords: CAPTCHA, automatic speech recognition, keyword spotting.

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31 Ethical Perspectives on Implementation of Computer Aided Design Curriculum in Architecture in Nigeria: A Case Study of Chukwuemeka Odumegwu Ojukwu University, Uli

Authors: Kelechi E. Ezeji

Abstract:

The use of Computer Aided Design (CAD) technologies has become pervasive in the Architecture, Engineering and Construction (AEC) industry. This has led to its inclusion as an important part of the training module in the curriculum for Architecture Schools in Nigeria. This paper examines the ethical questions that arise in the implementation of Computer Aided Design (CAD) Content of the curriculum for Architectural education. Using existing literature, it begins this scrutiny from the propriety of inclusion of CAD into the education of the architect and the obligations of the different stakeholders in the implementation process. It also examines the questions raised by the negative use of computing technologies as well as perceived negative influence of the use of CAD on design creativity. Survey methodology was employed to gather data from the Department of Architecture, Chukwuemeka Odumegwu Ojukwu University Uli, which has been used as a case study on how the issues raised are being addressed. The paper draws conclusions on what will make for successful ethical implementation.

Keywords: Computer aided design, curriculum, education, ethics.

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30 Digital Privacy Legislation Awareness

Authors: Henry Foulds, Magda Huisman, Gunther R. Drevin

Abstract:

Privacy is regarded as a fundamental human right and it is clear that the study of digital privacy is an important field. Digital privacy is influenced by new and constantly evolving technologies and this continuous change makes it hard to create legislation to protect people’s privacy from being exploited by misuse of these technologies.

This study aims to benefit digital privacy legislation efforts by evaluating the awareness and perceived importance of digital privacy legislation among computer science students. The chosen fixed variables for the population are study year and gamer classification.

The use of location based services in mobile applications and games are a concern for digital privacy. For this reason the study focused on computer science students as they have a high likelihood to use and develop this type of software. Surveys were used to evaluate awareness and perceived importance of digital privacy legislation.

The results of the study show that privacy legislation and awareness of privacy legislation are important to people. The perception of the importance of privacy legislation increases with academic experience. Awareness of privacy legislation increases from non-gamers to pro gamers. 

Keywords: Digital privacy, Legislation awareness, Gaming.

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29 Preliminary Analysis of Energy Efficiency in Data Center: Case Study

Authors: Xiaoshu Lu, Tao Lu, Matias Remes, Martti Viljanen

Abstract:

As the data-driven economy is growing faster than ever and the demand for energy is being spurred, we are facing unprecedented challenges of improving energy efficiency in data centers. Effectively maximizing energy efficiency or minimising the cooling energy demand is becoming pervasive for data centers. This paper investigates overall energy consumption and the energy efficiency of cooling system for a data center in Finland as a case study. The power, cooling and energy consumption characteristics and operation condition of facilities are examined and analysed. Potential energy and cooling saving opportunities are identified and further suggestions for improving the performance of cooling system are put forward. Results are presented as a comprehensive evaluation of both the energy performance and good practices of energy efficient cooling operations for the data center. Utilization of an energy recovery concept for cooling system is proposed. The conclusion we can draw is that even though the analysed data center demonstrated relatively high energy efficiency, based on its power usage effectiveness value, there is still a significant potential for energy saving from its cooling systems.

Keywords: Data center, case study, cooling system, energyefficiency.

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28 Practical Applications and Connectivity Algorithms in Future Wireless Sensor Networks

Authors: Mohamed K. Watfa

Abstract:

Like any sentient organism, a smart environment relies first and foremost on sensory data captured from the real world. The sensory data come from sensor nodes of different modalities deployed on different locations forming a Wireless Sensor Network (WSN). Embedding smart sensors in humans has been a research challenge due to the limitations imposed by these sensors from computational capabilities to limited power. In this paper, we first propose a practical WSN application that will enable blind people to see what their neighboring partners can see. The challenge is that the actual mapping between the input images to brain pattern is too complex and not well understood. We also study the connectivity problem in 3D/2D wireless sensor networks and propose distributed efficient algorithms to accomplish the required connectivity of the system. We provide a new connectivity algorithm CDCA to connect disconnected parts of a network using cooperative diversity. Through simulations, we analyze the connectivity gains and energy savings provided by this novel form of cooperative diversity in WSNs.

Keywords: Wireless Sensor Networks, Pervasive Computing, Eye Vision Application, 3D Connectivity, Clusters, Energy Efficient, Cooperative diversity.

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27 Secure Text Steganography for Microsoft Word Document

Authors: Khan Farhan Rafat, M. Junaid Hussain

Abstract:

Seamless modification of an entity for the purpose of hiding a message of significance inside its substance in a manner that the embedding remains oblivious to an observer is known as steganography. Together with today's pervasive registering frameworks, steganography has developed into a science that offers an assortment of strategies for stealth correspondence over the globe that must, however, need a critical appraisal from security breach standpoint. Microsoft Word is amongst the preferably used word processing software, which comes as a part of the Microsoft Office suite. With a user-friendly graphical interface, the richness of text editing, and formatting topographies, the documents produced through this software are also most suitable for stealth communication. This research aimed not only to epitomize the fundamental concepts of steganography but also to expound on the utilization of Microsoft Word document as a carrier for furtive message exchange. The exertion is to examine contemporary message hiding schemes from security aspect so as to present the explorative discoveries and suggest enhancements which may serve a wellspring of information to encourage such futuristic research endeavors.

Keywords: Hiding information in plain sight, stealth communication, oblivious information exchange, conceal, steganography.

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