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

Search results for: Pervasive gaming

26 A Hybrid Classification Method using Artificial Neural Network Based Decision Tree for Automatic Sleep Scoring

Authors: Haoyu Ma, Bin Hu, Mike Jackson, Jingzhi Yan, Wen Zhao

Abstract:

In this paper we propose a new classification method for automatic sleep scoring using an artificial neural network based decision tree. It attempts to treat sleep scoring progress as a series of two-class problems and solves them with a decision tree made up of a group of neural network classifiers, each of which uses a special feature set and is aimed at only one specific sleep stage in order to maximize the classification effect. A single electroencephalogram (EEG) signal is used for our analysis rather than depending on multiple biological signals, which makes greatly simplifies the data acquisition process. Experimental results demonstrate that the average epoch by epoch agreement between the visual and the proposed method in separating 30s wakefulness+S1, REM, S2 and SWS epochs was 88.83%. This study shows that the proposed method performed well in all the four stages, and can effectively limit error propagation at the same time. It could, therefore, be an efficient method for automatic sleep scoring. Additionally, since it requires only a small volume of data it could be suited to pervasive applications.

Keywords: Sleep, Sleep stage, Automatic sleep scoring, Electroencephalography, Decision tree, Artificial neural network

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25 Bilingual Gaming Kit to Teach English Language through Collaborative Learning

Authors: Sarayu Agarwal

Abstract:

This paper aims to teach English (secondary language) by bridging the understanding between the Regional language (primary language) and the English Language (secondary language). Here primary language is the one a person has learned from birth or within the critical period, while secondary language would be any other language one learns or speaks. The paper also focuses on evolving old teaching methods to a contemporary participatory model of learning and teaching. Pilot studies were conducted to gauge an understanding of student’s knowledge of the English language. Teachers and students were interviewed and their academic curriculum was assessed as a part of the initial study. Extensive literature study and design thinking principles were used to devise a solution to the problem. The objective is met using a holistic learning kit/card game to teach children word recognition, word pronunciation, word spelling and writing words. Implication of the paper is a noticeable improvement in the understanding and grasping of English language. With increasing usage and applicability of English as a second language (ESL) world over, the paper becomes relevant due to its easy replicability to any other primary or secondary language. Future scope of this paper would be transforming the idea of participatory learning into self-regulated learning methods. With the upcoming govt. learning centres in rural areas and provision of smart devices such as tablets, the development of the card games into digital applications seems very feasible.

Keywords: English as a second language, vocabulary-building, learning through gamification.

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24 LOD Exploitation and Fast Silhouette Detection for Shadow Volumes

Authors: Mustafa S. Fawad, Wang Wencheng, Wu Enhua

Abstract:

Shadows add great amount of realism to a scene and many algorithms exists to generate shadows. Recently, Shadow volumes (SVs) have made great achievements to place a valuable position in the gaming industries. Looking at this, we concentrate on simple but valuable initial partial steps for further optimization in SV generation, i.e.; model simplification and silhouette edge detection and tracking. Shadow volumes (SVs) usually takes time in generating boundary silhouettes of the object and if the object is complex then the generation of edges become much harder and slower in process. The challenge gets stiffer when real time shadow generation and rendering is demanded. We investigated a way to use the real time silhouette edge detection method, which takes the advantage of spatial and temporal coherence, and exploit the level-of-details (LOD) technique for reducing silhouette edges of the model to use the simplified version of the model for shadow generation speeding up the running time. These steps highly reduce the execution time of shadow volume generations in real-time and are easily flexible to any of the recently proposed SV techniques. Our main focus is to exploit the LOD and silhouette edge detection technique, adopting them to further enhance the shadow volume generations for real time rendering.

Keywords: LOD, perception, Shadow Volumes, SilhouetteEdge, Spatial and Temporal coherence.

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23 Classification Algorithms in Human Activity Recognition using Smartphones

Authors: Mohd Fikri Azli bin Abdullah, Ali Fahmi Perwira Negara, Md. Shohel Sayeed, Deok-Jai Choi, Kalaiarasi Sonai Muthu

Abstract:

Rapid advancement in computing technology brings computers and humans to be seamlessly integrated in future. The emergence of smartphone has driven computing era towards ubiquitous and pervasive computing. Recognizing human activity has garnered a lot of interest and has raised significant researches- concerns in identifying contextual information useful to human activity recognition. Not only unobtrusive to users in daily life, smartphone has embedded built-in sensors that capable to sense contextual information of its users supported with wide range capability of network connections. In this paper, we will discuss the classification algorithms used in smartphone-based human activity. Existing technologies pertaining to smartphone-based researches in human activity recognition will be highlighted and discussed. Our paper will also present our findings and opinions to formulate improvement ideas in current researches- trends. Understanding research trends will enable researchers to have clearer research direction and common vision on latest smartphone-based human activity recognition area.

Keywords: Classification algorithms, Human Activity Recognition (HAR), Smartphones

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22 Ezilla Cloud Service with Cassandra Database for Sensor Observation System

Authors: Kuo-Yang Cheng, Yi-Lun Pan, Chang-Hsing Wu, His-En Yu, Hui-Shan Chen, Weicheng Huang

Abstract:

The main mission of Ezilla is to provide a friendly interface to access the virtual machine and quickly deploy the high performance computing environment. Ezilla has been developed by Pervasive Computing Team at National Center for High-performance Computing (NCHC). Ezilla integrates the Cloud middleware, virtualization technology, and Web-based Operating System (WebOS) to form a virtual computer in distributed computing environment. In order to upgrade the dataset and speedup, we proposed the sensor observation system to deal with a huge amount of data in the Cassandra database. The sensor observation system is based on the Ezilla to store sensor raw data into distributed database. We adopt the Ezilla Cloud service to create virtual machines and login into virtual machine to deploy the sensor observation system. Integrating the sensor observation system with Ezilla is to quickly deploy experiment environment and access a huge amount of data with distributed database that support the replication mechanism to protect the data security.

Keywords: Cloud, Virtualization, Cassandra, WebOS

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21 Language Learning, Drives, and Context: A Grounded Theory of Learning Behavior

Authors: Julian Pigott

Abstract:

This paper presents the Language Learning as a Means of Drive Engagement (LLMDE) theory, derived from a grounded theory analysis of interviews with Japanese university students. According to LLMDE theory, language learning can be understood as a means of engaging one or more of four self-fulfillment drives: the drive to expand one’s horizons (perspective drive); the drive to make a success of oneself (status drive); the drive to engage in interaction with others (communication drive); and the drive to obtain intellectual and affective stimulation (entertainment drive). While many theories of learner psychology focus on conscious agency, LLMDE theory addresses the role of the unconscious. In addition, supplementary thematic analysis of the data revealed the role of context in mediating drive engagement. Unexpected memorable events, for example, play a key role in instigating and, indirectly, in regulating learning, as do institutional and cultural contexts. Given the apparent importance of such factors beyond the immediate control of the learner, and given the pervasive role of habit and drives, it is argued that the concept of motivation merits theoretical reappraisal. Rather than an underlying force determining language learning success or failure, it can be understood to emerge sporadically in consciousness to promote behavioral change, or to protect habitual behavior from disruption.

Keywords: Drives, grounded theory, motivation, significant events.

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20 An Ontology for Spatial Relevant Objects in a Location-aware System: Case Study: A Tourist Guide System

Authors: N. Neysani Samany, M.R. Delavar, N. Chrisman, M.R. Malek

Abstract:

Location-aware computing is a type of pervasive computing that utilizes user-s location as a dominant factor for providing urban services and application-related usages. One of the important urban services is navigation instruction for wayfinders in a city especially when the user is a tourist. The services which are presented to the tourists should provide adapted location aware instructions. In order to achieve this goal, the main challenge is to find spatial relevant objects and location-dependent information. The aim of this paper is the development of a reusable location-aware model to handle spatial relevancy parameters in urban location-aware systems. In this way we utilized ontology as an approach which could manage spatial relevancy by defining a generic model. Our contribution is the introduction of an ontological model based on the directed interval algebra principles. Indeed, it is assumed that the basic elements of our ontology are the spatial intervals for the user and his/her related contexts. The relationships between them would model the spatial relevancy parameters. The implementation language for the model is OWLs, a web ontology language. The achieved results show that our proposed location-aware model and the application adaptation strategies provide appropriate services for the user.

Keywords: Spatial relevancy, Context-aware, Ontology, Modeling

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19 The Internet of Healthcare Things: A European Perspective and a Review of Ethical Concerns

Authors: M. Emmanouilidou

Abstract:

The Internet of Things (IoT) is a disruptive technological paradigm that is at the center of the digital evolution by integrating physical and virtual worlds leading to the creation of extended interconnected ecosystems that are characterized as smart environments. The concept of the IoT has a broad range of applications in different industries including the healthcare sector. The Internet of Healthcare Things (IoHT), a branch of the IoT, is expected to bring promising benefits to all involved stakeholders and accelerate the revolution of the healthcare sector through a transition towards preventive and personalized medicine. The socio-economic challenges that the healthcare sector is facing further emphasize the need for a radical transformation of healthcare systems in both developed and developing countries with the role of pervasive technological innovations, such as IoHT, recognized as key to counteract the relevant challenges. Besides the number of potential opportunities that IoHT presents, there are fundamental ethical concerns that need to be considered and addressed in relation to the application of IoHT. This paper contributes to the discussion of the emerging topic of IoHT by providing an overview of the role and potential of IoHT, highlighting the characteristics of the current and future healthcare landscape, reporting on the up-to-date status of IoHT in Europe and reflecting upon existing research in the ethics of IoHT by incorporating additional ethical dimensions that have been ignored which can provide pathways for future research in the field.

Keywords: Ethics, Europe, healthcare, internet of things.

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18 Context Aware Anomaly Behavior Analysis for Smart Home Systems

Authors: Zhiwen Pan, Jesus Pacheco, Salim Hariri, Yiqiang Chen, Bozhi Liu

Abstract:

The Internet of Things (IoT) will lead to the development of advanced Smart Home services that are pervasive, cost-effective, and can be accessed by home occupants from anywhere and at any time. However, advanced smart home applications will introduce grand security challenges due to the increase in the attack surface. Current approaches do not handle cybersecurity from a holistic point of view; hence, a systematic cybersecurity mechanism needs to be adopted when designing smart home applications. In this paper, we present a generic intrusion detection methodology to detect and mitigate the anomaly behaviors happened in Smart Home Systems (SHS). By utilizing our Smart Home Context Data Structure, the heterogeneous information and services acquired from SHS are mapped in context attributes which can describe the context of smart home operation precisely and accurately. Runtime models for describing usage patterns of home assets are developed based on characterization functions. A threat-aware action management methodology, used to efficiently mitigate anomaly behaviors, is proposed at the end. Our preliminary experimental results show that our methodology can be used to detect and mitigate known and unknown threats, as well as to protect SHS premises and services.

Keywords: Internet of Things, network security, context awareness, intrusion detection

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17 RTCoord: A Methodology to Design WSAN Applications

Authors: J. Barbarán, M. Díaz, I. Esteve, D. Garrido, L. Llopis, B. Rubio

Abstract:

Wireless Sensor and Actor Networks (WSANs) constitute an emerging and pervasive technology that is attracting increasing interest in the research community for a wide range of applications. WSANs have two important requirements: coordination interactions and real-time communication to perform correct and timely actions. This paper introduces a methodology to facilitate the task of the application programmer focusing on the coordination and real-time requirements of WSANs. The methodology proposed in this model uses a real-time component model, UM-RTCOM, which will help us to achieve the design and implementation of applications in WSAN by using the component oriented paradigm. This will help us to develop software components which offer some very interesting features, such as reusability and adaptability which are very suitable for WSANs as they are very dynamic environments with rapidly changing conditions. In addition, a high-level coordination model based on tuple channels (TC-WSAN) is integrated into the methodology by providing a component-based specification of this model in UM-RTCOM; this will allow us to satisfy both sensor-actor and actor-actor coordination requirements in WSANs. Finally, we present in this paper the design and implementation of an application which will help us to show how the methodology can be easily used in order to achieve the development of WSANs applications.

Keywords: Sensor networks, real time and embedded systems.

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16 Exploring Social Impact of Emerging Technologies from Futuristic Data

Authors: Heeyeul Kwon, Yongtae Park

Abstract:

Despite the highly touted benefits, emerging technologies have unleashed pervasive concerns regarding unintended and unforeseen social impacts. Thus, those wishing to create safe and socially acceptable products need to identify such side effects and mitigate them prior to the market proliferation. Various methodologies in the field of technology assessment (TA), namely Delphi, impact assessment, and scenario planning, have been widely incorporated in such a circumstance. However, literatures face a major limitation in terms of sole reliance on participatory workshop activities. They unfortunately missed out the availability of a massive untapped data source of futuristic information flooding through the Internet. This research thus seeks to gain insights into utilization of futuristic data, future-oriented documents from the Internet, as a supplementary method to generate social impact scenarios whilst capturing perspectives of experts from a wide variety of disciplines. To this end, network analysis is conducted based on the social keywords extracted from the futuristic documents by text mining, which is then used as a guide to produce a comprehensive set of detailed scenarios. Our proposed approach facilitates harmonized depictions of possible hazardous consequences of emerging technologies and thereby makes decision makers more aware of, and responsive to, broad qualitative uncertainties.

Keywords: Emerging technologies, futuristic data, scenario, text mining.

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15 Speaker Identification using Neural Networks

Authors: R.V Pawar, P.P.Kajave, S.N.Mali

Abstract:

The speech signal conveys information about the identity of the speaker. The area of speaker identification is concerned with extracting the identity of the person speaking the utterance. As speech interaction with computers becomes more pervasive in activities such as the telephone, financial transactions and information retrieval from speech databases, the utility of automatically identifying a speaker is based solely on vocal characteristic. This paper emphasizes on text dependent speaker identification, which deals with detecting a particular speaker from a known population. The system prompts the user to provide speech utterance. System identifies the user by comparing the codebook of speech utterance with those of the stored in the database and lists, which contain the most likely speakers, could have given that speech utterance. The speech signal is recorded for N speakers further the features are extracted. Feature extraction is done by means of LPC coefficients, calculating AMDF, and DFT. The neural network is trained by applying these features as input parameters. The features are stored in templates for further comparison. The features for the speaker who has to be identified are extracted and compared with the stored templates using Back Propogation Algorithm. Here, the trained network corresponds to the output; the input is the extracted features of the speaker to be identified. The network does the weight adjustment and the best match is found to identify the speaker. The number of epochs required to get the target decides the network performance.

Keywords: Average Mean Distance function, Backpropogation, Linear Predictive Coding, MultilayeredPerceptron,

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14 Competency and Strategy Formulation in Automobile Industry

Authors: Chandan Deep Singh

Abstract:

In present days, companies are facing the rapid competition in terms of customer requirements to be satisfied, new technologies to be integrated into future products, new safety regulations to be followed, new computer-based tools to be introduced into design activities that becomes more scientific. In today’s highly competitive market, survival focuses on various factors such as quality, innovation, adherence to standards, and rapid response as the basis for competitive advantage. For competitive advantage, companies have to produce various competencies: for improving the capability of suppliers and for strengthening the process of integrating technology. For more competitiveness, organizations should operate in a strategy driven way and have a strategic architecture for developing core competencies. Traditional ways to take such experience and develop competencies tend to take a lot of time and they are expensive. A new learning environment, which is built around a gaming engine, supports the development of competences in specific subject areas. Technology competencies have a significant role in firm innovation and competitiveness; they interact with the competitive environment. Technological competencies vary according to the type of competitive environment, thus enhancing firm innovativeness. Technological competency is gained through extensive experimentation and learning in its research, development and employment in manufacturing. This is a review paper based on competency and strategic success of automobile industry. The aim here is to study strategy formulation and competency tools in the industry. This work is a review of literature related to competency and strategy in automobile industry. This study involves review of 34 papers related to competency and strategy.

Keywords: Competency, competitiveness, manufacturing competency, strategic formulation.

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13 The Challenges and Solutions for Developing Mobile Apps in a Small University

Authors: Greg Turner, Bin Lu, Cheer-Sun Yang

Abstract:

As computing technology advances, smartphone applications can assist student learning in a pervasive way. For example, the idea of using mobile apps for the PA Common Trees, Pests, Pathogens, in the field as a reference tool allows middle school students to learn about trees and associated pests/pathogens without bringing a textbook. While working on the development of three heterogeneous mobile apps, we ran into numerous challenges. Both the traditional waterfall model and the more modern agile methodologies failed in practice. The waterfall model emphasizes the planning of the duration for each phase. When the duration of each phase is not consistent with the availability of developers, the waterfall model cannot be employed. When applying Agile Methodologies, we cannot maintain the high frequency of the iterative development review process, known as ‘sprints’. In this paper, we discuss the challenges and solutions. We propose a hybrid model known as the Relay Race Methodology to reflect the concept of racing and relaying during the process of software development in practice. Based on the development project, we observe that the modeling of the relay race transition between any two phases is manifested naturally. Thus, we claim that the RRM model can provide a de fecto rather than a de jure basis for the core concept in the software development model. In this paper, the background of the project is introduced first. Then, the challenges are pointed out followed by our solutions. Finally, the experiences learned and the future works are presented.

Keywords: Agile methods, mobile apps, software process model, waterfall model.

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12 Context Aware Lightweight Energy Efficient Framework

Authors: D. Sathan, A. Meetoo, R. K. Subramaniam

Abstract:

Context awareness is a capability whereby mobile computing devices can sense their physical environment and adapt their behavior accordingly. The term context-awareness, in ubiquitous computing, was introduced by Schilit in 1994 and has become one of the most exciting concepts in early 21st-century computing, fueled by recent developments in pervasive computing (i.e. mobile and ubiquitous computing). These include computing devices worn by users, embedded devices, smart appliances, sensors surrounding users and a variety of wireless networking technologies. Context-aware applications use context information to adapt interfaces, tailor the set of application-relevant data, increase the precision of information retrieval, discover services, make the user interaction implicit, or build smart environments. For example: A context aware mobile phone will know that the user is currently in a meeting room, and reject any unimportant calls. One of the major challenges in providing users with context-aware services lies in continuously monitoring their contexts based on numerous sensors connected to the context aware system through wireless communication. A number of context aware frameworks based on sensors have been proposed, but many of them have neglected the fact that monitoring with sensors imposes heavy workloads on ubiquitous devices with limited computing power and battery. In this paper, we present CALEEF, a lightweight and energy efficient context aware framework for resource limited ubiquitous devices.

Keywords: Context-Aware, Energy-Efficient, Lightweight, Ubiquitous Devices.

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11 Hi-Fi Traffic Clearance Technique for Life Saving Vehicles using Differential GPS System

Authors: N. Yuvaraj, V. B. Prakash, D. Venkatraj

Abstract:

This paper may be considered as combination of both pervasive computing and Differential GPS (global positioning satellite) which relates to control automatic traffic signals in such a way as to pre-empt normal signal operation and permit lifesaving vehicles. Before knowing the arrival of the lifesaving vehicles from the signal there is a chance of clearing the traffic. Traffic signal preemption system includes a vehicle equipped with onboard computer system capable of capturing diagnostic information and estimated location of the lifesaving vehicle using the information provided by GPS receiver connected to the onboard computer system and transmitting the information-s using a wireless transmitter via a wireless network. The fleet management system connected to a wireless receiver is capable of receiving the information transmitted by the lifesaving vehicle .A computer is also located at the intersection uses corrected vehicle position, speed & direction measurements, in conjunction with previously recorded data defining approach routes to the intersection, to determine the optimum time to switch a traffic light controller to preemption mode so that lifesaving vehicles can pass safely. In case when the ambulance need to take a “U" turn in a heavy traffic area we suggest a solution. Now we are going to make use of computerized median which uses LINKED BLOCKS (removable) to solve the above problem.

Keywords: Ubiquitous computing, differential GPS, fleet management system, wireless transmitter and receiver computerized median i.e. linked blocks (removable).

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10 Educators’ Adherence to Learning Theories and Their Perceptions on the Advantages and Disadvantages of e-Learning

Authors: Samson T. Obafemi, Seraphin D. Eyono Obono

Abstract:

Information and Communication Technologies (ICTs) are pervasive nowadays, including in education where they are expected to improve the performance of learners. However, the hope placed in ICTs to find viable solutions to the problem of poor academic performance in schools in the developing world has not yet yielded the expected benefits. This problem serves as a motivation to this study whose aim is to examine the perceptions of educators on the advantages and disadvantages of e-learning. This aim will be subdivided into two types of research objectives. Objectives on the identification and design of theories and models will be achieved using content analysis and literature review. However, the objective on the empirical testing of such theories and models will be achieved through the survey of educators from different schools in the Pinetown District of the South African Kwazulu-Natal province. SPSS is used to quantitatively analyse the data collected by the questionnaire of this survey using descriptive statistics and Pearson correlations after assessing the validity and the reliability of the data. The main hypothesis driving this study is that there is a relationship between the demographics of educators’ and their adherence to learning theories on one side, and their perceptions on the advantages and disadvantages of e-learning on the other side, as argued by existing research; but this research views these learning theories under three perspectives: educators’ adherence to self-regulated learning, to constructivism, and to progressivism. This hypothesis was fully confirmed by the empirical study except for the demographic factor where teachers’ level of education was found to be the only demographic factor affecting the perceptions of educators on the advantages and disadvantages of e-learning.

Keywords: Academic performance, e-learning, Learning theories, Teaching and Learning.

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9 The Impact of Video Games in Children-s Learning of Mathematics

Authors: Muhammad Ridhuan Tony Lim Abdullah, Zulqarnain Abu Bakar, Razol Mahari Ali, Ibrahima Faye, Hilmi Hasan

Abstract:

This paper describes a research project on Year 3 primary school students in Malaysia in their use of computer-based video game to enhance learning of multiplication facts (tables) in the Mathematics subject. This study attempts to investigate whether video games could actually contribute to positive effect on children-s learning or otherwise. In conducting this study, the researchers assume a neutral stand in the investigation as an unbiased outcome of the study would render reliable response to the impact of video games in education which would contribute to the literature of technology-based education as well as impact to the pedagogical aspect of formal education. In order to conduct the study, a subject (Mathematics) with a specific topic area in the subject (multiplication facts) is chosen. The study adopts a causal-comparative research to investigate the impact of the inclusion of a computer-based video game designed to teach multiplication facts to primary level students. Sample size is 100 students divided into two i.e., A: conventional group and B conventional group aided by video games. The conventional group (A) would be taught multiplication facts (timetables) and skills conventionally. The other group (B) underwent the same lessons but with supplementary activity: a computer-based video game on multiplication which is called Timez-Attack. Analysis of marks accrued from pre-test will be compared to post- test using comparisons of means, t tests, and ANOVA tests to investigate the impact of computer games as an added learning activity. The findings revealed that video games as a supplementary activity to classroom learning brings significant and positive effect on students- retention and mastery of multiplication tables as compared to students who rely only upon formal classroom instructions.

Keywords: Technology for education, Gaming for education, Computer-based video games, Cognitive learning

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8 Electronic Government around the World: Key Information and Communication Technology Indicators

Authors: Isaac Kofi Mensah

Abstract:

Governments around the world are adopting Information and Communication Technologies (ICTs) because of the important opportunities it provides through E-government (EG) to modernize government public administration processes and delivery of quality and efficient public services. Almost every country in the world is adopting ICT in its public sector administration (EG) to modernize and change the traditional process of government, increase citizen engagement and participation in governance, as well as the provision of timely information to citizens. This paper, therefore, seeks to present the adoption, development and implementation of EG in regions globally, as well as the ICT indicators around the world, which are making EG initiatives successful. Europe leads the world in its EG adoption and development index, followed by the Americas, Asia, Oceania and Africa. There is a gradual growth in ICT indicators in terms of the increase in Internet access and usage, increase in broadband penetration, an increase of individuals using the Internet at home and a decline in fixed telephone use, while the mobile cellular phone has been on the increase year-on-year. Though the lack of ICT infrastructure is a major challenge to EG adoption and implementation around the world, in Africa it is very pervasive, hampering the expansion of Internet access and provision of broadband, and hence is a barrier to the successful adoption, development, and implementation of EG initiatives in countries on the continent. But with the general improvement and increase in ICT indicators around the world, it provides countries in Europe, Americas, Asia, Arab States, Oceania and Africa with the huge opportunity to enhance public service delivery through the adoption of EG. Countries within these regions cannot fail their citizens who desire to enjoy an enhanced and efficient public service delivery from government and its many state institutions.

Keywords: E-government development index, e-government, indicators, information and communication technologies.

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7 Development of a Real-Time Simulink Based Robotic System to Study Force Feedback Mechanism during Instrument-Object Interaction

Authors: Jaydip M. Desai, Antonio Valdevit, Arthur Ritter

Abstract:

Robotic surgery is used to enhance minimally invasive surgical procedure. It provides greater degree of freedom for surgical tools but lacks of haptic feedback system to provide sense of touch to the surgeon. Surgical robots work on master-slave operation, where user is a master and robotic arms are the slaves. Current, surgical robots provide precise control of the surgical tools, but heavily rely on visual feedback, which sometimes cause damage to the inner organs. The goal of this research was to design and develop a realtime Simulink based robotic system to study force feedback mechanism during instrument-object interaction. Setup includes three VelmexXSlide assembly (XYZ Stage) for three dimensional movement, an end effector assembly for forceps, electronic circuit for four strain gages, two Novint Falcon 3D gaming controllers, microcontroller board with linear actuators, MATLAB and Simulink toolboxes. Strain gages were calibrated using Imada Digital Force Gauge device and tested with a hard-core wire to measure instrument-object interaction in the range of 0-35N. Designed Simulink model successfully acquires 3D coordinates from two Novint Falcon controllers and transfer coordinates to the XYZ stage and forceps. Simulink model also reads strain gages signal through 10-bit analog to digital converter resolution of a microcontroller assembly in real time, converts voltage into force and feedback the output signals to the Novint Falcon controller for force feedback mechanism. Experimental setup allows user to change forward kinematics algorithms to achieve the best-desired movement of the XYZ stage and forceps. This project combines haptic technology with surgical robot to provide sense of touch to the user controlling forceps through machine-computer interface.

Keywords: Haptic feedback, MATLAB, Simulink, Strain Gage, Surgical Robot.

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6 Leveraging xAPI in a Corporate e-Learning Environment to Facilitate the Tracking, Modelling, and Predictive Analysis of Learner Behaviour

Authors: Libor Zachoval, Daire O Broin, Oisin Cawley

Abstract:

E-learning platforms, such as Blackboard have two major shortcomings: limited data capture as a result of the limitations of SCORM (Shareable Content Object Reference Model), and lack of incorporation of Artificial Intelligence (AI) and machine learning algorithms which could lead to better course adaptations. With the recent development of Experience Application Programming Interface (xAPI), a large amount of additional types of data can be captured and that opens a window of possibilities from which online education can benefit. In a corporate setting, where companies invest billions on the learning and development of their employees, some learner behaviours can be troublesome for they can hinder the knowledge development of a learner. Behaviours that hinder the knowledge development also raise ambiguity about learner’s knowledge mastery, specifically those related to gaming the system. Furthermore, a company receives little benefit from their investment if employees are passing courses without possessing the required knowledge and potential compliance risks may arise. Using xAPI and rules derived from a state-of-the-art review, we identified three learner behaviours, primarily related to guessing, in a corporate compliance course. The identified behaviours are: trying each option for a question, specifically for multiple-choice questions; selecting a single option for all the questions on the test; and continuously repeating tests upon failing as opposed to going over the learning material. These behaviours were detected on learners who repeated the test at least 4 times before passing the course. These findings suggest that gauging the mastery of a learner from multiple-choice questions test scores alone is a naive approach. Thus, next steps will consider the incorporation of additional data points, knowledge estimation models to model knowledge mastery of a learner more accurately, and analysis of the data for correlations between knowledge development and identified learner behaviours. Additional work could explore how learner behaviours could be utilised to make changes to a course. For example, course content may require modifications (certain sections of learning material may be shown to not be helpful to many learners to master the learning outcomes aimed at) or course design (such as the type and duration of feedback).

Keywords: Compliance Course, Corporate Training, Learner Behaviours, xAPI.

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5 Real Time Control Learning Game - Speed Race by Learning at the Wheel - Development of Data Acquisition System

Authors: Κonstantinos Kalovrektis, Chryssanthi Palazi

Abstract:

Schools today face ever-increasing demands in their attempts to ensure that students are well equipped to enter the workforce and navigate a complex world. Research indicates that computer technology can help support learning, implementation of various experiments or learning games, and that it is especially useful in developing the higher-order skills of critical thinking, observation, comprehension, implementation, comparison, analysis and active attention to activities such as research, field work, simulations and scientific inquiry. The ICT in education supports the learning procedure by enabling it to be more flexible and effective, create a rich and attractive training environment and equip the students with knowledge and potential useful for the competitive social environment in which they live. This paper presents the design, the development, and the results of the evaluation analysis of an interactive educational game which using real electric vehicles - toys (material) on a toy race track. When the game starts each student selects a specific vehicle toy. Then students are answering questionnaires in the computer. The vehicles' speed is related to the percentage of right answers in a multiple choice questionnaire (software). Every question has its own significant value depending of the different level of questionnaire. Via the developed software, each right or wrong answers in questionnaire increase or decrease the real time speed of their vehicle toys. Moreover the rate of vehicle's speed increase or decrease depends on the difficulty level of each question. The aim of the work is to attract the student’s interest in a learning process and also to improve their scores. The developed real time game was tested using independent populations of students of age groups: 8-10, 11-14, 15-18 years. Standard educational and statistical analysis tools were used for the evaluation analysis of the game. Results reveal that students using the developed real time control game scored much higher (60%) than students using a traditional simulation game on the same questionnaire. Results further indicate that student's interest in repeating the developed real time control gaming was far higher (70%) than the interest of students using a traditional simulation game.

Keywords: Real time game, sensor, learning games, LabVIEW

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4 Democratization, Market Liberalization and the Raise of Vested Interests and Its Impacts on Anti-Corruption Reform in Indonesia

Authors: Ahmad Khoirul Umam

Abstract:

This paper investigates the role of vested interests and its impacts on anti-corruption agenda in Indonesia following the collapse of authoritarian regime in 1998. A pervasive and rampant corruption has been believed as the main cause of the state economy’s fragility. Hence, anti-corruption measures were implemented by applying democratization and market liberalization since the establishment of a consolidated democracy which go hand in hand with a liberal market economy is convinced to be an efficacious prescription for effective anti-corruption. The reform movement has also mandated the establishment of the independent, neutral and professional special anti-corruption agency namely Corruption Eradication Commission (KPK) to more intensify the fight against the systemic corruption. This paper will examine whether these anti-corruption measures have been effective to combat corruption, and investigate to what extend have the anti-corruption efforts, especially those conducted by KPK, been impeded by the emergence of a nexus of vested interests as the side-effect of democratization and market liberalization. Based on interviews with key stakeholders from KPK, other law enforcement agencies, government, prominent scholars, journalists and NGOs in Indonesia, it is found that since the overthrow of Soeharto, anti-corruption movement in the country have become more active and serious. After gradually winning the hearth of people, KPK successfully touched the untouchable corruption perpetrators who were previously protected by political immunity, legal protection and bureaucratic barriers. However, these changes have not necessarily reduced systemic and structural corruption practices. Ironically, intensive and devastating counterattacks were frequently posed by the alignment of business actors, elites of political parties, government, and also law enforcement agencies by hijacking state’s instruments to make KPK deflated, powerless, and surrender. This paper concludes that attempts of democratization, market liberalization and the establishment of anti-corruption agency may have helped Indonesia to reduce corruption. However, it is still difficult to imply that such anti-corruption measures have fostered the more effective anti-corruption works in the newly democratized and weakly regulated liberal economic system.

Keywords: Vested interests, democratization, market liberalization, anti-corruption, leadership.

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3 Behavioral Mapping and Post-Occupancy Evaluation of Meeting-Point Design in an International Airport

Authors: Meng-Cong Zheng, Yu-Sheng Chen

Abstract:

The meeting behavior is a pervasive kind of interaction, which often occurs between the passenger and the shuttle. However, the meeting point set up at the Taoyuan International Airport is too far from the entry-exit, often causing passengers to stop searching near the entry-exit. When the number of people waiting for the rush hour increases, it often results in chaos in the waiting area. This study tried to find out what is the key factor to promote the rapid finding of each other between the passengers and the pick-ups. Then we implemented several design proposals to improve the meeting behavior of passengers and pick-ups based on behavior mapping and post-occupancy evaluation to enhance their meeting efficiency in unfamiliar environments. The research base is the reception hall of the second terminal of Taoyuan International Airport. Behavioral observation and mapping are implemented on the entry of inbound passengers into the welcome space, including the crowd distribution of the people who rely on the separation wall in the waiting area, the behavior of meeting and the interaction between the inbound passengers and the pick-ups. Then we redesign the space planning and signage design based on post-occupancy evaluation to verify the effectiveness of space plan and signage design. This study found that passengers ignore existing meeting-point designs which are placed on distant pillars at both ends. The position of the screen affects the area where the receiver is stranded, causing the pick-ups to block the passenger's moving line. The pick-ups prefer to wait where it is easy to watch incoming passengers and where it is closest to the mode of transport they take when leaving. Large visitors tend to gather next to landmarks, and smaller groups have a wide waiting area in the lobby. The location of the meeting point chosen by the pick-ups is related to the view of the incoming passenger. Finally, this study proposes an improved design of the meeting point, setting the traffic information in it, so that most passengers can see the traffic information when they enter the country. At the same time, we also redesigned the pick-ups desk to improve the efficiency of passenger meeting.

Keywords: Meeting point design, post-occupancy evaluation, behavioral mapping, international airport.

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2 Impact of Non-parental Early Childhood Education on Digital Friendship Tendency

Authors: Sheel Chakraborty

Abstract:

Modern society in developed countries has distanced itself from the earlier norm of joint family living, and with the increase of economic pressure, parents' availability for their children during their infant years has been consistently decreasing over the past three decades. This has been promoted in the US through the legislature and funding. Early care and education may have a positive impact on young minds, but a growing number of kids facing social challenges in making friendships in their teenage years raises serious concerns about its effectiveness. The survey-based primary research presented here shows that a statistically significant number of millennials between the ages of 10 and 25 years prefer to build friendships virtually than face-to-face interactions. Moreover, many teenagers depend more on their virtual friends whom they never met. Contrary to the belief that early social interactions in a non-home setup make the kids confident and more prepared for the real world, many shy-natured kids seem to develop a sense of shakiness in forming social relationships, resulting in loneliness by the time they are young adults. Reflecting on George Mead’s theory of self that is made up of “I” and “Me”, most functioning homes provide the required freedom and forgivable, congenial environment for building the "I" of a toddler; however, daycare or preschools can barely match that. It seems social images created from the “Me” perspective in preschoolers in a daycare environment has interfered and greatly overpowered the formation of a confident "I" thus created a crisis around the inability to form friendships face to face when they grow older. Though the pervasive nature of social media cannot be ignored, the non-parental early care and education practices adopted largely by the urban population have created a favorable platform of teen psychology on which social media popularity thrived, especially providing refuge to shy Gen-Z teenagers. This can explain why young adults today perceive social media as their preferred outlet of expression and a place to form dependable friendships, despite the risk of being cyberbullied.

Keywords: Digital socialization, shyness, developmental psychology, friendship, early education.

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1 Reconsidering the Palaeo-Environmental Reconstruction of the Wet Zone of Sri Lanka: A Zooarchaeological Perspective

Authors: Kalangi Rodrigo, Kelum Manamendra-Arachchi

Abstract:

Bones, teeth, and shells have been acknowledged over the last two centuries as evidence of chronology, Palaeo-environment, and human activity. Faunal traces are valid evidence of past situations because they have properties that have not changed over long periods. Sri Lanka has been known as an Island, which has a diverse variety of prehistoric occupation among ecological zones. Defining the Paleoecology of the past societies has been an archaeological thought developed in the 1960s. It is mainly concerned with the reconstruction from available geological and biological evidence of past biota, populations, communities, landscapes, environments, and ecosystems. This early and persistent human fossil, technical, and cultural florescence, as well as a collection of well-preserved tropical-forest rock shelters with associated 'on-site ' Palaeoenvironmental records, makes Sri Lanka a central and unusual case study to determine the extent and strength of early human tropical forest encounters. Excavations carried out in prehistoric caves in the low country wet zone has shown that in the last 50,000 years, the temperature in the lowland rainforests has not exceeded 5 degrees. Based on Semnopithecus Priam (Gray Langur) remains unearthed from wet zone prehistoric caves, it has been argued periods of momentous climate changes during the Last Glacial Maximum (LGM) and Terminal Pleistocene/Early Holocene boundary, with a recognizable preference for semi-open ‘Intermediate’ rainforest or edges. Continuous genus Acavus and Oligospira occupation along with uninterrupted horizontal pervasive of Canarium sp. (‘kekuna’ nut) have proven that temperatures in the lowland rain forests have not changed by at least 5 °C over the last 50,000 years. Site catchment or territorial analysis cannot be any longer defensible, due to time-distance based factors as well as optimal foraging theory failed as a consequence of prehistoric people were aware of the decrease in cost-benefit ratio and located sites, and generally played out a settlement strategy that minimized the ratio of energy expended to energy produced.

Keywords: Palaeo-environment, palaeo-ecology, palaeo-climate, prehistory, zooarchaeology.

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