Search results for: Virtual Interactive Platform.
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 1312

Search results for: Virtual Interactive Platform.

952 Hybrid Temporal Correlation Based on Gaussian Mixture Model Framework for View Synthesis

Authors: Deng Zengming, Wang Mingjiang

Abstract:

As 3D video is explored as a hot research topic in the last few decades, free-viewpoint TV (FTV) is no doubt a promising field for its better visual experience and incomparable interactivity. View synthesis is obviously a crucial technology for FTV; it enables to render images in unlimited numbers of virtual viewpoints with the information from limited numbers of reference view. In this paper, a novel hybrid synthesis framework is proposed and blending priority is explored. In contrast to the commonly used View Synthesis Reference Software (VSRS), the presented synthesis process is driven in consideration of the temporal correlation of image sequences. The temporal correlations will be exploited to produce fine synthesis results even near the foreground boundaries. As for the blending priority, this scheme proposed that one of the two reference views is selected to be the main reference view based on the distance between the reference views and virtual view, another view is chosen as the auxiliary viewpoint, just assist to fill the hole pixel with the help of background information. Significant improvement of the proposed approach over the state-of –the-art pixel-based virtual view synthesis method is presented, the results of the experiments show that subjective gains can be observed, and objective PSNR average gains range from 0.5 to 1.3 dB, while SSIM average gains range from 0.01 to 0.05.

Keywords: View synthesis, Gaussian mixture model, hybrid framework, fusion method.

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951 Modeling and Simulation of In-vessel Core Handling in PFBR Operator Training Simulator

Authors: Bindu Sankar, Jaideep Chakraborty, Rashmi Nawlakha, A. Venkatesan, S. Raghupathy, T. Jayanthi, S.A.V. Satya Murty

Abstract:

Component handling system is one of the important sub systems of Prototype Fast Breeder Reactor (PFBR) used for fuel handling. Core handling system is again a sub system of component handling system. Core handling system consists of in-vessel and ex-vessel subassembly handling. In-vessel core handling involves transfer arm, large rotatable plug and small rotatable plug operations. Modeling and simulation of in-vessel core handling is a part of development of Prototype Fast Breeder Reactor Operator Training Simulator. This paper deals with simulation and modeling of operations of transfer arm, large rotatable plug and small rotatable plug needed for in-vessel core handling. Process modeling was developed in house using platform independent Cµ code with OpenGL (Open Graphics Library). The control logic models and virtual panel were modeled using simulation tool.

Keywords: Animation, Core Handling System, Prototype Fast Breeder Reactor, Simulator

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950 A Business Intelligence System Design Based on ASP Platform

Authors: Fengchi Shen, Rongtao Ding

Abstract:

The Informational Infrastructures of small and medium-sized manufacturing enterprises are relatively poor, there are serious shortages of capitals which can be invested in informatization construction, computer hardware and software resources, and human resources. To address the informatization issue in small and medium-sized manufacturing enterprises, and enable them to the application of advanced management thinking and enhance their competitiveness, the paper establish a manufacturing-oriented small and medium-sized enterprises informatization platform based on the ASP business intelligence technology, which effectively improves the scientificity of enterprises decision and management informatization.

Keywords: ASP, business intelligence, data warehouse.

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949 Energy Efficient Resource Allocation and Scheduling in Cloud Computing Platform

Authors: Shuen-Tai Wang, Ying-Chuan Chen, Yu-Ching Lin

Abstract:

There has been renewal of interest in the relation between Green IT and cloud computing in recent years. Cloud computing has to be a highly elastic environment which provides stable services to users. The growing use of cloud computing facilities has caused marked energy consumption, putting negative pressure on electricity cost of computing center or data center. Each year more and more network devices, storages and computers are purchased and put to use, but it is not just the number of computers that is driving energy consumption upward. We could foresee that the power consumption of cloud computing facilities will double, triple, or even more in the next decade. This paper aims at resource allocation and scheduling technologies that are short of or have not well developed yet to reduce energy utilization in cloud computing platform. In particular, our approach relies on recalling services dynamically onto appropriate amount of the machines according to user’s requirement and temporarily shutting down the machines after finish in order to conserve energy. We present initial work on integration of resource and power management system that focuses on reducing power consumption such that they suffice for meeting the minimizing quality of service required by the cloud computing platform.

Keywords: Cloud computing, energy utilization, power consumption, resource allocation.

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948 Electronic Markets has Weakened the “Tradeoff between Reach and Richness“ in the Internet

Authors: Haroon Altarawneh, Sattam Allahawiah

Abstract:

This paper has two main ideas. Firstly, it describes Evans and Wurster-s concepts “the trade-off between reach and richness", and relates them to the impact of technology on the virtual markets. Authors Evans and Wurster see the transfer of information as a 'trade'off between richness and reach-. Reach refers to the number of people who share particular information, with Richness ['Rich'] being a more complex concept combining: bandwidth, customization, interactivity, reliability, security and currency. Traditional shopping limits the number of shops the shopper is able to visit due to time and other cost constraints; the time spent traveling consequently leaves the shopper with less time to evaluate the product. The paper concludes that although the Web provides Reach, offering Richness and the sense of community required for creating and sustaining relationships with potential clients could be difficult.

Keywords: Internet, Web sites, Richness and Reach, Ecommerce, virtual markets.

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947 Spatial Audio Player Using Musical Genre Classification

Authors: Jun-Yong Lee, Hyoung-Gook Kim

Abstract:

In this paper, we propose a smart music player that combines the musical genre classification and the spatial audio processing. The musical genre is classified based on content analysis of the musical segment detected from the audio stream. In parallel with the classification, the spatial audio quality is achieved by adding an artificial reverberation in a virtual acoustic space to the input mono sound. Thereafter, the spatial sound is boosted with the given frequency gains based on the musical genre when played back. Experiments measured the accuracy of detecting the musical segment from the audio stream and its musical genre classification. A listening test was performed based on the virtual acoustic space based spatial audio processing.

Keywords: Automatic equalization, genre classification, music segment detection, spatial audio processing.

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946 A New IT-Convergence Service Design Framework

Authors: Hwa-Jong Kim

Abstract:

In many countries, digital city or ubiquitous city (u-City) projects have been initiated to provide digitalized economic environments to cities. Recently in Korea, Kangwon Province has started the u-Kangwon project to boost local economy with digitalized tourism services. We analyze the limitations of the ubiquitous IT approach through the u-Kangwon case. We have found that travelers are more interested in quality over speed in access of information. For improved service quality, we are looking to develop an IT-convergence service design framework (ISDF). The ISDF is based on the service engineering technique and composed of three parts: Service Design, Service Simulation, and the Service Platform.

Keywords: Service design, service simulation, service platform, service design framework.

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945 Enhancing the Peer-To-Peer Architecture with a Roaming Service and OWL

Authors: Younes Djaghloul, Zizette Boufaida

Abstract:

This paper addresses the problem of building a unified structure to describe a peer-to-peer system. Our approach uses the well-known notations in the P2P area, and provides a global architecture that puts a separation between the platform specific characteristics and the logical ones. In order to enable the navigation of the peer across platforms, a roaming layer is added. The latter provides a capability to define a unique identification of peer and assures the mapping between this identification and those used in each platform. The mapping task is assured by special wrapper. In addition, ontology is proposed to give a clear presentation of the structure of the P2P system without interesting in the content and the resource managed by the peer. The ontology is created according to the web semantic paradigm and using OWL language; so, the structure of the system is considered as a web resource.

Keywords: Peer to peer, ontology, owl.

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944 Ontology-Based Systemizing of the Science Information Devoted to Waste Utilizing by Methanogenesis

Authors: Ye. Shapovalov, V. Shapovalov, O. Stryzhak, A. Salyuk

Abstract:

Over the past decades, amount of scientific information has been growing exponentially. It became more complicated to process and systemize this amount of data. The approach to systematization of scientific information on the production of biogas based on the ontological IT platform “T.O.D.O.S.” has been developed. It has been proposed to select semantic characteristics of each work for their further introduction into the IT platform “T.O.D.O.S.”. An ontological graph with a ranking function for previous scientific research and for a system of selection of microorganisms has been worked out. These systems provide high performance of information management of scientific information.

Keywords: Ontology-based analysis, analysis of scientific data, methanogenesys, microorganism hierarchy, T.O.D.O.S.

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943 Application of Vortex Induced Vibration Energy Generation Technologies to the Offshore Oil and Gas Platform: The Feasibility Study

Authors: T. Yui Khing, M. A. Zahari, S. S. Dol

Abstract:

Ocean current is always available around the surrounding of SHELL Sabah Water Platform and data are collected every 10 minutes, 24 hours a day, for a period of 365 days. Due to low current speed, conventional hydrokinetic power generation is not feasible, thus leading to the study of low current enabled vortex induced vibration power generation application. In this case, the design of a vortex induced vibration application is studied to obtain an optimum design for the VIV oscillator. Power output is then determined to study the feasibility of the VIV application in low current condition.

Keywords: Renewable energy, Vortex induced vibration, Turbulence, Lock-in.

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942 The Stigma of Mental Illness and the Way of Destigmatization: The Effects of Interactivity and Self-Construal

Authors: Doori Song, Hyun-Ji Lim, Yoo Jin Chung

Abstract:

Some believe that stigma is the worst side effect of the people who have mental illness. Mental illness researchers have focused on the influence of mass media on the stigmatization of the people with mental illness. However, no studies have investigated the effects of the interactive media, such as blogs, on the stigmatization of mentally ill people, even though the media have a significant influence on people in all areas of life. The purpose of this study is to investigate the use of interactivity in destigmatization of the mentally ill and the moderating effect of self-construal (independent versus interdependent self-construal) on the relation between interactivity and destigmatization. The findings suggested that people in the human-human interaction condition had less social distance toward people with mental illness. Additionally, participants with higher independence showed more favorable affection and less social distance toward mentally ill people. Finally, direct contact with mentally ill people increased a person-s positive affect toward people with mental illness. The current study should provide insights for mental health practitioners by suggesting how they can use interactive media to approach the public that stigmatizes the mentally ill.

Keywords: Mental health, destigmatization, interactivity, selfconstrual

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941 Behavioral Analysis of Team Members in Virtual Organization based on Trust Dimension and Learning

Authors: Indiramma M., K. R. Anandakumar

Abstract:

Trust management and Reputation models are becoming integral part of Internet based applications such as CSCW, E-commerce and Grid Computing. Also the trust dimension is a significant social structure and key to social relations within a collaborative community. Collaborative Decision Making (CDM) is a difficult task in the context of distributed environment (information across different geographical locations) and multidisciplinary decisions are involved such as Virtual Organization (VO). To aid team decision making in VO, Decision Support System and social network analysis approaches are integrated. In such situations social learning helps an organization in terms of relationship, team formation, partner selection etc. In this paper we focus on trust learning. Trust learning is an important activity in terms of information exchange, negotiation, collaboration and trust assessment for cooperation among virtual team members. In this paper we have proposed a reinforcement learning which enhances the trust decision making capability of interacting agents during collaboration in problem solving activity. Trust computational model with learning that we present is adapted for best alternate selection of new project in the organization. We verify our model in a multi-agent simulation where the agents in the community learn to identify trustworthy members, inconsistent behavior and conflicting behavior of agents.

Keywords: Collaborative Decision making, Trust, Multi Agent System (MAS), Bayesian Network, Reinforcement Learning.

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940 Creation of a New Software used for Palletizing Process

Authors: Dušan Kravec, Ondrej Staš, Marián Tolnay, Michal Bachratý

Abstract:

This article gives a short preview of the new software created especially for palletizing process in automated production systems. Each chapter of this article is about problem solving in development of modules in Java programming language. First part describes structure of the software, its modules and data flow between them. Second part describes all deployment methods, which are implemented in the software. Next chapter is about twodimensional editor created for manipulation with objects in each layer of the load and gives calculations for collision control. Module of virtual reality used for three-dimensional preview and creation of the load is described in the fifth chapter. The last part of this article describes communication and data flow between control system of the robot, vision system and software.

Keywords: Palletizing, deployment methods, palletizing software, virtual reality in palletizing.

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939 Simulation for Squat Exercise of an Active Controlled Vibration Isolation and Stabilization System for Astronaut’s Exercise Platform

Authors: Ziraguen O. Williams, Shield B. Lin, Fouad N. Matari, Leslie J. Quiocho

Abstract:

In a task to assist NASA in analyzing the dynamic forces caused by operational countermeasures of an astronaut’s exercise platform impacting the spacecraft, feedback delay and signal noise were added to a simulation model of an active controlled vibration isolation and stabilization system to regulate the movement of the exercise platform. Two additional simulation tools used in this study were Trick and MBDyn, software simulation environments developed at the NASA Johnson Space Center. Simulation results obtained from these three tools were very similar. All simulation results support the hypothesis that an active controlled vibration isolation and stabilization system outperforms a passive controlled system even with the addition of feedback delay and signal noise to the active controlled system. In this paper, squat exercise was used in creating excited force to the simulation model. The exciter force from squat exercise was calculated from motion capture of an exerciser. The simulation results demonstrate much greater transmitted force reduction in the active controlled system than the passive controlled system.

Keywords: Astronaut, counterweight, stabilization, vibration.

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938 Seismic Hazard Assessment of Offshore Platforms

Authors: F. D. Konstandakopoulou, G. A. Papagiannopoulos, N. G. Pnevmatikos, G. D. Hatzigeorgiou

Abstract:

This paper examines the effects of pile-soil-structure interaction on the dynamic response of offshore platforms under the action of near-fault earthquakes. Two offshore platforms models are investigated, one with completely fixed supports and one with piles which are clamped into deformable layered soil. The soil deformability for the second model is simulated using non-linear springs. These platform models are subjected to near-fault seismic ground motions. The role of fault mechanism on platforms’ response is additionally investigated, while the study also examines the effects of different angles of incidence of seismic records on the maximum response of each platform.

Keywords: Hazard analysis, offshore platforms, earthquakes, safety.

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937 Long Term Evolution Multiple-Input Multiple-Output Network in Unmanned Air Vehicles Platform

Authors: Ashagrie Getnet Flattie

Abstract:

Line-of-sight (LOS) information, data rates, good quality, and flexible network service are limited by the fact that, for the duration of any given connection, they experience severe variation in signal strength due to fading and path loss. Wireless system faces major challenges in achieving wide coverage and capacity without affecting the system performance and to access data everywhere, all the time. In this paper, the cell coverage and edge rate of different Multiple-input multiple-output (MIMO) schemes in 20 MHz Long Term Evolution (LTE) system under Unmanned Air Vehicles (UAV) platform are investigated. After some background on the enormous potential of UAV, MIMO, and LTE in wireless links, the paper highlights the presented system model which attempts to realize the various benefits of MIMO being incorporated into UAV platform. The performances of the three MIMO LTE schemes are compared with the performance of 4x4 MIMO LTE in UAV scheme carried out to evaluate the improvement in cell radius, BER, and data throughput of the system in different morphology. The results show that significant performance gains such as bit error rate (BER), data rate, and coverage can be achieved by using the presented scenario.

Keywords: BER, LTE, MIMO, path loss, UAV.

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936 Application of an in vitro Alveolus Model in Evaluating the Alveolar Response to Pressure- Induced Injury

Authors: Divya D. Nalayanda, William B. Fulton, Tza-Huei Wang, Fizan Abdullah

Abstract:

In an effort to understand the preliminary effects of aerodynamic stress on alveolar epithelial cells, we developed a multifluidic cell culture platform capable of supporting alveolar cultures at an air-liquid interface under constant air flow and exposure to varying pressure stimuli on the apical side while providing nourishment on the basolateral plane. Our current study involved utilizing the platform to study the effect of basement membrane coating and addition of dexamethasone on cellular response to pressure in A549 and H441 alveolar epithelial cells.

Keywords: Aerodynamic stress, Air-liquid interface, Alveolar, Dexamethasone.

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935 Heterogeneous-Resolution and Multi-Source Terrain Builder for CesiumJS WebGL Virtual Globe

Authors: Umberto Di Staso, Marco Soave, Alessio Giori, Federico Prandi, Raffaele De Amicis

Abstract:

The increasing availability of information about earth surface elevation (Digital Elevation Models DEM) generated from different sources (remote sensing, Aerial Images, Lidar) poses the question about how to integrate and make available to the most than possible audience this huge amount of data. In order to exploit the potential of 3D elevation representation the quality of data management plays a fundamental role. Due to the high acquisition costs and the huge amount of generated data, highresolution terrain surveys tend to be small or medium sized and available on limited portion of earth. Here comes the need to merge large-scale height maps that typically are made available for free at worldwide level, with very specific high resolute datasets. One the other hand, the third dimension increases the user experience and the data representation quality, unlocking new possibilities in data analysis for civil protection, real estate, urban planning, environment monitoring, etc. The open-source 3D virtual globes, which are trending topics in Geovisual Analytics, aim at improving the visualization of geographical data provided by standard web services or with proprietary formats. Typically, 3D Virtual globes like do not offer an open-source tool that allows the generation of a terrain elevation data structure starting from heterogeneous-resolution terrain datasets. This paper describes a technological solution aimed to set up a so-called “Terrain Builder”. This tool is able to merge heterogeneous-resolution datasets, and to provide a multi-resolution worldwide terrain services fully compatible with CesiumJS and therefore accessible via web using traditional browser without any additional plug-in.

Keywords: Terrain builder, WebGL, virtual globe, CesiumJS, tiled map service, TMS, height-map, regular grid, Geovisual analytics, DTM.

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934 Multipurpose Agricultural Robot Platform: Conceptual Design of Control System Software for Autonomous Driving and Agricultural Operations Using Programmable Logic Controller

Authors: P. Abhishesh, B. S. Ryuh, Y. S. Oh, H. J. Moon, R. Akanksha

Abstract:

This paper discusses about the conceptual design and development of the control system software using Programmable logic controller (PLC) for autonomous driving and agricultural operations of Multipurpose Agricultural Robot Platform (MARP). Based on given initial conditions by field analysis and desired agricultural operations, the structural design development of MARP is done using modelling and analysis tool. PLC, being robust and easy to use, has been used to design the autonomous control system of robot platform for desired parameters. The robot is capable of performing autonomous driving and three automatic agricultural operations, viz. hilling, mulching, and sowing of seeds in the respective order. The input received from various sensors on the field is later transmitted to the controller via ZigBee network to make the changes in the control program to get desired field output. The research is conducted to provide assistance to farmers by reducing labor hours for agricultural activities by implementing automation. This study will provide an alternative to the existing systems with machineries attached behind tractors and rigorous manual operations on agricultural field at effective cost.

Keywords: Agricultural operations, autonomous driving, MARP, PLC.

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933 Unified Fusion Approach with Application to SLAM

Authors: Xinde Li, Xinhan Huang, Min Wang

Abstract:

In this paper, we propose the pre-processor based on the Evidence Supporting Measure of Similarity (ESMS) filter and also propose the unified fusion approach (UFA) based on the general fusion machine coupled with ESMS filter, which improve the correctness and precision of information fusion in any fields of application. Here we mainly apply the new approach to Simultaneous Localization And Mapping (SLAM) of Pioneer II mobile robots. A simulation experiment was performed, where an autonomous virtual mobile robot with sonar sensors evolves in a virtual world map with obstacles. By comparing the result of building map according to the general fusion machine (here DSmT-based fusing machine and PCR5-based conflict redistributor considereded) coupling with ESMS filter and without ESMS filter, it shows the benefit of the selection of the sources as a prerequisite for improvement of the information fusion, and also testifies the superiority of the UFA in dealing with SLAM.

Keywords: DSmT, ESMS filter, SLAM, UFA

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932 Methodology Issues and Design Approach of VLE on Mathematical Concepts Acquisition within Secondary Education in England

Authors: Aaron A. R. Nwabude

Abstract:

This study used positivist quantitative approach to examine the mathematical concepts acquisition of- KS4 (14-16) Special Education Needs (SENs) students within the school sector education in England. The research is based on a pilot study and the design is completely holistic in its approach with mixing methodologies. The study combines the qualitative and quantitative methods of approach in gathering formative data for the design process. Although, the approach could best be described as a mix method, fundamentally with a strong positivist paradigm, hence my earlier understanding of the differentiation of the students, student – teacher body and the various elements of indicators that is being measured which will require an attenuated description of individual research subjects. The design process involves four phases with five key stages which are; literature review and document analysis, the survey, interview, and observation; then finally the analysis of data set. The research identified the need for triangulation with Reid-s phases of data management providing scaffold for the study. The study clearly identified the ideological and philosophical aspects of educational research design for the study of mathematics by the special education needs (SENs) students in England using the virtual learning environment (VLE) platform.

Keywords: VLE, Special Education Needs, Key stage4, School, Mathematics, Concepts Acquisition

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931 A Discrete-Event-Simulation Approach for Logistic Systems with Real Time Resource Routing and VR Integration

Authors: Gerrit Alves, Jürgen Roßmann, Roland Wischnewski

Abstract:

Today, transport and logistic systems are often tightly integrated in the production. Lean production and just-in-time delivering create multiple constraints that have to be fulfilled. As transport networks often have evolved over time they are very expensive to change. This paper describes a discrete-event-simulation system which simulates transportation models using real time resource routing and collision avoidance. It allows for the specification of own control algorithms and validation of new strategies. The simulation is integrated into a virtual reality (VR) environment and can be displayed in 3-D to show the progress. Simulation elements can be selected through VR metaphors. All data gathered during the simulation can be presented as a detailed summary afterwards. The included cost-benefit calculation can help to optimize the financial outcome. The operation of this approach is shown by the example of a timber harvest simulation.

Keywords: Discrete-Event-Simulation, Logistic, Simulation, Virtual Reality.

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930 Students' Perception of Virtual Learning Environment (VLE) Skills in Setting up the Simulator Welding Technology

Authors: Mohd Afif Md Nasir, Faizal Amin NurYunus, Jamaluddin Hashim, Abd Samad Hassan Basari, A. Halim Sahelan

Abstract:

The aim of this study is to identify the suitability of Virtual Learning Environment (VLE) in welding simulator application towards Computer-Based Training (CBT) in developing skills upon new students at the Advanced Technology Training Center (ADTEC) Batu Pahat, Johor, Malaysia and GIATMARA, Batu Pahat, Johor, Malaysia. The significance of the study is to create a computer-based skills development approach in welding technology among new students in ADTEC and GIATMARA as well as to cultivate the elements of general skills among them. This study is also important in elevating the number of individual knowledge workers (K-workers) working in manufacturing industry in order to achieve a national vision which is to be an industrial nation in the year of 2020. The design of the study is a survey type of research which using questionnaires as the instruments and some 136 students from ADTEC and GIATMARA were interviewed. Descriptive analysis is used to identify the frequency and mean values. The findings of the study show that the welding technology has developed skills in the students because of the application of VLE simulated at a high level and the respondents agreed that the skills could be embedded through the application of the VLE simulator. In summary, the VLE simulator is suitable in welding skills development training in terms of exposing new students with the relevant characteristics of welding skills and at the same time spurring the students’ interest towards learning more about the skills.

Keywords: Computer-Based Training (CBT), knowledge workers (K-workers), virtual learning environment, welding simulator, welding technology.

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929 A Methodology to Virtualize Technical Engineering Laboratories: MastrLAB-VR

Authors: Ivana Scidà, Francesco Alotto, Anna Osello

Abstract:

Due to the importance given today to innovation, the education sector is evolving thanks digital technologies. Virtual Reality (VR) can be a potential teaching tool offering many advantages in the field of training and education, as it allows to acquire theoretical knowledge and practical skills using an immersive experience in less time than the traditional educational process. These assumptions allow to lay the foundations for a new educational environment, involving and stimulating for students. Starting from the objective of strengthening the innovative teaching offer and the learning processes, the case study of the research concerns the digitalization of MastrLAB, High Quality Laboratory (HQL) belonging to the Department of Structural, Building and Geotechnical Engineering (DISEG) of the Polytechnic of Turin, a center specialized in experimental mechanical tests on traditional and innovative building materials and on the structures made with them. The MastrLAB-VR has been developed, a revolutionary innovative training tool designed with the aim of educating the class in total safety on the techniques of use of machinery, thus reducing the dangers arising from the performance of potentially dangerous activities. The virtual laboratory, dedicated to the students of the Building and Civil Engineering Courses of the Polytechnic of Turin, has been projected to simulate in an absolutely realistic way the experimental approach to the structural tests foreseen in their courses of study: from the tensile tests to the relaxation tests, from the steel qualification tests to the resilience tests on elements at environmental conditions or at characterizing temperatures. The research work proposes a methodology for the virtualization of technical laboratories through the application of Building Information Modelling (BIM), starting from the creation of a digital model. The process includes the creation of an independent application, which with Oculus Rift technology will allow the user to explore the environment and interact with objects through the use of joypads. The application has been tested in prototype way on volunteers, obtaining results related to the acquisition of the educational notions exposed in the experience through a virtual quiz with multiple answers, achieving an overall evaluation report. The results have shown that MastrLAB-VR is suitable for both beginners and experts and will be adopted experimentally for other laboratories of the University departments.

Keywords: Building Information Modelling, digital learning, education, virtual laboratory, virtual reality.

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928 Multi-models Approach for Describing and Verifying Constraints Based Interactive Systems

Authors: Mamoun Sqali, Mohamed Wassim Trojet

Abstract:

The requirements analysis, modeling, and simulation have consistently been one of the main challenges during the development of complex systems. The scenarios and the state machines are two successful models to describe the behavior of an interactive system. The scenarios represent examples of system execution in the form of sequences of messages exchanged between objects and are a partial view of the system. In contrast, state machines can represent the overall system behavior. The automation of processing scenarios in the state machines provide some answers to various problems such as system behavior validation and scenarios consistency checking. In this paper, we propose a method for translating scenarios in state machines represented by Discreet EVent Specification and procedure to detect implied scenarios. Each induced DEVS model represents the behavior of an object of the system. The global system behavior is described by coupling the atomic DEVS models and validated through simulation. We improve the validation process with integrating formal methods to eliminate logical inconsistencies in the global model. For that end, we use the Z notation.

Keywords: Scenarios, DEVS, synthesis, validation and verification, simulation, formal verification, z notation.

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927 Teachers’ Continuance Intention Towards Using Madrasati Platform: A Conceptual Framework

Authors: Fiasal Assiri, Joanna Wincenciak, David Morrison-Love

Abstract:

With the rapid spread of the COVID-19 pandemic, the Saudi government suspended students from going to school to combat the outbreak. As e-learning was not applied at all in schools, online teaching and learning have been revived in Saudi Arabia by providing a new platform called ‘Madrasati’. The Decomposed Theory of Planned Behaviour (DTPB) is used to examine individuals’ intention behaviour in many fields. Nevertheless, the factors that affect teachers’ continuance intention of the Madrasati platform have not yet been investigated. The purpose of this paper is to present a conceptual model in light with DTPB. To enhance the predictability of the model, the study incorporates other variables including learning content quality and interactivity as sub-factors under the perceived usefulness, students and government influences under the subjective norms, and technical support and prior e-learning experience under the perceived behavioural control. The model will be further validated using a mixed methods approach. Such findings would help administrators and stakeholders to understand teachers’ needs and develop new methods that might encourage teachers to continue using Madrasati effectively in their teaching.

Keywords: Madrasati, Decomposed Theory of Planned Behaviour, continuance intention, attitude, subjective norms, perceived behavioural control.

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926 An AR/VR Based Approach Towards the Intuitive Control of Mobile Rescue Robots

Authors: Jürgen Roßmann, André Kupetz, Roland Wischnewski

Abstract:

An intuitive user interface for the teleoperation of mobile rescue robots is one key feature for a successful exploration of inaccessible and no-go areas. Therefore, we have developed a novel framework to embed a flexible and modular user interface into a complete 3-D virtual reality simulation system. Our approach is based on a client-server architecture to allow for a collaborative control of the rescue robot together with multiple clients on demand. Further, it is important that the user interface is not restricted to any specific type of mobile robot. Therefore, our flexible approach allows for the operation of different robot types with a consistent concept and user interface. In laboratory tests, we have evaluated the validity and effectiveness of our approach with the help of two different robot platforms and several input devices. As a result, an untrained person can intuitively teleoperate both robots without needing a familiarization time when changing the operating robot.

Keywords: Teleoperation of mobile robots, augmented reality, user interface, virtual reality.

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925 Performance Evaluation of Parallel Surface Modeling and Generation on Actual and Virtual Multicore Systems

Authors: Nyeng P. Gyang

Abstract:

Even though past, current and future trends suggest that multicore and cloud computing systems are increasingly prevalent/ubiquitous, this class of parallel systems is nonetheless underutilized, in general, and barely used for research on employing parallel Delaunay triangulation for parallel surface modeling and generation, in particular. The performances, of actual/physical and virtual/cloud multicore systems/machines, at executing various algorithms, which implement various parallelization strategies of the incremental insertion technique of the Delaunay triangulation algorithm, were evaluated. T-tests were run on the data collected, in order to determine whether various performance metrics differences (including execution time, speedup and efficiency) were statistically significant. Results show that the actual machine is approximately twice faster than the virtual machine at executing the same programs for the various parallelization strategies. Results, which furnish the scalability behaviors of the various parallelization strategies, also show that some of the differences between the performances of these systems, during different runs of the algorithms on the systems, were statistically significant. A few pseudo superlinear speedup results, which were computed from the raw data collected, are not true superlinear speedup values. These pseudo superlinear speedup values, which arise as a result of one way of computing speedups, disappear and give way to asymmetric speedups, which are the accurate kind of speedups that occur in the experiments performed.

Keywords: Cloud computing systems, multicore systems, parallel delaunay triangulation, parallel surface modeling and generation.

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924 Stackelberg Security Game for Optimizing Security of Federated Internet of Things Platform Instances

Authors: Violeta Damjanovic-Behrendt

Abstract:

This paper presents an approach for optimal cyber security decisions to protect instances of a federated Internet of Things (IoT) platform in the cloud. The presented solution implements the repeated Stackelberg Security Game (SSG) and a model called Stochastic Human behaviour model with AttRactiveness and Probability weighting (SHARP). SHARP employs the Subjective Utility Quantal Response (SUQR) for formulating a subjective utility function, which is based on the evaluations of alternative solutions during decision-making. We augment the repeated SSG (including SHARP and SUQR) with a reinforced learning algorithm called Naïve Q-Learning. Naïve Q-Learning belongs to the category of active and model-free Machine Learning (ML) techniques in which the agent (either the defender or the attacker) attempts to find an optimal security solution. In this way, we combine GT and ML algorithms for discovering optimal cyber security policies. The proposed security optimization components will be validated in a collaborative cloud platform that is based on the Industrial Internet Reference Architecture (IIRA) and its recently published security model.

Keywords: Security, internet of things, cloud computing, Stackelberg security game, machine learning, Naïve Q-learning.

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923 Online Language Learning and Teaching Pedagogy: Constructivism and Beyond

Authors: Zeineb Deymi-Gheriani

Abstract:

In the last two decades, one can clearly observe a boom of interest for e-learning and web-supported programs. However, one can also notice that many of these programs focus on the accumulation and delivery of content generally as a business industry with no much concern for theoretical underpinnings. The existing research, at least in online English language teaching (ELT), has demonstrated a lack of an effective online teaching pedagogy anchored in a well-defined theoretical framework. Hence, this paper comes as an attempt to present constructivism as one of the theoretical bases for the design of an effective online language teaching pedagogy which is at the same time technologically intelligent and theoretically informed to help envision how education can best take advantage of the information and communication technology (ICT) tools. The present paper discusses the key principles underlying constructivism, its implications for online language teaching design, as well as its limitations that should be avoided in the e-learning instructional design. Although the paper is theoretical in nature, essentially based on an extensive literature survey on constructivism, it does have practical illustrations from an action research conducted by the author both as an e-tutor of English using Moodle online educational platform at the Virtual University of Tunis (VUT) from 2007 up to 2010 and as a face-to-face (F2F) English teaching practitioner in the Professional Certificate of English Language Teaching Training (PCELT) at AMIDEAST, Tunisia (April-May, 2013).

Keywords: Active learning, constructivism, experiential learning, Piaget, Vygotsky.

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