Search results for: games of truth
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 198

Search results for: games of truth

78 Violent Videogame Playing and Its Relations to Antisocial Behaviors

Authors: Martin Jelínek, Petr Květon

Abstract:

The presented study focuses on relations between violent videogames playing and various types of antisocial behavior, namely bullying (verbal, indirect, and physical), physical aggression and delinquency. Relevant relationships were also examined with respect to gender. Violent videogames exposure (VGV) was measured by respondents’ most favored games and self-evaluation of its level of violence and frequency of playing. Antisocial behaviors were assessed by self-report questionnaires. The research sample consisted of 333 (166 males, 167 females) primary and secondary school students at the age between 10 and 19 years (m=14.98, sd=1.77). It was found that violent videogames playing is associated with physical aggression (rho=0.288, 95% CI [0.169;0.400]) and bullying (rho=0.369, 95% CI [0.254;0.476]). By means of gender, these relations were slightly weaker in males (VGV - physical aggression: rho=0.104, 95% CI [-0.061;0.264], VGV – bullying: rho=.200, 95% CI [0.032;0.356]) than in females (VGV - physical aggression: rho=0.257, 95% CI [0.089;0.411], VGV – bullying: rho=0.279, 95% CI [0.110;0.432]).

Keywords: Aggression, bullying, gender, violent videogames.

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77 An Investigation into the Application of Artificial Neural Networks to the Prediction of Injuries in Sport

Authors: J. McCullagh, T. Whitfort

Abstract:

Artificial Neural Networks (ANNs) have been used successfully in many scientific, industrial and business domains as a method for extracting knowledge from vast amounts of data. However the use of ANN techniques in the sporting domain has been limited. In professional sport, data is stored on many aspects of teams, games, training and players. Sporting organisations have begun to realise that there is a wealth of untapped knowledge contained in the data and there is great interest in techniques to utilise this data. This study will use player data from the elite Australian Football League (AFL) competition to train and test ANNs with the aim to predict the onset of injuries. The results demonstrate that an accuracy of 82.9% was achieved by the ANNs’ predictions across all examples with 94.5% of all injuries correctly predicted. These initial findings suggest that ANNs may have the potential to assist sporting clubs in the prediction of injuries.

Keywords: Artificial Neural Networks, data, injuries, sport

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76 Use of Fuzzy Edge Image in Block Truncation Coding for Image Compression

Authors: Amarunnishad T.M., Govindan V.K., Abraham T. Mathew

Abstract:

An image compression method has been developed using fuzzy edge image utilizing the basic Block Truncation Coding (BTC) algorithm. The fuzzy edge image has been validated with classical edge detectors on the basis of the results of the well-known Canny edge detector prior to applying to the proposed method. The bit plane generated by the conventional BTC method is replaced with the fuzzy bit plane generated by the logical OR operation between the fuzzy edge image and the corresponding conventional BTC bit plane. The input image is encoded with the block mean and standard deviation and the fuzzy bit plane. The proposed method has been tested with test images of 8 bits/pixel and size 512×512 and found to be superior with better Peak Signal to Noise Ratio (PSNR) when compared to the conventional BTC, and adaptive bit plane selection BTC (ABTC) methods. The raggedness and jagged appearance, and the ringing artifacts at sharp edges are greatly reduced in reconstructed images by the proposed method with the fuzzy bit plane.

Keywords: Image compression, Edge detection, Ground truth image, Peak signal to noise ratio

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75 The Truth about Good and Evil: A Mixed-Methods Approach to Color Theory

Authors: Raniya Alsharif

Abstract:

The color theory of good and evil is the association of colors to the omnipresent concept of good and evil, where human behavior and perception can be highly influenced by seeing black and white, making these connotations almost dangerously distinctive where they can be very hard to distinguish. This theory is a human construct that dates back to ancient Egypt and has been used since then in almost all forms of communication and expression, such as art, fashion, literature, and religious manuscripts, helping the implantation of preconceived ideas that influence behavior and society. This is a mixed-methods research that uses both surveys to collect quantitative data related to the theory and a vignette to collect qualitative data by using a scenario where participants aged between 18-25 will style two characters of good and bad characteristics with color contrasting clothes, both yielding results about the nature of the preconceived perceptions associated with ‘black and white’ and ‘good and evil’, illustrating the important role of media and communications in human behavior and subconscious, and also uncover how far this theory goes in the age of social media enlightenment.

Keywords: Color perception, interpretivism, thematic analysis, vignettes.

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74 Evaluation of Evolution Strategy, Genetic Algorithm and their Hybrid on Evolving Simulated Car Racing Controllers

Authors: Hidehiko Okada, Jumpei Tokida

Abstract:

Researchers have been applying tional intelligence (AI/CI) methods to computer games. In this research field, further researchesare required to compare AI/CI methods with respect to each game application. In th our experimental result on the comparison of three evolutionary algorithms – evolution strategy, genetic algorithm, and their hybrid applied to evolving controller agents for the CIG 2007 Simulated Car Racing competition. Our experimental result shows that, premature convergence of solutions was observed in the case of ES, and GA outperformed ES in the last half of generations. Besides, a hybrid which uses GA first and ES next evolved the best solution among the whole solutions being generated. This result shows the ability of GA in globally searching promising areas in the early stage and the ability of ES in locally searching the focused area (fine-tuning solutions).

Keywords: Evolutionary algorithm, autonomous agent, neuroevolutions, simulated car racing.

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73 Playing Games with Genetic Algorithms: Application on Price-QoS Competition in Telecommunications Market

Authors: M’hamed Outanoute, Mohamed Baslam, Belaid Bouikhalene

Abstract:

The customers use the best compromise criterion between price and quality of service (QoS) to select or change their Service Provider (SP). The SPs share the same market and are competing to attract more customers to gain more profit. Due to the divergence of SPs interests, we believe that this situation is a non-cooperative game of price and QoS. The game converges to an equilibrium position known Nash Equilibrium (NE). In this work, we formulate a game theoretic framework for the dynamical behaviors of SPs. We use Genetic Algorithms (GAs) to find the price and QoS strategies that maximize the profit for each SP and illustrate the corresponding strategy in NE. In order to quantify how this NE point is performant, we perform a detailed analysis of the price of anarchy induced by the NE solution. Finally, we provide an extensive numerical study to point out the importance of considering price and QoS as a joint decision parameter.

Keywords: Pricing, QoS, Market share game, Genetic algorithms, Nash equilibrium, Learning, Price of anarchy.

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72 An Augmented-Reality Interactive Card Game for Teaching Elementary School Students

Authors: YuLung Wu, YuTien Wu, ShuMey Yu

Abstract:

Game-based learning can enhance the learning motivation of students and provide a means for them to learn through playing games. This study used augmented reality technology to develop an interactive card game as a game-based teaching aid for delivering elementary school science course content with the aim of enhancing student learning processes and outcomes. Through playing the proposed card game, students can familiarize themselves with appearance, features, and foraging behaviors of insects. The system records the actions of students, enabling teachers to determine their students’ learning progress. In this study, 37 students participated in an assessment experiment and provided feedback through questionnaires. Their responses indicated that they were significantly more motivated to learn after playing the game, and their feedback was mostly positive.

Keywords: Game-based learning, learning motivation, teaching aid, augmented reality.

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71 Determination of Sequential Best Replies in N-player Games by Genetic Algorithms

Authors: Mattheos K. Protopapas, Elias B. Kosmatopoulos

Abstract:

An iterative algorithm is proposed and tested in Cournot Game models, which is based on the convergence of sequential best responses and the utilization of a genetic algorithm for determining each player-s best response to a given strategy profile of its opponents. An extra outer loop is used, to address the problem of finite accuracy, which is inherent in genetic algorithms, since the set of feasible values in such an algorithm is finite. The algorithm is tested in five Cournot models, three of which have convergent best replies sequence, one with divergent sequential best replies and one with “local NE traps"[14], where classical local search algorithms fail to identify the Nash Equilibrium. After a series of simulations, we conclude that the algorithm proposed converges to the Nash Equilibrium, with any level of accuracy needed, in all but the case where the sequential best replies process diverges.

Keywords: Best response, Cournot oligopoly, genetic algorithms, Nash equilibrium.

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70 The Implementation of Spatio-Temporal Graph to Represent Situations in the Virtual World

Authors: Gung-Hun Jung, Jong-Hee Park

Abstract:

In this paper, we develop a Spatio-Temporal graph as of a key component of our knowledge representation Scheme. We design an integrated representation Scheme to depict not only present and past but future in parallel with the spaces in an effective and intuitive manner. The resulting multi-dimensional comprehensive knowledge structure accommodates multi-layered virtual world developing in the time to maximize the diversity of situations in the historical context. This knowledge representation Scheme is to be used as the basis for simulation of situations composing the virtual world and for implementation of virtual agents' knowledge used to judge and evaluate the situations in the virtual world. To provide natural contexts for situated learning or simulation games, the virtual stage set by this Spatio-Temporal graph is to be populated by agents and other objects interrelated and changing which are abstracted in the ontology.

Keywords: Ontology, Virtual Reality, Spatio-Temporal graph.

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69 Experimental Parallel Architecture for Rendering 3D Model into MPEG-4 Format

Authors: Ajay Joshi, Surya Ismail

Abstract:

This paper will present the initial findings of a research into distributed computer rendering. The goal of the research is to create a distributed computer system capable of rendering a 3D model into an MPEG-4 stream. This paper outlines the initial design, software architecture and hardware setup for the system. Distributed computing means designing and implementing programs that run on two or more interconnected computing systems. Distributed computing is often used to speed up the rendering of graphical imaging. Distributed computing systems are used to generate images for movies, games and simulations. A topic of interest is the application of distributed computing to the MPEG-4 standard. During the course of the research, a distributed system will be created that can render a 3D model into an MPEG-4 stream. It is expected that applying distributed computing principals will speed up rendering, thus improving the usefulness and efficiency of the MPEG-4 standard

Keywords: Cluster, parallel architecture, rendering, MPEG-4.

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68 A Fuzzy Approach to Liver Tumor Segmentation with Zernike Moments

Authors: Abder-Rahman Ali, Antoine Vacavant, Manuel Grand-Brochier, Adélaïde Albouy-Kissi, Jean-Yves Boire

Abstract:

In this paper, we present a new segmentation approach for liver lesions in regions of interest within MRI (Magnetic Resonance Imaging). This approach, based on a two-cluster Fuzzy CMeans methodology, considers the parameter variable compactness to handle uncertainty. Fine boundaries are detected by a local recursive merging of ambiguous pixels with a sequential forward floating selection with Zernike moments. The method has been tested on both synthetic and real images. When applied on synthetic images, the proposed approach provides good performance, segmentations obtained are accurate, their shape is consistent with the ground truth, and the extracted information is reliable. The results obtained on MR images confirm such observations. Our approach allows, even for difficult cases of MR images, to extract a segmentation with good performance in terms of accuracy and shape, which implies that the geometry of the tumor is preserved for further clinical activities (such as automatic extraction of pharmaco-kinetics properties, lesion characterization, etc.).

Keywords: Defuzzification, floating search, fuzzy clustering, Zernike moments.

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67 The Connection of the Nibbāna with the Six Sense Bases

Authors: Wattegama Subhavi

Abstract:

A being is the working of the six sense bases. The sense bases are the eye, the ear, the nose, the tongue, the body and the mind. Buddhism describes what these sense bases are and how they work. These sense bases can be related to many of the philosophical and psychological teachings of the Buddha. One of the most important teachings of the Buddha is the Four Noble Truths. Buddhism explains that one who needs to attain Nibbāna must understand and realize these Four Noble Truths. These noble truths have a direct connection with the sense bases. The ultimate goal of Buddhism is Nibbāna. But there is no place or a special world called the “Nibbāna”. This paper describes that the noble truths can be identified within one’s own sense bases. The noble truth of suffering occurs within the functioning of the sense bases and the cause of suffering, “craving” operates inside the senses bases and the cessation of suffering, or Nibbāna is also experienced in the Sense Bases. Relevant material will be drawn for this paper directly from the Pāli canonical sources. The major finding is that the first three noble truths can be experienced through the six sense bases. The conclusion derived from the study is that the sense bases have direct relevance to Nibbāna, which is not to be conceived as another place or another dimension, but phenomena that can be experienced through one’s own sense bases, and that the other noble truths are also to be experienced in relation to one’s own sense bases.

Keywords: Buddhism, four noble truths, sense bases, Nibbāna.

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66 Using Multi-Arm Bandits to Optimize Game Play Metrics and Effective Game Design

Authors: Kenny Raharjo, Ramon Lawrence

Abstract:

Game designers have the challenging task of building games that engage players to spend their time and money on the game. There are an infinite number of game variations and design choices, and it is hard to systematically determine game design choices that will have positive experiences for players. In this work, we demonstrate how multi-arm bandits can be used to automatically explore game design variations to achieve improved player metrics. The advantage of multi-arm bandits is that they allow for continuous experimentation and variation, intrinsically converge to the best solution, and require no special infrastructure to use beyond allowing minor game variations to be deployed to users for evaluation. A user study confirms that applying multi-arm bandits was successful in determining the preferred game variation with highest play time metrics and can be a useful technique in a game designer's toolkit.

Keywords: Game design, multi-arm bandit, design exploration and data mining, player metric optimization and analytics.

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65 Breast Skin-Line Estimation and Breast Segmentation in Mammograms using Fast-Marching Method

Authors: Roshan Dharshana Yapa, Koichi Harada

Abstract:

Breast skin-line estimation and breast segmentation is an important pre-process in mammogram image processing and computer-aided diagnosis of breast cancer. Limiting the area to be processed into a specific target region in an image would increase the accuracy and efficiency of processing algorithms. In this paper we are presenting a new algorithm for estimating skin-line and breast segmentation using fast marching algorithm. Fast marching is a partial-differential equation based numerical technique to track evolution of interfaces. We have introduced some modifications to the traditional fast marching method, specifically to improve the accuracy of skin-line estimation and breast tissue segmentation. Proposed modifications ensure that the evolving front stops near the desired boundary. We have evaluated the performance of the algorithm by using 100 mammogram images taken from mini-MIAS database. The results obtained from the experimental evaluation indicate that this algorithm explains 98.6% of the ground truth breast region and accuracy of the segmentation is 99.1%. Also this algorithm is capable of partially-extracting nipple when it is available in the profile.

Keywords: Mammogram, fast marching method, mathematical morphology.

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64 A Neuro Adaptive Control Strategy for Movable Power Source of Proton Exchange Membrane Fuel Cell Using Wavelets

Authors: M. Sedighizadeh, A. Rezazadeh

Abstract:

Movable power sources of proton exchange membrane fuel cells (PEMFC) are the important research done in the current fuel cells (FC) field. The PEMFC system control influences the cell performance greatly and it is a control system for industrial complex problems, due to the imprecision, uncertainty and partial truth and intrinsic nonlinear characteristics of PEMFCs. In this paper an adaptive PI control strategy using neural network adaptive Morlet wavelet for control is proposed. It is based on a single layer feed forward neural networks with hidden nodes of adaptive morlet wavelet functions controller and an infinite impulse response (IIR) recurrent structure. The IIR is combined by cascading to the network to provide double local structure resulting in improving speed of learning. The proposed method is applied to a typical 1 KW PEMFC system and the results show the proposed method has more accuracy against to MLP (Multi Layer Perceptron) method.

Keywords: Adaptive Control, Morlet Wavelets, PEMFC.

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63 Coaching Leadership Traits Preferences of University and College Athletes

Authors: Idou Keinde

Abstract:

This study examined coaching leadership traits as preferred by athletes of universities and colleges of education located in Lagos State, South West Nigeria. Athletes from two universities (n=99) and two colleges of education (n=92) were involved as study sample. The Leadership Trait Preference Questionnaire (LTPQ) was used to measure athletes’ preferences. Mean and Spearman rank order statistics were used to analyze collected data. Results showed that the traits of friendliness and happiness, sense of humour and cheerfulness, and cooperation were most preferred irrespective of type of institution. College of education athletes were found to have higher mean preferences (M=34.54; SD=9.42) of leadership traits than their university counterparts (M=33.64; SD=9.46). A significantly strong relationship (rho=.81;*p<0.05) was found between preferences of university and college of education athletes. It was recommended that coaches as leaders should from time to time exhibit emotive aspects of themselves to inspire athletes to higher performance.

Keywords: Coaching behavior, coach-athlete relationship, interscholastic games, leadership traits.

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62 Validation of Visibility Data from Road Weather Information Systems by Comparing Three Data Resources: Case Study in Ohio

Authors: Fan Ye

Abstract:

Adverse weather conditions, particularly those with low visibility, are critical to the driving tasks. However, the direct relationship between visibility distances and traffic flow/roadway safety is uncertain due to the limitation of visibility data availability. The recent growth of deployment of Road Weather Information Systems (RWIS) makes segment-specific visibility information available which can be integrated with other Intelligent Transportation System, such as automated warning system and variable speed limit, to improve mobility and safety. Before applying the RWIS visibility measurements in traffic study and operations, it is critical to validate the data. Therefore, an attempt was made in the paper to examine the validity and viability of RWIS visibility data by comparing visibility measurements among RWIS, airport weather stations, and weather information recorded by police in crash reports, based on Ohio data. The results indicated that RWIS visibility measurements were significantly different from airport visibility data in Ohio, but no conclusion regarding the reliability of RWIS visibility could be drawn in the consideration of no verified ground truth in the comparisons. It was suggested that more objective methods are needed to validate the RWIS visibility measurements, such as continuous in-field measurements associated with various weather events using calibrated visibility sensors.

Keywords: Low visibility, RWIS, traffic safety, visibility.

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61 Complex Dynamics of Bertrand Duopoly Games with Bounded Rationality

Authors: Jixiang Zhang, Guocheng Wang

Abstract:

A dynamic of Bertrand duopoly game is analyzed, where players use different production methods and choose their prices with bounded rationality. The equilibriums of the corresponding discrete dynamical systems are investigated. The stability conditions of Nash equilibrium under a local adjustment process are studied. The stability conditions of Nash equilibrium under a local adjustment process are studied. The stability of Nash equilibrium, as some parameters of the model are varied, gives rise to complex dynamics such as cycles of higher order and chaos. On this basis, we discover that an increase of adjustment speed of bounded rational player can make Bertrand market sink into the chaotic state. Finally, the complex dynamics, bifurcations and chaos are displayed by numerical simulation.

Keywords: Bertrand duopoly model, Discrete dynamical system, Heterogeneous expectations, Nash equilibrium.

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60 The Urban Transportation Systems in Two Cities Located in the Rio de Janeiro State, Brazil

Authors: D. I. De Souza, G. P. Azevedo, R. Rocha

Abstract:

The State of Rio de Janeiro, Brazil, will hold two important events in the nearby future. In 2014 it will have the final game of the Football World Cup, and in 2016 it will be holding the Olympic Games. Therefore, the public transportation system (mainly buses) is of a major concern to the Rio de Janeiro State authorities-. The main objective of this work is to compare the quality of service of the bus companies operating in the cities of ItaperunaandCampos, both cities situated in the state of Rio de Janeiro, Brazil. The outcome of thiscomparison, based on the opinion of the bus users, has shownthemdispleased with the quality of the service provided by the bus companies operating in both cities. It is urgent the need to find possible practical alternatives to minimize the consequences of the main problems detected in this work. With these practical alternatives available, we will be able to offer to the Rio de Janeiro State authorities- suggestions about possible solutions to the main problems identified in this survey, as well as the time of implantation and costs of these solutions.

Keywords: Public Transportation, Quality of Service, Riders' Opinion, Bus Companies, Practical Alternatives.

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59 Parenting Styles and Their Relation to Videogame Addiction

Authors: Petr Květon, Martin Jelínek

Abstract:

We try to identify the role of various aspects of parenting style in the phenomenon of videogame playing addiction. Relevant self-report questionnaires were part of a wider set of methods focused on the constructs related to videogame playing. The battery of methods was administered in school settings in paper and pencil form. The research sample consisted of 333 (166 males, 167 females) elementary and high school students at the age between 10 and 19 years (m=14.98, sd=1.77). Using stepwise regression analysis, we assessed the influence of demographic variables (gender and age) and parenting styles. Age and gender together explained 26.3% of game addiction variance (F(2,330)=58.81, p<.01). By adding four aspect of parenting styles (inconsistency, involvement, control, and warmth) another 10.2% of variance was explained (∆F(4,326)=13.09, p<.01). The significant predictor was gender of the respondent, where males scored higher on game addiction scale (B=0.70, p<.01), age (β=-0.18, p<.01), where younger children showed higher level of addiction, and parental inconsistency (β=0.30, p<.01), where the higher the inconsistency in upbringing, the more developed game playing addiction.

Keywords: Gender, parenting styles, video games, addiction.

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58 NDENet: End-to-End Nighttime Dehazing and Enhancement

Authors: H. Baskar, A. S. Chakravarthy, P. Garg, D. Goel, A. S. Raj, K. Kumar, Lakshya, R. Parvatham, V. Sushant, B. Kumar Rout

Abstract:

In this paper, we present a computer vision task called nighttime dehaze-enhancement. This task aims to jointly perform dehazing and lightness enhancement. Our task fundamentally differs from nighttime dehazing – our goal is to jointly dehaze and enhance scenes, while nighttime dehazing aims to dehaze scenes under a nighttime setting. In order to facilitate further research on this task, we release a benchmark dataset called Reside-β Night dataset, consisting of 4122 nighttime hazed images from 2061 scenes and 2061 ground truth images. Moreover, we also propose a network called NDENet (Nighttime Dehaze-Enhancement Network), which jointly performs dehazing and low-light enhancement in an end-to-end manner. We evaluate our method on the proposed benchmark and achieve Structural Index Similarity (SSIM) of 0.8962 and Peak Signal to Noise Ratio (PSNR) of 26.25. We also compare our network with other baseline networks on our benchmark to demonstrate the effectiveness of our approach. We believe that nighttime dehaze-enhancement is an essential task particularly for autonomous navigation applications, and hope that our work will open up new frontiers in research. The code for our network is made publicly available.

Keywords: Dehazing, image enhancement, nighttime, computer vision.

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57 Accessibility and Visibility through Space Syntax Analysis of the Linga Raj Temple in Odisha, India

Authors: S. Pramanik

Abstract:

Since the early ages, the Hindu temples have been interpreted through various Vedic philosophies. These temples are visited by pilgrims which demonstrate the rituals and religious belief of communities, reflecting a variety of actions and behaviors. Darsana a direct seeing, is a part of the pilgrimage activity. During the process of Darsana, a devotee is prepared for entry in the temple to realize the cognizing Truth culminating in visualizing the idol of God, placed at the Garbhagriha (sanctum sanctorum). For this, the pilgrim must pass through a sequential arrangement of spaces. During the process of progress, the pilgrims visualize the spaces differently from various points of views. The viewpoints create a variety of spatial patterns in the minds of pilgrims coherent to the Hindu philosophies. The space organization and its order are perceived by various techniques of spatial analysis. A temple, as examples of Kalinga stylistic variations, has been chosen for the study. This paper intends to demonstrate some visual patterns generated during the process of Darsana (visibility) and its accessibility by Point Isovist Studies and Visibility Graph Analysis from the entrance (Simha Dwara) to The Sanctum sanctorum (Garbhagriha).

Keywords: Hindu Temple Architecture, Point Isovist, space syntax analysis, visibility graph analysis.

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56 Diversity and Public Decision Making

Authors: Karin Hansson, Göran Cars, Mats Danielson, Love Ekenberg, Aron Larsson

Abstract:

Within the realm of e-government, the development has moved towards testing new means for democratic decisionmaking, like e-panels, electronic discussion forums, and polls. Although such new developments seem promising, they are not problem-free, and the outcomes are seldom used in the subsequent formal political procedures. Nevertheless, process models offer promising potential when it comes to structuring and supporting transparency of decision processes in order to facilitate the integration of the public into decision-making procedures in a reasonable and manageable way. Based on real-life cases of urban planning processes in Sweden, we present an outline for an integrated framework for public decision making to: a) provide tools for citizens to organize discussion and create opinions; b) enable governments, authorities, and institutions to better analyse these opinions; and c) enable governments to account for this information in planning and societal decision making by employing a process model for structured public decision making.

Keywords: Negotiation games, Agenda setting, Multi-criteria decision analysis, Elicitation method.

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55 The Impact of Gamification on Self-Assessment for English Language Learners in Saudi Arabia

Authors: Wala A. Bagunaid, Maram Meccawy, Arwa Allinjawi, Zilal Meccawy

Abstract:

Continuous self-assessment becomes crucial in self-paced online learning environments. Students often depend on themselves to assess their progress; which is considered an essential requirement for any successful learning process. Today’s education institutions face major problems around student motivation and engagement. Thus, personalized e-learning systems aim to help and guide the students. Gamification provides an opportunity to help students for self-assessment and social comparison with other students through attempting to harness the motivational power of games and apply it to the learning environment. Furthermore, Open Social Student Modeling (OSSM) as considered as the latest user modeling technologies is believed to improve students’ self-assessment and to allow them to social comparison with other students. This research integrates OSSM approach and gamification concepts in order to provide self-assessment for English language learners at King Abdulaziz University (KAU). This is achieved through an interactive visual representation of their learning progress.

Keywords: E-learning system, gamification, motivation, social comparison, visualization.

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54 Gamification of eHealth Business Cases to Enhance Rich Learning Experience

Authors: Kari Björn

Abstract:

Introduction of games has expanded the application area of computer-aided learning tools to wide variety of age groups of learners. Serious games engage the learners into a real-world -type of simulation and potentially enrich the learning experience. Institutional background of a Bachelor’s level engineering program in Information and Communication Technology is introduced, with detailed focus on one of its majors, Health Technology. As part of a Customer Oriented Software Application thematic semester, one particular course of “eHealth Business and Solutions” is described and reflected in a gamified framework. Learning a consistent view into vast literature of business management, strategies, marketing and finance in a very limited time enforces selection of topics relevant to the industry. Health Technology is a novel and growing industry with a growing sector in consumer wearable devices and homecare applications. The business sector is attracting new entrepreneurs and impatient investor funds. From engineering education point of view the sector is driven by miniaturizing electronics, sensors and wireless applications. However, the market is highly consumer-driven and usability, safety and data integrity requirements are extremely high. When the same technology is used in analysis or treatment of patients, very strict regulatory measures are enforced. The paper introduces a course structure using gamification as a tool to learn the most essential in a new market: customer value proposition design, followed by a market entry game. Students analyze the existing market size and pricing structure of eHealth web-service market and enter the market as a steering group of their company, competing against the legacy players and with each other. The market is growing but has its rules of demand and supply balance. New products can be developed with an R&D-investment, and targeted to market with unique quality- and price-combinations. Product cost structure can be improved by investing to enhanced production capacity. Investments can be funded optionally by foreign capital. Students make management decisions and face the dynamics of the market competition in form of income statement and balance sheet after each decision cycle. The focus of the learning outcome is to understand customer value creation to be the source of cash flow. The benefit of gamification is to enrich the learning experience on structure and meaning of financial statements. The paper describes the gamification approach and discusses outcomes after two course implementations. Along the case description of learning challenges, some unexpected misconceptions are noted. Improvements of the game or the semi-gamified teaching pedagogy are discussed. The case description serves as an additional support to new game coordinator, as well as helps to improve the method. Overall, the gamified approach has helped to engage engineering student to business studies in an energizing way.

Keywords: Engineering education, integrated curriculum, learning experience, learning outcomes.

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53 How Does Psychoanalysis Help in Reconstructing Political Thought? An Exercise of Interpretation

Authors: Subramaniam Chandran

Abstract:

The significance of psychology in studying politics is embedded in philosophical issues as well as behavioural pursuits. For the former is often associated with Sigmund Freud and his followers. The latter is inspired by the writings of Harold Lasswell. Political psychology or psychopolitics has its own impression on political thought ever since it deciphers the concept of human nature and political propaganda. More importantly, psychoanalysis views political thought as a textual content which needs to explore the latent from the manifest content. In other words, it reads the text symptomatically and interprets the hidden truth. This paper explains the paradigm of dream interpretation applied by Freud. The dream work is a process which has four successive activities: condensation, displacement, representation and secondary revision. The texts dealing with political though can also be interpreted on these principles. Freud's method of dream interpretation draws its source after the hermeneutic model of philological research. It provides theoretical perspective and technical rules for the interpretation of symbolic structures. The task of interpretation remains a discovery of equivalence of symbols and actions through perpetual analogies. Psychoanalysis can help in studying political thought in two ways: to study the text distortion, Freud's dream interpretation is used as a paradigm exploring the latent text from its manifest text; and to apply Freud's psychoanalytic concepts and theories ranging from individual mind to civilization, religion, war and politics.

Keywords: Psychoanalysis, political thought, dreaminterpretation, latent content, manifest content

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52 Featured based Segmentation of Color Textured Images using GLCM and Markov Random Field Model

Authors: Dipti Patra, Mridula J

Abstract:

In this paper, we propose a new image segmentation approach for colour textured images. The proposed method for image segmentation consists of two stages. In the first stage, textural features using gray level co-occurrence matrix(GLCM) are computed for regions of interest (ROI) considered for each class. ROI acts as ground truth for the classes. Ohta model (I1, I2, I3) is the colour model used for segmentation. Statistical mean feature at certain inter pixel distance (IPD) of I2 component was considered to be the optimized textural feature for further segmentation. In the second stage, the feature matrix obtained is assumed to be the degraded version of the image labels and modeled as Markov Random Field (MRF) model to model the unknown image labels. The labels are estimated through maximum a posteriori (MAP) estimation criterion using ICM algorithm. The performance of the proposed approach is compared with that of the existing schemes, JSEG and another scheme which uses GLCM and MRF in RGB colour space. The proposed method is found to be outperforming the existing ones in terms of segmentation accuracy with acceptable rate of convergence. The results are validated with synthetic and real textured images.

Keywords: Texture Image Segmentation, Gray Level Cooccurrence Matrix, Markov Random Field Model, Ohta colour space, ICM algorithm.

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51 Effect of the Internet on Social Capital

Authors: Safaee Safiollah , Javadi Alimohammad, Javadi Maryam

Abstract:

Internet access is a vital part of the modern world and an important tool in the education of our children. It is present in schools, homes and even shopping malls. Mastering the use of the internet is likely to be an important skill for those entering the job markets of the future. An internet user can be anyone he or she wants to be in an online chat room, or play thrilling and challenging games against other players from all corners of the globe. It seems at present time (or near future) for many people relationships in the real world may be neglected as those in the virtual world increase in importance. Internet is provided a fast mode of transportation caused freedom from family bonds and mixing with different cultures and new communities. This research is an attempt to study effect of Internet on Social capital. For this purpose a survey technique on the sample size amounted 168 students of Payame Noor University of Kermanshah city in country of Iran were considered. Degree of social capital is moderate. With the help of the Multi-variable Regression, variables of Iranian message attractive, Interest to internet with effect of positive and variable Creating a cordial atmosphere with negative effect be significant.

Keywords: Internet, Social Capital, social participation Social trust

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50 Forensic Science in Dr. Jekyll and Mr. Hyde: Trails of Utterson's Quest

Authors: Kyu-Jeoung Lee, Jae-Uk Choo

Abstract:

This paper focuses on investigating The Strange Case of Dr Jekyll and Mr Hyde from Utterson’s point of view, referring to: Gabriel John Utterson, a central character in the book. Utterson is no different from a forensic investigator, as he tries to collect evidence on the mysterious Mr. Hyde’s relationship to Dr. Jekyll. From Utterson's perspective, Jekyll is the 'victim' of a potential scandal and blackmail, and Hyde is the 'suspect' of a possible 'crime'. Utterson intends to figure out Hyde's identity, connect his motive with his actions, and gather witness accounts. During Utterson’s quest, the outside materials available to him along with the social backgrounds of Hyde and Jekyll will be analyzed. The archives left from Jekyll’s chamber will also play a part providing evidence. Utterson will investigate, based on what he already knows about Jekyll his whole life, and how Jekyll had acted in his eyes until he was gone, and finding out possible explanations for Jekyll's actions. The relationship between Jekyll and Hyde becomes the major question, as the social background offers clues pointing in the direction of illegitimacy and prostitution. There is still a possibility that Jekyll and Hyde were, in fact, completely different people. Utterson received a full statement and confession from Jekyll himself at the end of the story, which gives the reader the possible truth on what happened. Stevenson’s Dr. Jekyll and Mr. Hyde led readers, as it did Utterson, to find the connection between Hyde and Jekyll using methods of history, culture, and science. Utterson's quest to uncover Hyde shows an example of applying the various fields to in his act to see if Hyde's inheritance was legal. All of this taken together could technically be considered forensic investigation.

Keywords: Dr. Jekyll and Mr. Hyde, forensic investigation, illegitimacy, prostitution, Robert Louis Stevenson.

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49 3D Face Modeling based on 3D Dense Morphable Face Shape Model

Authors: Yongsuk Jang Kim, Sun-Tae Chung, Boogyun Kim, Seongwon Cho

Abstract:

Realistic 3D face model is more precise in representing pose, illumination, and expression of face than 2D face model so that it can be utilized usefully in various applications such as face recognition, games, avatars, animations, and etc. In this paper, we propose a 3D face modeling method based on 3D dense morphable shape model. The proposed 3D modeling method first constructs a 3D dense morphable shape model from 3D face scan data obtained using a 3D scanner. Next, the proposed method extracts and matches facial landmarks from 2D image sequence containing a face to be modeled, and then reconstructs 3D vertices coordinates of the landmarks using a factorization-based SfM technique. Then, the proposed method obtains a 3D dense shape model of the face to be modeled by fitting the constructed 3D dense morphable shape model into the reconstructed 3D vertices. Also, the proposed method makes a cylindrical texture map using 2D face image sequence. Finally, the proposed method generates a 3D face model by rendering the 3D dense face shape model using the cylindrical texture map. Through building processes of 3D face model by the proposed method, it is shown that the proposed method is relatively easy, fast and precise.

Keywords: 3D Face Modeling, 3D Morphable Shape Model, 3DReconstruction, 3D Correspondence.

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