Search results for: role playing
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 2010

Search results for: role playing

2010 The Effectiveness of Implementing Interactive Training for Teaching Kazakh Language

Authors: Samal Abzhanova, Saule Mussabekova

Abstract:

Today, a new system of education is being created in Kazakhstan in order to develop the system of education and to satisfy the world class standards. For this purpose, there have been established new requirements and responsibilities to the instructors. Students should not be limited with providing only theoretical knowledge. Also, they should be encouraged to be competitive, to think creatively and critically. Moreover, students should be able to implement these skills into practice. These issues could be resolved through the permanent improvement of teaching methods. Therefore, a specialist who teaches the languages should use up-to-date methods and introduce new technologies. The result of the investigation suggests that an interactive teaching method is one of the new technologies in this field. This paper aims to provide information about implementing new technologies in the process of teaching language. The paper will discuss about necessity of introducing innovative technologies and the techniques of organizing interactive lessons. At the same time, the structure of the interactive lesson, conditions, principles, discussions, small group works and role-playing games will be considered. Interactive methods are carried out with the help of several types of activities, such as working in a team (with two or more group of people), playing situational or role-playing games, working with different sources of information, discussions, presentations, creative works and learning through solving situational tasks and etc.

Keywords: Games, interactive learning, Kazakh language, teaching methods.

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2009 Movement Optimization of Robotic Arm Movement Using Soft Computing

Authors: V. K. Banga

Abstract:

Robots are now playing a very promising role in industries. Robots are commonly used in applications in repeated operations or where operation by human is either risky or not feasible. In most of the industrial applications, robotic arm manipulators are widely used. Robotic arm manipulator with two link or three link structures is commonly used due to their low degrees-of-freedom (DOF) movement. As the DOF of robotic arm increased, complexity increases. Instrumentation involved with robotics plays very important role in order to interact with outer environment. In this work, optimal control for movement of various DOFs of robotic arm using various soft computing techniques has been presented. We have discussed about different robotic structures having various DOF robotics arm movement. Further stress is on kinematics of the arm structures i.e. forward kinematics and inverse kinematics. Trajectory planning of robotic arms using soft computing techniques is demonstrating the flexibility of this technique. The performance is optimized for all possible input values and results in optimized movement as resultant output. In conclusion, soft computing has been playing very important role for achieving optimized movement of robotic arm. It also requires very limited knowledge of the system to implement soft computing techniques.

Keywords: Artificial intelligence, kinematics, robotic arm, neural networks, fuzzy logic.

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2008 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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2007 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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2006 Role-play Gaming Simulation for Flood Management on Cultural Heritage: A Case Study of Ayutthaya Historic City

Authors: Pongpisit Huyakorn, Chaweewan Denpaiboon, Hidehiko Kanegae

Abstract:

The main aim of this research is to develop a methodology to encourage people's awareness, knowledge and understanding on the participation of flood management for cultural heritage, as the cooperation and interaction among government section, private section, and public section through role-play gaming simulation theory. The format of this research is to develop Role-play gaming simulation from existing documents, game or role-playing from several sources and existing data of the research site. We found that role-play gaming simulation can be implemented to help improving the understanding of the existing problem and the impact of the flood on cultural heritage, and the role-play game can be developed into the tool to improve people's knowledge, understanding and awareness about people's participation for flood management on cultural heritage, moreover the cooperation among the government, private section and public section will be improved through the theory of role-play gaming simulation.

Keywords: Climate change, Role-play gaming simulation, Sustainable development, Public participation, Cultural heritage

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2005 The Design and Analysis of Learning Effects for a Game-based Learning System

Authors: Wernhuar Tarng, Weichian Tsai

Abstract:

The major purpose of this study is to use network and multimedia technologies to build a game-based learning system for junior high school students to apply in learning “World Geography" through the “role-playing" game approaches. This study first investigated the motivation and habits of junior high school students to use the Internet and online games, and then designed a game-based learning system according to situated and game-based learning theories. A teaching experiment was conducted to analyze the learning effectiveness of students on the game-based learning system and the major factors affecting their learning. A questionnaire survey was used to understand the students- attitudes towards game-based learning. The results showed that the game-based learning system can enhance students- learning, but the gender of students and their habits in using the Internet have no significant impact on learning. Game experience has a significant impact on students- learning, and the higher the experience value the better the effectiveness of their learning. The results of questionnaire survey also revealed that the system can increase students- motivation and interest in learning "World Geography".

Keywords: Game-based learning, situated learning, role playing, learning effectiveness, learning motivation.

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2004 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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2003 Distinguishing Playing Pattern between Winning and Losing Field Hockey Team in Delhi FIH Road to London 2012 Tournament

Authors: Sofwan N., Norasrudin S., Redzuan P., Mubin A.

Abstract:

The aim of the present study was to analyze and distinguish playing pattern between winning and losing field hockey team in Delhi 2012 tournament. The playing pattern is focus to the D penetration (right, center, left.) and to distinguish D penetration linking to end shot made from it. The data was recorded and analyzed using Sportscode elite computer software. 12 matches were analyzed from the tournament. Two groups of performance indicators are used to analyze, that is D penetration right, center, and left. The type of shot chosen is hit, push, flick, drag, drag flick, deflect sweep, deflect push, scoop, sweep, and reverse hit. This is to distinguish the pattern of play between winning and losing, only 2 performance indicator showed high significant differences from right (Z=-2.87, p=.004, p<0.05) and left penetration (Z=-2.49, p=.013, p<0.05). Winning team had higher significant in hit shot from right penetration (Z=- 2.719, p=.007, p<0.05) same as left penetration showed high in push shot (Z=-2.236, p=.025, p<0.05) and hit (Z=-1.983, p=.047, p<0.05). The shots made from the center penetration had no significant between winning and losing team.

Keywords: D penetration, field hockey playing pattern, goals scored.

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2002 Endogenous Fantasy – Based Serious Games: Intrinsic Motivation and Learning

Authors: Robert F. Kenny, Glenda A. Gunter

Abstract:

Current technological advances pale in comparison to the changes in social behaviors and 'sense of place' that is being empowered since the Internet made it on the scene. Today-s students view the Internet as both a source of entertainment and an educational tool. The development of virtual environments is a conceptual framework that needs to be addressed by educators and it is important that they become familiar with who these virtual learners are and how they are motivated to learn. Massively multiplayer online role playing games (MMORPGs), if well designed, could become the vehicle of choice to deliver learning content. We suggest that these games, in order to accomplish these goals, must begin with well-established instructional design principles that are co-aligned with established principles of video game design. And have the opportunity to provide an instructional model of significant prescriptive power. The authors believe that game designers need to take advantage of the natural motivation player-learners have for playing games by developing them in such a way so as to promote, intrinsic motivation, content learning, transfer of knowledge, and naturalization.

Keywords: serious games, endogenous fantasy, intrinsic motivation, online learning.

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2001 Prediction of Computer and Video Game Playing Population: An Age Structured Model

Authors: T. K. Sriram, Joydip Dhar

Abstract:

Models based on stage structure have found varied applications in population models. This paper proposes a stage structured model to study the trends in the computer and video game playing population of US. The game paying population is divided into three compartments based on their age group. After simulating the mathematical model, a forecast of the number of game players in each stage as well as an approximation of the average age of game players in future has been made.

Keywords: Age structure, Forecasting, Mathematical modeling, Stage structure.

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2000 Assessment of Drama Courses from the Preschoolers' Point of View

Authors: Ayse Okvuran

Abstract:

Creative drama which interconnects with the concepts of play, theatre, animation and role playing is a field which can only be learnt and expressed through experiencing. This study about assessment of the drama teaching in preschools by children was conducted in 3 preschools in Ankara with participation of 12 children of 6 ages who had taken drama learning courses. Qualitative research approach and semi-structured interviewing technique were employed. The results of the study indicated that all of 12 children defined drama as a game and entertainment.

Keywords: Creative drama, preschoolers, drama courses

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1999 Finite Element Analysis of Different Architectures for Bone Scaffold

Authors: Nimisha R. Shirbhate, Sanjay Bokade

Abstract:

Bone Scaffolds are fundamental architecture or a support structure that allows the regeneration of lost or damaged tissues and they are developed as a crucial tool in biomedical engineering. The structure of bone scaffolds plays an important role in treating bone defects. The shape of the bone scaffold performs a vital role, specifically pore size and shape, which help understand the behavior and strength of the scaffold. In this article, first, fundamental aspects of bone scaffold design are established. Second, the behavior of each architecture of the bone scaffold with biomaterials is discussed. Finally, for each structure, the stress analysis was carried out. This study aimed to design a porous and mechanically strong bone regeneration scaffold that can be successfully manufactured. Four porous architectures of the bone scaffold were designed using Rhinoceros solid modelling software. The structure model consisted of repeatable unit cells arranged in layers to fill the chosen scaffold volume. The mechanical behavior of used biocompatible material is studied with the help of ANSYS 19.2 software. It is also playing significant role to predict the strength of defined structures or 3 dimensional models.

Keywords: Bone scaffold, stress analysis, porous structure, static loading.

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1998 Traditional Thai Musical Instrument for Tablet Computer– Ranaad EK

Authors: Kasikrit Damkliang, Athiwat Thongnuan, Suppakit Chanlert

Abstract:

This paper proposes an architectural and graphical user interface (GUI) design of a traditional Thai musical instrument application for tablet computers for practicing “Ranaad Ek" which is a trough-resonated keyboard percussion instrument. The application provides percussion methods for a player as real as a physical instrument. The application consists of two playing modes. The first mode is free playing, a player can freely multi touches on wooden bar to produce instrument sounds. The second mode is practicing mode that guilds the player to follow percussions and rhythms of practice songs. The application has achieved requirements and specifications.

Keywords: Architectural software design, GUI; traditional Thai musical instrument, percussion instrument

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1997 Web Traffic Mining using Neural Networks

Authors: Farhad F. Yusifov

Abstract:

With the explosive growth of data available on the Internet, personalization of this information space become a necessity. At present time with the rapid increasing popularity of the WWW, Websites are playing a crucial role to convey knowledge and information to the end users. Discovering hidden and meaningful information about Web users usage patterns is critical to determine effective marketing strategies to optimize the Web server usage for accommodating future growth. The task of mining useful information becomes more challenging when the Web traffic volume is enormous and keeps on growing. In this paper, we propose a intelligent model to discover and analyze useful knowledge from the available Web log data.

Keywords: Clustering, Self organizing map, Web log files, Web traffic.

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1996 Green Building and Energy Saving

Authors: Nahed Ayedh Al-Hajeri

Abstract:

In a world of climate change and limited fossil fuel resources, renewable energy sources are playing an increasingly important role. Due to industrializations and population growth our economy and technologies today largely depend upon natural resources, which are not replaceable. Approximately 90% of our energy consumption comes from fossil fuels (viz. coal, oil and natural gas). The irony is that these resources are depleting. Also, the huge consumption of fossil fuels has caused visible damage to the environment in various forms viz. global warming, acid rains etc.

Keywords: Kilo watt, kilo watt hour, carbon di-oxide, photovoltaic, environmental protection agency, Kwaiti dinar.

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1995 Critical Analysis of Decision Making Experience with a Machine Learning Approach in Playing Ayo Game

Authors: Ibidapo O. Akinyemi, Ezekiel F. Adebiyi, Harrison O. D. Longe

Abstract:

The major goal in defining and examining game scenarios is to find good strategies as solutions to the game. A plausible solution is a recommendation to the players on how to play the game, which is represented as strategies guided by the various choices available to the players. These choices invariably compel the players (decision makers) to execute an action following some conscious tactics. In this paper, we proposed a refinement-based heuristic as a machine learning technique for human-like decision making in playing Ayo game. The result showed that our machine learning technique is more adaptable and more responsive in making decision than human intelligence. The technique has the advantage that a search is astutely conducted in a shallow horizon game tree. Our simulation was tested against Awale shareware and an appealing result was obtained.

Keywords: Decision making, Machine learning, Strategy, Ayo game.

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1994 Tomato Lycopene: Functional Proprieties and Health Benefits

Authors: C. S. Marques, M. J. Reis Lima, J. Oliveira, E. Teixeira-Lemos

Abstract:

The growing concerns for physical wellbeing and health have been reflected in the way we choose food in our table. Nowadays, we are all more informed consumers and choose healthier foods. On the other hand, stroke, cancer and atherosclerosis may be somehow minimized by the intake of some bioactive compounds present in food, the so-called nutraceuticals and functional foods. The aim of this work was to make a revision of the published studies about the effects of some bioactive compounds, namely lycopene in human health, in the prevention of diseases, thus playing the role of a functional food. Free radical in human body can induce cell damage and consequently can be responsible for the development of some cancers and chronic diseases. Lycopene is one of the most powerful antioxidants known, being the predominant carotenoid in tomato. The respective chemistry, bioavailability, and its functional role in the prevention of several diseases will be object of this work. On the other hand, the inclusion of lycopene in some foods can also be made by biotechnology and represents a way to recover the wastes in the tomato industry with nutritional positive effects in health.

Keywords: Tomato, lycopene, bioavailability, functional foods, carotenoids, cancer and antioxidants.

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1993 Visfatin and Apelin Are New Interrelated Adipokines Playing Role in the Pathogenesis of Type 2 Diabetes Mellitus Associated Coronary Artery Disease in Postmenopausal Women

Authors: Hala O. El-Mesallamy, Salwa M. Suwailem, Mae M. Seleem

Abstract:

Visfatin and apelin are two new adipokines that recently gained a special interest in diabetes research. This study was conducted to study the interplay between these two adipokines and their correlation with other inflammatory and biochemical parameters in type 2 diabetic (T2D) postmenopausal women with CAD. Visfatin and apelin were measured by enzyme-linked immunoassay (ELISA). Visfatin was found to be significantly higher in the following groups: T2D patients without CAD, non-obese and obese T2D patients with CAD when compared to control group. Apelin was found to be significantly lower in non-obese and obese T2D patients with CAD when compared to control group. Visfatin and apelin were found to be significantly associated with each other and with other biochemical parameters. The current study provides evidence for the interplay between visfatin and apelin through the inflammatory milieu characteristic of T2D and their possible role in the pathogenesis of CAD complication of T2D. 

Keywords: Apelin, Coronary artery disease, Inflammation, Type 2 diabetes, Visfatin.

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1992 The Democratization of 3D Capturing: An Application Investigating Google Tango Potentials

Authors: Carlo Bianchini, Lorenzo Catena

Abstract:

The appearance of 3D scanners and then, more recently, of image-based systems that generate point clouds directly from common digital images have deeply affected the survey process in terms of both capturing and 2D/3D modelling. In this context, low cost and mobile systems are increasingly playing a key role and actually paving the way to the democratization of what in the past was the realm of few specialized technicians and expensive equipment. The application of Google Tango on the ancient church of Santa Maria delle Vigne in Pratica di Mare – Rome presented in this paper is one of these examples.

Keywords: Architectural survey, augmented/mixed/virtual reality, Google Tango project, image-based 3D capturing.

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1991 A Comparative Study of Particle Image Velocimetry (PIV) and Particle Tracking Velocimetry (PTV) for Airflow Measurement

Authors: Sijie Fu, Pascal-Henry Biwolé, Christian Mathis

Abstract:

Among modern airflow measurement methods, Particle Image Velocimetry (PIV) and Particle Tracking Velocimetry (PTV), as visualized and non-instructive measurement techniques, are playing more important role. This paper conducts a comparative experimental study for airflow measurement employing both techniques with the same condition. Velocity vector fields, velocity contour fields, voticity profiles and turbulence profiles are selected as the comparison indexes. The results show that the performance of both PIV and PTV techniques for airflow measurement is satisfied, but some differences between the both techniques are existed, it suggests that selecting the measurement technique should be based on a comprehensive consideration.

Keywords: PIV, PTV, airflow measurement.

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1990 Musical Notation Reading versus Alphabet Reading - Comparison and Implications for Teaching Music Reading to Students with Dyslexia

Authors: Ora Geiger

Abstract:

This paper discusses the question whether a person diagnosed with dyslexia will necessarily have difficulty in reading musical notes. The author specifies the characteristics of alphabet reading in comparison to musical notation reading, and concludes that there should be no contra-indication for teaching standard music reading to children with dyslexia if an appropriate process is offered. This conclusion is based on a long term case study and relies on two main characteristics of music reading: (1) musical notation system is a systematic, logical, relative set of symbols written on a staff; and (2) music reading learning connected with playing a musical instrument is a multi-sensory activity that combines sight, hearing, touch, and movement. The paper describes music reading teaching procedures, using soprano recorders, and provides unique teaching methods that have been found to be effective for students who were diagnosed with dyslexia. It provides theoretical explanations in addition to guidelines for music education practices.

Keywords: Alphabet reading, music reading, multisensory teaching method, dyslexia, recorder playing.

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1989 Fabricating Protruded Micro-features on AA6061 Substrates by Hot Embossing Method

Authors: Nhat Khoa Tran, Yee Cheong Lam, Chee Yoon Yue, Ming Jen Tan

Abstract:

Metallic micro parts are playing an important role in micro-fabrication industry. Recently, we have demonstrated a new deformation mechanism for micro-formability of polycrystalline materials. Different depressed micro-features smaller than the grain size have been successfully fabricated on 6061 aluminum alloy (AA6061) substrates with good fidelity. To further verify this proposed deformation mechanism that grain size is not a limiting factor, we demonstrate here that in addition of depressed features, protruded micro-features on a polycrystalline substrate can similarly be fabricated.

Keywords: Deformation mechanism, grain size, microfabrication, polycrystalline materials.

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1988 Upon Further Reflection: More on the History, Tripartite Role, and Challenges of the Professoriate

Authors: Jeffrey R. Mueller

Abstract:

This paper expands on the role of the professor by detailing the origins of the profession, adding some of the unique contributions of North American universities as well as some of the best practice recommendations to the unique tripartite role of the professor. It describes current challenges to the profession including the ever-controversial student rating of professors. It continues with the significance of empowerment to the role of the professor. It concludes with a predictive prescription for the future of the professoriate and the role of the university-level educational administrator toward that end.

Keywords: Professoriate history, tripartite role, challenges, empowerment, shared governance, administratization.

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1987 Fabrication of ZnO Nanorods Based Biosensor via Hydrothermal Method

Authors: Muhammad Tariq, Jafar Khan Kasi, Samiullah, Ajab Khan Kasi

Abstract:

Biosensors are playing vital role in industrial, clinical, and chemical analysis applications. Among other techniques, ZnO based biosensor is an easy approach due to its exceptional chemical and electrical properties. ZnO nanorods have positively charged isoelectric point which helps immobilize the negative charge glucose oxides (GOx). Here, we report ZnO nanorods based biosensors for the immobilization of GOx. The ZnO nanorods were grown by hydrothermal method on indium tin oxide substrate (ITO). The fabrication of biosensors was carried through batch processing using conventional photolithography. The buffer solutions of GOx were prepared in phosphate with a pH value of around 7.3. The biosensors effectively immobilized the GOx and result was analyzed by calculation of voltage and current on nanostructures.

Keywords: Hydrothermal growth, zinc dioxide, biosensors.

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1986 Effect of Trataka on Anxiety among Adolescents

Authors: Pushp Lata Rajpoot, Pushpa Vaishnav

Abstract:

Anxiety is a common psychological problem and also implicated as a contributor to many chronic diseases which decreased quality of life even with pharmacological treatment. At the present time several yogic practices- meditation, pranayama, and mantra, etcetera are playing important role in treating physiological and psychological problems. Hence, the present investigation is aimed to see the effect of Trataka on the level of anxiety among adolescents. For the present study, a sample of 30 adolescents belonging to the age range 20-30 years was selected from Devsanskriti Vishwa Vidyalaya Haridwar through random sampling. In this investigation, Sinha’s Comprehensive anxiety test has been used to measure the level of anxiety. Statistical analysis has been done by using t-test. Findings of this study reveal that Trataka significantly decreases the level of anxiety among adolescents.

Keywords: Adolescents, Anxiety, Trataka.

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1985 Evaluating Telepresence Experience and Game Players' Intention to Purchase Product Advertised in Advergame

Authors: Zuhal Hussein, Nabsiah Abdul Wahid, Norizan Saad

Abstract:

In line with changes of consumers modern lifestyle has call for the advertising strategy to change. This research is to find out how game with telepresence and product experience embedded in the computer game to affect users- intention to purchase. Game content developers are urging to consider of placing product message as part of game design strategy that can influence the game player-s intention to purchase. Experiment was carried out on two hundred and fifty undergraduate students who volunteered to participate in the Internet game playing activities. A factor analysis and correlation analysis was performed on items designed to measure telepresence, attitudes toward telepresence, and game player intention to purchase the product advertise in the game that respondents experienced. The results indicated that telepresence consist of interactive experience and product experience. The study also found that product experience is positively related to the game players- intention to purchase. The significance of product experience implies the usefulness of an interactive advertising in the game playing to attract players- intention to purchase the advertised product placed in the creative game design.

Keywords: Purchase intention, telepresence, product experience, interactive experience.

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1984 EOG Controlled Motorized Wheelchair for Disabled Persons

Authors: A. Naga Rajesh, S. Chandralingam, T. Anjaneyulu, K. Satyanarayana

Abstract:

Assistive robotics are playing a vital role in advancing the quality of life for disable people. There exist wide range of systems that can control and guide autonomous mobile robots. The objective of the control system is to guide an autonomous mobile robot using the movement of eyes by means of EOG signal. The EOG signal is acquired using Ag/AgCl electrodes and this signal is processed by a microcontroller unit to calculate the eye gaze direction. Then according to the guidance control strategy, the control commands of the wheelchair are sent. The classification of different eye movements allows us to generate simple code for controlling the wheelchair. This work was aimed towards developing a usable and low-cost assistive robotic wheel chair system for disabled people. To live more independent life, the system can be used by the handicapped people especially those with only eye-motor coordination.

Keywords: Electrooculography, Microcontroller, Motors, Wheelchair.

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1983 Research on Strategy for Automated Scaleless-Map Compilation

Authors: Yin Jie, Qin Qiming, Yin Yong

Abstract:

As a tool for human spatial cognition and thinking, the map has been playing an important role. Maps are perhaps as fundamental to society as language and the written word. Economic and social development requires extensive and in-depth understanding of their own living environment, from the scope of the overall global to urban housing. This has brought unprecedented opportunities and challenges for traditional cartography . This paper first proposed the concept of scaleless-map and its basic characteristics, through the analysis of the existing multi-scale representation techniques. Then some strategies are presented for automated mapping compilation. Taking into account the demand of automated map compilation, detailed proposed the software - WJ workstation must have four technical features, which are generalization operators, symbol primitives, dynamically annotation and mapping process template. This paper provides a more systematic new idea and solution to improve the intelligence and automation of the scaleless cartography.

Keywords: scaleless-map, strategy, map generalization, automated compilation, WJ workstation.

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1982 The Internationalization of R&D and its Offshoring Process

Authors: Jianlin Li, Jizhen Li

Abstract:

Transnational corporations (TNCs) are playing a major role in global R&D, not only through activities in their home countries but also increasingly abroad. However, the process of R&D offshoring is not yet discussed thoroughly. Based on in-depth case study on Agilent China Communications Operation, this paper presents a stage model for theorizing the R&D offshoring process. This stage model outlines 5 maturity levels of organization and the offshoring process: Subsidiary team, Mirror team, Independent team, Mirror sector and the Independent sector (from software engineering point of view, it is similar to the local team's capability level of maturity model). Moreover, the paper gives a detailed discussion on the relevant characteristics, as well as the ability/responsibility of transfer, priorities and the corresponding organization structure. It also gives the characteristics and key points of different level-s R&D offshoring implementation using actual team practice.

Keywords: Internationalization of R&D, R&D offshoring process, Multinational Corporations, Organization Level.

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1981 Droning the Pedagogy: Future Prospect of Teaching and Learning

Authors: Farha Sattar, Laurence Tamatea, Muhammad Nawaz

Abstract:

Drones, the Unmanned Aerial Vehicles are playing an important role in real-world problem-solving. With the new advancements in technology, drones are becoming available, affordable and user- friendly. Use of drones in education is opening new trends in teaching and learning practices in an innovative and engaging way. Drones vary in types and sizes and possess various characteristics and capabilities which enhance their potential to be used in education from basic to advanced and challenging learning activities which are suitable for primary, middle and high school level. This research aims to provide an insight to explore different types of drones and their compatibility to be used in teaching different subjects at various levels. Research focuses on integrating the drone technology along with Australian curriculum content knowledge to reinforce the understanding of the fundamental concepts and helps to develop the critical thinking and reasoning in the learning process.

Keywords: Critical thinking, drone technology, drone types, innovative learning.

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