Linguistic, Pragmatic and Evolutionary Factors in Wason Selection Task

In two studies we tested the hypothesis that the appropriate linguistic formulation of a deontic rule – i.e. the formulation which clarifies the monadic nature of deontic operators - should produce more correct responses than the conditional formulation in Wason selection task. We tested this assumption by presenting a prescription rule and a prohibition rule in conditional vs. proper deontic formulation. We contrasted this hypothesis with two other hypotheses derived from social contract theory and relevance theory. According to the first theory, a deontic rule expressed in terms of cost-benefit should elicit a cheater detection module, sensible to mental states attributions and thus able to discriminate intentional rule violations from accidental rule violations. We tested this prevision by distinguishing the two types of violations. According to relevance theory, performance in selection task should improve by increasing cognitive effect and decreasing cognitive effort. We tested this prevision by focusing experimental instructions on the rule vs. the action covered by the rule. In study 1, in which 480 undergraduates participated, we tested these predictions through a 2 x 2 x 2 x 2 (type of the rule x rule formulation x type of violation x experimental instructions) between-subjects design. In study 2 – carried out by means of a 2 x 2 (rule formulation x type of violation) between-subjects design - we retested the hypothesis of rule formulation vs. the cheaterdetection hypothesis through a new version of selection task in which intentional vs. accidental rule violations were better discriminated. 240 undergraduates participated in this study. Results corroborate our hypothesis and challenge the contrasting assumptions. However, they show that the conditional formulation of deontic rules produces a lower performance than what is reported in literature.

The Role of Faith-based Organizations in Building Democratic Process: Achieving Universal Primary Education in Sierra Leone

This paper aims to argue that religion and Faith-based Organizations (FBOs) contribute to building democratic process through the provision of education in Sierra Leone. Sierra Leone experienced a civil war from 1991 to 2002 and about 70 percent of the population lives in poverty. While the government has been in the process of rebuilding the nation, many forms of Civil Society Organizations (CSOs), including FBOs, have played a significant role in promoting social development. Education plays an important role in supporting people-s democratic movements through knowledge acquisition, spiritual enlightenment and empowerment. This paper discusses religious tolerance in Sierra Leone and how FBOs have contributed to the provision of primary education in Sierra Leone. This study is based on the author-s field research, which involved interviews with teachers and development stakeholders, notably government officials, Non-governmental Organizations (NGOs) and FBOs, as well as questionnaires completed by pupils, parents and teachers.

Constructing an Attitude Scale: Attitudes toward Violence on Televisions

The process of constructing a scale measuring the attitudes of youth toward violence on televisions is reported. A 30-item draft attitude scale was applied to a working group of 232 students attending the Faculty of Educational Sciences at Ankara University between the years 2005-2006. To introduce the construct validity and dimensionality of the scale, exploratory and confirmatory factor analysis was applied to the data. Results of the exploratory factor analysis showed that the scale had three factors that accounted for 58,44% (22,46% for the first, 22,15% for the second and 13,83% for the third factor) of the common variance. It is determined that the first factor considered issues related individual effects of violence on televisions, the second factor concerned issues related social effects of violence on televisions and the third factor concerned issues related violence on television programs. Results of the confirmatory factor analysis showed that all the items under each factor are fitting the concerning factors structure. An alpha reliability of 0,90 was estimated for the whole scale. It is concluded that the scale is valid and reliable.

Design of EDFA Gain Controller based on Disturbance Observer Technique

Based on a theoretical erbium-doped fiber amplifier (EDFA) model, we have proposed an application of disturbance observer(DOB) with proportional/integral/differential(PID) controller to EDFA for minimizing gain-transient time of wavelength -division-multiplexing (WDM) multi channels in optical amplifier in channel add/drop networks. We have dramatically reduced the gain-transient time to less than 30μsec by applying DOB with PID controller to the control of amplifier gain. The proposed DOB-based gain control algorithm for EDFA was implemented as a digital control system using TI's DSP(TMS320C28346) chip and experimental results of the system verify the excellent performance of the proposed gain control methodology.

A PN Sequence Generator based on Residue Arithmetic for Multi-User DS-CDMA Applications

The successful use of CDMA technology is based on the construction of large families of encoding sequences with good correlation properties. This paper discusses PN sequence generation based on Residue Arithmetic with an effort to improve the performance of existing interference-limited CDMA technology for mobile cellular systems. All spreading codes with residual number system proposed earlier did not consider external interferences, multipath propagation, Doppler effect etc. In literature the use of residual arithmetic in DS-CDMA was restricted to encoding of already spread sequence; where spreading of sequence is done by some existing techniques. The novelty of this paper is the use of residual number system in generation of the PN sequences which is used to spread the message signal. The significance of cross-correlation factor in alleviating multi-access interference is also discussed. The RNS based PN sequence has superior performance than most of the existing codes that are widely used in DS-CDMA applications. Simulation results suggest that the performance of the proposed system is superior to many existing systems.

View-Point Insensitive Human Pose Recognition using Neural Network

This paper proposes view-point insensitive human pose recognition system using neural network. Recognition system consists of silhouette image capturing module, data driven database, and neural network. The advantages of our system are first, it is possible to capture multiple view-point silhouette images of 3D human model automatically. This automatic capture module is helpful to reduce time consuming task of database construction. Second, we develop huge feature database to offer view-point insensitivity at pose recognition. Third, we use neural network to recognize human pose from multiple-view because every pose from each model have similar feature patterns, even though each model has different appearance and view-point. To construct database, we need to create 3D human model using 3D manipulate tools. Contour shape is used to convert silhouette image to feature vector of 12 degree. This extraction task is processed semi-automatically, which benefits in that capturing images and converting to silhouette images from the real capturing environment is needless. We demonstrate the effectiveness of our approach with experiments on virtual environment.

Fast 3D Collision Detection Algorithm using 2D Intersection Area

There are many researches to detect collision between real object and virtual object in 3D space. In general, these techniques are need to huge computing power. So, many research and study are constructed by using cloud computing, network computing, and distribute computing. As a reason of these, this paper proposed a novel fast 3D collision detection algorithm between real and virtual object using 2D intersection area. Proposed algorithm uses 4 multiple cameras and coarse-and-fine method to improve accuracy and speed performance of collision detection. In the coarse step, this system examines the intersection area between real and virtual object silhouettes from all camera views. The result of this step is the index of virtual sensors which has a possibility of collision in 3D space. To decide collision accurately, at the fine step, this system examines the collision detection in 3D space by using the visual hull algorithm. Performance of the algorithm is verified by comparing with existing algorithm. We believe proposed algorithm help many other research, study and application fields such as HCI, augmented reality, intelligent space, and so on.

Real-Time Vision-based Korean Finger Spelling Recognition System

Finger spelling is an art of communicating by signs made with fingers, and has been introduced into sign language to serve as a bridge between the sign language and the verbal language. Previous approaches to finger spelling recognition are classified into two categories: glove-based and vision-based approaches. The glove-based approach is simpler and more accurate recognizing work of hand posture than vision-based, yet the interfaces require the user to wear a cumbersome and carry a load of cables that connected the device to a computer. In contrast, the vision-based approaches provide an attractive alternative to the cumbersome interface, and promise more natural and unobtrusive human-computer interaction. The vision-based approaches generally consist of two steps: hand extraction and recognition, and two steps are processed independently. This paper proposes real-time vision-based Korean finger spelling recognition system by integrating hand extraction into recognition. First, we tentatively detect a hand region using CAMShift algorithm. Then fill factor and aspect ratio estimated by width and height estimated by CAMShift are used to choose candidate from database, which can reduce the number of matching in recognition step. To recognize the finger spelling, we use DTW(dynamic time warping) based on modified chain codes, to be robust to scale and orientation variations. In this procedure, since accurate hand regions, without holes and noises, should be extracted to improve the precision, we use graph cuts algorithm that globally minimize the energy function elegantly expressed by Markov random fields (MRFs). In the experiments, the computational times are less than 130ms, and the times are not related to the number of templates of finger spellings in database, as candidate templates are selected in extraction step.

A Hybrid Distributed Vision System for Robot Localization

Localization is one of the critical issues in the field of robot navigation. With an accurate estimate of the robot pose, robots will be capable of navigating in the environment autonomously and efficiently. In this paper, a hybrid Distributed Vision System (DVS) for robot localization is presented. The presented approach integrates odometry data from robot and images captured from overhead cameras installed in the environment to help reduce possibilities of fail localization due to effects of illumination, encoder accumulated errors, and low quality range data. An odometry-based motion model is applied to predict robot poses, and robot images captured by overhead cameras are then used to update pose estimates with HSV histogram-based measurement model. Experiment results show the presented approach could localize robots in a global world coordinate system with localization errors within 100mm.

3D Star Skeleton for Fast Human Posture Representation

In this paper, we propose an improved 3D star skeleton technique, which is a suitable skeletonization for human posture representation and reflects the 3D information of human posture. Moreover, the proposed technique is simple and then can be performed in real-time. The existing skeleton construction techniques, such as distance transformation, Voronoi diagram, and thinning, focus on the precision of skeleton information. Therefore, those techniques are not applicable to real-time posture recognition since they are computationally expensive and highly susceptible to noise of boundary. Although a 2D star skeleton was proposed to complement these problems, it also has some limitations to describe the 3D information of the posture. To represent human posture effectively, the constructed skeleton should consider the 3D information of posture. The proposed 3D star skeleton contains 3D data of human, and focuses on human action and posture recognition. Our 3D star skeleton uses the 8 projection maps which have 2D silhouette information and depth data of human surface. And the extremal points can be extracted as the features of 3D star skeleton, without searching whole boundary of object. Therefore, on execution time, our 3D star skeleton is faster than the “greedy" 3D star skeleton using the whole boundary points on the surface. Moreover, our method can offer more accurate skeleton of posture than the existing star skeleton since the 3D data for the object is concerned. Additionally, we make a codebook, a collection of representative 3D star skeletons about 7 postures, to recognize what posture of constructed skeleton is.

Effect of Sensory Manipulations on Human Joint Stiffness Strategy and Its Adaptation for Human Dynamic Stability

Sensory input plays an important role to human posture control system to initiate strategy in order to counterpart any unbalance condition and thus, prevent fall. In previous study, joint stiffness was observed able to describe certain issues regarding to movement performance. But, correlation between balance ability and joint stiffness is still remains unknown. In this study, joint stiffening strategy at ankle and hip were observed under different sensory manipulations and its correlation with conventional clinical test (Functional Reach Test) for balance ability was investigated. In order to create unstable condition, two different surface perturbations (tilt up-tilt (TT) down and forward-backward (FB)) at four different frequencies (0.2, 0.4, 0.6 and 0.8 Hz) were introduced. Furthermore, four different sensory manipulation conditions (include vision and vestibular system) were applied to the subject and they were asked to maintain their position as possible. The results suggested that joint stiffness were high during difficult balance situation. Less balance people generated high average joint stiffness compared to balance people. Besides, adaptation of posture control system under repetitive external perturbation also suggested less during sensory limited condition. Overall, analysis of joint stiffening response possible to predict unbalance situation faced by human

Mouse Pointer Tracking with Eyes

In this article, we expose our research work in Human-machine Interaction. The research consists in manipulating the workspace by eyes. We present some of our results, in particular the detection of eyes and the mouse actions recognition. Indeed, the handicaped user becomes able to interact with the machine in a more intuitive way in diverse applications and contexts. To test our application we have chooses to work in real time on videos captured by a camera placed in front of the user.

Context Modeling and Reasoning Approach in Context-Aware Middleware for URC System

To realize the vision of ubiquitous computing, it is important to develop a context-aware infrastructure which can help ubiquitous agents, services, and devices become aware of their contexts because such computational entities need to adapt themselves to changing situations. A context-aware infrastructure manages the context model representing contextual information and provides appropriate information. In this paper, we introduce Context-Aware Middleware for URC System (hereafter CAMUS) as a context-aware infrastructure for a network-based intelligent robot system and discuss the ontology-based context modeling and reasoning approach which is used in that infrastructure.

Analysis of the Ambient Media Approach of Advertisement Samples from the Adman Awards and Symposium under the Category of Outdoor and Ambience

This research is to study the types of products and services that employs 'ambient media and respective techniques in its advertisement materials. Data collection has been done via analyses of a total of 62 advertisements that employed ambient media approach in Thailand during the years 2004 to 2011. The 62 advertisement were qualifying advertisements of the Adman Awards & Symposium under the category of Outdoor & Ambience. Analysis results reveal that there is a total of 14 products and services that chooses to utilize ambient media in its advertisement. Amongst all ambient media techniques, 'intrusion' uses the value of a medium in its representation of content most often. Following intrusion is 'interaction', where consumers are invited to participate and interact with the advertising materials. 'Illusion' ranks third in its ability to subject the viewers to distortions of reality that makes the division between reality and fantasy less clear.

More Realistic Model for Simulating Min Protein Dynamics: Lattice Boltzmann Method Incorporating the Role of Nucleoids

The dynamics of Min proteins plays a center role in accurate cell division. Although the nucleoids may presumably play an important role in prokaryotic cell division, there is a lack of models to account for its participation. In this work, we apply the lattice Boltzmann method to investigate protein oscillation based on a mesoscopic model that takes into account the nucleoid-s role. We found that our numerical results are in reasonably good agreement with the previous experimental results On comparing with the other computational models without the presence of nucleoids, the highlight of our finding is that the local densities of MinD and MinE on the cytoplasmic membrane increases, especially along the cell width, when the size of the obstacle increases, leading to a more distinct cap-like structure at the poles. This feature indicated the realistic pattern and reflected the combination of Min protein dynamics and nucleoid-s role.

A Noble Flow Rate Control based on Leaky Bucket Method for Multi-Media OBS Networks

Optical burst switching (OBS) has been proposed to realize the next generation Internet based on the wavelength division multiplexing (WDM) network technologies. In the OBS, the burst contention is one of the major problems. The deflection routing has been designed for resolving the problem. However, the deflection routing becomes difficult to prevent from the burst contentions as the network load becomes high. In this paper, we introduce a flow rate control methods to reduce burst contentions. We propose new flow rate control methods based on the leaky bucket algorithm and deflection routing, i.e. separate leaky bucket deflection method, and dynamic leaky bucket deflection method. In proposed methods, edge nodes which generate data bursts carry out the flow rate control protocols. In order to verify the effectiveness of the flow rate control in OBS networks, we show that the proposed methods improve the network utilization and reduce the burst loss probability through computer simulations.

The Low-carbon Transition Exploration of China's Traditional Manufacturing Industries

Aiming at the problems existing in low-carbon technology of Chinese manufacturing industries, such as irrational energy structure, lack of technological innovation, financial constraints, this paper puts forward the suggestion that the leading role of the government is combined with the roles of enterprises and market. That is, through increasing the governmental funding the adjustment of the industrial structures and enhancement of the legal supervision are supported. Technological innovation is accelerated by the enterprises, and the carbon trading will be promoted so as to trigger the low-carbon revolution in Chinese manufacturing field.

Usability Evaluation Framework for Computer Vision Based Interfaces

Human computer interaction has progressed considerably from the traditional modes of interaction. Vision based interfaces are a revolutionary technology, allowing interaction through human actions, gestures. Researchers have developed numerous accurate techniques, however, with an exception to few these techniques are not evaluated using standard HCI techniques. In this paper we present a comprehensive framework to address this issue. Our evaluation of a computer vision application shows that in addition to the accuracy, it is vital to address human factors

Effect of Leadership Approach to Organizational Commitment: A Study in Transportation Sector

Employees commitments of vision and mission of organization is effected due to manager’s executes by approach of leadership The leaders who have attributions like vision, confidence and correctitude, sharing and participation, creativeness, progressive learning –improvement and responsibility are effective to increase organizational commitment if they are sensitive to expectation and requirement of employees in an organization. Studies about organizational commitment appear results that employees who have strong organizational commitment have the most contribution. In this study, “Leadership” and “Organizational Commitment” conduct surveys to 31 employees of Ahmet Özdemir Nak. Tic. San. A.Ş. which has operations in road and railway transportation sector. It is analyzed the effects of leadership approach to organizational commitment deals with result of survey.

Performance Analysis of MUSIC, Root-MUSIC and ESPRIT DOA Estimation Algorithm

Direction of Arrival estimation refers to defining a mathematical function called a pseudospectrum that gives an indication of the angle a signal is impinging on the antenna array. This estimation is an efficient method of improving the quality of service in a communication system by focusing the reception and transmission only in the estimated direction thereby increasing fidelity with a provision to suppress interferers. This improvement is largely dependent on the performance of the algorithm employed in the estimation. Many DOA algorithms exists amongst which are MUSIC, Root-MUSIC and ESPRIT. In this paper, performance of these three algorithms is analyzed in terms of complexity, accuracy as assessed and characterized by the CRLB and memory requirements in various environments and array sizes. It is found that the three algorithms are high resolution and dependent on the operating environment and the array size.