Integrating Wearable Devices in Real-Time Computer Applications of Petrochemical Systems

As notifications become more common through mobile devices, it is important to understand the impact of wearable devices for improved user experience of man-machine interfaces. This study examined the use of a wearable device for a real-time system using a computer simulated petrochemical system. The key research question was to determine how using information provided by the wearable device can improve human performance through measures of situational awareness and decision making. Results indicate that there was a reduction in response time when using the watch and there was no difference in situational awareness. Perception of using the watch was positive, with 83% of users finding value in using the watch and receiving haptic feedback.

Assessing Basic Computer Applications’ Skills of College-Level Students in Saudi Arabia

This paper is a report on the findings of a study conducted at the Institute of Public Administration (IPA) in Saudi Arabia. The paper applied both qualitative and quantitative approaches to assess the levels of basic computer applications’ skills among students enrolled in the preparatory programs of the institution. Qualitative data have been collected from semi-structured interviews with the instructors who have previously been assigned to teach Introduction to information technology courses. Quantitative data were collected by executing a self-report questionnaire and a written statistical test. Three hundred eighty enrolled students responded to the questionnaire and one hundred forty two accomplished the statistical test. The results indicate the lack of necessary skills to deal with computer applications among most of the students who are enrolled in the IPA’s preparatory programs.

Interpreting the Out-of-Control Signals of Multivariate Control Charts Employing Neural Networks

Multivariate quality control charts show some advantages to monitor several variables in comparison with the simultaneous use of univariate charts, nevertheless, there are some disadvantages. The main problem is how to interpret the out-ofcontrol signal of a multivariate chart. For example, in the case of control charts designed to monitor the mean vector, the chart signals showing that it must be accepted that there is a shift in the vector, but no indication is given about the variables that have produced this shift. The MEWMA quality control chart is a very powerful scheme to detect small shifts in the mean vector. There are no previous specific works about the interpretation of the out-of-control signal of this chart. In this paper neural networks are designed to interpret the out-of-control signal of the MEWMA chart, and the percentage of correct classifications is studied for different cases.

Non Inmersive Virtual Reality for Improving Teaching Processes

The following paper shows an interactive tool which main purpose is to teach how to play a flute. It consists of three stages the first one is the instruction and teaching process through a software application, the second is the practice part when the user starts to play the flute (hardware specially designed for this application) this flute is capable of capturing how is being played the flute and the final stage is the one in which the data captured are sent to the software and the user is evaluated in order to give him / she a correction or an acceptance

A Comparative Study on Different Approaches to Evaluate Ship Equilibrium Point

The aim of this paper is to present a comparative study on two different methods for the evaluation of the equilibrium point of a ship, core issue for designing an On Board Stability System (OBSS) module that, starting from geometry information of a ship hull, described by a discrete model in a standard format, and the distribution of all weights onboard calculates the ship floating conditions (in draught, heel and trim).

Innovation at the Faculty-level Education through Service Learning

The paper presents the service learning project titled DicDucFac (idea-leadership-product), that was planned and conducted by the team of information sciences students. It was planned as a workshop dealing with the application of modern social media (Facebook, YouTube, Gmail) for the purposes of selfpromotion, free advertising via social networks and marketing own ideas and/or products in the virtual world. The workshop was organized for highly-skilled computer literate unemployed youth. These youth, as final beneficiaries, will be able to apply what they learned in this workshop to “the real world“, increasing their chances for employment and self-employment. The results of the project reveal that the basic, active-learning principles embodied in our teaching approach allow students to learn more effectively and gain essential life skills (from computer applications to teamwork) that can only be learned by doing. It also shows that our students received the essentials of professional ethics and citizenship through direct, personal engagement in professional activities and the life of the community.