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]).
Abstract: The Flow Shop Scheduling Problem (FSSP) is a typical problem that is faced by production planning managers in Flexible Manufacturing Systems (FMS). This problem consists in finding the optimal scheduling to carry out a set of jobs, which are processed in a set of machines or shared resources. Moreover, all the jobs are processed in the same machine sequence. As in all the scheduling problems, the makespan can be obtained by drawing the Gantt chart according to the operations order, among other alternatives. On this way, an FMS presenting the FSSP can be modeled by Petri nets (PNs), which are a powerful tool that has been used to model and analyze discrete event systems. Then, the makespan can be obtained by simulating the PN through the token game animation and incidence matrix. In this work, we present an adaptive PN to obtain the makespan of FSSP by applying PN analytical tools.
Abstract: Various players are part of the game in an asymmetric war, all making efforts to provide human security to their own adherents. Although a fragile state is not able to provide sufficient and comprehensive services, it still provides special services and security to the elite; the insurgents as well provide services and security to their associates. The humanitarian organisations, on the other hand, provide some fundamental elements of human security, but only in the regions, they are able to access when possible (if possible). The counterinsurgents (security forces of the state and intervention forces) operate within a narrow band defined by the vision of the responsibility to protect and the perspective of the resolution of the conflict through combat; hence, the possibility to provide human security is shaken at this end. This article examines how each player provides human security from the perspective of freedom from want in order to secure basic and strategic needs, freedom from fear through providing protection against all kinds of violence, and the freedom to live in dignity. It identifies a vicious cycle caused by the intervention of the different players causing a centrifugal force that may lead to disintegration of the nation under war.
Abstract: This paper explores the relationships between the basic learning processes of leading trade union workers and their methods for coping with the changes in the life-courses of societies today. It will discuss the fragile discourse on lifelong learning in trade unions and the “production of self-techniques” to get in touch with the new economic forms. On the basis of an empirical project, different processes of the socialization of leading trade union workers will be analysed to discover the consequences of the lifelong learning discourse. The results show what competences they need to develop for the “wider benefits of negotiations”. The main challenge remains to make visible how deeply intertwined trade union learning and education are with development in an ongoing dynamic economic process, rather than a quick-fix injection of skills and information. There is a complex relationship existing between the three ‘partners’, work, learning and society forming. The author suggests that contemporary trade unions could be trendsetters who make their own learning agendas by drawing less on formal education and more on informal and non-formal learning contexts. This is in parallel with growing political and scientific consciousness of the need to arrive at new educational/vocational policies and practices.
Abstract: This paper aims to teach English (secondary language) by bridging the understanding between the Regional language (primary language) and the English Language (secondary language). Here primary language is the one a person has learned from birth or within the critical period, while secondary language would be any other language one learns or speaks. The paper also focuses on evolving old teaching methods to a contemporary participatory model of learning and teaching. Pilot studies were conducted to gauge an understanding of student’s knowledge of the English language. Teachers and students were interviewed and their academic curriculum was assessed as a part of the initial study. Extensive literature study and design thinking principles were used to devise a solution to the problem. The objective is met using a holistic learning kit/card game to teach children word recognition, word pronunciation, word spelling and writing words. Implication of the paper is a noticeable improvement in the understanding and grasping of English language. With increasing usage and applicability of English as a second language (ESL) world over, the paper becomes relevant due to its easy replicability to any other primary or secondary language. Future scope of this paper would be transforming the idea of participatory learning into self-regulated learning methods. With the upcoming govt. learning centres in rural areas and provision of smart devices such as tablets, the development of the card games into digital applications seems very feasible.
Abstract: With the viral factor on social media, the sense of persuasion is generated by repetition and popularity. When users’ interest is captured, political awareness increases to spark political enthusiasm, but, the level of user’s political participation and political attitude of those active users is still questionable. An online survey on 250 youth and in-depth interview on two politicians are conducted to answer the main question in this paper. The result shows that Facebook significantly increases political awareness among youths. Social media may not be the major trigger to political activism among youths as most respondents opined that they would still vote without Facebook. Other factors could be political campaigning, political climate, age, peer pressure or others. Finding also shows that majority of respondents did not participate in online political debates or political groups. Many also wondered if the social media was the main power switch that triggers the political influx among young voters. The research finding is significant to understand how the new media, Facebook, has reshaped the political landscape in Malaysia, creating the Social Media Election that changed the rules of the political game. However, research finding does not support the ideal notion that the social media is the major trigger to youth’s political activism. This research outcome has exposed the flaws of the Social Media Election. It has revealed the less optimistic side of youth political activism. Unfortunately, results fall short of the idealistic belief that the social media have given rise to political activism among youths in the 13th General Election in Malaysia. The research outcome also highlights an important lesson for the democratic discourse of Malaysia which is making informed and educated decisions takes more commitment, proactive and objective attitude.
Abstract: Regarding heavy video game players for boys and super online chat lovers for girls as a symbolic phrase in the current adolescent culture, this project of data analysis verifies the displacement effect on deteriorating mathematics performance. To evaluate correlation or regression coefficients between a factor of playing video games or chatting online and mathematics performance compared with other factors, we use multivariate analysis technique and take gender difference into account. We find the most important reason for the negative sign of the displacement effect on mathematics performance due to students’ poor academic background. Statistical analysis methods in this project could be applied to study internet users’ academic performance from the high school education to the college education.
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.
Abstract: The tradition competitive newsvendor game assumes decision makers are rational. However, there are behavioral biases when people make decisions, such as loss aversion, mental accounting and overconfidence. Overestimation of a subject’s own performance is one type of overconfidence. The objective of this research is to analyze the impact of the overestimated demand in the newsvendor competitive game with two players. This study builds a competitive newsvendor game model where newsvendors have private information of their demands, which is overestimated. At the same time, demands of each newsvendor forecasted by a third party institution are available. This research shows that the overestimation leads to demand steal effect, which reduces the competitor’s order quantity. However, the overall supply of the product increases due to overestimation. This study illustrates the boundary condition for the overestimated newsvendor to have the equilibrium order drop due to the demand steal effect from the other newsvendor. A newsvendor who has higher critical fractile will see its equilibrium order decrease with the drop of estimation level from the other newsvendor.
Abstract: Younger and younger children are now using a smartphone, a device which has become ‘a must have’ and the life of children would be almost ‘unthinkable’ without one. Devices are becoming lighter and lighter but offering an array of options and applications as well as the unavoidable access to the Internet, without which it would be almost unusable. Numerous features such as taking of photographs, listening to music, information search on the Internet, access to social networks, usage of some of the chatting and messaging services, are only some of the numerous features offered by ‘smart’ devices. They have replaced the alarm clock, home phone, camera, tablet and other devices. Their use and possession have become a part of the everyday image of young people. Apart from the positive aspects, the use of smartphones has also some downsides. For instance, free time was usually spent in nature, playing, doing sports or other activities enabling children an adequate psychophysiological growth and development. The greater usage of smartphones during classes to check statuses on social networks, message your friends, play online games, are just some of the possible negative aspects of their application. Considering that the age of the population using smartphones is decreasing and that smartphones are no longer ‘foreign’ to children of pre-school age (smartphones are used at home or in coffee shops or shopping centers while waiting for their parents, playing video games often inappropriate to their age), particular attention must be paid to a very sensitive group, the teenagers who almost never separate from their ‘pets’. This paper is divided into two sections, theoretical and empirical ones. The theoretical section gives an overview of the pros and cons of the usage of smartphones, while the empirical section presents the results of a research conducted in three elementary schools regarding the usage of smartphones and, specifically, their usage during classes, during breaks and to search information on the Internet, check status updates and 'likes’ on the Facebook social network.
Abstract: Urbanization, population growth, climate change and the current increase in water demand have made the adoption of innovative demand management strategies crucial to the water industry. Water conservation in urban areas has to be improved by encouraging consumers to adopt more sustainable habits and behaviours. This includes informing and educating them about their households’ water consumption and advising them about ways to achieve significant savings on a daily basis. This paper presents a study conducted in the context of the European FP7 WISDOM Project. By integrating innovative Information and Communication Technologies (ICT) frameworks, this project aims at achieving a change in water savings. More specifically, behavioural change will be attempted by implementing smart meters and in-home displays in a trial group of selected households within Cardiff (UK). Using this device, consumers will be able to receive feedback and information about their consumption but will also have the opportunity to compare their consumption to the consumption of other consumers and similar households. Following an initial survey, it appeared necessary to implement these in-home displays in a way that matches consumer's motivations to save water. The results demonstrated the importance of various factors influencing people’s daily water consumption. Both the relevant literature on the subject and the results of our survey therefore led us to include within the in-home device a variety of elements. It first appeared crucial to make consumers aware of the economic aspect of water conservation and especially of the significant financial savings that can be achieved by reducing their household’s water consumption on the long term. Likewise, reminding participants of the impact of their consumption on the environment by making them more aware of water scarcity issues around the world will help increasing their motivation to save water. Additionally, peer pressure and social comparisons with neighbours and other consumers, accentuated by the use of online social networks such as Facebook or Twitter, will likely encourage consumers to reduce their consumption. Participants will also be able to compare their current consumption to their past consumption and to observe the consequences of their efforts to save water through diverse graphs and charts. Finally, including a virtual water game within the display will help the whole household, children and adults, to achieve significant reductions by providing them with simple tips and advice to save water on a daily basis. Moreover, by setting daily and weekly goals for them to reach, the game will expectantly generate cooperation between family members. Members of each household will indeed be encouraged to work together to reduce their water consumption within different rooms of the house, such as the bathroom, the kitchen, or the toilets. Overall, this study will allow us to understand the elements that attract consumers the most and the features that are most commonly used by the participants. In this way, we intend to determine the main factors influencing water consumption in order to identify the measures that will most encourage water conservation in both the long and short term.
Abstract: Not all proteins have the same nutritional value, since
protein quality strongly depends on its amino acid composition and
digestibility. The meat of game animals could be a high protein
source because of its well-balanced essential amino acids
composition. Investigations about biochemical composition of game
meat such as wild boar (Sus scrofa scrofa), roe deer (Capreolus
capreolus) and beaver (Castor fiber) are not very much. Therefore,
the aim of the investigation was evaluate protein composition of
game meat hunted in Latvia. The biochemical analysis, evaluation of
connective tissue and essential amino acids in meat samples were
done, the amino acids score were calculate. Results of analysis
showed that protein content 20.88-22.05% of all types of meat
samples is not different statistically. The content of connective tissue
from 1.3% in roe deer till 1.5% in beaver meat allowed classified
game animal as high quality meat. The sum of essential amino acids
in game meat samples were determined 7.05–8.26g100g-1. Roe deer
meat has highest protein content and lowest content of connective
tissues among game meat hunted in Latvia. Concluded that amino
acid score for limiting amino acids phenylalanine and tyrosine is high
and shows high biological value of game meat.
Abstract: In this study, the potential benefits of playing action
video game among congenitally deaf and dumb subjects is reported in
terms of EEG ratio indices. The frontal and occipital lobes are
associated with development of motor skills, cognition, and visual
information processing and color recognition. The sixteen hours of
First-Person shooter action video game play resulted in the increase
of the ratios β/(α+θ) and β/θ in frontal and occipital lobes. This can
be attributed to the enhancement of certain aspect of cognition among
deaf and dumb subjects.
Abstract: Many cluster based routing protocols have been
proposed in the field of wireless sensor networks, in which a group of
nodes are formed as clusters. A cluster head is selected from one
among those nodes based on residual energy, coverage area, number
of hops and that cluster-head will perform data gathering from
various sensor nodes and forwards aggregated data to the base station
or to a relay node (another cluster-head), which will forward the
packet along with its own data packet to the base station. Here a
Game Theory based Diligent Energy Utilization Algorithm (GTDEA)
for routing is proposed. In GTDEA, the cluster head selection is done
with the help of game theory, a decision making process, that selects
a cluster-head based on three parameters such as residual energy
(RE), Received Signal Strength Index (RSSI) and Packet Reception
Rate (PRR). Finding a feasible path to the destination with minimum
utilization of available energy improves the network lifetime and is
achieved by the proposed approach. In GTDEA, the packets are
forwarded to the base station using inter-cluster routing technique,
which will further forward it to the base station. Simulation results
reveal that GTDEA improves the network performance in terms of
throughput, lifetime, and power consumption.
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.
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.
Abstract: This study was conducted to investigate the
psychological variables motivating sport participation and
involvement among student-athletes of tertiary institutions in southwest
Nigeria. One thousand three hundred and fifty (N-1350) studentathletes
were randomly selected in all sports from nine tertiary
institutions in south-west Nigeria. These tertiary institutions include
University of Lagos, Lagos State University, Obafemi Awolowo
University, Osun State University, University of Ibadan, University
of Agriculture Abeokuta, Federal University of Technology
Akungba, University of Ilorin, and Kwara State University. The
descriptive survey research method was adopted while a self
developed validated Likert type questionnaire named Sport
Participation Scale (SPS) was used to elicit opinion from
respondents. The test-retest reliability value obtained for the
instrument, using Pearson Product Moment Correlation Co-efficient
was 0.96. Out of the one thousand three hundred and fifty (N-1350)
questionnaire administered, only one thousand two hundred and five
(N-1286) were correctly filled, coded and analysed using inferential
statistics of Chi-Square (X2) while all the tested hypotheses were set
at. 05 alpha level. Based on the findings of this study, the result
revealed that several psychological factors influence student athletes
to continue participation in sport one which includes love for the
game, famous athletes as role model and family support. However,
the analysis further revealed that the stipends the student-athletes get
from their universities have no influence on their participation and
involvement in sport.
Abstract: This study was conducted to investigate the extent
with which knowledge of results influences the performance of
cricket players. A sample of 160 fresh students in the Department of
Physical and Health Education who are novice in the game were
randomly assigned into two groups. The first group of eighty (80)
subjects was classified as experimental group while the second group
of eighty (80) subjects was the control group. Subjects in both groups
were asked to bowl and bat ten times each for a period of six weeks.
After the first round, the subjects in the experimental group were
allowed feedback on their performance in the first trial while those in
the control group were denied feedback. Two null hypotheses
generated for the study were tested using percentages and chi-square
statistical analysis at 0.05 level of significance. Analysis of data
showed that knowledge of results influenced the performance of
cricket players. It was concluded that knowledge of results is
pertinent for effective skill acquisition and could enhance better
performance among unskilled cricket players. Hence, it is suggested
that immediate feedback on the level of skill acquisition by the
prospective and unskilled cricket players would inspire them for
better performance in cricket tournaments.
Abstract: The Greater Athens Area (GAA) faces photochemical
and particulate pollution episodes as a result of the combined effects
of local pollutant emissions, regional pollution transport, synoptic
circulation and topographic characteristics. The area has undergone
significant changes since the Athens 2004 Olympic Games because
of large scale infrastructure works that lead to the shift of population
to areas previously characterized as rural, the increase of the traffic
fleet and the operation of highways. However, few recent modelling
studies have been performed due to the lack of an accurate, updated
emission inventory. The photochemical modelling system
MM5/CAMx was applied in order to study the photochemical and
particulate pollution characteristics above the GAA for two distinct
ten-day periods in the summer of 2006 and 2010, where air pollution
episodes occurred. A new updated emission inventory was used
based on official data. Comparison of modeled results with
measurements revealed the importance and accuracy of the new
Athens emission inventory as compared to previous modeling
studies. The model managed to reproduce the local meteorological
conditions, the daily ozone and particulates fluctuations at different
locations across the GAA. Higher ozone levels were found at
suburban and rural areas as well as over the sea at the south of the
basin. Concerning PM10, high concentrations were computed at the
city centre and the southeastern suburbs in agreement with measured
data. Source apportionment analysis showed that different sources
contribute to the ozone levels, the local sources (traffic, port
activities) affecting its formation.
Abstract: This paper addresses the issue of resource allocation
in the emerging cognitive technology. Focusing the Quality of
Service (QoS) of Primary Users (PU), a novel method is proposed for
the resource allocation of Secondary Users (SU). In this paper, we
propose the unique Utility Function in the game theoretic model of
Cognitive Radio which can be maximized to increase the capacity of
the Cognitive Radio Network (CRN) and to minimize the
interference scenario. Utility function is formulated to cater the need
of PUs by observing Signal to Noise ratio. Existence of Nash
Equilibrium for the postulated game is established.