Adaptive Score Normalization: A Novel Approach for Multimodal Biometric Systems

Multimodal biometric systems integrate the data presented by multiple biometric sources, hence offering a better performance than the systems based on a single biometric modality. Although the coupling of biometric systems can be done at different levels, the fusion at the scores level is the most common since it has been proven effective than the rest of the fusion levels. However, the scores from different modalities are generally heterogeneous. A step of normalizing the scores is needed to transform these scores into a common domain before combining them. In this paper, we study the performance of several normalization techniques with various fusion methods in a context relating to the merger of three unimodal systems based on the face, the palmprint and the fingerprint. We also propose a new adaptive normalization method that takes into account the distribution of client scores and impostor scores. Experiments conducted on a database of 100 people show that the performances of a multimodal system depend on the choice of the normalization method and the fusion technique. The proposed normalization method has given the best results.

Inulin and Fructooligosaccharides Incorporated Functional Fruit Bars

Papaya and banana bars were developed incorporating inulin (IN) and fructooligosaccharides (FOS) (Liquid and Powder form) in various proportions. The control bars were standardized using 70% fruit pulp, 30% sugar, 0.3% citric acid while the treated bars were standardized with 70% fruit pulp, 15% sugar, 15% of IN and FOS and 0.3% citric acid. Among the various proportions tested, papaya bars with 90% FOS (Powder) + 10% IN and banana bars with 90% FOS (liquid) + 10% IN were sensorially best accepted. The study revealed that addition of IN and FOS improved the sensory scores. The Physico-chemical and proximatecomposition analysis revealed slight changes in brix°, total sugars, reducing sugars, nonreducing sugars, moisture, protein, fat, vitamin C, ash, iron, zinc, calcium and crude fibre between control and treated fruit bars. Further the glycemic index of papaya bar was reduced from 65 to 54 when treated with FOS and IN.

Real Time Control Learning Game - Speed Race by Learning at the Wheel - Development of Data Acquisition System

Schools today face ever-increasing demands in their attempts to ensure that students are well equipped to enter the workforce and navigate a complex world. Research indicates that computer technology can help support learning, implementation of various experiments or learning games, and that it is especially useful in developing the higher-order skills of critical thinking, observation, comprehension, implementation, comparison, analysis and active attention to activities such as research, field work, simulations and scientific inquiry. The ICT in education supports the learning procedure by enabling it to be more flexible and effective, create a rich and attractive training environment and equip the students with knowledge and potential useful for the competitive social environment in which they live. This paper presents the design, the development, and the results of the evaluation analysis of an interactive educational game which using real electric vehicles - toys (material) on a toy race track. When the game starts each student selects a specific vehicle toy. Then students are answering questionnaires in the computer. The vehicles' speed is related to the percentage of right answers in a multiple choice questionnaire (software). Every question has its own significant value depending of the different level of questionnaire. Via the developed software, each right or wrong answers in questionnaire increase or decrease the real time speed of their vehicle toys. Moreover the rate of vehicle's speed increase or decrease depends on the difficulty level of each question. The aim of the work is to attract the student’s interest in a learning process and also to improve their scores. The developed real time game was tested using independent populations of students of age groups: 8-10, 11-14, 15-18 years. Standard educational and statistical analysis tools were used for the evaluation analysis of the game. Results reveal that students using the developed real time control game scored much higher (60%) than students using a traditional simulation game on the same questionnaire. Results further indicate that student's interest in repeating the developed real time control gaming was far higher (70%) than the interest of students using a traditional simulation game.

Different Multimedia Presentation Types and Students' Interpretation Achievement

The main purpose of the study was to determine whether students- interpretation achievement differed with the use of various multimedia presentation types. Four groups of students, text only (T), audio only (A), text and audio (TA), text and image (TI), were arranged and they were presented the same story via different types of multimedia presentations. Inference achievement was measured by a critical thinking inference test. Higher mean scores for the TA group compared to the other three groups were found. Also when compared pairwise, interpretation achievement of the TA group differed significantly from scores of the T and TI groups. These differences were interpreted with the increased cognitive load. Increased cognitive load for the TA group may have invited students to put more effort into comprehending the text, thus resulting in better test scores. Findings of the study can be seen as a sign of the importance of learning situations and learning outcomes in multimedia-supported learning environments and may have practical benefits for instructional designers.

The Correlation between Peer Aggression and Peer Victimization: Are Aggressors Victims Too?

To investigate the possible correlation between peer aggression and peer victimization, 148 sixth-graders were asked to respond to the Reduced Aggression and Victimization Scales (RAVS). RAVS measures the frequency of reporting aggressive behaviors or of being victimized during the previous week prior to the survey. The scales are composed of six items each. Each point represents one instance of aggression or victimization. Specifically, the Pearson Product-Moment Correlation Coefficient (PMCC) was used to determine the correlations between the scores of the sixthgraders in the two scales, both in individual items and total scores. Positive correlations were established and correlations were significant at the 0.01 levels.

Assessing Pre-Service Teachers' Computer PhobiaLevels in terms of Gender and Experience, Turkish Sample

In this study it is aimed to determine the level of preservice teachers- computer phobia. Whether or not computer phobia meaningfully varies statistically according to gender and computer experience has been tested in the study. The study was performed on 430 pre-service teachers at the Education Faculty in Rize/Turkey. Data in the study were collected through the Computer Phobia Scale consisting of the “Personal Knowledge Questionnaire", “Computer Anxiety Rating Scale", and “Computer Thought Survey". In this study, data were analyzed with statistical processes such as t test, and correlation analysis. According to results of statistical analyses, computer phobia of male pre-service teachers does not statistically vary depending on their gender. Although male preservice teachers have higher computer anxiety scores, they have lower computer thought scores. It was also observed that there is a negative and intensive relation between computer experience and computer anxiety. Meanwhile it was found out that pre-service teachers using computer regularly indicated lower computer anxiety. Obtained results were tried to be discussed in terms of the number of computer classes in the Education Faculty curriculum, hours of computer class and the computer availability of student teachers.

Curriculum and Sex-specific Differences in Academic Stress Arising from Perceived Expectations

With the aim of knowing whether curriculum and sex differences exist in academic stress arising from perceived expectations, high school students were asked to respond to the Academic Expectations Stress Inventory (AESI). AESI is a nine-item inventory with two domains, namely: expectations of teachers/parents and expectations of self. Out of the 504 officially enrolled high school students in a state college, 469 responded to the inventory. Responses were analyzed using independent samples ttest. Significant differences were found between the mean scores of the respondents coming from the Science and the Vocational curriculum. The respondents from the Science curriculum consistently registered higher mean scores. Likewise, significant differences were found between the male and the female respondents. The female respondents consistently registered higher mean scores.

Interstate Comparison of Environmental Performance using Stochastic Frontier Analysis: The United States Case Study

Environmental performance of the U.S. States is investigated for the period of 1990 – 2007 using Stochastic Frontier Analysis (SFA). The SFA accounts for both efficiency measure and stochastic noise affecting a frontier. The frontier is formed using indicators of GDP, energy consumption, population, and CO2 emissions. For comparability, all indicators are expressed as ratios to total. Statistical information of the Energy Information Agency of the United States is used. Obtained results reveal the bell - shaped dynamics of environmental efficiency scores. The average efficiency scores rise from 97.6% in 1990 to 99.6% in 1999, and then fall to 98.4% in 2007. The main factor is insufficient decrease in the rate of growth of CO2 emissions with regards to the growth of GDP, population and energy consumption. Data for 2008 following the research period allow for an assumption that the environmental performance of the U.S. States has improved in the last years.