Abstract: In this paper we describe one critical research
program within a complex, ongoing multi-year project (2010 to 2014
inclusive) with the overall goal to improve the learning outcomes for
first year undergraduate commerce/business students within an
Information Systems (IS) subject with very large enrolment. The
single research program described in this paper is the analysis of
student attitudes and decision making in relation to the availability of
formative assessment feedback via Web-based real time conferencing
and document exchange software (Adobe Connect). The formative
assessment feedback between teaching staff and students is in respect
of an authentic problem-based, team-completed assignment. The
analysis of student attitudes and decision making is investigated via
both qualitative (firstly) and quantitative (secondly) application of the
Theory of Planned Behavior (TPB) with a two statistically-significant
and separate trial samples of the enrolled students. The initial
qualitative TPB investigation revealed that perceived self-efficacy,
improved time-management, and lecturer-student relationship
building were the major factors in shaping an overall favorable
student attitude to online feedback, whilst some students expressed
valid concerns with perceived control limitations identified within the
online feedback protocols. The subsequent quantitative TPB
investigation then confirmed that attitude towards usage, subjective
norms surrounding usage, and perceived behavioral control of usage
were all significant in shaping student intention to use the online
feedback protocol, with these three variables explaining 63 percent of
the variance in the behavioral intention to use the online feedback
protocol. The identification in this research of perceived behavioral
control as a significant determinant in student usage of a specific
technology component within a virtual learning environment (VLE)
suggests that VLEs could now be viewed not as a single, atomic
entity, but as a spectrum of technology offerings ranging from the
mature and simple (e.g., email, Web downloads) to the cutting-edge
and challenging (e.g., Web conferencing and real-time document
exchange). That is, that all VLEs should not be considered the same.
The results of this research suggest that tertiary students have the
technological sophistication to assess a VLE in this more selective
manner.
Abstract: Advanced head and neck cancers are aggressive
tumours, which require aggressive treatment. Treatment efficiency is
often hindered by cancer cell repopulation during radiotherapy,
which is due to various mechanisms triggered by the loss of tumour
cells and involves both stem and differentiated cells. The aim of the
current paper is to present in silico simulations of radiotherapy
schedules on a virtual head and neck tumour grown with biologically
realistic kinetic parameters. Using the linear quadratic formalism of
cell survival after radiotherapy, altered fractionation schedules
employing various treatment breaks for normal tissue recovery are
simulated and repopulation mechanism implemented in order to
evaluate the impact of various cancer cell contribution on tumour
behaviour during irradiation. The model has shown that the timing of
treatment breaks is an important factor influencing tumour control in
rapidly proliferating tissues such as squamous cell carcinomas of the
head and neck. Furthermore, not only stem cells but also
differentiated cells, via the mechanism of abortive division, can
contribute to malignant cell repopulation during treatment.
Abstract: Code- mixing in spontaneous speech has been widely
discussed, but not in virtual situations; especially in context of the
third language learning students. Thus, this study is an attempt to
explore the linguistic characteristics of the mixing of Japanese,
English and Thai in a mobile Line chat room by students with their
background of English as L2, Japanese as L3 and Thai as mother
tongue. The result found that insertion of Thai content words is a very
common linguistic phenomenon embedded with the other two
languages in the sentences. As chatting is to be ‘relational’ or
‘interactional’, it affected the style of lexical choices to be speech-like,
more personal and emotionally-related. A personal pronoun in
Japanese is often mixed into the sentences. The Japanese
sentence-final question particle か “ka” was added to the end of the
sentence based on Thai grammar rules. Some unique characteristics
were created while chatting.
Abstract: Evaluating the performance of a simulator in the
CAVE has to be confirmed by encouraging people to live the
experience of virtual reality. In this paper, a detailed procedure of
recording video is presented. Limitations of the experimental device
are firstly exposed. Then, solutions for improving this idea are finally
described.
Abstract: In this paper, a coupled damage effect in the
instability of a composite rotor is presented, under dynamic loading
response in the harmonic analysis condition. The analysis of the
stress which operates the rotor is done. Calculations of different
energies and the virtual work of the aerodynamic loads from the rotor
blade are developed. The use of the composite material for the rotor
offers a good stability.
Numerical calculations on the model developed prove that the
damage effect has a negative effect on the stability of the rotor.
The study of the composite rotor in transient system allowed
determining the vibratory responses due to various excitations.
Abstract: The paper follows a discourse on computer-assisted
language learning. We examine problems of foreign language
teaching and learning and introduce a metamodel that can be used to
define learning models of language grammar structures in order to
support teacher/student interaction. Special attention is paid to the
concept of a virtual language lab. Our approach to language
education assumes to encourage learners to experiment with a
language and to learn by discovering patterns of grammatically
correct structures created and managed by a language expert.
Abstract: Augmented Reality is a technology that involves the
overlay of virtual content, which is context or environment sensitive,
on images of the physical world in real time. This paper presents the
development of a catalog system that facilitates and allows the
creation, publishing, management and exploitation of augmented
multimedia contents and Augmented Reality applications, creating an
own space for anyone that wants to provide information to real
objects in order to edit and share it then online with others. These
spaces would be built for different domains without the initial need of
expert users. Its operation focuses on the context of Web 2.0 or
Social Web, with its various applications, developing contents to
enrich the real context in which human beings act permitting the
evolution of catalog’s contents in an emerging way.
Abstract: In the present work, the finite element formulation for
the investigation of the effects of a localized interfacial degeneration
on the dynamic behavior of the [90°/0°] laminated composite plate
employing the state-space technique is performed. The stiffness of
the laminate is determined by assembling the stiffnesses of subelements.
This includes an introduction of an interface layer adopting
the virtually zero-thickness formulation to model the interfacial
degeneration. Also, the kinematically consistent mass matrix and
proportional damping have been formulated to complete the free
vibration governing expression. To simulate the interfacial
degeneration of the laminate, the degenerated areas are defined from
the center propagating outwards in a localized manner. It is found
that the natural frequency, damped frequency and damping ratio of
the plate decreases as the degenerated area of the interface increases.
On the contrary, the loss factor increases correspondingly.
Abstract: Since the emergence of e-Commerce, the world of
business has witnessed a radical shift in the way business activities
are conducted. However, the emergence of m-Commerce has further
pushed the boundaries of virtual commerce revolution. As a result,
there seems to be a growing blur in the distinction between e-
Commerce and m-Commerce. In addition, existing definitions for
both forms of commerce highlight characteristics (e.g. type of device
and activity conducted) that may be applicable to both concepts. The
aim of this paper is to identify the characteristics that help define and
delineate between e- and m- Commerce. The paper concludes that
characteristics of mobility, ubiquity and immediacy provide a clearer
and simpler template to distinguish between e-Commerce and m-
Commerce.
Abstract: Human movement in the real world provides
important information for developing human behaviour models and
simulations. However, it is difficult to assess ‘real’ human behaviour
since there is no established method available. As part of the AUNTSUE
(Accessibility and User Needs in Transport – Sustainable Urban
Environments) project, this research aimed to propose a method to
assess human movement and behaviour in crowded areas. The
method is based on the three major steps of video recording,
conceptual behavior modelling and video analysis. The focus is on
individual human movement and behaviour in normal situations
(panic situations are not considered) and the interactions between
individuals in localized areas. Emphasis is placed on gaining
knowledge of characteristics of human movement and behaviour in
the real world that can be modelled in the virtual environment.
Abstract: It is necessary to manage the fatigue crack growth (FCG) once those cracks are detected during in-service inspections. In this paper, a simulation program (FCG-System) is developed utilizing the commercial software ABAQUS with its object-oriented programming interface to simulate the fatigue crack path and to compute the corresponding fatigue life. In order to apply FCG-System in large-scale marine structures, the substructure modeling technique is integrated in the system under the consideration of structural details and load shedding during crack growth. Based on the nodal forces and nodal displacements obtained from finite element analysis, a formula for shell elements to compute stress intensity factors is proposed in the view of virtual crack closure technique. The cracks initiating from the intersection of flange and the end of the web-stiffener are investigated for fatigue crack paths and growth lives under water pressure loading and axial force loading, separately. It is found that the FCG-System developed by authors could be an efficient tool to perform fatigue crack growth analysis on marine structures.
Abstract: Virtual reality (VR) is a rapidly emerging computer
interface that attempts to immerse the user completely within an
experimental recreation; thereby, greatly enhancing the overall
impact and providing a much more intuitive link between the
computer and the human participants. The main objective of this
study is to design tractor trailer capable of meeting the customers’
requirements and suitable for rough conditions to be used in
combination with a farm tractor in India. The final concept is capable
of providing arrangements for attaching the trailer to the tractor easily
by pickup hitch, stronger and lighter supporting frame, option of
spare tyre etc. Furthermore, the resulting product design can be sent
via the Internet to customers for comments or marketing purposes.
The virtual prototyping (VP) system therefore facilitates advanced
product design and helps reduce product development time and cost
significantly.
Abstract: In this paper, we propose a smart music player that combines the musical genre classification and the spatial audio processing. The musical genre is classified based on content analysis of the musical segment detected from the audio stream. In parallel with the classification, the spatial audio quality is achieved by adding an artificial reverberation in a virtual acoustic space to the input mono sound. Thereafter, the spatial sound is boosted with the given frequency gains based on the musical genre when played back. Experiments measured the accuracy of detecting the musical segment from the audio stream and its musical genre classification. A listening test was performed based on the virtual acoustic space based spatial audio processing.
Abstract: Cloud virtualization technologies are becoming more
and more prevalent, cloud users usually encounter the problem of how
to access to the virtualized remote desktops easily over the web
without requiring the installation of special clients. To resolve this
issue, we took advantage of the HTML5 technology and developed
web-based remote desktop. It permits users to access the terminal
which running in our cloud platform from anywhere. We implemented
a sketch of web interface following the cloud computing concept that
seeks to enable collaboration and communication among users for
high performance computing. Given the development of remote
desktop virtualization, it allows to shift the user’s desktop from the
traditional PC environment to the cloud platform, which is stored on a
remote virtual machine rather than locally. This proposed effort has
the potential to positively provide an efficient, resilience and elastic
environment for online cloud service. This is also made possible by the
low administrative costs as well as relatively inexpensive end-user
terminals and reduced energy expenses.
Abstract: Social media refers to the means of interactions
among people in which they create share, exchange and comment
contents among themselves in virtual communities and networks.
Social media or "social networking" has almost become part of our
daily lives and being tossed around over the past few years. It is like
any other media such as newspaper, radio and television but it is far
more than just about sharing information and ideas. Social
networking tools like Twitter, Facebook, Flickr and Blogs have
facilitated creation and exchange of ideas so quickly and widely than
the conventional media. This paper shows the choices,
communication, feeling comfort, time saving and effects of social
media among the people.
Abstract: Traditional Wireless Sensor Networks (WSNs) generally use static sinks to collect data from the sensor nodes via multiple forwarding. Therefore, network suffers with some problems like long message relay time, bottle neck problem which reduces the performance of the network.
Many approaches have been proposed to prevent this problem with the help of mobile sink to collect the data from the sensor nodes, but these approaches still suffer from the buffer overflow problem due to limited memory size of sensor nodes. This paper proposes an energy efficient scheme for data gathering which overcomes the buffer overflow problem. The proposed scheme creates virtual grid structure of heterogeneous nodes. Scheme has been designed for sensor nodes having variable sensing rate. Every node finds out its buffer overflow time and on the basis of this cluster heads are elected. A controlled traversing approach is used by the proposed scheme in order to transmit data to sink. The effectiveness of the proposed scheme is verified by simulation.
Abstract: In the frame of this work, we present an optical multicasting approach based on optical code-words. Our approach associates, in the edge node, an optical code-word to a group multicast address. In the core node, a set of tunable decoders are used to send a traffic data to multiple destinations based on the received code-word. The use of code-words, which correspond to the combination of an input port and a set of output ports, allows the implementation of an optical switching matrix. At the reception of a burst, it will be delayed in an optical memory. And, the received optical code-word is split to a set of tunable optical decoders. When it matches a configured code-word, the delayed burst is switched to a set of output ports.
Abstract: In the frame of this work, we present an optical multicasting approach based on optical code-words. Our approach associates, in the edge node, an optical code-word to a group multicast address. In the core node, a set of tunable decoders are used to send a traffic data to multiple destinations based on the received code-word. The use of code-words, which correspond to the combination of an input port and a set of output ports, allows the implementation of an optical switching matrix. At the reception of a burst, it will be delayed in an optical memory. And, the received optical code-word is split to a set of tunable optical decoders. When it matches a configured code-word, the delayed burst is switched to a set of output ports.
Abstract: This paper designs an intelligent guidance system, based on wireless sensor networks, for efficient parking in parking lots. The proposed system consists of a parking space allocation subsystem, a parking space monitoring subsystem, a driving guidance subsystem, and a vehicle detection subsystem. In the system, we propose a novel and effective virtual coordinate system for sensing and displaying devices to determine the proper vacant parking space and provide the precise guidance to the driver. This study constructs a ZigBee-based wireless sensor network on Arduino platform and implements the prototype of the proposed system using Arduino-based complements. Experimental results confirm that the proposed prototype can not only work well, but also provide drivers the correct parking information.
Abstract: The objectives of memorabilia of Suan Sunandha are to develop a general knowledge presentation about the historical royal garden through interactive graphic simulation technique and to employ high-functionality context in enhancing interactive user navigation. The approach infers non-intrusive display of relevant history in response to situational context. User’s navigation runs through the virtual reality campus, consisting of new and restored buildings. A flash back presentation of information pertaining to the history in the form of photos, paintings, and textual descriptions are displayed along each passing-by building. To keep the presentation lively, graphical simulation is created in a serendipity game play so that the user can both learn and enjoy the educational tour. The benefits of this human-computer interaction development are two folds. First, lively presentation technique and situational context modeling are developed that entail a usable paradigm of knowledge and information presentation combinations. Second, cost effective training and promotion for both internal personnel and public visitors to learn and keep informed of this historical royal garden can be furnished without the need for a dedicated public relations service. Future improvement on graphic simulation and ability based display can extend this work to be more realistic, user-friendly, and informative for all.