Abstract: This paper reviews a number of theoretical aspects
for implementing an explicit spatial perspective in econometrics
for modelling non-continuous data, in general, and count data, in
particular. It provides an overview of the several spatial econometric
approaches that are available to model data that are collected with
reference to location in space, from the classical spatial econometrics
approaches to the recent developments on spatial econometrics to
model count data, in a Bayesian hierarchical setting. Considerable
attention is paid to the inferential framework, necessary for
structural consistent spatial econometric count models, incorporating
spatial lag autocorrelation, to the corresponding estimation and
testing procedures for different assumptions, to the constrains and
implications embedded in the various specifications in the literature. This review combines insights from the classical spatial
econometrics literature as well as from hierarchical modeling and
analysis of spatial data, in order to look for new possible directions
on the processing of count data, in a spatial hierarchical Bayesian
econometric context.
Abstract: This study examined the mental health and behavioral
problems in early adolescence with the instrument of Achenbach
System of Empirically Based Assessment (ASEBA). The purpose of
the study was stratified sampling method was used to collect data
from 1975 participants. Multiple regression models and hierarchical
regression models were applied to examine the relations between the
background variables and internalizing problems, and the ones
between students’ performance and internalizing problems. The
results indicated that several background variables as predictors could
significantly predict the anxious/depressed problem; reading and
social study scores could significantly predict the anxious/depressed
problem. However the class as a hierarchical macro factor did not
indicate the significant effect. In brief, the majority of these models
represented that the background variables, behaviors and academic
performance were significantly related to the anxious/depressed
problem.
Abstract: This paper describes a 3D modeling system in
Augmented Reality environment, named 3DARModeler. It can be
considered a simple version of 3D Studio Max with necessary
functions for a modeling system such as creating objects, applying
texture, adding animation, estimating real light sources and casting
shadows. The 3DARModeler introduces convenient, and effective
human-computer interaction to build 3D models by combining both
the traditional input method (mouse/keyboard) and the tangible input
method (markers). It has the ability to align a new virtual object with
the existing parts of a model. The 3DARModeler targets nontechnical
users. As such, they do not need much knowledge of
computer graphics and modeling techniques. All they have to do is
select basic objects, customize their attributes, and put them together
to build a 3D model in a simple and intuitive way as if they were
doing in the real world. Using the hierarchical modeling technique,
the users are able to group several basic objects to manage them as a
unified, complex object. The system can also connect with other 3D
systems by importing and exporting VRML/3Ds Max files. A
module of speech recognition is included in the system to provide
flexible user interfaces.
Abstract: This paper describes a method of modeling to model
shadow play puppet using sophisticated computer graphics techniques
available in OpenGL in order to allow interactive play in real-time
environment as well as producing realistic animation. This paper
proposes a novel real-time method is proposed for modeling of puppet
and its shadow image that allows interactive play of virtual shadow
play using texture mapping and blending techniques. Special effects
such as lighting and blurring effects for virtual shadow play
environment are also developed. Moreover, the use of geometric
transformations and hierarchical modeling facilitates interaction
among the different parts of the puppet during animation. Based on the
experiments and the survey that were carried out, the respondents
involved are very satisfied with the outcomes of these techniques.