Abstract: As the Social network game(SNG) is rising
dramatically worldwide, an interesting aspect has appeared in the
demographic analysis. That is the ratio of the game users by gender.
Although the ratio of male and female users in online game was
60:40% previously, the ratio of male and female users in SNG stood at
47:53% which shows that the ratio of female users is higher than that
of male users. Here, it should be noted that 35% in those 53% female
users are the first-time users of game. This fact suggests that women
who were not interested in game previously has taken an interest in
SNG. Notwithstanding this issue, there have been little studies on the
female users of SNG although there are many studies that analyzed the
tendency of female users- online game play. This study conducted the
analyzed how the game-playing tendency of SNG gamers was
manifested in the game by gender. For that, this study will identify the
tendency of SNG users by gender based on the preceding studies that
analyzed the online game users by gender. The subject of this study
was confined to the farm and urban construction simulation games
which were offered based on the mobile application platform.
Regarding the methodology of study, the first focus group
interview(FGI) was conducted with the male and female users who
had played games on Social network service(SNS) until recently. Later,
the second one-on-one in-depth interview was conducted to gain an
insight into the psychological state of the subjects.
Abstract: The purpose of this study is to introduce a new
interface program to calculate a dose distribution with Monte Carlo method in complex heterogeneous systems such as organs or tissues
in proton therapy. This interface program was developed under
MATLAB software and includes a friendly graphical user interface
with several tools such as image properties adjustment or results display. Quadtree decomposition technique was used as an image
segmentation algorithm to create optimum geometries from Computed Tomography (CT) images for dose calculations of proton
beam. The result of the mentioned technique is a number of nonoverlapped
squares with different sizes in every image. By this way
the resolution of image segmentation is high enough in and near
heterogeneous areas to preserve the precision of dose calculations
and is low enough in homogeneous areas to reduce the number of
cells directly. Furthermore a cell reduction algorithm can be used to combine neighboring cells with the same material. The validation of this method has been done in two ways; first, in comparison with experimental data obtained with 80 MeV proton beam in Cyclotron
and Radioisotope Center (CYRIC) in Tohoku University and second, in comparison with data based on polybinary tissue calibration method, performed in CYRIC. These results are presented in this paper. This program can read the output file of Monte Carlo code while region of interest is selected manually, and give a plot of dose distribution of proton beam superimposed onto the CT images.
Abstract: New generation mobile communication networks have
the ability of supporting triple play. In order that, Orthogonal
Frequency Division Multiplexing (OFDM) access techniques have
been chosen to enlarge the system ability for high data rates
networks. Many of cross-layer modeling and optimization schemes
for Quality of Service (QoS) and capacity of downlink multiuser
OFDM system were proposed. In this paper, the Maximum Weighted
Capacity (MWC) based resource allocation at the Physical (PHY)
layer is used. This resource allocation scheme provides a much better
QoS than the previous resource allocation schemes, while
maintaining the highest or nearly highest capacity and costing similar
complexity. In addition, the Delay Satisfaction (DS) scheduling at the
Medium Access Control (MAC) layer, which allows more than one
connection to be served in each slot is used. This scheduling
technique is more efficient than conventional scheduling to
investigate both of the number of users as well as the number of
subcarriers against system capacity. The system will be optimized for
different operational environments: the outdoor deployment scenarios
as well as the indoor deployment scenarios are investigated and also
for different channel models. In addition, effective capacity approach
[1] is used not only for providing QoS for different mobile users, but
also to increase the total wireless network's throughput.
Abstract: This research attempts to study the feasibility of
augmenting an augmented reality (AR) image card on a Quick
Response (QR) code. The authors have developed a new visual tag,
which contains a QR code and an augmented AR image card. The new
visual tag has features of reading both of the revealed data of the QR
code and the instant data from the AR image card. Furthermore, a
handheld communicating device is used to read and decode the new
visual tag, and then the concealed data of the new visual tag can be
revealed and read through its visual display. In general, the QR code is
designed to store the corresponding data or, as a key, to access the
corresponding data from the server through internet. Those reveled
data from the QR code are represented in text. Normally, the AR
image card is designed to store the corresponding data in
3-Dimensional or animation/video forms. By using QR code's
property of high fault tolerant rate, the new visual tag can access those
two different types of data by using a handheld communicating device.
The new visual tag has an advantage of carrying much more data than
independent QR code or AR image card. The major findings of this
research are: 1) the most efficient area for the designed augmented AR
card augmenting on the QR code is 9% coverage area out of the total
new visual tag-s area, and 2) the best location for the augmented AR
image card augmenting on the QR code is located in the bottom-right
corner of the new visual tag.
Abstract: In this paper, we propose an architecture for easily
constructing a robot controller. The architecture is a multi-agent
system which has eight agents: the Man-machine interface, Task
planner, Task teaching editor, Motion planner, Arm controller,
Vehicle controller, Vision system and CG display. The controller has
three databases: the Task knowledge database, the Robot database and
the Environment database. Based on this controller architecture, we
are constructing an experimental power distribution line maintenance
robot system and are doing the experiment for the maintenance tasks,
for example, “Bolt insertion task".
Abstract: Seemingly simple probabilities in the m-player game bingo have never been calculated. These probabilities include expected game length and the expected number of winners on a given turn. The difficulty in probabilistic analysis lies in the subtle interdependence among the m-many bingo game cards in play. In this paper, the game i got it!, a bingo variant, is considered. This variation provides enough weakening of the inter-player dependence to allow probabilistic analysis not possible for traditional bingo. The probability of winning in exactly k turns is calculated for a one-player game. Given a game of m-many players, the expected game length and tie probability are calculated. With these calculations, the game-s interesting payout scheme is considered.
Abstract: The role of entrepreneurs in generating the economy is
very important. Thus, nurturing entrepreneurship skills among
society is very crucial and should start from the early age. One of the
methods is to teach through game such as board game. Game
provides a fun and interactive platform for players to learn and play.
Besides that as today-s world is moving towards Islamic approach in
terms of finance, banking and entertainment but Islamic based game
is still hard to find in the market especially games on
entrepreneurship. Therefore, there is a gap in this segment that can be
filled by learning entrepreneurship through game. The objective of
this paper is to develop an entrepreneurship digital-based game
entitled “Catur Bistari" that is based on Islamic business approach.
Knowledge and skill of entrepreneurship and Islamic business
approach will be learned through the tasks that are incorporated
inside the game.
Abstract: Interactive public displays give access as an
innovative media to promote enhanced communication between
people and information. However, digital public displays are subject
to a few constraints, such as content presentation. Content
presentation needs to be developed to be more interesting to attract
people’s attention and motivate people to interact with the display. In
this paper, we proposed idea to implement contents with interaction
elements for vision-based digital public display. Vision-based
techniques are applied as a sensor to detect passers-by and theme
contents are suggested to attract their attention for encouraging them
to interact with the announcement content. Virtual object, gesture
detection and projection installation are applied for attracting
attention from passers-by. Preliminary study showed positive
feedback of interactive content designing towards the public display.
This new trend would be a valuable innovation as delivery of
announcement content and information communication through this
media is proven to be more engaging.
Abstract: This research investigates the design of a low-cost 3D
spatial interaction approach using the Wii Remote for immersive
Head-Mounted Display (HMD) virtual reality. Current virtual reality
applications that incorporate the Wii Remote are either desktop
virtual reality applications or systems that use large screen displays.
However, the requirements for an HMD virtual reality system differ
from such systems. This is mainly because in HMD virtual reality,
the display screen does not remain at a fixed location. The user views
the virtual environment through display screens that are in front of
the user-s eyes and when the user moves his/her head, these screens
move as well. This means that the display has to be updated in realtime
based on where the user is currently looking. Normal usage of
the Wii Remote requires the controller to be pointed in a certain
direction, typically towards the display. This is too restrictive for
HMD virtual reality systems that ideally require the user to be able to
turn around in the virtual environment. Previous work proposed a
design to achieve this, however it suffered from a number of
drawbacks. The aim of this study is to look into a suitable method of
using the Wii Remote for 3D interaction in a space around the user
for HMD virtual reality. This paper presents an overview of issues
that had to be considered, the system design as well as experimental
results.
Abstract: This paper presents the design related to the
electronic system design of the respiratory signal, including phases
for processing, followed by the transmission and reception of this
signal and finally display. The processing of this signal is added to
the ECG and temperature sign, put up last year. Under this scheme is
proposed that in future also be conditioned blood pressure signal
under the same final printed circuit and worked.