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Search results for: augmented reality display platform

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</div> </nav> </div> </header> <main> <div class="container mt-4"> <div class="row"> <div class="col-md-9 mx-auto"> <form method="get" action="https://publications.waset.org/abstracts/search"> <div id="custom-search-input"> <div class="input-group"> <i class="fas fa-search"></i> <input type="text" class="search-query" name="q" placeholder="Author, Title, Abstract, Keywords" value="augmented reality display platform"> <input type="submit" class="btn_search" value="Search"> </div> </div> </form> </div> </div> <div class="row mt-3"> <div class="col-sm-3"> <div class="card"> <div class="card-body"><strong>Commenced</strong> in January 2007</div> </div> </div> <div class="col-sm-3"> <div class="card"> <div class="card-body"><strong>Frequency:</strong> Monthly</div> </div> </div> <div class="col-sm-3"> <div class="card"> <div class="card-body"><strong>Edition:</strong> International</div> </div> </div> <div class="col-sm-3"> <div class="card"> <div class="card-body"><strong>Paper Count:</strong> 3979</div> </div> </div> </div> <h1 class="mt-3 mb-3 text-center" style="font-size:1.6rem;">Search results for: augmented reality display platform</h1> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">3739</span> Design and Implementation Wireless System by Using Microcontrollers.Application for Drive Acquisition System with Multiple Sensors</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=H.%20Fekhar">H. Fekhar</a> </p> <p class="card-text"><strong>Abstract:</strong></p> Design and implementation acquisition system using radio frequency (RF) ASK module and micro controllers PIC is proposed in this work. The paper includes hardware and software design. The design tools are divided into two units , namely the sender MCU and receiver.The system was designed to measure temperatures of two furnaces and pressure pneumatic process. The wireless transmitter unit use the 433.95 MHz band directly interfaced to micro controller PIC18F4620. The sender unit consists of temperatures-pressure sensors , conditioning circuits , keypad GLCD display and RF module.Signal conditioner converts the output of the sensors into an electric quantity suitable for operation of the display and recording system.The measurements circuits are connected directly to 10 bits multiplexed A/D converter.The graphic liquid crystal display (GLCD) is used . The receiver (RF) module connected to a second microcontroller ,receive the signal via RF receiver , decode the Address/data and reproduces the original data . The strategy adopted for establishing communication between the sender MCU and receiver uses the specific protocol “Header, Address and data”.The communication protocol dealing with transmission and reception have been successfully implemented . Some experimental results are provided to demonstrate the effectiveness of the proposed wireless system. This embedded system track temperatures – pressure signal reasonably well with a small error. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=microcontrollers" title="microcontrollers">microcontrollers</a>, <a href="https://publications.waset.org/abstracts/search?q=sensors" title=" sensors"> sensors</a>, <a href="https://publications.waset.org/abstracts/search?q=graphic%20liquid%20cristal%20display" title=" graphic liquid cristal display"> graphic liquid cristal display</a>, <a href="https://publications.waset.org/abstracts/search?q=protocol" title=" protocol"> protocol</a>, <a href="https://publications.waset.org/abstracts/search?q=temperature" title=" temperature"> temperature</a>, <a href="https://publications.waset.org/abstracts/search?q=pressure" title=" pressure"> pressure</a> </p> <a href="https://publications.waset.org/abstracts/16552/design-and-implementation-wireless-system-by-using-microcontrollersapplication-for-drive-acquisition-system-with-multiple-sensors" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/16552.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">460</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">3738</span> Exploring The Effects of Immersive Virtual Reality on Increasing Willingness to Communicate, Oral Performance, and Reducing Speaking Anxiety for EFL Elementary Students from Taiwan</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Yi-ju%20Ariel%20Wu">Yi-ju Ariel Wu</a> </p> <p class="card-text"><strong>Abstract:</strong></p> Exploring The Effects of Immersive Virtual Reality on Increasing Willingness to Communicate, Oral Performance, and Reducing Speaking Anxiety for EFL Elementary Students from Taiwan <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=Immersive%20Virtual%20Reality" title="Immersive Virtual Reality">Immersive Virtual Reality</a>, <a href="https://publications.waset.org/abstracts/search?q=EFL%20speaking" title=" EFL speaking"> EFL speaking</a>, <a href="https://publications.waset.org/abstracts/search?q=situated%20learning" title=" situated learning"> situated learning</a>, <a href="https://publications.waset.org/abstracts/search?q=pragmatics" title=" pragmatics"> pragmatics</a> </p> <a href="https://publications.waset.org/abstracts/170753/exploring-the-effects-of-immersive-virtual-reality-on-increasing-willingness-to-communicate-oral-performance-and-reducing-speaking-anxiety-for-efl-elementary-students-from-taiwan" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/170753.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">84</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">3737</span> Rapid Nanoparticle Formulation Development and Screening Using NanoFabTxTM Platform</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Zhen%20Ye">Zhen Ye</a>, <a href="https://publications.waset.org/abstracts/search?q=Maryam%20Zaroudi"> Maryam Zaroudi</a>, <a href="https://publications.waset.org/abstracts/search?q=Elizabeth%20Aisenbrey"> Elizabeth Aisenbrey</a>, <a href="https://publications.waset.org/abstracts/search?q=Nicolynn%20E.%20Davis"> Nicolynn E. Davis</a>, <a href="https://publications.waset.org/abstracts/search?q=Peng%20Gao"> Peng Gao</a> </p> <p class="card-text"><strong>Abstract:</strong></p> Nanoparticles have been used as drug delivery systems in the treatment of life-threatening diseases for decades, but traditional formulation development methods are time consuming and labor intensive. Millipore Sigma has developed a platform¬¬– NanoFabTxTM¬¬– for rapid and reproducible formulation development and screening to ensure consistentnanoparticle characteristics. Reproducible and precise control of the development process for a range of nanoparticle formulations accelerates the introduction of novel formulations to the clinic. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=Bio%20platform" title="Bio platform">Bio platform</a>, <a href="https://publications.waset.org/abstracts/search?q=Formulation%20development" title=" Formulation development"> Formulation development</a>, <a href="https://publications.waset.org/abstracts/search?q=NanoFabTxTM" title=" NanoFabTxTM"> NanoFabTxTM</a>, <a href="https://publications.waset.org/abstracts/search?q=Drug%20delivery" title=" Drug delivery"> Drug delivery</a> </p> <a href="https://publications.waset.org/abstracts/154392/rapid-nanoparticle-formulation-development-and-screening-using-nanofabtxtm-platform" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/154392.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">236</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">3736</span> Virtual Reality Application for Neurorehabilitation</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Daniel%20Vargas-Herrera">Daniel Vargas-Herrera</a>, <a href="https://publications.waset.org/abstracts/search?q=Ivette%20Caldelas"> Ivette Caldelas</a>, <a href="https://publications.waset.org/abstracts/search?q=Fernando%20Brambila-Paz"> Fernando Brambila-Paz</a>, <a href="https://publications.waset.org/abstracts/search?q=Rodrigo%20Montufar-Chaveznava"> Rodrigo Montufar-Chaveznava</a> </p> <p class="card-text"><strong>Abstract:</strong></p> In this paper, we present a virtual reality application for neurorehabilitation. This application was developed using the Unity SDK integrating the Oculus Rift and Leap Motion devices. Essentially, it consists of three stages according to the kind of rehabilitation to carry on: ocular rehabilitation, head/neck rehabilitation, and eye-hand coordination. We build three scenes for each task; for ocular and head/neck rehabilitation, there are different objects moving in the field of view and extended field of view of the user according to some patterns relative to the therapy. In the third stage the user must try to touch with the hand some objects guided by its view. We report the primer results of the use of the application with healthy people. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=virtual%20reality" title="virtual reality">virtual reality</a>, <a href="https://publications.waset.org/abstracts/search?q=interactive%20technologies" title=" interactive technologies"> interactive technologies</a>, <a href="https://publications.waset.org/abstracts/search?q=video%20games" title=" video games"> video games</a>, <a href="https://publications.waset.org/abstracts/search?q=neurorehabilitation" title=" neurorehabilitation"> neurorehabilitation</a> </p> <a href="https://publications.waset.org/abstracts/55918/virtual-reality-application-for-neurorehabilitation" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/55918.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">412</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">3735</span> Authentication of Physical Objects with Dot-Based 2D Code</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Micha%C5%82%20Glet">Michał Glet</a>, <a href="https://publications.waset.org/abstracts/search?q=Kamil%20Kaczy%C5%84ski"> Kamil Kaczyński</a> </p> <p class="card-text"><strong>Abstract:</strong></p> Counterfeit goods and documents are a global problem, which needs more and more sophisticated methods of resolving it. Existing techniques using watermarking or embedding symbols on objects are not suitable for all use cases. To address those special needs, we created complete system allowing authentication of paper documents and physical objects with flat surface. Objects are marked using orientation independent and resistant to camera noise 2D graphic codes, named DotAuth. Based on the identifier stored in 2D code, the system is able to perform basic authentication and allows to conduct more sophisticated analysis methods, e.g., relying on augmented reality and physical properties of the object. In this paper, we present the complete architecture, algorithms and applications of the proposed system. Results of the features comparison of the proposed solution and other products are presented as well, pointing to the existence of many advantages that increase usability and efficiency in the means of protecting physical objects. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=anti-forgery" title="anti-forgery">anti-forgery</a>, <a href="https://publications.waset.org/abstracts/search?q=authentication" title=" authentication"> authentication</a>, <a href="https://publications.waset.org/abstracts/search?q=paper%20documents" title=" paper documents"> paper documents</a>, <a href="https://publications.waset.org/abstracts/search?q=security" title=" security"> security</a> </p> <a href="https://publications.waset.org/abstracts/127689/authentication-of-physical-objects-with-dot-based-2d-code" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/127689.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">133</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">3734</span> Protecting Labor Rights in the Platform Economy: Legal Challenges and Innovative Explorations</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Ruwen%20Pei">Ruwen Pei</a> </p> <p class="card-text"><strong>Abstract:</strong></p> In the rapidly evolving landscape of the digital economy, platform employment has emerged as a transformative labor force, fundamentally altering the traditional paradigms of the employer-employee relationship. This paper provides a comprehensive analysis of the unique dynamics and intricate legal challenges associated with platform work, where workers often navigate precarious labor conditions without the robust safety nets typically afforded in traditional industries. It underscores the limitations of current labor regulations, particularly in addressing pressing concerns such as income volatility and disparate benefits. By drawing insights from diverse global case studies, this study emphasizes the compelling need for platform companies to shoulder their social welfare responsibilities, ensuring fair treatment and security for their workers. Moreover, it critically examines the profound influence of socio-cultural factors and educational awareness on the platform economy, shedding light on the complexities of this emerging labor landscape. Advocating for a harmonious equilibrium between flexibility and security, this paper calls for substantial legal reforms and innovative policy initiatives that can adapt to the evolving nature of work in the digital age. Finally, it anticipates forthcoming trends in the digital economy and platform labor relations, underscoring the significance of proactive adaptation to foster equitable and inclusive employment practices. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=platform%20employment" title="platform employment">platform employment</a>, <a href="https://publications.waset.org/abstracts/search?q=labor%20protections" title=" labor protections"> labor protections</a>, <a href="https://publications.waset.org/abstracts/search?q=social%20welfare" title=" social welfare"> social welfare</a>, <a href="https://publications.waset.org/abstracts/search?q=legal%20reforms" title=" legal reforms"> legal reforms</a>, <a href="https://publications.waset.org/abstracts/search?q=digital%20economy" title=" digital economy"> digital economy</a> </p> <a href="https://publications.waset.org/abstracts/180573/protecting-labor-rights-in-the-platform-economy-legal-challenges-and-innovative-explorations" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/180573.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">70</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">3733</span> Use of Virtual Reality to Manage Anxiety in Patients on Neuro-Rehabilitation Unit</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Anthony%20Cogrove">Anthony Cogrove</a>, <a href="https://publications.waset.org/abstracts/search?q=Shagun%20Saikia"> Shagun Saikia</a>, <a href="https://publications.waset.org/abstracts/search?q=Pradeep%20Deshpande"> Pradeep Deshpande</a> </p> <p class="card-text"><strong>Abstract:</strong></p> Introduction: Management of anxiety in rehabilitation setting often is a challenge and is usually done by using medication. The role of psychology and the creation of a quite environment in order to reduce stimulation helps in the process. We have a hypothesis that feedback from a calm visual imagery with soothing music help in reducing anxiety in these setting Aim-To explore the possibility of using virtual reality in the management of anxiety in a setting of neuro-rehabilitation unit. Method: Six patients in an inpatient rehabilitation unit with acquired brain injury subjected to a low stimulation calming visual motion picture with calm music. Six sessions were conducted over 6 weeks. All sessions were performed in a separate purpose built room in the unit. . A cohort of 6 people with various neurological conditions were involved in 6 sessions of 30 minutes during their inpatient rehabilitation. They reported benefit from using the virtual reality environment in reducing their anxiety. Results: All reported improvement in their anxiety levels. They felt there was a calming effect of the session. There was a sense of feeling of self empowerment on direct questioning. Conclusion: Virtual reality environment can aid the traditional rehabilitation techniques used to manage the levels of anxiety experienced by people with acquired brain injury undergoing inpatient rehabilitation. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=neurological%20rehabilitation" title="neurological rehabilitation">neurological rehabilitation</a>, <a href="https://publications.waset.org/abstracts/search?q=virtual%20reality" title=" virtual reality"> virtual reality</a>, <a href="https://publications.waset.org/abstracts/search?q=anxiety" title=" anxiety"> anxiety</a>, <a href="https://publications.waset.org/abstracts/search?q=calming%20environment" title=" calming environment"> calming environment</a> </p> <a href="https://publications.waset.org/abstracts/163448/use-of-virtual-reality-to-manage-anxiety-in-patients-on-neuro-rehabilitation-unit" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/163448.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">112</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">3732</span> Enabling Citizen Participation in Urban Planning through Geospatial Gamification</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Joanne%20F.%20Hayek">Joanne F. Hayek</a> </p> <p class="card-text"><strong>Abstract:</strong></p> This study explores the use of gamification to promote citizen e-participation in urban planning. The research departs from a case study: the ‘Shape Your City’ web app designed and programmed by the author and presented as part of the 2021 Dubai Design Week to engage citizens in the co-creation of the future of their city through a gamified experience. The paper documents the design and development methodology of the web app and concludes with the findings of its pilot release. The case study explores the use of mobile interactive mapping, real-time data visualization, augmented reality, and machine learning as tools to enable co-planning. The paper also details the user interface design strategies employed to integrate complex cross-sector e-planning systems and make them accessible to citizens. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=gamification" title="gamification">gamification</a>, <a href="https://publications.waset.org/abstracts/search?q=co-planning" title=" co-planning"> co-planning</a>, <a href="https://publications.waset.org/abstracts/search?q=citizen%20e-participation" title=" citizen e-participation"> citizen e-participation</a>, <a href="https://publications.waset.org/abstracts/search?q=mobile%20interactive%20mapping" title=" mobile interactive mapping"> mobile interactive mapping</a>, <a href="https://publications.waset.org/abstracts/search?q=real-time%20data%20visualization" title=" real-time data visualization"> real-time data visualization</a> </p> <a href="https://publications.waset.org/abstracts/151661/enabling-citizen-participation-in-urban-planning-through-geospatial-gamification" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/151661.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">141</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">3731</span> Interaction Tasks of CUE Model in Virtual Language Learning in Travel English for Taiwanese College EFL Learners</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Kuei-Hao%20Li">Kuei-Hao Li</a>, <a href="https://publications.waset.org/abstracts/search?q=Eden%20Huang"> Eden Huang</a> </p> <p class="card-text"><strong>Abstract:</strong></p> Motivation suggests the willingness one person has towards taking action. Learners’ motivation has frequently been regarded as the most crucial factor in successful language acquisition. Without sufficient motivation, learners cannot achieve long-term learning goals despite remarkable abilities. Therefore, the study aims to investigate motivation of interaction tasks designed by the researchers for college EFL learners in Travel English class in virtual reality environment, integrating CUE model, Cognition, Usage and Expansion in the course. Thirty college learners were asked to join the virtual language learning website designed by the researchers. Data was collected via feedback questionnaire, interview, and learner interactions. The findings indicated that the course in the CUE model in language learning website of virtual reality environment was effective at motivating EFL learners and improving their oral communication and social interactions in the learning process. Some pedagogical implications are also provided in helping both language instructors and EFL learners in virtual reality environment. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=motivation" title="motivation">motivation</a>, <a href="https://publications.waset.org/abstracts/search?q=virtual%20reality" title=" virtual reality"> virtual reality</a>, <a href="https://publications.waset.org/abstracts/search?q=virtual%20language%20learning" title=" virtual language learning"> virtual language learning</a>, <a href="https://publications.waset.org/abstracts/search?q=second%20language%20acquisition" title=" second language acquisition"> second language acquisition</a> </p> <a href="https://publications.waset.org/abstracts/66125/interaction-tasks-of-cue-model-in-virtual-language-learning-in-travel-english-for-taiwanese-college-efl-learners" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/66125.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">391</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">3730</span> Different Levels of Mixed Reality: Mixed Reality as a Tool to Change the Visitor&#039;s Experience in the Museum</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Hector%20Valverde%20Mart%C3%ADnez">Hector Valverde Martínez</a> </p> <p class="card-text"><strong>Abstract:</strong></p> In this text, the application possibilities of developments in MR are explored as an element within the museographic space that affects the visitor-museum relationship to satisfy the needs of knowledge and recreation that visitors have to improve the experience. The emphasis points out the way in which it is thinking from the digital to understand the possibilities in the design of museum experiences, and are analyzed the strategies used inside and outside the museum space are exemplified from the use of MR and their impact on the visitors' experience to reach different levels of depth of knowledge in an exhibition; the exploration of limits in the creation of atmospheres that allow visitors to feel immersed in a completely different reality from the one they live to better understand the topics addressed in the exhibition, and strategies that are used to encourage museum audiences to actively participate and extend the experience of the museum beyond its walls. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=mixed%20realities" title="mixed realities">mixed realities</a>, <a href="https://publications.waset.org/abstracts/search?q=experience" title=" experience"> experience</a>, <a href="https://publications.waset.org/abstracts/search?q=visitor" title=" visitor"> visitor</a>, <a href="https://publications.waset.org/abstracts/search?q=museums" title=" museums"> museums</a> </p> <a href="https://publications.waset.org/abstracts/131779/different-levels-of-mixed-reality-mixed-reality-as-a-tool-to-change-the-visitors-experience-in-the-museum" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/131779.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">185</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">3729</span> Design of a Virtual Reality Application Based Digital Heritage Mediation: The Case of &#039;Djerba View VR&#039;</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Hela%20Ben%20Maallem">Hela Ben Maallem</a> </p> <p class="card-text"><strong>Abstract:</strong></p> Applications based on virtual reality offer many benefits to the heritage and tourism sector. Digital heritage mediation is a constantly emerging field that aims to reconstruct the history of heritage items and sites, while at the same time highlighting the identity of a community or region and encouraging public engagement. This research focuses on the analysis of a virtual reality application used in a heritage digital mediation project. The modality introduced is examined through a case study of Djerba View VR application. The aim of this study is to understand the nature and potential uses of this immersive technology and to focus on the study of the possibilities of this medium. The goal of this article is to analyze how 3D reconstruction and immersive storytelling can offer an immersive, interactive and engaging user experience, while meeting the expectations and needs of visitors in a context of technological transition and user-centred design. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=digital%20heritage%20mediation" title="digital heritage mediation">digital heritage mediation</a>, <a href="https://publications.waset.org/abstracts/search?q=technological%20transition" title=" technological transition"> technological transition</a>, <a href="https://publications.waset.org/abstracts/search?q=virtual%20reality" title=" virtual reality"> virtual reality</a>, <a href="https://publications.waset.org/abstracts/search?q=3D%20reconstruction" title=" 3D reconstruction"> 3D reconstruction</a>, <a href="https://publications.waset.org/abstracts/search?q=immersive%20storytelling" title=" immersive storytelling"> immersive storytelling</a>, <a href="https://publications.waset.org/abstracts/search?q=user%20experience" title=" user experience"> user experience</a>, <a href="https://publications.waset.org/abstracts/search?q=user%20centered%20design" title=" user centered design"> user centered design</a>, <a href="https://publications.waset.org/abstracts/search?q=interactivity" title=" interactivity"> interactivity</a>, <a href="https://publications.waset.org/abstracts/search?q=immersion" title=" immersion"> immersion</a> </p> <a href="https://publications.waset.org/abstracts/187659/design-of-a-virtual-reality-application-based-digital-heritage-mediation-the-case-of-djerba-view-vr" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/187659.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">53</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">3728</span> How to Improve Immersiveness in Virtual Reality Through Advanced Sense of Presence: A Literature Review</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Bochen%20Jia">Bochen Jia</a>, <a href="https://publications.waset.org/abstracts/search?q=Francesco%20Zhu"> Francesco Zhu</a> </p> <p class="card-text"><strong>Abstract:</strong></p> People are constantly surprised at how real and immersive virtual reality (VR) is, even though the technology is still rudimentary, and we are only scratching the surface of its possibilities. Therefore, this literature review built a body of knowledge of existing technology that can be used to improve immersiveness in VR. For this paper, "Sense of Presence (SoP)" was chosen as the terminology to describe immersiveness in VR. Eight studies that tested VR technologies were identified. Many other studies were included to back up the incentives behind these technologies. VR technologies include vibration, airflow, thermal components, EMS, and quadcopters. Study results from selected papers were analyzed, compared, and generally positive. Seven studies had positive results, and only one had negative results. Vibration is the most effective option to improve SoP. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=virtual%20reality" title="virtual reality">virtual reality</a>, <a href="https://publications.waset.org/abstracts/search?q=sense%20of%20presence" title=" sense of presence"> sense of presence</a>, <a href="https://publications.waset.org/abstracts/search?q=self-awareness" title=" self-awareness"> self-awareness</a>, <a href="https://publications.waset.org/abstracts/search?q=literature%20review" title=" literature review"> literature review</a> </p> <a href="https://publications.waset.org/abstracts/157577/how-to-improve-immersiveness-in-virtual-reality-through-advanced-sense-of-presence-a-literature-review" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/157577.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">131</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">3727</span> Optical Flow Localisation and Appearance Mapping (OFLAAM) for Long-Term Navigation</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Daniel%20Pastor">Daniel Pastor</a>, <a href="https://publications.waset.org/abstracts/search?q=Hyo-Sang%20Shin"> Hyo-Sang Shin</a> </p> <p class="card-text"><strong>Abstract:</strong></p> This paper presents a novel method to use optical flow navigation for long-term navigation. Unlike standard SLAM approaches for augmented reality, OFLAAM is designed for Micro Air Vehicles (MAV). It uses an optical flow camera pointing downwards, an IMU and a monocular camera pointing frontwards. That configuration avoids the expensive mapping and tracking of the 3D features. It only maps these features in a vocabulary list by a localization module to tackle the loss of the navigation estimation. That module, based on the well-established algorithm DBoW2, will be also used to close the loop and allow long-term navigation in confined areas. That combination of high-speed optical flow navigation with a low rate localization algorithm allows fully autonomous navigation for MAV, at the same time it reduces the overall computational load. This framework is implemented in ROS (Robot Operating System) and tested attached to a laptop. A representative scenarios is used to analyse the performance of the system. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=vision" title="vision">vision</a>, <a href="https://publications.waset.org/abstracts/search?q=UAV" title=" UAV"> UAV</a>, <a href="https://publications.waset.org/abstracts/search?q=navigation" title=" navigation"> navigation</a>, <a href="https://publications.waset.org/abstracts/search?q=SLAM" title=" SLAM"> SLAM</a> </p> <a href="https://publications.waset.org/abstracts/20509/optical-flow-localisation-and-appearance-mapping-oflaam-for-long-term-navigation" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/20509.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">606</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">3726</span> Motion Effects of Arabic Typography on Screen-Based Media</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Ibrahim%20Hassan">Ibrahim Hassan</a> </p> <p class="card-text"><strong>Abstract:</strong></p> Motion typography is one of the most important types of visual communication based on display. Through the digital display media, we can control the text properties (size, direction, thickness, color, etc.). The use of motion typography in visual communication made it have several images. We need to adjust the terminology and clarify the different differences between them, so relying on the word motion typography -considered a general term- is not enough to separate the different communicative functions of the moving text. In this paper, we discuss the different effects of motion typography on Arabic writing and how we can achieve harmony between the movement and the letterform, and we will, during our experiments, present a new type of text movement. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=Arabic%20typography" title="Arabic typography">Arabic typography</a>, <a href="https://publications.waset.org/abstracts/search?q=motion%20typography" title=" motion typography"> motion typography</a>, <a href="https://publications.waset.org/abstracts/search?q=kinetic%20typography" title=" kinetic typography"> kinetic typography</a>, <a href="https://publications.waset.org/abstracts/search?q=fluid%20typography" title=" fluid typography"> fluid typography</a>, <a href="https://publications.waset.org/abstracts/search?q=temporal%20typography" title=" temporal typography"> temporal typography</a> </p> <a href="https://publications.waset.org/abstracts/142182/motion-effects-of-arabic-typography-on-screen-based-media" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/142182.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">160</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">3725</span> Virtualization of Biomass Colonization: Potential of Application in Precision Medicine</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Maria%20Valeria%20De%20Bonis">Maria Valeria De Bonis</a>, <a href="https://publications.waset.org/abstracts/search?q=Gianpaolo%20Ruocco"> Gianpaolo Ruocco</a> </p> <p class="card-text"><strong>Abstract:</strong></p> Nowadays, computational modeling is paving new design and verification ways in a number of industrial sectors. The technology is ripe to challenge some case in the Bioengineering and Medicine frameworks: for example, looking at the strategical and ethical importance of oncology research, efforts should be made to yield new and powerful resources to tumor knowledge and understanding. With these driving motivations, we approach this gigantic problem by using some standard engineering tools such as the mathematics behind the biomass transfer. We present here some bacterial colonization studies in complex structures. As strong analogies hold with some tumor proliferation, we extend our study to a benchmark case of solid tumor. By means of a commercial software, we model biomass and energy evolution in arbitrary media. The approach will be useful to cast virtualization cases of cancer growth in human organs, while augmented reality tools will be used to yield for a realistic aid to informed decision in treatment and surgery. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=bacteria" title="bacteria">bacteria</a>, <a href="https://publications.waset.org/abstracts/search?q=simulation" title=" simulation"> simulation</a>, <a href="https://publications.waset.org/abstracts/search?q=tumor" title=" tumor"> tumor</a>, <a href="https://publications.waset.org/abstracts/search?q=precision%20medicine" title=" precision medicine"> precision medicine</a> </p> <a href="https://publications.waset.org/abstracts/60033/virtualization-of-biomass-colonization-potential-of-application-in-precision-medicine" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/60033.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">335</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">3724</span> Consumer Welfare in the Platform Economy</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Prama%20Mukhopadhyay">Prama Mukhopadhyay</a> </p> <p class="card-text"><strong>Abstract:</strong></p> Starting from transport to food, today’s world platform economy and digital markets have taken over almost every sphere of consumers’ lives. Sellers and buyers are getting connected through platforms, which is acting as an intermediary. It has made consumer’s life easier in terms of time, price, choice and other factors. Having said that, there are several concerns regarding platforms. There are competition law concerns like unfair pricing, deep discounting by the platforms which affect the consumer welfare. Apart from that, the biggest problem is lack of transparency with respect to the business models, how it operates, price calculation, etc. In most of the cases, consumers are unaware of how their personal data are being used. In most of the cases, they are unaware of how algorithm uses their personal data to determine the price of the product or even to show the relevant products using their previous searches. Using personal or non-personal data without consumer’s consent is a huge legal concern. In addition to this, another major issue lies with the question of liability. If a dispute arises, who will be responsible? The seller or the platform? For example, if someone ordered food through a food delivery app and the food was bad, in this situation who will be liable: the restaurant or the food delivery platform? In this paper, the researcher tries to examine the legal concern related to platform economy from the consumer protection and consumer welfare perspectives. The paper analyses the cases from different jurisdictions and approach taken by the judiciaries. The author compares the existing legislation of EU, US and other Asian Countries and tries to highlight the best practices. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=competition" title="competition">competition</a>, <a href="https://publications.waset.org/abstracts/search?q=consumer" title=" consumer"> consumer</a>, <a href="https://publications.waset.org/abstracts/search?q=data" title=" data"> data</a>, <a href="https://publications.waset.org/abstracts/search?q=platform" title=" platform"> platform</a> </p> <a href="https://publications.waset.org/abstracts/126042/consumer-welfare-in-the-platform-economy" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/126042.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">144</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">3723</span> Player Experience: A Research on Cross-Platform Supported Games</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Salih%20Akkemik">Salih Akkemik</a> </p> <p class="card-text"><strong>Abstract:</strong></p> User Experience has a characterized perspective based on two fundamentals: the usage process and the product. Digital games can be considered as a special interactive system. This system has a very specific purpose and this is to make the player feel good while playing. At this point, Player Experience (PX) and User Experience (UX) are similar. UX focuses on the user feels good, PX focuses on the player feels good. The most important difference between the two is the action taken. These are actions of using and playing. In this study, the player experience will be examined primarily. PX may differ on different platforms. Nowadays, companies are releasing the successful and high-income games that they have developed with cross-platform support. Cross-platform is the most common expression that an application can run on different operating systems, in other words, be developed to support different operating systems. In terms of digital games, cross-platform support means that a game can be played on a computer, console or mobile device environment, more specifically, the game developed is designed and programmed to be played in the same way on at least two different platforms, such as Windows, MacOS, Linux, iOS, Android, Orbis OS or Xbox OS. Different platforms also accommodate different player groups, profiles and preferences. This study aims to examine these different player profiles in terms of player experience and to determine the effects of cross-platform support on player experience. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=cross-platform" title="cross-platform">cross-platform</a>, <a href="https://publications.waset.org/abstracts/search?q=digital%20games" title=" digital games"> digital games</a>, <a href="https://publications.waset.org/abstracts/search?q=player%20experience" title=" player experience"> player experience</a>, <a href="https://publications.waset.org/abstracts/search?q=user%20experience" title=" user experience"> user experience</a> </p> <a href="https://publications.waset.org/abstracts/134971/player-experience-a-research-on-cross-platform-supported-games" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/134971.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">206</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">3722</span> Virtual Science Laboratory (ViSLab): The Effects of Visual Signalling Principles towards Students with Different Spatial Ability</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Ai%20Chin%20Wong">Ai Chin Wong</a>, <a href="https://publications.waset.org/abstracts/search?q=Wan%20Ahmad%20Jaafar%20Wan%20Yahaya"> Wan Ahmad Jaafar Wan Yahaya</a>, <a href="https://publications.waset.org/abstracts/search?q=Balakrishnan%20Muniandy"> Balakrishnan Muniandy</a> </p> <p class="card-text"><strong>Abstract:</strong></p> This study aims to explore the impact of Virtual Reality (VR) using visual signaling principles in learning about the science laboratory safety guide; this study involves students with different spatial ability. There are two types of science laboratory safety lessons, which are Virtual Reality with Signaling (VRS) and Virtual Reality Non Signaling (VRNS). This research has adopted a 2 x 2 quasi-experimental factorial design. There are two types of variables involved in this research. The two modes of courseware form the independent variables with the spatial ability as the moderator variable. The dependent variable is the students’ performance. This study sample consisted of 141 students. Descriptive and inferential statistics were conducted to analyze the collected data. The major effects and the interaction effects of the independent variables on the independent variable were explored using the Analyses of Covariance (ANCOVA). Based on the findings of this research, the results exhibited low spatial ability students in VRS outperformed their counterparts in VRNS. However, there was no significant difference in students with high spatial ability using VRS and VRNS. Effective learning in students with different spatial ability can be boosted by implementing the Virtual Reality with Signaling (VRS) in the design as well as the development of Virtual Science Laboratory (ViSLab). <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=spatial%20ability" title="spatial ability">spatial ability</a>, <a href="https://publications.waset.org/abstracts/search?q=science%20laboratory%20safety" title=" science laboratory safety"> science laboratory safety</a>, <a href="https://publications.waset.org/abstracts/search?q=visual%20signaling%20principles" title=" visual signaling principles"> visual signaling principles</a>, <a href="https://publications.waset.org/abstracts/search?q=virtual%20reality" title=" virtual reality"> virtual reality</a> </p> <a href="https://publications.waset.org/abstracts/78848/virtual-science-laboratory-vislab-the-effects-of-visual-signalling-principles-towards-students-with-different-spatial-ability" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/78848.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">257</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">3721</span> Virtual Reality as a Method in Transformative Learning: A Strategy to Reduce Implicit Bias</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Cory%20A.%20Logston">Cory A. Logston</a> </p> <p class="card-text"><strong>Abstract:</strong></p> It is imperative researchers continue to explore every transformative strategy to increase empathy and awareness of racial bias. Racism is a social and political concept that uses stereotypical ideology to highlight racial inequities. Everyone has biases they may not be aware of toward disparate out-groups. There is some form of racism in every profession; doctors, lawyers, and teachers are not immune. There have been numerous successful and unsuccessful strategies to motivate and transform an individual’s unconscious biased attitudes. One method designed to induce a transformative experience and identify implicit bias is virtual reality (VR). VR is a technology designed to transport the user to a three-dimensional environment. In a virtual reality simulation, the viewer is immersed in a realistic interactive video taking on the perspective of a Black man. The viewer as the character experiences discrimination in various life circumstances growing up as a child into adulthood. For instance, the prejudice felt in school, as an adolescent encountering the police and false accusations in the workplace. Current research suggests that an immersive VR simulation can enhance self-awareness and become a transformative learning experience. This study uses virtual reality immersion and transformative learning theory to create empathy and identify any unintentional racial bias. Participants, White teachers, will experience a VR immersion to create awareness and identify implicit biases regarding Black students. The desired outcome provides a springboard to reconceptualize their own implicit bias. Virtual reality is gaining traction in the research world and promises to be an effective tool in the transformative learning process. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=empathy" title="empathy">empathy</a>, <a href="https://publications.waset.org/abstracts/search?q=implicit%20bias" title=" implicit bias"> implicit bias</a>, <a href="https://publications.waset.org/abstracts/search?q=transformative%20learning" title=" transformative learning"> transformative learning</a>, <a href="https://publications.waset.org/abstracts/search?q=virtual%20reality" title=" virtual reality"> virtual reality</a> </p> <a href="https://publications.waset.org/abstracts/137224/virtual-reality-as-a-method-in-transformative-learning-a-strategy-to-reduce-implicit-bias" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/137224.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">194</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">3720</span> Assessing Students’ Attitudinal Response towards the Use of Virtual Reality in a Mandatory English Class at a Women’s University in Japan</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Felix%20David">Felix David</a> </p> <p class="card-text"><strong>Abstract:</strong></p> The use of virtual reality (VR) technology is still in its infancy. This is especially true in a Japanese educational context with very little to no exposition of VR technology inside classrooms. Technology is growing and changing rapidly in America, but Japan seems to be lagging behind in integrating VR into its curriculum. The aim of this research was to expose 111 students from Hiroshima Jogakuin University (HJU) to seven classes that involved virtual reality content and assess students’ attitudinal responses toward this new technology. The students are all female, and they are taking the “Kiso Eigo/基礎英語” or “Foundation English” course, which is mandatory for all first-year and second-year students. Two surveys were given, one before the treatment and a second survey after the treatment, which in this case means the seven VR classes. These surveys first established that the technical environment could accommodate VR activities in terms of internet connection, VR headsets, and the quality of the smartphone’s screen. Based on the attitudinal responses gathered in this research, VR is perceived by students as “fun,” useful to “learn about the world,” as well as being useful to “learn about English.” This research validates VR as a worthy educational tool and should therefore continue being an integral part of the mandatory English course curriculum at HJU University. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=virtual%20reality" title="virtual reality">virtual reality</a>, <a href="https://publications.waset.org/abstracts/search?q=smartphone" title=" smartphone"> smartphone</a>, <a href="https://publications.waset.org/abstracts/search?q=English%20learning" title=" English learning"> English learning</a>, <a href="https://publications.waset.org/abstracts/search?q=curriculum" title=" curriculum"> curriculum</a> </p> <a href="https://publications.waset.org/abstracts/159876/assessing-students-attitudinal-response-towards-the-use-of-virtual-reality-in-a-mandatory-english-class-at-a-womens-university-in-japan" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/159876.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">65</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">3719</span> Utilization of Cloud-Based Learning Platform for the Enhancement of IT Onboarding System</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Christian%20Luarca">Christian Luarca</a> </p> <p class="card-text"><strong>Abstract:</strong></p> The study aims to define the efficiency of e-Trainings by the use of cloud platform as part of the onboarding process for IT support engineers. Traditional lecture based trainings involves human resource to guide and assist new hires as part of onboarding which takes time and effort. The use of electronic medium as a platform for training provides a two-way basic communication that can be done in a repetitive manner. The study focuses on determining the most efficient manner of learning the basic knowledge on IT support in the shortest time possible. This was determined by conducting the same set of knowledge transfer categories in two different approaches, one being the e-Training and the other using the traditional method. Performance assessment will be done by the use of Service Tracker Assessment (STA) Tool and Service Manager. Data gathered from this ongoing study will promote the utilization of e-Trainings in the IT onboarding process. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=cloud%20platform" title="cloud platform">cloud platform</a>, <a href="https://publications.waset.org/abstracts/search?q=e-Training" title=" e-Training"> e-Training</a>, <a href="https://publications.waset.org/abstracts/search?q=efficiency" title=" efficiency"> efficiency</a>, <a href="https://publications.waset.org/abstracts/search?q=onboarding" title=" onboarding"> onboarding</a> </p> <a href="https://publications.waset.org/abstracts/91087/utilization-of-cloud-based-learning-platform-for-the-enhancement-of-it-onboarding-system" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/91087.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">150</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">3718</span> The Strategic Entering Time of a Commerce Platform</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Chia-li%20Wang">Chia-li Wang</a> </p> <p class="card-text"><strong>Abstract:</strong></p> The surge of service and commerce platforms, such as e-commerce and internet-of-things, have rapidly changed our lives. How to avoid the congestion and get the job done in the platform is now a common problem that many people encounter every day. This requires platform users to make decisions about when to enter the platform. To that end, we investigate the strategic entering time of a simple platform containing random numbers of buyers and sellers of some item. Upon a trade, the buyer and the seller gain respective profits, yet they pay the cost of waiting in the platform. To maximize their expected payoffs from trading, both buyers and sellers can choose their entering times. This creates an interesting and practical framework of a game that is played among buyers, among sellers, and between them. That is, a strategy employed by a player is not only against players of its type but also a response to those of the other type, and, thus, a strategy profile is composed of strategies of buyers and sellers. The players' best response, the Nash equilibrium (NE) strategy profile, is derived by a pair of differential equations, which, in turn, are used to establish its existence and uniqueness. More importantly, its structure sheds valuable insights of how the entering strategy of one side (buyers or sellers) is affected by the entering behavior of the other side. These results provide a base for the study of dynamic pricing for stochastic demand-supply imbalances. Finally, comparisons between the social welfares (the sum of the payoffs incurred by individual participants) obtained by the optimal strategy and by the NE strategy are conducted for showing the efficiency loss relative to the socially optimal solution. That should help to manage the platform better. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=double-sided%20queue" title="double-sided queue">double-sided queue</a>, <a href="https://publications.waset.org/abstracts/search?q=non-cooperative%20game" title=" non-cooperative game"> non-cooperative game</a>, <a href="https://publications.waset.org/abstracts/search?q=nash%20equilibrium" title=" nash equilibrium"> nash equilibrium</a>, <a href="https://publications.waset.org/abstracts/search?q=price%20of%20anarchy" title=" price of anarchy"> price of anarchy</a> </p> <a href="https://publications.waset.org/abstracts/167407/the-strategic-entering-time-of-a-commerce-platform" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/167407.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">86</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">3717</span> The Algorithmic Dilemma: Virtue Development in the Midst of Role Conflict and Role Ambiguity in Platform Work</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Thumesha%20Jayatilake">Thumesha Jayatilake</a> </p> <p class="card-text"><strong>Abstract:</strong></p> As platform work continues to proliferate, algorithmic management, which takes care of its operational role, poses complex challenges, including job satisfaction, worker involvement, ethical decision-making, and worker well-being. This conceptual paper scrutinizes how algorithmic management influences virtue development among platform workers, with an emphasis on the effects of role conflict and role ambiguity. Using an interdisciplinary approach, the research elucidates the complex relationship between algorithmic management systems and the ethical dimensions of work. The study also incorporates the interplay of human interaction and short-term task orientation, thus broadening the understanding of the impacts of algorithmic management on virtue development. The findings have significant implications for policymakers, academics, and industry practitioners, illuminating the ethical complexities presented by the use of algorithms in modern employment settings. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=algorithmic%20management" title="algorithmic management">algorithmic management</a>, <a href="https://publications.waset.org/abstracts/search?q=ethics" title=" ethics"> ethics</a>, <a href="https://publications.waset.org/abstracts/search?q=platform%20work" title=" platform work"> platform work</a>, <a href="https://publications.waset.org/abstracts/search?q=virtue" title=" virtue"> virtue</a> </p> <a href="https://publications.waset.org/abstracts/176627/the-algorithmic-dilemma-virtue-development-in-the-midst-of-role-conflict-and-role-ambiguity-in-platform-work" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/176627.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">73</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">3716</span> Image Rotation Using an Augmented 2-Step Shear Transform</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Hee-Choul%20Kwon">Hee-Choul Kwon</a>, <a href="https://publications.waset.org/abstracts/search?q=Heeyong%20Kwon"> Heeyong Kwon</a> </p> <p class="card-text"><strong>Abstract:</strong></p> Image rotation is one of main pre-processing steps for image processing or image pattern recognition. It is implemented with a rotation matrix multiplication. It requires a lot of floating point arithmetic operations and trigonometric calculations, so it takes a long time to execute. Therefore, there has been a need for a high speed image rotation algorithm without two major time-consuming operations. However, the rotated image has a drawback, i.e. distortions. We solved the problem using an augmented two-step shear transform. We compare the presented algorithm with the conventional rotation with images of various sizes. Experimental results show that the presented algorithm is superior to the conventional rotation one. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=high-speed%20rotation%20operation" title="high-speed rotation operation">high-speed rotation operation</a>, <a href="https://publications.waset.org/abstracts/search?q=image%20rotation" title=" image rotation"> image rotation</a>, <a href="https://publications.waset.org/abstracts/search?q=transform%20matrix" title=" transform matrix"> transform matrix</a>, <a href="https://publications.waset.org/abstracts/search?q=image%20processing" title=" image processing"> image processing</a>, <a href="https://publications.waset.org/abstracts/search?q=pattern%20recognition" title=" pattern recognition"> pattern recognition</a> </p> <a href="https://publications.waset.org/abstracts/64167/image-rotation-using-an-augmented-2-step-shear-transform" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/64167.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">277</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">3715</span> Guidelines for Enhancing the Learning Environment by the Integration of Design Flexibility and Immersive Technology: The Case of the British University in Egypt’s Classrooms</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Eman%20Ayman">Eman Ayman</a>, <a href="https://publications.waset.org/abstracts/search?q=Gehan%20Nagy"> Gehan Nagy</a> </p> <p class="card-text"><strong>Abstract:</strong></p> The learning environment has four main parameters that affect its efficiency which they are: pedagogy, user, technology, and space. According to Morrone, enhancing these parameters to be adaptable for future developments is essential. The educational organization will be in need of developing its learning spaces. Flexibility of design an immersive technology could be used as tools for this development. when flexible design concepts are used, learning spaces that can accommodate a variety of teaching and learning activities are created. To accommodate the various needs and interests of students, these learning spaces are easily reconfigurable and customizable. The immersive learning opportunities offered by technologies like virtual reality, augmented reality, and interactive displays, on the other hand, transcend beyond the confines of the traditional classroom. These technological advancements could improve learning. This thesis highlights the problem of the lack of innovative, flexible learning spaces in educational institutions. It aims to develop guidelines for enhancing the learning environment by the integration of flexible design and immersive technology. This research uses a mixed method approach, both qualitative and quantitative: the qualitative section is related to the literature review theories and case studies analysis. On the other hand, the quantitative section will be identified by the results of the applied studies of the effectiveness of redesigning a learning space from its traditional current state to a flexible technological contemporary space that will be adaptable to many changes and educational needs. Research findings determine the importance of flexibility in learning spaces' internal design as it enhances the space optimization and capability to accommodate the changes and record the significant contribution of immersive technology that assists the process of designing. It will be summarized by the questionnaire results and comparative analysis, which will be the last step of finalizing the guidelines. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=flexibility" title="flexibility">flexibility</a>, <a href="https://publications.waset.org/abstracts/search?q=learning%20space" title=" learning space"> learning space</a>, <a href="https://publications.waset.org/abstracts/search?q=immersive%20technology" title=" immersive technology"> immersive technology</a>, <a href="https://publications.waset.org/abstracts/search?q=learning%20environment" title=" learning environment"> learning environment</a>, <a href="https://publications.waset.org/abstracts/search?q=interior%20design" title=" interior design"> interior design</a> </p> <a href="https://publications.waset.org/abstracts/176406/guidelines-for-enhancing-the-learning-environment-by-the-integration-of-design-flexibility-and-immersive-technology-the-case-of-the-british-university-in-egypts-classrooms" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/176406.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">93</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">3714</span> Survival Analysis Based Delivery Time Estimates for Display FAB</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Paul%20Han">Paul Han</a>, <a href="https://publications.waset.org/abstracts/search?q=Jun-Geol%20Baek"> Jun-Geol Baek</a> </p> <p class="card-text"><strong>Abstract:</strong></p> In the flat panel display industry, the scheduler and dispatching system to meet production target quantities and the deadline of production are the major production management system which controls each facility production order and distribution of WIP (Work in Process). In dispatching system, delivery time is a key factor for the time when a lot can be supplied to the facility. In this paper, we use survival analysis methods to identify main factors and a forecasting model of delivery time. Of survival analysis techniques to select important explanatory variables, the cox proportional hazard model is used to. To make a prediction model, the Accelerated Failure Time (AFT) model was used. Performance comparisons were conducted with two other models, which are the technical statistics model based on transfer history and the linear regression model using same explanatory variables with AFT model. As a result, the Mean Square Error (MSE) criteria, the AFT model decreased by 33.8% compared to the existing prediction model, decreased by 5.3% compared to the linear regression model. This survival analysis approach is applicable to implementing a delivery time estimator in display manufacturing. And it can contribute to improve the productivity and reliability of production management system. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=delivery%20time" title="delivery time">delivery time</a>, <a href="https://publications.waset.org/abstracts/search?q=survival%20analysis" title=" survival analysis"> survival analysis</a>, <a href="https://publications.waset.org/abstracts/search?q=Cox%20PH%20model" title=" Cox PH model"> Cox PH model</a>, <a href="https://publications.waset.org/abstracts/search?q=accelerated%20failure%20time%20model" title=" accelerated failure time model"> accelerated failure time model</a> </p> <a href="https://publications.waset.org/abstracts/4881/survival-analysis-based-delivery-time-estimates-for-display-fab" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/4881.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">543</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">3713</span> A Low-Cost Air Quality Monitoring Internet of Things Platform</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Christos%20Spandonidis">Christos Spandonidis</a>, <a href="https://publications.waset.org/abstracts/search?q=Stefanos%20Tsantilas"> Stefanos Tsantilas</a>, <a href="https://publications.waset.org/abstracts/search?q=Elias%20Sedikos"> Elias Sedikos</a>, <a href="https://publications.waset.org/abstracts/search?q=Nektarios%20Galiatsatos"> Nektarios Galiatsatos</a>, <a href="https://publications.waset.org/abstracts/search?q=Fotios%20Giannopoulos"> Fotios Giannopoulos</a>, <a href="https://publications.waset.org/abstracts/search?q=Panagiotis%20Papadopoulos"> Panagiotis Papadopoulos</a>, <a href="https://publications.waset.org/abstracts/search?q=Nikolaos%20Demagos"> Nikolaos Demagos</a>, <a href="https://publications.waset.org/abstracts/search?q=Dimitrios%20Reppas"> Dimitrios Reppas</a>, <a href="https://publications.waset.org/abstracts/search?q=Christos%20Giordamlis"> Christos Giordamlis</a> </p> <p class="card-text"><strong>Abstract:</strong></p> In the present paper, a low cost, compact and modular Internet of Things (IoT) platform for air quality monitoring in urban areas is presented. This platform comprises of dedicated low cost, low power hardware and the associated embedded software that enable measurement of particles (PM2.5 and PM10), NO, CO, CO<sub>2</sub> and O<sub>3</sub> concentration in the air, along with relative temperature and humidity. This integrated platform acts as part of a greater air pollution data collecting wireless network that is able to monitor the air quality in various regions and neighborhoods of an urban area, by providing sensor measurements at a high rate that reaches up to one sample per second. It is therefore suitable for Big Data analysis applications such as air quality forecasts, weather forecasts and traffic prediction. The first real world test for the developed platform took place in Thessaloniki, Greece, where 16 devices were installed in various buildings in the city. In the near future, many more of these devices are going to be installed in the greater Thessaloniki area, giving a detailed air quality map of the city. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=distributed%20sensor%20system" title="distributed sensor system">distributed sensor system</a>, <a href="https://publications.waset.org/abstracts/search?q=environmental%20monitoring" title=" environmental monitoring"> environmental monitoring</a>, <a href="https://publications.waset.org/abstracts/search?q=Internet%20of%20Things" title=" Internet of Things"> Internet of Things</a>, <a href="https://publications.waset.org/abstracts/search?q=smart%20cities" title=" smart cities"> smart cities</a> </p> <a href="https://publications.waset.org/abstracts/129799/a-low-cost-air-quality-monitoring-internet-of-things-platform" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/129799.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">146</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">3712</span> Brain-Motor Disablement: Using Virtual Reality-Based Therapeutic Simulations</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Vince%20Macri">Vince Macri</a>, <a href="https://publications.waset.org/abstracts/search?q=Jakub%20Petioky"> Jakub Petioky</a>, <a href="https://publications.waset.org/abstracts/search?q=Paul%20Zilber"> Paul Zilber</a> </p> <p class="card-text"><strong>Abstract:</strong></p> Virtual-reality-based technology, i.e. video-game-like simulations (collectively, VRSims) are used in therapy for a variety of medical conditions. The purpose of this paper is to contribute to a discussion on criteria for selecting VRSims to augment treatment of survivors of acquired brain injury. Specifically, for treatments to improve or restore brain motor function in upper extremities affected by paresis or paralysis. Six uses of virtual reality are reviewed video games for entertainment, training simulations, unassisted or device-assisted movements of affected or unaffected extremities displayed in virtual environments and virtual anatomical interactivity. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=acquired%20brain%20injury" title="acquired brain injury">acquired brain injury</a>, <a href="https://publications.waset.org/abstracts/search?q=brain-motor%20function" title=" brain-motor function"> brain-motor function</a>, <a href="https://publications.waset.org/abstracts/search?q=virtual%20anatomical%20interactivity" title=" virtual anatomical interactivity"> virtual anatomical interactivity</a>, <a href="https://publications.waset.org/abstracts/search?q=therapeutic%20simulations" title=" therapeutic simulations "> therapeutic simulations </a> </p> <a href="https://publications.waset.org/abstracts/29311/brain-motor-disablement-using-virtual-reality-based-therapeutic-simulations" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/29311.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">588</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">3711</span> Enhanced Retrieval-Augmented Generation (RAG) Method with Knowledge Graph and Graph Neural Network (GNN) for Automated QA Systems</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Zhihao%20Zheng">Zhihao Zheng</a>, <a href="https://publications.waset.org/abstracts/search?q=Zhilin%20Wang"> Zhilin Wang</a>, <a href="https://publications.waset.org/abstracts/search?q=Linxin%20Liu"> Linxin Liu</a> </p> <p class="card-text"><strong>Abstract:</strong></p> In the research of automated knowledge question-answering systems, accuracy and efficiency are critical challenges. This paper proposes a knowledge graph-enhanced Retrieval-Augmented Generation (RAG) method, combined with a Graph Neural Network (GNN) structure, to automatically determine the correctness of knowledge competition questions. First, a domain-specific knowledge graph was constructed from a large corpus of academic journal literature, with key entities and relationships extracted using Natural Language Processing (NLP) techniques. Then, the RAG method's retrieval module was expanded to simultaneously query both text databases and the knowledge graph, leveraging the GNN to further extract structured information from the knowledge graph. During answer generation, contextual information provided by the knowledge graph and GNN is incorporated to improve the accuracy and consistency of the answers. Experimental results demonstrate that the knowledge graph and GNN-enhanced RAG method perform excellently in determining the correctness of questions, achieving an accuracy rate of 95%. Particularly in cases involving ambiguity or requiring contextual information, the structured knowledge provided by the knowledge graph and GNN significantly enhances the RAG method's performance. This approach not only demonstrates significant advantages in improving the accuracy and efficiency of automated knowledge question-answering systems but also offers new directions and ideas for future research and practical applications. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=knowledge%20graph" title="knowledge graph">knowledge graph</a>, <a href="https://publications.waset.org/abstracts/search?q=graph%20neural%20network" title=" graph neural network"> graph neural network</a>, <a href="https://publications.waset.org/abstracts/search?q=retrieval-augmented%20generation" title=" retrieval-augmented generation"> retrieval-augmented generation</a>, <a href="https://publications.waset.org/abstracts/search?q=NLP" title=" NLP"> NLP</a> </p> <a href="https://publications.waset.org/abstracts/188751/enhanced-retrieval-augmented-generation-rag-method-with-knowledge-graph-and-graph-neural-network-gnn-for-automated-qa-systems" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/188751.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">39</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">3710</span> Triple Modulation on Wound Healing in Glaucoma Surgery Using Mitomycin C and Ologen Augmented with Anti-Vascular Endothelial Growth Factor </h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Reetika%20Sharma">Reetika Sharma</a>, <a href="https://publications.waset.org/abstracts/search?q=Lalit%20Tejwani"> Lalit Tejwani</a>, <a href="https://publications.waset.org/abstracts/search?q=Himanshu%20Shekhar"> Himanshu Shekhar</a>, <a href="https://publications.waset.org/abstracts/search?q=Arun%20Singhvi"> Arun Singhvi</a> </p> <p class="card-text"><strong>Abstract:</strong></p> Purpose: To describe a novel technique of trabeculectomy targeting triple modulation on wound healing to increase the overall success rate. Method: Ten eyes of 10 patients underwent trabeculectomy with subconjunctival mitomycin C (0.4mg/ml for 4 minutes) application combined with Ologen implantation subconjunctivally and subsclerally. Five of these patients underwent additional phacoemulsification with intraocular lens implantation. The Ologen implant was wet with 0.1 ml Bevacizumab. Result: All the eyes achieved target intraocular pressure (IOP), which was maintained until one year of follow-up. Two patients needed anterior chamber reformation at day two post surgery. One patient needed cataract surgery after four months of surgery and achieved target intraocular pressure on two topical antiglaucoma medicines. Conclusion: Vascular endothelial growth factor (VEGF) concentration has been seen to increase in the aqueous humor after filtration surgery. Ologen implantation helps in collagen remodelling, antifibroblastic response, and acts as a spacer. Bevacizumab augmented Ologen, in addition, targets the increased VEGF and helps in decreasing scarring. Anti-VEGF augmented Ologen in trabeculectomy with mitomycin C (MMC) hence appears to have encouraging short-term intraocular pressure control. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=ologen" title="ologen">ologen</a>, <a href="https://publications.waset.org/abstracts/search?q=anti-VEGF" title=" anti-VEGF"> anti-VEGF</a>, <a href="https://publications.waset.org/abstracts/search?q=trabeculectomy" title=" trabeculectomy"> trabeculectomy</a>, <a href="https://publications.waset.org/abstracts/search?q=scarring" title=" scarring"> scarring</a> </p> <a href="https://publications.waset.org/abstracts/75791/triple-modulation-on-wound-healing-in-glaucoma-surgery-using-mitomycin-c-and-ologen-augmented-with-anti-vascular-endothelial-growth-factor" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/75791.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info 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