176,385 research outputs found

    E-Learning for Teachers and Trainers : Innovative Practices, Skills and Competences

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    Reproduction is authorised provided the source is acknowledged.Final Published versio

    On the use of serious games technology to facilitate large-scale training in cybercrime response

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    As technology becomes pervasive in everyday life, there are very few crimes that don’t have some ‘cyber’ element to them. The vast majority of crime now has some digital footprint; whether it’s from a CCTV camera, mobile phone or IoT device, there exists a vast range of technological devices with the ability to store digital evidence that could be of use during a criminal investigation. There is a clear requirement to ensure that digital forensic investigators have received up-to-date training on appropriate methods for the seizure, acquisition and analysis of digital devices. However, given the increasing number of crimes now involving a range of technological devices it is increasingly important for those police officers who respond to incidents of crime to have received appropriate training.The aim of our research is to transform the delivery of first responder training in tackling cybercrime.A project trialling the use of computer games technology to train officers in cybercrime response is described. A game simulating typical cybercrime scenes has been developed and its use in training first responders has been evaluated within Police Scotland. Overall, this approach to the large-scale provision of training (potentially to a whole force) is shown to offer potential

    ALT-C 2010 - Conference Proceedings

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    Alternative sweetener from curculigo fruits

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    This study gives an overview on the advantages of Curculigo Latifolia as an alternative sweetener and a health product. The purpose of this research is to provide another option to the people who suffer from diabetes. In this research, Curculigo Latifolia was chosen, due to its unique properties and widely known species in Malaysia. In order to obtain the sweet protein from the fruit, it must go through a couple of procedures. First we harvested the fruits from the Curculigo trees that grow wildly in the garden. Next, the Curculigo fruits were dried in the oven at 50 0C for 3 days. Finally, the dried fruits were blended in order to get a fine powder. Curculin is a sweet protein with a taste-modifying activity of converting sourness to sweetness. The curculin content from the sample shown are directly proportional to the mass of the Curculigo fine powder. While the FTIR result shows that the sample spectrum at peak 1634 cm–1 contains secondary amines. At peak 3307 cm–1 contains alkynes

    Virtual reality simulation for the optimization of endovascular procedures : current perspectives

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    Endovascular technologies are rapidly evolving, often - requiring coordination and cooperation between clinicians and technicians from diverse specialties. These multidisciplinary interactions lead to challenges that are reflected in the high rate of errors occurring during endovascular procedures. Endovascular virtual reality (VR) simulation has evolved from simple benchtop devices to full physic simulators with advanced haptics and dynamic imaging and physiological controls. The latest developments in this field include the use of fully immersive simulated hybrid angiosuites to train whole endovascular teams in crisis resource management and novel technologies that enable practitioners to build VR simulations based on patient-specific anatomy. As our understanding of the skills, both technical and nontechnical, required for optimal endovascular performance improves, the requisite tools for objective assessment of these skills are being developed and will further enable the use of VR simulation in the training and assessment of endovascular interventionalists and their entire teams. Simulation training that allows deliberate practice without danger to patients may be key to bridging the gap between new endovascular technology and improved patient outcomes

    Measuring the Affordances of Studying in a Virtual World

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    There has been much interest at the University of Hertfordshire in the teaching and learning in virtual worlds such as Second Life. The School of Computer Science has established a virtual campus within this system where a broad range of learning and teaching activities take place. These include presenting textual, audio and video learning and teaching materials, delivering virtual lectures, providing simulations and group working areas. Recently there has been a great deal of controversy over such initiatives, for example at my own university lecturers are divided as to the efficacy of such an approach. Some see the initiative as an interesting addition to the range of teaching and learning strategies available, likely to motivate learners. Others see it as a trivial attempt to jump on the latest band wagon, with little pedagogical benefit or justification. My own past research in this area, over several years has related to an estimation of the cognitive load imposed by desktop virtual environments and how this affected learning. Several important variables have been identified in several years of research and their effects measured. In the study presented here, a group of 80 final year computer science students used the Second Life virtual environment in order to support their practical project work. Groups of four learners used the university virtual campus especially modified for this purpose to hold meetings and to manage their software development projects. This study reports on how the group areas were established and used by the learners, the types of activities that took place and the effectiveness of the approach in this context. Quantitative and qualitative research was undertaken and it was found that there were benefits to be had by the use of such virtual environments. Recommendations are made as to the affordances of the Second Life virtual environment for teaching and learning in this context and also discussed are the potential problems inherent in this initiative related to individual differences and the cognitive burden imposed on learners.Peer reviewe

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Towards Optimally Decentralized Multi-Robot Collision Avoidance via Deep Reinforcement Learning

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    Developing a safe and efficient collision avoidance policy for multiple robots is challenging in the decentralized scenarios where each robot generate its paths without observing other robots' states and intents. While other distributed multi-robot collision avoidance systems exist, they often require extracting agent-level features to plan a local collision-free action, which can be computationally prohibitive and not robust. More importantly, in practice the performance of these methods are much lower than their centralized counterparts. We present a decentralized sensor-level collision avoidance policy for multi-robot systems, which directly maps raw sensor measurements to an agent's steering commands in terms of movement velocity. As a first step toward reducing the performance gap between decentralized and centralized methods, we present a multi-scenario multi-stage training framework to find an optimal policy which is trained over a large number of robots on rich, complex environments simultaneously using a policy gradient based reinforcement learning algorithm. We validate the learned sensor-level collision avoidance policy in a variety of simulated scenarios with thorough performance evaluations and show that the final learned policy is able to find time efficient, collision-free paths for a large-scale robot system. We also demonstrate that the learned policy can be well generalized to new scenarios that do not appear in the entire training period, including navigating a heterogeneous group of robots and a large-scale scenario with 100 robots. Videos are available at https://sites.google.com/view/drlmac
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