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    Recognize Geometry Shapes through Computer Learning in Early Math Skills

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    One form of early mathematical recognition is to introduce the concept of geometric shapes. Geometry is an important scientific discipline for present and future life by developing various ways that fit 21st century skills. This study aims to overcome the problem of early mathematical recognition of early childhood on geometry, especially how to recognize geometric forms based on computer learning. A total of 24 children aged 4-5 years in kindergarten has to carrying out 2 research cycles with a total of 5 meetings. Treatment activities in each learning cycle include mentioning, grouping and imitating geometric shapes. There were only 7 children who were able to recognize the geometric shapes in the pre-research cycle (29.2%). An increase in the number of children who are able to do activities well in each research cycle includes: 1) The activities mentioned in the first cycle and 75% in the second cycle; 2) Classifying activities in the first cycle were 37.5% and 75% in the second cycle; 3) Imitation activities in the first cycle 54.2% and 79.2% in the second cycle. The results of data acquisition show that computer learning application can improve the ability to recognize geometric shapes, this is because computer learning provides software that has activities to recognize geometric shapes with the animation and visuals displayed. Keywords: Early Childhood Computer Learning, Geometry Forms, Early Math Skills Reference Alia, T., & Irwansyah. (2018). Pendampingan Orang Tua pada Anak Usia Dini dalam Penggunaan Teknologi Digital. A Journal of Language, Literature, Culture and Education, 14(1), 65– 78. https://doi.org/10.19166/pji.v14i1.639 Ameliola, S., & Nugraha, H. D. (2013). 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    Design and simulation of a resorbable bone fixation plate made by additive manufacturing for femoral mid-SHAFT fractures

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    [EN] Finite element method has been employed to establish the feasibility of a fixation plate made of PLA by additive manufacturing for femoral shaft fractures. For this purpose, Von Mises stress and the pressure contact between bones had been analysed. The proposed design has been compared with an actual titanium fixation plate as a point of reference.J. Ivorra-Martinez is funded with a FormaciĂłn de Profesorado Universitario (FPU) grant from the Spanish Government (Ministerio de Ciencia, InnovaciĂłn y Universidades), with reference FPU19/01759.Ivorra MartĂ­nez, J.; SellĂ©s CantĂł, MÁ.; SĂĄnchez Caballero, S.; Boronat Vitoria, T. (2021). Design and simulation of a resorbable bone fixation plate made by additive manufacturing for femoral mid-SHAFT fractures. Journal of Applied Research in Technology & Engineering. 2(1):11-16. https://doi.org/10.4995/jarte.2021.14712OJS111621Alizadeh-Osgouei, M., Li, Y., Wen, C. (2019). 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Development and validation of statistical models of femur geometry for use with parametric finite element models. Annals of biomedical engineering, 43(10), 2503-2514. https://doi.org/10.1007/s10439-015-1307-6Li, J., Li, Z., Ye, L., Zhao, X., Coates, P., Caton-Rose, F. (2017). Structure and biocompatibility improvement mechanism of highly oriented poly (lactic acid) produced by solid die drawing. European Polymer Journal, 97, 68-76. https://doi.org/10.1016/j.eurpolymj.2017.09.038Li, J., Qin, L., Yang, K., Ma, Z., Wang, Y., Cheng, L., Zhao, D. (2020). Materials evolution of bone plates for internal fixation of bone fractures: A review. Journal of Materials Science & Technology, 36, 190-208. https://doi.org/10.1016/j.jmst.2019.07.024Li, J., Yin, P., Zhang, L., Chen, H., Tang, P. (2019). Medial anatomical buttress plate in treating displaced femoral neck fracture a finite element analysis. 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Mechanical properties of components fabricated with open-source 3-D printers under realistic environmental conditions. Materials & Design, 58, 242-246. https://doi.org/10.1016/j.matdes.2014.02.038Wang, A.Y., Peng, J., Sun, M.X., Sui, X., Wang, X., Tian, Y., Lu, S.B. (2006). Biomechanical comparison of different structural bone grafting in femoral heads' defects of weight-bearing region. Journal of Medical Biomechanics, 4.Wang, J., Ma, J.X., Lu, B., Bai, H.H., Wang, Y., Ma, X.L. (2020). Comparative finite element analysis of three implants fixing stable and unstable subtrochanteric femoral fractures: Proximal Femoral Nail Antirotation (PFNA), Proximal Femoral Locking Plate (PFLP), and Reverse Less Invasive Stabilization System (LISS). Orthopaedics & Traumatology: Surgery & Research, 106(1), 95-101. https://doi.org/10.1016/j.otsr.2019.04.027Wang, X., Xu, S., Zhou, S., Xu, W., Leary, M., Choong, P., Xie, Y.M. (2016). 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    Abstract State Machines 1988-1998: Commented ASM Bibliography

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    An annotated bibliography of papers which deal with or use Abstract State Machines (ASMs), as of January 1998.Comment: Also maintained as a BibTeX file at http://www.eecs.umich.edu/gasm

    Key Steps in Developing a Cognitive Vaccine against Traumatic Flashbacks: Visuospatial Tetris versus Verbal Pub Quiz

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    Background: Flashbacks (intrusive memories of a traumatic event) are the hallmark feature of Post Traumatic Stress Disorder, however preventative interventions are lacking. Tetris may offer a 'cognitive vaccine' [1] against flashback development after trauma exposure. We previously reported that playing the computer game Tetris soon after viewing traumatic material reduced flashbacks compared to no-task [1]. However, two criticisms need to be addressed for clinical translation: (1) Would all games have this effect via distraction/enjoyment, or might some games even be harmful? (2) Would effects be found if administered several hours post-trauma? Accordingly, we tested Tetris versus an alternative computer game - Pub Quiz - which we hypothesized not to be helpful (Experiments 1 and 2), and extended the intervention interval to 4 hours (Experiment 2).Methodology/Principal Findings: The trauma film paradigm was used as an experimental analog for flashback development in healthy volunteers. In both experiments, participants viewed traumatic film footage of death and injury before completing one of the following: (1) no-task control condition (2) Tetris or (3) Pub Quiz. Flashbacks were monitored for 1 week. Experiment 1: 30 min after the traumatic film, playing Tetris led to a significant reduction in flashbacks compared to no-task control, whereas Pub Quiz led to a significant increase in flashbacks. Experiment 2: 4 hours post-film, playing Tetris led to a significant reduction in flashbacks compared to no-task control, whereas Pub Quiz did not.Conclusions/Significance: First, computer games can have differential effects post-trauma, as predicted by a cognitive science formulation of trauma memory. In both Experiments, playing Tetris post-trauma film reduced flashbacks. Pub Quiz did not have this effect, even increasing flashbacks in Experiment 1. Thus not all computer games are beneficial or merely distracting post-trauma - some may be harmful. Second, the beneficial effects of Tetris are retained at 4 hours post-trauma. Clinically, this delivers a feasible time-window to administer a post-trauma "cognitive vaccine''

    Making the Connection: Moore’s Theory of Transactional Distance and Its Relevance to the Use of a Virtual Classroom in Postgraduate Online Teacher Education

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    This study explored the use of the Web-based virtual environment, Adobe Connect Pro, in a postgraduate online teacher education programme at the University of Waikato. It applied the tenets of Moore’s Theory of Transactional Distance (Moore, 1997) in examining the efficacy of using the virtual classroom to promote quality dialogue and explored how both internal and external structural elements related to the purpose and use of the classroom affected the sense of learner autonomy. The study provides an illustration of the complexity of the relationship that exists between the elements of Moore’s theory, and how the implementation of an external structuring technology such as the virtual classroom, can have both positive impacts (dialogue creation) and negative impacts (diminished sense of learner autonomy). It also suggests that, although Moore’s theory provides a useful conceptual “lens” through which to analyse online learning practices, its tenets may need revisiting to reflect the move toward the use of synchronous communication tools in online distance learning

    Review of research in feature-based design

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    Research in feature-based design is reviewed. Feature-based design is regarded as a key factor towards CAD/CAPP integration from a process planning point of view. From a design point of view, feature-based design offers possibilities for supporting the design process better than current CAD systems do. The evolution of feature definitions is briefly discussed. Features and their role in the design process and as representatives of design-objects and design-object knowledge are discussed. The main research issues related to feature-based design are outlined. These are: feature representation, features and tolerances, feature validation, multiple viewpoints towards features, features and standardization, and features and languages. An overview of some academic feature-based design systems is provided. Future research issues in feature-based design are outlined. The conclusion is that feature-based design is still in its infancy, and that more research is needed for a better support of the design process and better integration with manufacturing, although major advances have already been made

    STV-based Video Feature Processing for Action Recognition

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    In comparison to still image-based processes, video features can provide rich and intuitive information about dynamic events occurred over a period of time, such as human actions, crowd behaviours, and other subject pattern changes. Although substantial progresses have been made in the last decade on image processing and seen its successful applications in face matching and object recognition, video-based event detection still remains one of the most difficult challenges in computer vision research due to its complex continuous or discrete input signals, arbitrary dynamic feature definitions, and the often ambiguous analytical methods. In this paper, a Spatio-Temporal Volume (STV) and region intersection (RI) based 3D shape-matching method has been proposed to facilitate the definition and recognition of human actions recorded in videos. The distinctive characteristics and the performance gain of the devised approach stemmed from a coefficient factor-boosted 3D region intersection and matching mechanism developed in this research. This paper also reported the investigation into techniques for efficient STV data filtering to reduce the amount of voxels (volumetric-pixels) that need to be processed in each operational cycle in the implemented system. The encouraging features and improvements on the operational performance registered in the experiments have been discussed at the end
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