54,364 research outputs found

    Alternative sweetener from curculigo fruits

    Get PDF
    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

    Proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET 2013)

    Get PDF
    "This book contains the proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET) 2013 which was held on 16.-17.September 2013 in Paphos (Cyprus) in conjunction with the EC-TEL conference. The workshop and hence the proceedings are divided in two parts: on Day 1 the EuroPLOT project and its results are introduced, with papers about the specific case studies and their evaluation. On Day 2, peer-reviewed papers are presented which address specific topics and issues going beyond the EuroPLOT scope. This workshop is one of the deliverables (D 2.6) of the EuroPLOT project, which has been funded from November 2010 – October 2013 by the Education, Audiovisual and Culture Executive Agency (EACEA) of the European Commission through the Lifelong Learning Programme (LLL) by grant #511633. The purpose of this project was to develop and evaluate Persuasive Learning Objects and Technologies (PLOTS), based on ideas of BJ Fogg. The purpose of this workshop is to summarize the findings obtained during this project and disseminate them to an interested audience. Furthermore, it shall foster discussions about the future of persuasive technology and design in the context of learning, education and teaching. The international community working in this area of research is relatively small. Nevertheless, we have received a number of high-quality submissions which went through a peer-review process before being selected for presentation and publication. We hope that the information found in this book is useful to the reader and that more interest in this novel approach of persuasive design for teaching/education/learning is stimulated. We are very grateful to the organisers of EC-TEL 2013 for allowing to host IWEPLET 2013 within their organisational facilities which helped us a lot in preparing this event. I am also very grateful to everyone in the EuroPLOT team for collaborating so effectively in these three years towards creating excellent outputs, and for being such a nice group with a very positive spirit also beyond work. And finally I would like to thank the EACEA for providing the financial resources for the EuroPLOT project and for being very helpful when needed. This funding made it possible to organise the IWEPLET workshop without charging a fee from the participants.

    Active learning based laboratory towards engineering education 4.0

    Get PDF
    Universities have a relevant and essential key role to ensure knowledge and development of competencies in the current fourth industrial revolution called Industry 4.0. The Industry 4.0 promotes a set of digital technologies to allow the convergence between the information technology and the operation technology towards smarter factories. Under such new framework, multiple initiatives are being carried out worldwide as response of such evolution, particularly, from the engineering education point of view. In this regard, this paper introduces the initiative that is being carried out at the Technical University of Catalonia, Spain, called Industry 4.0 Technologies Laboratory, I4Tech Lab. The I4Tech laboratory represents a technological environment for the academic, research and industrial promotion of related technologies. First, in this work, some of the main aspects considered in the definition of the so called engineering education 4.0 are discussed. Next, the proposed laboratory architecture, objectives as well as considered technologies are explained. Finally, the basis of the proposed academic method supported by an active learning approach is presented.Postprint (published version

    The use of an e-learning constructivist solution in workplace learning

    Get PDF
    We wished to investigate whether an e-learning approach which uses constructivist principles can be successfully applied to train employees in a highly specialised skill thought to require expert individuals and extensive prolonged training. The approach involved the development of an e-learning package which included simulations and interactivity, then experimental testing in a case study workplace environment with the collection of both quantitative and qualitative data to assess the effectiveness of the package. Our study shows that this e-learning strategy improved the skills of the inexperienced operator significantly. We therefore propose that such programmes could be used as a work based training aid and used as a model system for the training of employees in complex skilled tasks in the workplace. This research demonstrates that the e-learning can be applied outside the traditional learning environment to train unskilled employees to undertake complex practical tasks which traditionally would involve prohibitively expensive instruction. This work also illustrates that simulations and interactivity are powerful tools in the design of successful e-learning packages in preparing learners for real world practical situations. Finally this study shows that workplace learners can be better served by elearning environments rather than conventional training as they allow asynchronous learning and private study which are valued by employees who have other demands on their time and are more comfortable receiving tuition privately Relevance to industry: E-learning using constructivist principles, and incorporating simulations and interactivity can be used successfully in the training of highly specialised and skilled tasks required in the modern workplace

    Augmented and virtual realities : the future of building design and visualization

    Get PDF
    The present study precisely conveys the methodology of developing a three-dimensional (3D) architectural model of a villa with its walk-through and displaying the model in virtual reality, which as a result, be used by the clients to spectate, customize and buy the real estate property. Additionally, the case study highlights the advancement in architecture, as certain specifications of each element of a 3D model can be viewed in a virtual environment. Virtual reality is a transpiring platform, and in addition to that, the real-estate sector shows its incorporation in designing, marketing, and selling projects. The teaching and learning process can be eased out by intervening it with technology that generates an enhanced visualization environment. These technologies, when used constructively, save time and energy and also hoard economic standards ensuing lucrative benefits

    Lessons from an innovation-leader and tools to learn them

    Get PDF
    Purpose: A number of recent reports have suggested that communication and management skills are important competences for engineers today and are likely to continue so in the future. While participation in strategy management decisions is expected to be important for engineers in technology driven firms, little attention is given to strategy management tools in many undergraduate engineering courses. The paper demonstrates one approach to tackling this issue. Design/methodology/approach: The authors initially present a critique of the use of standard strategy management tools SWOT analysis and Porter’s 5 Forces for decision making about future company policy. This critique is then complemented by a case-study of a university start-up, a recognized innovation-leader, in which SWOT analysis, Porter’s 5 Forces and PESTLE analysis are applied retrospectively as sense-making constructs to understand the firm’s previous policy decisions. Findings and Originality/value: The paper illustrates the potential of retrospective use of strategy management tools is demonstrated. Research limitations/implications: An obstacle confronting researchers in studies of this type is that for reasons of confidentiality it is difficult to gain access to current objective data on the financial situation and policy decisions of a firm. Furthermore this work presents a single case study. Both limitations are addressed in the appropriate section of the article. Originality/value: The value of the retrospective use of strategy management tools is illustrated. The paper makes proposals regarding how such data can be employed in role-play activities in preparing engineers to develop interdisciplinary communication skills in the context of strategy management decision makingPeer Reviewe

    Using gaming paratexts in the literacy classroom

    Get PDF
    This paper illustrates how digital game paratexts may effectively be used in the high school English to meet a variety of traditional and multimodal literacy outcomes. Paratexts are texts that refer to digital gaming and game cultures, and using them in the classroom enables practitioners to focus on and valorise the considerable literacies and skills that young people develop and deploy in their engagement with digital gaming and game cultures. The effectiveness of valorizing paratexts in this manner is demonstrated through two examples of assessment by students in classes where teachers had designed curriculum and assessment activities using paratexts

    The future of product design

    Get PDF
    • 

    corecore