979 research outputs found

    An Advanced Conceptual Diagnostic Healthcare Framework for Diabetes and Cardiovascular Disorders

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    The data mining along with emerging computing techniques have astonishingly influenced the healthcare industry. Researchers have used different Data Mining and Internet of Things (IoT) for enrooting a programmed solution for diabetes and heart patients. However, still, more advanced and united solution is needed that can offer a therapeutic opinion to individual diabetic and cardio patients. Therefore, here, a smart data mining and IoT (SMDIoT) based advanced healthcare system for proficient diabetes and cardiovascular diseases have been proposed. The hybridization of data mining and IoT with other emerging computing techniques is supposed to give an effective and economical solution to diabetes and cardio patients. SMDIoT hybridized the ideas of data mining, Internet of Things, chatbots, contextual entity search (CES), bio-sensors, semantic analysis and granular computing (GC). The bio-sensors of the proposed system assist in getting the current and precise status of the concerned patients so that in case of an emergency, the needful medical assistance can be provided. The novelty lies in the hybrid framework and the adequate support of chatbots, granular computing, context entity search and semantic analysis. The practical implementation of this system is very challenging and costly. However, it appears to be more operative and economical solution for diabetes and cardio patients.Comment: 11 PAGE

    Slice and Dice: A Physicalization Workflow for Anatomical Edutainment

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    During the last decades, anatomy has become an interesting topic in education---even for laymen or schoolchildren. As medical imaging techniques become increasingly sophisticated, virtual anatomical education applications have emerged. Still, anatomical models are often preferred, as they facilitate 3D localization of anatomical structures. Recently, data physicalizations (i.e., physical visualizations) have proven to be effective and engaging---sometimes, even more than their virtual counterparts. So far, medical data physicalizations involve mainly 3D printing, which is still expensive and cumbersome. We investigate alternative forms of physicalizations, which use readily available technologies (home printers) and inexpensive materials (paper or semi-transparent films) to generate crafts for anatomical edutainment. To the best of our knowledge, this is the first computer-generated crafting approach within an anatomical edutainment context. Our approach follows a cost-effective, simple, and easy-to-employ workflow, resulting in assemblable data sculptures (i.e., semi-transparent sliceforms). It primarily supports volumetric data (such as CT or MRI), but mesh data can also be imported. An octree slices the imported volume and an optimization step simplifies the slice configuration, proposing the optimal order for easy assembly. A packing algorithm places the resulting slices with their labels, annotations, and assembly instructions on a paper or transparent film of user-selected size, to be printed, assembled into a sliceform, and explored. We conducted two user studies to assess our approach, demonstrating that it is an initial positive step towards the successful creation of interactive and engaging anatomical physicalizations

    Pairing craft-making with Mandarin eBooks: An investigation into the use of craft for language learning by pre-schoolers

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    Bilingual ethnic Chinese parents are concerned about their preschoolers’ learning of their mother tongue. Many allow their children to learn Mandarin by accessing language applications on mobile devices. However the effectiveness of solely using mobile devices as a learning tool for preschoolers is debatable. This paper presents a field investigation on how adult-facilitated craft-making, generates greater interest the reading of Mandarin eBooks and retention of the stories. The data suggests pairing of activities may be useful to children from across language abilities. This also highlights a need for designers and educators to formulate a holistic design approach in the development of preschool mobile learning content

    A Paradigm Shift from Optimal Play to Mental Comfort: A Perspective from the Game Refinement Theory

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    The game refinement theory focuses on the game designer perspective, where its application in various types of games provides evidence of the occurring paradigm shift. Utilizing the logistical model of game outcome uncertainty, it provides a platform for incorporating gamified experience observed in games to be adopted in domains outside of game while retaining the context of the game. Making games as a testbed, the implications of the game refinement theory have been observed in the educational and business perspective, while further explored its utility in interpreting some states of the human mind. In addition, a holistic view of design in games and in the real-world environments was discussed, where the prospects of the game refinement theory were also highlighted

    Combining Interaction Design and Gaming Technologies for the Development of Interactive Archaeological Content Presentation Systems

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    Our main objective is to produce state-of-the-art edutainment and serious game end-systems, which satisfy the requirements of all three parties involved in the development process: content experts, end-users and application developers. Their requirements are often cross disciplinary, as each party involved in the process requires solutions to a number of problems which need to be answered in a systematic and complete manner. The ultimate goal of this process is to introduce an efficient, extendable and aesthetically pleasing end-system. In order to achieve these goals, we address and attempt to resolve the most common presentation design issues that arise during the process of interaction design. Completion of this process enables the actual system development to commence with a precise and complete specification of content features and system characteristics

    Getting the message across: an experiment in radio-based water resources management education in Malawi

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    Recent studies have recommended leveraging on the potency of media advocacy in attaining the goals of sustainable safe water as key to healthy and prosperous communities. This paper describes the experience of trialling a 6-week radio pilot focussed on water resources management and tracking its effectiveness using SMS technology and field interviews with radio listener groups. Despite a short broadcast period, the radio pilot registered measurable traction with audiences due to a 56% response rate to the SMS tracking system, evidence of behaviour change at village-level and cases of unsolicited queries from the general public demanding for more information. Though effective, any radio-based intervention, at-scale, has to be complemented with field support to receptive communities that could act as model villages. This could be achieved through close collaboration with local government extension networks and the establishment of a community of practise to act as a referral system for queries

    Real-Time Face Feature Reshaping Without Cosmetic Surgery

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    In the contemporary world today computer vision applica- tions make use of 4G technology and high-definition HD video calling on mobile phones People frequently utilize 4G video calling to commu- nicate with friends and family The technology is capable of projecting minute elements from the real world such as background facial features and behavior among other things We developed a video processing sys- tem that lets users alter the shape and look of facial features such as the brows eyes nose lip jaw and chi

    Digital Game-Based Learning: Teacher Training, Perceptions, Benefits, and Barriers

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    The purpose of this quantitative study was to determine current teacher training practices, both preservice teacher preparation programs and school district professional development, aligned to digital game-based learning (DGBL). The study surveyed Northern Minnesota teachers in grades P-12 to determine their perceptions related to the benefits of DGBL and the barriers they face to the implementation of DGBL. Respondents (N = 345) rated trainings, resources, and supports which they felt would encourage their use of digital games to deliver educational content and facilitate learning. The results of the study revealed the majority of respondents perceived numerous benefits to DGBL including: (a) the use of digital games as supplemental learning activities (89.48%); (b) to provide instantaneous feedback to learners (86.51%); and (c) to motivate students (85.50%). Respondents ranked the cost of purchasing games or licenses (81.23%) and the cost of equipment (80.35%) as the top two deterrents to the implementation of DGBL. The study showed a lack of teacher training, both in teacher preparation programs (75.00%) and school district professional development (77.52%) aligned to the use of digital games in the classroom. The findings of this study contribute to existing research outlining the lack of teacher training aligned to the integration of digital games into the classroom. This study concludes with recommendations for school administrators including: (a) professional development offerings aligned to DGBL; (b) technology support personnel to provide ongoing support; and (c) time designated specifically for the exploration of digital games and to plan for their use in the classroom
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