183 research outputs found

    Testing and validating the CERES-wheat (Crop Estimation through Resource and Environment Synthesis-wheat) model in diverse environments

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    CERES-Wheat is a computer simulation model of the growth, development, and yield of spring and winter wheat. It was designed to be used in any location throughout the world where wheat can be grown. The model is written in Fortran 77, operates on a daily time stop, and runs on a range of computer systems from microcomputers to mainframes. Two versions of the model were developed: one, CERES-Wheat, assumes nitrogen to be nonlimiting; in the other, CERES-Wheat-N, the effects of nitrogen deficiency are simulated. The report provides the comparisons of simulations and measurements of about 350 wheat data sets collected from throughout the world

    Fishtail effect and vortex dynamics in LiFeAs single crystals

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    We investigate the fishtail effect, critical current density (JcJ_c) and vortex dynamics in LiFeAs single crystals. The sample exhibits a second peak (SP) in the magnetization loop only with the field ∣∣|| c-axis. We calculate a reasonably high JcJ_c, however, values are lower than in 'Ba-122' and '1111'-type FeAs-compounds. Magnetic relaxation data imply a strong pinning which appears not to be due to conventional defects. Instead, its behavior is similar to that of the triplet superconductor Sr2_2RuO4_4. Our data suggest that the origin of the SP may be related to a vortex lattice phase transition. We have constructed the vortex phase diagram for LiFeAs on the field-temperature plane.Comment: 5 pages, 5 figure

    ME3CA - Monitoring environment exercise and emotion by a cognitive assistant

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    The elderly population has increased dramatically in today’s society. This fact implies the need to propose new policies of attention to this group but without increasing social spending. Currently, there is a need to promote the care of elderly people in their own homes, avoiding being transferred to saturated residences. Bearing this in mind, in recent years numerous approaches have tried to offer solutions in this sense using the continuous advances in new information and communication technologies. In this way, this article proposes the employment of a personal assistant to help the elderly in the development of their daily life activities. The proposed system, called ME3CA, is a cognitive assistant that involves users in rehabilitating exercise, consisting of a sensorization platform and different integrated decision-making mechanisms. The system tries to plan and recommend activities to older people trying to improve their physical activity. In addition, in the decision making process the assistant takes into account the emotions of the user. In this way, the system is more personalized and emotionally intelligent.- (undefined

    Evaluation of an adaptive game that uses EEG measures validated during the design process as inputs to a Biocybernetic Loop

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    Biocybernetic adaptation is a form of physiological computing whereby real-time data streaming from the brain and body is used by a negative control loop to adapt the user interface. This article describes the development of an adaptive game system that is designed to maximize player engagement by utilizing changes in real-time electroencephalography (EEG) to adjust the level of game demand. The research consists of four main stages: (1) the development of a conceptual framework upon which to model the interaction between person and system; (2) the validation of the psychophysiological inference underpinning the loop; (3) the construction of a working prototype; and (4) an evaluation of the adaptive game. Two studies are reported. The first demonstrates the sensitivity of EEG power in the (frontal) theta and (parietal) alpha bands to changing levels of game demand. These variables were then reformulated within the working biocybernetic control loop designed to maximize player engagement. The second study evaluated the performance of an adaptive game of Tetris with respect to system behavior and user experience. Important issues for the design and evaluation of closed-loop interfaces are discussed

    Games in Higher Education

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    International audienceThis entry presents an overview of how and why Learning Games are used in higher education.Learning Games can be defined as games that are designed to captivate the learners’ attention and facilitate their learning process. They have explicit educational purposes and can be used for teaching at all levels of education. All types of games can be used for learning: board games, card games, role-playing games, First Person Shooter games, simulation games, management games, puzzle games, treasure hunts…The main characteristic of Learning Games for higher education is the fact that they are designed to teach specific complex skills taught at university or during professional training programs. Unfortunately, it is not infrequent to observe strong opposition on the part of this target audience to this mode of learning, that these adult students associate with children.The use of Learning Games in primary school seems natural to teachers and is encouraged by specialists in didactics and neuroscience. This learning technique is much less frequently used in middle school and is almost completely absent from higher education. Yet teachers at all these levels are faced with the same problems, such as lack of motivation and investment, for which games are known to be an effective solution. This entry presents an overview of the games that can be used for higher education and the reasons why some teachers and students still show resistance to this type of learning. The numerous advantages of games for higher education will then be presented, citing games presently used in universities, in graduate schools and for professional training. Finally, thisDraft : Marfisi-Schottman I. (2019) Games in Higher Education. In: Tatnall A. (eds) Encyclopedia of Education and Information Technologies. Springer, Chamentry presents the current research questions that need to be addressed concerning the design of games for higher education and the acceptance of these games by teachers

    A survey of cognitive assistants

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    Cognitive Assistants is a subset area of Personal Assistants focused on ubiquitous and pervasive platforms and services. They are aimed at elderly people’s needs, habits, and emotions by being dynamic, adaptive, sensitive, and responsive. These advances make cognitive assistants a true candidate of being used in real scenarios and help elderly people at home and outside environments. This survey will discuss the cognitive assistants’ emergence in order to provide a list of new projects being developed on this area. We summarize and enumerate the state-of-the-art projects. Moreover, we discuss how technology support the elderly affected by physical or mental disabilities or chronic diseases.Programa Operacional Temático Factores de Competitividade (UID/CEC/00319/2013

    Predicting video game players’ fun from physiological and behavioural data : one algorithm does not fit all

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    Finding a physiological signature of a player’s fun is a goal yet to be achieved in the field of adaptive gaming. The research presented in this paper tackles this issue by gathering physiological, behavioural and self-report data from over 200 participants who played off-the-shelf video games from the Assassin’s Creed series within a minimally invasive laboratory environment. By leveraging machine learning techniques the prediction of the player’s fun from its physiological and behavioural markers becomes a possibility. They provide clues as to which signals are the most relevant in establishing a physiological signature of the fun factor by providing an important score based on the predictive power of each signal. Identifying those markers and their impact will prove crucial in the development of adaptive video games. Adaptive games tailor their gameplay to the affective state of a player in order to deliver the optimal gaming experience. Indeed, an adaptive video game needs a continuous reading of the fun level to be able to respond to these changing fun levels in real time. While the predictive power of the presented classifier remains limited with a gain in the F1 score of 15% against random chance, it brings insight as to which physiological features might be the most informative for further analysis and discuss means by which low accuracy classification could still improve gaming experience
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