56 research outputs found
Videogame Playing and Aggression Behaviour: A Correlation Study among School Students
The purpose this study is to explore school students' videogame playing and its
correlation to aggressive behaviour. Four hundred and six (406) videogame playing
students from different socio-economic background in Chennai city of India and
its suburban areas participated in the study. Data on aggressive behaviour from
the students were collected in the Buss and Perry Aggression Questionnaire format.
The General Aggression Model was used to predict the students' aggression. The
study reveals that gender was significant in hostility, physical and verbal aggression.
Further, analyses indicated that parents' education has a significant bearing on
students' aggression behaviour
Processing of Spatio-Temporal Hybrid Search Algorithms in Heterogenous Environment Using Stochastic Annealing NN Search
In spatio-temporal database the mixed regions are present in a random manner. The existing work produces the result to create new research opportunities in the area of adaptive and hybrid SLS algorithms. This algorithm develops initialization algorithms which are used only for the homogenous environment. Most current approaches assume, as we have done here, only the homogenous mixtures. Approach: To overcome the above issue, we are going to implement a new technique termed Stochastic Annealing Nearest Neighbor Search using hybrid search algorithms (SANN- HA) for spatio-temporal heterogeneous environment to retrieve the best solution. It provides enhanced fits for definite run length distributions, and would be useful in other contexts as well. Results: Performance of Stochastic Annealing Nearest Neighbor Search using hybrid search algorithms is to discover different sub explanations using different mixture of algorithms in terms of run length distribution and average time for execution based on data objects. Conclusion: It considers the problem of retrieving the high quality solution from the heterogeneous environment. An analytical and empirical result shows the better result with the efficient hybrid search algorithms of our proposed SANN scheme
StreamFunnel: Facilitating Communication Between a VR Streamer and Many Spectators
The increasing adoption of Virtual Reality (VR) systems in different domains
have led to a need to support interaction between many spectators and a VR
user. This is common in game streaming, live performances, and webinars. Prior
CSCW systems for VR environments are limited to small groups of users. In this
work, we identify problems associated with interaction carried out with large
groups of users. To address this, we introduce an additional user role: the
co-host. They mediate communications between the VR user and many spectators.
To facilitate this mediation, we present StreamFunnel, which allows the co-host
to be part of the VR application's space and interact with it. The design of
StreamFunnel was informed by formative interviews with six experts.
StreamFunnel uses a cloud-based streaming solution to enable remote co-host and
many spectators to view and interact through standard web browsers, without
requiring any custom software. We present results of informal user testing
which provides insights into StreamFunnel's ability to facilitate these
scalable interactions. Our participants, who took the role of a co-host, found
that StreamFunnel enables them to add value in presenting the VR experience to
the spectators and relaying useful information from the live chat to the VR
user.Comment: 12 pages, 7 figure
Videogame Playing and Aggression Behaviour: A Correlation Study among School Students
The purpose this study is to explore school students' videogame playing and its
correlation to aggressive behaviour. Four hundred and six (406) videogame playing
students from different socio-economic background in Chennai city of India and
its suburban areas participated in the study. Data on aggressive behaviour from
the students were collected in the Buss and Perry Aggression Questionnaire format.
The General Aggression Model was used to predict the students' aggression. The
study reveals that gender was significant in hostility, physical and verbal aggression.
Further, analyses indicated that parents' education has a significant bearing on
students' aggression behaviou
Species Discrimination, Population Structure and Linkage Disequilibrium in Eucalyptus camaldulensis and Eucalyptus tereticornis Using SSR Markers
Eucalyptus camaldulensis and E. tereticornis are closely related species commonly cultivated for pulp wood in many tropical countries including India. Understanding the genetic structure and linkage disequilibrium (LD) existing in these species is essential for the improvement of industrially important traits. Our goal was to evaluate the use of simple sequence repeat (SSR) loci for species discrimination, population structure and LD analysis in these species. Investigations were carried out with the most common alleles in 93 accessions belonging to these two species using 62 SSR markers through cross amplification. The polymorphic information content (PIC) ranged from 0.44 to 0.93 and 0.36 to 0.93 in E. camaldulensis and E. tereticornis respectively. A clear delineation between the two species was evident based on the analysis of population structure and species-specific alleles. Significant genotypic LD was found in E. camaldulensis, wherein out of 135 significant pairs, 17 pairs showed r2≥0.1. Similarly, in E. tereticornis, out of 136 significant pairs, 18 pairs showed r2≥0.1. The extent of LD decayed rapidly showing the significance of association analyses in eucalypts with higher resolution markers. The availability of whole genome sequence for E. grandis and the synteny and co-linearity in the genome of eucalypts, will allow genome-wide genotyping using microsatellites or single nucleotide polymorphims
Recommended from our members
Interactive Cross-Dimensional Media for Collaboration and Guidance in Mixed Reality Environments
Collaboration and multi-user interactions are key aspects of many software tasks. In traditional desktop interfaces, such elements are well supported through built-in collaboration functions or general-purpose techniques such as screen and video sharing. Collaboration and guidance may also be required in Mixed Reality environments, where users carry out spatial actions in a three-dimensional space. However, not all users may have access to the same Mixed Reality interface. All of them may not have access to the same information, the same visual representation, or the same interaction affordances. Such asymmetries make communication and collaboration between users harder. To address these issues, we introduce Interactive Cross-Dimensional Media. In these media, the visual representation of information streams can be changed between 2D and 3D. Different representations can be chosen automatically based on context or through associated interaction techniques that give users control over exploring spatial, temporal, and dimensional levels of detail. This ensures that users understand and interpret any information or interaction across different dimensions, interfaces, and spaces. We have deployed these techniques in four different contexts: (1) Mixed Reality telepresence for remote instruction of physical tasks, (2) asynchronous video-based instruction of virtual tasks, (3) live asymmetric guidance of virtual tasks, and (4) live interactive spectating of virtual tasks. Through user studies of these systems, we show that Mixed Reality environments that provide users with interactive cross-dimensional media interfaces improve performance and user experience in multi-user and collaboration settings
Pre-planned failure recovery schemes using low cost redundant trees for high speed communication networks
The fundamental goal of this research is to develop a novel algorithm to find a pair of minimum cost single node failure recovery trees to be used in unicast communication networks. The restriction of the cost of the two trees will ensure efficient use of network resources.Master of Science (Communication Software and Networks
- …