24 research outputs found

    A P2P BOTNET VIRUS DETECTION SYSTEM BASED ON DATA-MINING ALGORITHMS

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    ABSTRACT A P2P botnet virus detection system based on data-mining algorithms is proposed in this study to detect the infected computers quickly using Bayes Classifier and Neural Network (NN) Classifier. The system can detect P2P botnet viruses in the early stage of infection and report to network managers to avoid further infection. The system adopts real-time flow identification techniques to detect traffic flows produced by P2P application programs and botnet viruses by comparing with the known flow patterns in the database. After trained by adjusting the system parameters using test samples, the experimental results show that the accuracy of Bayes Classifier is 95.78% and that of NN Classifier is 98.71% in detecting P2P botnet viruses and suspected flows to achieve the goal of infection control in a short time

    Development and Application of a Virtual Laboratory for Synthesizing and Analyzing Nanogold Particles

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    Development of a Virtual Reality Memory Maze Learning System for Application in Social Science Education

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    Virtual reality (VR) is a 3D space created by computer graphics technology and immersive devices. In addition to providing a new visual experience, users can also interact with others in the virtual world to address any of their needs. In recent years, the application of virtual reality in the field of education has attracted the attention of more and more people. This study combined virtual reality and concepts of spatial memory in wayfinding and memory palace to develop a VR memory maze learning system based on the seven large-scale expedition voyages of Zheng He (1405–1433) in the early Ming Dynasty of imperial China. The objective is to improve memory and efficiency in learning social science by correlating spatial information and organizational skills in the virtual environment. A teaching experiment has been conducted to explore its impacts on learning effectiveness, learning motivation, and cognitive load, as well as learners’ technology acceptance of the VR system. The analysis results indicate that using the VR system for learning social science can improve learning effectiveness; it can also increase learning motivation and reduce cognitive load. The questionnaire results of the technology acceptance model analysis show that most learners were satisfied with various aspects of this system

    Effectiveness of Virtual Reality on Attention Training for Elementary School Students

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    This study is aimed at investigating the effectiveness of virtual reality (VR) on attention training for elementary school students. A pre-test and post-test design of the quasi-experimental method was adopted and 66 third and fourth graders from an elementary school in Hsinchu, Taiwan were used as experimental subjects, divided into a control group and experimental group. The former used the computerized Attention Process Training (APT) system and the latter used the proposed VR system for attention training, both for two weeks. The attention scale for elementary school children was used to evaluate the participant’s attention before and after training, including the dimensions of focused attention, sustained attention, selective attention, alternating attention, and divided attention. A questionnaire survey was conducted to measure the learning anxiety and cognitive load during the training process. The experimental results indicated: (1) The overall attention was significantly improved after the training process for both groups, and the VR system was more effective than the computerized APT in improving children’s attention. (2) The questionnaire results showed that the experimental group had lower learning anxiety and cognitive load than the control group. According to the experimental results, VR training is more effective in improving the attention of participants while reducing their learning anxiety and cognitive load. Therefore, it is a useful tool for attention training in elementary schools

    Application of Augmented Reality for Learning Material Structures and Chemical Equilibrium in High School Chemistry

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    Material structures and chemical equilibrium are important learning units in high school chemistry. In this study, an augmented reality (AR) system is developed to assist high school students in learning chemistry. Students can use AR cards to conduct virtual chemistry experiments, and the submicroscopic view of a chemical reaction will be displayed according to the chemical equation specified by the reactants and coefficients on AR cards. They can change the AR cards to observe the experimental results and obtain the simplest integer ratio in a chemical equation. It is helpful for understanding that a chemical reaction changes the composition of reactants to form new products and that the process obeys the law of conservation of mass. Empirical research has been conducted in which the experimental group used the AR system and the control group used the traditional teaching method for learning chemistry. The analytical results show that the AR system is more effective than the traditional teaching method, especially for low-achievement students. The questionnaire results indicate that the learning motivation of the experimental group was slightly higher than that of the control group, and the cognitive load was slightly lower than that of the control group, both without achieving a significant difference

    Development of a Motion Sensing and Automatic Positioning Universal Planisphere Using Augmented Reality Technology

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    This study combines the augmented reality technology and the sensor functions of GPS, electronic compass, and 3-axis accelerometer on mobile devices to develop a motion sensing and automatic positioning universal planisphere. It can create local star charts according to the current date, time, and position and help users locate constellations on the planisphere easily through motion sensing operation. By holding the mobile device towards the target constellation in the sky, the azimuth and elevation angles are obtained automatically for mapping to its correct position on the star chart. The proposed system combines observational activities with physical operation and spatial cognition for developing correct astronomical concepts, thus making learning more effective. It contains a built-in 3D virtual starry sky to enable observation in classroom for supporting teaching applications. The learning process can be shortened by setting varying observation date, time, and latitude. Therefore, it is a useful tool for astronomy education

    Application of Augmented Reality for Learning Material Structures and Chemical Equilibrium in High School Chemistry

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    Material structures and chemical equilibrium are important learning units in high school chemistry. In this study, an augmented reality (AR) system is developed to assist high school students in learning chemistry. Students can use AR cards to conduct virtual chemistry experiments, and the submicroscopic view of a chemical reaction will be displayed according to the chemical equation specified by the reactants and coefficients on AR cards. They can change the AR cards to observe the experimental results and obtain the simplest integer ratio in a chemical equation. It is helpful for understanding that a chemical reaction changes the composition of reactants to form new products and that the process obeys the law of conservation of mass. Empirical research has been conducted in which the experimental group used the AR system and the control group used the traditional teaching method for learning chemistry. The analytical results show that the AR system is more effective than the traditional teaching method, especially for low-achievement students. The questionnaire results indicate that the learning motivation of the experimental group was slightly higher than that of the control group, and the cognitive load was slightly lower than that of the control group, both without achieving a significant difference

    A Virtual Experiment for Learning the Principle of Daniell Cell Based on Augmented Reality

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    Chemistry is a science emphasizing both theory and experimentation. After learning the theoretical knowledge, experimental operation can help students understand chemical concepts and transform them into practical knowledge. Considering the safety issue and the lack of teaching time and experimental equipment, some teachers often choose to demonstrate an experiment instead of letting students conduct it by themselves. This may affect their learning motivation as well as the construction of chemical concepts and hands-on skills. This study combined the augmented reality (AR) technology with the operating principle of the Daniell cell to develop a virtual experiment for the application in high school chemistry courses. Students can conduct the virtual experiment using mobile devices by selecting the required equipment and materials from a deck of cards to set up the experimental environment. In the virtual experiment, students can use the galvanometer to measure the current after mounting the salt bridge on the beakers containing zinc sulfate and copper sulfate solutions. They can also see the change of molecular structures and movement of electrons and ions during the redox reactions to understand the important concepts and knowledge. An empirical research has been performed, and the analytical results show that both the virtual experiment and the real experiment could improve students’ learning achievement, but the former was more effective for the low-achievement students because they could explore autonomously to enhance cognition by observing the submicroscopic view of the redox reactions. The post-test results show that the average score of the low-achievement students in the experimental group (41.60) was significantly higher than that of the control group (27.67). Questionnaire results reveal that most students were satisfied with the learning contents, user interface, learning motivation, system reality, and practicality of the virtual experiment, and the average satisfaction score was 3.98 out of 5. The application of virtual experiments is not limited by time or space. Students only need to download the application (APP) software and print out the AR cards to practice at home, so it is suitable for large-scale promotion in rural areas

    Application of Virtual Reality in Learning the Concepts of Special Relativity and Mass–Energy Equivalence

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    Einstein described the relationship between mass and energy using the theory of special relativity by a simple equation, E=mc2. Mass–energy equivalence implies that mass can be converted into energy and vice versa. In this study, a virtual reality (VR) system was developed for learners to take a spacecraft travelling at nearly the speed of light to conduct space exploration and understand the concepts of special relativity and mass–energy equivalence. A teaching experiment was conducted to investigate the learning effectiveness and cognitive load of learners by recruiting 60 students as research samples. The experimental group (30 students) used the VR system and the control group (30 students) used physics textbooks for learning special relativity and mass–energy equivalence. The experimental results reveal that the learning effectiveness of the experimental group is higher than that of the control group while the cognitive load of the former is lower than that of the latter. The questionnaire results show that students of the control group had responded positively to learning content, cognitive usefulness, cognitive ease of use, and user satisfaction, indicating that they were satisfied with the learning experience of the VR system

    Effectiveness of AR Board Game on Computational Thinking and Programming Skills for Elementary School Students

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    This study integrated the augmented reality (AR) technology into the “Coding Ocean” board game to provide players with real-time simulation of ship paths and learning scaffolds. Combined with Scratch block-based programming, an interactive learning environment is developed to assist elementary school students in learning coding skills from the unplugged board game to enhance their computational thinking concepts. The AR board game is focused on the programming concepts of sequential, and/or and loop. Through the process of treasure hunting, the basic concepts of computational thinking can be developed, i.e., abstraction, problem decomposition, pattern recognition and algorithmic thinking. In order to investigate the learning effectiveness of the AR board game on computational thinking and programming skills, a number of 51 third graders from an elementary school were recruited as research samples. The experimental group (n = 26) used the AR board game and the control group (n = 25) used the traditional board game for game-based learning. The experimental results indicate: (1) the learning effectiveness of computational thinking for the experimental group was significantly higher than that of the control group; (2) the learning achievement of the block-based programming skills for the experimental group was significantly higher than that of the control group; (3) the cognitive load of the experimental group was significantly lower than that of the control group. The AR technology can combine the unplugged board games with plugged learning modules to assist students in game-based learning, which is useful for enhancing computational thinking abilities while reducing the cognitive load
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