489 research outputs found

    Virtual World: Creators, Residents, and Tourists

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    The book acquaints the reader with the computer virtual world, which has become a part of the contemporary entertainment industry, an environment for professional activity and a means of people’s communication. You will find the results of computer addiction studies conducted by the authors in recent years, and you will also be able to pass the dependence test. The book is intended for a wide audience interested in interaction in the virtual world

    Processing images of technological objects

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    The paper considers the problem of creating a smoke detection and fire detection system for technological objects. Fire detection is carried out using a vision system. Monitoring of technological objects is carried out using an unmanned aerial vehicle. For further actions, processing and classification of images is necessary

    Analysis of the Sleep Disorders in Students Under the Effect of Computer Games and Video Films

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    Introduction and wide use of information technologies in all spheres of human life including for the purpose of entertainment has led to the emergence and spread of various types of Internet addiction. Numerous studies have established the effect of the nature of activity in the virtual world on the state of the human mental condition. In our research was conducted analysis of the sleep disorders in technical university students, who use computer games and video films for recreation and entertainment. We have researched in the sleep disorder mechanisms in technical university students, who use computer games and video films for recreation and entertainment. The authors of the article K. N. Meziyanaya, K. D. Yashin, K. M. Karaneuski developed the questionnaire "Method of Screening Diagnostics of Computer Addiction and its Influence on Physical and Mental Health" to study of formation of sleep disorders [1]. Interviews with 142 2nd to 5th year students studying in one of the technical universities of Minsk city were conducted in order to study the formation of sleep disorders under the influence of the computer media environment: males – 119 (84.4%), females – 23 (16.2%). The average age of respondents was 19.7 (±1.5) years. The average duration of the virtual world use was 9 (±2) years. It is established that 101 students (71.1% of the number of respondents) are forced to wake up from fear and anxiety. The statistical relationship is shown between the symptom of sleep disturbance: they say in a dream "I just dream it" and the symptom: duration of stay in the virtual world 40 or more hours per week. χ2 criterion = 5.63; p = 0.05. The relationship between combining computer games with watching movies and waking up from fear and anxiety is found, χ2 criterion = 4.38, p = 0.05. The findings suggest that the continued use of computer games in combination with viewing video films contributes to the development of malfunction of the organization and maintenance of sleep. The results testify to the correlation between a sleep disorder and a prolonged stay in the virtual world, which can contribute to predicting the formation of anxiety disorders.

    Measurements of integral muon intensity at large zenith angles

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    High-statistics data on near-horizontal muons collected with Russian-Italian coordinate detector DECOR are analyzed. Precise measurements of muon angular distributions in zenith angle interval from 60 to 90 degrees have been performed. In total, more than 20 million muons are selected. Dependences of the absolute integral muon intensity on zenith angle for several threshold energies ranging from 1.7 GeV to 7.2 GeV are derived. Results for this region of zenith angles and threshold energies have been obtained for the first time. The dependence of integral intensity on zenith angle and threshold energy is well fitted by a simple analytical formula.Comment: 4 pages, 4 figures, 1 tabl
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