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Paper Title Page
Abstract: With the development of network technology, it’s a trend to put up a bridge between the teaching resources and the learners. The network courseware is the most important part in Distance Education. A courseware recording and editing system is presented in this article. Using the Visual C++ 6.0 as design platform, the multimedia courseware recorder and player in this system is developed by using DirectShow technique, and the multimedia courseware editor is developed by using non-linearity edit system DES (DirectShow Editing Services). The system realizes the “Multi-Stream-In-One” (integrated of 2 video streams, 1 PC screen stream, and 1 stereo audio stream), and can add captions, subtitles and background music .etc. The generated courseware is an important resource for Distance Education, and can be widely used in daily teaching.
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Abstract: For eLearning, how to naturally measure the learning attention of students with lower cost devices in an unsupervised learning environment is a crucial issue. Students often far away and out of teachers’ control in above situation which may cause students do not have strong learning motivation and might feel fatigued and inattentive for learning. A real-time and naturally learning attention measure approach can support instructor to better control the learning attention of students in unsupervised learning environment. This paper proposes an integrated approach, named Real-time Learning Attention Feedback System (RLAFS) which could naturally measure learning attention in unsupervised learning environments. The system architecture of RLAFS consists with three layers: first layer is Image preprocessing layer, which is responsible for image processing and motion detection. Second is eyebrow region detection layer, which is focus on the features of face and eyes capturing and positioning. Classifier layer is the third layer, in which integral image, volumetric features and finite-state-machine are used to capture the current state of learning attention of students. Consequently, support vector machine is utilized to classify the level of learning attention. The experiments are conducted in an unsupervised environment, and results showed RLAFS is a promising approach which can naturally measure learning attention and has a significant impact on learning efficient.
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Abstract: Machine virtualization and cloud computing environment have highlighted for last several years. This trend is based on the endeavor to enhance the utilization and reduce the ownership cost of machines. On the other hand, in aspect of high performance computing, graphics processing unit (GPU) has proved its capability for general purpose computing in many research areas. Evolving from traditional APIs such as the OpenGL and the Direct3D to program GPU as a graphics device, the CUDA of NIVDIA and the OpenCL provide more general programming environment for users. By supporting memory access model, interfaces to access GPUs directly and programming toolkits, users can perform parallel computation using the hundreds of GPU cores. In this paper, we propose a GPU virtualization mechanism to exploit GPU on virtualized cloud computing environment. Differently from the previous work which mostly reimplemented GPU programming APIs and virtual device drivers, our proposed mechanism uses the direct pass-through of PCI-E channel having GPU. The main limitation of previous approaches is virtualization overhead. Since they were focused on the sharing of GPU among virtual machines, they reimplemented GPU programming APIs at virtual machine monitor (VMM) level, and it incurred significant performance overhead. Moreover, if APIs are changed, they need to reengineer the most of APIs. In our approach, bypassing virtual machine monitor layer with negligible overhead, the mechanism can achieve similar computation performance to bare-metal system and is transparent to the GPU programming APIs.
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Abstract: Open source software (OSS) has attracted a lot interest among academics and practitioners from mid-1990s. However, there is insufficient attention on healthcare and medical informatics (HMI) of OSS (HMIOSS), most studies on OSS success are either qualitative or exploratory in nature. Hence, to identify the factors that influence HMIOSS success and establish generalize ability, an empirical study measuring HMIOSS success would enable HMIOSS developers and users to improve HMIOSS usage. In this study, we develop a HMIOSS success model from a previous information systems success Model incorporating the characteristics of HMI domain. This research contributes towards advancing theoretical understanding of HMIOSS success as well as offering practitioners for enhancing HMIOSS success.
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Abstract: To quantify the service utility of CDN, some metrics is developed to measure its content-serving utility. The quantitative measure can provide an indication of the perceived benefits of CDN system and express the service effectiveness of each replica server. The utility measure is used to devise a request-redirection policy and conduct extensive simulations to demonstrate that the approach can improve content delivery performance in CDN.
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Abstract: Virtual reality systems are not limited by place and space, and with convenience and safety features. Besides, since virtual scenes are of high plasticity, there is a wide range of applications in virtual reality systems, such as entertainment, simulation training…etc. In this study, roller coaster games let operators enjoy indoor roller coaster excitement and could not accept more users experience the pleasure of high-stimulation. The purpose of this study is to develop a dual-axis dynamic simulator and a new generation of the sport platform in the use of the low-cost control circuit board and the AC reversible motor. In addition, use the Bluetooth signal may be exempted from the complex system of wiring, and allows you to load device for wireless remote control and one to many large-scale systems show purposes. Also, the dynamic feedback mode of the feeling type is first used to render virtual reality, so the scene can be changed by the demands of the operator.
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Abstract: In this paper, the effect of environment and altitude on ultrahigh frequency (UHF) band has been studied. Both theoretical study and experimental investigations are conducted in order to model and characterize such complex communication medium. The experimental study is primarily aimed at critically analyzing the detrimental impact of channel condition on received power in hilly environment under different altitudes. The propagated signal strength varies from one place to another due to time varying channel condition as a result of obstacles between the transmitter and receiver. There is dramatic need to experimentally investigate such scenario in order to provide an avenue through which service providers can strategies their policies for effective wireless communication. Developing such channel models is extremely useful in communication systems design and simulation. The proposed model has been compared with ITU-R model for verification of the develop model for propagation loss prediction in hilly environment. The results obtained are compared with different measurement at various altitudes in hilly terrain environment.
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Abstract: During the late few years, online group-buying auction has grown quite a fashion style, the consumers can buy favor commodities and services in real stores but they can also get them online store, which makes more choices for online users. Hence, how to retain customers repeat purchase behavior is urgent for the success of online shopping. Depending on relationship quality, the research analyzes the repurchase behavior in an online shopping context. The correlation among perceived service quality(website service quality, store service quality), perceived value, relationship quality and repurchase intention, by use of examining online consumers intentions to shape consumers’ repurchase behavior. Moreover, our research model investigates that relationship quality and perceived value play as the key predictor in the impact of repurchase intentions. Data collected from 246 of GROUPON website’s users keep strong support for research model. Finally, the research provides appropriate comments and suggestions regarding the academic and practical meanings of these findings, including research limitations and future research direction.
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Abstract: In the modern information era, communication between customers and designers must be efficient and systematic, streamlining the design process. Design processes should be interactive and effective. The Corporate Identity Information Service System (CIISS), based on a network platform, achieves this, allowing customers to participate in and evaluate the design of Corporate Identity Systems (CIS). This personalized information service system integrates corporate logos, terms and their application to merchandise, helping customers to visualize concepts and generate designs in real-time via the network. A network system was developed to support a customized commercial system for CIS design. Interfaces and object-oriented methods were integrated into an online real-time publishing information system with a database and search engine. Designers and customers are able to utilize digitized images of merchandise, corporate logos and wordings and retrieve relevant information on corporate logos, symbols, color schemes and specific wording simultaneously. This system provides rapid communication through a real-time display and customized information service, making the process of CIS design more efficient for both designer and customer.
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