In recent times,technology has advanced significantly and is currently being integrated into educational environments to facilitate distance learning and interaction between learners.Integrating the Internet of Things...In recent times,technology has advanced significantly and is currently being integrated into educational environments to facilitate distance learning and interaction between learners.Integrating the Internet of Things(IoT)into education can facilitate the teaching and learning process and expand the context in which students learn.Nevertheless,learning data is very sensitive and must be protected when transmitted over the network or stored in data centers.Moreover,the identity and the authenticity of interacting students,instructors,and staff need to be verified to mitigate the impact of attacks.However,most of the current security and authentication schemes are centralized,relying on trusted third-party cloud servers,to facilitate continuous secure communication.In addition,most of these schemes are resourceintensive;thus,security and efficiency issues arise when heterogeneous and resource-limited IoT devices are being used.In this paper,we propose a blockchain-based architecture that accurately identifies and authenticates learners and their IoT devices in a decentralized manner and prevents the unauthorized modification of stored learning records in a distributed university network.It allows students and instructors to easily migrate to and join multiple universities within the network using their identity without the need for user re-authentication.The proposed architecture was tested using a simulation tool,and measured to evaluate its performance.The simulation results demonstrate the ability of the proposed architecture to significantly increase the throughput of learning transactions(40%),reduce the communication overhead and response time(26%),improve authentication efficiency(27%),and reduce the IoT power consumption(35%)compared to the centralized authentication mechanisms.In addition,the security analysis proves the effectiveness of the proposed architecture in resisting various attacks and ensuring the security requirements of learning data in the university network.展开更多
In the past two decades,there has been a lot of work on computer vision technology that incorporates many tasks which implement basic filtering to image classification.Themajor research areas of this field include obj...In the past two decades,there has been a lot of work on computer vision technology that incorporates many tasks which implement basic filtering to image classification.Themajor research areas of this field include object detection and object recognition.Moreover,wireless communication technologies are presently adopted and they have impacted the way of education that has been changed.There are different phases of changes in the traditional system.Perception of three-dimensional(3D)from two-dimensional(2D)image is one of the demanding tasks.Because human can easily perceive but making 3D using software will take time manually.Firstly,the blackboard has been replaced by projectors and other digital screens so such that people can understand the concept better through visualization.Secondly,the computer labs in schools are now more common than ever.Thirdly,online classes have become a reality.However,transferring to online education or e-learning is not without challenges.Therefore,we propose a method for improving the efficiency of e-learning.Our proposed system consists of twoand-a-half dimensional(2.5D)features extraction using machine learning and image processing.Then,these features are utilized to generate 3D mesh using ellipsoidal deformation method.After that,3D bounding box estimation is applied.Our results show that there is a need to move to 3D virtual reality(VR)with haptic sensors in the field of e-learning for a better understanding of real-world objects.Thus,people will have more information as compared to the traditional or simple online education tools.We compare our result with the ShapeNet dataset to check the accuracy of our proposed method.Our proposed system achieved an accuracy of 90.77%on plane class,85.72%on chair class,and car class have 72.14%.Mean accuracy of our method is 70.89%.展开更多
Due to the recently increased requirements of e-learning systems,multiple educational institutes such as kindergarten have transformed their learning towards virtual education.Automated student health exercise is a di...Due to the recently increased requirements of e-learning systems,multiple educational institutes such as kindergarten have transformed their learning towards virtual education.Automated student health exercise is a difficult task but an important one due to the physical education needs especially in young learners.The proposed system focuses on the necessary implementation of student health exercise recognition(SHER)using a modified Quaternion-basedfilter for inertial data refining and data fusion as the pre-processing steps.Further,cleansed data has been segmented using an overlapping windowing approach followed by patterns identification in the form of static and kinematic signal patterns.Furthermore,these patterns have been utilized to extract cues for both patterned signals,which are further optimized using Fisher’s linear discriminant analysis(FLDA)technique.Finally,the physical exercise activities have been categorized using extended Kalmanfilter(EKF)-based neural networks.This system can be implemented in multiple educational establishments including intelligent training systems,virtual mentors,smart simulations,and interactive learning management methods.展开更多
Internet gaming disorder(IGD)among junior high school students is an increasingly prominent mental health concern.It is important to look for influences behind internet gaming disorder tendency(IGDT)in the junior high...Internet gaming disorder(IGD)among junior high school students is an increasingly prominent mental health concern.It is important to look for influences behind internet gaming disorder tendency(IGDT)in the junior high school student population.The present study aimed to reveal the explanatory mechanisms underlying the association between parental psychological control(PPC)and internet gaming disorder tendency among junior high school students by testing the mediating role of core self-evaluation(CSE)and the moderating role of intentional self-regulation(ISR).Participants in present study were 735 Chinese junior high school students who completed offline self-report questionnaires on parental psychological control,core self-evaluation,intentional self-regulation,and Internet gaming disorder tendency.Analyses were conducted via mediation and moderated mediation.The results showed that:(1)Parental psychological control was positively related to junior high school students’Internet gaming disorder tendency.Core self-evaluation,and intentional self-regulation were negatively related to junior high school students’Internet gaming disorder tendency,respectively.(2)Core self-evaluation partially mediated the relationship between parental psychological control and junior high school students’Internet gaming disorder tendency.(3)Intentional self-regulation moderated the association between parental psychological control and Internet gaming disorder tendency,as well as the relationships between parental psychological control and core self-evaluation and core self-evaluation and Internet gaming disorder tendency in the mediated model.Based on these findings,we believe that there is a need to weaken parental psychological control,strengthen junior high school students’core self-evaluation and intentional self-regulation,and to recognize the important role of parents as well as their children’s personal positive traits in the healthy development of junior high school students.展开更多
文摘In recent times,technology has advanced significantly and is currently being integrated into educational environments to facilitate distance learning and interaction between learners.Integrating the Internet of Things(IoT)into education can facilitate the teaching and learning process and expand the context in which students learn.Nevertheless,learning data is very sensitive and must be protected when transmitted over the network or stored in data centers.Moreover,the identity and the authenticity of interacting students,instructors,and staff need to be verified to mitigate the impact of attacks.However,most of the current security and authentication schemes are centralized,relying on trusted third-party cloud servers,to facilitate continuous secure communication.In addition,most of these schemes are resourceintensive;thus,security and efficiency issues arise when heterogeneous and resource-limited IoT devices are being used.In this paper,we propose a blockchain-based architecture that accurately identifies and authenticates learners and their IoT devices in a decentralized manner and prevents the unauthorized modification of stored learning records in a distributed university network.It allows students and instructors to easily migrate to and join multiple universities within the network using their identity without the need for user re-authentication.The proposed architecture was tested using a simulation tool,and measured to evaluate its performance.The simulation results demonstrate the ability of the proposed architecture to significantly increase the throughput of learning transactions(40%),reduce the communication overhead and response time(26%),improve authentication efficiency(27%),and reduce the IoT power consumption(35%)compared to the centralized authentication mechanisms.In addition,the security analysis proves the effectiveness of the proposed architecture in resisting various attacks and ensuring the security requirements of learning data in the university network.
基金supported by the MSIT(Ministry of Science and ICT),Korea,under the ITRC(Information Technology Research Center)support program(IITP-2023-2018-0-01426)supervised by the IITP(Institute for Information&Communications Technology Planning&Evaluation).In additionsupport of the Deanship of Scientific Research at Princess Nourah bint Abdulrahman University,This work has also been supported by Princess Nourah bint Abdulrahman University Researchers Supporting Project Number(PNURSP2022R239),Princess Nourah bint Abdulrahman University,Riyadh,Saudi Arabia.Alsosupported by the Taif University Researchers Supporting Project Number(TURSP-2020/115),Taif University,Taif,Saudi Arabia.
文摘In the past two decades,there has been a lot of work on computer vision technology that incorporates many tasks which implement basic filtering to image classification.Themajor research areas of this field include object detection and object recognition.Moreover,wireless communication technologies are presently adopted and they have impacted the way of education that has been changed.There are different phases of changes in the traditional system.Perception of three-dimensional(3D)from two-dimensional(2D)image is one of the demanding tasks.Because human can easily perceive but making 3D using software will take time manually.Firstly,the blackboard has been replaced by projectors and other digital screens so such that people can understand the concept better through visualization.Secondly,the computer labs in schools are now more common than ever.Thirdly,online classes have become a reality.However,transferring to online education or e-learning is not without challenges.Therefore,we propose a method for improving the efficiency of e-learning.Our proposed system consists of twoand-a-half dimensional(2.5D)features extraction using machine learning and image processing.Then,these features are utilized to generate 3D mesh using ellipsoidal deformation method.After that,3D bounding box estimation is applied.Our results show that there is a need to move to 3D virtual reality(VR)with haptic sensors in the field of e-learning for a better understanding of real-world objects.Thus,people will have more information as compared to the traditional or simple online education tools.We compare our result with the ShapeNet dataset to check the accuracy of our proposed method.Our proposed system achieved an accuracy of 90.77%on plane class,85.72%on chair class,and car class have 72.14%.Mean accuracy of our method is 70.89%.
基金supported by a Grant(2021R1F1A1063634)of the Basic Science Research Program through the National Research Foundation(NRF)funded by the Ministry of Education,Republic of Korea.
文摘Due to the recently increased requirements of e-learning systems,multiple educational institutes such as kindergarten have transformed their learning towards virtual education.Automated student health exercise is a difficult task but an important one due to the physical education needs especially in young learners.The proposed system focuses on the necessary implementation of student health exercise recognition(SHER)using a modified Quaternion-basedfilter for inertial data refining and data fusion as the pre-processing steps.Further,cleansed data has been segmented using an overlapping windowing approach followed by patterns identification in the form of static and kinematic signal patterns.Furthermore,these patterns have been utilized to extract cues for both patterned signals,which are further optimized using Fisher’s linear discriminant analysis(FLDA)technique.Finally,the physical exercise activities have been categorized using extended Kalmanfilter(EKF)-based neural networks.This system can be implemented in multiple educational establishments including intelligent training systems,virtual mentors,smart simulations,and interactive learning management methods.
基金supported by the National Social Science Foundation of China(20BSH131).
文摘Internet gaming disorder(IGD)among junior high school students is an increasingly prominent mental health concern.It is important to look for influences behind internet gaming disorder tendency(IGDT)in the junior high school student population.The present study aimed to reveal the explanatory mechanisms underlying the association between parental psychological control(PPC)and internet gaming disorder tendency among junior high school students by testing the mediating role of core self-evaluation(CSE)and the moderating role of intentional self-regulation(ISR).Participants in present study were 735 Chinese junior high school students who completed offline self-report questionnaires on parental psychological control,core self-evaluation,intentional self-regulation,and Internet gaming disorder tendency.Analyses were conducted via mediation and moderated mediation.The results showed that:(1)Parental psychological control was positively related to junior high school students’Internet gaming disorder tendency.Core self-evaluation,and intentional self-regulation were negatively related to junior high school students’Internet gaming disorder tendency,respectively.(2)Core self-evaluation partially mediated the relationship between parental psychological control and junior high school students’Internet gaming disorder tendency.(3)Intentional self-regulation moderated the association between parental psychological control and Internet gaming disorder tendency,as well as the relationships between parental psychological control and core self-evaluation and core self-evaluation and Internet gaming disorder tendency in the mediated model.Based on these findings,we believe that there is a need to weaken parental psychological control,strengthen junior high school students’core self-evaluation and intentional self-regulation,and to recognize the important role of parents as well as their children’s personal positive traits in the healthy development of junior high school students.