Search results for "Technology"

showing 10 items of 30343 documents

Iterative Learning Applied to Hydraulic Pressure Control

2018

This paper addresses a performance limiting phenomenon that may occur in the pressure control of hydraulic actuators subjected to external velocity disturbances. It is demonstrated that under certain conditions a severe peaking of the control error may be observed that significantly degrades the performance of the system due to the presence of nonlinearities. The phenomenon is investigated numerically and experimentally using a system that requires pressure control of two hydraulic cylinders. It is demonstrated that the common solution of feed forwarding the velocity disturbance is not effective in reducing the peaking that occurs as a result of this phenomenon. To improve the system perfor…

peaking phenomenon0209 industrial biotechnologylimit cyclesComputer scienceControl (management)Iterative learning controliterative learning controlHydraulic pressure control02 engineering and technologyHydraulic pressurelcsh:QA75.5-76.95Computer Science Applications020901 industrial engineering & automationControl and Systems EngineeringControl theoryModeling and Simulation0202 electrical engineering electronic engineering information engineering020201 artificial intelligence & image processinglcsh:Electronic computers. Computer scienceSoftwareModeling, Identification and Control: A Norwegian Research Bulletin
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Digipedagogiikka kehittyy koulujen kanssa kokeillen ja tutkien

2018

pedagogiikkakoulutoppiminenkoulut (oppilaitokset)teknologiatechnology (information)digitaalinen oppimateriaali
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ICT and Curriculum Change

2005

The change towards the information society implies that many countries have to change their curricula, because students need to develop competencies that are not addressed in the traditional curricula. A case study approach was applied to examine curriculum changes in ICT-supported pedagogical practices from 28 countries. The analysis focused on curriculum content and goals of the ICT-supported pedagogical practices, how these aims were implemented in practice and which outcomes for students and teachers could be observed. The results showed that the curriculum content often was not new but rather was delivered in a different way. Many ICT-supported pedagogical practices strove to realize n…

pedagogyprimary educationsecondary educationComputingMilieux_COMPUTERSANDEDUCATIONcurriculumopetussuunnitelmainformation and communication technology (ICT)
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Measuring Internet Gaming Disorder and Gaming Disorder : A Qualitative Content Validity Analysis of Validated Scales

2021

Numerous instruments have been developed to measure gaming-related health problems based on “internet gaming disorder” (IGD) in the third section of the Diagnostic and Statistical Manual of Mental Disorders (5th ed.) and “gaming disorder” (GD) in the International Classification of Diseases (11th rev.). However, the criteria in the manuals tend to be operationalized in numerous diverse ways, which can make screening outcomes incomparable. A content validity analysis is needed to reassess the relationships between the diagnostic criteria and the items that operationalize them. The IGD and GD criteria were divided into sematic components. A qualitative content validity analysis was carried ou…

pelaaminencontent validitymittauskäyttömielenterveysongelmatmittausmenetelmätpelihimogaming disorderpelitkriteeritsemantic analysismielenterveysqualitative assessmenttechnology useriippuvuusteknologiahaitatterveyshaitataddiction
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Immersive gaming as journalism

2021

This chapter discusses immersion and how it may be applied to journalism. It begins by unraveling the concept of immersion itself as a reminder that it is not only connected to virtual reality or augmented reality technologies, but rather that it is a multifaceted concept that may be understood in many ways. The chapter turns specifically to the theorizing done in the context of digital games research, where immersion and some related concepts have been explored in detail over the last decades. This theorizing helps us see how immersion can be understood and in what way the concept may be problematic. The chapter maps out some of the historical precedents for immersion, discusses alternativ…

pelaaminenmediaimmersiivinen journalismiComputingMilieux_PERSONALCOMPUTINGContext (language use)Virtual realityAdventuredigitaalitekniikkavirtuaalitodellisuuspelillistäminenosallistaminenimmersioAestheticsjournalismiteknologiaImmersion (virtual reality)immersive gamingJournalismAugmented realityimmersive technologySociologylisätty todellisuusdigitaaliset pelit
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Eight Hypotheses on Technology Use and Psychosocial Wellbeing: A Bicultural Phenomenological Study of Gaming during the COVID-19 Pandemic

2022

AbstractIn this nonconfirmatory qualitative study, we pursued a range of hypotheses regarding how gaming operates in the lives and psychosocial wellbeing of those who actively play videogames during a crisis, such as the COVID-19 pandemic in 2020. Informed by an explorative survey (N = 793), interpretive phenomenological analysis was applied to interview data from actively gaming Chinese (n = 10) and Finnish (n = 10) participants. Our findings demonstrate how the general increase of pandemic-time gaming did not manifest in all player groups, but in some life contexts gaming activity rather decreased along with reformations in subjective meaning hierarchies and values. Ultimately, eight subo…

pelaaminenvaikutuksetvideopelithyvinvointiCOVID-19psykososiaaliset tekijätpandemiatwellbeingtechnology useteknologiagamingkvalitatiivinen tutkimustietokonepelitGeneral Psychologyqualitative methodsCurrent Psychology
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Ontological diversity in gaming disorder measurement: a nationally representative registered report

2022

Gaming-related health problems have been researched since the 1980s with numerous different ontologies as reference systems, from self-assessed ‘game addiction’ to ‘pathological gambling’ (in the Diagnostic and Statistical Manual of Mental Disorders [DSM]-IV), ‘internet gaming disorder’ (in the third section of the DSM-5) and most recently ‘gaming disorder’ (in the International Classification of Diseases [ICD]-11). Our goal was to investigate how screening instruments that derive from different ontologies differ in identifying associated problem groups. By using four central screening instruments, each representing a different ontological basis, we hypothesized differences and similarities…

pelihimopelaaminenseulontatutkimussairastavuustechnology useriippuvuusmielenterveyshäiriötprevalenceMedicine (miscellaneous)Behavioral addictionongelmapelaaminen
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How Is Gamification Perceived in Health and Wellness Technology Companies : Views from Four Companies of Different Size

2016

Technological development has facilitated new innovations in several fields, and the emergence of novel devices as well as software products and services is constant. Health and wellness is a field where the development of technology for various purposes has truly boosted. In the growing competition, companies are constantly seeking ways to better engage people with their offered products and services. One potential and increasingly used way to do this is gamification. However, even though the number of academic studies on gamification has increased, there is still relatively little research available on the perceptions of companies regarding the use of gamification in their offerings. In t…

pelillistämineninterviewwellness technologyhealth technologycompanies
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A Complete, Exact and Efficient Implementation for Computing the Edge-Adjacency Graph of an Arrangement of Quadrics

2011

International audience; We present a complete, exact and efficient implementation to compute the edge-adjacency graph of an arrangement of quadrics, i.e. surfaces of algebraic degree 2. This is a major step towards the computation of the full 3D arrangement. We enhanced an implementation for an exact parameterization of the intersection curves of two quadrics, such that we can compute the exact parameter value for intersection points and from that the edge-adjacency graph of the arrangement. Our implementation is complete in the sense that it can handle all kinds of inputs including all degenerate ones, i.e. singularities or tangential intersection points. It is exact in that it always comp…

pencils of quadricsIntersection curveComputation010103 numerical & computational mathematics02 engineering and technology[INFO.INFO-CG]Computer Science [cs]/Computational Geometry [cs.CG]01 natural sciencesInterval arithmeticCombinatorics0202 electrical engineering electronic engineering information engineering0101 mathematicsAlgebraic numberMathematicsDiscrete mathematics[INFO.INFO-SC]Computer Science [cs]/Symbolic Computation [cs.SC]Algebra and Number TheoryImplicit functionDegenerate energy levels020207 software engineeringComputational Mathematicsintersection of surfacesAdjacency listcurve parameterizationGravitational singularityArrangementquadricsMathematicsofComputing_DISCRETEMATHEMATICS
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Assistive Technology and Affective Mediation

2006

The lack of attention towards affective communication in assistive technology and disability research can be potentially overcome thanks to the development of affective computing and affective mediation areas. This document describes the main impairments and disorders that may involve affective communication deficits. We also present several affective mediation technologies that are being applied or may be integrated in assistive technologies in order to improve affective communication for a range of disabilities. Finally, we describe our experience with Gestele, an application that incorporates multimodal elements of affective mediation for people with mobility impairments, as well as the …

people with special needsaffective communication deficitsassistive technologyaffective mediation
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