Academic literature on the topic 'VIDEO BEHAVIOUR PROFILING'

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Journal articles on the topic "VIDEO BEHAVIOUR PROFILING"

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Pramudiarja, Uyung, Dian Artika, and Dhea Hanna Prabawati. "Catfishing Phenomenon in the Perspective of Online Dating Services Users." Jurnal Ilmiah LISKI (Lingkar Studi Komunikasi) 9, no. 1 (February 24, 2023): 48. http://dx.doi.org/10.25124/liski.v9i1.5128.

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The presence of online dating in the current digital era makes it easy for users to find their desired potential partner. The problem arises when not all online dating services require users to verify identity. Some users easily fake their identities to make them appear more attractive, known as catfishing behaviour. On the one hand, constructing an identity for a specific purpose is common in online dating services. But on the other hand, it can trigger a psychological impact for potential partners whose expectations are not met, and can even open a loophole for crime. This study wants to see the perception of online dating service users towards the catfishing phenomenon. Using the phenomenological method, this descriptive qualitative research was conducted with in-depth interviews with four informants who use online dating services with varying intensity of use and level of experience. As a result, the informants perceive a natural tendency to construct attractive impressions in online dating services. However, identity discrepancies in online dating services are at some point an unacceptable form of dishonesty. The informants also have their own anticipatory steps to avoid the snares of catfishing, from inviting video calls to doing their own profiling on social media. Keywords: Catfish, Identity, New Media, Online Dating
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Tao Xiang and Shaogang Gong. "Video Behavior Profiling for Anomaly Detection." IEEE Transactions on Pattern Analysis and Machine Intelligence 30, no. 5 (May 2008): 893–908. http://dx.doi.org/10.1109/tpami.2007.70731.

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Belarbi, Naima, Nadia Chafiq, Mohammed Talbi, Abdelwahed Namir, and Elhabib Benlahmar. "User Profiling in a SPOC: A method based on User Video Clickstream Analysis." International Journal of Emerging Technologies in Learning (iJET) 14, no. 01 (January 17, 2019): 110. http://dx.doi.org/10.3991/ijet.v14i01.9091.

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In the present paper, we address to construct a structured user profile in a Small Private Online Course (SPOC) based on user’s video clickstream analysis. We adopt an implicit approach to infer user’s preferences and experience difficulty based on user’s video sequence viewing analysis at the click-level as Play, Pause, Move forward… the Bayesian method is used in order to infer implicitly user’s interests. Learners with similar clickstream behavior are then segmented into clusters by using the unsupervised K-Means clustering algorithm. Videos that could meet the individual learner interests and offer a best and personalized experienced learning can therefore be recommended for a learner while enrolling in a SPOC based on his videos interactions and exploiting similar learners’ profiles.
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Stockman, C. A., T. Collins, A. L. Barnes, D. Miller, S. L. Wickham, E. Verbeek, L. Matthews, D. Ferguson, F. Wemelsfelder, and P. A. Fleming. "Qualitative behavioural assessment of the motivation for feed in sheep in response to altered body condition score." Animal Production Science 54, no. 7 (2014): 922. http://dx.doi.org/10.1071/an13020.

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Qualitative behavioural assessment (QBA) has been used to quantify the expressive behaviour of animals, and operant tests have been used to quantify measures of behavioural need. In this study we compared measures of behavioural expression and behaviour in operant tests. We examined the behavioural expression of pregnant ewes of body condition score (BCS) 2 and 3. The ewes were exposed to a feed motivation test in which they received a food reward. Pregnant ewes (48–70 days gestation) were assessed during a food motivation test after they had been maintained at BCS 3 (n = 7) or given a decreasing plane of nutrition that resulted in slow loss of 1 BCS unit (over 10–12 weeks; n = 7) or a fast loss of 1 BCS unit (over 4–6 weeks; n = 7). The feed motivation test involved ewes having the opportunity to approach a food reward and then being moved a given distance away from the reward by an automatic gate; they could then subsequently return to the feeder. Continuous video footage of each ewe during one cycle of the gate (approaching and returning from the food reward) was shown in random order to 11 observers who used their own descriptive terms (free-choice profiling methodology; FCP) to score the animals using QBA. Data of the assessment were analysed with generalised Procrustes analysis (GPA), a multivariate statistical technique associated with FCP. The research group also quantified the feeding behaviour of sheep in the same clips. These behaviours included how sheep approached the feeder, behaviours exhibited at the feeder, and how sheep returned from the feeder. There was consensus amongst observers in terms of their assessment of behavioural expression of the sheep (P < 0.001). The GPA found three main dimensions of assessed behavioural expression in the sheep, which together explained 44% of the variation observed. GPA dimension 1 differed between the three treatment groups (P < 0.05): ewes maintained at BCS 3 scored low on GPA dimension 1 (i.e. were described as more calm/bored/comfortable) compared with ewes that had a slow declining BCS (described as more interested/anxious/excited). GPA dimension 2 scores were not significantly different between treatment groups. However, quantitative behaviours exhibited by sheep during the clips were correlated with qualitative behavioural assessments made by the observers. Animals that spent more time ‘sniffing and looking for more feed’ were attributed lower GPA 2 scores (described as more hungry/searching/excited) (P < 0.05), and animals that ‘did not walk directly to the food reward (but stopped along the way)’ were attributed significantly higher GPA 2 scores (more curious/intimidated/uneasy) (P < 0.01). GPA dimension 3 scores also did not differ between the treatment groups; however, sheep that had a higher number of feeding events during the entire 23-h feed motivation test were attributed lower GPA dimension 3 scores (they were described as more hungry/bold/interested) (P < 0.05), and sheep that consumed a larger amount of the feed reward were attributed higher GPA dimension 3 scores (more curious/concerned/reserved) (P < 0.05). We conclude that QBA is a valuable method of assessing sheep behavioural expression under the conditions tested, in that it provided an integrative characterisation of sheep behavioural expression that was in agreement with quantitative behavioural measures of feeding.
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Spronck, Pieter, Iris Balemans, and Giel Van Lankveld. "Player Profiling with Fallout 3." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 8, no. 1 (June 30, 2021): 179–84. http://dx.doi.org/10.1609/aiide.v8i1.12523.

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In previous research we concluded that a personality profile, based on the Five Factor Model, can be constructed from observations of a player’s behavior in a module that we designed for Neverwinter Nights (Lankveld et al. 2011a). In the present research, we investigate whether we can do the same thing in an actual modern commercial video game, in this case the game Fallout 3. We stored automatic observations on 36 participants who played the introductory stages of Fallout 3. We then correlated these observations with the participants’ personality profiles, expressed by values for five personality traits as measured by the standard NEO-FFI questionnaire. Our analysis shows correlations between all five personality traits and the game observations. These results validate and generalize the results from our previous research (Lankveld et al. 2011a). We may conclude that Fallout 3, and by extension other modern video games, allows players to express their personality, and can therefore be used to create personality profiles.
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Rahozin, D. V. "Models of concurrent program running in resource constrained environment." PROBLEMS IN PROGRAMMING, no. 2-3 (September 2020): 149–56. http://dx.doi.org/10.15407/pp2020.02-03.149.

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The paper considers concurrent program modeling using resource constrained automatons. Several software samples are considered: real time operational systems, video processing including object recognition, neural network inference, common linear systems solving methods for physical processes modeling. The source code annotating and automatic extraction of program resource constraints with the help of profiling software are considered, this enables the modeling for concurrent software behavior with minimal user assistance.
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Williams, Jessica, Rhyse Bendell, Stephen M. Fiore, and Florian Jentsch. "Towards a Conceptual Framework of Comprehensive Video Game Player Profiles: Player Models, Mental Models, and Behavior Models." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 65, no. 1 (September 2021): 807–11. http://dx.doi.org/10.1177/1071181321651343.

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Current approaches to player profiling are limited in that they typically employ only a single one of numerous of available techniques shown to have utility for categorizing and explaining player behavior. We propose a more comprehensive Video Game Player Profile Framework that considers the demographic, psychographic, mental model, and behavioral modeling approaches shown to be effective for describing gamer populations. We suggest that our proposed approach can improve the efficacy of video game player profiles by grounding data-driven techniques in game analytics with the theoretical backing of demographic, psychometric, and psychographic measurements. We provide an overview of our proposed framework, discuss the usage and relevance of each component technique, and provide a proof-of-concept demonstration with archived data.
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Silva-de-Souza, Wellington, Arman Iranfar, Anderson Bráulio, Marina Zapater, Samuel Xavier-de-Souza, Katzalin Olcoz, and David Atienza. "Containergy—A Container-Based Energy and Performance Profiling Tool for Next Generation Workloads." Energies 13, no. 9 (May 1, 2020): 2162. http://dx.doi.org/10.3390/en13092162.

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Run-time profiling of software applications is key to energy efficiency. Even the most optimized hardware combined to an optimally designed software may become inefficient if operated poorly. Moreover, the diversification of modern computing platforms and broadening of their run-time configuration space make the task of optimally operating software ever more complex. With the growing financial and environmental impact of data center operation and cloud-based applications, optimal software operation becomes increasingly more relevant to existing and next-generation workloads. In order to guide software operation towards energy savings, energy and performance data must be gathered to provide a meaningful assessment of the application behavior under different system configurations, which is not appropriately addressed in existing tools. In this work we present Containergy, a new performance evaluation and profiling tool that uses software containers to perform application run-time assessment, providing energy and performance profiling data with negligible overhead (below 2%). It is focused on energy efficiency for next generation workloads. Practical experiments with emerging workloads, such as video transcoding and machine-learning image classification, are presented. The profiling results are analyzed in terms of performance and energy savings under a Quality-of-Service (QoS) perspective. For video transcoding, we verified that wrong choices in the configuration space can lead to an increase above 300% in energy consumption for the same task and operational levels. Considering the image classification case study, the results show that the choice of the machine-learning algorithm and model affect significantly the energy efficiency. Profiling datasets of AlexNet and SqueezeNet, which present similar accuracy, indicate that the latter represents 55.8% in energy saving compared to the former.
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Bachmann, Ingrid, Teresa Correa, and Homero Gil de Zúñiga. "Profiling Online Political Content Creators." International Journal of E-Politics 3, no. 4 (October 2012): 1–19. http://dx.doi.org/10.4018/jep.2012100101.

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The Internet has allowed digital media users to be more than just consumers of political information, allowing the chance to create their own online political content. Thus, users can now create personal blogs, post comments on others’ blogs, contribute with citizen news, and upload their videos about current events and public affairs. Drawing from sociological and psychological frameworks, this study explores the socio-demographic and psychological characteristics of online political content creators and the effects of this behavior for the political and civic spheres. A survey of U.S. adults reveals that income and age are negatively correlated with political content creation, as well as emotional stability and life satisfaction, while extraversion was positively related. Further, the creation of political content was a positive predictor of political participation and civic engagement, even after controlling for demographics, psychological factors, media use and trust, suggesting a positive linkage between the production of online political content and both political and civic participatory practices.
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Dong, Shaoqiang, Chunsheng E, Bingfeng Fan, Kourosh Danai, and David O. Kazmer. "Process-Driven Input Profiling for Plastics Processing." Journal of Manufacturing Science and Engineering 129, no. 4 (January 25, 2007): 802–9. http://dx.doi.org/10.1115/1.2738094.

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Most plastic processing set points are variables that need to be defined for each sample point of the cycle. However, in the absence of on-line measures of part quality, the set points cannot be defined by feedback and need to be prescribed a priori for the entire cycle. In conventional practice, the shape of each set-point profile is defined either heuristically, according to qualitative experience, or mechanistically, to enforce a predefined trajectory for a simulated internal process state that is used as a surrogate measure of part quality (e.g., the velocity profile defined to dictate a constant melt front velocity). The purpose of this study is twofold: (i) to evaluate the efficacy of using a single internal state as the surrogate of part quality, and (ii) to explore the feasibility of devising a multivariate profiling approach, where indices of multiple process states act as surrogates of part quality. For this study, an injection-compression molding process used for production of digital video disks was considered as the development domain, and a pseudo-optimal cycle of the process was found by reinforcement learning to provide a basis for evaluating the ideal behavior of the process states. Compared to conventional molding, the results indicate that the asymmetric process capability index, CPK, was increased by ∼50% with velocity profile optimization and to 120% with both velocity profile and pressure profile optimization. Two general conclusions result. First, velocity and pressure profiling provide important degrees of freedom for optimizing process control and maximizing part quality. Second, estimators for unobservable process states, in this case birefringence and warpage, can be used to develop different machine profiles to selectively trade off multiple quality attributes according to user preferences.
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Dissertations / Theses on the topic "VIDEO BEHAVIOUR PROFILING"

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Kumar, Tushar. "Characterizing and controlling program behavior using execution-time variance." Diss., Georgia Institute of Technology, 2016. http://hdl.handle.net/1853/55000.

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Immersive applications, such as computer gaming, computer vision and video codecs, are an important emerging class of applications with QoS requirements that are difficult to characterize and control using traditional methods. This thesis proposes new techniques reliant on execution-time variance to both characterize and control program behavior. The proposed techniques are intended to be broadly applicable to a wide variety of immersive applications and are intended to be easy for programmers to apply without needing to gain specialized expertise. First, we create new QoS controllers that programmers can easily apply to their applications to achieve desired application-specific QoS objectives on any platform or application data-set, provided the programmers verify that their applications satisfy some simple domain requirements specific to immersive applications. The controllers adjust programmer-identified knobs every application frame to effect desired values for programmer-identified QoS metrics. The control techniques are novel in that they do not require the user to provide any kind of application behavior models, and are effective for immersive applications that defy the traditional requirements for feedback controller construction. Second, we create new profiling techniques that provide visibility into the behavior of a large complex application, inferring behavior relationships across application components based on the execution-time variance observed at all levels of granularity of the application functionality. Additionally for immersive applications, some of the most important QoS requirements relate to managing the execution-time variance of key application components, for example, the frame-rate. The profiling techniques not only identify and summarize behavior directly relevant to the QoS aspects related to timing, but also indirectly reveal non-timing related properties of behavior, such as the identification of components that are sensitive to data, or those whose behavior changes based on the call-context.
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KUMAR, AMIT. "VIDEO BEHAVIOUR PROFILING AND ANOMALY DETECTION." Thesis, 2012. http://dspace.dtu.ac.in:8080/jspui/handle/repository/13903.

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M.TECH
Public security has become a major issue in public places such as subway stations, banks, malls, airports, etc. Recently we have seen that terrorist activities are growing all over the world. To monitor these kinds of activities, there is an increasing demand of automatic video surveillance systems. In a surveillance system, we need to study the behaviour of the environment whether there is any abnormality in the video or not, in real time. Due to this for real time application in surveillance systems, video behaviour profiling has been a topic of great interest in real time. In this work we have implemented a method for detecting the abnormality in the video. We have tested this method for classroom video surveillance. In case of video profiling we tend to find the behaviour of the video. There may be three types of behaviour in a classroom- normal, empty, abnormal. Normal means class is going on smoothly, empty means there is no one in the class and abnormal means there is some abnormal activity in the classroom. We have found out the behaviour of the class by finding out energy of the video. Hidden markov model has been used as classifier. This method gives results in real time.
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Book chapters on the topic "VIDEO BEHAVIOUR PROFILING"

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Felicia, Patrick, and Ian Pitt. "Profiling Users in Educational Games." In Games-Based Learning Advancements for Multi-Sensory Human Computer Interfaces, 131–56. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-60566-360-9.ch009.

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For a long time, users’ emotions and behaviours have been considered to obstruct rather than to help the cognitive process. Educational systems have based their learning strategies almost solely at a cognitive level and the internal state of the learner has often been ignored. Even if it is now recognized that learners’ personalities and learning styles influence greatly their cognitive process (e.g. Multiple intelligences), very few systems have managed to profile users and adapt the educational content accordingly. Part of the reason for this is the difficulty to measure learning styles reliably and to establish a valid model that accounts for most of the major factors contributing to learning. Furthermore, since the introduction of formal education, it can be argued that learning has lost its playful and emotional aspect, whereby information was transmitted through story telling and play. On the other hand, video games have become a very popular medium among our digital natives. They provide a rich sensory and emotional environment in which they can experience a state of flow and are willing to stay for extended period of time. Despite of initial preconceptions on the negative effect of video games on young adults, it is now admitted that video games implicitly include many instructional design strategies (collaboration, exploration, Socratic dialogues, zone of proximal development, etc.) that could be harnessed to make formal education an experience that is more interactive and rewarding. One of the key features of video games is the ability to provide a content that matches players’ emotional needs (e.g. recognition, social bounding, self-esteem, etc.) and that provides a wide range of interaction. The authors believe that this potential can be harnessed to create an educational content that matches users’ learning styles and motivations. They propose the PLEASE model (Personality Learning styles, Emotions, Autonomy, Systematic Approach and Evaluation). This model addresses some of educational games design issues (e.g. choice of instructional strategy, type of feedback required, etc.); it categorizes and profiles users’ learning styles in the light of educational and personality theories and defines a set of practical strategies for educational games designers in order to match students’ learning styles and provide a user-centred content that is both motivating and educational. The authors explain how the Big-5 can be a more reliable alternative to measure learning styles, how emotions and personalities can be accounted in the cognitive process (e.g. information retrieval, memory retention, etc.) and also describe experiments they carried out in Cork to assess the effect of user-centred approaches in educational game design. Results are analysed and contrasted with current practices to show that unless personalities are accounted for in educational games, the educational outcomes could be different or even opposite to the one expected.
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Bruno, Fernanda. "A Brief Cartography of Smart Cameras." In Geographic Information Systems, 66–80. IGI Global, 2013. http://dx.doi.org/10.4018/978-1-4666-2038-4.ch007.

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This chapter carries out a brief cartography of the so-called “intelligent” video surveillance systems. These systems are programmed to accomplish real time automated detection of situations considered irregular and/or suspicious in specific environments, in order to predict and prevent undesirable events. Three aspects of the smart cameras are focused in this cartography. First, the author explores its regime of visibility and note how it prioritizes the capture of irregularities in the body’s movements in urban space. Second, the author shows how the type of monitoring and profiling of bodies and behaviors in these systems generally acts at the visible, surface and infra-individual level of human conduct. Finally, he analyzes the temporality of smart cameras, especially in its proactive dimension that intends to foresee and intervene, in real time, in future events. The analysis of these three aspects of the intelligent video surveillance identifies and highlights discourses, processes and operations that are common to the exercising of power and surveillance in contemporary societies – more specifically, those which are included in the realm of control devices.
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Bruno, Fernanda. "A Brief Cartography of Smart Cameras." In ICTs for Mobile and Ubiquitous Urban Infrastructures, 257–71. IGI Global, 2011. http://dx.doi.org/10.4018/978-1-60960-051-8.ch015.

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This chapter carries out a brief cartography of the so-called “intelligent” video surveillance systems. These systems are programmed to accomplish real time automated detection of situations considered irregular and/or suspicious in specific environments, in order to predict and prevent undesirable events. Three aspects of the smart cameras are focused in this cartography. First, the author explores its regime of visibility and note how it prioritizes the capture of irregularities in the body’s movements in urban space. Second, the author shows how the type of monitoring and profiling of bodies and behaviors in these systems generally acts at the visible, surface and infra-individual level of human conduct. Finally, he analyzes the temporality of smart cameras, especially in its proactive dimension that intends to foresee and intervene, in real time, in future events. The analysis of these three aspects of the intelligent video surveillance identifies and highlights discourses, processes and operations that are common to the exercising of power and surveillance in contemporary societies – more specifically, those which are included in the realm of control devices.
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Conference papers on the topic "VIDEO BEHAVIOUR PROFILING"

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Loy, Chen Change, Tao Xiang, and Shaogang Gong. "Surveillance video behaviour profiling and anomaly detection." In SPIE Europe Security + Defence, edited by Colin Lewis. SPIE, 2009. http://dx.doi.org/10.1117/12.832188.

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Tao Xiang and Shaogang Gong. "Video behaviour profiling and abnormality detection without manual labelling." In Tenth IEEE International Conference on Computer Vision (ICCV'05) Volume 1. IEEE, 2005. http://dx.doi.org/10.1109/iccv.2005.248.

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Mahue, Veronique, Peter Dawson, Erick Jimenez, Ahmed Al Kiyoumi, Ahmed Al Tamimi, Alaa Othman, Gladwin Correia, Mohand Alyan, and Shardul Parihar. "Advances in an Integrated Analysis Workflow of Distributed Acoustic Sensing and Distributed Temperature Sensing for Water Injection Profiling on a Horizontal Well." In ADIPEC. SPE, 2022. http://dx.doi.org/10.2118/211584-ms.

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Abstract This paper describes advances in an integrated analysis workflow of Distributed Acoustic Sensing (DAS) and Distributed Temperature Sensing (DTS) for water injection profiling on a horizontal well, completed with Limited Entry Liners (LEL). The well is completed as an injector with Limited Entry Liner (LEL), MRC horizontal lateral made of 18 separated zones with packers, each with variable numbers of holes. DAS and DTS data were acquired on coiled tubing, over an acid stimulation period followed by a water injection period. Previous analysis of the dataset, SPE-203065, focused on DTS warm-back models and highlighted challenges in the process; the use of the DAS data was limited. Recent re-processing of the data using advanced acoustic signal processing techniques was performed to extract several flow characteristics. Both transient and steady state injection conditions were analyzed: High-definition low frequency slow strain DAS was extracted over the shut-in to injection transient to compute an initial injection velocity profile as well as a stage level injection distribution across the liners. During steady state flow, acoustic denoising algorithms were applied to the DAS data in order to generate a spectral noise log of high signal to noise ratio (SNR) for the detection of all major injection points. Video animations were generated of spectral noise logs over time, to evaluate the dynamic behavior of the injection profile from start to end. The warm-back DTS data was analyzed for a qualitative assessment of the injection Finally, a quantitative injection profile was computed, and the results were compared against a separate PLT log at both stage and nozzle levels. The results of the transient and steady state flow analysis converged and showed the highest water intake to occur over the heel-ward stages. The depths of highest rate of change in injection velocity, aligned with the strongest acoustic signals from the enhanced noise log. Inversely, the weaker acoustic outflow activities over the middle and toe sections aligned with the smaller velocity changes. The video animations showed a stable injection profile over time. The qualitative DTS analysis confirmed the overall DAS-based injection profile. The comparison with the PLT injection allocation highlighted clear differences in the profiles. These are being discussed, as well as the possible causes for the discrepancies. This analysis demonstrates the strength of an integrated DAS and DTS analysis workflow using both transient and steady state conditions. DAS array processing techniques enabled the extraction of high-definition transient thermal plumes, allowing for an early injection profile, which was further strengthened by high SNR spectral noise logging.
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Marginean, Alexandra. "TEACHING INTERCULTURALISM BY RESORT TO GAMIFICATION AND E-LEARNING." In eLSE 2018. ADL Romania, 2018. http://dx.doi.org/10.12753/2066-026x-18-041.

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This paper explores the extent to which the teaching of interculturalism in a higher education environment may become more effective by resort to gamification and e-learning. To highlight the benefits of these, if any, we used two separate series of third-year students who attended the same course, while introducing the e-learning game elements to only one (Series 2), and then examined, at the end of the semester, the academic achievement of those who were exposed to the e-learning gamification activity in comparison with those who were not. This activity relied on Geert Hofstede and Michael Minkov’s intercultural key concepts used in the profiling and classification of cultures, organized in six pairs concerning: individualism-collectivism, high-low power distance, high-low uncertainty avoidance, long-short term orientation, masculinity-femininity and indulgence-restraint. The task for the students consisted in the content authoring of realistic situations put into filmed short scenarios, which needed to highlight the problems and differences arising when people coming from dissimilar cultures, with various mindsets active as basic assumptions, meet and clash. Since there were six pairs of intercultural concepts, each of the two groups of students into which we divided the course participants from Series 2 received three, and had to make three videos, one for each set. The videos were made exclusively by them, transformed into actors-characters. The resources used for this assignment had to include, primarily, various electronic devices, along with other items such as clothing, shooting site, props etc. Besides the conception and making of the videos, the game further consisted in presenting them to the other group, who had to guess the theoretical concepts illustrated in each. In other words, the videos further became an e-learning tool for the students-viewers – a status that all the students involved in the task got to hold, in turns, being both creators and beneficiaries of an e-learning instrument with gamification elements. Academic performance, visible in the course test, was much better in the case of the students involved in the e-learning gamification task which helped both its authors and its spectators understand and remember the interculturalism notions better. The extended conclusion of the paper bears on the way in which this type of assignment helps the development of additional skills and desirable behaviors as well: computer and electronics-handling literacy, organizational and team work abilities, creativity and imagination, empathy and flexible perspective, work responsibility, self-esteem etc.
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