In this paper, we propose a new PAPR reduction by using the hybrid of partial transmit sequences (PTS) and cascade adaptive peak power reduction (CAPPR) methods with coded side information (SI) technique design by gen...
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In this paper, we propose a new PAPR reduction by using the hybrid of partial transmit sequences (PTS) and cascade adaptive peak power reduction (CAPPR) methods with coded side information (SI) technique design by genetic algorithm (GA). These methods are used in an orthogonal frequency division multiplexing (OFDM) system. The OFDM employs orthogonal sub-carriers for data modulation. These sub-carriers unexpectedly present a large peak to average power ratio (PAPR) in some cases. A proposed reduction method consists of these two methods and realizes both advantages at the same time. In order to obtain the optimum condition on PTS for PAPR reduction, a quite large calculation cost must be demanded and thus it is impossible to obtain the optimum PTS. In the proposed method, by using the pseudo-optimum condition with a coded SI technique designed by GA, the total calculation cost becomes drastically reduced. In simulation results, the proposed method shows the improvement on PAPR and also reveals the high performance on bit error rate (BER) of an OFDM system.
A gigahertz analog multiplier based on OTA and squaring is proposed. The multiplier has gigahertz frequency response is suitable to use in communication system. The circuit is based on 0.18 mum CMOS technology simulat...
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A gigahertz analog multiplier based on OTA and squaring is proposed. The multiplier has gigahertz frequency response is suitable to use in communication system. The circuit is based on 0.18 mum CMOS technology simulated using PSPICE level 7. This technique provides; wide dynamic range, GHz-bandwidth response and low power consumption. The proposed circuit has been simulated with PSPICE and achieved -3 dB bandwidth of 3.96 GHz. The total power dissipation is 0.588 mW with plusmn1 V power supply voltages..
This study proposed a groupware and a flow of learning activity to guide students in learning arithmetic word problem with handheld devices. Appropriating the concept of semi-situated learning which was aided by the 4...
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ISBN:
(纸本)9780769531083
This study proposed a groupware and a flow of learning activity to guide students in learning arithmetic word problem with handheld devices. Appropriating the concept of semi-situated learning which was aided by the 4-frame comic embedded into the PDA, this study expected the comic to play as a catalyst to trigger students in articulating some theme associated with the content of the 4-frame comic. The scenario and features of this groupware are presented in the paper and a preliminary study at an elementary school is also described and discussed.
Collaborative inquiry learning has gained a lot of attentions among educators for improving student learning. However, students still have difficulties in formulating testable hypotheses, designing conclusive experime...
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ISBN:
(纸本)9789868473522
Collaborative inquiry learning has gained a lot of attentions among educators for improving student learning. However, students still have difficulties in formulating testable hypotheses, designing conclusive experiments and attending compatible data. The formation of cognitive strategies is an internal process that may be concealed in individuals due to the concurrently cooperation of collaborative inquiry learning. This study attempted to explore the link between awareness of cognitive strategies and peer interactions in collaborative inquiry activity. By gathering the data from 56 college students, who involved experimental physics course as 17 groups, this study utilized handheld devices as an observational tool for peer interactions in a collaborative inquiry activity. The results show the awareness of cognitive strategies which distributed among group members affects peer interaction significantly. This finding suggest that designer of learning environment should consider team members about the importance of the internal process of individuals in collaborative work. In addition, asynchronous awareness which was concealed first then became visible, in an activity could inform more participation and accountability for collaboration. Furthermore, we proposed four peer cooperation models that could provide teachers and designers to configure groups to attain favorable interaction patterns.
Many researchers are concerned about the effects of video games on learning, especially the games with virtual opponents;therefore, the main purpose of this paper is to investigate the possible impacts. The authors de...
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ISBN:
(纸本)9789868473522
Many researchers are concerned about the effects of video games on learning, especially the games with virtual opponents;therefore, the main purpose of this paper is to investigate the possible impacts. The authors designed Forest Defense, a digital game for practicing mental arithmetic, with two modes: training and challenge modes. In the challenge mode, students have to face virtual opponents which have not been shown in the training mode. A preliminary experiment was conducted to examine the effects of the challenge mode in Forest Defense. The results showed that virtual opponents did not influence the accuracy of the high-ability students, but significantly decreased the accuracy of the low-ability students. The results also suggested that if practicing more, the low-ability students were more able to face virtual opponents.
In this paper, the relationship of learning and game activities is emphasized. The sugar design perspective is identified from the literature, and then we propose another salt design perspective. Based on the salt per...
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ISBN:
(纸本)9789868473522
In this paper, the relationship of learning and game activities is emphasized. The sugar design perspective is identified from the literature, and then we propose another salt design perspective. Based on the salt perspective, a pet-nurturing game, named My-Pet, is developed and applied to both Internet and one-to-one classroom. The results of these trial studies examined the system feasibility, and revealed that learners are motivated and interested in such game-based learning. Some implications about the tradeoff between two different perspectives and the possibility of using in formal schooling were also discussed.
Developing the teamwork concept is necessary in the period of elementary education. The essence of teamwork not only involves the descriptive knowledge but also the skills, behavior and attitude. In the traditional ed...
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ISBN:
(纸本)9789868473522
Developing the teamwork concept is necessary in the period of elementary education. The essence of teamwork not only involves the descriptive knowledge but also the skills, behavior and attitude. In the traditional education, knowledge is transferred from teachers, but not based on the real situation. In this study, we help pupils to learn a new abstractive concept through exquisite simulation game. Pupils can repeat trial and error and get immediate feedbacks from the game. We also explain how this game encourages the pupils to rethink and understand a complex concept.
Virtual character is a significant application on the research field of technology enhanced learning. In this study, a nurturing My-Pet system was proposed to promote learners' effort-making behavior. For performi...
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ISBN:
(纸本)9789868473522
Virtual character is a significant application on the research field of technology enhanced learning. In this study, a nurturing My-Pet system was proposed to promote learners' effort-making behavior. For performing better in the competition, learners would be evoked to learn for improving the status of their My-Pets. A preliminary experiment was conducted, and the results revealed that participants had a more improved scores during a shorter period of time.
In this paper, we proposed an English dialogue companion system, called EDC, using predicate argument structure by Support Vector Machine (SVM) classifier for semantic analyzer in order to support elementary students ...
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ISBN:
(纸本)9789868473522
In this paper, we proposed an English dialogue companion system, called EDC, using predicate argument structure by Support Vector Machine (SVM) classifier for semantic analyzer in order to support elementary students for learning English one on one. Three phases of learning activities were designed to enhance the English learning environment, which are the choosing learning companion phase, the conversation phase, and the teaching *** also conducted a between-subject design experiment to evaluate the effectiveness of the EDC system in terms of English achievement and using experience. Results of this study showed that there is no significant difference between the experimental group and the control group on English achievement. However, more than half subjects in the lower score group got higher score in post-test than in pre-test. Thus, we assumed that the system could be useful for students in the lower English achievement degree.
The purpose of this study was to examine the effects of a light-version pet-nurturing game, named My-Mini-Pet, in the handheld device. Two aspects of hand-held games (stimulative and sustainable aspects) are identifie...
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ISBN:
(纸本)9789868473522
The purpose of this study was to examine the effects of a light-version pet-nurturing game, named My-Mini-Pet, in the handheld device. Two aspects of hand-held games (stimulative and sustainable aspects) are identified, and the sustainable aspect is emphasized in this paper. The My-Mini-Pet system is designed to maximum the effect of the sustainable aspect. A preliminary experiment was conducted, and the result revealed that overall motivation, attention, and relevance of participants in the experimental group were significantly different from these of participants in the control group. Some implications about experimental results were also discussed.
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