scholarly journals Experiences Virtualizing a Large-Scale Test Platform for Multimedia Applications

Author(s):  
Robert Lübke ◽  
Daniel Schuster ◽  
Alexander Schill
2020 ◽  
Author(s):  
Rui Sun ◽  
Disa Sauter

Getting old is generally seen as unappealing, yet aging confers considerable advantages in several psychological domains (North & Fiske, 2015). In particular, older adults are better off emotionally than younger adults, with aging associated with the so-called “age advantages,” that is, more positive and less negative emotional experiences (Carstensen et al., 2011). Although the age advantages are well established, it is less clear whether they occur under conditions of prolonged stress. In a recent study, Carstensen et al (2020) demonstrated that the age advantages persist during the COVID-19 pandemic, suggesting that older adults are able to utilise cognitive and behavioural strategies to ameliorate even sustained stress. Here, we build on Carstensen and colleagues’ work with two studies. In Study 1, we provide a large-scale test of the robustness of Carstensen and colleagues’ finding that older individuals experience more positive and less negative emotions during the COVID-19 pandemic. We measured positive and negative emotions along with age information in 23,629 participants in 63 countries in April-May 2020. In Study 2, we provide a comparison of the age advantages using representative samples collected before and during the COVID-19 pandemic. We demonstrate that older people experience less negative emotion than younger people during the prolonged stress of the COVID-19 pandemic. However, the advantage of older adults was diminished during the pandemic, pointing to a likely role of older adults use of situation selection strategies (Charles, 2010).


2021 ◽  
Vol 13 (4) ◽  
pp. 544
Author(s):  
Guohao Zhang ◽  
Bing Xu ◽  
Hoi-Fung Ng ◽  
Li-Ta Hsu

Accurate localization of road agents (GNSS receivers) is the basis of intelligent transportation systems, which is still difficult to achieve for GNSS positioning in urban areas due to the signal interferences from buildings. Various collaborative positioning techniques were recently developed to improve the positioning performance by the aid from neighboring agents. However, it is still challenging to study their performances comprehensively. The GNSS measurement error behavior is complicated in urban areas and unable to be represented by naive models. On the other hand, real experiments requiring numbers of devices are difficult to conduct, especially for a large-scale test. Therefore, a GNSS realistic urban measurement simulator is developed to provide measurements for collaborative positioning studies. The proposed simulator employs a ray-tracing technique searching for all possible interferences in the urban area. Then, it categorizes them into direct, reflected, diffracted, and multipath signal to simulate the pseudorange, C/N0, and Doppler shift measurements correspondingly. The performance of the proposed simulator is validated through real experimental comparisons with different scenarios based on commercial-grade receivers. The proposed simulator is also applied with different positioning algorithms, which verifies it is sophisticated enough for the collaborative positioning studies in the urban area.


2015 ◽  
Author(s):  
Martin Kornddrfer ◽  
Boris Egloff ◽  
Stefan C. Schmukle

2011 ◽  
Vol 82 ◽  
pp. 722-727 ◽  
Author(s):  
Kristian Schellenberg ◽  
Norimitsu Kishi ◽  
Hisashi Kon-No

A system of multiple degrees of freedom composed out of three masses and three springs has been presented in 2008 for analyzing rockfall impacts on protective structures covered by a cushion layer. The model has then been used for a blind prediction of a large-scale test carried out in Sapporo, Japan, in November 2009. The test results showed substantial deviations from the blind predictions, which led to a deeper evaluation of the model input parameters showing a significant influence of the modeling properties for the cushion layer on the overall results. The cushion properties include also assumptions for the loading geometry and the definition of the parameters can be challenging. This paper introduces the test setup and the selected parameters in the proposed model for the blind prediction. After comparison with the test results, adjustments in the input parameters in order to match the test results have been evaluated. Conclusions for the application of the model as well as for further model improvements are drawn.


Author(s):  
Jens Wetekam ◽  
Konrad Mollenhauer ◽  
Michael Wistuba ◽  
Stephan Büchler ◽  
Michael Schmalz ◽  
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2019 ◽  
Vol 2 ◽  
pp. 111
Author(s):  
Jhoni Lagun Siang ◽  
Bahrudin Hasan ◽  
Lukman Tamhir

The purpose of this study is to: (1) produce video lessons that are feasible to be applied as learning media. (2) knowing the feasibility of learning videos so that they are feasible to be applied to learning media. Development of this learning video uses research and development methods or Research & Development which produces learning videos. This development research uses Allesi and Trollip method, which includes 3 steps of development, namely (1) planning: determining needs and goals, gathering resources, and generating ideas. (2) design: create flowcharts, create storyboards, and prepare scripts. (3) development: producing video and audio, programming material, preparing supporting components, evaluating and revising. The results of this development research are learning video products that have been tested for their feasibility by media experts, material experts, and students as users of the media. The overall results of the trial showed results, good namely obtaining a Worthy category with details: (1) the material expert test obtained an average yield of 3.55 which was categorized as feasible (2) the media expert test obtained an average yield of 3.5 which was categorized as feasible (3) scale test small by students get 3.5 average results which are categorized as feasible, (4) large-scale test by students get an average yield of 3.19 which is categorized as feasible. Based on the results of the media feasibility test, it can be concluded that the video is learning feasible to use.


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