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Author(s): 

Abdollah Amirkhani Abdollah Amirkhani | Amirkhani Abdollah

Issue Info: 
  • Year: 

    2023
  • Volume: 

    20
  • Issue: 

    1
  • Pages: 

    153-162
Measures: 
  • Citations: 

    0
  • Views: 

    24
  • Downloads: 

    0
Abstract: 

Multi-agent systems are systems in which several agents accomplish a mission in a cooperative manner. In this paper, a novel idea for the construction of a movable runway platform based on multi-agent systems is presented. It is assumed that an aerial agent (quadrotor) decides to make an emergency landing due to reasons such as a decrease in energy level or technical failure, while there is no suitable platform for landing or the agent is not able to reach another place for landing. The goal is to create a specific formation pattern by a group of Mobile robots that are smaller than the aerial agent, so that it can land on them. Each of the Mobile robots is equipped with flat grid landing pad in its upper part so that when the robots approach each other and form a specific geometric arrangement (such as a pentagon), the landing pads are connected to each other and create a wider platform for landing. Cooperative control of agents (from aerial agent control to Mobile robot formation control) is the main goal of this article, which is presented in different dynamic models under directed graph along with proof of Lyapunov-based stability analysis.

Yearly Impact: مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

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Author(s): 

SEYED HOSSEINI SEYED MOHAMMAD ALI | Nejadi pouyan | Nasiri Hamed

Issue Info: 
  • Year: 

    2019
  • Volume: 

    12
  • Issue: 

    1 (45)
  • Pages: 

    1-25
Measures: 
  • Citations: 

    1
  • Views: 

    868
  • Downloads: 

    502
Abstract: 

In addition to this fact that digital games are recognized as a growing industry at a rapid pace, they can be considered sophisticated and state-of-the-art media in nowadays' world. A medium that maximizes its interaction with the audiences and therefore has a considerable effectiveness. A medium at this level is enumerated as a proper context for conveying cultural and invaluable concepts in that it is of great importance to have a perception about the relationship between audiences and this medium. Our objective in this article is presenting an approach to measure performance, monetary, emotional, social and innovative perceived values across three popular gaming platforms which are Mobile, Computer, and Console. Then, through a collected data of the national survey conducted by DIREC (Digital Game Research Center) with a sample size of 6232, patterns of perceived values and its differences are inspected. Results revealed not only are perceived values significantly different between platforms but also they vary within platforms. The most important factor which contributes to this difference is a high level of the social perceived value in the Console platform. Analyses and interpretations of this article can help to take more advantage of the digital games as a medium for value creation.

Yearly Impact: مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

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Issue Info: 
  • Year: 

    1393
  • Volume: 

    21
Measures: 
  • Views: 

    346
  • Downloads: 

    0
Abstract: 

لطفا برای مشاهده چکیده به متن کامل (PDF) مراجعه فرمایید.

Yearly Impact:   مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

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Issue Info: 
  • Year: 

    1392
  • Volume: 

    20
Measures: 
  • Views: 

    329
  • Downloads: 

    0
Abstract: 

لطفا برای مشاهده چکیده به متن کامل (PDF) مراجعه فرمایید.

Yearly Impact:   مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

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Issue Info: 
  • Year: 

    1393
  • Volume: 

    1
Measures: 
  • Views: 

    424
  • Downloads: 

    0
Abstract: 

لطفا برای مشاهده چکیده به متن کامل (PDF) مراجعه فرمایید.

Yearly Impact:   مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

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Author(s): 

Issue Info: 
  • Year: 

    2021
  • Volume: 

    18
  • Issue: 

    5
  • Pages: 

    0-0
Measures: 
  • Citations: 

    1
  • Views: 

    18
  • Downloads: 

    0
Keywords: 
Abstract: 

Yearly Impact: مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

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Author(s): 

Issue Info: 
  • Year: 

    2021
  • Volume: 

    18
  • Issue: 

    14
  • Pages: 

    7395-7395
Measures: 
  • Citations: 

    1
  • Views: 

    19
  • Downloads: 

    0
Keywords: 
Abstract: 

Yearly Impact: مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

View 19

مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic ResourcesDownload 0 مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic ResourcesCitation 1 مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic ResourcesRefrence 0
Journal: 

پژوهنده

Issue Info: 
  • Year: 

    0
  • Volume: 

    20
  • Issue: 

    4
  • Pages: 

    213-220
Measures: 
  • Citations: 

    1
  • Views: 

    558
  • Downloads: 

    0
Keywords: 
Abstract: 

Yearly Impact: مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

View 558

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Issue Info: 
  • Year: 

    2020
  • Volume: 

    7
  • Issue: 

    3
  • Pages: 

    1-22
Measures: 
  • Citations: 

    0
  • Views: 

    183
  • Downloads: 

    125
Abstract: 

The increasing interest in new technologies and collaboration has created innovative ways in learning. Among these, computer-supported collaborative learning has received much attention where collaborative learners interact with their peers in a meaning-making process with the help of computer technologies. The present study attempts to understand the interaction pattern among collaborating intermediate EFL students who use augmented reality and virtual reality learning resources in the meaning-making process of abstract genre awareness. Augmented reality integrates the virtual with the real environment, while virtual reality immerses the learners in the virtual world. To this end, twelve intermediate proficiency pairs were randomly assigned into three scaffolding groups: Augmented reality, virtual reality, and traditional. Each group was supposed to write an abstract upon the provided resources which were prepared based on the sub-moves of Hyland's (2000) move analysis model. The augmented reality group used Ownar Mobile application and the virtual reality group used VR HeadSet virtual reality. The audio recordings of the participants' interactions during their collaborative abstract writing with the help of the assigned scaffoldings confirmed Hsieh's (2017) collective scaffolding in achieving high quality collaboration: Peer to peer, multi-directional, and individual scaffolding pattern. The augmented reality group demonstrated peer to peer scaffolding pattern; the virtual reality group demonstrated multi-directional pattern, and the traditional group demonstrated individual scaffolding pattern. It is implicated that practitioners can reinforce these types of scaffoldings in order to enhance assistance, co-construction, and accuracy among the peers through using augmented reality, virtual reality, and traditional group scaffolding, respectively.

Yearly Impact: مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

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Issue Info: 
  • Year: 

    2022
  • Volume: 

    12
  • Issue: 

    47
  • Pages: 

    75-93
Measures: 
  • Citations: 

    0
  • Views: 

    160
  • Downloads: 

    11
Abstract: 

Background: The expansion of the use of audio and video media technology has faced society with many medical, cultural and economic challenges. In the meantime, excessive use of Mobile phones can cause many problems. Objective: The aim of this study was to construct and validate a questionnaire on physical and psychological injuries of Mobile phones. Method: The method of the present study was descriptive-correlational and confirmatory factor analysis. The statistical population of the study consisted of all citizens of Khorramabad with a diploma or higher in 1399, which was selected as a statistical sample by available sampling method of 200 people online and virtual. Results: The results showed that the factorized physical and psychological harm questionnaire of cell phone with 42 questions and 10 components (fear of loss, vibration syndrome, duck syndrome, nomophobia, insomnia, hearing problem, eye syndrome, tunnel and neck syndrome SMS) and has good reliability, validity and flexibility in terms of psychometrics. Discussion and Conclusion: The questionnaire of factor analysis of physical and psychological injuries of Mobile phones can be used to identify and study the physical and psychological injuries of Mobile phones.

Yearly Impact: مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

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