bluuebunny/crossref_metadata_2025_split huggingface dataset:
Variable boundary conditions for solving the problem of dispersed flow moving
Authors: Paramonov A , Mostovenko L 
Published: November 2020

Abstract
The paper presents comparing the results of numerical and full-scale experiments which conducted on an inertial-vacuum dust collector (IVDC). In September 2018, a full-scale experiment was held at the Omsk heat power station №4, it was allowed to verify the calculated data in ANSYS CFX. The boundary conditions were corrected after the initial calculations on IVDC of second generation. The results of numerical experiments, that conducted earlier, were corrected. In article it is spoken in detail about comparison of the dependences of the individual elements heights and their influence on the installation collection efficiency.
The Heating System Capacity Calculation of the Cultivation Facilities
Authors: Shiryaeva N , Mitroshina O , Kharkova N 
Published: November 2020

Abstract
The article is devoted to the heating system capacity calculation of the cultivation facility, based on the conditions for ensuring the microclimate parameters regulated by the standards of technological design, depending on the external climatic conditions and the facility design parameters. One of the distinguishing features of the heating system capacity calculation of greenhouses is that the heat balance equation of the structure must be considered together with the equations of heat and mass transfer on the soil and covering constructions. The calculation is made for the greenhouse block № 3 in The Greenhouse Complex with a production area about 12 ha in the village of Sadovy, Ordzhonikidze District, Ekaterinburg. It takes into account convective and radiant heat exchange between the soil and the covering constructions, heat and mass exchange during evaporation and condensation and heat loss for heating infiltrating air.
Comprehensive methods to obtain and process information flows in centralized heat supply systems
Authors: Sagynganova I K , Kvasov A I , Kalinin A A 
Published: November 2020

Abstract
The article discusses the principles of creating the structures of information and control systems for urban heat supply. The necessity to create and develop such systems is due to the significant energy intensity of the country’s GDP, which is twice as large as the majority of developed countries. Modern multi-level distributed control systems of the centralized heat supply system facilities, which are built according to the object rule, are described in the paper. The article analyses advantages and disadvantages of various options for information management systems. In the process of thermal automatics development based on software and hardware, including modern intelligent sensors and industrial controllers, modern thermal automation systems began to be intensively introduced. The use of standard techniques of cycling poll of all local objects included in the centralized heating systems, without taking into account the dynamic characteristics of the measured parameters, including the pipeline processing of this information, leads to a significant increase in the time of collection, processing, transmission of information and decision-making in a centralized heating systems. The concept of measuring and processing information in centralized heat supply systems is proposed, based on variable polling cycles of parameters of heat supply systems at heat points taking into account their dynamic characteristics with subsequent conveyor processing of information at the top level of automated centralized heating systems.
Method of assessment of the accidental leakage of trunk the pipeline in the winter
Authors: Chelombitko S I 
Published: November 2020

Abstract
Some features of emergency leaks from oil trunk pipelines in winter, when there is snow cover, are considered. The increase in the intensity of accidents and the scale of oil spills in the Northern regions are of concern to both the public and scientists, who are increasingly calling what is happening an environmental disaster. According to various estimates, the rivers of Western and Eastern Siberia annually carry 0.7 to 2 million tons of oil into the sea, and lists of rivers where MPC of pollutants are several times higher than permissible. The same applies to large rivers in their lower reaches, there was a sharp decline in valuable species of fish in their places of historical mass habitat. In rivers and streams that feed them oil products fall primarily with floodwater and sewage. According to the normative documents, the localization (limitation) of the oil slick in winter is carried out by compacting snow, and the first stage of reclamation of oil-contaminated territories (mechanical) involves plowing and harrowing, i.e. the beginning of restoration work is possible after thawing of the soil. This leads to the fact that after the snow melts, the remaining oil after the collection together with flood waters rushes into streams, rivers and other reservoirs. The remaining oil on the surface of the day or seeps into the soil, or after plowing is filtered into the ground with rain and melt water, polluting groundwater. It is established that oil-contaminated mosses and lichens die, vegetation cover with meadow grasses is restored in more than 15-20 years. Therefore, studies that make it possible to realistically assess the consequences of accidental oil spills and to compensate for the damage caused to nature are important and relevant. The proposed method of estimating the amount of spilled oil in winter is based only on the results of a survey of the contaminated area and does not concern either the causes of the accident or the parameters determining the formation of an oil slick, which may be inaccessible or distorted for certain purposes.
Bio-WTiP: Biology lesson in handheld augmented reality application using tangible interaction
Authors: Yusof C S , Amri N L S , Ismail A W 
Published: November 2020

Abstract
Augmented Reality (AR) is a combination of objects of both real and virtual that partially merged into a single environment. In the education field, the process of teaching and learning can be more interesting with the engagement of AR as aided learning tools during classes. However, the remaining problems are, Biology was one of the subjects that hard for students to easily understand such as learning water transport in the plant. The use of touchscreen in handheld interaction is limited due to screen size for user to use in handheld AR interaction for 3D object manipulation. Therefore, this project aims to develop a Biology lesson handheld AR application using tangible interaction (Bio-WTiP AR). There are three phases that have been carried out, which are AR feature-based tracking, integrate Biology application with tangible interaction in handheld AR and evaluation. The testing and evaluation have been performed based on usability and user acceptance. The results show the application has been accepted by the users as the users found it is interesting to learn the process of water transport in the plant on hand. Based on the results, this project has successfully produced a Bio-WTiP application that can enhance the users learning process at once gave users experience in AR.
A mobile game SDK for remote collaborative between two users in augmented and virtual reality
Authors: Ong Y H , Ismail A W , Iahad N A. , Rameli M R M , Dollah R 
Published: November 2020

Abstract
Remote collaboration is important in Augmented Reality (AR) and Virtual Reality (VR) that allow users to communicate and interact with each other. Mobile games are gaining its popularity due to its portability and lower in cost. Software Development Kit (SDK) allows developer to speed up the development process. However, most of the collaboration of these technologies only focus on either AR or VR independently. Besides, most AR and VR that had been developed are only available in expensive devices but not in mobile devices. Therefore, this research aims to create a remote collaboration between AR and VR with mobile games. There are four phases have been carried out, analysis phases, development phase, construction phase and evaluation phase. The evaluation has been performed and it is based on the usability and user acceptance. The usability results show the application is accepted by the user. User acceptance results show the application works accordingly. Based on the results, this research has successfully produced a working SDK for remote collaboration between AR and VR with mobile games.
3D telepresence for remote collaboration in extended reality (xR) application
Authors: Fadzli F E , Kamson M S , Ismail A W , Aladin M Y F 
Published: November 2020

Abstract
Extended Reality (xR) encapsulates various computer-altered reality technologies that cover virtual reality (VR), augmented reality (AR), and mixed reality (MR). xR is a technology that merges a virtual element into the real-world with the aims to enhance reality on the virtual world immerse onto real-world space. xR has been improved from time to time as the advanced immersive technologies to extend the reality we experience by either combining the virtual and real worlds or by generating a fully immersive experience. Remote collaboration in xR is a challenge since both parties need to have the same system and to set to parallel to xR environments. In a collaborative interface context, the user can be in a remote collaboration or face-to-face to sense the immersive environment. Human teleportation is transferring a human from a local location to a remote location, where the reconstruction of a human appears in a realistic visual representation. However, creating a fully realistic representation of the human figure need a complex 3D reconstruction method. Therefore, the paper describes the human teleportation in the xR environment using the advanced RGB-D sensor devices. It explains the phases to develop the real human teleportation in xR. The paper also discusses the proposed collaborative xR system that has successfully actualized the user teleportation.
Needs analysis for the development of interactive virtual reality-based educational media on combustion engine mechanical technology
Authors: Sutiman  , Yudantoko A , Yudianto A , Solikin M , Adiyasa I W , Suaib N M , Sholichin F , Irawati D A 
Published: November 2020

Abstract
Needs analysis is the first and necessary step for the researchers to design a newly developed learning media to find out a set of specific requirements to conduct the research activities. The study aims (1) to investigate the user’s learning preference, (2) to select the suitable learning materials and to choose the appropriate type of engines, and (3) to identify the needs for the virtual reality development. A focus group discussion (FGD) comprising some representative users and experts in learning media has been involved in the activities with the use of the FGD guidance sheet as the supplementary tools. Additionally, the literature study has also been conducted to collect the necessary additional data to perform a 3D design of the engine. The data were analyzed qualitatively by examining the comment from the users, the experts, and the outcome of the literature review study. It was then concluded that (1) the users require the learning process, which does not need to alternate the learning objects. (2) The two-stroke single-cylinder engine was decided to choose by considering the complexity of the engine mechanical construction. Finally, (3) the needs for engine assembly drawing and virtual reality development have also been described.
Cultural heritage preservation efforts in Malaysia: A survey
Authors: Suaib N M , Ismail N A F , Sadimon S , Yunos Z Mohd 
Published: November 2020

Abstract
Malaysia, just like its neighbouring countries in the region, has a rich and diverse culture and heritage treasures. What makes Malaysia more unique is its diversity as a multi-racial and multicultural country. These cultural heritages might become lost and extinct without any efforts in preserving and safeguarding due to modernization, assimilation, and globalization. We present an overview of different cultural heritage in Malaysia and available efforts to preserve these treasures found from literature. Digital preservation efforts that computer graphics, media scientists and practitioners could offer as alternatives in preservation of culture and heritage preservation will also be included in this paper.
AR-TO-KID: A speech-enabled augmented reality to engage preschool children in pronunciation learning
Authors: Aladin M Y F , Ismail A W , Salam M S H , Kumoi R , Ali A F 
Published: November 2020

Abstract
AR-TO-KID is an application produced for preschool children between ages five to six years old with an Augmented Reality (AR) application. The significant purpose of AR-TO-KID is to improve the pronunciation of the children in English. Hence, this paper discusses an AR application with speech input. The detection of the children speech input when they need to pronounce the words correctly, and they need to have critical thinking to identify the environment suit with the 3D objects that they will utter the word. Educational technology should be interactive and attractive for 5 to 6 years old preschool children learning; however, some at preschool teachers still used the conventional methods in teaching and children are not fully engaged with the method. Therefore, this project is to design and develop an interactive AR tool called AR-TO-KID for preschool children in pronunciation learning and teaching. This paper presents the evaluation and testing for preschool children with non-native English speaking. The article ends with results and discussion.
Educational science game for early primary school
Authors: Latif A H A , Rahim M S M , Ismail A W , Suaib N M , Aladin M Y F , Nor’a M N A 
Published: November 2020

Abstract
Learning is a process to extend the knowledge, but learning science helps to understand the world. Science education is important due to the relevance in human’s lives and the universally applicable problem-solving and critical thinking skills it uses and develops. It is a foundation of education for student. When it comes to student, science education gives them the skills and knowledge that are required for their problem solving and critical skills. Science is the best subject that can be learn by experimenting and experiencing. Nowadays, technology had taken part in many domains. Same goes to education, technology had contributed many improvements to make the learning process more attractive. Hence, in this modern era, the implementation of video games in education can be the effective way for student to learn while having fun in learning. Therefore, this project aims to develop a science game for student to play while experiencing the new method of learning process. The game is developed by using Unity 3D game engine.
Augmented reality battleship board game with holographic display
Authors: Fadzli F E , Ismail A W , Rosman M F A , Suaib N M , Rahim M S M , Ismail I 
Published: November 2020

Abstract
The board game is a game that played on the board, and the Battleship board game is one of the examples. While developing the virtual board game, multi-user interaction is essential as a board game played by more than one people. To enhance the user experience, the board game has been implemented with Augmented Reality (AR) technology. AR can superimpose it into the real-world since it has the capabilities to overlay the virtual game on the top of the real world. However, AR handheld has limited perspective viewing for the viewers to see the battleship game. Therefore, this project aims to develop an AR battleship board game with a holographic display. Three phases have been carried out, first is to study the multi-user interaction for the AR battleship board game and holographic display with a different perspective. Second is to develop the multi-user interaction for AR Battleship board game. Finally, the third phase is to integrate the AR Battleship board game with a pyramid holographic display. The evaluation has been performed, and the result is based on the usability and user acceptance have been recorded. Based on the result, this project has successfully produced AR Battleship board game with holographic display application and significantly enhance the user experience.
Virtual reality learning environments for vocational education: a comparative study with conventional instructional media on two-stroke engine
Authors: Sholichin F , Suaib N M , Irawati D A , Sutiman  , Solikin M , Yudantoko A , Yudianto A , Adiyasa I W , Sihes A J , Sulaiman H A 
Published: November 2020

Abstract
Virtual reality technology has been adopted as a modern learning media in vocational education. Nowadays, the practical learning needs complete equipment and tools to achieve the goal study. However, the conventional media requirement is a challenge for academician for learning process, specifically in automotive and machine areas. Virtual reality provides a solution for this problem, but still needs proper analysis on the impact of usability between conventional and VR media to which each learning objective is achieved. The case study used in this research is a two-stroke engine, which is currently a rare item in the real world. We replicated this two-stroke engine in the developed VR system using Unity game engine and Oculus quest. A comparison on the usability effectiveness on conventional and virtual reality methods was conducted using cognitive walkthrough, which follows the four steps of learning objective training. The result shows that three out of four learning objectives are similar with conventional objective training. One of the process on preparation for disassembly machine has slight difference with conventional training; faulty engine due from environment elements (liquid, rusty iron) was not included.
Mobile based augmented reality for flexible human height estimation using touch and motion gesture interaction
Authors: Ismail N A , Tan C W , Mohamed S E , Salam M S , Ghaleb F A 
Published: November 2020

Abstract
Human height measurement can be achieved by using contact or non-contact techniques. Contact technique is the traditional measuring method which required human resources to perform the measurement. In contrast, for non-contact technique, several kinds of research for measurement have been conducted, mostly with image-processing methods and only a few with the Augmented Reality (AR) approach. The current measuring approaches mostly required external hardware such as laser pointer or artificial fiducial such as 2D markers. In this paper, the world tracking technique and Visual Inertial Odometry is the method used to estimate the human height. The main aim of this paper is to accurately estimate the human height using augmented reality (non-contacted measurements). The methodology used the Apple ARKit plugin, which is the software development tools to build an augmented reality application for IOS device. An algorithm was designed by using Golden Ratio rules to estimate human height from the lower part of human knee; The estimation result is displayed using AR technology to allow the justification of the accuracy of the result. The application is tested with four different measuring methods. The normal full-height measurement result had a 1.13cm (0.73%) bias and a 1.34cm (0.88%) Root Mean Square Error (RMSE); the self-full height measurement had a result of 0.89cm (0.58%) bias and a 1.27cm (0.83%) RMSE; the normal height estimation from the lower part of knee measurement had a result of 0.12cm (0.06%) bias and a 1.34cm (0.89%) RMSE; the self-height estimation from the lower part of knee measurement had a result of 0.15cm (0.09%) bias and a 1.04cm (0.66%) RMSE. The results show that the mobile phone with VIO can be a potential tool for obtaining accurate measurements of human height.
Interactive mobile games development for children to learn about money
Authors: Zamri M N H , Ismail N A F , Ali A , Suaib N M , Sadimon S 
Published: November 2020

Abstract
Money notes and coins are used for transactions and are essential in daily human life. Children need to be exposed to enough knowledge about the purposes of money notes, and the most important is to identify the money correctly. Children begin to expose to identifying the money at school in standard one. However, depending on formal education is not enough because the children easily get bored, and they did not fully engage with formal education. The use of mobile games for learning purposes is becoming increasingly popular because they are interactive and able to attract students. Therefore, this research aims to develop mobile games to identify and learn about money. Three main phases have been carried out, and the first phase is preliminary research on the learning approach for children and data collection in money Malaysia Ringgit. The second phase is to design and develop mobile games. Three mini-games have been proposed, and the first game is to identify the money notes and coins. The second game is to learn about counting the money and coins, and the third game is to learn to use the money for purchasing purposes. After these three mini-games have been developed in the second phase, the third phase is the evaluation phase. The usability result shows the users agree the mobile games help them to identify money, calculate the value of money, and to perform basic purchasing activities. Based on the user acceptance results show that the mobile game works more effectively with adult or parental guidance. Overall, this research has successfully produced a mobile game that can help the children to learn to identify, count, and use money.
Early Mobilization in Older Adults with Acute Cardiovascular Disease
Authors: Goldfarb Michael , Semsar-kazerooni Koorosh , Morais José A , Dima Diana 
Published: November 2020

Abstract

Background
Early mobilization (EM) is beneficial in critical care units and in older hospitalized patients, but little is known about EM in older adults with acute cardiovascular disease.

Methods
Consecutive admissions of adults ≥80 years old to a Cardiac Intensive Care Unit (CICU) prior to and following implementation of a nurse-driven EM program were reviewed. Mobility was measured using the Level of Function (LOF) Mobility Scale, which ranges from 0 (bed immobile) to 5 (able to walk &gt;20 meters). The primary outcome was discharge home.

Results
There were 412 patients included (N = 234, intervention; N = 178, preintervention). There was no difference in age between groups (overall 86.3 ± 4.8 years old) or sex (overall female N = 215, 52.2%). In the intervention group, functional impairment was present in 89 patients (38.0%) prehospitalization and in 209 patients (89.3%) on admission. Nearly half of patients (N = 107; 45.7%) improved their LOF by ≥1 during admission. Mobilization occurred during nearly all opportunities (838/850; 98.6%), and most mobility activities were completed (2,207/2,553; 86.4%). Adverse events were rare (5/2,207 activities [0.2% adverse event rate]) and transient. Patients in the intervention group were more likely than patients in the preintervention group to be discharged home (74.4 vs. 65.7%, P = 0.047, respectively) and had a lower rate of in-hospital death (6.4 vs. 14.6%, P = 0.006, respectively). There was no difference in mean length of hospital stay, 30-day emergency department visit or hospital re-admission.

Conclusion
EM is safe in older adults in the CICU and is associated with reduced discharge to healthcare facility and in-hospital mortality.