bluuebunny/crossref_metadata_2025_split huggingface dataset:
Seaweed Extract Improves Growth and Productivity of Tomato Plants under Salinity Stress
Authors: Hernández-Herrera Rosalba Mireya , Sánchez-Hernández Carla Vanessa , Palmeros-Suárez Paola Andrea , Ocampo-Alvarez Héctor , Santacruz-Ruvalcaba Fernando , Meza-Canales Iván David , Becerril-Espinosa Amayaly 
Published: October 2022

Biostimulants constitute an emerging group of crop management products used to enhance productivity under abiotic stress conditions. The ability of some biostimulant products, such as seaweed extracts (SE), to enhance crop tolerance to salinity stress has been documented. SE contain a series of bioactive compounds and signaling molecules, as well as mineral and organic nutrients, that greatly benefit plants. A greenhouse experiment was conducted in order to evaluate SE-mediated tolerance mechanisms in tomato plants under salinity stress. The experiment was divided into two developmental phases (vegetative and reproductive) and included four treatments: control (plants with neither treatment), SE (plants treated with seaweed extract), NaCl (plants irrigated with 300 mM NaCl), and SE + NaCl (plants treated with seaweed extract and irrigated with 300 mM NaCl). Tomato plants treated with the SE from Padina gymnospora showed an increase in root and shoot length (18 cm and 13 cm), root and shoot area (33 cm2 and 98 cm2), and shoot and root fresh weight (1.0 and 3.8 g) under the control and salinity stress conditions. The decrease in productivity (number of fruits) associated with salinity stress was reduced from 28.7% to only 3.4% in SE-treated plants. The positive effects of SE application also included early flowering and enhanced fruit weight and quality. Our findings suggest that optimized photosynthetic performance and antioxidant defense systems (proline, total phenols, and flavonoids) appear to be major factors modulating SE responses to salinity tolerance in tomato plants with promising agricultural applications.
How to Evaluate Serious Games Concepts: A Systematic Prototyping and Testing Approach
Authors: Schade Cornelia , Stagge Antonia 
Published: October 2022

The challenge in developing a serious game is to find the perfect balance between learning and playing. The development process should include an appropriate involvement of the target group and enable a systematic evaluation of this balance through prototyping and testing. The goal is to create an entertaining and purposeful learning experience and thus enable knowledge growth. This paper presents the evaluation results of the serious game E.F.A. with the target group – managers in the social service sector. The first prototype was tested in an early phase as a paper prototype by experts in media didactics and subject experts. Early stage testing is a decisive factor for the development of serious games. However, the accessibility of the target group is not always given for fast testing and iterative improvement. After collecting expert feedback and incorporating it into the game, the high-fidelity prototype was created and tested by the target group. Those test runs were followed by group interviews. Their results are the focus of this paper which aims at answering the following research questions: How did the target group experience the serious game and their increase in knowledge? To what extent can the evaluation results with the target group be linked to the early tests with the paper prototype? How does the feedback vary and what conclusions can be drawn from this?
The results of the paper show that the serious game was rated very differently among the target group. Some generally praised the playful approach. Others criticized the game as childish and unsuitable for the target group. The feedback obtained from different user groups with the help of different prototypes varied for a set of evaluation criteria such as playing time, remembered knowledge and dialogs. For each evaluation criteria recommendations are given regarding the test group and type of prototype.
Nursing XR – a VR application to teach decision making to student nurses
Authors: Gilardi Marco , Honnan Stephen , Sheerman Laura , Cund Audrey , Rae Susan 
Published: October 2022

This paper validates an approach to the design and development of VR applications that are integrated into the curricula and address fundamental student needs. To accomplish this, a case study describing the process undertaken to create Nursing XR, a wound dressing scenario where the patient is discharged home and requires follow up care and treatment by a nurse. The aim of the VR application is to support nursing students in developing their communication, risk assessment, holistic assessment, and person-centred clinical decision-making skills.
To design Nursing XR, needs and initial requirements were collected via a workshop with student nurses. The workshop, which involved 10 student nurses and two lecturers in nursing from two Universities (Co-Is) and was led by the PI, supported by the learning technologist and the head developer of the company used for development of the software. Results from the workshop identified two major needs for the students: the need to undertake practical applications of the procedures learned in the lectures and the need to build confidence in the skills required of a nursing student. These needs were the foundations for the design process, which followed an artefact-based approach. The artefacts generated during the design were also used to elicit additional interaction and software requirements from the nursing lecturers. An iterative lean development process was followed by the company for the software implementation. Throughout the development, students and lecturers were involved as user testes ensuring that the user experience of the application was satisfactory, and the application fit for purpose.In this paper, we describe the high-level design and development process followed by the multidisciplinary team to develop Nursing XR and report initial qualitative findings from the workshop focus group.
Integrating the 4cs into Creating Games by Visual Programming and Project Based Learning
Authors: Choleva Vasiliki , Stagakis Stelios , Choleva Eutuxia , Patrikakis Charalampos 
Published: October 2022

In recent years teaching methods and tools have changed due to the development of IT information technologies. The Teaching Learning Process is guided and supported by the use of technological and pedagogical drivers in a holistic way.
This paper presents a teaching framework for the development of technologically supported learning environments, through the utilization of visual programming tools, such as Kodu and Scratch, proposed by the current and supplementary National Curriculum. Also, it proposes a framework of educational scenarios as a part of Games Based Learning practices within a Project Based Learning project that will be implemented during languages courses to K-6 students.
Seventy-five Greek-speaking children of the fifth year of various primary schools of Athens participated in this study. The aim of the study was not only to examine how the creation of educational digital games with Kodu and Scratch can introduce primary school students to programming but also to investigate the developmental path of 21st century skills such as critical thinking, creativity, collaboration, communication (4Cs) and virtual/digital skills. A mixed method approach was adopted to explore the educational value of using these programming tools in the teaching-learning process. The research data was collected using observations, worksheets and questionnaires. The result of this study shows that the students were excited about the creation of their game by visual programming environments and project implementation, which was reflected by their active involvement in the learning process.
The positive results of the research suggest that, in the proposed framework, the visual programming environments Kodu and Scratch can be dynamic learning tools during the teaching of language courses that support the development of students’ expression and collaboration skills. Also, the above findings provide an approach for future teaching to K-6 students on developing narrative skills.
Learning by Co-Designing Environmental (In)Justice Games
Authors: Sardone Nancy 
Published: October 2022

Abstract: This paper describes undergraduate students' learning after researching environmental topics and co-creating and disseminating environmental justice games to fulfill their course and university service-learning requirements. Post-play reflections revealed motivation toward improvement in providing a game format that audiences would find engaging while learning about the seriousness of the environmental topic. Further, evidence of students' critical thinking, reflecting on the lack of environmental justice was noted. Students remarked that disseminating information by "spreading the word" is a key to raising awareness about environmental injustices. Essays also revealed students' intrigue with the game's co-creation process and enjoyed playing games with others. These findings may benefit researchers and educators interested in game creation as critical pedagogy.
University Students’ Video Gaming - Reasons, Preferences, and Behavioural Effects
Authors: Millamena Kian , Kwan Alvin , Panlilio Nicolei 
Published: October 2022

Research on players’ reasons for video gaming, their video game preferences, and the behavioural effects of video gaming on the players tends to study those issues separately. This study attempts to explore all those issues collectively with the aim of facilitating game designers to develop appealing educational games for university students without inflicting negative behavioural impacts on the students. Relevant data from 100 undergraduates were collected from an online survey. Cluster analysis of the eight major reasons for playing video games resulted in grouping the respondents into five clusters. The cluster that rated peer effect as the major reason for playing is male-dominated whereas the cluster that rated family influence as the major reason is female-dominated. A similar analysis of the respondents’ video game genre preferences reveals that the cluster favouring fighting and battle games is male-dominated, whereas the cluster favouring family entertainment games is female-dominated. Both genders enjoy playing challenging adventure-strategy games. Most respondents perceived that their cognitive functioning had improved through video gaming, but no conclusion can be drawn as to whether video gaming can improve their social and psychological functioning. Except for poor sleeping habits, most respondents had not experienced any significant negative effects from playing video games. No statistical evidence supports that playing violent video games would induce aggressive behaviours. As games that involve a high demand for players’ motor skills may not be a good choice for educational games and violent games may induce poor sleep quality, it is concluded that challenging adventure games and strategy games are suitable educational game genres for undergraduate students.
Wargaming Simulator MASA SWORD for Training and Education of Czech Army Officers
Authors: Havlík Tomáš , Blaha Martin , Potužák Ladislav , Pekař Ondřej , Šlouf Vlastimil 
Published: October 2022

The article deals with expanding the capabilities of the University of Defence in the field of training and education of new officers of the Czech Army using newly introduced simulation technology. First, it looks at the beginnings of the use of simulations to support and develop teaching. One of those steps was the establishment of a professional-level computer games group. This gave students the opportunity to gain experience in commanding and managing combat while playing computer games such as Counter-Strike. Currently, students have the opportunity to deepen their command and tactical skills during practical field training or in virtual environments while playing games based on virtual and constructive simulation. Another section explains the importance and role of these simulations in teaching professional soldiers. It is very important for future combat commanders to gain as much experience as possible in commanding and directing combat activity in the conduct of military operations before they occur. Finally, it deals with the newly acquired MASA SWORD simulator, which offers another and much more complex tool for gaining valuable experience. MASA SWORD, unlike the software currently in use, can be controlled by only one user without the need to connect other users or perform control exercises. It includes a scenario building tool, constructive simulation and analytical tools for evaluating created simulations. In addition to its use in teaching and educating students, the simulator can be used for staff training, support for commander planning and decision-making, analysis and, last but not least, operational research. In the last section, the article evaluates the usefulness of simulations for teaching, science and research. It also reports on ongoing qualitative research methods to predict the next direction of development and possible connectivity with other simulators.
KLASIFIKASI MAHASISWA BERPOTENSI DROP OUT MENGGUNAKAN ALGORITMA NAIVE BAYES DAN DECISION TREE
Authors: Samasil Salmawati , Yuyun Yuyun , Hazriani Hazriani 
Published: October 2022

Seiring perkembangan dunia pendidikan Indonesia, Perguruan Tinggi Negeri maupun Perguruan Tinggi Swasta bersaing begitu ketat dalam memberikan performanya dalam mencetak lulusan-lulusan berkualitas. Salah satu indikator kegagalan mahasiswa adalah kasus Drop Out. Dengan menggunakan data mining algoritma naive bayes dan decision tree dapat dilakukan klasifikasi mahasiswa berpotensi drop out. Parameter yang digunakan yaitu, jenis kelamin, IPK, SKS, penghasilan orang tua, jenis tempat tinggal dan jenis transformasi. Mahasiswa yang telah lulus/drop out angkatan 2010-2014 sebanyak 1155 data dijadikan sebagai data training dan data testing. Perbandingan algoritma vaive bayes dan decision tree menghasilkan masing-masing nilai akurasi 97,83% dan 99,13%. Dengan nilai rata-rata precision dan recall yaitu 61,54% dan 100% untuk algoritma naive bayes serta 84,61% dan 100% untuk algoritma decision tree. Nilai rata rata f1-score algoritma naive bayes sebesar 76,19% dan decision tree sebesar 91,67%. Algoritma decision tree memiliki hasil peforma lebih tinggi dari algoritma Naive Bayes. Sehingga algoritma decision tree merupakan algoritma paling baik. Decision tree menghasilkan 11 rule dengan atribut IPK sebagai akarnya. Itu artinya IPK merupakan faktor paling berpengaruh
A novel respiratory control and actuation system for upper-limb prosthesis users: Clinical evaluation study
Authors: Harthikote Nagaraja Vikranth , Ghosh Moulic Soikat , D'souza Jennifer V. , M. Limesh , Walters Peter , H. M. Bergmann Jeroen 
Published: October 2022

<p>The most widely-used active upper-limb (UL) prostheses worldwide are body-powered (BP), which is a two-century-old technology. Despite their affordability and functional benefits to users, these devices are prone to poor outcomes for many patients. Additionally, BP devices have witnessed limited improvements compared to their externally-powered counterparts. Literature indicates a strong need for appropriate prosthetic solutions for children and adolescents. Our previous work introduced a first-of-its-kind breathing-powered UL prosthesis (“Airbender”) that can overcome several limitations of the current BP systems (e.g., restricted operation space, user discomfort caused by the harness to which the cables are attached). Users can regulate their breathing, and this controllable airflow is subsequently used to power a small (purpose-built and optimised) Tesla turbine that can accurately control the opening and closing of the prosthetic hand. The current work explores device usability in children and adolescents with a UL difference (n = 15). Further, we gathered feedback, suggestions, and satisfaction levels from the study participants and their parents on breathing as a modality of controlling a prosthetic device. The collected responses and study observations were subjected to qualitative and statistical analysis. This study showcases real-world testing of a breathing-powered prosthesis and proves that UL-deficient children and adolescents can indeed operate the device (i.e., volitionally open or close) with their breathing input. The perceived level of difficulty in opening or closing the device tended to be on the ‘easy’ side. We report generally favourable feedback obtained from participants and their parents. Additionally, design suggestions and satisfaction levels concerning different device attributes help us involve the key stakeholders in co-creating and proactively developing a robust product development roadmap. This work is aligned with creating a step-change in the potential BP prosthesis options for patients in the future, propelled by a need-led approach. </p>
Boundary Preserving Twin Energy-Based-Models for Image to Image Translation
Authors: Tiwary Piyush , Bhattacharyya Kinjawl , AP Prathosh 
Published: October 2022

<p>Domain shift refers to change of distributional characteristics between the training (source) and the testing (target) datasets of a learning task, leading to performance drop. For tasks involving medical images, domain shift may be caused because of several factors such as change in underlying imaging modalities, measuring devices and staining mechanisms. Recent approaches address this issue via generative models based on the principles of adversarial learning albeit they suffer from issues such as difficulty in training and lack of diversity. Motivated by the aforementioned observations, we adapt an alternative class of deep generative models called the Energy Based Models (EBMs) for the task of unpaired image-to-image translation of medical images. Specifically, we propose a novel method called the Boundary Preserving Twin EBMs (BPT-EBM) which employs a pair of EBMs in the latent space of an Auto-Encoder trained on the source data. While one of the EBMs translates the source to the target domain the other does vice-versa along with a novel boundary preserving loss, ensuring translation symmetry and coupling between the domains. We theoretically analyze the proposed method and show that our design leads to better translation between the domains with reduced langevin mixing steps. We demonstrate the efficacy of our method through detailed quantitative and qualitative experiments on image segmentation tasks on three different datasets vis-a-vis state-of-the-art methods. </p>
UPAYA MEMPERTAHANKAN DAN MENINGKATKAN USAHA PARA PEDAGANG DI MASA PANDEMI COVID 19 (di Setu Pedongkelan Kecamatan Cimanggis Depok)
Authors: Sukaesih Uuh , Miswan Miswan 
Published: October 2022

Pandemi Covid 19 membuat kegiatan ekonomi mengalami keterpurukan, tidak terkecuali kegiatan usaha para pedagang yang ada di Setu Pedongkelan Kecamatan Cimanggis Depok. Tujuan dari kegiatan Pengabdian Masyarakat pada kegiatan ini yaitu (1) Untuk meningkatkan pengetahuan mengenai cara agar dapat mempertahankan dan meningkatkan pendapatan atau omset penjualan dari usaha yang dijalankan, (2) Para pedagang dapat mempertahankan dan meningkatkan pendapatan atau omset penjualan dari usaha yang dijalankan, dan (3) Para pedagang dapat meningkatkan keuntungan yang diperoleh dari usaha dagangnya. Sasaran kegiatan ini dilakukan kepada 4 orang pedagang dengan metode yaitu memberi penyuluhan mengenai berbagai cara yang bisa dilakukan, memberikan bantuan modal untuk diversifikasi produk, memberi bantuan untuk peralatan sederhana, dan melakukan pendampingan atau konsultasi usaha yang dilakukan mulai 14 Desember sampai 24 Desember 2021. Setelah dilakukan kegiatan PKM diharapkan pengetahuan para pedagang meningkat, omset penjualan meningkat 27,6 persen, dan keuntungan meningkat sebesar 28 persen.
Exposure to multisensory and visual static or moving stimuli enhances processing of nonoptimal visual rhythms
Authors: Tachmatzidou Ourania , Paraskevoudi Nadia , Vatakis Argiro 
Published: October 2022

AbstractResearch has shown that visual moving and multisensory stimuli can efficiently mediate rhythmic information. It is possible, therefore, that the previously reported auditory dominance in rhythm perception is due to the use of nonoptimal visual stimuli. Yet it remains unknown whether exposure to multisensory or visual-moving rhythms would benefit the processing of rhythms consisting of nonoptimal static visual stimuli. Using a perceptual learning paradigm, we tested whether the visual component of the multisensory training pair can affect processing of metric simple two integer-ratio nonoptimal visual rhythms. Participants were trained with static (AVstat), moving-inanimate (AVinan), or moving-animate (AVan) visual stimuli along with auditory tones and a regular beat. In the pre- and posttraining tasks, participants responded whether two static-visual rhythms differed or not. Results showed improved posttraining performance for all training groups irrespective of the type of visual stimulation. To assess whether this benefit was auditory driven, we introduced visual-only training with a moving or static stimulus and a regular beat (Vinan). Comparisons between Vinan and Vstat showed that, even in the absence of auditory information, training with visual-only moving or static stimuli resulted in an enhanced posttraining performance. Overall, our findings suggest that audiovisual and visual static or moving training can benefit processing of nonoptimal visual rhythms.
Anti-NMDAR Encephalitis and Myasthenia Gravis Post-COVID-19 Vaccination: Cases of Possible COVID-19 Vaccination-Associated Autoimmunity
Authors: Simanungkalit Astra Dea , Puspitasari Vivien , Margono Jacqueline Tasha , Tiffani Pamela , Stevano Reza 
Published: October 2022

Abstract

BACKGROUND: Coronavirus disease 2019 (COVID‐19) continues to be a global issue. While immunizations comprise an important line of defense against it, adverse effects may occur. We report two cases of autoimmune conditions affecting the nervous system, anti-N-Methyl-D-Aspartate-receptor (NMDAR) encephalitis and myasthenia gravis (MG), that developed in close association following COVID-19 vaccination.
CASE REPORT: In our first case, a 29-year-old woman presents with recurrent seizures, auditory hallucinations, psychiatric symptoms, and autonomic abnormalities, with an onset of one day after receiving the second dose of inactivated SARS-COV-2 whole virus vaccine. CSF analysis and electroencephalogram (EEG) was consistent with anti-NMDAR encephalitis. In our second case, a 23-year-old woman presents with ocular ptosis, diplopia, hoarseness, and fatigability, which first appeared one-day after her first dose of inactivated SARS-COV-2 whole virus vaccine. Electromyography (EMG) results established a definitive diagnosis of MG.
CONCLUSION: To our knowledge, this is the first report of anti-NMDAR encephalitis and MG associated with inactivated SARS-COV-2 whole virus vaccine. In both cases, COVID-19 vaccination appears to be the only remarkable feature of history. The authors postulate that COVID-19 vaccination may trigger underlying defects or induce failure of positive and negative selection, which may lead to autoreactivity and subsequent autoimmunity. However, further studies are required to confirm this possibility.