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20 pages, 8948 KiB  
Article
An Architecture for Intelligent Tutoring in Virtual Reality: Integrating LLMs and Multimodal Interaction for Immersive Learning
by Mohamed El Hajji, Tarek Ait Baha, Anas Berka, Hassan Ait Nacer, Houssam El Aouifi and Youssef Es-Saady
Information 2025, 16(7), 556; https://doi.org/10.3390/info16070556 - 29 Jun 2025
Viewed by 739
Abstract
Immersive learning has been recognized as a promising paradigm for enhancing educational experiences through the integration of VR. We propose an architecture for intelligent tutoring in immersive VR environments that employs LLM-based non-playable characters. Key system capabilities are identified, including natural language understanding, [...] Read more.
Immersive learning has been recognized as a promising paradigm for enhancing educational experiences through the integration of VR. We propose an architecture for intelligent tutoring in immersive VR environments that employs LLM-based non-playable characters. Key system capabilities are identified, including natural language understanding, real-time adaptive dialogue, and multimodal interaction through hand tracking, gaze detection, and haptic feedback. The system synchronizes speech output with NPC animations, enhancing both interactional realism and cognitive immersion. This design demonstrates that AI-driven VR interactions can significantly improve learner engagement. System performance was generally stable; however, minor latency was observed during speech processing, indicating areas for technical refinement. Overall, this research highlights the transformative potential of VR in education and emphasizes the importance of ongoing optimization to maximize its effectiveness in immersive learning contexts. Full article
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17 pages, 3517 KiB  
Article
LDMP-FEC: A Real-Time Low-Latency Scheduling Algorithm for Video Transmission in Heterogeneous Networks
by Tingjin Gao, Feng Chen and Pingping Chen
Electronics 2025, 14(3), 563; https://doi.org/10.3390/electronics14030563 - 30 Jan 2025
Viewed by 1137
Abstract
With the rapid development of mobile networks and devices, real-time video transmission has become increasingly important worldwide. Constrained by the bandwidth limitations of single networks, extensive research has shifted towards video transmission in multi-network environments. However, differences in bandwidth and latency in heterogeneous [...] Read more.
With the rapid development of mobile networks and devices, real-time video transmission has become increasingly important worldwide. Constrained by the bandwidth limitations of single networks, extensive research has shifted towards video transmission in multi-network environments. However, differences in bandwidth and latency in heterogeneous networks (such as LTE and Wi-Fi) lead to high latency and packet loss issues, severely affecting video quality and user experience. This paper proposes a Forward Error Correction (FEC)-based Low-Delay Multipath Scheduling algorithm (LDMP-FEC). This algorithm combines the Gilbert model with a continuous Markov chain to adaptively adjust FEC redundancy, thereby enhancing data integrity. Through the FEC Recovery Priority Scheduling (FEC-RPS) algorithm, it dynamically optimizes the transmission order of data packets, reducing the number of out-of-order packets (OFO-packets) and end-to-end latency. Experimental results show that LDMP-FEC significantly reduces the number of out-of-order packets in heterogeneous network environments, improving performance by 50% compared to the round-robin and MinRtt algorithms, while maintaining end-to-end latency within 150 ms. Under various packet loss conditions, LDMP-FEC sustains a playable frame rate (PFR) above 90% and a Peak Signal-to-Noise Ratio (PSNR) exceeding 35 dB, providing an efficient and reliable solution for real-time video and other low-latency applications. Full article
(This article belongs to the Section Networks)
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16 pages, 51859 KiB  
Article
On the Correlation of Cymbals’ Vibrational Behavior and Manufacturing Processes
by Spyros Brezas, Evaggelos Kaselouris, Yannis Orphanos, Makis Bakarezos, Nektarios A. Papadogiannis and Vasilis Dimitriou
Appl. Sci. 2025, 15(3), 1425; https://doi.org/10.3390/app15031425 - 30 Jan 2025
Viewed by 752
Abstract
The complex frequency domain assurance criterion is here applied for the comparison of a pristine to an altered state of a vibrating system. The criterion was originally proposed for the detection of defects in vibrating structures, while in later research studies it has [...] Read more.
The complex frequency domain assurance criterion is here applied for the comparison of a pristine to an altered state of a vibrating system. The criterion was originally proposed for the detection of defects in vibrating structures, while in later research studies it has been successfully used in musical acoustics. In this paper, we evaluate the differences in the vibrational behavior of finished and non-finished cymbals by adopting the proposed correlation criterion. Since idiophones are playable and produce sounds after any manufacturing process, the methodology presented correlates the vibrational state of a cymbal, at any stage of manufacturing, to a reference pristine cymbal. The evaluation of the cymbals is performed by the comparison of finished cymbals with semi-finished and blank 8-inch cymbals of the same material. The correlation criterion is applied to the vibrational measurements of blank, semi-finished, and finished B8 and B20 cymbals. Additionally, commercially available finished cymbals of the same material and geometrical characteristics are introduced in this correlation study. The measuring methodology and the vibration symmetry are discussed, and valuable results and conclusions are presented. The proposed methodology highlights the influence of the manufacturing processes of forming, hammering, and finishing on the vibrational behavior of cymbals, offering manufacturers and drummers a quantifiable criterion for evaluating cymbals’ vibroacoustic performance. Representative evaluations of blanks, semi-finished, and finished cymbals demonstrate the capability of the correlation criterion to monitor, identify, and visualize the vibrational state of any cymbal compared to a pristine reference. This enables the development of a novel methodology for both manufacturers and musicians. Full article
(This article belongs to the Special Issue Vibroacoustic Monitoring: Theory, Methods and Applications)
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19 pages, 3615 KiB  
Article
Analysis of Football Pitch Performances Based on Different Cutting Systems: From Visual Evaluation to YOLOv8
by Sofia Matilde Luglio, Christian Frasconi, Lorenzo Gagliardi, Michele Raffaelli, Andrea Peruzzi, Marco Volterrani, Simone Magni and Marco Fontanelli
Agronomy 2024, 14(11), 2645; https://doi.org/10.3390/agronomy14112645 - 10 Nov 2024
Cited by 1 | Viewed by 1714
Abstract
The quality of sports facilities, especially football pitches, has gained significant attention due to the growing importance of sports globally. This study examines the effect of two different cutting systems, a traditional ride-on mower and an autonomous mower, on the quality and functional [...] Read more.
The quality of sports facilities, especially football pitches, has gained significant attention due to the growing importance of sports globally. This study examines the effect of two different cutting systems, a traditional ride-on mower and an autonomous mower, on the quality and functional parameters of a municipal football field. The analysis includes visual assessments, measurements of grass height, and evaluations of surface hardness, comparing the performance of the two cutting systems. Additionally, studies of turfgrass composition and machine learning techniques, particularly with YOLOv8s and YOLOv8n, are conducted to test the capability of assessing weed and turfgrass species distribution. The results indicate significant differences in grass color based on the position (5.36 in the corners and 3.69 in the central area) and surface hardness between areas managed with a traditional ride-on mower (15.25 Gmax) and an autonomous mower (10.15 Gmax) in the central region. Higher height values are recorded in the area managed with the ride-on mower (2.94 cm) than with the autonomous mower (2.61 cm). Weed presence varies significantly between the two cutting systems, with the autonomous mower demonstrating higher weed coverage in the corners (17.5%). Higher overall performance metrics were obtained through YOLOv8s. This study underscores the importance of innovative management practices and monitoring techniques in optimizing the quality and playability of a football field while minimizing environmental impact and management efforts. Full article
(This article belongs to the Special Issue Robotics and Automation in Farming)
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20 pages, 2171 KiB  
Article
Assessing Biofungicides and Host Resistance against Rhizoctonia Large Patch in Zoysiagrass
by Bikash Ghimire, Rolando Orellana, Shukti R. Chowdhury, Christopher Brian Vermeer, Paige Patel, Paul Raymer, Susana Milla-Lewis, James W. Buck, Alfredo D. Martinez-Espinoza and Bochra A. Bahri
Pathogens 2024, 13(10), 864; https://doi.org/10.3390/pathogens13100864 - 2 Oct 2024
Cited by 2 | Viewed by 1443
Abstract
Rhizoctonia large patch (Rhizoctonia solani AG2-2 LP) significantly reduces turfgrass quality, aesthetics, and playability. Synthetic fungicides are commonly used for managing this disease, but they present high costs, potential for fungicide resistance, and environmental concerns. We conducted in vitro assays to test [...] Read more.
Rhizoctonia large patch (Rhizoctonia solani AG2-2 LP) significantly reduces turfgrass quality, aesthetics, and playability. Synthetic fungicides are commonly used for managing this disease, but they present high costs, potential for fungicide resistance, and environmental concerns. We conducted in vitro assays to test the effectiveness of three biofungicides, seven synthetic fungicides, and ten combinations against R. solani. We then assessed seven spray programs that included Bacillus subtilis QST713 and propiconazole, either alone or tank-mixed, on zoysiagrass ‘El Toro’ in a growth chamber and in field trials. Biofungicide B. subtilis QST713 reduced pathogen growth by up to 100% in vitro. B. subtilis QST713 alone or combined with synthetic fungicides and/or in rotation was as effective as the standalone synthetic fungicide, reducing disease severity and AUDPC by 81 and 77% (growth chamber) and by 71 and 52% (field), respectively, while maintaining acceptable turfgrass quality. Additionally, we screened zoysiagrass genotypes and advanced breeding lines against three R. solani isolates in growth chamber studies. Five genotypes and two breeding lines demonstrated resistance to Rhizoctonia large patch across isolates, highlighting their potential for developing disease-resistant cultivars. Our findings suggest that integrating biofungicides, resistant cultivars with chemical controls offer sustainable and effective strategies for managing Rhizoctonia large patch Full article
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30 pages, 14025 KiB  
Article
Player Experience Evaluation in Game-Based Systems for Older Adults
by Johnny Alexander Salazar-Cardona, Bryjeth Ceballos-Cardona, Patricia Paderewski-Rodriguez, Francisco Gutiérrez-Vela and Jeferson Arango-López
Sensors 2024, 24(18), 6121; https://doi.org/10.3390/s24186121 - 22 Sep 2024
Cited by 4 | Viewed by 1940
Abstract
Significant efforts are currently being made to improve the quality of life of the older adult population. These efforts focus on aspects such as health, social interaction, and mental health. One of the approaches that has shown positive results in several studies is [...] Read more.
Significant efforts are currently being made to improve the quality of life of the older adult population. These efforts focus on aspects such as health, social interaction, and mental health. One of the approaches that has shown positive results in several studies is the application of game-based systems. These systems are not only used for entertainment, but also as tools for learning and promoting positive feelings. They are a means to overcome loneliness and isolation, as well as to improve health and provide support in daily life. However, it is important to note that, while these experiences are gradually being introduced to the older adult population, they are often designed with a younger audience in mind who are assumed to be more technologically proficient. This supposition can make older adults initially feel intimidated when interacting with this type of technology, which limits their ability to fully utilize and enjoy these technological solutions. Therefore, the purpose of this article is to apply a game experience and fun evaluation process oriented toward the older adult population based on the playability theory of human–computer interaction in virtual reality game experiences. This is expected to offer highly rewarding and pleasurable experiences, which will improve engagement with the older population and promote active and healthy aging. Full article
(This article belongs to the Special Issue Computer Vision and Virtual Reality: Technologies and Applications)
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20 pages, 1879 KiB  
Article
Development of the Engagement Playability and User eXperience (EPUX) Metric for 2D-Screen and VR Serious Games: A Case-Study Validation of Hellblade: Senua’s Sacrifice
by Kim Martinez, David Checa and Andres Bustillo
Electronics 2024, 13(2), 281; https://doi.org/10.3390/electronics13020281 - 8 Jan 2024
Cited by 1 | Viewed by 2550
Abstract
Research into the design of serious games still lacks metrics to evaluate engagement with the experience so that users can achieve the learning aims. This study presents the new EPUX metric, based on playability and User eXperience (UX) elements, to measure the capability [...] Read more.
Research into the design of serious games still lacks metrics to evaluate engagement with the experience so that users can achieve the learning aims. This study presents the new EPUX metric, based on playability and User eXperience (UX) elements, to measure the capability of any serious game to maintain the attention of players. The metric includes (1) playability aspects: game items that affect the emotions of users and that constitute the different layers of the game, i.e., mechanics, dynamics and aesthetics; and (2) UX features: motivation, meaningful choices, usability, aesthetics and balance both in the short and in the long term. The metric is also adapted to evaluate virtual reality serious games (VR-SGs), so that changes may be considered to features linked to playability and UX. The case study for the assessment of the EPUX metric is Hellblade, developed in two versions: one for 2D-screens and the other for VR devices. The comparison of the EPUX metric scores for both versions showed that (1) some VR dynamics augmented the impact of gameplay and, in consequence, engagement capacity; and (2) some game design flaws were linked to much lower scores. Among those flaws were low numbers of levels, missions, and items; no tutorial to enhance usability; and lack of strategies and rewards to increase motivation in the long term. Full article
(This article belongs to the Special Issue Serious Games and Extended Reality (XR))
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8 pages, 5105 KiB  
Proceeding Paper
A Spectrum Analyzer in the 470 to 698 MHz Band Using Software Defined Radio for the Analysis of Digital Terrestrial Television Signals (DTTs)
by Karla Andrade, Fausto Patiño and Tarquino Sánchez-Almeida
Eng. Proc. 2023, 47(1), 22; https://doi.org/10.3390/engproc2023047022 - 6 Dec 2023
Cited by 1 | Viewed by 1110
Abstract
This article presents the development of a prototype software for a terrestrial digital TV signal spectrum analyzer using software-defined radio (SDR). This study involves four phases: signal reception from Quito’s TV channels, configuring the software and hardware to work within the 470–698 MHz [...] Read more.
This article presents the development of a prototype software for a terrestrial digital TV signal spectrum analyzer using software-defined radio (SDR). This study involves four phases: signal reception from Quito’s TV channels, configuring the software and hardware to work within the 470–698 MHz frequency range using the One-seg service of the ISDB-Tb standard, setting up the spectrum analyzer with a low-pass filter to reduce noise, and analyzing the results by visualizing digital TV signals from various areas of Quito with the SMPlayer software. While capturing TDT signals in Ecuador, it was discovered that some channels’ signals lacked playable audiovisual content on video players during testing. Full article
(This article belongs to the Proceedings of XXXI Conference on Electrical and Electronic Engineering)
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14 pages, 980 KiB  
Article
Creating the Culture for Sustainable Innovation: A Gamified Approach
by Francesco Bellosi, Maria Spadafora and Mario Rapaccini
Sustainability 2023, 15(22), 15781; https://doi.org/10.3390/su152215781 - 9 Nov 2023
Cited by 3 | Viewed by 1850
Abstract
This research proposes a gamified approach to creating a culture for sustainable-oriented innovation. Specifically, we use action research to explore the mechanisms through which business decision-makers (such as entrepreneurs, executives and managers) reflect on their practices and obstacles to innovation, and then we [...] Read more.
This research proposes a gamified approach to creating a culture for sustainable-oriented innovation. Specifically, we use action research to explore the mechanisms through which business decision-makers (such as entrepreneurs, executives and managers) reflect on their practices and obstacles to innovation, and then we use gamification to stimulate the involvement and creativity of managers. The main contribution of this paper is the design of a one-day gamified workshop in which participants collaborate first to identify common values and then to drive the co-creation of sustainable innovations. The workshop has been applied with managers of a real company to evaluate its playability and to validate its effectiveness in creating a culture for sustainable innovation. Full article
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11 pages, 280 KiB  
Case Report
Game Transfer Phenomena in a Clinical Case with Psychosis and Gaming Disorder
by Huu Kim Le, Angelica B. Ortiz de Gortari, Annabel Callan, Daragh Poynton, Daniela Vecchio and Wai Chen
Psychiatry Int. 2023, 4(3), 286-296; https://doi.org/10.3390/psychiatryint4030028 - 7 Sep 2023
Cited by 7 | Viewed by 5976
Abstract
Little is known about the interplay of Gaming Disorder (GD) with psychotic processes in schizophrenia. Only a few clinical cases involving video game playing and psychotic symptoms have been previously reported in literature. This case report describes a 24-year-old male diagnosed with paranoid [...] Read more.
Little is known about the interplay of Gaming Disorder (GD) with psychotic processes in schizophrenia. Only a few clinical cases involving video game playing and psychotic symptoms have been previously reported in literature. This case report describes a 24-year-old male diagnosed with paranoid schizophrenia and GD. Our case, Patient G, had premorbid excessive video game playing and Game Transfer Phenomena (GTP) prior to the onset of his schizophrenia illness. GTP are common among gamers and are characterised by abnormal perceptions, intrusive thoughts, and temporal change on behaviours related to the content of video games. However, GTP are not necessarily of delusional intensity for meeting the threshold of psychosis. The relapse in Patient G’s paranoid schizophrenia was associated with recent cannabis use, social withdrawal, and excessive video game playing. Patient G’s psychotic symptoms were influenced by video game themes and the movie “Matrix”, including the delusion that he was in a video game and that people around him were “non-playable characters”. Awareness of GTP can help clinicians to demarcate GTP from psychotic features and identify their interactions, given the ensuing treatment implications. Our case report highlights the importance of GTP, which in some cases may be an early sign of developing mental illness and could have implications for early intervention and prevention of illness onset and complications. Full article
27 pages, 8922 KiB  
Article
Brass Haptics: Comparing Virtual and Physical Trumpets in Extended Realities
by Devon John Blewett and David Gerhard
Arts 2023, 12(4), 145; https://doi.org/10.3390/arts12040145 - 10 Jul 2023
Cited by 1 | Viewed by 3127
Abstract
Despite the benefits of learning an instrument, many students drop out early because it can be frustrating for the student, expensive for the caregiver, and loud for the household. Virtual Reality (VR) and Extended Reality (XR) offer the potential to address these challenges [...] Read more.
Despite the benefits of learning an instrument, many students drop out early because it can be frustrating for the student, expensive for the caregiver, and loud for the household. Virtual Reality (VR) and Extended Reality (XR) offer the potential to address these challenges by simulating multiple instruments in an engaging and motivating environment through headphones. To assess the potential for commercial VR to augment musical experiences, we used standard VR implementation processes to design four virtual trumpet interfaces: camera-tracking with tracked register selection (two ways), camera-tracking with voice activation, and a controller plus a force-feedback haptic glove. To evaluate these implementations, we created a virtual music classroom that produces audio, notes, and finger pattern guides loaded from a selected Musical Instrument Digital Interface (MIDI) file. We analytically compared these implementations against physical trumpets (both acoustic and MIDI), considering features of ease of use, familiarity, playability, noise, and versatility. The physical trumpets produced the most reliable and familiar experience, and some XR benefits were considered. The camera-based methods were easy to use but lacked tactile feedback. The haptic glove provided improved tracking accuracy and haptic feedback over camera-based methods. Each method was also considered as a proof-of-concept for other instruments, real or imaginary. Full article
(This article belongs to the Special Issue Feeling the Future—Haptic Audio)
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24 pages, 427 KiB  
Article
Putting the Gaming Experience at the Center of the Therapy—The Video Game Therapy® Approach
by Francesco Bocci, Ambra Ferrari and Marcello Sarini
Healthcare 2023, 11(12), 1767; https://doi.org/10.3390/healthcare11121767 - 15 Jun 2023
Cited by 12 | Viewed by 25326
Abstract
Video games have been increasingly used as a form of therapy for various mental health conditions. Research has shown that video games can be used to treat conditions such as depression, anxiety, PTSD, and addiction. One of the main benefits of video games [...] Read more.
Video games have been increasingly used as a form of therapy for various mental health conditions. Research has shown that video games can be used to treat conditions such as depression, anxiety, PTSD, and addiction. One of the main benefits of video games in therapy is that they can provide a sense of engagement and immersion that traditional therapy methods may lack. Additionally, video games can teach valuable skills such as problem solving, decision making, and coping strategies. Video games can also simulate real-life scenarios, allowing individuals to practice and improve social skills in a safe and controlled environment. Furthermore, video games can provide feedback and track progress objectively and quantifiably. This paper proposes an approach, the Video Game Therapy® (VGT®) approach, where game experience is put at the center of the therapy in a tailored way, connecting the individual patient’s personality, the therapy’s goals, and the suggested type of video game through the Myers Briggs Type Indicator (MBTI).VGT®’s core assumption is that playing video games could facilitate patients in reaching conditions where traditional methodologies and therapeutic approaches could work best. VGT® was elaborated according to the Adlerian therapy vision and, consequently, the different phases of Adlerian therapy and VGT® match. Despite the use of video games in psychotherapy might have some adverse effects in specific cases, VGT® is currently used in three associations with positive results in promoting emotional experimentation and literacy, social feeling, sense of identity, and activating cognitive processes. Future developments include expanding the use of VGT® further to validate such results from a statistical point of view. Full article
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18 pages, 4117 KiB  
Review
A Review of Research on Urban Playability from a Social Justice Perspective
by Yang Ye and Yuhan Yang
Land 2023, 12(5), 1027; https://doi.org/10.3390/land12051027 - 7 May 2023
Cited by 2 | Viewed by 2816
Abstract
Playability is an attribute that refers to the ability to stimulate individual responses or collective action in an immersive activity in an exploratory way. Playability is an important component of the enjoyment and well-being of urban dwellers, has the potential to stimulate urban [...] Read more.
Playability is an attribute that refers to the ability to stimulate individual responses or collective action in an immersive activity in an exploratory way. Playability is an important component of the enjoyment and well-being of urban dwellers, has the potential to stimulate urban vitality and is an important expression of the inclusiveness and equity of urban space. The pursuit of economic development and efficiency-oriented urban construction has led to the domination of urban space by overcrowded traffic, economy-oriented commerce and densely populated housing. Moreover, the existence of playable space has become a scarce resource and is seen as a site for the materialisation of social rights. As the haze of the COVID-19 pandemic fades and cities are again exposed to wider and more participatory use, determining how to adapt urban spaces to the playability needs of users of different ages, cultural backgrounds and social classes, and provide them with appropriate site use and experience, is becoming a hot issue of concern for building equitable and high-quality urban spaces. The study of the playability of urban spaces is highly complex, and the related research on social justice is cryptic. In order to better investigate the social equity aspects of urban playability, this paper integrates scientometric and manual methods to review the relevant research. This paper takes 2664 related papers from the Web of Science (WOS) core dataset from 1998 to 2022 as the research object and employs CiteSpace to organise the existing research results of playful urban spaces. Quantitative analysis is used to clarify the theoretical foundations, developments and research hotspots of urban spatial playability, while the manual collation and generalisation of the studies uncover the hidden issues of social justice research. Based on the proposed research method, we summarize the key three research stages related to urban spatial playability and social equity. We also discuss the development of urban spatial playability in the perspective of social justice from three aspects: micro, meso and macro. The results can help readers better understand the current status and development process of research on playful urban space. In particular, we clarify the issues related to social justice under the theme of the playability of urban spaces and provide directions for future research on building playful cities and promoting the development of urban socio-spatial equity. Full article
(This article belongs to the Special Issue Spatial Justice in Urban Planning)
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11 pages, 3188 KiB  
Article
An Integrated Method for the Vibroacoustic Evaluation of a Carbon Fiber Bouzouki
by Spyros Brezas, Markos Katsipis, Yannis Orphanos, Evaggelos Kaselouris, Kostas Kechrakos, Nikos Kefaloyannis, Helen Papadaki, Antonis Sarantis-Karamesinis, Stylianos Petrakis, Ioannis Theodorakis, Efstratios Iliadis, Tilemachos Karagkounidis, Ioannis Koumantos, Michael Tatarakis, Makis Bakarezos, Nektarios A. Papadogiannis and Vasilis Dimitriou
Appl. Sci. 2023, 13(7), 4585; https://doi.org/10.3390/app13074585 - 4 Apr 2023
Cited by 7 | Viewed by 2495
Abstract
An integrated method, which combines Electronic Speckle Pattern Interferometry, impulse response measurements, finite element method simulations, and psychoacoustic tests, is proposed to evaluate the vibroacoustic behavior of a carbon fiber bouzouki. Three of the carbon fiber instruments are manufactured, and one is qualified [...] Read more.
An integrated method, which combines Electronic Speckle Pattern Interferometry, impulse response measurements, finite element method simulations, and psychoacoustic tests, is proposed to evaluate the vibroacoustic behavior of a carbon fiber bouzouki. Three of the carbon fiber instruments are manufactured, and one is qualified via interferometric experimental measurements with reference to a traditional wooden bouzouki, which was evaluated for its sound and playability by the proposed method. Psychoacoustic tests were used to evaluate the sound and playability of the newly qualified carbon fiber bouzouki, which was further modeled by the finite element method and simulated. The simulation results agreed well with the experimental measurements. Furthermore, finite element simulation results of the qualified carbon fiber bouzouki were demonstrated with reference to the traditional wooden bouzouki experimental results, providing new findings crucial for the optimization of the manufacturing and the vibroacoustic behavior of the carbon fiber instrument. The proposed integrated method can be applied to a variety of carbon fiber stringed musical instruments. Full article
(This article belongs to the Special Issue Mechanics, Dynamics and Acoustics of Musical Instruments)
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14 pages, 589 KiB  
Article
Effects of Physical Education Playfulness on Academic Grit and Attitude toward Physical Education in Middle School Students in The Republic of Korea
by Heonsu Gwon and Jongseob Shin
Healthcare 2023, 11(5), 774; https://doi.org/10.3390/healthcare11050774 - 6 Mar 2023
Cited by 7 | Viewed by 2938
Abstract
The purpose of this study was to explore the effect of playability in secondary physical education classes in Korea on academic grit and attitudes toward physical education. A total of 296 middle school students located in Seoul and Gyeonggi-do, Korea were surveyed via [...] Read more.
The purpose of this study was to explore the effect of playability in secondary physical education classes in Korea on academic grit and attitudes toward physical education. A total of 296 middle school students located in Seoul and Gyeonggi-do, Korea were surveyed via simple random sampling. Data were analyzed via descriptive statistical analysis, confirmatory factor analysis, reliability analysis, correlation analysis, and standard multiple regression analysis. Three primary results were obtained. First, playfulness was found to have a significant positive effect on academic grit. Specifically, mental spontaneity positively and significantly affected academic passion (β = 0.400), academic perseverance (β = 0.298), and consistency of academic interest (β = 0.297). Additionally, among the sub-variables of playfulness, humorous perspective was found to have a positive significant effect on maintaining consistency of academic interest (β = 0.255). The second primary finding was that playfulness had a significant positive effect on classroom attitudes to physical education. Specifically, physical animation and emotional fluidity were found to positively and significantly affect basic attitudes (β = 0.290 and 0.330, respectively) and social attitudes (β = 0.398 and 0.297, respectively). Third, academic grit was found to have a significant positive effect on PE classroom attitudes. Specifically, academic passion was found to have a positive and significant effect on basic attitudes (β = 0.427) and social attitude (β = 0.358). The results imply that attitude toward school life can be improved through physical activity in secondary physical education classes. Full article
(This article belongs to the Special Issue Social Psychology in Youth Sport)
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