In winter, ice on the roads causes traffic accidents and congestion. In recent years, various techniques have been developed to provide more effective, efficient, and environmentally friendly solutions to the problem of road icing. One of these is electrically conductive asphalt concrete (CAC). This study aims to develop an intelligent anti-icing system by increasing the conductivity and mechanical properties of asphalt concrete. Two different conductive asphalt series were produced. Series 1 uses a binder modified with 3% styrene butadiene styrene (SBS) block copolymer and Series 2 uses a binder modified with both 3% SBS and 14% carbon black (CB). In both series, 0.3% carbon fiber (CF) by weight was added to the dry mixture. Thermal dissipation status, ice melting performance, freezing, and electrical conductivity heating cycle tests were conducted. The long-term mechanical and conductivity performances of CAC specimens were assessed with pre-and post-cycle experiments. CAC, developed for its conductivity and mechanical properties, was integrated with the intelligent anti-icing system. A comparative cost analysis was also performed to assess conventional asphalt concrete and the CAC. The binder phase was found to contribute to the mixture conductivity. Such systems can be integrated with Intelligent Transportation Systems (ITS).
7 October 2019 in Measurement in Physical Education and Exercise Science
The aim of this investigation was to assess the reliability and validity of the Fitjump system. Fifty-seven participants (age = 22.62 ± 5.24 years, height = 180.69 ± 12.53 cm, body mass = 75.61 ± 9.56 kg) performed three countermovement jump (CMJ) and squat jump (SJ) with a 1-week interval for test and retest reliability. For validity, the participants performed the same jump protocol on the force platform while being simultaneously measured with the Fitjump system. There was excellent test–retest reliability of the Fitjump system for CMJ and SJ with high intraclass correlation coefficient (ICCs) (0.97 and 0.97, respectively), low coefficient variation (CVs) (2.3% and 2.4%, respectively), and low typical error of estimate [(TEE (%)] (4.0% and 4.4%, respectively). For validity, ICCs were extremely high for CMJ and SJ (0.93 and 0.94, respectively), with low TEE (%) (2.9% and 2.0%, respectively). However, Fitjump overestimated jump height for CMJ and SJ (3.54 and 3.37 cm, respectively; p < 0.001) when compared with the force platform. As a conclusion, the Fitjump system demonstrated excellent test–retest reliability and high relationship with a systematic bias for validity. Therefore, the Fitjump system can be used as a portable tool for monitoring vertical jump changes over time, but it should not be used interchangeably with a force platform.
This study aims to develop an interactive language learning game and explore its efficacy for English language learners. A computer-generated playground was projected onto a large classroom floor (4 × 3 m) with a wide-angle projection device. A Kinect depth camera determined the spatial positions of the playground and the positions of the students’ heads, feet, and bodies. Then, we evaluated the system’s effect on English education through pre- and post-tests. While there was no significant difference between the groups in terms of achievement in the pre-tests, the experimental group exhibited significantly greater improvement in the post-tests (F: 14.815, p < 0.001, η2p: 0.086). Also, both groups demonstrated significant learning gains in post-tests compared to pre-tests (F: 98.214, p < 0.001, η2p: 0.383), and the group x time interaction of the experimental group increased more in percentage (32.32% vs. 17.54%) compared to the control group (F: 9.166, p < 0.003, η2p: 0.055). Qualitative data from student views indicated enhanced learning pace, vocabulary acquisition, enjoyment of the learning process, and increased focus. These findings suggest that a kinesthetic learning environment can significantly benefit English language learning in children.
30 September 2021 in Gazi Üniversitesi Fen Bilimleri Dergisi Part C: Tasarım ve Teknoloji
In this study, studies conducted in the last 10 years in psychiatric disorders with virtual reality and augmented reality application were examined. Studies done so far; The psychiatric disorder studied, the equipment used, the number of people participating in the study, the database in which the study was scanned, and the results of the studies were evaluated according to the criteria. Studies using disease-specific questionnaires include 30% of all studies. In some studies, it is seen that physiological parameters are also used. Studies using physiological parameters correspond to only 10% of all studies. The practices carried out are to reduce the symptoms brought by the disease and to increase the quality of life by helping to eliminate the disease conditions of the people. Approximately 77% of the studies were carried out in the field of virtual reality and 23% in the field of augmented reality. Based on the articles examined within the scope of the study, some deficiencies in virtual reality and/or augmented reality applications in psychiatric diseases were identified. For example, whether the applications made have a disturbing effect on the users should be determined by using the SSQ questionnaire. In addition, the auditory parameters as well as the visual parameters that make up the virtual environment should be used effectively in this process. It has been observed that among the studies in the literature, the positive or negative effects of auditory parameters on users are not mentioned. It is considered that it will be beneficial for studies to examine the effect of auditory elements in the use of virtual reality environment.
26 September 2019 in Pedagogics, psychology, medical-biological problems of physical training and sports
Purpose: Determination of mental status of the rifle shooters during the shooting performance is critical for the development of mental training programs according to their skill levels. The purpose of this study was to investigate the psychophysiological differences of expert and novice rifle shooters. Material: Fourteen expert (age: 28.08±9.12 years, height: 176.12±4.24 cm, weight: 73.56±5.28 kg) and twenty novice shooters (age: 21.08±3.12 years, height: 177.42±3.74 cm, and weight: 71.56±3.57 kg) participated in the current study. The participants performed five shootings from a distance of 10m. The averages of each shooter’s five shooting scores, values of attention and meditation, and heart rate between 5-sec before shooting and shooting moment were obtained. Results: It was determined that shooting scores (10.02 ±0.49 vs. 7.6±2.86, p<0.01, respectively) and meditation level (71.50±21.05 vs. 52.93±20.54, p<0.05, respectively) were significantly higher in the experts while attention level (73.63±21.11 vs. 59.76±21.26, p<0.05, respectively), and heart rate (105.34±12.12 vs. 98.67±7,12 bpm, p<0.05, respectively) were found higher in the novices. Conclusions: The novices and experts present different psychophysiological responses during the aiming period. It is suggested that the psychophysiological differences can be useful to categorize shooters and to provide feedback in training because it is important to develop programs according to group levels, especially in the development of mental training programs. Besides, it is determined that the mobile EEG device is an effective method for determining the mental status of athletes in sports specific activities.
6 March 2025 in Signal, Image and Video Processing