Search results for: computer assisted learning
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 9685

Search results for: computer assisted learning

9355 Microwave Assisted Thermal Cracking of Castor Oil Zeolite ZSM-5 as Catalyst for Biofuel Production

Authors: Ghazi Faisal Najmuldeen, Ali Abdul Rahman–Al Ezzi, Tharmathas A/L Alagappan

Abstract:

The aim of this investigation was to produce biofuel from castor oil through microwave assisted thermal cracking with zeolite ZSM-5 as catalyst. The obtained results showed that microwave assisted thermal cracking of castor oil with Zeolite ZSM-5 as catalyst generates products consisting of alcohol, methyl esters and fatty acids. The products obtained from this experimental procedure by the cracking of castor oil are components of biodiesel. Samples of cracked castor oil containing 1, 3 and 5wt % catalyst was analyzed, however, only the sample containing the 5wt % catalyst showed significant presence of condensate. FTIR and GCMS studies show that the condensate obtained is an unsaturated fatty acid, is 9, 12-octadecadienoic acid, suitable for biofuel use. 9, 12-octadecadienoic acid is an unsaturated fatty acid with a molecular weight of 280.445 g/mol. Characterization of the sample demonstrates that functional group for the products from the three samples display a similar peak in the FTIR graph analysis at 1700 cm-1 and 3600 cm-1. The result obtained from GCMS shows that there are 16 peaks obtained from the sample. The compound with the highest peak area is 9, 12-octadecadienoic acid with a retention time of 9.941 and 24.65 peak areas. All these compounds are organic material and can be characterized as biofuel and biodiesel.

Keywords: castor oil, biofuel, biodiesel, thermal cracking, microwave

Procedia PDF Downloads 233
9354 Balancing Independence and Guidance: Cultivating Student Agency in Blended Learning

Authors: Yeo Leng Leng

Abstract:

Blended learning, with its combination of online and face-to-face instruction, presents a unique set of challenges and opportunities in terms of cultivating student agency. While it offers flexibility and personalized learning pathways, it also demands a higher degree of self-regulation and motivation from students. This paper presents the design of blended learning in a Chinese lesson and discusses the framework involved. It also talks about the Edtech tools adopted to engage the students. Some of the students’ works will be showcased. A qualitative case study research method was employed in this paper to find out more about students’ learning experiences and to give them a voice. The purpose is to seek improvement in the blended learning design of the Chinese lessons and to encourage students’ self-directed learning.

Keywords: blended learning, student agency, ed-tech tools, self-directed learning

Procedia PDF Downloads 80
9353 Effects of the Mathcing between Learning and Teaching Styles on Learning with Happiness of College Students

Authors: Tasanee Satthapong

Abstract:

The purpose of the study was to determine the relationship between learning style preferences, teaching style preferences, and learning with happiness of college students who were majors in five different academic areas at the Suansunandha Rajabhat University in Thailand. The selected participants were 729 students 1st year-5th year in Faculty of Education from Thai teaching, early childhood education, math and science teaching, and English teaching majors. The research instruments are the Grasha and Riechmann learning and teaching styles survey and the students’ happiness in learning survey, based on learning with happiness theory initiated by the Office of the National Education Commission. The results of this study: 1) The most students’ learning styles were participant style, followed by collaborative style, and independent style 2) Most students’ happiness in learning in all subjects areas were at the moderate level: Early Childhood Education subject had the highest scores, while Math subject was at the least scores. 3) No different of student’s happiness in learning were found between students who has learning styles that match and not match to teachers’ teaching styles.

Keywords: learning style, teaching style, learning with happiness

Procedia PDF Downloads 692
9352 Effect of Ultrasound on Carotenoids Extraction from Pepper and Process Optimization Using Response Surface Methodology (RSM)

Authors: Elham Mahdian, Reza Karazhian, Rahele Dehghan Tanha

Abstract:

Pepper (Capsicum annum L.) which belong to the family Solananceae, are known for their versatility as a vegetable crop and are consumed both as fresh vegetables or dehydrated for spices. Pepper is considered an excellent source of bioactive nutrients. Ascorbic acid, carotenoids and phenolic compounds are its main antioxidant constituents. Ultrasound assisted extraction is an inexpensive, simple and efficient alternative to conventional extraction techniques. The mechanism of action for ultrasound-assisted extraction are attributed to cavitations, mechanical forces and thermal impact, which result in disruption of cells walls, reduce particle size, and enhance mass transfer across cell membranes. In this study, response surface methodology was used to optimize experimental conditions for ultrasonic assisted extraction of carotenoid compounds from Chili peppers. Variables were included extraction temperatures at 3 levels (30, 40 and 50 °C), extraction times at 3 levels (10, 25 and 40 minutes) and power at 3 levels (30, 60 and 90 %). It was observed that ultrasound waves applied at temperature of 49°C, time of 10 minutes and power 89 % resulted to the highest carotenoids contents (lycopene and β-carotene), while the lowest value was recorded in the control. Thus, results showed that ultrasound waves have strong impact on extraction of carotenoids from pepper.

Keywords: carotenoids, optimization, pepper, response surface methodology

Procedia PDF Downloads 476
9351 Strategic Model of Implementing E-Learning Using Funnel Model

Authors: Mohamed Jama Madar, Oso Wilis

Abstract:

E-learning is the application of information technology in the teaching and learning process. This paper presents the Funnel model as a solution for the problems of implementation of e-learning in tertiary education institutions. While existing models such as TAM, theory-based e-learning and pedagogical model have been used over time, they have generally been found to be inadequate because of their tendencies to treat materials development, instructional design, technology, delivery and governance as separate and isolated entities. Yet it is matching components that bring framework of e-learning strategic implementation. The Funnel model enhances all these into one and applies synchronously and asynchronously to e-learning implementation where the only difference is modalities. Such a model for e-learning implementation has been lacking. The proposed Funnel model avoids ad-ad-hoc approach which has made other systems unused or inefficient, and compromised educational quality. Therefore, the proposed Funnel model should help tertiary education institutions adopt and develop effective and efficient e-learning system which meets users’ requirements.

Keywords: e-learning, pedagogical, technology, strategy

Procedia PDF Downloads 453
9350 Gamification: A Guideline to Design an Effective E-Learning

Authors: Rattama Rattanawongsa

Abstract:

As technologies continue to develop and evolve, online learning has become one of the most popular ways of gaining access to learning. Worldwide, many students are engaging in both online and blended courses in growing numbers through e-learning. However, online learning is a form of teaching that has many benefits for learners but still has some limitations. The high attrition rates of students tend to be due to lack of motivation to succeed. Gamification is the use of game design techniques, game thinking and game mechanics in non-game context, such as learning. The gamifying method can motivate students to learn with fun and inspire them to continue learning. This paper aims to describe how the gamification work in the context of learning. The first part of this paper present the concept of gamification. The second part is described the psychological perspectives of gamification, especially motivation and flow theory for gamifying design. The result from this study will be described into the guidelines for effective learning design using a gamification concept.

Keywords: gamification, e-learning, motivation, flow theory

Procedia PDF Downloads 524
9349 Cockpit Integration and Piloted Assessment of an Upset Detection and Recovery System

Authors: Hafid Smaili, Wilfred Rouwhorst, Paul Frost

Abstract:

The trend of recent accident and incident cases worldwide show that the state-of-the-art automation and operations, for current and future demanding operational environments, does not provide the desired level of operational safety under crew peak workload conditions, specifically in complex situations such as loss-of-control in-flight (LOC-I). Today, the short term focus is on preparing crews to recognise and handle LOC-I situations through upset recovery training. This paper describes the cockpit integration aspects and piloted assessment of both a manually assisted and automatic upset detection and recovery system that has been developed and demonstrated within the European Advanced Cockpit for Reduction Of StreSs and workload (ACROSS) programme. The proposed system is a function that continuously monitors and intervenes when the aircraft enters an upset and provides either manually pilot-assisted guidance or takes over full control of the aircraft to recover from an upset. In order to mitigate the highly physical and psychological impact during aircraft upset events, the system provides new cockpit functionalities to support the pilot in recovering from any upset both manually assisted and automatically. A piloted simulator assessment was made in Oct-Nov 2015 using ten pilots in a representative civil large transport fly-by-wire aircraft in terms of the preference of the tested upset detection and recovery system configurations to reduce pilot workload, increase situational awareness and safe interaction with the manually assisted or automated modes. The piloted simulator evaluation of the upset detection and recovery system showed that the functionalities of the system are able to support pilots during an upset. The experiment showed that pilots are willing to rely on the guidance provided by the system during an upset. Thereby, it is important for pilots to see and understand what the aircraft is doing and trying to do especially in automatic modes. Comparing the manually assisted and the automatic recovery modes, the pilot’s opinion was that an automatic recovery reduces the workload so that they could perform a proper screening of the primary flight display. The results further show that the manually assisted recoveries, with recovery guidance cues on the cockpit primary flight display, reduced workload for severe upsets compared to today’s situation. The level of situation awareness was improved for automatic upset recoveries where the pilot could monitor what the system was trying to accomplish compared to automatic recovery modes without any guidance. An improvement in situation awareness was also noticeable with the manually assisted upset recovery functionalities as compared to the current non-assisted recovery procedures. This study shows that automatic upset detection and recovery functionalities are likely to positively impact the operational safety by means of reduced workload, improved situation awareness and crew stress reduction. It is thus believed that future developments for upset recovery guidance and loss-of-control prevention should focus on automatic recovery solutions.

Keywords: aircraft accidents, automatic flight control, loss-of-control, upset recovery

Procedia PDF Downloads 210
9348 Constructivism Learning Management in Mathematics Analysis Courses

Authors: Komon Paisal

Abstract:

The purposes of this research were (1) to create a learning activity for constructivism, (2) study the Mathematical Analysis courses learning achievement, and (3) study students’ attitude toward the learning activity for constructivism. The samples in this study were divided into 2 parts including 3 Mathematical Analysis courses instructors of Suan Sunandha Rajabhat University who provided basic information and attended the seminar and 17 Mathematical Analysis courses students who were studying in the academic and engaging in the learning activity for constructivism. The research instruments were lesson plans constructivism, subjective Mathematical Analysis courses achievement test with reliability index of 0.8119, and an attitude test concerning the students’ attitude toward the Mathematical Analysis courses learning activity for constructivism. The result of the research show that the efficiency of the Mathematical Analysis courses learning activity for constructivism is 73.05/72.16, which is more than expected criteria of 70/70. The research additionally find that the average score of learning achievement of students who engaged in the learning activities for constructivism are equal to 70% and the students’ attitude toward the learning activity for constructivism are at the medium level.

Keywords: constructivism, learning management, mathematics analysis courses, learning activity

Procedia PDF Downloads 533
9347 Approach-Avoidance and Intrinsic-Extrinsic Motivation of Adolescent Computer Games Players

Authors: Monika Paleczna, Barbara Szmigielska

Abstract:

The period of adolescence is a time when young people are becoming more and more active and conscious users of the digital world. One of the most frequently undertaken activities by them is computer games. Young players can choose from a wide range of games, including action, adventure, strategy, and logic games. The main aim of this study is to answer the question about the motivation of teenage players. The basic question is what motivates young players to play computer games and what motivates them to play a particular game. Fifty adolescents aged 15-17 participated in the study. They completed a questionnaire in which they determined what motivates them to play, how often they play computer games, and what type of computer games they play most often. It was found that entertainment and learning English are among the most important motives. The most important specific features related to a given game are the knowledge of its previous parts and the ability to play for free. The motives chosen by the players will be described in relation to the concepts of internal and external as well as approach and avoidance motivation. An additional purpose of this study is to present data concerning preferences regarding the type of games and the amount of time they spend playing.

Keywords: computer games, motivation, game preferences, adolescence

Procedia PDF Downloads 186
9346 Analysis of Facial Expressions with Amazon Rekognition

Authors: Kashika P. H.

Abstract:

The development of computer vision systems has been greatly aided by the efficient and precise detection of images and videos. Although the ability to recognize and comprehend images is a strength of the human brain, employing technology to tackle this issue is exceedingly challenging. In the past few years, the use of Deep Learning algorithms to treat object detection has dramatically expanded. One of the key issues in the realm of image recognition is the recognition and detection of certain notable people from randomly acquired photographs. Face recognition uses a way to identify, assess, and compare faces for a variety of purposes, including user identification, user counting, and classification. With the aid of an accessible deep learning-based API, this article intends to recognize various faces of people and their facial descriptors more accurately. The purpose of this study is to locate suitable individuals and deliver accurate information about them by using the Amazon Rekognition system to identify a specific human from a vast image dataset. We have chosen the Amazon Rekognition system, which allows for more accurate face analysis, face comparison, and face search, to tackle this difficulty.

Keywords: Amazon rekognition, API, deep learning, computer vision, face detection, text detection

Procedia PDF Downloads 107
9345 Proof of Concept Design and Development of a Computer-Aided Medical Evaluation of Symptoms Web App: An Expert System for Medical Diagnosis in General Practice

Authors: Ananda Perera

Abstract:

Computer-Assisted Medical Evaluation of Symptoms (CAMEOS) is a medical expert system designed to help General Practices (GPs) make an accurate diagnosis. CAMEOS comprises a knowledge base, user input, inference engine, reasoning module, and output statement. The knowledge base was developed by the author. User input is an Html file. The physician user collects data in the consultation. Data is sent to the inference engine at servers. CAMEOS uses set theory to simulate diagnostic reasoning. The program output is a list of differential diagnoses, the most probable diagnosis, and the diagnostic reasoning.

Keywords: CDSS, computerized decision support systems, expert systems, general practice, diagnosis, diagnostic systems, primary care diagnostic system, artificial intelligence in medicine

Procedia PDF Downloads 157
9344 Measuring E-Learning Effectiveness Using a Three-Way Comparison

Authors: Matthew Montebello

Abstract:

The way e-learning effectiveness has been notoriously measured within an academic setting is by comparing the e-learning medium to the traditional face-to-face teaching methodology. In this paper, a simple yet innovative comparison methodology is introduced, whereby the effectiveness of next generation e-learning systems are assessed in contrast not only to the face-to-face mode, but also to the classical e-learning modality. Ethical and logistical issues are also discussed, as this three-way approach to compare teaching methodologies was applied and documented in a real empirical study within a higher education institution.

Keywords: e-learning effectiveness, higher education, teaching modality comparison

Procedia PDF Downloads 387
9343 The Adoption of Mobile Learning in Saudi Women Faculty in King Abdulaziz University

Authors: Leena Alfarani

Abstract:

Although mobile devices are ubiquitous on university campuses, teacher-readiness for mobile learning has yet to be fully explored in the non-western nations. This study shows that two main factors affect the adoption and use of m-learning among female teachers within a university in Saudi Arabia—resistance to change and perceived social culture. These determinants of the current use and intention to use of m-learning were revealed through the analysis of an online questionnaire completed by 165 female faculty members. This study reveals several important issues for m-learning research and practice. The results further extend the body of knowledge in the field of m-learning, with the findings revealing that resistance to change and perceived social culture are significant determinants of the current use of and the intention to use m-learning.

Keywords: blended learning, mobile learning, technology adoption, devices

Procedia PDF Downloads 464
9342 Augmented Reality Sandbox and Constructivist Approach for Geoscience Teaching and Learning

Authors: Muhammad Nawaz, Sandeep N. Kundu, Farha Sattar

Abstract:

Augmented reality sandbox adds new dimensions to education and learning process. It can be a core component of geoscience teaching and learning to understand the geographic contexts and landform processes. Augmented reality sandbox is a useful tool not only to create an interactive learning environment through spatial visualization but also it can provide an active learning experience to students and enhances the cognition process of learning. Augmented reality sandbox can be used as an interactive learning tool to teach geomorphic and landform processes. This article explains the augmented reality sandbox and the constructivism approach for geoscience teaching and learning, and endeavours to explore the ways to teach the geographic processes using the three-dimensional digital environment for the deep learning of the geoscience concepts interactively.

Keywords: augmented reality sandbox, constructivism, deep learning, geoscience

Procedia PDF Downloads 403
9341 The Effects of Computer Game-Based Pedagogy on Graduate Students Statistics Performance

Authors: Clement Yeboah, Eva Laryea

Abstract:

A pretest-posttest within subjects experimental design was employed to examine the effects of a computerized basic statistics learning game on achievement and statistics-related anxiety of students enrolled in introductory graduate statistics course. Participants (N = 34) were graduate students in a variety of programs at state-funded research university in the Southeast United States. We analyzed pre-test posttest differences using paired samples t-tests for achievement and for statistics anxiety. The results of the t-test for knowledge in statistics were found to be statistically significant, indicating significant mean gains for statistical knowledge as a function of the game-based intervention. Likewise, the results of the t-test for statistics-related anxiety were also statistically significant, indicating a decrease in anxiety from pretest to posttest. The implications of the present study are significant for both teachers and students. For teachers, using computer games developed by the researchers can help to create a more dynamic and engaging classroom environment, as well as improve student learning outcomes. For students, playing these educational games can help to develop important skills such as problem solving, critical thinking, and collaboration. Students can develop an interest in the subject matter and spend quality time to learn the course as they play the game without knowing that they are even learning the presupposed hard course. The future directions of the present study are promising as technology continues to advance and become more widely available. Some potential future developments include the integration of virtual and augmented reality into educational games, the use of machine learning and artificial intelligence to create personalized learning experiences, and the development of new and innovative game-based assessment tools. It is also important to consider the ethical implications of computer game-based pedagogy, such as the potential for games to perpetuate harmful stereotypes and biases. As the field continues to evolve, it will be crucial to address these issues and work towards creating inclusive and equitable learning experiences for all students. This study has the potential to revolutionize the way basic statistics graduate students learn and offers exciting opportunities for future development and research. It is an important area of inquiry for educators, researchers, and policymakers and will continue to be a dynamic and rapidly evolving field for years to come.

Keywords: pretest-posttest within subjects, computer game-based learning, statistics achievement, statistics anxiety

Procedia PDF Downloads 78
9340 Machine Learning and Deep Learning Approach for People Recognition and Tracking in Crowd for Safety Monitoring

Authors: A. Degale Desta, Cheng Jian

Abstract:

Deep learning application in computer vision is rapidly advancing, giving it the ability to monitor the public and quickly identify potentially anomalous behaviour from crowd scenes. Therefore, the purpose of the current work is to improve the performance of safety of people in crowd events from panic behaviour through introducing the innovative idea of Aggregation of Ensembles (AOE), which makes use of the pre-trained ConvNets and a pool of classifiers to find anomalies in video data with packed scenes. According to the theory of algorithms that applied K-means, KNN, CNN, SVD, and Faster-CNN, YOLOv5 architectures learn different levels of semantic representation from crowd videos; the proposed approach leverages an ensemble of various fine-tuned convolutional neural networks (CNN), allowing for the extraction of enriched feature sets. In addition to the above algorithms, a long short-term memory neural network to forecast future feature values and a handmade feature that takes into consideration the peculiarities of the crowd to understand human behavior. On well-known datasets of panic situations, experiments are run to assess the effectiveness and precision of the suggested method. Results reveal that, compared to state-of-the-art methodologies, the system produces better and more promising results in terms of accuracy and processing speed.

Keywords: action recognition, computer vision, crowd detecting and tracking, deep learning

Procedia PDF Downloads 165
9339 State of the Art on the Recommendation Techniques of Mobile Learning Activities

Authors: Nassim Dennouni, Yvan Peter, Luigi Lancieri, Zohra Slama

Abstract:

The objective of this article is to make a bibliographic study on the recommendation of mobile learning activities that are used as part of the field trip scenarios. Indeed, the recommendation systems are widely used in the context of mobility because they can be used to provide learning activities. These systems should take into account the history of visits and teacher pedagogy to provide adaptive learning according to the instantaneous position of the learner. To achieve this objective, we review the existing literature on field trip scenarios to recommend mobile learning activities.

Keywords: mobile learning, field trip, mobile learning activities, collaborative filtering, recommendation system, point of interest, ACO algorithm

Procedia PDF Downloads 446
9338 Examining the Perceived Usefulness of ICTs for Learning about Indigenous Foods

Authors: Khumbuzile M. Ngcobo, Seraphin D. Eyono Obono

Abstract:

Science and technology has a major impact on many societal domains such as communication, medicine, food, transportation, etc. However, this dominance of modern technology can have a negative unintended impact on indigenous systems, and in particular on indigenous foods. This problem serves as a motivation to this study whose aim is to examine the perceptions of learners on the usefulness of Information and Communication Technologies (ICT's) for learning about indigenous foods. This aim will be subdivided into two types of research objectives. The design and identification of theories and models will be achieved using literature content analysis. The objective on the empirical testing of such theories and models will be achieved through the survey of Hospitality studies learners from different schools in the iLembe and Umgungundlovu Districts of the South African Kwazulu-Natal province. SPSS is used to quantitatively analyse the data collected by the questionnaire of this survey using descriptive statistics and Pearson correlations after the assessment of the validity and the reliability of the data. The main hypothesis behind this study is that there is a connection between the demographics of learners, their perceptions on the usefulness of ICTs for learning about indigenous foods and the following personality an e-learning related theories constructs: computer self-efficacy, trust in ICT systems, and conscientiousness; as suggested by existing studies on learning theories. This hypothesis was fully confirmed by the survey conducted by this study except for the demographic factors where gender and age were not found to be determinant factors of learners’ perceptions on the usefulness of ICT's for learning about indigenous foods.

Keywords: e-learning, indigenous foods, information and communication technologies, learning theories, personality

Procedia PDF Downloads 280
9337 Effect of Electromagnetic Fields on Protein Extraction from Shrimp By-Products for Electrospinning Process

Authors: Guido Trautmann-Sáez, Mario Pérez-Won, Vilbett Briones, María José Bugueño, Gipsy Tabilo-Munizaga, Luis Gonzáles-Cavieres

Abstract:

Shrimp by-products are a valuable source of protein. However, traditional protein extraction methods have limitations in terms of their efficiency. Protein extraction from shrimp (Pleuroncodes monodon) industrial by-products assisted with ohmic heating (OH), microwave (MW) and pulsed electric field (PEF). It was performed by chemical method (using NaOH and HCl 2M) assisted with OH, MW and PEF in a continuous flow system (5 ml/s). Protein determination, differential scanning calorimetry (DSC) and Fourier-transform infrared (FTIR). Results indicate a 19.25% (PEF) 3.65% (OH) and 28.19% (MW) improvement in protein extraction efficiency. The most efficient method was selected for the electrospinning process and obtaining fiber.

Keywords: electrospinning process, emerging technology, protein extraction, shrimp by-products

Procedia PDF Downloads 93
9336 Genetic Determinants of Ovarian Response to Gonadotropin Stimulation in Women Undergoing Assisted Reproductive Treatment

Authors: D. Tohlob, E. Abo Hashem, N. Ghareeb, M. Ghanem, R. Elfarahaty, S. A. Roberts, P. Pemberton, L. Mohiyiddeen, W. G. Newman

Abstract:

Gonadotropin stimulation is used in females undergoing assisted reproductive treatment for ovulation induction, but ovarian response is variable and unpredictable in these women. More effective protocols and individualization of treatment are needed to increase the success rate of IVF/ICSI cycles. We genotyped seven variants reported in previous studies to be associated with ovarian response (number of ova retrieved and total gonadotropin dose) in women undergoing IVF treatment including FSHR variants Asn 680 Ser (c.2039 A > G), Thr 307 Ala (c. 919 > A), -29 G > A, HRG c.610 C > T gene, BMP15 -9 C > G, AMH Ile 49 Ser (c.146 G > T), and AMHR -489A˃G in 118 Egyptian females attending Mansoura Integrated Fertility Center in Egypt, these females were undergoing their first cycle of controlled ovarian hyper stimulation for IVF/ICSI treatment. They were analyzed by TaqMan allelic discrimination assay in Manchester Center of Genomic Medicine. We found no evidence of any significant difference (p value < 0.05) in the number of eggs retrieved or the gonadotropin dose used between individuals in all genotypes except for HRG c.610 C > T gene polymorphism where regression analysis gives a p value of 0.04 with a fewer eggs number in TT genotyped females. These results indicate that these variants do not provide sufficient clinically relevant data to individualize the treatment protocols.

Keywords: controlled ovarian hyperstimulation, gene variants, ovarian response, assisted reproduction

Procedia PDF Downloads 319
9335 Use of Computer and Machine Learning in Facial Recognition

Authors: Neha Singh, Ananya Arora

Abstract:

Facial expression measurement plays a crucial role in the identification of emotion. Facial expression plays a key role in psychophysiology, neural bases, and emotional disorder, to name a few. The Facial Action Coding System (FACS) has proven to be the most efficient and widely used of the various systems used to describe facial expressions. Coders can manually code facial expressions with FACS and, by viewing video-recorded facial behaviour at a specified frame rate and slow motion, can decompose into action units (AUs). Action units are the most minor visually discriminable facial movements. FACS explicitly differentiates between facial actions and inferences about what the actions mean. Action units are the fundamental unit of FACS methodology. It is regarded as the standard measure for facial behaviour and finds its application in various fields of study beyond emotion science. These include facial neuromuscular disorders, neuroscience, computer vision, computer graphics and animation, and face encoding for digital processing. This paper discusses the conceptual basis for FACS, a numerical listing of discrete facial movements identified by the system, the system's psychometric evaluation, and the software's recommended training requirements.

Keywords: facial action, action units, coding, machine learning

Procedia PDF Downloads 106
9334 Trainees' Perception of Virtual Learning Skills in Setting up the Simulator Welding Technology

Authors: Mohd Afif Md Nasir, Mohd Faizal Amin Nur, Jamaluddin Hasim, Abd Samad Hasan Basari, Mohd Halim Sahelan

Abstract:

This study is aimed to investigate the suitability of Computer-Based Training (CBT) as one of the approaches in skills competency development at the Centre of Instructor and Advanced Skills Training (CIAST) Shah Alam Selangor and National Youth Skills Institute (NYSI) Pagoh Muar Johor. This study has also examined the perception among trainees toward Virtual Learning Environment (VLE) as to realize the development of skills in Welding Technology. The significance of the study is to create a computer-based skills development approach in welding technology among new trainees in CIAST and IKBN as well as to cultivate the element of general skills among them. This study is also important in elevating the number of individual knowledge workers (K-Workers) working in manufacturing industry in order to achieve the national vision which is to be an industrial nation in the year 2020. The design is a survey of research which using questionnaires as the instruments and is conducted towards 136 trainees from CIAST and IKBN. Data from the questionnaires is proceeding in a Statistical Package for Social Science (SPSS) in order to find the frequency, mean and chi-square testing. The findings of the study show the welding technology skills have developed in the trainees as a result of the application of the Virtual Reality simulator at a high level (mean=3.90) and the respondents agreed the skills could be embedded through the application of the Virtual Reality simulator (78.01%). The Study also found that there is a significant difference between trainee skill characteristics through the application of the Virtual Reality simulator (p<0.05). Thereby, the Virtual Reality simulator is suitable to be used in the development of welding skills among trainees through the skills training institute.

Keywords: computer-based training, virtual learning environment, welding technology, virtual reality simulator, virtual learning environment

Procedia PDF Downloads 427
9333 Using the Dokeos Platform for Industrial E-Learning Solution

Authors: Kherafa Abdennasser

Abstract:

The application of Information and Communication Technologies (ICT) to the training area led to the creation of this new reality called E-learning. That last one is described like the marriage of multi- media (sound, image and text) and of the internet (diffusion on line, interactivity). Distance learning became an important totality for training and that last pass in particular by the setup of a distance learning platform. In our memory, we will use an open source platform named Dokeos for the management of a distance training of GPS called e-GPS. The learner is followed in all his training. In this system, trainers and learners communicate individually or in group, the administrator setup and make sure of this system maintenance.

Keywords: ICT, E-learning, learning plate-forme, Dokeos, GPS

Procedia PDF Downloads 478
9332 Deep Learning Based 6D Pose Estimation for Bin-Picking Using 3D Point Clouds

Authors: Hesheng Wang, Haoyu Wang, Chungang Zhuang

Abstract:

Estimating the 6D pose of objects is a core step for robot bin-picking tasks. The problem is that various objects are usually randomly stacked with heavy occlusion in real applications. In this work, we propose a method to regress 6D poses by predicting three points for each object in the 3D point cloud through deep learning. To solve the ambiguity of symmetric pose, we propose a labeling method to help the network converge better. Based on the predicted pose, an iterative method is employed for pose optimization. In real-world experiments, our method outperforms the classical approach in both precision and recall.

Keywords: pose estimation, deep learning, point cloud, bin-picking, 3D computer vision

Procedia PDF Downloads 161
9331 Incorporating Multiple Supervised Learning Algorithms for Effective Intrusion Detection

Authors: Umar Albalawi, Sang C. Suh, Jinoh Kim

Abstract:

As internet continues to expand its usage with an enormous number of applications, cyber-threats have significantly increased accordingly. Thus, accurate detection of malicious traffic in a timely manner is a critical concern in today’s Internet for security. One approach for intrusion detection is to use Machine Learning (ML) techniques. Several methods based on ML algorithms have been introduced over the past years, but they are largely limited in terms of detection accuracy and/or time and space complexity to run. In this work, we present a novel method for intrusion detection that incorporates a set of supervised learning algorithms. The proposed technique provides high accuracy and outperforms existing techniques that simply utilizes a single learning method. In addition, our technique relies on partial flow information (rather than full information) for detection, and thus, it is light-weight and desirable for online operations with the property of early identification. With the mid-Atlantic CCDC intrusion dataset publicly available, we show that our proposed technique yields a high degree of detection rate over 99% with a very low false alarm rate (0.4%).

Keywords: intrusion detection, supervised learning, traffic classification, computer networks

Procedia PDF Downloads 352
9330 A Deep Learning Approach to Subsection Identification in Electronic Health Records

Authors: Nitin Shravan, Sudarsun Santhiappan, B. Sivaselvan

Abstract:

Subsection identification, in the context of Electronic Health Records (EHRs), is identifying the important sections for down-stream tasks like auto-coding. In this work, we classify the text present in EHRs according to their information, using machine learning and deep learning techniques. We initially describe briefly about the problem and formulate it as a text classification problem. Then, we discuss upon the methods from the literature. We try two approaches - traditional feature extraction based machine learning methods and deep learning methods. Through experiments on a private dataset, we establish that the deep learning methods perform better than the feature extraction based Machine Learning Models.

Keywords: deep learning, machine learning, semantic clinical classification, subsection identification, text classification

Procedia PDF Downloads 220
9329 Services-Oriented Model for the Regulation of Learning

Authors: Mohamed Bendahmane, Brahim Elfalaki, Mohammed Benattou

Abstract:

One of the major sources of learners' professional difficulties is their heterogeneity. Whether on cognitive, social, cultural or emotional level, learners being part of the same group have many differences. These differences do not allow to apply the same learning process at all learners. Thus, an optimal learning path for one, is not necessarily the same for the other. We present in this paper a model-oriented service to offer to each learner a personalized learning path to acquire the targeted skills.

Keywords: learning path, web service, trace analysis, personalization

Procedia PDF Downloads 357
9328 Modeling and Analysis of Solar Assisted Adsorption Cooling System Using TRNSYS

Authors: M. Wajahat, M. Shoaib, A. Waheed

Abstract:

As a result of increase in world energy demand as well as the demand for heating, refrigeration and air conditioning, energy engineers are now more inclined towards the renewable energy especially solar based thermal driven refrigeration and air conditioning systems. This research is emphasized on solar assisted adsorption refrigeration system to provide comfort conditions for a building in Islamabad. The adsorption chiller can be driven by low grade heat at low temperature range (50 -80 °C) which is lower than that required for generator in absorption refrigeration system which may be furnished with the help of common flat plate solar collectors (FPC). The aim is to offset the total energy required for building’s heating and cooling demand by using FPC’s thus reducing dependency on primary energy source hence saving energy. TRNSYS is a dynamic modeling and simulation tool which can be utilized to simulate the working of a complete solar based adsorption chiller to meet the desired cooling and heating demand during summer and winter seasons, respectively. Modeling and detailed parametric analysis of the whole system is to be carried out to determine the optimal system configuration keeping in view various design constraints. Main focus of the study is on solar thermal loop of the adsorption chiller to reduce the contribution from the auxiliary devices.

Keywords: flat plate collector, energy saving, solar assisted adsorption chiller, TRNSYS

Procedia PDF Downloads 653
9327 Silicon Nanostructure Based on Metal-Nanoparticle-Assisted Chemical Etching for Photovoltaic Application

Authors: B. Bouktif, M. Gaidi, M. Benrabha

Abstract:

Metal-nano particle-assisted chemical etching is an extraordinary developed wet etching method of producing uniform semiconductor nanostructure (nanowires) from the patterned metallic film on the crystalline silicon surface. The metal films facilitate the etching in HF and H2O2 solution and produce silicon nanowires (SiNWs). Creation of different SiNWs morphologies by changing the etching time and its effects on optical and optoelectronic properties was investigated. Combination effect of formed SiNWs and stain etching treatment in acid (HF/HNO3/H2O) solution on the surface morphology of Si wafers as well as on the optical and optoelectronic properties are presented in this paper.

Keywords: semiconductor nanostructure, chemical etching, optoelectronic property, silicon surface

Procedia PDF Downloads 388
9326 Faculty Members' Acceptance of Mobile Learning in Kingdom of Saudi Arabia: Case Study of a Saudi University

Authors: Omran Alharbi

Abstract:

It is difficult to find an aspect of our modern lives that has been untouched by mobile technology. Indeed, the use of mobile learning in Saudi Arabia may enhance students’ learning and increase overall educational standards. However, within tertiary education, the success of e-learning implementation depends on the degree to which students and educators accept mobile learning and are willing to utilise it. Therefore, this research targeted the factors that influence Hail University instructors’ intentions to use mobile learning. An online survey was completed by eighty instructors and it was found that their use of mobile learning was heavily predicted by performance experience, effort expectancy, social influence, and facilitating conditions; the multiple regression analysis revealed that 67% of the variation was accounted for by these variables. From these variables, effort expectancy was shown to be the strongest predictor of intention to use e-learning for instructors.

Keywords: acceptance, faculty member, mobile learning, KSA

Procedia PDF Downloads 154