Search results for: Game based learning system
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 16935

Search results for: Game based learning system

16545 Personalized Email Marketing Strategy: A Reinforcement Learning Approach

Authors: Lei Zhang, Tingting Xu, Jun He, Zhenyu Yan, Roger Brooks

Abstract:

Email marketing is one of the most important segments of online marketing. Email content is vital to customers. Different customers may have different familiarity with a product, so a successful marketing strategy must personalize email content based on individual customers’ product affinity. In this study, we build our personalized email marketing strategy with three types of emails: nurture, promotion, and conversion. Each type of emails has a different influence on customers. We investigate this difference by analyzing customers’ open rates, click rates and opt-out rates. Feature importance from response models is also analyzed. The goal of the marketing strategy is to improve the click rate on conversion-type emails. To build the personalized strategy, we formulate the problem as a reinforcement learning problem and adopt a Q-learning algorithm with variations. The simulation results show that our model-based strategy outperforms the current marketer’s strategy.

Keywords: Email marketing, email content, reinforcement learning, machine learning, Q-learning.

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16544 Intrusion Detection System Based On The Integrity of TCP Packet

Authors: Moad Alhamaty , Ali Yazdian , Fathi Al-qadasi

Abstract:

A common way to elude the signature-based Network Intrusion Detection System is based upon changing a recognizable attack to an unrecognizable one via the IDS. For example, in order to evade sign accommodation with intrusion detection system markers, a hacker spilt the payload packet into many small pieces or hides them within messages. In this paper we try to model the main fragmentation attack and create a new module in the intrusion detection architecture system which recognizes the main fragmentation attacks through verification of integrity checking of TCP packet in order to prevent elusion of the system and also to announce the necessary alert to the system administrator.

Keywords: Intrusion detection system, Evasion techniques, Fragmentation attacks, TCP Packet integrity.

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16543 Students’ Perception and Patterns of Listening Behavior in an Online Forum Discussion

Authors: K. L. Wong, I. N. Umar

Abstract:

Online forum is part of a Learning Management System (LMS) environment in which students share their opinions. This study attempts to investigate the perceptions of students towards online forum and their patterns of listening behavior during the forum interaction. The students’ perceptions were measured using a questionnaire, in which seven dimensions were used involving online experience, benefits of forum participation, cost of participation, perceived ease of use, usefulness, attitude, and intention. Meanwhile, their patterns of listening behaviors were obtained using the log file extracted from the LMS. A total of 25 postgraduate students undertaking a course were involved in this study, and their activities in the forum session were recorded by the LMS and used as a log file. The results from the questionnaire analysis indicated that the students perceived that the forum is easy to use, useful, and bring benefits to them. Also, they showed positive attitude towards online forum, and they have the intention to use it in future. Based on the log data, the participants were also divided into six clusters of listening behavior, in which they are different in terms of temporality, breadth, depth and speaking level. The findings were compared to previous clusters grouping and future recommendations are also discussed.

Keywords: e-learning, learning management system, listening behavior, online forum.

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16542 Age-Based Interface Design for Children’s CAPT Systems

Authors: Saratu Yusuf Ilu, Mumtaz B. Mustafa, Siti Salwah Salim, Mehdi Malekzadeh

Abstract:

Children today use computer based application in various activities especially for learning and education. Many of these tools and application such as the Computer Aided Pronunciation Training (CAPT) systems enable children to explore and experience them with little supervision from the adults. In order for these tools and application to have maximum effect on the children’s learning and education, it must be attractive to the children to use them. This could be achieved with the proper user interface (UI) design. As children grow, so do their ability, taste and preferences. They interact differently with these applications as they grow older. This study reviews several articles on how age factors influence the UI design. The review focuses on age related abilities such as cognitive, literacy, concentration and feedback requirement. We have also evaluated few of existing CAPT systems and determine the influence of age-based factors on the interface design.

Keywords: Children, age-based interaction, learning application, age-based UI.

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16541 E-learning and m-learning: Africa-s Search for a Suitable Concept in the Era of Cloud Computing?

Authors: J. Seke Mboungou Mouyabi

Abstract:

This paper is an exploration of the conceptual confusion between E-learning and M-learning particularly in Africa. Section I provides a background to the development of E-learning and M-learning. Section II focuses on the conceptual analysis as it applies to Africa. It is with an investigative and expansive mind that this paper is elaborated to respond to a profound question of the suitability of the concepts in a particular era in Africa. The aim of this paper is therefore to shed light on which concept best suits the unique situation of Africa in the era of cloud computing.

Keywords: African Concept, Cloud computing, E-learning, Mlearning

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16540 Design and Implementation of a Software Platform Based on Artificial Intelligence for Product Recommendation

Authors: G. Settanni, A. Panarese, R. Vaira, A. Galiano

Abstract:

Nowadays, artificial intelligence is used successfully in the field of e-commerce for its ability to learn from a large amount of data. In this research study, a prototype software platform was designed and implemented in order to suggest to users the most suitable products for their needs. The platform includes a recommender system based on artificial intelligence algorithms that provide suggestions and decision support to the customer. Specifically, support vector machine algorithms have been implemented combined with natural language processing techniques that allow the user to interact with the system, express their requests and receive suggestions. The interested user can access the web platform on the internet using a computer, tablet or mobile phone, register, provide the necessary information and view the products that the system deems them the most appropriate. The platform also integrates a dashboard that allows the use of the various functions, which the platform is equipped with, in an intuitive and simple way. Also, Long Short-Term Memory algorithms have been implemented and trained on historical data in order to predict customer scores of the different items. Items with the highest scores are recommended to customers.

Keywords: Deep Learning, Long Short-Term Memory, Machine Learning, Recommender Systems, Support Vector Machine.

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16539 Illumination Invariant Face Recognition using Supervised and Unsupervised Learning Algorithms

Authors: Shashank N. Mathur, Anil K. Ahlawat, Virendra P. Vishwakarma

Abstract:

In this paper, a comparative study of application of supervised and unsupervised learning algorithms on illumination invariant face recognition has been carried out. The supervised learning has been carried out with the help of using a bi-layered artificial neural network having one input, two hidden and one output layer. The gradient descent with momentum and adaptive learning rate back propagation learning algorithm has been used to implement the supervised learning in a way that both the inputs and corresponding outputs are provided at the time of training the network, thus here is an inherent clustering and optimized learning of weights which provide us with efficient results.. The unsupervised learning has been implemented with the help of a modified Counterpropagation network. The Counterpropagation network involves the process of clustering followed by application of Outstar rule to obtain the recognized face. The face recognition system has been developed for recognizing faces which have varying illumination intensities, where the database images vary in lighting with respect to angle of illumination with horizontal and vertical planes. The supervised and unsupervised learning algorithms have been implemented and have been tested exhaustively, with and without application of histogram equalization to get efficient results.

Keywords: Artificial Neural Networks, back propagation, Counterpropagation networks, face recognition, learning algorithms.

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16538 An Expert System for Car Failure Diagnosis

Authors: Ahmad T. Al-Taani

Abstract:

Car failure detection is a complicated process and requires high level of expertise. Any attempt of developing an expert system dealing with car failure detection has to overcome various difficulties. This paper describes a proposed knowledge-based system for car failure detection. The paper explains the need for an expert system and the some issues on developing knowledge-based systems, the car failure detection process and the difficulties involved in developing the system. The system structure and its components and their functions are described. The system has about 150 rules for different types of failures and causes. It can detect over 100 types of failures. The system has been tested and gave promising results.

Keywords: Expert system, car failure diagnosis, knowledgebasedsystem, CLIPS.

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16537 Identifying E-Learning Components at North-West University, Mafikeng Campus

Authors: Sylvia Tumelo Nthutang, Nehemiah Mavetera

Abstract:

Educational institutions are under pressure from their competitors. Regulators and community groups need educational institutions to adopt appropriate business and organizational practices. Globally, educational institutions are now using e-learning as the best teaching and learning approach. E-learning is becoming the center of attention to the learning institutions, educational systems and software inventors. North-West University (NWU) is currently using eFundi, a Learning Management System (LMS). LMS are all information systems and procedures that adds value to students learning and support the learning material in text or any multimedia files. With various e-learning tools, students would be able to access all the materials related to the course in electronic copies. The study was tasked with identifying the e-learning components at the NWU, Mafikeng campus. Quantitative research methodology was considered in data collection and descriptive statistics for data analysis. The Activity Theory (AT) was used as a theory to guide the study. AT outlines the limitations amongst e-learning at the macro-organizational level (plan, guiding principle, campus-wide solutions) and micro-organization (daily functioning practice, collaborative transformation, specific adaptation). On a technological environment, AT gives people an opportunity to change from concentrating on computers as an area of concern but also understand that technology is part of human activities. The findings have identified the university’s current IT tools and knowledge on e-learning elements. It was recommended that university should consider buying computer resources that consumes less power and practice e-learning effectively.

Keywords: E-learning, information and communication technology, teaching, and virtual learning environment.

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16536 An Analysis of Gamification in the Post-Secondary Classroom

Authors: F. Saccucci

Abstract:

Gamification has now started to take root in the post-secondary classroom. Educators have learned much about gamification to date but there is still a great deal to learn. One definition of gamification is the ability to engage post-secondary students with games that are fun and correlate to class room curriculum. There is no shortage of literature illustrating the advantages of gamification in the class room. This study is an extension of similar thought as well as an extension of a previous study where in class testing proved with the used of paired T-test that gamification did significantly improve the students’ understanding of subject material. Gamification itself in the class room can range from high end computer simulated software to paper based games of which both have advantages and disadvantages. This analysis used a paper based game to highlight certain qualitative advantages of gamification. The paper based game in this analysis was inexpensive, required low preparation time for the faculty member and consumed approximately 20 minutes of class room time. Data for the study was collected through in class student feedback surveys and narrative from the faculty member moderating the game. Students were randomly selected into groups of four. Qualitative advantages identified in this analysis included: 1. Students had a chance to meet, connect and know other students. 2. Students enjoyed the gamification process given there was a sense of fun and competition. 3. The post assessment that followed the simulation game was not part of their grade calculation therefore it was an opportunity to participate in a low risk activity whereby students could subsequently self-assess their understanding of the subject material. 4. In the view of the student, content knowledge did increase after the gamification process. These qualitative advantages identified in this analysis contribute to the argument that there should be an attempt to use gamification in today’s post-secondary class room. The analysis also highlighted that eighty (80) percent of the respondents believe twenty minutes devoted to the gamification process was appropriate, however twenty (20) percentage of respondents believed that rather than scheduling a gamification process and its post quiz in the last week, a review for the final exam may have been more useful. An additional study to this hopes to determine if the scheduling of the gamification had any correlation to a percentage of the students not wanting to be engaged in the process. As well, the additional study hopes to determine at what incremental level of time invested in class room gamification produce no material incremental benefits to the student as well as determine if any correlation exist between respondents preferring not to have it at the end of the semester to students not believing the gamification process added to the increase of their curricular knowledge.

Keywords: Gamification, inexpensive, qualitative advantages, post-secondary.

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16535 The Use of Social Networking Sites in eLearning

Authors: Clifford De Raffaele, Luana Bugeja, Serengul Smith

Abstract:

The adaptation of social networking sites within higher education has garnered significant interest in the recent years with numerous researches considering it as a possible shift from the traditional classroom based learning paradigm. Notwithstanding this increase in research and conducted studies however, the adaption of SNS based modules have failed to proliferate within Universities. This paper commences its contribution by analyzing the various models and theories proposed in literature and amalgamate together various effective aspects for the inclusion of social technology within e-Learning. A three phased framework is further proposed which details the necessary considerations for the successful adaptation of SNS in enhancing the students learning experience. This proposal outlines the theoretical foundations which will be analyzed in practical implementation across international university campuses.

Keywords: eLearning, higher education, social network sites, student learning.

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16534 Effective Online Staff Training: Is This Possible?

Authors: C. Rogerson, E. Scott

Abstract:

The purpose of this paper is to consider the introduction of online courses to replace the current classroom-based staff training. The current training is practical, and must be completed before access to the financial computer system is authorized. The long term objective is to measure the efficacy, effectiveness and efficiency of the training, and to establish whether a transfer of knowledge back to the workplace has occurred. This paper begins with an overview explaining the importance of staff training in an evolving, competitive business environment and defines the problem facing this particular organization. A summary of the literature review is followed by a brief discussion of the research methodology and objective. The implementation of the alpha version of the online course is then described. This paper may be of interest to those seeking insights into, or new theory regarding, practical interventions of online learning in the real world.

Keywords: Computer-based courses, e-learning, online training, workplace training.

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16533 Methods for Case Maintenance in Case-Based Reasoning

Authors: A. Lawanna, J. Daengdej

Abstract:

Case-Based Reasoning (CBR) is one of machine learning algorithms for problem solving and learning that caught a lot of attention over the last few years. In general, CBR is composed of four main phases: retrieve the most similar case or cases, reuse the case to solve the problem, revise or adapt the proposed solution, and retain the learned cases before returning them to the case base for learning purpose. Unfortunately, in many cases, this retain process causes the uncontrolled case base growth. The problem affects competence and performance of CBR systems. This paper proposes competence-based maintenance method based on deletion policy strategy for CBR. There are three main steps in this method. Step 1, formulate problems. Step 2, determine coverage and reachability set based on coverage value. Step 3, reduce case base size. The results obtained show that this proposed method performs better than the existing methods currently discussed in literature.

Keywords: Case-Based Reasoning, Case Base Maintenance, Coverage, Reachability.

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16532 Investigating the Performance of Minimax Search and Aggregate Mahalanobis Distance Function in Evolving an Ayo/Awale Player

Authors: Randle O. A., Olugbara, O. O., Lall M.

Abstract:

In this paper we describe a hybrid technique of Minimax search and aggregate Mahalanobis distance function synthesis to evolve Awale game player. The hybrid technique helps to suggest a move in a short amount of time without looking into endgame database. However, the effectiveness of the technique is heavily dependent on the training dataset of the Awale strategies utilized. The evolved player was tested against Awale shareware program and the result is appealing.

Keywords: Minimax Search, Mahalanobis Distance, Strategic Game, Awale

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16531 Development a Recommendation Library System Based On Android Application

Authors: Kunyanuth Kularbphettong, Kunnika Tenprakhon, Pattarapan Roonrakwit

Abstract:

In this paper, we present a recommendation library application on Android system. The objective of this system is to support and advice user to use library resources based on mobile application. We describe the design approaches and functional components of this system. The system was developed based on under association rules, Apriori algorithm. In this project, it was divided the result by the research purposes into 2 parts: developing the Mobile application for online library service and testing and evaluating the system. Questionnaires were used to measure user satisfaction with system usability by specialists and users. The results were satisfactory both specialists and users.

Keywords: Online library, Apriori algorithm, android application, black box.

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16530 Anomaly Detection using Neuro Fuzzy system

Authors: Fatemeh Amiri, Caro Lucas, Nasser Yazdani

Abstract:

As the network based technologies become omnipresent, demands to secure networks/systems against threat increase. One of the effective ways to achieve higher security is through the use of intrusion detection systems (IDS), which are a software tool to detect anomalous in the computer or network. In this paper, an IDS has been developed using an improved machine learning based algorithm, Locally Linear Neuro Fuzzy Model (LLNF) for classification whereas this model is originally used for system identification. A key technical challenge in IDS and LLNF learning is the curse of high dimensionality. Therefore a feature selection phase is proposed which is applicable to any IDS. While investigating the use of three feature selection algorithms, in this model, it is shown that adding feature selection phase reduces computational complexity of our model. Feature selection algorithms require the use of a feature goodness measure. The use of both a linear and a non-linear measure - linear correlation coefficient and mutual information- is investigated respectively

Keywords: anomaly Detection, feature selection, Locally Linear Neuro Fuzzy (LLNF), Mutual Information (MI), liner correlation coefficient.

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16529 Student and Group Activity Level Assessment in the ELARS Recommender System

Authors: Martina Holenko Dlab, Natasa Hoic-Bozic

Abstract:

This paper presents an original approach to student and group activity level assessment that relies on certainty factors theory. Activity level is used to represent quantity and continuity of student’s contributions in individual and collaborative e‑learning activities (e‑tivities) and is calculated to assist teachers in assessing quantitative aspects of student's achievements. Calculated activity levels are also used to raise awareness and provide recommendations during the learning process. The proposed approach was implemented within the educational recommender system ELARS and validated using data obtained from e‑tivity realized during a blended learning course. The results showed that the proposed approach can be used to estimate activity level in the context of e-tivities realized using Web 2.0 tools as well as to facilitate the assessment of quantitative aspect of students’ participation in e‑tivities.

Keywords: Assessment, ELARS, e-learning, recommender systems, student model.

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16528 Off-Policy Q-learning Technique for Intrusion Response in Network Security

Authors: Zheni S. Stefanova, Kandethody M. Ramachandran

Abstract:

With the increasing dependency on our computer devices, we face the necessity of adequate, efficient and effective mechanisms, for protecting our network. There are two main problems that Intrusion Detection Systems (IDS) attempt to solve. 1) To detect the attack, by analyzing the incoming traffic and inspect the network (intrusion detection). 2) To produce a prompt response when the attack occurs (intrusion prevention). It is critical creating an Intrusion detection model that will detect a breach in the system on time and also challenging making it provide an automatic and with an acceptable delay response at every single stage of the monitoring process. We cannot afford to adopt security measures with a high exploiting computational power, and we are not able to accept a mechanism that will react with a delay. In this paper, we will propose an intrusion response mechanism that is based on artificial intelligence, and more precisely, reinforcement learning techniques (RLT). The RLT will help us to create a decision agent, who will control the process of interacting with the undetermined environment. The goal is to find an optimal policy, which will represent the intrusion response, therefore, to solve the Reinforcement learning problem, using a Q-learning approach. Our agent will produce an optimal immediate response, in the process of evaluating the network traffic.This Q-learning approach will establish the balance between exploration and exploitation and provide a unique, self-learning and strategic artificial intelligence response mechanism for IDS.

Keywords: Intrusion prevention, network security, optimal policy, Q-learning.

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16527 Attention Multiple Instance Learning for Cancer Tissue Classification in Digital Histopathology Images

Authors: Afaf Alharbi, Qianni Zhang

Abstract:

The identification of malignant tissue in histopathological slides holds significant importance in both clinical settings and pathology research. This paper presents a methodology aimed at automatically categorizing cancerous tissue through the utilization of a multiple instance learning framework. This framework is specifically developed to acquire knowledge of the Bernoulli distribution of the bag label probability by employing neural networks. Furthermore, we put forward a neural network-based permutation-invariant aggregation operator, equivalent to attention mechanisms, which is applied to the multi-instance learning network. Through empirical evaluation on an openly available colon cancer histopathology dataset, we provide evidence that our approach surpasses various conventional deep learning methods.

Keywords: Attention Multiple Instance Learning, Multiple Instance Learning, transfer learning, histopathological slides, cancer tissue classification.

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16526 Requirements and Design of RFID based EManufacturing System

Authors: Gamal Darwish, Ahmed ElShafee, Dina Darwish

Abstract:

This paper proposes the requirements and design of RFID based system for SFC (Shop Floor Control) in order to achieve the factory real time controllability, Allowing to develop EManufacturing System. The detailed logical specifications of the core functions and the design diagrams of RFID based system are developed. Then RFID deployment in E-Manufacturing systems is investigated..

Keywords: RFID, E-Manufacturing System, Requirementsspecifications, Design Diagrams, real time controllability.

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16525 Fuzzy Rules Emulated Network Adaptive Controller with Unfixed Learning Rate for a Class of Unknown Discrete-time Nonlinear Systems

Authors: Chidentree Treesatayapun

Abstract:

A direct adaptive controller for a class of unknown nonlinear discrete-time systems is presented in this article. The proposed controller is constructed by fuzzy rules emulated network (FREN). With its simple structure, the human knowledge about the plant is transferred to be if-then rules for setting the network. These adjustable parameters inside FREN are tuned by the learning mechanism with time varying step size or learning rate. The variation of learning rate is introduced by main theorem to improve the system performance and stabilization. Furthermore, the boundary of adjustable parameters is guaranteed through the on-line learning and membership functions properties. The validation of the theoretical findings is represented by some illustrated examples.

Keywords: Neuro-Fuzzy, learning algorithm, nonlinear discrete time.

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16524 Comparison of Evolutionary Algorithms and their Hybrids Applied to MarioAI

Authors: Hidehiko Okada, Yuki Fujii

Abstract:

Researchers have been applying artificial/ computational intelligence (AI/CI) methods to computer games. In this research field, further researchesare required to compare AI/CI methods with respect to each game application. In thispaper, we report our experimental result on the comparison of evolution strategy, genetic algorithm and their hybrids, applied to evolving controller agents for MarioAI. GA revealed its advantage in our experiment, whereas the expected ability of ES in exploiting (fine-tuning) solutions was not clearly observed. The blend crossover operator and the mutation operator of GA might contribute well to explore the vast search space.

Keywords: Evolutionary algorithm, autonomous game controller agent, neuroevolutions, MarioAI

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16523 Evaluating the Performance of Offensive Lineman in the NFL

Authors: Nikhil Byanna, Abdolghani Ebrahimi, Diego Klabjan

Abstract:

In this paper we objectively measure the performance of an individual offensive lineman in the NFL. The existing literature proposes various measures that rely on subjective assessments of game film, but has yet to develop an objective methodology to evaluate performance. Using a variety of statistics related to an offensive lineman’s performance, we develop a framework to objectively analyze the overall performance of an individual offensive lineman and determine specific linemen who are overvalued or undervalued relative to their salary. We identify eight players across the 2013-2014 and 2014-2015 NFL seasons that are considered to be overvalued or undervalued and corroborate the results with existing metrics that are based on subjective evaluation. To the best of our knowledge, the techniques set forth in this work have not been utilized in previous works to evaluate the performance of NFL players at any position, including offensive linemen.

Keywords: offensive lineman, player performance, NFL, machine learning

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16522 Improved Artificial Immune System Algorithm with Local Search

Authors: Ramin Javadzadeh., Zahra Afsahi, MohammadReza Meybodi

Abstract:

The Artificial immune systems algorithms are Meta heuristic optimization method, which are used for clustering and pattern recognition applications are abundantly. These algorithms in multimodal optimization problems are more efficient than genetic algorithms. A major drawback in these algorithms is their slow convergence to global optimum and their weak stability can be considered in various running of these algorithms. In this paper, improved Artificial Immune System Algorithm is introduced for the first time to overcome its problems of artificial immune system. That use of the small size of a local search around the memory antibodies is used for improving the algorithm efficiently. The credibility of the proposed approach is evaluated by simulations, and it is shown that the proposed approach achieves better results can be achieved compared to the standard artificial immune system algorithms

Keywords: Artificial immune system, Cellular Automata, Cellular learning automata, Cellular learning automata, , Local search, Optimization.

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16521 Emotional Learning based Intelligent Robust Adaptive Controller for Stable Uncertain Nonlinear Systems

Authors: Ali Reza Mehrabian, Caro Lucas

Abstract:

In this paper a new control strategy based on Brain Emotional Learning (BEL) model has been introduced. A modified BEL model has been proposed to increase the degree of freedom, controlling capability, reliability and robustness, which can be implemented in real engineering systems. The performance of the proposed BEL controller has been illustrated by applying it on different nonlinear uncertain systems, showing very good adaptability and robustness, while maintaining stability.

Keywords: Learning control systems, emotional decision making, nonlinear systems, adaptive control.

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16520 Enhancements in Blended e-Learning Management System

Authors: Ibrahim S AlNomay, Alaa Jaber, Ghada AlNasser

Abstract:

A learning management system (commonly abbreviated as LMS) is a software application for the administration, documentation, tracking, and reporting of training programs, classroom and online events, e-learning programs, and training content (Ellis 2009). (Hall 2003) defines an LMS as \"software that automates the administration of training events. All Learning Management Systems manage the log-in of registered users, manage course catalogs, record data from learners, and provide reports to management\". Evidence of the worldwide spread of e-learning in recent years is easy to obtain. In April 2003, no fewer than 66,000 fully online courses and 1,200 complete online programs were listed on the TeleCampus portal from TeleEducation (Paulsen 2003). In the report \" The US market in the Self-paced eLearning Products and Services:2010-2015 Forecast and Analysis\" The number of student taken classes exclusively online will be nearly equal (1% less) to the number taken classes exclusively in physical campuses. Number of student taken online course will increase from 1.37 million in 2010 to 3.86 million in 2015 in USA. In another report by The Sloan Consortium three-quarters of institutions report that the economic downturn has increased demand for online courses and programs.

Keywords: LMS, Interactive Materials, Exam Centers, Learning Outcomes

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16519 Socio-Demographic Effects on Digital Libraries Preference and Use: A Case Study at Higher Learning Institutions

Authors: A. K. Razilan, A. B. Amzari, B. Ap-azli, A. R. Safawi

Abstract:

Explosion in information management and information system technology has brought dramatic changes in learning and library system environments. The use of academic digital libraries does witness the spectacular impact on academic societies’ way of performing their study in Malaysia, a country with a multi-racial people. This paper highlights a research on examining the socio-demographic differences on the preference and use of academic digital libraries as compared to physical libraries at higher learning institutions. Findings indicate that preference towards digital libraries differed between ethnicity, gender and university. However none of the socio-demographic factors is statistically significant in terms of the use of digital libraries.

Keywords: Socio-demographic, academic digital library, preference, use.

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16518 A Development of OTOP Web Application: In Case of Samut Songkhram Province

Authors: Satien Janpla, Kunyanuth Kularbphettong

Abstract:

This paper aims to present the development of a web‑based system to serve the need of selling OTOP products in Samut Songkhram, Thailand. This system was designed to promote and sell OTOP products on Web site. We describe the design approaches and functional components of this system. The system was developed by PHP and JavaScript and MySQL database System. To evaluate the system performance, questionnaires were used to measure user satisfaction with system usability by specialists and users. The results were satisfactory as followed: Means for specialists and users were 4.05 and 3.97, and standard deviation for specialists and users were 0.563 and 0.644 respectively. Further analysis showed that the quality of One Tambon One Product (OTOP) Website was also at a good level as well.

Keywords: Web-based system, OTOP, product.

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16517 Virtual Reality Learning Environment in Embryology Education

Authors: Salsabeel F. M. Alfalah, Jannat F. Falah, Nadia Muhaidat, Amjad Hudaib, Diana Koshebye, Sawsan AlHourani

Abstract:

Educational technology is changing the way how students engage and interact with learning materials. This improved the learning process amongst various subjects. Virtual Reality (VR) applications are considered one of the evolving methods that have contributed to enhancing medical education. This paper utilizes VR to provide a solution to improve the delivery of the subject of Embryology to medical students, and facilitate the teaching process by providing a useful aid to lecturers, whilst proving the effectiveness of this new technology in this particular area. After evaluating the current teaching methods and identifying students ‘needs, a VR system was designed that demonstrates in an interactive fashion the development of the human embryo from fertilization to week ten of intrauterine development. This system aims to overcome some of the problems faced by the students’ in the current educational methods, and to increase the efficacy of the learning process.

Keywords: Virtual reality, student assessment, medical education, 3D, embryology.

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16516 Authentic Learning for Computer Network with Mobile Device-Based Hands-On Labware

Authors: Kai Qian, Ming Yang, Minzhe Guo, Prabir Bhattacharya, Lixin Tao

Abstract:

Computer network courses are essential parts of college computer science curriculum and hands-on networking experience is well recognized as an effective approach to help students understand better about the network concepts, the layered architecture of network protocols, and the dynamics of the networks. However, existing networking labs are usually server-based and relatively cumbersome, which require a certain level of specialty and resource to set up and maintain the lab environment. Many universities/colleges lack the resources and build-ups in this field and have difficulty to provide students with hands-on practice labs. A new affordable and easily-adoptable approach to networking labs is desirable to enhance network teaching and learning. In addition, current network labs are short on providing hands-on practice for modern wireless and mobile network learning. With the prevalence of smart mobile devices, wireless and mobile network are permeating into various aspects of our information society. The emerging and modern mobile technology provides computer science students with more authentic learning experience opportunities especially in network learning. A mobile device based hands-on labware can provide an excellent ‘real world’ authentic learning environment for computer network especially for wireless network study. In this paper, we present our mobile device-based hands-on labware (series of lab module) for computer network learning which is guided by authentic learning principles to immerse students in a real world relevant learning environment. We have been using this labware in teaching computer network, mobile security, and wireless network classes. The student feedback shows that students can learn more when they have hands-on authentic learning experience. 

Keywords: Mobile computing, android, network, labware.

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