Search results for: mobile game based learning
12360 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.
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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
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 165512359 IDEL - A simple Instructional Design Tool for E-Learning
Authors: A. Zimnas, D. Kleftouris, N. Valkanos
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Today-s Information and Knowledge Society has placed new demands on education and a new paradigm of education is required. Learning, facilitated by educational systems and the pedagogic process, is globally undergoing dramatic changes. The aim of this paper is the development of a simple Instructional Design tool for E-Learning, named IDEL (Instructional Design for Electronic Learning), that provides the educators with facilities to create their own courses with the essential educational material and manage communication with students. It offers flexibility in the way of learning and provides ease in employment and reusability of resources. IDEL is a web-based Instructional System and is designed to facilitate course design process in accordance with the ADDIE model and the instructional design principles with emphasis placed on the use of technology enhanced learning. An example case of using the ADDIE model to systematically develop a course and its implementation with the aid of IDEL is given and some results from student evaluation of the tool and the course are reported.Keywords: Education, E-learning, Instructional Design.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 207112358 IRIS: An Interactive Video Game for Children with Long-Term Illness in Hospitals
Authors: Ganetsou Evanthia, Koutsikos Emmanouil, Austin Anna Maria
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Information technology has long served the needs of individuals for learning and entertainment, but much less for children in sickness. The aim of the proposed online video game is to provide immersive learning opportunities as well as essential social and emotional scenarios for hospital-bound children with long-term illness. Online self-paced courses on chosen school subjects, including specialized software and multisensory assessments, aim at enhancing children’s academic achievement and sense of inclusion, while doctor minigames familiarize and educate young patients on their medical conditions. Online ethical dilemmas will offer children opportunities to contemplate on the importance of medical procedures and following assigned medication, often challenging for young patients; they will therefore reflect on their condition, re-evaluate their perceptions about hospitalization, and assume greater personal responsibility for their progress. Children’s emotional and psychosocial needs are addressed by engaging in social conventions, such as interactive, daily, collaborative mini games with other hospitalized peers, like virtual competitive sports games, weekly group psychodrama sessions, and online birthday parties or sleepovers. Social bonding is also fostered by having a virtual pet to interact with and take care of, as well as a virtual nurse to discuss and reflect on the mood of the day, engage in constructive dialogue and perspective-taking, and offer reminders. Access to the platform will be available throughout the day depending on the patient’s health status. The program is designed to minimize escapism and feelings of exclusion and can flexibly be adapted to offer post-treatment and a support online system at home.
Keywords: Hospitalized children, interactive games, long-term illness, cognitive enhancement, socioemotional development.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 19412357 User Acceptance of Location-based Services
Authors: Neven Vrček, Goran Bubaš, Neven Bosilj
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Location-based services (LBS) exploit the known location of a user to provide services dependent on their geographic context and personalized needs [1]. The development and arrival of broadband mobile data networks supported with mobile terminals equipped with new location technologies like GPS have finally created opportunities for implementation of LBS applications. But, from the other side, collecting location information data in general raises privacy concerns. This paper presents results from two surveys of LBS acceptance in Croatia. The first survey was administered on 181 students, and the second extended survey involved pattern of 180 Croatian citizens. We developed questionnaire which consists of descriptions of 15 different applications with scale which measures perceptions and attitudes of users towards these applications. We report the results to identify potential commercial applications for LBS in B2C segment. Our findings suggest that some types of applications like emergency&safety services and navigation have significantly higher rate of acceptance than other types.Keywords: Acceptance, location-based services, m-application.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 196812356 Studies on Affecting Factors of Wheel Slip and Odometry Error on Real-Time of Wheeled Mobile Robots: A Review
Authors: D. Vidhyaprakash, A. Elango
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In real-time applications, wheeled mobile robots are increasingly used and operated in extreme and diverse conditions traversing challenging surfaces such as a pitted, uneven terrain, natural flat, smooth terrain, as well as wet and dry surfaces. In order to accomplish such tasks, it is critical that the motion control functions without wheel slip and odometry error during the navigation of the two-wheeled mobile robot (WMR). Wheel slip and odometry error are disrupting factors on overall WMR performance in the form of deviation from desired trajectory, navigation, travel time and budgeted energy consumption. The wheeled mobile robot’s ability to operate at peak performance on various work surfaces without wheel slippage and odometry error is directly connected to four main parameters, which are the range of payload distribution, speed, wheel diameter, and wheel width. This paper analyses the effects of those parameters on overall performance and is concerned with determining the ideal range of parameters for optimum performance.
Keywords: Wheeled mobile robot (WMR), terrain, wheel slippage, odometry error, navigation.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 125412355 How to Use E-Learning to Increase Job Satisfaction in Large Commercial Bank in Bangkok
Authors: Teerada Apibunyopas, Nithinant Thammakoranonta
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Many organizations bring e-Learning to use as a tool in their training and human development department. It is getting more popular because it is easy to access to get knowledge all the time and also it provides a rich content, which can develop the employees’ skill efficiently. This study is focused on the factors that affect using e-Learning efficiently, so it will make job satisfaction increasing. The questionnaires were sent to employees in large commercial banks, which use e-Learning located in Bangkok, the results from multiple linear regression analysis showed that employee’s characteristics, characteristics of e-Learning, learning and growth have influence on job satisfaction.
Keywords: e-Learning, Job Satisfaction, Learning and growth.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 238712354 Distributed Case Based Reasoning for Intelligent Tutoring System: An Agent Based Student Modeling Paradigm
Authors: O. P. Rishi, Rekha Govil, Madhavi Sinha
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Online learning with Intelligent Tutoring System (ITS) is becoming very popular where the system models the student-s learning behavior and presents to the student the learning material (content, questions-answers, assignments) accordingly. In today-s distributed computing environment, the tutoring system can take advantage of networking to utilize the model for a student for students from other similar groups. In the present paper we present a methodology where using Case Based Reasoning (CBR), ITS provides student modeling for online learning in a distributed environment with the help of agents. The paper describes the approach, the architecture, and the agent characteristics for such system. This concept can be deployed to develop ITS where the tutor can author and the students can learn locally whereas the ITS can model the students- learning globally in a distributed environment. The advantage of such an approach is that both the learning material (domain knowledge) and student model can be globally distributed thus enhancing the efficiency of ITS with reducing the bandwidth requirement and complexity of the system.
Keywords: CBR, ITS, student modeling, distributed system, intelligent agent.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 216612353 Customer Churn Prediction: A Cognitive Approach
Authors: Damith Senanayake, Lakmal Muthugama, Laksheen Mendis, Tiroshan Madushanka
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Customer churn prediction is one of the most useful areas of study in customer analytics. Due to the enormous amount of data available for such predictions, machine learning and data mining have been heavily used in this domain. There exist many machine learning algorithms directly applicable for the problem of customer churn prediction, and here, we attempt to experiment on a novel approach by using a cognitive learning based technique in an attempt to improve the results obtained by using a combination of supervised learning methods, with cognitive unsupervised learning methods.
Keywords: Growing Self Organizing Maps, Kernel Methods, Churn Prediction.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 256512352 Digital Learning and Entrepreneurship Education: Changing Paradigms
Authors: Shivangi Agrawal, Hsiu-I Ting
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Entrepreneurship is an essential source of economic growth and a prominent factor influencing socio-economic development. Entrepreneurship education educates and enhances entrepreneurial activity. This study aims to understand current trends in entrepreneurship education and evaluate the effectiveness of diverse entrepreneurship education programs. An increasing number of universities offer entrepreneurship education courses to create and successfully continue entrepreneurial ventures. Despite the prevalence of entrepreneurship education, research studies lack inconsistency about the effectiveness of entrepreneurship education to promote and develop entrepreneurship. Strategies to develop entrepreneurial attitudes and intentions among individuals are hindered by a lack of understanding of entrepreneurs' educational purposes, components, methodology, and resources required. Lack of adequate entrepreneurship education has been linked with low self-efficacy and lack of entrepreneurial intent. Moreover, in the age of digitisation and during the COVID-19 pandemic, digital learning platforms (e.g. online entrepreneurship education courses and programs) and other digital tools (e.g. digital game-based entrepreneurship education) have become more relevant to entrepreneurship education. This paper contributes to the continuation of academic literature in entrepreneurship education by evaluating and assessing current trends in entrepreneurship education programs, leading to better understanding to reduce gaps between entrepreneurial development requirements and higher education institutions.
Keywords: entrepreneurship education, digital technologies, academic entrepreneurship, COVID-19
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 171612351 Comparison of Evolutionary Algorithms and their Hybrids Applied to MarioAI
Authors: Hidehiko Okada, Yuki Fujii
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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
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 172512350 Digital Learning Environments for Joint Master in Science Programmes in Building and Construction in Europe: Experimenting with Tools and Technologies
Authors: E. Dado, R. Beheshti
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Recent developments in information and communication technologies (ICT) have created excellent conditions for profoundly enhancing the traditional learning and teaching practices. New modes of teaching in higher education subjects can profoundly enhance ones ability to proactively constructing his or her personal learning universe. These developments have contributed to digital learning environments becoming widely available and accessible. In addition, there is a trend towards enlargement and specialization in higher education in Europe. With as a result that existing Master of Science (MSc) programmes are merged or new programmes have been established that are offered as joint MSc programmes to students. In these joint MSc programmes, the need for (common) digital learning environments capable of surmounting the barriers of time and location has become evident. This paper discusses the past and ongoing efforts to establish such common digital learning environments in two joint MSc programmes in Europe and discusses the way technology-based learning environments affect the traditional way of learning.Keywords: education, engineering, learning environments, ICT.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 155312349 E-learning and m-learning: Africa-s Search for a Suitable Concept in the Era of Cloud Computing?
Authors: J. Seke Mboungou Mouyabi
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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
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 204612348 Oscillation Effect of the Multi-stage Learning for the Layered Neural Networks and Its Analysis
Authors: Isao Taguchi, Yasuo Sugai
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This paper proposes an efficient learning method for the layered neural networks based on the selection of training data and input characteristics of an output layer unit. Comparing to recent neural networks; pulse neural networks, quantum neuro computation, etc, the multilayer network is widely used due to its simple structure. When learning objects are complicated, the problems, such as unsuccessful learning or a significant time required in learning, remain unsolved. Focusing on the input data during the learning stage, we undertook an experiment to identify the data that makes large errors and interferes with the learning process. Our method devides the learning process into several stages. In general, input characteristics to an output layer unit show oscillation during learning process for complicated problems. The multi-stage learning method proposes by the authors for the function approximation problems of classifying learning data in a phased manner, focusing on their learnabilities prior to learning in the multi layered neural network, and demonstrates validity of the multi-stage learning method. Specifically, this paper verifies by computer experiments that both of learning accuracy and learning time are improved of the BP method as a learning rule of the multi-stage learning method. In learning, oscillatory phenomena of a learning curve serve an important role in learning performance. The authors also discuss the occurrence mechanisms of oscillatory phenomena in learning. Furthermore, the authors discuss the reasons that errors of some data remain large value even after learning, observing behaviors during learning.
Keywords: data selection, function approximation problem, multistage leaning, neural network, voluntary oscillation.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 143112347 An Anonymity-Based Secure On-Demand Routing for Mobile Ad Hoc Networks
Authors: M. Gunasekaran, K. Premalatha
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Privacy and Security have emerged as an important research issue in Mobile Ad Hoc Networks (MANET) due to its unique nature such as scarce of resources and absence of centralized authority. There are number of protocols have been proposed to provide privacy and security for data communication in an adverse environment, but those protocols are compromised in many ways by the attackers. The concept of anonymity (in terms of unlinkability and unobservability) and pseudonymity has been introduced in this paper to ensure privacy and security. In this paper, a Secure Onion Throat (SOT) protocol is proposed to provide complete anonymity in an adverse environment. The SOT protocol is designed based on the combination of group signature and onion routing with ID-based encryption for route discovery. The security analysis demonstrates the performance of SOT protocol against all categories of attacks. The simulation results ensure the necessity and importance of the proposed SOT protocol in achieving such anonymity.
Keywords: Routing, anonymity, privacy, security and MANET.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 274412346 Vision Based People Tracking System
Authors: Boukerch Haroun, Luo Qing Sheng, Li Hua Shi, Boukraa Sebti
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In this paper we present the design and the implementation of a target tracking system where the target is set to be a moving person in a video sequence. The system can be applied easily as a vision system for mobile robot. The system is composed of two major parts the first is the detection of the person in the video frame using the SVM learning machine based on the “HOG” descriptors. The second part is the tracking of a moving person it’s done by using a combination of the Kalman filter and a modified version of the Camshift tracking algorithm by adding the target motion feature to the color feature, the experimental results had shown that the new algorithm had overcame the traditional Camshift algorithm in robustness and in case of occlusion.
Keywords: Camshift Algorithm, Computer Vision, Kalman Filter, Object tracking.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 134512345 Energy Aware Adhoc On-demand Multipath Distance Vector Protocol for QoS Routing
Authors: J. Seetaram, P. Satish Kumar
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Mobile Adhoc Networks (MANETs) are infrastructure-less, dynamic network of collections of wireless mobile nodes communicating with each other without any centralized authority. A MANET is a mobile device of interconnections through wireless links, forming a dynamic topology. Routing protocols have a big role in data transmission across a network. Routing protocols, two major classifications are unipath and multipath. This study evaluates performance of an on-demand multipath routing protocol named Adhoc On-demand Multipath Distance Vector routing (AOMDV). This study proposes Energy Aware AOMDV (EAAOMDV) an extension of AOMDV which decreases energy consumed on a route.Keywords: Mobile Adhoc Network (MANET), unipath, multipath, Adhoc On-demand Multipath Distance Vector routing (AOMDV).
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 212912344 Evaluating the Effectiveness of Electronic Response Systems in Technology-Oriented Classes
Authors: Ahmad Salman
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Electronic Response Systems such as Kahoot, Poll Everywhere, and Google Classroom are gaining a lot of popularity when surveying audiences in events, meetings, and classroom. The reason is mainly because of the ease of use and the convenience these tools bring since they provide mobile applications with a simple user interface. In this paper, we present a case study on the effectiveness of using Electronic Response Systems on student participation and learning experience in a classroom. We use a polling application for class exercises in two different technology-oriented classes. We evaluate the effectiveness of the usage of the polling applications through statistical analysis of the students performance in these two classes and compare them to the performances of students who took the same classes without using the polling application for class participation. Our results show an increase in the performances of the students who used the Electronic Response System when compared to those who did not by an average of 11%.Keywords: Interactive learning, classroom technology, electronic response systems, polling applications, learning evaluation.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 64812343 A Real Time Collision Avoidance Algorithm for Mobile Robot based on Elastic Force
Authors: Kyung Hyun, Choi, Minh Ngoc, Nong, M. Asif Ali, Rehmani
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This present paper proposes the modified Elastic Strip method for mobile robot to avoid obstacles with a real time system in an uncertain environment. The method deals with the problem of robot in driving from an initial position to a target position based on elastic force and potential field force. To avoid the obstacles, the robot has to modify the trajectory based on signal received from the sensor system in the sampling times. It was evident that with the combination of Modification Elastic strip and Pseudomedian filter to process the nonlinear data from sensor uncertainties in the data received from the sensor system can be reduced. The simulations and experiments of these methods were carried out.Keywords: Collision avoidance, Avoidance obstacle, Elastic Strip, Real time collision avoidance.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 201112342 Influence and Dissemination of Solecism among Moroccan High School and University Students
Authors: Rachid Ed-Dali, Khalid Elasri
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Mass media seem to provide a rich content for language acquisition. Exposure to television, the Internet, the mobile phone and other technological gadgets and devices helps enrich the student’s lexicon positively as well as negatively. The difficulties encountered by students while learning and acquiring second languages in addition to their eagerness to comprehend the content of a particular program prompt them to diversify their methods so as to achieve their targets. The present study highlights the significance of certain media channels and their involvement in language acquisition with the employment of the Natural Approach to further grasp whether students, especially secondary and high school students, learn and acquire errors through watching subtitled television programs. The chief objective is investigating the deductive and inductive relevance of certain programs beside the involvement of peripheral learning while acquiring mistakes.
Keywords: Errors, mistakes, natural Approach, peripheral learning, solecism.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 57912341 Impact of VARK Learning Model at Tertiary Level Education
Authors: Munazza A. Mirza, Khawar Khurshid
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Individuals are generally associated with different learning styles, which have been explored extensively in recent past. The learning styles refer to the potential of an individual by which s/he can easily comprehend and retain information. Among various learning style models, VARK is the most accepted model which categorizes the learners with respect to their sensory characteristics. Based on the number of preferred learning modes, the learners can be categorized as uni-modal, bi-modal, tri-modal, or quad/multi-modal. Although there is a prevalent belief in the learning styles, however, the model is not being frequently and effectively utilized in the higher education. This research describes the identification model to validate teacher’s didactic practice and student’s performance linkage with the learning styles. The identification model is recommended to check the effective application and evaluation of the various learning styles. The proposed model is a guideline to effectively implement learning styles inventory in order to ensure that it will validate performance linkage with learning styles. If performance is linked with learning styles, this may help eradicate the distrust on learning style theory. For this purpose, a comprehensive study was conducted to compare and understand how VARK inventory model is being used to identify learning preferences and their correlation with learner’s performance. A comparative analysis of the findings of these studies is presented to understand the learning styles of tertiary students in various disciplines. It is concluded with confidence that the learning styles of students cannot be associated with any specific discipline. Furthermore, there is not enough empirical proof to link performance with learning styles.
Keywords: Learning style, VARK, sensory preferences, identification model, didactic practices.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 543312340 Establishing Pairwise Keys Using Key Predistribution Schemes for Sensor Networks
Authors: Y. Harold Robinson, M. Rajaram
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Designing cost-efficient, secure network protocols for Wireless Sensor Networks (WSNs) is a challenging problem because sensors are resource-limited wireless devices. Security services such as authentication and improved pairwise key establishment are critical to high efficient networks with sensor nodes. For sensor nodes to correspond securely with each other efficiently, usage of cryptographic techniques is necessary. In this paper, two key predistribution schemes that enable a mobile sink to establish a secure data-communication link, on the fly, with any sensor nodes. The intermediate nodes along the path to the sink are able to verify the authenticity and integrity of the incoming packets using a predicted value of the key generated by the sender’s essential power. The proposed schemes are based on the pairwise key with the mobile sink, our analytical results clearly show that our schemes perform better in terms of network resilience to node capture than existing schemes if used in wireless sensor networks with mobile sinks.Keywords: Wireless Sensor Networks, predistribution scheme, cryptographic techniques.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 159212339 Virtualizing Attendance and Reducing Impacts on the Environment with a Mobile Application
Authors: Paulo R. M. de Andrade, Adriano B. Albuquerque, Otávio F. Frota, Robson V. Silveira, Fátima A. da Silva
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Information technology has been gaining more and more space whether in industry, commerce or even for personal use, but the misuse of it brings harm to the environment and human health as a result. Contribute to the sustainability of the planet is to compensate the environment, all or part of what withdraws it. The green computing also came to propose practical for use in IT in an environmentally correct way in aid of strategic management and communication. This work focuses on showing how a mobile application can help businesses reduce costs and reduced environmental impacts caused by its processes, through a case study of a public company in Brazil.Keywords: E-government, green computing, information technology, mobile computing, sustainable development.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 165312338 Identifying Autism Spectrum Disorder Using Optimization-Based Clustering
Authors: Sharifah Mousli, Sona Taheri, Jiayuan He
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Autism spectrum disorder (ASD) is a complex developmental condition involving persistent difficulties with social communication, restricted interests, and repetitive behavior. The challenges associated with ASD can interfere with an affected individual’s ability to function in social, academic, and employment settings. Although there is no effective medication known to treat ASD, to our best knowledge, early intervention can significantly improve an affected individual’s overall development. Hence, an accurate diagnosis of ASD at an early phase is essential. The use of machine learning approaches improves and speeds up the diagnosis of ASD. In this paper, we focus on the application of unsupervised clustering methods in ASD, as a large volume of ASD data generated through hospitals, therapy centers, and mobile applications has no pre-existing labels. We conduct a comparative analysis using seven clustering approaches, such as K-means, agglomerative hierarchical, model-based, fuzzy-C-means, affinity propagation, self organizing maps, linear vector quantisation – as well as the recently developed optimization-based clustering (COMSEP-Clust) approach. We evaluate the performances of the clustering methods extensively on real-world ASD datasets encompassing different age groups: toddlers, children, adolescents, and adults. Our experimental results suggest that the COMSEP-Clust approach outperforms the other seven methods in recognizing ASD with well-separated clusters.
Keywords: Autism spectrum disorder, clustering, optimization, unsupervised machine learning.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 44612337 Using Interval Trees for Approximate Indexing of Instances
Authors: Khalil el Hindi
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This paper presents a simple and effective method for approximate indexing of instances for instance based learning. The method uses an interval tree to determine a good starting search point for the nearest neighbor. The search stops when an early stopping criterion is met. The method proved to be very effective especially when only the first nearest neighbor is required.
Keywords: Instance based learning, interval trees, the knn algorithm, machine learning.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 151312336 Fabrication of Autonomous Wheeled Mobile Robot for Industrial Applications Using Appropriate Technology
Authors: M. M. Islam, Rajib K. Saha, Abdullah A. Amin, M. Z. Haq
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The autonomous mobile robot was designed and implemented which was capable of navigating in the industrial environments and did a job of picking objects from variable height and delivering it to another location following a predefined trajectory. In developing country like Bangladesh industrial robotics is not very prevalent yet, due to the high installation cost. The objective of this project was to develop an autonomous mobile robot for industrial application using the available resources in the local market at lower manufacturing cost. The mechanical system of the robot was comprised of locomotion, gripping and elevation system. Grippers were designed to grip objects of a predefined shape. Cartesian elevation system was designed for vertical movement of the gripper. PIC18F452 microcontroller was the brain of the control system. The prototype autonomous robot was fabricated for relatively lower load than the industry and the performance was tested in a virtual industrial environment created within the laboratory to realize the effectiveness.
Keywords: Industrial application, autonomous mobile robot, appropriate technology.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 251612335 An Analysis of Gamification in the Post-Secondary Classroom
Authors: F. Saccucci
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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.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 87112334 An E-learning System Architecture based on Cloud Computing
Authors: Md. Anwar Hossain Masud, Xiaodi Huang
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The massive proliferation of affordable computers, Internet broadband connectivity and rich education content has created a global phenomenon in which information and communication technology (ICT) is being used to transform education. Therefore, there is a need to redesign the educational system to meet the needs better. The advent of computers with sophisticated software has made it possible to solve many complex problems very fast and at a lower cost. This paper introduces the characteristics of the current E-Learning and then analyses the concept of cloud computing and describes the architecture of cloud computing platform by combining the features of E-Learning. The authors have tried to introduce cloud computing to e-learning, build an e-learning cloud, and make an active research and exploration for it from the following aspects: architecture, construction method and external interface with the model.
Keywords: Architecture, Cloud Computing, E-learning, Information Technology
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1108012333 Conceptual Model for Knowledge Sharing Model in Creating Idea for Mobile Application
Authors: Hanafizan Hussain
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This study shows that several projects will be conducted at the workshop in which using the conceptual model for knowledge sharing approach to create an idea for mobile application. The sharing idea has been done through the collaborative activity in which a group of different field sought to define the mobile application which will lead to new media approach of using social media platform. The collaborative activity will be provided and implemented in the form of one day workshop to determine the approach towards the theme given. The activity later will be continued for four weeks for the participant to prepare for the pitch day workshop. This paper shows the pitch of idea including the interface and prototype for the said products. The collaboration between the members with different field of study shows that social media influenced the knowledge sharing model and its creation or innovations. One of the projects supported a collaborative activity in which a group of young designers sought to define the knowledge sharing model of their ability in creating idea for mobile applications.Keywords: Mobile application, collaborative activity, conceptual knowledge sharing model, social media platform.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 72812332 Simplified Mobile AR Platform Design for Augmented Tourism
Authors: Eric Hawkinson, Edgaras Artemciukas
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This study outlines iterations of designing mobile augmented reality (MAR) applications for tourism specific contexts. Using a design based research model, several cycles of development to implementation were analyzed and refined upon with the goal of building a MAR platform that would facilitate the creation of augmented tours and environments by non-technical users. The project took on several stages, and through the process, a simple framework was begun to be established that can inform the design and use of MAR applications for tourism contexts. As a result of these iterations of development, a platform was developed that can allow novice computer users to create augmented tourism environments. This system was able to connect existing tools in widespread use such as Google Forms and connect them to computer vision algorithms needed for more advanced augmented tourism environments. The study concludes with a discussion of this MAR platform and reveals design elements that have implications for tourism contexts. The study also points to future case uses and design approaches for augmented tourism.Keywords: Augmented tourism, augmented reality, user experience, mobile design, etourism.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 115612331 How Social Network Structure Affects the Dynamics of Evolution of Cooperation?
Authors: Mohammad Akbarpour, Reza Nasiri Mahalati, Caro Lucas
Abstract:
The existence of many biological systems, especially human societies, is based on cooperative behavior [1, 2]. If natural selection favors selfish individuals, then what mechanism is at work that we see so many cooperative behaviors? One answer is the effect of network structure. On a graph, cooperators can evolve by forming network bunches [2, 3, 4]. In a research, Ohtsuki et al used the idea of iterated prisoners- dilemma on a graph to model an evolutionary game. They showed that the average number of neighbors plays an important role in determining whether cooperation is the ESS of the system or not [3]. In this paper, we are going to study the dynamics of evolution of cooperation in a social network. We show that during evolution, the ratio of cooperators among individuals with fewer neighbors to cooperators among other individuals is greater than unity. The extent to which the fitness function depends on the payoff of the game determines this ratio.Keywords: Evolution of cooperation, Iterated prisoner's dilemma, Model dynamics, Social network structure, Intensity of selection.
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