Search results for: Cooperative fuzzy game
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 1284

Search results for: Cooperative fuzzy game

354 A Scenario Oriented Supplier Selection by Considering a Multi Tier Supplier Network

Authors: Mohammad Najafi Nobar, Bahareh Pourmehr, Mehdi Hajimirarab

Abstract:

One of the main processes of supply chain management is supplier selection process which its accurate implementation can dramatically increase company competitiveness. In presented article model developed based on the features of second tiers suppliers and four scenarios are predicted in order to help the decision maker (DM) in making up his/her mind. In addition two tiers of suppliers have been considered as a chain of suppliers. Then the proposed approach is solved by a method combined of concepts of fuzzy set theory (FST) and linear programming (LP) which has been nourished by real data extracted from an engineering design and supplying parts company. At the end results reveal the high importance of considering second tier suppliers features as criteria for selecting the best supplier.

Keywords: Supply Chain Management (SCM), SupplierSelection, Second Tier Supplier, Scenario Planning, Green Factor, Linear Programming, Fuzzy Set Theory

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353 Multilevel Classifiers in Recognition of Handwritten Kannada Numerals

Authors: Dinesh Acharya U., N. V. Subba Reddy, Krishnamoorthi Makkithaya

Abstract:

The recognition of handwritten numeral is an important area of research for its applications in post office, banks and other organizations. This paper presents automatic recognition of handwritten Kannada numerals based on structural features. Five different types of features, namely, profile based 10-segment string, water reservoir; vertical and horizontal strokes, end points and average boundary length from the minimal bounding box are used in the recognition of numeral. The effect of each feature and their combination in the numeral classification is analyzed using nearest neighbor classifiers. It is common to combine multiple categories of features into a single feature vector for the classification. Instead, separate classifiers can be used to classify based on each visual feature individually and the final classification can be obtained based on the combination of separate base classification results. One popular approach is to combine the classifier results into a feature vector and leaving the decision to next level classifier. This method is extended to extract a better information, possibility distribution, from the base classifiers in resolving the conflicts among the classification results. Here, we use fuzzy k Nearest Neighbor (fuzzy k-NN) as base classifier for individual feature sets, the results of which together forms the feature vector for the final k Nearest Neighbor (k-NN) classifier. Testing is done, using different features, individually and in combination, on a database containing 1600 samples of different numerals and the results are compared with the results of different existing methods.

Keywords: Fuzzy k Nearest Neighbor, Multiple Classifiers, Numeral Recognition, Structural features.

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352 Hybrid Markov Game Controller Design Algorithms for Nonlinear Systems

Authors: R. Sharma, M. Gopal

Abstract:

Markov games can be effectively used to design controllers for nonlinear systems. The paper presents two novel controller design algorithms by incorporating ideas from gametheory literature that address safety and consistency issues of the 'learned' control strategy. A more widely used approach for controller design is the H∞ optimal control, which suffers from high computational demand and at times, may be infeasible. We generate an optimal control policy for the agent (controller) via a simple Linear Program enabling the controller to learn about the unknown environment. The controller is facing an unknown environment and in our formulation this environment corresponds to the behavior rules of the noise modeled as the opponent. Proposed approaches aim to achieve 'safe-consistent' and 'safe-universally consistent' controller behavior by hybridizing 'min-max', 'fictitious play' and 'cautious fictitious play' approaches drawn from game theory. We empirically evaluate the approaches on a simulated Inverted Pendulum swing-up task and compare its performance against standard Q learning.

Keywords: Fictitious Play, Cautious Fictitious Play, InvertedPendulum, Controller, Markov Games, Mobile Robot.

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351 Statistical Feature Extraction Method for Wood Species Recognition System

Authors: Mohd Iz'aan Paiz Bin Zamri, Anis Salwa Mohd Khairuddin, Norrima Mokhtar, Rubiyah Yusof

Abstract:

Effective statistical feature extraction and classification are important in image-based automatic inspection and analysis. An automatic wood species recognition system is designed to perform wood inspection at custom checkpoints to avoid mislabeling of timber which will results to loss of income to the timber industry. The system focuses on analyzing the statistical pores properties of the wood images. This paper proposed a fuzzy-based feature extractor which mimics the experts’ knowledge on wood texture to extract the properties of pores distribution from the wood surface texture. The proposed feature extractor consists of two steps namely pores extraction and fuzzy pores management. The total number of statistical features extracted from each wood image is 38 features. Then, a backpropagation neural network is used to classify the wood species based on the statistical features. A comprehensive set of experiments on a database composed of 5200 macroscopic images from 52 tropical wood species was used to evaluate the performance of the proposed feature extractor. The advantage of the proposed feature extraction technique is that it mimics the experts’ interpretation on wood texture which allows human involvement when analyzing the wood texture. Experimental results show the efficiency of the proposed method.

Keywords: Classification, fuzzy, inspection system, image analysis.

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350 MITAutomatic ECG Beat Tachycardia Detection Using Artificial Neural Network

Authors: R. Amandi, A. Shahbazi, A. Mohebi, M. Bazargan, Y. Jaberi, P. Emadi, A. Valizade

Abstract:

The application of Neural Network for disease diagnosis has made great progress and is widely used by physicians. An Electrocardiogram carries vital information about heart activity and physicians use this signal for cardiac disease diagnosis which was the great motivation towards our study. In our work, tachycardia features obtained are used for the training and testing of a Neural Network. In this study we are using Fuzzy Probabilistic Neural Networks as an automatic technique for ECG signal analysis. As every real signal recorded by the equipment can have different artifacts, we needed to do some preprocessing steps before feeding it to our system. Wavelet transform is used for extracting the morphological parameters of the ECG signal. The outcome of the approach for the variety of arrhythmias shows the represented approach is superior than prior presented algorithms with an average accuracy of about %95 for more than 7 tachy arrhythmias.

Keywords: Fuzzy Logic, Probabilistic Neural Network, Tachycardia, Wavelet Transform.

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349 A Framework for the Evaluation of Infrastructures’ Serviceability

Authors: Kyonghoon Kim, Wonyoung Park, Taeil Park

Abstract:

Aging infrastructures became a serious social problem. This brought out the increased need for the legislation of a new strict guideline for infrastructure management. Although existing guidelines provided basics of how to evaluate and manage the condition of infrastructures, they needed improvements for their evaluation procedures. Most guidelines mainly focused on the structural condition of infrastructures and did not properly reflect service aspects of infrastructures such as performance, public demand, capacity, etc., which were significantly valuable to public. Regardless of the importance, these factors were often neglected in infrastructure evaluations, because they were quite subjective and difficult to quantify in rational manner. Thus, this study proposed a framework to properly identify and evaluate the service indicators. This study showed that service indicators could be grouped into two categories and properly evaluated using AHP and Fuzzy. Overall, proposed framework is expected to assist governmental agency in establishing effective investment strategies for infrastructure improvements.

Keywords: Infrastructure, evaluation, serviceability, fuzzy.

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348 Automatic Feature Recognition for GPR Image Processing

Authors: Yi-an Cui, Lu Wang, Jian-ping Xiao

Abstract:

This paper presents an automatic feature recognition method based on center-surround difference detecting and fuzzy logic that can be applied in ground-penetrating radar (GPR) image processing. Adopted center-surround difference method, the salient local image regions are extracted from the GPR images as features of detected objects. And fuzzy logic strategy is used to match the detected features and features in template database. This way, the problem of objects detecting, which is the key problem in GPR image processing, can be converted into two steps, feature extracting and matching. The contributions of these skills make the system have the ability to deal with changes in scale, antenna and noises. The results of experiments also prove that the system has higher ratio of features sensing in using GPR to image the subsurface structures.

Keywords: feature recognition, GPR image, matching strategy, salient image

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347 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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346 Ramification of Oil Prices on Renewable Energy Deployment

Authors: Osamah A. Alsayegh

Abstract:

This paper contributes to the literature by updating the analysis of the impact of the recent oil prices fall on the renewable energy (RE) industry and deployment. The research analysis uses the Renewable Energy Industrial Index (RENIXX), which tracks the world’s 30 largest publicly traded companies and oil prices daily data from January 2003 to March 2016. RENIXX represents RE industries developing solar, wind, geothermal, bioenergy, hydropower and fuel cells technologies. This paper tests the hypothesis that claims high oil prices encourage the substitution of alternate energy sources for conventional energy sources. Furthermore, it discusses RENIXX performance behavior with respect to the governments’ policies factor that investors should take into account. Moreover, the paper proposes a theoretical model that relates RE industry progress with oil prices and policies through the fuzzy logic system.

Keywords: Fuzzy logic, investment, policy, stock exchange index.

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345 Risk Assessment of Building Information Modelling Adoption in Construction Projects

Authors: Amirhossein Karamoozian, Desheng Wu, Behzad Abbasnejad

Abstract:

Building information modelling (BIM) is a new technology to enhance the efficiency of project management in the construction industry. In addition to the potential benefits of this useful technology, there are various risks and obstacles to applying it in construction projects. In this study, a decision making approach is presented for risk assessment in BIM adoption in construction projects. Various risk factors of exerting BIM during different phases of the project lifecycle are identified with the help of Delphi method, experts’ opinions and related literature. Afterward, Shannon’s entropy and Fuzzy TOPSIS (Technique for Order Preference by Similarity to Ideal Situation) are applied to derive priorities of the identified risk factors. Results indicated that lack of knowledge between professional engineers about workflows in BIM and conflict of opinions between different stakeholders are the risk factors with the highest priority.

Keywords: Risk, BIM, Shannon’s entropy, Fuzzy TOPSIS, construction projects.

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344 Image Retrieval Using Fused Features

Authors: K. Sakthivel, R. Nallusamy, C. Kavitha

Abstract:

The system is designed to show images which are related to the query image. Extracting color, texture, and shape features from an image plays a vital role in content-based image retrieval (CBIR). Initially RGB image is converted into HSV color space due to its perceptual uniformity. From the HSV image, Color features are extracted using block color histogram, texture features using Haar transform and shape feature using Fuzzy C-means Algorithm. Then, the characteristics of the global and local color histogram, texture features through co-occurrence matrix and Haar wavelet transform and shape are compared and analyzed for CBIR. Finally, the best method of each feature is fused during similarity measure to improve image retrieval effectiveness and accuracy.

Keywords: Color Histogram, Haar Wavelet Transform, Fuzzy C-means, Co-occurrence matrix; Similarity measure.

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343 Evolutionary Cobreeding of Cooperative and Competitive Subcultures

Authors: Emilia Nercissians

Abstract:

Neoclassical and functionalist explanations of self organization in multiagent systems have been criticized on several accounts including unrealistic explication of overadapted agents and failure to resolve problems of externality. The paper outlines a more elaborate and dynamic model that is capable of resolving these dilemmas. An illustrative example where behavioral diversity is cobred in a repeated nonzero sum task via evolutionary computing is presented.

Keywords: evolutionary stability, externalities, neofunctionalism, prisoners' dilemma.

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342 Comparing Test Equating by Item Response Theory and Raw Score Methods with Small Sample Sizes on a Study of the ARTé: Mecenas Learning Game

Authors: Steven W. Carruthers

Abstract:

The purpose of the present research is to equate two test forms as part of a study to evaluate the educational effectiveness of the ARTé: Mecenas art history learning game. The researcher applied Item Response Theory (IRT) procedures to calculate item, test, and mean-sigma equating parameters. With the sample size n=134, test parameters indicated “good” model fit but low Test Information Functions and more acute than expected equating parameters. Therefore, the researcher applied equipercentile equating and linear equating to raw scores and compared the equated form parameters and effect sizes from each method. Item scaling in IRT enables the researcher to select a subset of well-discriminating items. The mean-sigma step produces a mean-slope adjustment from the anchor items, which was used to scale the score on the new form (Form R) to the reference form (Form Q) scale. In equipercentile equating, scores are adjusted to align the proportion of scores in each quintile segment. Linear equating produces a mean-slope adjustment, which was applied to all core items on the new form. The study followed a quasi-experimental design with purposeful sampling of students enrolled in a college level art history course (n=134) and counterbalancing design to distribute both forms on the pre- and posttests. The Experimental Group (n=82) was asked to play ARTé: Mecenas online and complete Level 4 of the game within a two-week period; 37 participants completed Level 4. Over the same period, the Control Group (n=52) did not play the game. The researcher examined between group differences from post-test scores on test Form Q and Form R by full-factorial Two-Way ANOVA. The raw score analysis indicated a 1.29% direct effect of form, which was statistically non-significant but may be practically significant. The researcher repeated the between group differences analysis with all three equating methods. For the IRT mean-sigma adjusted scores, form had a direct effect of 8.39%. Mean-sigma equating with a small sample may have resulted in inaccurate equating parameters. Equipercentile equating aligned test means and standard deviations, but resultant skewness and kurtosis worsened compared to raw score parameters. Form had a 3.18% direct effect. Linear equating produced the lowest Form effect, approaching 0%. Using linearly equated scores, the researcher conducted an ANCOVA to examine the effect size in terms of prior knowledge. The between group effect size for the Control Group versus Experimental Group participants who completed the game was 14.39% with a 4.77% effect size attributed to pre-test score. Playing and completing the game increased art history knowledge, and individuals with low prior knowledge tended to gain more from pre- to post test. Ultimately, researchers should approach test equating based on their theoretical stance on Classical Test Theory and IRT and the respective  assumptions. Regardless of the approach or method, test equating requires a representative sample of sufficient size. With small sample sizes, the application of a range of equating approaches can expose item and test features for review, inform interpretation, and identify paths for improving instruments for future study.

Keywords: Effectiveness, equipercentile equating, IRT, learning games, linear equating, mean-sigma equating.

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341 Ecological Networks: From Structural Analysis to Synchronization

Authors: N. F. F. Ebecken, G. C. Pereira

Abstract:

Ecological systems are exposed and are influenced by various natural and anthropogenic disturbances. They produce various effects and states seeking response symmetry to a state of global phase coherence or stability and balance of their food webs. This research project addresses the development of a computational methodology for modeling plankton food webs. The use of algorithms to establish connections, the generation of representative fuzzy multigraphs and application of technical analysis of complex networks provide a set of tools for defining, analyzing and evaluating community structure of coastal aquatic ecosystems, beyond the estimate of possible external impacts to the networks. Thus, this study aims to develop computational systems and data models to assess how these ecological networks are structurally and functionally organized, to analyze the types and degree of compartmentalization and synchronization between oscillatory and interconnected elements network and the influence of disturbances on the overall pattern of rhythmicity of the system.

Keywords: Ecological networks, plankton food webs, fuzzy multigraphs, dynamic of networks.

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340 A Robust Al-Hawalees Gaming Automation using Minimax and BPNN Decision

Authors: Ahmad Sharieh, R Bremananth

Abstract:

Artificial Intelligence based gaming is an interesting topic in the state-of-art technology. This paper presents an automation of a tradition Omani game, called Al-Hawalees. Its related issues are resolved and implemented using artificial intelligence approach. An AI approach called mini-max procedure is incorporated to make a diverse budges of the on-line gaming. If number of moves increase, time complexity will be increased in terms of propositionally. In order to tackle the time and space complexities, we have employed a back propagation neural network (BPNN) to train in off-line to make a decision for resources required to fulfill the automation of the game. We have utilized Leverberg- Marquardt training in order to get the rapid response during the gaming. A set of optimal moves is determined by the on-line back propagation training fashioned with alpha-beta pruning. The results and analyses reveal that the proposed scheme will be easily incorporated in the on-line scenario with one player against the system.

Keywords: Artificial neural network, back propagation gaming, Leverberg-Marquardt, minimax procedure.

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339 Intelligent Heart Disease Prediction System Using CANFIS and Genetic Algorithm

Authors: Latha Parthiban, R. Subramanian

Abstract:

Heart disease (HD) is a major cause of morbidity and mortality in the modern society. Medical diagnosis is an important but complicated task that should be performed accurately and efficiently and its automation would be very useful. All doctors are unfortunately not equally skilled in every sub specialty and they are in many places a scarce resource. A system for automated medical diagnosis would enhance medical care and reduce costs. In this paper, a new approach based on coactive neuro-fuzzy inference system (CANFIS) was presented for prediction of heart disease. The proposed CANFIS model combined the neural network adaptive capabilities and the fuzzy logic qualitative approach which is then integrated with genetic algorithm to diagnose the presence of the disease. The performances of the CANFIS model were evaluated in terms of training performances and classification accuracies and the results showed that the proposed CANFIS model has great potential in predicting the heart disease.

Keywords: CANFIS, genetic algorithms, heart disease, membership function.

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338 A Study on the Power Control of Wind Energy Conversion System

Authors: Mehdi Nafar, Mohammad Reza Mansouri

Abstract:

The present research presents a direct active and reactive power control (DPC) of a wind energy conversion system (WECS) for the maximum power point tracking (MPPT) based on a doubly fed induction generator (DFIG) connected to electric power grid. The control strategy of the Rotor Side Converter (RSC) is targeted in extracting a maximum of power under fluctuating wind speed. A fuzzy logic speed controller (FLC) has been used to ensure the MPPT. The Grid Side Converter is directed in a way to ensure sinusoidal current in the grid side and a smooth DC voltage. To reduce fluctuations, rotor torque and voltage use of multilevel inverters is a good way to remove the rotor harmony.

Keywords: DFIG, power quality improvement, wind energy conversion system, WECS, fuzzy logic, RSC, GSC, inverter.

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337 Optimizing Boiler Combustion System in a Petrochemical Plant Using Neuro-Fuzzy Inference System and Genetic Algorithm

Authors: Yul Y. Nazaruddin, Anas Y. Widiaribowo, Satriyo Nugroho

Abstract:

Boiler is one of the critical unit in a petrochemical plant. Steam produced by the boiler is used for various processes in the plant such as urea and ammonia plant. An alternative method to optimize the boiler combustion system is presented in this paper. Adaptive Neuro-Fuzzy Inference System (ANFIS) approach is applied to model the boiler using real-time operational data collected from a boiler unit of the petrochemical plant. Nonlinear equation obtained is then used to optimize the air to fuel ratio using Genetic Algorithm, resulting an optimal ratio of 15.85. This optimal ratio is then maintained constant by ratio controller designed using inverse dynamics based on ANFIS. As a result, constant value of oxygen content in the flue gas is obtained which indicates more efficient combustion process.

Keywords: ANFIS, boiler, combustion process, genetic algorithm, optimization.

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336 2D Gabor Functions and FCMI Algorithm for Flaws Detection in Ultrasonic Images

Authors: Kechida Ahmed, Drai Redouane, Khelil Mohamed

Abstract:

In this paper we present a new approach to detecting a flaw in T.O.F.D (Time Of Flight Diffraction) type ultrasonic image based on texture features. Texture is one of the most important features used in recognizing patterns in an image. The paper describes texture features based on 2D Gabor functions, i.e., Gaussian shaped band-pass filters, with dyadic treatment of the radial spatial frequency range and multiple orientations, which represent an appropriate choice for tasks requiring simultaneous measurement in both space and frequency domains. The most relevant features are used as input data on a Fuzzy c-mean clustering classifier. The classes that exist are only two: 'defects' or 'no defects'. The proposed approach is tested on the T.O.F.D image achieved at the laboratory and on the industrial field.

Keywords: 2D Gabor Functions, flaw detection, fuzzy c-mean clustering, non destructive testing, texture analysis, T.O.F.D Image (Time of Flight Diffraction).

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335 A Grid Synchronization Phase Locked Loop Method for Grid-Connected Inverters Systems

Authors: Naima Ikken, Abdelhadi Bouknadel, Nour-eddine Tariba Ahmed Haddou, Hafsa El Omari

Abstract:

The operation of grid-connected inverters necessity a single-phase phase locked loop (PLL) is proposed in this article to accurately and quickly estimate and detect the grid phase angle. This article presents the improvement of a method of phase-locked loop. The novelty is to generate a method (PLL) of synchronizing the grid with a Notch filter based on adaptive fuzzy logic for inverter systems connected to the grid. The performance of the proposed method was tested under normal and abnormal operating conditions (amplitude, frequency and phase shift variations). In addition, simulation results with ISPM software are developed to verify the effectiveness of the proposed method strategy. Finally, the experimental test will be used to extract the result and discuss the validity of the proposed algorithm.

Keywords: Phase locked loop, PLL, notch filter, fuzzy logic control.

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334 A Study on Finding Similar Document with Multiple Categories

Authors: R. Saraçoğlu, N. Allahverdi

Abstract:

Searching similar documents and document management subjects have important place in text mining. One of the most important parts of similar document research studies is the process of classifying or clustering the documents. In this study, a similar document search approach that includes discussion of out the case of belonging to multiple categories (multiple categories problem) has been carried. The proposed method that based on Fuzzy Similarity Classification (FSC) has been compared with Rocchio algorithm and naive Bayes method which are widely used in text mining. Empirical results show that the proposed method is quite successful and can be applied effectively. For the second stage, multiple categories vector method based on information of categories regarding to frequency of being seen together has been used. Empirical results show that achievement is increased almost two times, when proposed method is compared with classical approach.

Keywords: Document similarity, Fuzzy classification, Multiple categories, Text mining.

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333 Play in College: Shifting Perspectives and Creative Problem-Based Play

Authors: Agni Stylianou-Georgiou, Eliza Pitri

Abstract:

This study is a design narrative that discusses researchers’ new learning based on changes made in pedagogies and learning opportunities in the context of a Cognitive Psychology and an Art History undergraduate course. The purpose of this study was to investigate how to encourage creative problem-based play in tertiary education engaging instructors and student-teachers in designing educational games. Course instructors modified content to encourage flexible thinking during game design problem-solving. Qualitative analyses of data sources indicated that Thinking Birds’ questions could encourage flexible thinking as instructors engaged in creative problem-based play. However, student-teachers demonstrated weakness in adopting flexible thinking during game design problem solving. Further studies of student-teachers’ shifting perspectives during different instructional design tasks would provide insights for developing the Thinking Birds’ questions as tools for creative problem solving.

Keywords: Creative problem-based play, educational games, flexible thinking, tertiary education.

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332 Intelligent Control and Modelling of a Micro Robot for In-pipe Application

Authors: Y. Sabzehmeidani, M. Mailah, M. Hussein, A. R. Tavakolpour

Abstract:

In this paper, a worm-like micro robot designed for inpipe application with intelligent active force control (AFC) capability is modelled and simulated. The motion of the micro robot is based on an impact drive mechanism (IDM) that is actuated using piezoelectric device. The trajectory tracking performance of the modelled micro robot is initially experimented via a conventional proportionalintegral- derivative (PID) controller in which the dynamic response of the robot system subjected to different input excitations is investigated. Subsequently, a robust intelligent method known as active force control with fuzzy logic (AFCFL) is later incorporated into the PID scheme to enhance the system performance by compensating the unwanted disturbances due to the interaction of the robot with its environment. Results show that the proposed AFCFL scheme is far superior than the PID control counterpart in terms of the system-s tracking capability in the wake of the disturbances.

Keywords: Active Force Control, Micro Robot, Fuzzy Logic, In-pipe Application.

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331 The Impact of Video Games in Children-s Learning of Mathematics

Authors: Muhammad Ridhuan Tony Lim Abdullah, Zulqarnain Abu Bakar, Razol Mahari Ali, Ibrahima Faye, Hilmi Hasan

Abstract:

This paper describes a research project on Year 3 primary school students in Malaysia in their use of computer-based video game to enhance learning of multiplication facts (tables) in the Mathematics subject. This study attempts to investigate whether video games could actually contribute to positive effect on children-s learning or otherwise. In conducting this study, the researchers assume a neutral stand in the investigation as an unbiased outcome of the study would render reliable response to the impact of video games in education which would contribute to the literature of technology-based education as well as impact to the pedagogical aspect of formal education. In order to conduct the study, a subject (Mathematics) with a specific topic area in the subject (multiplication facts) is chosen. The study adopts a causal-comparative research to investigate the impact of the inclusion of a computer-based video game designed to teach multiplication facts to primary level students. Sample size is 100 students divided into two i.e., A: conventional group and B conventional group aided by video games. The conventional group (A) would be taught multiplication facts (timetables) and skills conventionally. The other group (B) underwent the same lessons but with supplementary activity: a computer-based video game on multiplication which is called Timez-Attack. Analysis of marks accrued from pre-test will be compared to post- test using comparisons of means, t tests, and ANOVA tests to investigate the impact of computer games as an added learning activity. The findings revealed that video games as a supplementary activity to classroom learning brings significant and positive effect on students- retention and mastery of multiplication tables as compared to students who rely only upon formal classroom instructions.

Keywords: Technology for education, Gaming for education, Computer-based video games, Cognitive learning

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330 Multilayer Neural Network and Fuzzy Logic Based Software Quality Prediction

Authors: Sadaf Sahar, Usman Qamar, Sadaf Ayaz

Abstract:

In the software development lifecycle, the quality prediction techniques hold a prime importance in order to minimize future design errors and expensive maintenance. There are many techniques proposed by various researchers, but with the increasing complexity of the software lifecycle model, it is crucial to develop a flexible system which can cater for the factors which in result have an impact on the quality of the end product. These factors include properties of the software development process and the product along with its operation conditions. In this paper, a neural network (perceptron) based software quality prediction technique is proposed. Using this technique, the stakeholders can predict the quality of the resulting software during the early phases of the lifecycle saving time and resources on future elimination of design errors and costly maintenance. This technique can be brought into practical use using successful training.

Keywords: Software quality, fuzzy logic, perceptron, prediction.

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329 The Location of Park and Ride Facilities Using the Fuzzy Inference Model

Authors: Anna Lower, Michal Lower, Robert Masztalski, Agnieszka Szumilas

Abstract:

The paper presents a method in which the expert knowledge is applied to fuzzy inference model. Even a less experienced person could benefit from the use of such a system, e.g. urban planners, officials. The analysis result is obtained in a very short time, so a large number of the proposed locations can also be verified in a short time. The proposed method is intended for testing of locations of car parks in a city. The paper shows selected examples of locations of the P&R facilities in cities planning to introduce the P&R. The analyses of existing objects are also shown in the paper and they are confronted with the opinions of the system users, with particular emphasis on unpopular locations. The results of the analyses are compared to expert analysis of the P&R facilities location that was outsourced by the city and the opinions about existing facilities users that were expressed on social networking sites. The obtained results are consistent with actual users’ feedback. The proposed method proves to be good, but does not require the involvement of a large experts team and large financial contributions for complicated research. The method also provides an opportunity to show the alternative location of P&R facilities. Although the results of the method are approximate, they are not worse than results of analysis of employed experts. The advantage of this method is ease of use, which simplifies the professional expert analysis. The ability of analyzing a large number of alternative locations gives a broader view on the problem. It is valuable that the arduous analysis of the team of people can be replaced by the model's calculation. According to the authors, the proposed method is also suitable for implementation on a GIS platform.

Keywords: Fuzzy logic inference, P&R facilities, P&R location.

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328 Back Stepping Sliding Mode Control of Blood Glucose for Type I Diabetes

Authors: N. Tadrisi Parsa, A. R. Vali, R. Ghasemi

Abstract:

Diabetes is a growing health problem in worldwide. Especially, the patients with Type 1 diabetes need strict glycemic control because they have deficiency of insulin production. This paper attempts to control blood glucose based on body mathematical body model. The Bergman minimal mathematical model is used to develop the nonlinear controller. A novel back-stepping based sliding mode control (B-SMC) strategy is proposed as a solution that guarantees practical tracking of a desired glucose concentration. In order to show the performance of the proposed design, it is compared with conventional linear and fuzzy controllers which have been done in previous researches. The numerical simulation result shows the advantages of sliding mode back stepping controller design to linear and fuzzy controllers.

Keywords: Back stepping, Bergman Model, Nonlinear control, Sliding mode control.

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327 Role-play Gaming Simulation for Flood Management on Cultural Heritage: A Case Study of Ayutthaya Historic City

Authors: Pongpisit Huyakorn, Chaweewan Denpaiboon, Hidehiko Kanegae

Abstract:

The main aim of this research is to develop a methodology to encourage people's awareness, knowledge and understanding on the participation of flood management for cultural heritage, as the cooperation and interaction among government section, private section, and public section through role-play gaming simulation theory. The format of this research is to develop Role-play gaming simulation from existing documents, game or role-playing from several sources and existing data of the research site. We found that role-play gaming simulation can be implemented to help improving the understanding of the existing problem and the impact of the flood on cultural heritage, and the role-play game can be developed into the tool to improve people's knowledge, understanding and awareness about people's participation for flood management on cultural heritage, moreover the cooperation among the government, private section and public section will be improved through the theory of role-play gaming simulation.

Keywords: Climate change, Role-play gaming simulation, Sustainable development, Public participation, Cultural heritage

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326 Testing Database of Information System using Conceptual Modeling

Authors: Bogdan Walek, Cyril Klimes

Abstract:

This paper focuses on testing database of existing information system. At the beginning we describe the basic problems of implemented databases, such as data redundancy, poor design of database logical structure or inappropriate data types in columns of database tables. These problems are often the result of incorrect understanding of the primary requirements for a database of an information system. Then we propose an algorithm to compare the conceptual model created from vague requirements for a database with a conceptual model reconstructed from implemented database. An algorithm also suggests steps leading to optimization of implemented database. The proposed algorithm is verified by an implemented prototype. The paper also describes a fuzzy system which works with the vague requirements for a database of an information system, procedure for creating conceptual from vague requirements and an algorithm for reconstructing a conceptual model from implemented database.

Keywords: testing, database, relational database, information system, conceptual model, fuzzy, uncertain information, database testing, reconstruction, requirements, optimization

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325 Uncertainty Multiple Criteria Decision Making Analysis for Stealth Combat Aircraft Selection

Authors: C. Ardil

Abstract:

Fuzzy set theory and its extensions (intuitionistic fuzzy sets, picture fuzzy sets, and neutrosophic sets) have been widely used to address imprecision and uncertainty in complex decision-making. However, they may struggle with inherent indeterminacy and inconsistency in real-world situations. This study introduces uncertainty sets as a promising alternative, offering a structured framework for incorporating both types of uncertainty into decision-making processes.This work explores the theoretical foundations and applications of uncertainty sets. A novel decision-making algorithm based on uncertainty set-based proximity measures is developed and demonstrated through a practical application: selecting the most suitable stealth combat aircraft.

The results highlight the effectiveness of uncertainty sets in ranking alternatives under uncertainty. Uncertainty sets offer several advantages, including structured uncertainty representation, robust ranking mechanisms, and enhanced decision-making capabilities due to their ability to account for ambiguity.Future research directions are also outlined, including comparative analysis with existing MCDM methods under uncertainty, sensitivity analysis to assess the robustness of rankings,and broader application to various MCDM problems with diverse complexities. By exploring these avenues, uncertainty sets can be further established as a valuable tool for navigating uncertainty in complex decision-making scenarios.

Keywords: Uncertainty set, stealth combat aircraft selection multiple criteria decision-making analysis, MCDM, uncertainty proximity analysis

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