Search results for: computer programming curriculum
1108 Mixed Integer Programing for Multi-Tier Rebate with Discontinuous Cost Function
Authors: Y. Long, L. Liu, K. V. Branin
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One challenge faced by procurement decision-maker during the acquisition process is how to compare similar products from different suppliers and allocate orders among different products or services. This work focuses on allocating orders among multiple suppliers considering rebate. The objective function is to minimize the total acquisition cost including purchasing cost and rebate benefit. Rebate benefit is complex and difficult to estimate at the ordering step. Rebate rules vary for different suppliers and usually change over time. In this work, we developed a system to collect the rebate policies, standardized the rebate policies and developed two-stage optimization models for ordering allocation. Rebate policy with multi-tiers is considered in modeling. The discontinuous cost function of rebate benefit is formulated for different scenarios. A piecewise linear function is used to approximate the discontinuous cost function of rebate benefit. And a Mixed Integer Programing (MIP) model is built for order allocation problem with multi-tier rebate. A case study is presented and it shows that our optimization model can reduce the total acquisition cost by considering rebate rules.
Keywords: Discontinuous cost function, mixed integer programming, optimization, procurement, rebate.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 6661107 A Simulation-Optimization Approach to Control Production, Subcontracting and Maintenance Decisions for a Deteriorating Production System
Authors: Héctor Rivera-Gómez, Eva Selene Hernández-Gress, Oscar Montaño-Arango, Jose Ramon Corona-Armenta
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This research studies the joint production, maintenance and subcontracting control policy for an unreliable deteriorating manufacturing system. Production activities are controlled by a derivation of the Hedging Point Policy, and given that the system is subject to deterioration, it reduces progressively its capacity to satisfy product demand. Multiple deterioration effects are considered, reflected mainly in the quality of the parts produced and the reliability of the machine. Subcontracting is available as support to satisfy product demand; also, overhaul maintenance can be conducted to reduce the effects of deterioration. The main objective of the research is to determine simultaneously the production, maintenance and subcontracting rate, which minimize the total, incurred cost. A stochastic dynamic programming model is developed and solved through a simulation-based approach composed of statistical analysis and optimization with the response surface methodology. The obtained results highlight the strong interactions between production, deterioration and quality, which justify the development of an integrated model. A numerical example and a sensitivity analysis are presented to validate our results.Keywords: Deterioration, simulation, subcontracting, production planning.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 19041106 Probe Selection for Pathway-Specific Microarray Probe Design Minimizing Melting Temperature Variance
Authors: Fabian Horn, Reinhard Guthke
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In molecular biology, microarray technology is widely and successfully utilized to efficiently measure gene activity. If working with less studied organisms, methods to design custom-made microarray probes are available. One design criterion is to select probes with minimal melting temperature variances thus ensuring similar hybridization properties. If the microarray application focuses on the investigation of metabolic pathways, it is not necessary to cover the whole genome. It is more efficient to cover each metabolic pathway with a limited number of genes. Firstly, an approach is presented which minimizes the overall melting temperature variance of selected probes for all genes of interest. Secondly, the approach is extended to include the additional constraints of covering all pathways with a limited number of genes while minimizing the overall variance. The new optimization problem is solved by a bottom-up programming approach which reduces the complexity to make it computationally feasible. The new method is exemplary applied for the selection of microarray probes in order to cover all fungal secondary metabolite gene clusters for Aspergillus terreus.
Keywords: bottom-up approach, gene clusters, melting temperature, metabolic pathway, microarray probe design, probe selection
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 15621105 A New Heuristic Approach for the Large-Scale Generalized Assignment Problem
Authors: S. Raja Balachandar, K.Kannan
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This paper presents a heuristic approach to solve the Generalized Assignment Problem (GAP) which is NP-hard. It is worth mentioning that many researches used to develop algorithms for identifying the redundant constraints and variables in linear programming model. Some of the algorithms are presented using intercept matrix of the constraints to identify redundant constraints and variables prior to the start of the solution process. Here a new heuristic approach based on the dominance property of the intercept matrix to find optimal or near optimal solution of the GAP is proposed. In this heuristic, redundant variables of the GAP are identified by applying the dominance property of the intercept matrix repeatedly. This heuristic approach is tested for 90 benchmark problems of sizes upto 4000, taken from OR-library and the results are compared with optimum solutions. Computational complexity is proved to be O(mn2) of solving GAP using this approach. The performance of our heuristic is compared with the best state-ofthe- art heuristic algorithms with respect to both the quality of the solutions. The encouraging results especially for relatively large size test problems indicate that this heuristic approach can successfully be used for finding good solutions for highly constrained NP-hard problems.
Keywords: Combinatorial Optimization Problem, Generalized Assignment Problem, Intercept Matrix, Heuristic, Computational Complexity, NP-Hard Problems.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 23511104 Recognition Machine (RM) for On-line and Isolated Flight Deck Officer (FDO) Gestures
Authors: Deniz T. Sodiri, Venkat V S S Sastry
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The paper presents an on-line recognition machine (RM) for continuous/isolated, dynamic and static gestures that arise in Flight Deck Officer (FDO) training. RM is based on generic pattern recognition framework. Gestures are represented as templates using summary statistics. The proposed recognition algorithm exploits temporal and spatial characteristics of gestures via dynamic programming and Markovian process. The algorithm predicts corresponding index of incremental input data in the templates in an on-line mode. Accumulated consistency in the sequence of prediction provides a similarity measurement (Score) between input data and the templates. The algorithm provides an intuitive mechanism for automatic detection of start/end frames of continuous gestures. In the present paper, we consider isolated gestures. The performance of RM is evaluated using four datasets - artificial (W TTest), hand motion (Yang) and FDO (tracker, vision-based ). RM achieves comparable results which are in agreement with other on-line and off-line algorithms such as hidden Markov model (HMM) and dynamic time warping (DTW). The proposed algorithm has the additional advantage of providing timely feedback for training purposes.Keywords: On-line Recognition Algorithm, IsolatedDynamic/Static Gesture Recognition, On-line Markovian/DynamicProgramming, Training in Virtual Environments.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 14651103 A Hybrid Algorithm for Collaborative Transportation Planning among Carriers
Authors: Elham Jelodari Mamaghani, Christian Prins, Haoxun Chen
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In this paper, there is concentration on collaborative transportation planning (CTP) among multiple carriers with pickup and delivery requests and time windows. This problem is a vehicle routing problem with constraints from standard vehicle routing problems and new constraints from a real-world application. In the problem, each carrier has a finite number of vehicles, and each request is a pickup and delivery request with time window. Moreover, each carrier has reserved requests, which must be served by itself, whereas its exchangeable requests can be outsourced to and served by other carriers. This collaboration among carriers can help them to reduce total transportation costs. A mixed integer programming model is proposed to the problem. To solve the model, a hybrid algorithm that combines Genetic Algorithm and Simulated Annealing (GASA) is proposed. This algorithm takes advantages of GASA at the same time. After tuning the parameters of the algorithm with the Taguchi method, the experiments are conducted and experimental results are provided for the hybrid algorithm. The results are compared with those obtained by a commercial solver. The comparison indicates that the GASA significantly outperforms the commercial solver.
Keywords: Centralized collaborative transportation, collaborative transportation with pickup and delivery, collaborative transportation with time windows, hybrid algorithm of GA and SA.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 8381102 Inventing a Method of Problem Solving: The Natural Movement of the Mind to Solve a Problem
Authors: Amir Farkhonde
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The major objective of this study was to devise a method for solving mathematical problems. Three concepts including faculty of understanding, faculty of guess, and free mind or beginner's mind provided the foundation for this method. An explanatory approach along with a hermeneutic process was taken in this study to support the assumption that mathematical knowledge is constantly developing and it seems essential for students to solve math problems on their own using their faculty of understanding (interpretive dialogue) and faculty of guess. For doing so, a kind of movement from the mathematical problem to mathematical knowledge should be adopted for teaching students a new math topic. The research method of this paper is review, descriptive and conception development. This paper first reviews the research findings on the NRICH’S project (NRICH is part of the family of activities in the Millennium Mathematics Project) with the aim that these findings form the theoretical basis of the problem-solving method. Then, the curriculum, the conceptual structure of the new method, how to design the problem and an example of it are discussed. In this way, students are immersed in the story of discovering and understanding the problem formula, and interpretive dialogue with the text continues by following the questions posed by the problem and constantly reconstructing the answer to find a formula or solution to solve the problem.
Keywords: Interpretive dialogue, NRICH, inventing, a method of problem solving.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2641101 A Holistic Conceptual Measurement Framework for Assessing the Effectiveness and Viability of an Academic Program
Authors: Munir Majdalawieh, Adam Marks
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In today’s very competitive higher education industry (HEI), HEIs are faced with the primary concern of developing, deploying, and sustaining high quality academic programs. Today, the HEI has well-established accreditation systems endorsed by a country’s legislation and institutions. The accreditation system is an educational pathway focused on the criteria and processes for evaluating educational programs. Although many aspects of the accreditation process highlight both the past and the present (prove), the “program review” assessment is "forward-looking assessment" (improve) and thus transforms the process into a continuing assessment activity rather than a periodic event. The purpose of this study is to propose a conceptual measurement framework for program review to be used by HEIs to undertake a robust and targeted approach to proactively and continuously review their academic programs to evaluate its practicality and effectiveness as well as to improve the education of the students. The proposed framework consists of two main components: program review principles and the program review measurement matrix.Keywords: Academic program, program review principles, curriculum development, accreditation, evaluation, assessment, review measurement matrix, program review process, information technologies supporting learning, learning/teaching methodologies and assessment.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 10911100 Modelling Sudoku Puzzles as Block-world Problems
Authors: Cecilia Nugraheni, Luciana Abednego
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Sudoku is a kind of logic puzzles. Each puzzle consists of a board, which is a 9×9 cells, divided into nine 3×3 subblocks and a set of numbers from 1 to 9. The aim of this puzzle is to fill in every cell of the board with a number from 1 to 9 such that in every row, every column, and every subblock contains each number exactly one. Sudoku puzzles belong to combinatorial problem (NP complete). Sudoku puzzles can be solved by using a variety of techniques/algorithms such as genetic algorithms, heuristics, integer programming, and so on. In this paper, we propose a new approach for solving Sudoku which is by modelling them as block-world problems. In block-world problems, there are a number of boxes on the table with a particular order or arrangement. The objective of this problem is to change this arrangement into the targeted arrangement with the help of two types of robots. In this paper, we present three models for Sudoku. We modellized Sudoku as parameterized multi-agent systems. A parameterized multi-agent system is a multi-agent system which consists of several uniform/similar agents and the number of the agents in the system is stated as the parameter of this system. We use Temporal Logic of Actions (TLA) for formalizing our models.
Keywords: Sudoku puzzle, block world problem, parameterized multi agent systems modelling, Temporal Logic of Actions.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 24411099 Supplier Selection in a Scenario Based Stochastic Model with Uncertain Defectiveness and Delivery Lateness Rates
Authors: Abeer Amayri, Akif A. Bulgak
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Due to today’s globalization as well as outsourcing practices of the companies, the Supply Chain (SC) performances have become more dependent on the efficient movement of material among places that are geographically dispersed, where there is more chance for disruptions. One such disruption is the quality and delivery uncertainties of outsourcing. These uncertainties could lead the products to be unsafe and, as is the case in a number of recent examples, companies may have to end up in recalling their products. As a result of these problems, there is a need to develop a methodology for selecting suppliers globally in view of risks associated with low quality and late delivery. Accordingly, we developed a two-stage stochastic model that captures the risks associated with uncertainty in quality and delivery as well as a solution procedure for the model. The stochastic model developed simultaneously optimizes supplier selection and purchase quantities under price discounts over a time horizon. In particular, our target is the study of global organizations with multiple sites and multiple overseas suppliers, where the pricing is offered in suppliers’ local currencies. Our proposed methodology is applied to a case study for a US automotive company having two assembly plants and four potential global suppliers to illustrate how the proposed model works in practice.Keywords: Global supply chains, quality, stochastic programming, supplier selection.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 15691098 An Evaluation of Kahoot Application and Its Environment as a Learning Tool
Authors: Muhammad Yasir Babar, Ebrahim Panah
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Over the past 20 years, internet has seen continual advancement and with the advent of online technology, various types of web-based games have been developed. Games are frequently being used among different age groups from baby boomers to generation Z. Games are not only used for entertainment but also utilized as a learning approach transmitting education to a level that is more interesting and effective for students. One of the popular web-based education games is Kahoot with growing popularity and usage, which is being used in different fields of studies. However, little knowledge is available on university students’ perception of Kahoot environment and application for learning subjects. Hence, the objective of the current study is to investigate students’ perceptions of Kahoot application and environment as a learning tool. The study employed a survey approach by distributing Google Forms –created questionnaire, with high level of reliability index, to 62 students (11 males and 51 females). The findings show that students have positive attitudes towards Kahoot application and its environment for learning. Regarding Kahoot application, it was indicated that activities created using Kahoot are more interesting for students, Kahoot is useful for collaborative learning, and Kahoot enhances interest in learning lesson. In terms of Kahoot environment, it was found that using this application through mobile is easy for students, its design is simple and useful, Kahoot-created activities can easily be shared, and the application can easily be used on any platform. The findings of the study have implications for instructors, policymakers and curriculum developers.
Keywords: Application, environment, Kahoot, learning tool.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 8021097 Individual Differences and Paired Learning in Virtual Environments
Authors: Patricia M. Boechler, Heather M. Gautreau
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In this research study, postsecondary students completed an information learning task in an avatar-based 3D virtual learning environment. Three factors were of interest in relation to learning; 1) the influence of collaborative vs. independent conditions, 2) the influence of the spatial arrangement of the virtual environment (linear, random and clustered), and 3) the relationship of individual differences such as spatial skill, general computer experience and video game experience to learning. Students completed pretest measures of prior computer experience and prior spatial skill. Following the premeasure administration, students were given instruction to move through the virtual environment and study all the material within 10 information stations. In the collaborative condition, students proceeded in randomly assigned pairs, while in the independent condition they proceeded alone. After this learning phase, all students individually completed a multiple choice test to determine information retention. The overall results indicated that students in pairs did not perform any better or worse than independent students. As far as individual differences, only spatial ability predicted the performance of students. General computer experience and video game experience did not. Taking a closer look at the pairs and spatial ability, comparisons were made on pairs high/matched spatial ability, pairs low/matched spatial ability and pairs that were mismatched on spatial ability. The results showed that both high/matched pairs and mismatched pairs outperformed low/matched pairs. That is, if a pair had even one individual with strong spatial ability they would perform better than pairs with only low spatial ability individuals. This suggests that, in virtual environments, the specific individuals that are paired together are important for performance outcomes. The paper also includes a discussion of trends within the data that have implications for virtual environment education.
Keywords: Avatar-based, virtual environment, paired learning, individual differences.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 7841096 Gamification of eHealth Business Cases to Enhance Rich Learning Experience
Authors: Kari Björn
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Introduction of games has expanded the application area of computer-aided learning tools to wide variety of age groups of learners. Serious games engage the learners into a real-world -type of simulation and potentially enrich the learning experience. Institutional background of a Bachelor’s level engineering program in Information and Communication Technology is introduced, with detailed focus on one of its majors, Health Technology. As part of a Customer Oriented Software Application thematic semester, one particular course of “eHealth Business and Solutions” is described and reflected in a gamified framework. Learning a consistent view into vast literature of business management, strategies, marketing and finance in a very limited time enforces selection of topics relevant to the industry. Health Technology is a novel and growing industry with a growing sector in consumer wearable devices and homecare applications. The business sector is attracting new entrepreneurs and impatient investor funds. From engineering education point of view the sector is driven by miniaturizing electronics, sensors and wireless applications. However, the market is highly consumer-driven and usability, safety and data integrity requirements are extremely high. When the same technology is used in analysis or treatment of patients, very strict regulatory measures are enforced. The paper introduces a course structure using gamification as a tool to learn the most essential in a new market: customer value proposition design, followed by a market entry game. Students analyze the existing market size and pricing structure of eHealth web-service market and enter the market as a steering group of their company, competing against the legacy players and with each other. The market is growing but has its rules of demand and supply balance. New products can be developed with an R&D-investment, and targeted to market with unique quality- and price-combinations. Product cost structure can be improved by investing to enhanced production capacity. Investments can be funded optionally by foreign capital. Students make management decisions and face the dynamics of the market competition in form of income statement and balance sheet after each decision cycle. The focus of the learning outcome is to understand customer value creation to be the source of cash flow. The benefit of gamification is to enrich the learning experience on structure and meaning of financial statements. The paper describes the gamification approach and discusses outcomes after two course implementations. Along the case description of learning challenges, some unexpected misconceptions are noted. Improvements of the game or the semi-gamified teaching pedagogy are discussed. The case description serves as an additional support to new game coordinator, as well as helps to improve the method. Overall, the gamified approach has helped to engage engineering student to business studies in an energizing way.Keywords: Engineering education, integrated curriculum, learning experience, learning outcomes.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 9601095 Didactical and Semiotic Affordance of GeoGebra in a Productive Mathematical Discourse
Authors: I. Benning
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Using technology to expand the learning space is critical for a productive mathematical discourse. This is a case study of two teachers who developed and enacted GeoGebra-based mathematics lessons following their engagement in a two-year professional development. The didactical and semiotic affordance of GeoGebra in widening the learning space for a productive mathematical discourse was explored. The approach of thematic analysis was used for lesson artefact, lesson observation, and interview data. The results indicated that constructing tools in GeoGebra provided a didactical milieu where students used them to explore mathematical concepts with little or no support from their teacher. The prompt feedback from the GeoGebra motivated students to practice mathematical concepts repeatedly in which they privately rethink their solutions before comparing their answers with that of their colleagues. The constructing tools enhanced self-discovery, team spirit, and dialogue among students. With regards to the semiotic construct, the tools widened the physical and psychological atmosphere of the classroom by providing animations that served as virtual concrete to enhance the recording, manipulation, testing of a mathematical idea, construction, and interpretation of geometric objects. These findings advance the discussion of widening the classroom for a productive mathematical discourse within the context of the mathematics curriculum of Ghana and similar sub-Saharan African countries.
Keywords: GeoGebra, theory of didactical situation, semiotic mediation, mathematics laboratory, mathematical discussion.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 4091094 Needs Analysis Survey of Hearing Impaired Students’ Teachers in Elementary Schools for Designing Curriculum Plans and Improving Human Resources
Authors: F. Rashno Seydari, M. Nikafrooz
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This paper intends to study needs analysis of hearing-impaired students’ teachers in elementary schools all over Iran. The subjects of this study were 275 teachers who were teaching hearing-impaired students in elementary schools. The participants were selected by a quota sampling method. To collect the data, questionnaires of training needs consisting of 41 knowledge items and 31 performance items were used. The collected data were analyzed by using SPSS software in the form of descriptive analyses (frequency and mean) and inferential analyses (one sample t-test, paired t-test, independent t-test, and Pearson correlation coefficient). The findings of the study indicated that teachers generally have considerable needs in knowledge and performance domains. In 32 items out of the total 41 knowledge domain items and in the 27 items out of the total 31 performance domain items, the teachers had considerable needs. From the quantitative point of view, the needs of the performance domain were more than those of the knowledge domain, so they have to be considered as the first priority in training these teachers. There was no difference between the level of the needs of male and female teachers. There was a significant difference between the knowledge and performance domain needs and the teachers’ teaching experience, 0.354 and 0.322 respectively. The teachers who had been trained in working with hearing-impaired students expressed more training needs (both knowledge and performance).
Keywords: Needs analysis, hearing impaired students, hearing impaired students’ teachers, knowledge domain, performance domain.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 4831093 Simulation and Experimental Research on Pocketing Operation for Toolpath Optimization in CNC Milling
Authors: Rakesh Prajapati, Purvik Patel, Avadhoot Rajurkar
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Nowadays, manufacturing industries augment their production lines with modern machining centers backed by CAM software. Several attempts are being made to cut down the programming time for machining complex geometries. Special programs/software have been developed to generate the digital numerical data and to prepare NC programs by using suitable post-processors for different machines. By selecting the tools and manufacturing process then applying tool paths and NC program are generated. More and more complex mechanical parts that earlier were being cast and assembled/manufactured by other processes are now being machined. Majority of these parts require lots of pocketing operations and find their applications in die and mold, turbo machinery, aircraft, nuclear, defense etc. Pocketing operations involve removal of large quantity of material from the metal surface. The modeling of warm cast and clamping a piece of food processing parts which the used of Pro-E and MasterCAM® software. Pocketing operation has been specifically chosen for toolpath optimization. Then after apply Pocketing toolpath, Multi Tool Selection and Reduce Air Time give the results of software simulation time and experimental machining time.Keywords: Toolpath, part program, optimization, pocket.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 10211092 Harris Extraction and SIFT Matching for Correlation of Two Tablets
Authors: Ali Alzaabi, Georges Alquié, Hussain Tassadaq, Ali Seba
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This article presents the developments of efficient algorithms for tablet copies comparison. Image recognition has specialized use in digital systems such as medical imaging, computer vision, defense, communication etc. Comparison between two images that look indistinguishable is a formidable task. Two images taken from different sources might look identical but due to different digitizing properties they are not. Whereas small variation in image information such as cropping, rotation, and slight photometric alteration are unsuitable for based matching techniques. In this paper we introduce different matching algorithms designed to facilitate, for art centers, identifying real painting images from fake ones. Different vision algorithms for local image features are implemented using MATLAB. In this framework a Table Comparison Computer Tool “TCCT" is designed to facilitate our research. The TCCT is a Graphical Unit Interface (GUI) tool used to identify images by its shapes and objects. Parameter of vision system is fully accessible to user through this graphical unit interface. And then for matching, it applies different description technique that can identify exact figures of objects.Keywords: Harris Extraction and SIFT Matching
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 17381091 Teaching Math to Preschool Children with Autism
Authors: Hui Fang Huang Su, Jia Borror
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This study compared two different interventions for math instruction among preschoolers with autism spectrum disorder (ASD). The first intervention, a combination of discrete trial teaching and Strategies for Teaching Based on Autism Research (STAR), was the regular math curriculum utilized at the preschool. The second activity-based, naturalistic intervention was Project Mind, also known as Math is Not Difficult. The curricular interventions were randomly assigned to four preschool classrooms with ASD students and implemented over three months for Project MIND. Measurements gained during the same three months for the STAR intervention were used. A quasi-experimental, pre-test/post-test design was selected to compare which intervention was the most effective in increasing mathematical knowledge and skills among preschoolers with ASD. Standardized pre and post-test instruments included the Bracken Basic Concept Scale-3 Receptive, the Applied Problems and Calculation subtests of the Woodcock-Johnson IV Tests of Achievement, and the TEMA 3: Test of Early Mathematics Ability – Third Edition. The STAR assessment is typically administered to all preschoolers at the study site three times per year, and those results were used in this study. We anticipated that the implementation of these two approaches would lead to improvement in the mathematical knowledge and skills of children with ASD. Still, it is essential to see whether a behavioral or naturalistic teaching approach leads to more significant results.
Keywords: Autism, mathematics, preschool, special education.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 9061090 Effects of Livestream Affordances on Consumer Purchase Willingness: Explicit IT Affordances Perspective
Authors: Isaac O. Asante, Yushi Jiang, Hailin Tao
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Livestreaming marketing, the new electronic commerce element, has become an optional marketing channel following the COVID-19 pandemic, and many sellers are leveraging the features presented by livestreaming to increase sales. This study was conducted to measure real-time observable interactions between consumers and sellers. Based on the affordance theory, this study conceptualized constructs representing the interactive features and examined how they drive consumers’ purchase willingness during livestreaming sessions using 1238 datasets from Amazon Live, following the manual observation of transaction records. Using structural equation modeling, the ordinary least square regression suggests that live viewers, new followers, live chats, and likes positively affect purchase willingness. The Sobel and Monte Carlo tests show that new followers, live chats, and likes significantly mediate the relationship between live viewers and purchase willingness. The study presents a way of measuring interactions in livestreaming commerce and proposes a way to manually gather data on consumer behaviors in livestreaming platforms when the application programming interface (API) of such platforms does not support data mining algorithms.
Keywords: Livestreaming marketing, live chats, live viewers, likes, new followers, purchase willingness.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1671089 The Socio-Technical Indicator Model: Socially-Sensitive CMC Technology, with an Implementation of Representative Moderation
Authors: Zach-Amaury Boufoy-Bastick, Lenandlar Singh
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Computer-mediated communication technologies which provide for virtual communities have typically evolved in a cross-dichotomous manner, such that technical constructs of the technology have evolved independently from the social environment of the community. The present paper analyses some limitations of current implementations of computer-mediated communication technology that are implied by such a dichotomy, and discusses their inhibiting effects on possible developments of virtual communities. A Socio-Technical Indicator Model is introduced that utilizes integrated feedback to describe, simulate and operationalise increasing representativeness within a variety of structurally and parametrically diverse systems. In illustration, applications of the model are briefly described for financial markets and for eco-systems. A detailed application is then provided to resolve the aforementioned technical limitations of moderation on the evolution of virtual communities. The application parameterises virtual communities to function as self-transforming social-technical systems which are sensitive to emergent and shifting community values as products of on-going communications within the collective.
Keywords: Virtual community, e-democracy, feedback systems, moderation.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 15721088 Dynamic Cellular Remanufacturing System (DCRS) Design
Authors: Tariq Aljuneidi, Akif Asil Bulgak
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An efficient remanufacturing network lead to an efficient design of sustainable manufacturing enterprise. In remanufacturing network, products are collected from the customer zone, disassembled and remanufactured at a suitable remanufacturing facility. In this respect, another issue to consider is how the returned product to be remanufactured, in other words, what is the best layout for such facility. In order to achieve a sustainable manufacturing system, Cellular Manufacturing System (CMS) designs are highly recommended, CMSs combine high throughput rates of line layouts with the flexibility offered by functional layouts (job shop). Introducing the CMS while designing a remanufacturing network will benefit the utilization of such a network. This paper presents and analyzes a comprehensive mathematical model for the design of Dynamic Cellular Remanufacturing Systems (DCRSs). In this paper, the proposed model is the first one to date that considers CMS and remanufacturing system simultaneously. The proposed DCRS model considers several manufacturing attributes such as multi period production planning, dynamic system reconfiguration, duplicate machines, machine capacity, available time for workers, worker assignments, and machine procurement, where the demand is totally satisfied from a returned product. A numerical example is presented to illustrate the proposed model.Keywords: Cellular Manufacturing System, Remanufacturing, Mathematical Programming, Sustainability.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 21431087 Study on the Optimization of Completely Batch Water-using Network with Multiple Contaminants Considering Flow Change
Authors: Jian Du, Shui Hong Hong, Lu Meng, Qing Wei Meng
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This work addresses the problem of optimizing completely batch water-using network with multiple contaminants where the flow change caused by mass transfer is taken into consideration for the first time. A mathematical technique for optimizing water-using network is proposed based on source-tank-sink superstructure. The task is to obtain the freshwater usage, recycle assignments among water-using units, wastewater discharge and a steady water-using network configuration by following steps. Firstly, operating sequences of water-using units are determined by time constraints. Next, superstructure is simplified by eliminating the reuse and recycle from water-using units with maximum concentration of key contaminants. Then, the non-linear programming model is solved by GAMS (General Algebra Model System) for minimum freshwater usage, maximum water recycle and minimum wastewater discharge. Finally, numbers of operating periods are calculated to acquire the steady network configuration. A case study is solved to illustrate the applicability of the proposed approach.Keywords: Completely batch process, flow change, multiple contaminants, water-using network.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 14551086 Bilingual Gaming Kit to Teach English Language through Collaborative Learning
Authors: Sarayu Agarwal
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This paper aims to teach English (secondary language) by bridging the understanding between the Regional language (primary language) and the English Language (secondary language). Here primary language is the one a person has learned from birth or within the critical period, while secondary language would be any other language one learns or speaks. The paper also focuses on evolving old teaching methods to a contemporary participatory model of learning and teaching. Pilot studies were conducted to gauge an understanding of student’s knowledge of the English language. Teachers and students were interviewed and their academic curriculum was assessed as a part of the initial study. Extensive literature study and design thinking principles were used to devise a solution to the problem. The objective is met using a holistic learning kit/card game to teach children word recognition, word pronunciation, word spelling and writing words. Implication of the paper is a noticeable improvement in the understanding and grasping of English language. With increasing usage and applicability of English as a second language (ESL) world over, the paper becomes relevant due to its easy replicability to any other primary or secondary language. Future scope of this paper would be transforming the idea of participatory learning into self-regulated learning methods. With the upcoming govt. learning centres in rural areas and provision of smart devices such as tablets, the development of the card games into digital applications seems very feasible.
Keywords: English as a second language, vocabulary-building, learning through gamification.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 13581085 Bioengineering for Customized Orthodontic Applications- Implant, Bracket and Dental Vibrator
Authors: Rajashekar Patil, S. Mohan Kumar, Shreya Ajmera
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To understand complex living system an effort has made by mechanical engineers and dentists to deliver prompt products and services to patients concerned about their aesthetic look. Since two decades various bracket systems have designed involving techniques like milling, injection molding which are technically not flexible for the customized dental product development. The aim of this paper to design, develop a customized system which is economical and mainly emphasizes the expertise design and integration of engineering and dental fields. A custom made selfadjustable lingual bracket and customized implants are designed and developed using computer aided design (CAD) and rapid prototyping technology (RPT) to improve the smiles and to overcome the difficulties associated with conventional ones. Lengthy orthodontic treatment usually not accepted by the patients because the patient compliance is lost. Patient-s compliance can be improved by facilitating faster tooth movements by designing a localized dental vibrator using advanced engineering principles.Keywords: Orthodontics, Prosthodontics, Lingual bracket, Implants, Dental vibrator, Computer aided design, Rapid prototyping technology.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 31551084 Seismic Behaviour of Romanian Ortodox Churches, Modeling of Failure Modes by Rigid Blocks
Authors: Marius Mosoarca, Victor Gioncu, Ovidiu Cosma
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Historic religious buildings located in seismic areas have developed different failure mechanisms. Simulation of failure modes is done with computer programs through a nonlinear dynamic analysis or simplified using the method of failure blocks. Currently there are simulation methodologies of failure modes based on the failure rigid blocks method only for Roman Catholic churches type. Due to differences of shape in plan, elevation and construction systems between Orthodox churches and Catholic churches, for the first time there were initiated researches in the development of this simulation methodology for Orthodox churches. In this article are presented the first results from the researches. The theoretical results were compared with real failure modes recorded at an Orthodox church from Banat region, severely damaged by earthquakes in 1991. Simulated seismic response, using a computer program based on finite element method was confirmed by cracks after earthquakes. The consolidation of the church was made according to these theoretical results, realizing a rigid floor connecting all the failure blocks.Keywords: Dinamic analysis, failure mechanism, rigid blocks seismic simulation.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 16391083 Data Mining Techniques in Computer-Aided Diagnosis: Non-Invasive Cancer Detection
Authors: Florin Gorunescu
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Diagnosis can be achieved by building a model of a certain organ under surveillance and comparing it with the real time physiological measurements taken from the patient. This paper deals with the presentation of the benefits of using Data Mining techniques in the computer-aided diagnosis (CAD), focusing on the cancer detection, in order to help doctors to make optimal decisions quickly and accurately. In the field of the noninvasive diagnosis techniques, the endoscopic ultrasound elastography (EUSE) is a recent elasticity imaging technique, allowing characterizing the difference between malignant and benign tumors. Digitalizing and summarizing the main EUSE sample movies features in a vector form concern with the use of the exploratory data analysis (EDA). Neural networks are then trained on the corresponding EUSE sample movies vector input in such a way that these intelligent systems are able to offer a very precise and objective diagnosis, discriminating between benign and malignant tumors. A concrete application of these Data Mining techniques illustrates the suitability and the reliability of this methodology in CAD.Keywords: Endoscopic ultrasound elastography, exploratorydata analysis, neural networks, non-invasive cancer detection.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 18711082 High Level Synthesis of Canny Edge Detection Algorithm on Zynq Platform
Authors: Hanaa M. Abdelgawad, Mona Safar, Ayman M. Wahba
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Real time image and video processing is a demand in many computer vision applications, e.g. video surveillance, traffic management and medical imaging. The processing of those video applications requires high computational power. Thus, the optimal solution is the collaboration of CPU and hardware accelerators. In this paper, a Canny edge detection hardware accelerator is proposed. Edge detection is one of the basic building blocks of video and image processing applications. It is a common block in the pre-processing phase of image and video processing pipeline. Our presented approach targets offloading the Canny edge detection algorithm from processing system (PS) to programmable logic (PL) taking the advantage of High Level Synthesis (HLS) tool flow to accelerate the implementation on Zynq platform. The resulting implementation enables up to a 100x performance improvement through hardware acceleration. The CPU utilization drops down and the frame rate jumps to 60 fps of 1080p full HD input video stream.
Keywords: High Level Synthesis, Canny edge detection, Hardware accelerators, and Computer Vision.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 54381081 Speech Recognition Using Scaly Neural Networks
Authors: Akram M. Othman, May H. Riadh
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This research work is aimed at speech recognition using scaly neural networks. A small vocabulary of 11 words were established first, these words are “word, file, open, print, exit, edit, cut, copy, paste, doc1, doc2". These chosen words involved with executing some computer functions such as opening a file, print certain text document, cutting, copying, pasting, editing and exit. It introduced to the computer then subjected to feature extraction process using LPC (linear prediction coefficients). These features are used as input to an artificial neural network in speaker dependent mode. Half of the words are used for training the artificial neural network and the other half are used for testing the system; those are used for information retrieval. The system components are consist of three parts, speech processing and feature extraction, training and testing by using neural networks and information retrieval. The retrieve process proved to be 79.5-88% successful, which is quite acceptable, considering the variation to surrounding, state of the person, and the microphone type.Keywords: Feature extraction, Liner prediction coefficients, neural network, Speech Recognition, Scaly ANN.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 17401080 3DARModeler: a 3D Modeling System in Augmented Reality Environment
Authors: Trien V. Do, Jong-Weon Lee
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This paper describes a 3D modeling system in Augmented Reality environment, named 3DARModeler. It can be considered a simple version of 3D Studio Max with necessary functions for a modeling system such as creating objects, applying texture, adding animation, estimating real light sources and casting shadows. The 3DARModeler introduces convenient, and effective human-computer interaction to build 3D models by combining both the traditional input method (mouse/keyboard) and the tangible input method (markers). It has the ability to align a new virtual object with the existing parts of a model. The 3DARModeler targets nontechnical users. As such, they do not need much knowledge of computer graphics and modeling techniques. All they have to do is select basic objects, customize their attributes, and put them together to build a 3D model in a simple and intuitive way as if they were doing in the real world. Using the hierarchical modeling technique, the users are able to group several basic objects to manage them as a unified, complex object. The system can also connect with other 3D systems by importing and exporting VRML/3Ds Max files. A module of speech recognition is included in the system to provide flexible user interfaces.Keywords: 3D Modeling, Augmented Reality, GeometricModeling, Virtual Reality
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 26471079 ECG-Based Heartbeat Classification Using Convolutional Neural Networks
Authors: Jacqueline R. T. Alipo-on, Francesca I. F. Escobar, Myles J. T. Tan, Hezerul Abdul Karim, Nouar AlDahoul
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Electrocardiogram (ECG) signal analysis and processing are crucial in the diagnosis of cardiovascular diseases which are considered as one of the leading causes of mortality worldwide. However, the traditional rule-based analysis of large volumes of ECG data is time-consuming, labor-intensive, and prone to human errors. With the advancement of the programming paradigm, algorithms such as machine learning have been increasingly used to perform an analysis on the ECG signals. In this paper, various deep learning algorithms were adapted to classify five classes of heart beat types. The dataset used in this work is the synthetic MIT-Beth Israel Hospital (MIT-BIH) Arrhythmia dataset produced from generative adversarial networks (GANs). Various deep learning models such as ResNet-50 convolutional neural network (CNN), 1-D CNN, and long short-term memory (LSTM) were evaluated and compared. ResNet-50 was found to outperform other models in terms of recall and F1 score using a five-fold average score of 98.88% and 98.87%, respectively. 1-D CNN, on the other hand, was found to have the highest average precision of 98.93%.
Keywords: Heartbeat classification, convolutional neural network, electrocardiogram signals, ECG signals, generative adversarial networks, long short-term memory, LSTM, ResNet-50.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 197