Search results for: digital learning environments
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 3372

Search results for: digital learning environments

3282 Quantifying the Second-Level Digital Divide on Sub-National Level

Authors: Vladimir Korovkin, Albert Park, Evgeny Kaganer

Abstract:

Digital divide, the gap in the access to the world of digital technologies and the socio-economic opportunities that they create is an important phenomenon of the XXI century. This gap may exist between countries, regions within a country or socio-demographic groups, creating the classes of “digital have and have nots”. While the 1st-level divide (the difference in opportunities to access the digital networks) was demonstrated to diminish with time, the issues of 2nd level divide (the difference in skills and usage of digital systems) and 3rd level divide (the difference in effects obtained from digital technology) may grow. The paper offers a systemic review of literature on the measurement of the digital divide, noting the certain conceptual stagnation due to the lack of effective instruments that would capture the complex nature of the phenomenon. As a result, many important concepts do not receive the empiric exploration they deserve. As a solution the paper suggests a composite Digital Life Index, that studies separately the digital supply and demand across seven independent dimensions providing for 14 subindices. The Index is based on Internet-borne data, a distinction from traditional research approaches that rely on official statistics or surveys. The application of the model to the study of the digital divide between Russian regions and between cities in China have brought promising results. The paper advances the existing methodological literature on the 2nd level digital divide and can also inform practical decision-making regarding the strategies of national and regional digital development.

Keywords: Digital transformation, second-level digital divide, composite index, digital policy.

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3281 Virtual Reality Classrooms Strategies for Creating a Social Presence

Authors: Elizabeth M. Hodge, M.H.N. Tabrizi, Mary A. Farwell, Karl L. Wuensch

Abstract:

Delivering course material via a virtual environment is beneficial to today-s students because it offers the interactivity, real-time interaction and social presence that students of all ages have come to accept in our gaming rich community. It is essential that the Net Generation also known as Generation Why, have exposure to learning communities that encompass interactivity to form social and educational connections. As student and professor become interconnected through collaboration and interaction in a virtual learning space, relationships develop and students begin to take on an individual identity. With this in mind the research project was developed to investigate the use of virtual environments on student satisfaction and the effectiveness of course delivery. Furthermore, the project was designed to integrate both interactive (real-time) classes conducted in the Virtual Reality (VR) environment while also creating archived VR sessions for student use in retaining and reviewing course content.

Keywords: Virtual Reality, Social Presence, Virtual Environments, Course Delivery Methods.

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3280 Digital Power Management Hardware Realization Using FPGA

Authors: Kar Foo Chong, Andreas Lee Astuti, Pradeep K. Gopalakrishnan, T. Hui Teo

Abstract:

This paper describes design of a digital feedback loop for a low switching frequency dc-dc switching converters. Low switching frequencies were selected in this design. A look up table for the digital PID (proportional integrator differentiator) compensator was implemented using Altera Stratix II with built-in ADC (analog-to-digital converter) to achieve this hardware realization. Design guidelines are given for the PID compensator, high frequency DPWM (digital pulse width modulator) and moving average filter.

Keywords: dc-dc converter, FPGA, PID, power management, .

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3279 Confirming the Identity of the Individual Using Remote Assessment in E-learning

Authors: Olaf Hallan Graven, Lachlan MacKinnon

Abstract:

One major issue that is regularly cited as a block to the widespread use of online assessments in eLearning, is that of the authentication of the student and the level of confidence that an assessor can have that the assessment was actually completed by that student. Currently, this issue is either ignored, in which case confidence in the assessment and any ensuing qualification is damaged, or else assessments are conducted at central, controlled locations at specified times, losing the benefits of the distributed nature of the learning programme. Particularly as we move towards constructivist models of learning, with intentions towards achieving heutagogic learning environments, the benefits of a properly managed online assessment system are clear. Here we discuss some of the approaches that could be adopted to address these issues, looking at the use of existing security and biometric techniques, combined with some novel behavioural elements. These approaches offer the opportunity to validate the student on accessing an assessment, on submission, and also during the actual production of the assessment. These techniques are currently under development in the DECADE project, and future work will evaluate and report their use..

Keywords: E-learning, remote identification, assessment.

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3278 Role of Feedbacks in Simulation-Based Learning

Authors: Usman Ghani

Abstract:

Feedback is a vital element for improving student learning in a simulation-based training as it guides and refines learning through scaffolding. A number of studies in literature have shown that students’ learning is enhanced when feedback is provided with personalized tutoring that offers specific guidance and adapts feedback to the learner in a one-to-one environment. Thus, emulating these adaptive aspects of human tutoring in simulation provides an effective methodology to train individuals. This paper presents the results of a study that investigated the effectiveness of automating different types of feedback techniques such as Knowledge-of-Correct-Response (KCR) and Answer-Until- Correct (AUC) in software simulation for learning basic information technology concepts. For the purpose of comparison, techniques like simulation with zero or no-feedback (NFB) and traditional hands-on (HON) learning environments are also examined. The paper presents the summary of findings based on quantitative analyses which reveal that the simulation based instructional strategies are at least as effective as hands-on teaching methodologies for the purpose of learning of IT concepts. The paper also compares the results of the study with the earlier studies and recommends strategies for using feedback mechanism to improve students’ learning in designing and simulation-based IT training.

Keywords: Simulation, feedback, training, hands-on, labs.

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3277 Clustering Methods Applied to the Tracking of user Traces Interacting with an e-Learning System

Authors: Larbi Omar, Elberrichi Zakaria

Abstract:

Many research works are carried out on the analysis of traces in a digital learning environment. These studies produce large volumes of usage tracks from the various actions performed by a user. However, to exploit these data, compare and improve performance, several issues are raised. To remedy this, several works deal with this problem seen recently. This research studied a series of questions about format and description of the data to be shared. Our goal is to share thoughts on these issues by presenting our experience in the analysis of trace-based log files, comparing several approaches used in automatic classification applied to e-learning platforms. Finally, the obtained results are discussed.

Keywords: Classification, , e-learning platform, log file, Trace.

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3276 Critical Issues Affecting the Engagement by Staff in Professional Development for E-Learning: Findings from a Research Project within the Context of a National Tertiary Education Sector

Authors: J. Mansvelt, G. Suddaby, D. O'Hara

Abstract:

This paper focuses on issues of engagement by staff in professional development related to the delivery of e-learning. The paper reports on findings drawn from a New Zealand research project which is producing a sector-wide framework for professional development in tertiary e-learning. The research findings indicate that staff engaged in e-learning in tertiary institutions is not making the most effective use of the professional development opportunities available to them; rather they seem to gain their knowledge and support from a variety of informal means. This is despite an emphasis on the provision of professional development opportunities by both Government Policies and Institutions themselves. The conclusion drawn from the findings is that institutional approaches to professional development for e-learning do not yet fully reflect the demands and constraints that working in a digital context impose.

Keywords: Academic development, e-learning, engagement, professional development, tertiary education.

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3275 Model Canvas and Process for Educational Game Design in Outcome-Based Education

Authors: Ratima Damkham, Natasha Dejdumrong, Priyakorn Pusawiro

Abstract:

This paper explored the solution in game design to help game designers in the educational game designing using digital educational game model canvas (DEGMC) and digital educational game form (DEGF) based on Outcome-based Education program. DEGMC and DEGF can help designers develop an overview of the game while designing and planning their own game. The way to clearly assess players’ ability from learning outcomes and support their game learning design is by using the tools. Designers can balance educational content and entertainment in designing a game by using the strategies of the Business Model Canvas and design the gameplay and players’ ability assessment from learning outcomes they need by referring to the Constructive Alignment. Furthermore, they can use their design plan in this research to write their Game Design Document (GDD). The success of the research was evaluated by four experts’ perspectives in the education and computer field. From the experiments, the canvas and form helped the game designers model their game according to the learning outcomes and analysis of their own game elements. This method can be a path to research an educational game design in the future.

Keywords: Constructive alignment, constructivist theory, educational game, outcome-based education.

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3274 The Role of Business Process Management in Driving Digital Transformation: Insurance Company Case Study

Authors: Dalia Suša Vugec, Ana-Marija Stjepić, Darija Ivandić Vidović

Abstract:

Digital transformation is one of the latest trends on the global market. In order to maintain the competitive advantage and sustainability, increasing number of organizations are conducting digital transformation processes. Those organizations are changing their business processes and creating new business models with the help of digital technologies. In that sense, one should also observe the role of business process management (BPM) and its maturity in driving digital transformation. Therefore, the goal of this paper is to investigate the role of BPM in digital transformation process within one organization. Since experiences from practice show that organizations from financial sector could be observed as leaders in digital transformation, an insurance company has been selected to participate in the study. That company has been selected due to the high level of its BPM maturity and the fact that it has previously been through a digital transformation process. In order to fulfill the goals of the paper, several interviews, as well as questionnaires, have been conducted within the selected company. The results are presented in a form of a case study. Results indicate that digital transformation process within the observed company has been successful, with special focus on the development of digital strategy, BPM and change management. The role of BPM in the digital transformation of the observed company is further discussed in the paper.

Keywords: Business process management, case study, Croatia, digital transformation, insurance company.

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3273 Explanatory of Relationship between Learning Motivation and Learning Performance

Authors: Chih Chin Yang

Abstract:

In this paper, the relationship between learning motivation and learning performance is explored by using exchange theory. The relationship is concluded that external performance can raise learning motivation and then increase learning performance. The internal performance should be not completely neglected and the external performance should be not attached important excessively. The parents need self-study and must be also reeducated. The existing education must be improved in raise of internal performance. The incorrect learning thinking will mislead the students, parents, and educators of next generation, when the students obtain good learning performance in the learning environment with excess stimulants. Over operation of external performance will result abnormal learning thinking and violating learning goal. Learning is not only to obtain performance. Learning quality and learning performance will be limited as without learning motivation. The best learning motivation is, the best learning performance is. The learning for reward is not good for learning performance. Strategies of promoting life-long learning are including the encouraging for learner, establishment of good interaction learning environment, and the advertisement of the merit and the importance of life-long learning, which can let the learner with the correct learning motivation.

Keywords: exchange theory, learning motivation, learning performance, learning quality

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3272 Individual Differences and Paired Learning in Virtual Environments

Authors: Patricia M. Boechler, Heather M. Gautreau

Abstract:

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.

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3271 An Area-Efficient and Low-Power Digital Pulse-Width Modulation Controller for DC-DC Switching Power Converter

Authors: Jingjing Lan, Jun Zhou, Xin Liu

Abstract:

In this paper, a low-power digital controller for DC-DC power conversion was presented. The controller generates the pulse-width modulated (PWM) signal from digital inputs provided by analog-to-digital converter (ADC). An efficient and simple design scheme to develop the control unit was discussed. This method allows minimization of the consumed resources of the chip and it is based on direct digital design approach. In this application, with the proposed scheme, nearly half area and two-third of the power consumption was saved compared to the conventional schemes. This work illustrates the possibility of implementing low-power and area-efficient power management circuit using direct digital design based approach. 

Keywords: Buck converter, DC-DC power conversion, digital control, proportional-integral (PI) controller.

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3270 Introduction of Open-Source e-Learning Environment and Resources: A Novel Approach for Secondary Schools in Tanzania

Authors: S. K. Lujara, M. M. Kissaka, L. Trojer, N. H. Mvungi

Abstract:

The concept of e-Learning is now emerging in Sub Saharan African countries like Tanzania. Due to economic constraints and other social and cultural factors faced by these countries, the use of Information and Communication Technology (ICT) is increasing at a very low pace. The digital divide threat has propelled the Government of Tanzania to put in place the national ICT Policy in 2003 which defines the direction of all ICT activities nationally. Among the main focused areas is the use of ICT in education, since for the development of any country, there is a need of creating knowledge based society. This paper discusses the initiatives made so far to introduce the use of ICT tools to some secondary schools using open source software in e-content development to facilitate a self-learning environment

Keywords: e-content, e-Learning, ICT, Open Source Software.

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3269 The Impact of Gamification on Self-Assessment for English Language Learners in Saudi Arabia

Authors: Wala A. Bagunaid, Maram Meccawy, Arwa Allinjawi, Zilal Meccawy

Abstract:

Continuous self-assessment becomes crucial in self-paced online learning environments. Students often depend on themselves to assess their progress; which is considered an essential requirement for any successful learning process. Today’s education institutions face major problems around student motivation and engagement. Thus, personalized e-learning systems aim to help and guide the students. Gamification provides an opportunity to help students for self-assessment and social comparison with other students through attempting to harness the motivational power of games and apply it to the learning environment. Furthermore, Open Social Student Modeling (OSSM) as considered as the latest user modeling technologies is believed to improve students’ self-assessment and to allow them to social comparison with other students. This research integrates OSSM approach and gamification concepts in order to provide self-assessment for English language learners at King Abdulaziz University (KAU). This is achieved through an interactive visual representation of their learning progress.

Keywords: E-learning system, gamification, motivation, social comparison, visualization.

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3268 Design of a Statistics Lecture for Multidisciplinary Postgraduate Students Using a Range of Tools and Techniques

Authors: S. Assi, M. Haffar

Abstract:

Teaching statistics is a critical and challenging issue especially to students from multidisciplinary and diverse postgraduate backgrounds. Postgraduate research students require statistics not only for the design of experiments; but also for data analysis. Students often perceive statistics as a complex and technical subject; thus, they leave data analysis to the last moment. The lecture needs to be simple and inclusive at the same time to make it comprehendible and address the learning needs of each student. Therefore, the aim of this work was to design a simple and comprehendible statistics lecture to postgraduate research students regarding ‘Research plan, design and data collection’. The lecture adopted the constructive alignment learning theory which facilitated the learning environments for the students. The learning environment utilized a student-centered approach and used interactive learning environment with in-class discussion, handouts and electronic voting system handsets. For evaluation of the lecture, formative assessment was made with in-class discussions and poll questions which were introduced during and after the lecture. The whole approach showed to be effective in creating a learning environment to the students who were able to apply the concepts addressed to their individual research projects.

Keywords: Teaching, statistics, lecture, multidisciplinary, postgraduate, learning theory, learning environment, student-centered approach, data analysis.

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3267 Two-Dimensional Symmetric Half-Plane Recursive Doubly Complementary Digital Lattice Filters

Authors: Ju-Hong Lee, Chong-Jia Ciou, Yuan-Hau Yang

Abstract:

This paper deals with the problem of two-dimensional (2-D) recursive doubly complementary (DC) digital filter design. We present a structure of 2-D recursive DC filters by using 2-D symmetric half-plane (SHP) recursive digital all-pass lattice filters (DALFs). The novelty of using 2-D SHP recursive DALFs to construct a 2-D recursive DC digital lattice filter is that the resulting 2-D SHP recursive DC digital lattice filter provides better performance than the existing 2-D SHP recursive DC digital filter. Moreover, the proposed structure possesses a favorable 2-D DC half-band (DC-HB) property that allows about half of the 2-D SHP recursive DALF’s coefficients to be zero. This leads to considerable savings in computational burden for implementation. To ensure the stability of a designed 2-D SHP recursive DC digital lattice filter, some necessary constraints on the phase of the 2-D SHP recursive DALF during the design process are presented. Design of a 2-D diamond-shape decimation/interpolation filter is presented for illustration and comparison.

Keywords: All-pass digital filter, doubly complementary, lattice structure, symmetric half-plane digital filter, sampling rate conversion.

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3266 A Digital Media e-Learning Training Strategy for Healthcare Employees: Cost effective Distance Learning by Collaborative offline / online Engagement and Assessment

Authors: Lynn. J. MacFarlane. A

Abstract:

Within the healthcare system, training and continued professional development although essential, can be effected by cost and logistical restraints due to the nature of healthcare provision e.g employee shift patterns, access to expertise, cost factors in releasing staff to attend training etc. The use of multimedia technology for the development of e-learning applications is also a major cost consideration for healthcare management staff, and this type of media whether optical or on line requires careful planning in order to remain inclusive of all staff with potentially varied access to multimedia computing. This paper discusses a project in which the use of DVD authoring technology has been successfully implemented to meet the needs of distance learning and user considerations, and is based on film production techniques and reduced product turnaround deadlines.

Keywords: DVD, healthcare, distance learning, cost.

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3265 A Hyper-Domain Image Watermarking Method based on Macro Edge Block and Wavelet Transform for Digital Signal Processor

Authors: Yi-Pin Hsu, Shin-Yu Lin

Abstract:

In order to protect original data, watermarking is first consideration direction for digital information copyright. In addition, to achieve high quality image, the algorithm maybe can not run on embedded system because the computation is very complexity. However, almost nowadays algorithms need to build on consumer production because integrator circuit has a huge progress and cheap price. In this paper, we propose a novel algorithm which efficient inserts watermarking on digital image and very easy to implement on digital signal processor. In further, we select a general and cheap digital signal processor which is made by analog device company to fit consumer application. The experimental results show that the image quality by watermarking insertion can achieve 46 dB can be accepted in human vision and can real-time execute on digital signal processor.

Keywords: watermarking, digital signal processor, embedded system

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3264 Frequency Offset Estimation Schemes Based On ML for OFDM Systems in Non-Gaussian Noise Environments

Authors: Keunhong Chae, Seokho Yoon

Abstract:

In this paper, frequency offset (FO) estimation schemes robust to the non-Gaussian noise environments are proposed for orthogonal frequency division multiplexing (OFDM) systems. First, a maximum-likelihood (ML) estimation scheme in non-Gaussian noise environments is proposed, and then, the complexity of the ML estimation scheme is reduced by employing a reduced set of candidate values. In numerical results, it is demonstrated that the proposed schemes provide a significant performance improvement over the conventional estimation scheme in non-Gaussian noise environments while maintaining the performance similar to the estimation performance in Gaussian noise environments.

Keywords: Frequency offset estimation, maximum-likelihood, non-Gaussian noise environment, OFDM, training symbol.

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3263 Services and Applications for Smart Office Environments - A Survey of State-of-the-Art Usage Scenarios

Authors: Carsten Röcker

Abstract:

This paper reports on a survey of state-of-the-art application scenarios for smart office environments. Based on an analysis of ongoing research activities and industry projects, functionalities and services of future office systems are extracted. In a second step, these results are used to identify the key characteristics of emerging products.

Keywords: Ambient Intelligence, Ubiquitous Computing, Smart Office Environments, Application Scenarios.

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3262 A Semantic Assistant Agent for Digital Libraries

Authors: Mohamed Kholif, Suaad Awad Mohamed

Abstract:

In this paper we present semantic assistant agent (SAA), an open source digital library agent which takes user query for finding information in the digital library and takes resources- metadata and stores it semantically. SAA uses Semantic Web to improve browsing and searching for resources in digital library. All metadata stored in the library are available in RDF format for querying and processing by SemanSreach which is a part of SAA architecture. The architecture includes a generic RDF-based model that represents relationships among objects and their components. Queries against these relationships are supported by an RDF triple store.

Keywords: Digital Library, Dublin Core, Ontology, Semantic web.

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3261 Analysis and Categorization of e-Learning Activities Based On Meaningful Learning Characteristics

Authors: Arda Yunianta, Norazah Yusof, Mohd Shahizan Othman, Dewi Octaviani

Abstract:

Learning is the acquisition of new mental schemata, knowledge, abilities and skills which can be used to solve problems potentially more successfully. The learning process is optimum when it is assisted and personalized. Learning is not a single activity, but should involve many possible activities to make learning become meaningful. Many e-learning applications provide facilities to support teaching and learning activities. One way to identify whether the e-learning system is being used by the learners is through the number of hits that can be obtained from the e-learning system's log data. However, we cannot rely solely to the number of hits in order to determine whether learning had occurred meaningfully. This is due to the fact that meaningful learning should engage five characteristics namely active, constructive, intentional, authentic and cooperative. This paper aims to analyze the e-learning activities that is meaningful to learning. By focusing on the meaningful learning characteristics, we match it to the corresponding Moodle e-learning activities. This analysis discovers the activities that have high impact to meaningful learning, as well as activities that are less meaningful. The high impact activities is given high weights since it become important to meaningful learning, while the low impact has less weight and said to be supportive e-learning activities. The result of this analysis helps us categorize which e-learning activities that are meaningful to learning and guide us to measure the effectiveness of e-learning usage.

Keywords: e-learning system, e-learning activity, meaningful learning characteristics, Moodle

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3260 Is E-learning Based On Learning Theories? A Literature Review

Authors: Apostolia Pange, Jenny Pange

Abstract:

E-learning aims to build knowledge and skills in order to enhance the quality of learning. Research has shown that the majority of the e-learning solutions lack in pedagogical background and present some serious deficiencies regarding teaching strategies and content delivery, time and pace management, interface design and preservation of learners- focus. The aim of this review is to approach the design of e-learning solutions with a pedagogical perspective and to present some good practices of e-learning design grounded on the core principles of Learning Theories (LTs).

Keywords: design principles, e-learning, Learning Theories

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3259 Embedded Semantic Segmentation Network Optimized for Matrix Multiplication Accelerator

Authors: Jaeyoung Lee

Abstract:

Autonomous driving systems require high reliability to provide people with a safe and comfortable driving experience. However, despite the development of a number of vehicle sensors, it is difficult to always provide high perceived performance in driving environments that vary from time to season. The image segmentation method using deep learning, which has recently evolved rapidly, provides high recognition performance in various road environments stably. However, since the system controls a vehicle in real time, a highly complex deep learning network cannot be used due to time and memory constraints. Moreover, efficient networks are optimized for GPU environments, which degrade performance in embedded processor environments equipped simple hardware accelerators. In this paper, a semantic segmentation network, matrix multiplication accelerator network (MMANet), optimized for matrix multiplication accelerator (MMA) on Texas instrument digital signal processors (TI DSP) is proposed to improve the recognition performance of autonomous driving system. The proposed method is designed to maximize the number of layers that can be performed in a limited time to provide reliable driving environment information in real time. First, the number of channels in the activation map is fixed to fit the structure of MMA. By increasing the number of parallel branches, the lack of information caused by fixing the number of channels is resolved. Second, an efficient convolution is selected depending on the size of the activation. Since MMA is a fixed, it may be more efficient for normal convolution than depthwise separable convolution depending on memory access overhead. Thus, a convolution type is decided according to output stride to increase network depth. In addition, memory access time is minimized by processing operations only in L3 cache. Lastly, reliable contexts are extracted using the extended atrous spatial pyramid pooling (ASPP). The suggested method gets stable features from an extended path by increasing the kernel size and accessing consecutive data. In addition, it consists of two ASPPs to obtain high quality contexts using the restored shape without global average pooling paths since the layer uses MMA as a simple adder. To verify the proposed method, an experiment is conducted using perfsim, a timing simulator, and the Cityscapes validation sets. The proposed network can process an image with 640 x 480 resolution for 6.67 ms, so six cameras can be used to identify the surroundings of the vehicle as 20 frame per second (FPS). In addition, it achieves 73.1% mean intersection over union (mIoU) which is the highest recognition rate among embedded networks on the Cityscapes validation set.

Keywords: Edge network, embedded network, MMA, matrix multiplication accelerator and semantic segmentation network.

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3258 An Interactive Ontology Visualization Approach for the Networked Home Environment

Authors: Ilkka Niskanen, Jarmo Kalaoja, Julia Kantorovitch, Toni Piirainen

Abstract:

Ontologies are broadly used in the context of networked home environments. With ontologies it is possible to define and store context information, as well as to model different kinds of physical environments. Ontologies are central to networked home environments as they carry the meaning. However, ontologies and the OWL language is complex. Several ontology visualization approaches have been developed to enhance the understanding of ontologies. The domain of networked home environments sets some special requirements for the ontology visualization approach. The visualization tool presented here, visualizes ontologies in a domain-specific way. It represents effectively the physical structures and spatial relationships of networked home environments. In addition, it provides extensive interaction possibilities for editing and manipulating the visualization. The tool shortens the gap from beginner to intermediate OWL ontology reader by visualizing instances in their actual locations and making OWL ontologies more interesting and concrete, and above all easier to comprehend.

Keywords: Ontologies, visualization, interaction.

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3257 E-Learning Experiences of Hong Kong Students

Authors: J. Lam, R. Chan

Abstract:

The adoption of e-learning in Hong Kong has been increasing rapidly in the past decade. To understand the e-learning experiences of the students, the School of Professional and Continuing Education of The University of Hong Kong conducted a survey. The survey aimed to collect students- experiences in using learning management system, their perceived e-learning advantages, barriers in e-learning and preferences in new e-learning development. A questionnaire with 84 questions was distributed in mid 2012 and 608 valid responds were received. The analysis results showed that the students found e-learning helpful to their study. They preferred interactive functions and mobile features. Blended learning mode, both face-to-face learning mode integrated with online learning and face-to-face learning mode supplemented with online resources, were preferred by the students. The results of experiences of Hong Kong students in e-learning provided a contemporary reference to the e-learning practitioners to understand the e-learning situation in Asia.

Keywords: E-learning, blended learning, learning experience, learning management system.

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3256 Digital Redesign of Interval Systems via Particle Swarm Optimization

Authors: Chen-Chien Hsu, Chun-Hui Gao

Abstract:

In this paper, a PSO-based approach is proposed to derive a digital controller for redesigned digital systems having an interval plant based on resemblance of the extremal gain/phase margins. By combining the interval plant and a controller as an interval system, extremal GM/PM associated with the loop transfer function can be obtained. The design problem is then formulated as an optimization problem of an aggregated error function revealing the deviation on the extremal GM/PM between the redesigned digital system and its continuous counterpart, and subsequently optimized by a proposed PSO to obtain an optimal set of parameters for the digital controller. Computer simulations have shown that frequency responses of the redesigned digital system having an interval plant bare a better resemblance to its continuous-time counter part by the incorporation of a PSO-derived digital controller in comparison to those obtained using existing open-loop discretization methods.

Keywords: Digital redesign, Extremal systems, Particle swarm optimization, Uncertain interval systems

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3255 Evaluating Machine Learning Techniques for Activity Classification in Smart Home Environments

Authors: Talal Alshammari, Nasser Alshammari, Mohamed Sedky, Chris Howard

Abstract:

With the widespread adoption of the Internet-connected devices, and with the prevalence of the Internet of Things (IoT) applications, there is an increased interest in machine learning techniques that can provide useful and interesting services in the smart home domain. The areas that machine learning techniques can help advance are varied and ever-evolving. Classifying smart home inhabitants’ Activities of Daily Living (ADLs), is one prominent example. The ability of machine learning technique to find meaningful spatio-temporal relations of high-dimensional data is an important requirement as well. This paper presents a comparative evaluation of state-of-the-art machine learning techniques to classify ADLs in the smart home domain. Forty-two synthetic datasets and two real-world datasets with multiple inhabitants are used to evaluate and compare the performance of the identified machine learning techniques. Our results show significant performance differences between the evaluated techniques. Such as AdaBoost, Cortical Learning Algorithm (CLA), Decision Trees, Hidden Markov Model (HMM), Multi-layer Perceptron (MLP), Structured Perceptron and Support Vector Machines (SVM). Overall, neural network based techniques have shown superiority over the other tested techniques.

Keywords: Activities of daily living, classification, internet of things, machine learning, smart home.

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3254 University Students Awareness on M-Learning

Authors: Sahilu Wendeson, Wan Fatimah Bt. Wan Ahmad, Nazleeni Samiha Bt. Haron

Abstract:

Mobile learning (M-learning) is the current technology that is becoming more popular. It uses the current mobile and wireless computing technology to complement the effectiveness of traditional learning process. The objective of this paper is presents a survey from 90 undergraduate students of Universiti Teknologi PETRONAS (UTP), to identify the students- perception on Mlearning. From the results, the students are willing to use M-learning. The acceptance level of the students is high, and the results obtained revealed that the respondents almost accept M-learning as one method of teaching and learning process and also able to improve the educational efficiency by complementing traditional learning in UTP.

Keywords: M-learning, Traditional learning, WirelessTechnology.

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3253 Development of a Serial Signal Monitoring Program for Educational Purposes

Authors: Jungho Moon, Lae-Jeong Park

Abstract:

This paper introduces a signal monitoring program developed with a view to helping electrical engineering students get familiar with sensors with digital output. Because the output of digital sensors cannot be simply monitored by a measuring instrument such as an oscilloscope, students tend to have a hard time dealing with digital sensors. The monitoring program runs on a PC and communicates with an MCU that reads the output of digital sensors via an asynchronous communication interface. Receiving the sensor data from the MCU, the monitoring program shows time and/or frequency domain plots of the data in real time. In addition, the monitoring program provides a serial terminal that enables the user to exchange text information with the MCU while the received data is plotted. The user can easily observe the output of digital sensors and configure the digital sensors in real time, which helps students who do not have enough experiences with digital sensors. Though the monitoring program was programmed in the Matlab programming language, it runs without the Matlab since it was compiled as a standalone executable.

Keywords: Digital sensor, MATLAB, MCU, signal monitoring program.

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