Search results for: learning object
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 2580

Search results for: learning object

2430 Adequacy of Object-Oriented Framework System-Based Testing Techniques

Authors: Jehad Al Dallal

Abstract:

An application framework provides a reusable design and implementation for a family of software systems. If the framework contains defects, the defects will be passed on to the applications developed from the framework. Framework defects are hard to discover at the time the framework is instantiated. Therefore, it is important to remove all defects before instantiating the framework. In this paper, two measures for the adequacy of an object-oriented system-based testing technique are introduced. The measures assess the usefulness and uniqueness of the testing technique. The two measures are applied to experimentally compare the adequacy of two testing techniques introduced to test objectoriented frameworks at the system level. The two considered testing techniques are the New Framework Test Approach and Testing Frameworks Through Hooks (TFTH). The techniques are also compared analytically in terms of their coverage power of objectoriented aspects. The comparison study results show that the TFTH technique is better than the New Framework Test Approach in terms of usefulness degree, uniqueness degree, and coverage power.

Keywords: Object-oriented framework, object-oriented framework testing, test case generation, testing adequacy.

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2429 Group Learning for the Design of Human Resource Development for Enterprise

Authors: Hao-Hsi Tseng, Hsin-Yun Lee, Yu-Cheng Kuo

Abstract:

In order to understand whether there is a better than the learning function of learning methods and improve the CAD Courses for enterprise’s design human resource development, this research is applied in learning practical learning computer graphics software. In this study, Revit building information model for learning content, design of two different modes of learning curriculum to learning, learning functions, respectively, and project learning. Via a post-test, questionnaires and student interviews, etc., to study the effectiveness of a comparative analysis of two different modes of learning. Students participate in a period of three weeks after a total of nine-hour course, and finally written and hands-on test. In addition, fill in the questionnaire response by the student learning, a total of fifteen questionnaire title, problem type into the base operating software, application software and software-based concept features three directions. In addition to the questionnaire, and participants were invited to two different learning methods to conduct interviews to learn more about learning students the idea of two different modes. The study found that the ad hoc short-term courses in learning, better learning outcomes. On the other hand, functional style for the whole course students are more satisfied, and the ad hoc style student is difficult to accept the ad hoc style of learning.

Keywords: Development, education, human resource, learning.

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2428 The Design and Analysis of Learning Effects for a Game-based Learning System

Authors: Wernhuar Tarng, Weichian Tsai

Abstract:

The major purpose of this study is to use network and multimedia technologies to build a game-based learning system for junior high school students to apply in learning “World Geography" through the “role-playing" game approaches. This study first investigated the motivation and habits of junior high school students to use the Internet and online games, and then designed a game-based learning system according to situated and game-based learning theories. A teaching experiment was conducted to analyze the learning effectiveness of students on the game-based learning system and the major factors affecting their learning. A questionnaire survey was used to understand the students- attitudes towards game-based learning. The results showed that the game-based learning system can enhance students- learning, but the gender of students and their habits in using the Internet have no significant impact on learning. Game experience has a significant impact on students- learning, and the higher the experience value the better the effectiveness of their learning. The results of questionnaire survey also revealed that the system can increase students- motivation and interest in learning "World Geography".

Keywords: Game-based learning, situated learning, role playing, learning effectiveness, learning motivation.

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2427 Applications for Accounting of Inherited Object-Oriented Class Members

Authors: Jehad Al Dallal

Abstract:

A class in an Object-Oriented (OO) system is the basic unit of design, and it encapsulates a set of attributes and methods. In OO systems, instead of redefining the attributes and methods that are included in other classes, a class can inherit these attributes and methods and only implement its unique attributes and methods, which results in reducing code redundancy and improving code testability and maintainability. Such mechanism is called Class Inheritance. However, some software engineering applications may require accounting for all the inherited class members (i.e., attributes and methods). This paper explains how to account for inherited class members and discusses the software engineering applications that require such consideration.

Keywords: Object-oriented design, inheritance, internal quality attribute, external quality attribute, class flattening.

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2426 Object Negotiation Mechanism for an Intelligent Environment Using Event Agents

Authors: Chiung-Hui Chen

Abstract:

With advancements in science and technology, the concept of the Internet of Things (IoT) has gradually developed. The development of the intelligent environment adds intelligence to objects in the living space by using the IoT. In the smart environment, when multiple users share the living space, if different service requirements from different users arise, then the context-aware system will have conflicting situations for making decisions about providing services. Therefore, the purpose of establishing a communication and negotiation mechanism among objects in the intelligent environment is to resolve those service conflicts among users. This study proposes developing a decision-making methodology that uses “Event Agents” as its core. When the sensor system receives information, it evaluates a user’s current events and conditions; analyses object, location, time, and environmental information; calculates the priority of the object; and provides the user services based on the event. Moreover, when the event is not single but overlaps with another, conflicts arise. This study adopts the “Multiple Events Correlation Matrix” in order to calculate the degree values of incidents and support values for each object. The matrix uses these values as the basis for making inferences for system service, and to further determine appropriate services when there is a conflict.

Keywords: Internet of things, intelligent object, event agents, negotiation mechanism, degree of similarity.

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2425 An Online Mastery Learning Method Based On a Dynamic Formative Evaluation

Authors: Jeongim Kang, Moon Hee Kim, Seong Baeg Kim

Abstract:

This paper proposes a novel e-learning model that is  based on a dynamic formative evaluation. On evaluating the existing  format of e-learning, conditions regarding repetitive learning to  achieve mastery, causes issues for learners to lose tension and become  neglectful of learning. The dynamic formative evaluation proposed is  able to supplement limitation of the existing approaches. Since a  repetitive learning method does not provide a perfect feedback, this  paper puts an emphasis on the dynamic formative evaluation that is  able to maximize learning achievement. Through the dynamic  formative evaluation, the instructor is able to refer to the evaluation  result when making an estimation about the learner. To show the flow  chart of learning, based on the dynamic formative evaluation, the  model proves its effectiveness and validity.

 

Keywords: Online learning, dynamic formative evaluation, mastery learning, repetitive learning method, learning achievement.

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2424 Augmented Reality Interaction System in 3D Environment

Authors: Sunhyoung Lee, Askar Akshabayev, Beisenbek Baisakov, Youngjoon Han, Hernsoo Hahn

Abstract:

It is important to give input information without other device in AR system. One solution is using hand for augmented reality application. Many researchers have proposed different solutions for hand interface in augmented reality. Analyze Histogram and connecting factor is can be example for that. Various Direction searching is one of robust way to recognition hand but it takes too much calculating time. And background should be distinguished with skin color. This paper proposes a hand tracking method to control the 3D object in augmented reality using depth device and skin color. Also in this work discussed relationship between several markers, which is based on relationship between camera and marker. One marker used for displaying virtual object and three markers for detecting hand gesture and manipulating the virtual object.

Keywords: Augmented Reality, depth map, hand recognition, kinect, marker, YCbCr color model.

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2423 The Role of the Constructivist Learning Theory and Collaborative Learning Environment on Wiki Classroom and the Relationship between Them

Authors: Ibraheem Alzahrani

Abstract:

This paper seeks to discover the relationship between both the social constructivist learning theory and the collaborative learning environment. This relationship can be identified through given an example of the learning environment. Due to wiki characteristics, wiki can be used to understand the relationship between constructivist learning theory and collaborative learning environment. However, several evidences will come in this paper to support the idea of why wiki is the suitable method to explore the relationship between social constructivist theory and the collaborative learning and their role in learning. Moreover, learning activities in wiki classroom will be discussed in this paper to find out the result of the learners' interaction in the classroom groups, which will be through two types of communication; synchronous and asynchronous.

Keywords: Social constructivist, collaborative, environment, wiki, activities.

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2422 Refinement of Object-Z Specifications Using Morgan-s Refinement Calculus

Authors: Mehrnaz Najafi, Hassan Haghighi

Abstract:

Morgan-s refinement calculus (MRC) is one of the well-known methods allowing the formality presented in the program specification to be continued all the way to code. On the other hand, Object-Z (OZ) is an extension of Z adding support for classes and objects. There are a number of methods for obtaining code from OZ specifications that can be categorized into refinement and animation methods. As far as we know, only one refinement method exists which refines OZ specifications into code. However, this method does not have fine-grained refinement rules and thus cannot be automated. On the other hand, existing animation methods do not present mapping rules formally and do not support the mapping of several important constructs of OZ, such as all cases of operation expressions and most of constructs in global paragraph. In this paper, with the aim of providing an automatic path from OZ specifications to code, we propose an approach to map OZ specifications into their counterparts in MRC in order to use fine-grained refinement rules of MRC. In this way, having counterparts of our specifications in MRC, we can refine them into code automatically using MRC tools such as RED. Other advantages of our work pertain to proposing mapping rules formally, supporting the mapping of all important constructs of Object-Z, and considering dynamic instantiation of objects while OZ itself does not cover this facility.

Keywords: Formal method, Formal specification, Formalprogram development, Morgan's Refinement Calculus, Object-Z

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2421 Students’ Perception of Their M-Learning Readiness

Authors: Sulaiman Almutairy, Trevor Davies, Yota Dimitriadi

Abstract:

The following paper presents the results of a study aimed at achieving a better understanding of the psychological readiness for mobile learning (m-learning) among Saudi students, while also evaluating m-learning readiness as a whole in Saudi Arabia - a topic that has not yet received adequate attention from researchers. Data was acquired via a questionnaire administered to 131 Saudi students at UK universities, in July 2013. The study confirmed that students are confident about using mobile devices in their daily lives, and that they would welcome more opportunities for mobile learning. The findings also indicated that Saudi higher education students are very familiar with, and psychologically ready for, m-learning.

Keywords: M-learning, Mobile Technologies, Psychological Readiness.

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2420 Stochastic Learning Algorithms for Modeling Human Category Learning

Authors: Toshihiko Matsuka, James E. Corter

Abstract:

Most neural network (NN) models of human category learning use a gradient-based learning method, which assumes that locally-optimal changes are made to model parameters on each learning trial. This method tends to under predict variability in individual-level cognitive processes. In addition many recent models of human category learning have been criticized for not being able to replicate rapid changes in categorization accuracy and attention processes observed in empirical studies. In this paper we introduce stochastic learning algorithms for NN models of human category learning and show that use of the algorithms can result in (a) rapid changes in accuracy and attention allocation, and (b) different learning trajectories and more realistic variability at the individual-level.

Keywords: category learning, cognitive modeling, radial basis function, stochastic optimization.

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2419 Migration of the Relational Data Base (RDB) to the Object Relational Data Base (ORDB)

Authors: Alae El Alami, Mohamed Bahaj

Abstract:

This paper proposes an approach for translating an existing relational database (RDB) schema into ORDB. The transition is done with methods that can extract various functions from a RDB which is based on aggregations, associations between the various tables, and the reflexive relationships. These methods can extract even the inheritance knowing that no process of reverse engineering can know that it is an Inheritance; therefore, our approach exceeded all of the previous studies made for ​​the transition from RDB to ORDB. In summation, the creation of the New Data Model (NDM) that stocks the RDB in a form of a structured table, and from the NDM we create our navigational model in order to simplify the implementation object from which we develop our different types. Through these types we precede to the last step, the creation of tables.

The step mentioned above does not require any human interference. All this is done automatically, and a prototype has already been created which proves the effectiveness of this approach.

Keywords: Relational databases, Object-relational databases, Semantic enrichment.

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2418 Roof Material Detection Based on Object-Based Approach Using WorldView-2 Satellite Imagery

Authors: Ebrahim Taherzadeh, Helmi Z. M. Shafri, Kaveh Shahi

Abstract:

One of the most important tasks in urban remote sensing is the detection of impervious surfaces (IS), such as roofs and roads. However, detection of IS in heterogeneous areas still remains one of the most challenging tasks. In this study, detection of concrete roof using an object-based approach was proposed. A new rule-based classification was developed to detect concrete roof tile. This proposed rule-based classification was applied to WorldView-2 image and results showed that the proposed rule has good potential to predict concrete roof material from WorldView-2 images, with 85% accuracy.

Keywords: Urban remote sensing, impervious surface, Object- Based, Roof Material, Concrete tile, WorldView-2.

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2417 Instruction and Learning Design Consideration for the Development of Mobile Learning Application

Authors: M. Sarrab, M. Elbasir

Abstract:

The use of information technology in education have changed not only the learners learning style but also the way they taught, where nowadays learners are connected with diversity of information sources with means of knowledge available everywhere. The advantage of network wireless technologies and mobility technologies used in the education and learning processes lead to mobile learning as a new model of learning technology. Currently, most of mobile learning applications are developed for the formal education and learning environment. Despite the long history and large amount of research on mobile learning and instruction design model still there is a need of well-defined process in designing mobile learning applications. Based on this situation, this paper emphasizes on identifying instruction design phase’s considerations and influencing factors in developing mobile learning application. This set of instruction design steps includes analysis, design, development, implementation, evaluation and continuous has been built from a literature study, with focus on standards for learning, mobile application software quality and guidelines. The effort is part of an Omani-funded research project investigating the development, adoption and dissemination of mobile learning in Oman.

Keywords: Instruction design, mobile learning, mobile application.

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2416 Fast 3D Collision Detection Algorithm using 2D Intersection Area

Authors: Taehyun Yoon, Keechul Jung

Abstract:

There are many researches to detect collision between real object and virtual object in 3D space. In general, these techniques are need to huge computing power. So, many research and study are constructed by using cloud computing, network computing, and distribute computing. As a reason of these, this paper proposed a novel fast 3D collision detection algorithm between real and virtual object using 2D intersection area. Proposed algorithm uses 4 multiple cameras and coarse-and-fine method to improve accuracy and speed performance of collision detection. In the coarse step, this system examines the intersection area between real and virtual object silhouettes from all camera views. The result of this step is the index of virtual sensors which has a possibility of collision in 3D space. To decide collision accurately, at the fine step, this system examines the collision detection in 3D space by using the visual hull algorithm. Performance of the algorithm is verified by comparing with existing algorithm. We believe proposed algorithm help many other research, study and application fields such as HCI, augmented reality, intelligent space, and so on.

Keywords: Collision Detection, Computer Vision, Human Computer Interaction, Visual Hull

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2415 Analyzing the Perception of Key Terms in E-Learning in Academia: Case Study of Princess Nourah Bint Abdulrahman University

Authors: M. Almohaimeed, Y. Alhaidari, H. Alhamdan, A. Alfaries, A. Ater Kranov

Abstract:

A university-wide survey to obtain baseline data regarding the perceptions of key terms related to e-learning and distance learning among students, faculty and staff was conducted to help achieve the goals of Princess Nourah bint Abdulrahman University’s and the Kingdom of Saudi Arabia’s National Center for e-learning and Distance Learning. This paper comprises a relevant literature review, the survey methodology, preliminary data analysis, discussion, and recommendations for further research. The major findings indicate a deep and wide differentiation of understanding among users of critical key terms.

Keywords: E-learning, distance learning, on-line learning, perceptions of learning environments.

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2414 M-Learning Curriculum Design for Secondary School: A Needs Analysis

Authors: Muhammad Ridhuan Tony Lim Abdullah, Saedah Siraj

Abstract:

The learning society has currently transformed from 'wired society' to become 'mobile society' which is facilitated by wireless network. To suit to this new paradigm, m-learning was given birth and rapidly building its prospect to be included in the future curriculum. Research and studies on m-learning spruced up in numerous aspects but there is still scarcity in studies on curriculum design of m-learning. This study is a part of an ongoing bigger study probing into the m-learning curriculum for secondary schools. The paper reports on the first phase of the study which aims to probe into the needs of curriculum design for m-learning at the secondary school level and the researcher adopted the needs analysis method. Data accrued from responses on survey questionnaires based on Lickert-point scale were analyzed statistically. The findings from this preliminary study serve as a basis for m-learning curriculum development for secondary schools.

Keywords: curriculum design, e-learning, future curriculum, m-learning

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2413 Moving Object Detection Using Histogram of Uniformly Oriented Gradient

Authors: Wei-Jong Yang, Yu-Siang Su, Pau-Choo Chung, Jar-Ferr Yang

Abstract:

Moving object detection (MOD) is an important issue in advanced driver assistance systems (ADAS). There are two important moving objects, pedestrians and scooters in ADAS. In real-world systems, there exist two important challenges for MOD, including the computational complexity and the detection accuracy. The histogram of oriented gradient (HOG) features can easily detect the edge of object without invariance to changes in illumination and shadowing. However, to reduce the execution time for real-time systems, the image size should be down sampled which would lead the outlier influence to increase. For this reason, we propose the histogram of uniformly-oriented gradient (HUG) features to get better accurate description of the contour of human body. In the testing phase, the support vector machine (SVM) with linear kernel function is involved. Experimental results show the correctness and effectiveness of the proposed method. With SVM classifiers, the real testing results show the proposed HUG features achieve better than classification performance than the HOG ones.

Keywords: Moving object detection, histogram of oriented gradient histogram of oriented gradient, histogram of uniformly-oriented gradient, linear support vector machine.

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2412 Detection of Moving Images Using Neural Network

Authors: P. Latha, L. Ganesan, N. Ramaraj, P. V. Hari Venkatesh

Abstract:

Motion detection is a basic operation in the selection of significant segments of the video signals. For an effective Human Computer Intelligent Interaction, the computer needs to recognize the motion and track the moving object. Here an efficient neural network system is proposed for motion detection from the static background. This method mainly consists of four parts like Frame Separation, Rough Motion Detection, Network Formation and Training, Object Tracking. This paper can be used to verify real time detections in such a way that it can be used in defense applications, bio-medical applications and robotics. This can also be used for obtaining detection information related to the size, location and direction of motion of moving objects for assessment purposes. The time taken for video tracking by this Neural Network is only few seconds.

Keywords: Frame separation, Correlation Network, Neural network training, Radial Basis Function, object tracking, Motion Detection.

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2411 Proposal for a Generic Context Metamodel

Authors: Jaouadi Imen, Ben Djemaa Raoudha, Ben Abdallah Hanene

Abstract:

The access to relevant information that is adapted to user’s needs, preferences and environment is a challenge in many applications running. That causes an appearance of context-aware systems. To facilitate the development of this class of applications, it is necessary that these applications share a common context metamodel. In this article, we will present our context metamodel that is defined using the OMG Meta Object facility (MOF).This metamodel is based on the analysis and synthesis of context concepts proposed in literature.

Keywords: Context, metamodel, Meta Object Facility (MOF), awareness system.

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2410 ‘Daily Speaking’: Designing an App for Construction of Language Learning Model Supporting ‘Seamless Flipped’ Environment

Authors: Zhou Hong, Gu Xiao-Qing, Lıu Hong-Jiao, Leng Jing

Abstract:

Seamless learning is becoming a research hotspot in recent years, and the emerging of micro-lectures, flipped classroom has strengthened the development of seamless learning. Based on the characteristics of the seamless learning across time and space and the course structure of the flipped classroom, and the theories of language learning, we put forward the language learning model which can support ‘seamless flipped’ environment (abbreviated as ‘S-F’). Meanwhile, the characteristics of the ‘S-F’ learning environment, the corresponding framework construction and the activity design of diversified corpora were introduced. Moreover, a language learning app named ‘Daily Speaking’ was developed to facilitate the practice of the language learning model in ‘S-F’ environment. In virtue of the learning case of Shanghai language, the rationality and feasibility of this framework were examined, expecting to provide a reference for the design of ‘S-F’ learning in different situations.

Keywords: Seamless learning, flipped classroom, seamless-flipped environment, language learning model.

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2409 A Learning-Community Recommendation Approach for Web-Based Cooperative Learning

Authors: Jian-Wei Li, Yao-Tien Wang, Yi-Chun Chang

Abstract:

Cooperative learning has been defined as learners working together as a team to solve a problem to complete a task or to accomplish a common goal, which emphasizes the importance of interactions among members to promote the whole learning performance. With the popularity of society networks, cooperative learning is no longer limited to traditional classroom teaching activities. Since society networks facilitate to organize online learners, to establish common shared visions, and to advance learning interaction, the online community and online learning community have triggered the establishment of web-based societies. Numerous research literatures have indicated that the collaborative learning community is a critical issue to enhance learning performance. Hence, this paper proposes a learning community recommendation approach to facilitate that a learner joins the appropriate learning communities, which is based on k-nearest neighbor (kNN) classification. To demonstrate the viability of the proposed approach, the proposed approach is implemented for 117 students to recommend learning communities. The experimental results indicate that the proposed approach can effectively recommend appropriate learning communities for learners.

Keywords: k-nearest neighbor classification, learning community, Cooperative/Collaborative Learning and Environments.

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2408 Velocity Filter Banks using 3-D FFT

Authors: G. Koukiou, V. Anastassopoulos

Abstract:

In this paper a bank of velocity filters is devised to be used for isolating a moving object with specific velocity in a sequence of frames. The approach used is a 3-D FFT based experimental procedure without applying any theoretical concept from velocity filters. Accordingly, velocity filters are built using the spectral signature of each separate moving object. Experimentation reveals the capabilities of the constructed filter bank to separate moving objects as far as the amplitude as well as the direction of the velocity are concerned.

Keywords: Velocity filters, filter banks, 3-D FFT.

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2407 Real-time 3D Feature Extraction without Explicit 3D Object Reconstruction

Authors: Kwangjin Hong, Chulhan Lee, Keechul Jung, Kyoungsu Oh

Abstract:

For the communication between human and computer in an interactive computing environment, the gesture recognition is studied vigorously. Therefore, a lot of studies have proposed efficient methods about the recognition algorithm using 2D camera captured images. However, there is a limitation to these methods, such as the extracted features cannot fully represent the object in real world. Although many studies used 3D features instead of 2D features for more accurate gesture recognition, the problem, such as the processing time to generate 3D objects, is still unsolved in related researches. Therefore we propose a method to extract the 3D features combined with the 3D object reconstruction. This method uses the modified GPU-based visual hull generation algorithm which disables unnecessary processes, such as the texture calculation to generate three kinds of 3D projection maps as the 3D feature: a nearest boundary, a farthest boundary, and a thickness of the object projected on the base-plane. In the section of experimental results, we present results of proposed method on eight human postures: T shape, both hands up, right hand up, left hand up, hands front, stand, sit and bend, and compare the computational time of the proposed method with that of the previous methods.

Keywords: Fast 3D Feature Extraction, Gesture Recognition, Computer Vision.

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2406 Loop Back Connected Component Labeling Algorithm and Its Implementation in Detecting Face

Authors: A. Rakhmadi, M. S. M. Rahim, A. Bade, H. Haron, I. M. Amin

Abstract:

In this study, a Loop Back Algorithm for component connected labeling for detecting objects in a digital image is presented. The approach is using loop back connected component labeling algorithm that helps the system to distinguish the object detected according to their label. Deferent than whole window scanning technique, this technique reduces the searching time for locating the object by focusing on the suspected object based on certain features defined. In this study, the approach was also implemented for a face detection system. Face detection system is becoming interesting research since there are many devices or systems that require detecting the face for certain purposes. The input can be from still image or videos, therefore the sub process of this system has to be simple, efficient and accurate to give a good result.

Keywords: Image processing, connected components labeling, face detection.

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2405 Strategies for Developing e-LMS for Tanzania Secondary Schools

Authors: Ellen A. Kalinga, R. B. Bagile Burchard, Lena Trojer

Abstract:

Tanzania secondary schools in rural areas are geographically and socially isolated, hence face a number of problems in getting learning materials resulting in poor performance in National examinations. E-learning as defined to be the use of information and communication technology (ICT) for supporting the educational processes has motivated Tanzania to apply ICT in its education system. There has been effort to improve secondary school education using ICT through several projects. ICT for e-learning to Tanzania rural secondary school is one of the research projects conceived by the University of Dar-es-Salaam through its College of Engineering and Technology. The main objective of the project is to develop a tool to enable ICT support rural secondary school. The project is comprehensive with a number of components, one being development of e-learning management system (e-LMS) for Tanzania secondary schools. This paper presents strategies of developing e-LMS. It shows the importance of integrating action research methodology with the modeling methods as presented by model driven architecture (MDA) and the usefulness of Unified Modeling Language (UML) on the issue of modeling. The benefit of MDA will go along with the development based on software development life cycle (SDLC) process, from analysis and requirement phase through design and implementation stages as employed by object oriented system analysis and design approach. The paper also explains the employment of open source code reuse from open source learning platforms for the context sensitive development of the e-LMS for Tanzania secondary schools.

Keywords: Action Research Methodology, OOSA&D, MDA, UML, Open Source LMS.

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2404 Differences in Students` Satisfaction with Distance Learning Studies

Authors: Ana Horvat, Maja Krsmanovic, Mladen Djuric

Abstract:

Rapid growth of distance learning resulted in importance to conduct research on students- satisfaction with distance learning because differences in students- satisfaction might influence educational opportunities for learning in a relevant Web-based environment. In line with this, this paper deals with satisfaction of students with distance module at Faculty of organizational sciences (FOS) in Serbia as well as some factors affecting differences in their satisfaction . We have conducted a research on a population of 68 first-year students of distance learning studies at FOS. Using statistical techniques, we have found out that there is no significant difference in students- satisfaction with distance learning module between men and women. In the same way, we also concluded that there is a difference in satisfaction with distance learning module regarding to student-s perception of opportunity to gain knowledge as the classic students.

Keywords: distance learning, students' satisfaction

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2403 Workplace Learners- Perceptions towards a Blended Learning Approach

Authors: Denys Lupshenyuk, Jean Adams

Abstract:

The current paper presents the findings of a research study on learners- barriers and motivators engaged into blended programs in a workplace context. In this study, the participants were randomly assigned to one of four parallel e-learning courses, each of which was delivered using a different learning strategy. Data were collected through web-based and telephone surveys developed by the researchers. The results showed that vague instruction, time management, and insufficient feedback were the top-most barriers to blended learning. The major motivators for blended learning included content relevance, flexibility in time, and the ability to work at own pace.

Keywords: Adult education, barriers, blended learning, motivators, workplace learning.

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2402 On a Theoretical Framework for Language Learning Apps Evaluation

Authors: Juan Manuel Real-Espinosa

Abstract:

This paper addresses the first step to evaluate language learning apps: what theoretical framework to adopt when designing the app evaluation framework. The answer is not just one, since there are several options that could be proposed. However, the question to be clarified is to what extent the learning design of apps is based on a specific learning approach, or on the contrary, on a fusion of elements from several theoretical proposals and paradigms, such as m-learning, Mobile Assisted Language Learning and a number of theories about language acquisition. The present study suggests that the reality is closer to the second assumption. This implies that the theoretical framework against which the learning design of the apps should be evaluated, must also be a hybrid theoretical framework, which integrates evaluation criteria from the different theories involved in language learning through mobile applications.

Keywords: Action-oriented approach, apps evaluation, mobile-assisted language learning, post-method pedagogy.

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2401 Building an e-Learning System Model with Implications for Research and Instructional Use

Authors: Kuan-Chou Chen, Keh-Wen “Carin” Chuang

Abstract:

This paper demonstrates a model of an e-Learning system based on nowadays learning theory and distant education practice. The relationships in the model are designed to be simple and functional and do not necessarily represent any particular e- Learning environments. It is meant to be a generic e-Learning system model with implications for any distant education course instructional design. It allows online instructors to move away from the discrepancy between the courses and body of knowledge. The interrelationships of four primary sectors that are at the e-Learning system are presented in this paper. This integrated model includes [1] pedagogy, [2] technology, [3] teaching, and [4] learning. There are interactions within each of these sectors depicted by system loop map.

Keywords: e-Learning system, online courses instructionaldesign, integrated model, interrelationships.

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