Search results for: virtual learning
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 2421

Search results for: virtual learning

2301 Bridging the Communication Gap at NASA - A Case Study in Communities of Practice

Authors: Daria Topousis, Keri Murphy, Jeanne Holm

Abstract:

Following the loss of NASA's Space Shuttle Columbia in 2003, it was determined that problems in the agency's organization created an environment that led to the accident. One component of the proposed solution resulted in the formation of the NASA Engineering Network (NEN), a suite of information retrieval and knowledge-sharing tools. This paper describes the implementation of communities of practice, which are formed along engineering disciplines. Communities of practice enable engineers to leverage their knowledge and best practices to collaborate and take information learning back to their jobs and embed it into the procedures of the agency. This case study offers insight into using traditional engineering disciplines for virtual collaboration, including lessons learned during the creation and establishment of NASA-s communities.

Keywords: Collaboration, communities of practice, knowledge management, virtual teams.

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2300 The Practice of Teaching Chemistry by the Application of Online Tests

Authors: Nikolina Ribarić

Abstract:

E-learning is most commonly defined as a set of applications and processes, such as Web-based learning, computer-based learning, virtual classrooms and digital collaboration, that enable access to instructional content through a variety of electronic media. The main goal of an e-learning system is learning, and the way to evaluate the impact of an e-learning system is by examining whether students learn effectively with the help of that system. Testmoz is a program for online preparation of knowledge evaluation assignments. The program provides teachers with computer support during the design of assignments and evaluating them. Students can review and solve assignments and also check the correctness of their solutions. Research into the increase of motivation by the practice of providing teaching content by applying online tests prepared in the Testmoz program, was carried out with students of the 8th grade of Ljubo Babić Primary School in Jastrebarsko. The students took the tests in their free time, from home, for an unlimited number of times. SPSS was used to process the data obtained by the research instruments. The results of the research showed that students preferred to practice teaching content, and achieved better educational results in chemistry, when they had access to online tests for repetition and practicing in relation to subject content which was checked after repetition and practicing in "the classical way" – i.e., solving assignments in a workbook or writing assignments in worksheets.

Keywords: Chemistry class, e-learning, online test, Testmoz.

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2299 Mobile Learning Implementation: Students- Perceptions in UTP

Authors: Ahmad Sobri bin Hashim, Wan Fatimah Bt. Wan Ahmad, Rohiza Bt. Ahmad

Abstract:

Mobile Learning (M-Learning) is a new technology which is to enhance current learning practices and activities for all people especially students and academic practitioners UTP is currently, implemented two types of learning styles which are conventional and electronic learning. In order to improve current learning approaches, it is necessary for UTP to implement m-learning in UTP. This paper presents a study on the students- perceptions on mobile utilization in the learning practices in UTP. Besides, this paper also presents a survey that was conducted among 82 students from System Analysis and Design (SAD) course in UTP. The survey includes basic information of mobile devices that have been used by the students, opinions on current learning practices and also the opinions regarding the m-learning implementation in the current learning practices especially in SAD course. Based on the results of the survey, majority of the students are using the mobile devices that can support m-learning environment. Other than that, students also agreed that current learning practices are ineffective and they believe that m-learning utilization can improve the effectiveness of current learning practices.

Keywords: m-learning, conventional learning, electronic learning, mobile devices.

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2298 Synthesis and Simulation of Enhanced Buffer Router vs. Virtual Channel Router in NOC ON Cadence

Authors: Bhavana Prakash Shrivastava, Kavita Khare

Abstract:

This paper presents a synthesis and simulation of proposed enhanced buffer. The design provides advantages of both buffer and bufferless network for that two cross bar switches are used. The concept of virtual channel (VC) is eliminated from the previous design by using an efficient flow-control scheme that uses the storage already present in pipelined channels in place of explicit input VCBs. This can be addressed by providing enhanced buffers on the bufferless link and creating two virtual networks. With this approach, VCBs act as distributed FIFO buffers. Without VCBs or VCs, deadlock prevention is achieved by duplicating physical channels. An enhanced buffer provides a function of hand shaking by providing a ready valid handshake signal and two bit storage. Through this design the power is reduced to 15.65% and delay is reduced to 97.88% with respect to virtual channel router.

Keywords: Enhanced buffer, Gate delay, NOC, VCs, VCB.

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2297 Recording Video in the CAVE

Authors: Mohamed Mediouni

Abstract:

Evaluating the performance of a simulator in the CAVE has to be confirmed by encouraging people to live the experience of virtual reality. In this paper, a detailed procedure of recording video is presented. Limitations of the experimental device are firstly exposed. Then, solutions for improving this idea are finally described.

Keywords: Virtual reality, CAVE, stereoscopic, camera.

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2296 Virtual Training, Human-Computer and Software Interactions, and Social-Based Embodiness

Authors: Philippe Fauquet-Alekhine

Abstract:

For professions of high risk industries, simulation training has always been thought in terms of high degree of fidelity regarding the real operational situation. Due to the recent progress, this way of training is changing, modifying the human-computer and software interactions: the interactions between trainees during simulation training session tend to become virtual, transforming the social-based embodiness (the way subjects integrate social skills for interpersonal relationship with co-workers). On the basis of the analysis of eight different profession trainings, a categorization of interactions has help to produce an analytical tool, the social interactions table. This tool may be very valuable to point out the changes of social interactions when the training sessions are skipping from a high fidelity simulator to a virtual simulator. In this case, it helps the designers of professional training to analyze and to assess the consequences of the potential lack the social-based embodiness.

Keywords: Interface, interaction, simulator, virtual training.

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2295 Second Language Development with an Intercultural Approach: A Pilot Program Applied to Higher Education Students from a Escuela Normal in Atequiza, Mexico

Authors: Frida C. Jaime Franco, C. Paulina Navarro Núñez, R. Jacob Sánchez Nájera

Abstract:

The importance of developing multi-language abilities in our global society is noteworthy. However, the necessity, interest, and consciousness of the significance that the development of another language represents, apart from the mother tongue, is not always the same in all contexts as it is in multicultural communities, especially in rural higher education institutions immersed in small communities. Leading opportunities for digital interaction among learners from Mexico and abroad partners represents scaffolding towards, not only language skills development but also intercultural communicative competences (ICC). This study leads us to consider what should be the best approach to work while applying a program of ICC integrated into the practice of EFL. While analyzing the roots of the language, it is possible to obtain the main objective of learning another language, to communicate with a functional purpose, as well as attaching social practices to the learning process, giving a result of functionality and significance to the target language. Hence, the collateral impact that collaborative learning leads to, aims to contribute to a better global understanding as well as a means of self and other cultural awareness through intercultural communication. While communicating through the target language by online collaboration among students in platforms of long-distance communication, language is used as a tool of interaction to broaden students’ perspectives reaching a substantial improvement with the help of their differences. This process should consider the application of the target language in the inquiry of sociocultural information, expecting the learners to integrate communicative skills to handle cultural differentiation at the same time they apply the knowledge of their target language in a real scenario of communication, despite being through virtual resources.

Keywords: Collaborative learning, English as a Foreign language, intercultural communication, intercultural communicative competences, virtual partnership.

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2294 The Socio-Technical Indicator Model: Socially-Sensitive CMC Technology, with an Implementation of Representative Moderation

Authors: Zach-Amaury Boufoy-Bastick, Lenandlar Singh

Abstract:

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.

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2293 e/b-Learning Activities and High School Pedagogy

Authors: Rui Antunes

Abstract:

This article presents the implementation of several different e/b-Learning collaborative activities, used to improve the students learning process in an high school Polytechnic Institution. A new learning model arises, based on a combination between face-toface and distance leaning. Learning is now becoming centered with the development of collaborative activities, and its actors (teachers and students) have to be re-socialized to a new e/b-Learning paradigm. Measuring approaches are proposed for this model and results are presented, showing prospective correlation between students learning success and the use of online collaborative activities.

Keywords: e/b-Learning, Collaborative Learning, TeachingCommunities, Web-based Courseware

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2292 Blended Learning through Google Classroom

Authors: Lee Bih Ni

Abstract:

This paper discusses that good learning involves all academic groups in the school. Blended learning is learning outside the classroom. Google Classroom is a free service learning app for schools, non-profit organizations and anyone with a personal Google account. Facilities accessed through computers and mobile phones are very useful for school teachers and students. Blended learning classrooms using both traditional and technology-based methods for teaching have become the norm for many educators. Using Google Classroom gives students access to online learning. Even if the teacher is not in the classroom, the teacher can provide learning. This is the supervision of the form of the teacher when the student is outside the school.

Keywords: Blended learning, learning app, Google classroom, schools.

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2291 The Future of Blended Learning

Authors: Reem A. Alebaikan

Abstract:

The emergence of blended learning has been influenced by the rapid changes in Higher Education within the last few years. However, there is a lack of studies that look into the future of blended learning in the Saudi context. The most likely explanation is that blended learning is relatively new and, with respect to learning in general, under-researched. This study addresses this gap and explores the views of lecturers and students towards the future of blended learning in Saudi Arabia. This study was informed by the interpretive paradigm that appears to be most appropriate to understand and interpret the perceptions of students and instructors towards a new learning environment. While globally there has been considerable research on the perceptions of e-learning and blended learning with its different models, there is plenty of space for further research specifically in the Arab region, and in Saudi Arabia where blended learning is now being introduced.

Keywords: blended learning, higher education.

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2290 A 3D Virtual Navigation System Integrating User Positioning and Pre-Download Mechanism

Authors: Ching-Sheng Wang, Yu-Hung Su, Ching-Yang Hong

Abstract:

This paper takes the actual scene of Aletheia University campus – the Class 2 national monument, the first educational institute in northern Taiwan as an example, to present a 3D virtual navigation system which supports user positioning and pre-download mechanism. The proposed system was designed based on the principle of Voronoi Diagra) to divide the virtual scenes and its multimedia information, which combining outdoor GPS positioning and the indoor RFID location detecting function. When users carry mobile equipments such as notebook computer, UMPC, EeePC...etc., walking around the actual scenes of indoor and outdoor areas of campus, this system can automatically detect the moving path of users and pre-download the needed data so that users will have a smooth and seamless navigation without waiting.

Keywords: GPS, Positioning, RFID, Virtual Navigation, Voronoi Diagram.

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2289 A Multilingual Virtual Simulated Patient Framework for Training Primary Health Care Students

Authors: Juan L. Castro, Maria I. NavarroVictor Lopez, Eduardo M. Eisman, Jose M. Zurita

Abstract:

This paper describes the Multilingual Virtual Simulated Patient framework. It has been created to train the social skills and testing the knowledge of primary health care medical students. The framework generates conversational agents which perform in serveral languages as virtual simulated patients that help to improve the communication and diagnosis skills of the students complementing their training process.

Keywords: Medical training, conversational agents, patient modeling.

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2288 Pre-Service EFL Teachers' Perceptions of Written Corrective Feedback in a Wiki-Based Environment

Authors: Mabel Ortiz, Claudio Díaz

Abstract:

This paper explores Chilean pre-service teachers' perceptions about the provision of corrective feedback in a wiki environment during the collaborative writing of an argumentative essay. After conducting a semi-structured interview on 22 participants, the data were processed through the content analysis technique. The results show that students have positive perceptions about corrective feedback, provided through a wiki virtual environment, which in turn facilitates feedback provision and impacts language learning effectively. Some of the positive perceptions about virtual feedback refer to permanent access, efficiency, simultaneous revision and immediacy. It would then be advisable to integrate wiki-based feedback as a methodology for the language classroom and collaborative writing tasks.

Keywords: Argumentative essay, focused corrective feedback, perception, wiki environment.

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2287 An Approach for Optimization of Functions and Reducing the Value of the Product by Using Virtual Models

Authors: A. Bocevska, G. Todorov, T. Neshkov

Abstract:

New developed approach for Functional Cost Analysis (FCA) based on virtual prototyping (VP) models in CAD/CAE environment, applicable and necessary in developing new products is presented. It is instrument for improving the value of the product while maintaining costs and/or reducing the costs of the product without reducing value. Five broad classes of VP methods are identified. Efficient use of prototypes in FCA is a vital activity that can make the difference between successful and unsuccessful entry of new products into the competitive word market. Successful realization of this approach is illustrated for a specific example using press joint power tool.

Keywords: CAD/CAE environment, Functional Cost Analysis (FCA), Virtual prototyping (VP) models.

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2286 A Methodology to Virtualize Technical Engineering Laboratories: MastrLAB-VR

Authors: Ivana Scidà, Francesco Alotto, Anna Osello

Abstract:

Due to the importance given today to innovation, the education sector is evolving thanks digital technologies. Virtual Reality (VR) can be a potential teaching tool offering many advantages in the field of training and education, as it allows to acquire theoretical knowledge and practical skills using an immersive experience in less time than the traditional educational process. These assumptions allow to lay the foundations for a new educational environment, involving and stimulating for students. Starting from the objective of strengthening the innovative teaching offer and the learning processes, the case study of the research concerns the digitalization of MastrLAB, High Quality Laboratory (HQL) belonging to the Department of Structural, Building and Geotechnical Engineering (DISEG) of the Polytechnic of Turin, a center specialized in experimental mechanical tests on traditional and innovative building materials and on the structures made with them. The MastrLAB-VR has been developed, a revolutionary innovative training tool designed with the aim of educating the class in total safety on the techniques of use of machinery, thus reducing the dangers arising from the performance of potentially dangerous activities. The virtual laboratory, dedicated to the students of the Building and Civil Engineering Courses of the Polytechnic of Turin, has been projected to simulate in an absolutely realistic way the experimental approach to the structural tests foreseen in their courses of study: from the tensile tests to the relaxation tests, from the steel qualification tests to the resilience tests on elements at environmental conditions or at characterizing temperatures. The research work proposes a methodology for the virtualization of technical laboratories through the application of Building Information Modelling (BIM), starting from the creation of a digital model. The process includes the creation of an independent application, which with Oculus Rift technology will allow the user to explore the environment and interact with objects through the use of joypads. The application has been tested in prototype way on volunteers, obtaining results related to the acquisition of the educational notions exposed in the experience through a virtual quiz with multiple answers, achieving an overall evaluation report. The results have shown that MastrLAB-VR is suitable for both beginners and experts and will be adopted experimentally for other laboratories of the University departments.

Keywords: Building Information Modelling, digital learning, education, virtual laboratory, virtual reality.

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2285 E-Learning Management Systems General Framework

Authors: Hamed Fawareh

Abstract:

The recent development in learning technologies leads to emerge many learning management systems (LMS). In this study, we concentrate on the specifications and characteristics of LMSs. Furthermore, this paper emphasizes on the feature of e-learning management systems. The features take on the account main indicators to assist and evaluate the quality of e-learning systems. The proposed indicators based of ten dimensions.

Keywords: E-Learning, System Requirement, Social Requirement, Learning Management System.

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2284 Development of Multimedia Learning Application for Mastery Learning Style: A Graduated Difficulty Strategy

Authors: Nur Azlina Mohamed Mokmin, Mona Masood

Abstract:

Guided by the theory of learning styles, this study is based on the development of a multimedia learning application for students with mastery learning style. The learning material was developed by applying a graduated difficulty learning strategy. Algebra was chosen as the learning topic for this application. The effectiveness of this application in helping students learn is measured by giving a pre- and post-test. The result shows that students who learn using the learning material that matches their preferred learning style perform better than the students with a non-personalized learning material.

Keywords: Algebraic Fractions, Graduated Difficulty, Mastery Learning Style, Multimedia.

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2283 IRIS: An Interactive Video Game for Children with Long-Term Illness in Hospitals

Authors: Ganetsou Evanthia, Koutsikos Emmanouil, Austin Anna Maria

Abstract:

Information technology has long served the needs of individuals for learning and entertainment, but much less for children in sickness. The aim of the proposed online video game is to provide immersive learning opportunities as well as essential social and emotional scenarios for hospital-bound children with long-term illness. Online self-paced courses on chosen school subjects, including specialized software and multisensory assessments, aim at enhancing children’s academic achievement and sense of inclusion, while doctor minigames familiarize and educate young patients on their medical conditions. Online ethical dilemmas will offer children opportunities to contemplate on the importance of medical procedures and following assigned medication, often challenging for young patients; they will therefore reflect on their condition, re-evaluate their perceptions about hospitalization, and assume greater personal responsibility for their progress. Children’s emotional and psychosocial needs are addressed by engaging in social conventions, such as interactive, daily, collaborative mini games with other hospitalized peers, like virtual competitive sports games, weekly group psychodrama sessions, and online birthday parties or sleepovers. Social bonding is also fostered by having a virtual pet to interact with and take care of, as well as a virtual nurse to discuss and reflect on the mood of the day, engage in constructive dialogue and perspective-taking, and offer reminders. Access to the platform will be available throughout the day depending on the patient’s health status. The program is designed to minimize escapism and feelings of exclusion and can flexibly be adapted to offer post-treatment and a support online system at home.

Keywords: Hospitalized children, interactive games, long-term illness, cognitive enhancement, socioemotional development.

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2282 Assessing Habitat-Suitability Models with a Virtual Species at Khao Nan National Park, Thailand

Authors: W. Srisang, K. Jaroensutasinee, M. Jaroensutasinee

Abstract:

This study examined a habitat-suitability assessment method namely the Ecological Niche Factor Analysis (ENFA). A virtual species was created and then dispatched in a geographic information system model of a real landscape in three historic scenarios: (1) spreading, (2) equilibrium, and (3) overabundance. In each scenario, the virtual species was sampled and these simulated data sets were used as inputs for the ENFA to reconstruct the habitat suitability model. The 'equilibrium' scenario gives the highest quantity and quality among three scenarios. ENFA was sensitive to the distribution scenarios but not sensitive to sample sizes. The use of a virtual species proved to be a very efficient method, allowing one to fully control the quality of the input data as well as to accurately evaluate the predictive power of the analyses.

Keywords: Habitat-Suitability Models, Ecological niche factoranalysis, Climatic factors, Geographic information system.

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2281 A VR Cybersecurity Training Knowledge-Based Ontology

Authors: Shaila Rana, Wasim Alhamdani

Abstract:

Effective cybersecurity learning relies on an engaging, interactive, and entertaining activity that fosters positive learning outcomes. VR cybersecurity training may provide a training format that is engaging, interactive, and entertaining. A methodological approach and framework are needed to allow trainers and educators to employ VR cybersecurity training methods to promote positive learning outcomes. Thus, this paper aims to create an approach that cybersecurity trainers can follow to create a VR cybersecurity training module. This methodology utilizes concepts from other cybersecurity training frameworks, such as NICE and CyTrONE. Other cybersecurity training frameworks do not incorporate the use of VR. VR training proposes unique challenges that cannot be addressed in current cybersecurity training frameworks. Subsequently, this ontology utilizes concepts to develop VR training to create a relevant methodology for creating VR cybersecurity training modules.

Keywords: Virtual reality cybersecurity training, VR cybersecurity training, traditional cybersecurity training, ontology.

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2280 Design and Development of Architectural Model Darul Ridzuan Museum

Authors: Jafreezal Jaafar, Hasiah Mohamed, Hazida Razali

Abstract:

This paper focuses on the 3D reconstruction of the architectural design of Darul Ridzuan Museum. It has concentrated on designing exterior part of the building according to colored digital photo of the real museum. Besides viewing the architecture, walkthroughs are generated for the user to control it in an easier way. User can travel through the museum to get the feel of the environment and to explore the design of the museum as a whole; both exterior and interior. The result has shown positive result in terms of realism, navigation, collision detection, suitability, usability and user-s acceptance. In brief, the 3D virtual museum has provided an alternative to present a real museum.

Keywords: Virtual Heritage, 3D Modelling, Virtual Museum, Usability Evaluation

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2279 The Virtual Container Yard: Identifying the Persuasive Factors in Container Interchange

Authors: L. Edirisinghe, Zhihong Jin, A. W. Wijeratne, R. Mudunkotuwa

Abstract:

The virtual container yard is an effective solution to the container inventory imbalance problem which is a global issue. It causes substantial cost to carriers, which inadvertently adds to the prices of consumer goods. The virtual container yard is rooted in the fundamentals of container interchange between carriers. If carriers opt to interchange their excess containers with those who are deficit, a substantial part of the empty reposition cost could be eliminated. Unlike in other types of ships, cargo cannot be directly loaded to a container ship. Slots and containers are supplementary components; thus, without containers, a carrier cannot ship cargo if the containers are not available and vice versa. Few decades ago, carriers recognized slot (the unit of space in a container ship) interchange as a viable solution for the imbalance of shipping space. Carriers interchange slots among them and it also increases the advantage of scale of economies in container shipping. Some of these service agreements between mega carriers have provisions to interchange containers too. However, the interchange mechanism is still not popular among carriers for containers. This is the paradox that prevails in the liner shipping industry. At present, carriers reposition their excess empty containers to areas where they are in demand. This research applied factor analysis statistical method. The paper reveals that five major components may influence the virtual container yard namely organisation, practice and culture, legal and environment, international nature, and marketing. There are 12 variables that may impact the virtual container yard, and these are explained in the paper.

Keywords: Virtual container yard, imbalance, management, inventory.

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2278 An Evolutionary Statistical Learning Theory

Authors: Sung-Hae Jun, Kyung-Whan Oh

Abstract:

Statistical learning theory was developed by Vapnik. It is a learning theory based on Vapnik-Chervonenkis dimension. It also has been used in learning models as good analytical tools. In general, a learning theory has had several problems. Some of them are local optima and over-fitting problems. As well, statistical learning theory has same problems because the kernel type, kernel parameters, and regularization constant C are determined subjectively by the art of researchers. So, we propose an evolutionary statistical learning theory to settle the problems of original statistical learning theory. Combining evolutionary computing into statistical learning theory, our theory is constructed. We verify improved performances of an evolutionary statistical learning theory using data sets from KDD cup.

Keywords: Evolutionary computing, Local optima, Over-fitting, Statistical learning theory

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2277 Absent Theaters: A Virtual Reconstruction from Memories

Authors: P. Castillo Muñoz, A. Lara Ramírez

Abstract:

Absent Theaters is a project that virtually reconstructs three theaters that existed in the twentieth century, demolished in the city of Medellin, Colombia: Circo España, Bolívar, and Junín. Virtual reconstruction is used as an excuse to talk with those who lived in their childhood and youth cultural spaces that formed a whole generation. Around 100 people who witnessed these theaters were interviewed. The means used to perform the oral history work was the virtual reconstruction of the interior of the theaters that were presented to the interviewees through the Virtual Reality glasses. The voices of people between 60 and 103 years old were used to generate a transmission of knowledge to the new generations about the importance of theaters as essential places for the city, as spaces generating social relations and knowledge of other cultures. Oral stories about events, the historical and social context of the city, were mixed with archive images and animations of the architectural transformations of these places. Oral stories about events, the historical and social context of the city, were mixed with archive images and animations of the architectural transformations of these places, with the purpose of compiling a collective discourse around cultural activities, heritage, and memory of Medellin.

Keywords: Culture, heritage, oral history, theaters, virtual reality.

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2276 Artificial Intelligence: A Comprehensive and Systematic Literature Review of Applications and Comparative Technologies

Authors: Z. M. Najmi

Abstract:

Over the years, the question around Artificial Intelligence has always been one with many answers. Whether by means of use in business and industry or complicated algorithmic programming, management of these technologies has always been the core focus. More recently, technologies have been questioned in industry and society alike as to whether they have improved human-centred design, assisted choices and objectives, and had a hand in systematic processes across the board. With these questions the answer may lie within AI technologies, and the steps needed in removing common human error. Elements such as Machine Learning, Deep Learning, Recommender Systems and Natural Language Processing will all be features to consider moving forward. Our previous intervention with AI applications has resulted in increased productivity, however, raised concerns for the continuation of traditional human-centred occupations. Emerging technologies such as Augmented Reality and Virtual Reality have all played a part in this during AI’s prominent rise. As mentioned, AI has been constantly under the microscope; the benefits and drawbacks may seem endless is wide, but AI is something we must take notice of and adapt into our everyday lives. The aim of this paper is to give an overview of the technologies surrounding A.I. and its’ related technologies. A comprehensive review has been written as a timeline of the developing events and key points in the history of Artificial Intelligence. This research is gathered entirely from secondary research, academic statements of knowledge and gathered to produce an understanding of the timeline of AI.

Keywords: Artificial Intelligence, Deep Learning, Augmented Reality, Reinforcement Learning, Machine Learning, Supervised Learning.

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2275 Research on the Strategy of Orbital Avoidance for Optical Remote Sensing Satellite

Authors: Zheng Dian Xun, Cheng Bo, Lin Hetong

Abstract:

This paper focuses on the orbit avoidance strategy of the optical remote sensing satellite. The optical remote sensing satellite, moving along the Sun-synchronous orbit, is equipped with laser warning equipment to alert CCD camera from laser attacks. This paper explores the strategy of satellite avoidance to protect the CCD camera and also the satellite. The satellite could evasive to several target points in the orbital coordinates of virtual satellite. The so-called virtual satellite is a passive vehicle which superposes the satellite at the initial stage of avoidance. The target points share the consistent cycle time and the same semi-major axis with the virtual satellite, which ensures the properties of the satellite’s Sun-synchronous orbit remain unchanged. Moreover, to further strengthen the avoidance capability of satellite, it can perform multi-target-points avoid maneuvers. On occasions of fulfilling the satellite orbit tasks, the orbit can be restored back to virtual satellite through orbit maneuvers. There into, the avoid maneuvers adopts pulse guidance. In addition, the fuel consumption is optimized. The avoidance strategy discussed in this article is applicable to optical remote sensing satellite when it is encountered with hostile attack of space-based laser anti-satellite.

Keywords: Optical remote sensing satellite, satellite avoidance, virtual satellite, avoid target-point, avoid maneuver.

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2274 Online Language Learning and Teaching Pedagogy: Constructivism and Beyond

Authors: Zeineb Deymi-Gheriani

Abstract:

In the last two decades, one can clearly observe a boom of interest for e-learning and web-supported programs. However, one can also notice that many of these programs focus on the accumulation and delivery of content generally as a business industry with no much concern for theoretical underpinnings. The existing research, at least in online English language teaching (ELT), has demonstrated a lack of an effective online teaching pedagogy anchored in a well-defined theoretical framework. Hence, this paper comes as an attempt to present constructivism as one of the theoretical bases for the design of an effective online language teaching pedagogy which is at the same time technologically intelligent and theoretically informed to help envision how education can best take advantage of the information and communication technology (ICT) tools. The present paper discusses the key principles underlying constructivism, its implications for online language teaching design, as well as its limitations that should be avoided in the e-learning instructional design. Although the paper is theoretical in nature, essentially based on an extensive literature survey on constructivism, it does have practical illustrations from an action research conducted by the author both as an e-tutor of English using Moodle online educational platform at the Virtual University of Tunis (VUT) from 2007 up to 2010 and as a face-to-face (F2F) English teaching practitioner in the Professional Certificate of English Language Teaching Training (PCELT) at AMIDEAST, Tunisia (April-May, 2013).

Keywords: Active learning, constructivism, experiential learning, Piaget, Vygotsky.

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2273 An Ontology for Smart Learning Environments in Music Education

Authors: Konstantinos Sofianos, Michail Stefanidakis

Abstract:

Nowadays, despite the great advances in technology, most educational frameworks lack a strong educational design basis. E-learning has become prevalent, but it faces various challenges such as student isolation and lack of quality in the learning process. An intelligent learning system provides a student with educational material according to their learning background and learning preferences. It records full information about the student, such as demographic information, learning styles, and academic performance. This information allows the system to be fully adapted to the student’s needs. In this paper, we propose a framework and an ontology for music education, consisting of the learner model and all elements of the learning process (learning objects, teaching methods, learning activities, assessment). This framework can be integrated into an intelligent learning system and used for music education in schools for the development of professional skills and beyond.

Keywords: Intelligent learning systems, e-learning, music education, ontology, semantic web.

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2272 Lunar Rover Virtual Simulation System with Autonomous Navigation

Authors: Bao Jinsong, Hu Xiaofeng, Wang Wei, Yu Dili, Jin Ye

Abstract:

The paper researched and presented a virtual simulation system based on a full-digital lunar terrain, integrated with kinematics and dynamics module as well as autonomous navigation simulation module. The system simulation models are established. Enabling technologies such as digital lunar surface module, kinematics and dynamics simulation, Autonomous navigation are investigated. A prototype system for lunar rover locomotion simulation is developed based on these technologies. Autonomous navigation is a key echnology in lunar rover system, but rarely involved in virtual simulation system. An autonomous navigation simulation module have been integrated in this prototype system, which was proved by the simulation results that the synthetic simulation and visualizing analysis system are established in the system, and the system can provide efficient support for research on the autonomous navigation of lunar rover.

Keywords: Lunar rover, virtual simulation, autonomous navigation, full-digital lunar terrain

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