101 research outputs found

    An Algorithm for Critical Nodes Problem in Social Networks Based on Owen Value

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    Discovering critical nodes in social networks has many important applications. For finding out the critical nodes and considering the widespread community structure in social networks, we obtain each node’s marginal contribution by Owen value. And then we can give a method for the solution of the critical node problem. We validate the feasibility and effectiveness of our method on two synthetic datasets and six real datasets. At the same time, the result obtained by using our method to analyze the terrorist network is in line with the actual situation

    Hydrolink 2017/4. Multi Reservoir Systems Operations

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    Topic: Multi Reservoir Systems Operation

    CFSO3: A New Supervised Swarm-Based Optimization Algorithm

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    We present CFSO3, an optimization heuristic within the class of the swarm intelligence, based on a synergy among three different features of the Continuous Flock-of-Starlings Optimization. One of the main novelties is that this optimizer is no more a classical numerical algorithm since it now can be seen as a continuous dynamic system, which can be treated by using all the mathematical instruments available for managing state equations. In addition, CFSO3allows passing from stochastic approaches to supervised deterministic ones since the random updating of parameters, a typical feature for numerical swam-based optimization algorithms, is now fully substituted by a supervised strategy: in CFSO3the tuning of parameters isa prioridesigned for obtaining both exploration and exploitation. Indeed the exploration, that is, the escaping from a local minimum, as well as the convergence and the refinement to a solution can be designed simply by managing the eigenvalues of the CFSO state equations. Virtually in CFSO3, just the initial values of positions and velocities of the swarm members have to be randomly assigned. Both standard and parallel versions of CFSO3together with validations on classical benchmarks are presented

    Educational Technology and Related Education Conferences for June to December 2015

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    The 33rd edition of the conference list covers selected events that primarily focus on the use of technology in educational settings and on teaching, learning, and educational administration. Only listings until December 2015 are complete as dates, locations, or Internet addresses (URLs) were not available for a number of events held from January 2016 onward. In order to protect the privacy of individuals, only URLs are used in the listing as this enables readers of the list to obtain event information without submitting their e-mail addresses to anyone. A significant challenge during the assembly of this list is incomplete or conflicting information on websites and the lack of a link between conference websites from one year to the next

    A digitális játék-alapú tanulási eszközök tervezésének pedagógiai alapjai

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    A tanulmány célja meghatározni a digitális játék-alapú tanulásnak és eszközeinek, a modern oktatási játékoknak a pedagógiai alapjait és az oktatási játék-tervezés követelményeit, hogy alapjául szolgálhassanak egy digitális játék-alapú gondolkodásfejlesztő eszköz tervezésének és elkészítésének. A terület szakirodalma felhívja a figyelmet arra, hogy a modern oktatási játékokat meghatározó pedagógiai alapelvek és játékelemek a hatékony digitális játék-alapú tanulás előfeltételei. A tanuláselméletek, a felhasználói élmény elemei, az EGameFlow, a pedagógiai játékelemek, a motiváció, a teljesítményt meghatározó affektív tényezők, a játék-alapú tanulási modellek és az oktatási játék-tervezési alapelvek mind meghatározói ennek, ami egyúttal mutatja e fejlesztő eszközök komplexitását és a tervezésüknél alapvetően fontos szerepet játszó oktatáselméleti megalapozottság igényét. Végül, a digitális játék-alapú kutatások áttekintése által bemutatjuk az oktatási játékok alkalmazási lehetőségeit és funkcióit

    Community participatory design in the information systems development process in Africa: a systemic literature review

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    Participatory design (PO) pertains to the different ways of incorporating ideas and acts of organisational members in designing, developing and evaluating an Information Systems (IS) artefact. The context of this study is community organisations in African settings participating in the designing and developing of an IS artefact. The study traces and synthesises findings from 95 articles on community PO in Information Systems Development in Africa. It argues that community PO consists of vast diverse constructs and implementations. This produced and reproduced concept is formulated in five major themes of: conceptualisations; ethics; standards; checks and balances and approaches; and perspectives and methodologies of PD. The themes constitute the possible ways of classifying PO research and practice in African settings. The results demonstrate that there is a wide belief that participation is one of the vital ingredients necessary for successful designing of IS artefacts for human development. However, the different elements involved in PO involve much discussion on what is known and needs to be known about PO and how to achieve the desired results by PD. The study uses Critical Research philosophy to pay special attention to the behavioural and attitudinal arguments of the different PO practices on community organisations. The researcher found Design Science (OS) principles that centre on devising an artefact as appropriate to frame this work. In sum, through the use of Critical Research and a OS lens, the researcher found that community participation is important in designing a useful IS artefact, but treacherous if misunderstood and inappropriately implemented

    Cloud Services Brokerage for Mobile Ubiquitous Computing

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    Recently, companies are adopting Mobile Cloud Computing (MCC) to efficiently deliver enterprise services to users (or consumers) on their personalized devices. MCC is the facilitation of mobile devices (e.g., smartphones, tablets, notebooks, and smart watches) to access virtualized services such as software applications, servers, storage, and network services over the Internet. With the advancement and diversity of the mobile landscape, there has been a growing trend in consumer attitude where a single user owns multiple mobile devices. This paradigm of supporting a single user or consumer to access multiple services from n-devices is referred to as the Ubiquitous Cloud Computing (UCC) or the Personal Cloud Computing. In the UCC era, consumers expect to have application and data consistency across their multiple devices and in real time. However, this expectation can be hindered by the intermittent loss of connectivity in wireless networks, user mobility, and peak load demands. Hence, this dissertation presents an architectural framework called, Cloud Services Brokerage for Mobile Ubiquitous Cloud Computing (CSB-UCC), which ensures soft real-time and reliable services consumption on multiple devices of users. The CSB-UCC acts as an application middleware broker that connects the n-devices of users to the multi-cloud services. The designed system determines the multi-cloud services based on the user's subscriptions and the n-devices are determined through device registration on the broker. The preliminary evaluations of the designed system shows that the following are achieved: 1) high scalability through the adoption of a distributed architecture of the brokerage service, 2) providing soft real-time application synchronization for consistent user experience through an enhanced mobile-to-cloud proximity-based access technique, 3) reliable error recovery from system failure through transactional services re-assignment to active nodes, and 4) transparent audit trail through access-level and context-centric provenance

    Languages of games and play: A systematic mapping study

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    Digital games are a powerful means for creating enticing, beautiful, educational, and often highly addictive interactive experiences that impact the lives of billions of players worldwide. We explore what informs the design and construction of good games to learn how to speed-up game development. In particular, we study to what extent languages, notations, patterns, and tools, can offer experts theoretical foundations, systematic techniques, and practical solutions they need to raise their productivity and improve the quality of games and play. Despite the growing number of publications on this topic there is currently no overview describing the state-of-the-art that relates research areas, goals, and applications. As a result, efforts and successes are often one-off, lessons learned go overlooked, language reuse remains minimal, and opportunities for collaboration and synergy are lost. We present a systematic map that identifies relevant publications and gives an overview of research areas and publication venues. In addition, we categorize research perspectives along common objectives, techniques, and approaches, illustrated by summaries of selected languages. Finally, we distill challenges and opportunities for future research and development

    The performance gap in energy-efficient office buildings: how the occupants can help?

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    Rising demand and limited production of electricity are instrumental in spreading the awareness of cautious energy use, leading to the global demand for energy-efficient buildings. This compels the construction industry to smartly design and effectively construct these buildings to ensure energy performance as per design expectations. However, the research tells a different tale: energy-efficient buildings have performance issues. Among several reasons behind the energy performance gap, occupant behavior is critical. The occupant behavior is dynamic and changes over time under formal and informal influences, but the traditional energy simulation programs assume it as static throughout the occupancy. Effective behavioral interventions can lead to optimized energy use. To find out the energy-saving potential based on simulated modified behavior, this study gathers primary building and occupant data from three energy-efficient office buildings in major cities of Pakistan and categorizes the occupants into high, medium, and low energy consumers. Additionally, agent-based modeling simulates the change in occupant behavior under the direct and indirect interventions over a three-year period. Finally, energy savings are quantified to highlight a 25.4% potential over the simulation period. This is a unique attempt at quantifying the potential impact on energy usage due to behavior modification which will help facility managers to plan and execute necessary interventions and software experts to develop effective tools to model the dynamic usage behavior. This will also help policymakers in devising subtle but effective behavior training strategies to reduce energy usage. Such behavioral retrofitting comes at a much lower cost than the physical or technological retrofit options to achieve the same purpose and this study establishes the foundation for it

    A Digital Game Maturity Model

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    Game development is an interdisciplinary concept that embraces artistic, software engineering, management, and business disciplines. Game development is considered as one of the most complex tasks in software engineering. Hence, for successful development of good-quality games, the game developers must consider and explore all related dimensions as well as discussing them with the stakeholders involved. This research facilitates a better understanding of important dimensions of digital game development methodology. The increased popularity of digital games, the challenges faced by game development organizations in developing quality games, and severe competition in the digital game industry demand a game development process maturity assessment. Consequently, this study presents a Digital Game Maturity Model to evaluate the current development methodology in an organization. The objective is first to identify key factors in the game development process, then to classify these factors into target groups, and eventually to use this grouping as a theoretical basis for proposing a maturity model for digital game development. In doing so, the research focuses on three major stakeholders in game development: developers, consumers, and business management. The framework of the proposed model consists of assessment questionnaires made up of key identified factors from three empirical studies, a performance scale, and a rating method. The main goal of the questionnaires is to collect information about current processes and practices. This research contributes towards formulating a comprehensive and unified strategy for game development process maturity assessment. The proposed model was evaluated with two case studies from the digital game industry
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