57 research outputs found

    Multiple sclerosis Lesion Detection via Machine Learning Algorithm based on converting 3D to 2D MRI images

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    In the twenty first century, there have been various scientific discoveries which have helped in addressing some of the fundamental health issues. Specifically, the discovery of machines which are able to assess the internal conditions of individuals has been a significant boost in the medical field. This paper or case study is the continuation of a previous research which aimed to create artificial models using support vector machines (SVM) to classify MS and normal brain MRI images, analyze the effectiveness of these models and their potential to use them in Multiple Sclerosis (MS) diagnosis. In the previous study presented at the Cognitive InfoCommunication (CogInfoCom 2019) conference, we intend to show that 3D images can be converted into 2D and by considering machine learning techniques and SVM tools. The previous paper concluded that SVM is a potential method which can be involved during MS diagnosis, however, in order to confirm this statement more research and other potentially effective methods should be included in the research and need to be tested. First, this study continues the research of SVM used for classification and Cellular Learning Automata (CLA), then it expands the research to other method such as Artificial Neural Networks (ANN) and k-Nearest Neighbor (k-NN) and then compares the results of these

    A Study of Students’ Preferences in The Information Resources of The Digital Learning Environment

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    The digital learning environment comprises various resources - didactically transformed and untransformed information, and mediated communication. Students’ information behaviour combines both actions characteristic of the traditional educational process and specific for the digital environment, based on digital tools and user interactions. Students’ information behaviour in the digital environment is considered as an indicator of their engagement in various educational activities that contribute to the personalisation of learning. The results of a survey on students’ preferences of information resources in the digital environment show that learners use a variety of information sources, but they mainly apply the methods of work in the “traditional” learning paradigm. They insufficiently use the digital environment potential of collaboration, knowledge exchange, and knowledge extraction from authentic sources. Obtained data indicates problems in students’ information culture and shortcomings in the methodological support of students’ autonomous work. Based on the results, recommendations on creating conditions for developing students’ prospective strategies of interaction with digital resources are proposed. These recommendations include a gradual increase of the authentic digital learning resources, an account of students’ information preferences, and a particular attention to the management issues in the digital learning environment

    Distance Learning: Modern Approaches to Engineering Education

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    Law 4.0 - Challenges of the Digital Age

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    Specialized IoT systems: Models, Structures, Algorithms, Hardware, Software Tools

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    Монография включает анализ проблем, модели, алгоритмы и программно- аппаратные средства специализированных сетей интернета вещей. Рассмотрены результаты проектирования и моделирования сети интернета вещей, мониторинга качества продукции, анализа звуковой информации окружающей среды, а также технология выявления заболеваний легких на базе нейронных сетей. Монография предназначена для специалистов в области инфокоммуникаций, может быть полезна студентам соответствующих специальностей, слушателям факультетов повышения квалификации, магистрантам и аспирантам

    User Experience of Geocaching and Its Application to Tourism and Education

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    Advances in technology have provided new ways of using entertainment and game technology to foster human interaction. Games and playing with games have always been an important part of people’s everyday lives. Traditionally, human-computer interaction (HCI) research was seen as a psychological cognitive science focused on human factors, with engineering sciences as the computer science part of it. Although cognitive science has made significant progress over the past decade, the influence of people’s emotions on design networks is increasingly important, especially when the primary goal is to challenge and entertain users (Norman 2002). Game developers have explored the key issues in game design and identified that the driving force in the success of games is user experience. User-centered design integrates knowledge of users’ activity practices, needs, and preferences into the design process. Geocaching is a location-based treasure hunt game created by a community of players. Players use GPS (Global Position System) technology to find “treasures” and create their own geocaches; the game can be developed when the players invent caches and used more imagination to creations the caches. This doctoral dissertation explores user experience of geocaching and its applications in tourism and education. Globally, based on the Geocaching.com webpage, geocaching has been played about 180 countries and there are more than 10 million registered geocachers worldwide (Geocaching.com, 25.11.2014). This dissertation develops and presents an interaction model called the GameFlow Experience model that can be used to support the design of treasure hunt applications in tourism and education contexts. The GameFlow Model presents and clarifies various experiences; it provides such experiences in a real-life context, offers desirable design targets to be utilized in service design, and offers a perspective to consider when evaluating the success of adventure game concepts. User-centered game designs have adapted to human factor research in mainstream computing science. For many years, the user-centered design approach has been the most important research field in software development. Research has been focusing on user-centered design in software development such as office programs, but the same ideas and theories that will reflect the needs of a user-centered research are now also being applied to game design (Charles et al. 2005.) For several years, we have seen a growing interest in user experience design. Digital games are experience providers, and game developers need tools to better understand the user experience related to products and services they have created. This thesis aims to present what the user experience is in geocaching and treasure hunt games and how it can be used to develop new concepts for the treasure hunt. Engineers, designers, and researchers should have a clear understanding of what user experience is, what its parts are, and most importantly, how we can influence user satisfaction. In addition, we need to understand how users interact with electronic products and people, and how different elements synergize their experiences. This doctoral dissertation represents pioneering work on the user experience of geocaching and treasure hunt games in the context of tourism and education. The research also provides a model for game developers who are planning treasure hunt concepts.Teknologinen kehitys on tarjonnut uusia tapoja hyödyntää viihdettä ja peliteknologiaa ihmisten välisessä vuorovaikutuksessa. Pelit ja niiden pelaaminen on ollut aina tärkeä osa ihmisten arkipäivää. Ihmisen ja tietokoneen välisen vuorovaikutuksen tutkimus, human-computer interaction research (HCI), on perinteisesti nähty kognitiivisena psykologiana, johon kuuluvat inhimilliset tekijät, sekä insinööritieteenä, johon sisältyy tietojenkäsittelytiede. Vaikka kognitiivinen tiede on kehittynyt viime vuosina valtavasti, suunnitteluverkostoihin vaikuttavat ihmisten tunteet ovat yhä tärkeämmässä osassa, erityisesti silloin kun tavoitteena on haastaa ja viihdyttää käyttäjiä. (Norman 2002.) Pelinkehittäjät ovat selvittäneet pelisuunnittelun kannalta olennaisia tekijöitä ja tunnistaneet, että pelien menestyksen salaisuus on käyttäjäkokemus. Käyttäjäkeskeisessä suunnittelussa käyttäjien toiminnan käytäntöjen, tarpeiden ja toiveiden tuntemus tuodaan mukaan suunnitteluprosessiin. Geokätköily on paikannukseen perustuva aarteenetsintäpeli, jonka pelaajat ovat luoneet yhdessä. Pelaajat käyttävät GPS-teknologiaa "aarteiden" etsimiseen ja lisäävät omia geokätkökohteita ja peli kehittyy jatkuvasti pelaajien keksiessä kätköjä, jotka vaativat yhä enemmän mielikuvitusta. Tässäväitöskirjassa tutkitaan geokätköilyn käyttäjäkokemusta ja sen sovelluksia koulutuksen- ja matkailunaloilla. Perustuen Geocaching.com websivustoon geokätköilyä pelataan noin 180 maassa, ja rekisteröityneitä käyttäjiä on yli kymmenen miljoonaa eri puolilla maailmaa (Geocaching.com, 25.11.2014). Tässä tutkielmassa esitellään vuorovaikutusmalli nimeltään GameFlow Experience -mallia, jota voidaan käyttää aarteenetsintäsovellusten suunnittelussa koulutuksen- ja matkailualojen konteksteissa. GameFlow Experience -malli esittelee ja selventää erilaisia kokemuksia - se esittelee ne todellisessa kontekstissa, tarjoaa erilaisia suunnittelutavoitteita palvelusuunnittelua varten sekä näkökulman, joka tulisi ottaa huomioon seikkailupelien menestystä arvioitaessa. Käyttäjäkeskeisessä pelisuunnittelussa on sovellettu inhimillisten tekijöiden tutkimusta valtavirran tietojenkäsittelytieteeseen. Useiden vuosien ajan, käyttäjäkeskeisen suunnittelun lähestymistavasta on tullut tärkein tutkimusala ohjelmistokehityksessä. Tutkimus on keskittynyt ohjelmistojen kehitykseen käyttäjäkeskeisessä suunnittelussa etenkin toimisto-ohjelmistoihin, mutta samoja ideoita ja teorioita, jotka heijastavat yhteiskunnan tarpeita käyttäjäkeskeisessä tutkimuksessa sovelletaan nyt myös pelisuunnitteluun. (Charles ja ym. 2005.) Kiinnostus käyttäjäkokemuksen suunnitteluun on kasvanut jo useiden vuosien ajan. Digitaaliset pelit tarjoavat kokemuksia, ja pelisuunnittelijat tarvitsevatkin työkaluja, joiden avulla voidaan entistä paremmin ymmärtää tuotteiden ja palvelujen luomia käyttäjäkokemuksia. Tutkimuksen tavoitteena on esitellä käyttäjäkokemusta ja miten sitä voidaan käyttää uusien aarteenmetsästyskonseptien kehittämiseen. Insinööreillä, suunnittelijoilla ja tutkijoilla tulisi olla selkeä käsitys siitä, mikä käyttäjäkokemus on, mitkä ovat sen osat ja mikä tärkeintä, miten voimme vaikuttaa käyttäjän tyytyväisyyteen. Lisäksi pitäisi ymmärtää, miten käyttäjät toimivat elektronisten tuotteiden kanssa sekä miten ihmiset toimivat vuorovaikutuksessa toistensa kanssa ja miten eri osat vaikuttavat yhdessä käyttäjien kokemuksiin. Väitöskirja on pioneerityö käyttäjäkokemuksesta geokätköilyssä ja aarteenetsintä peleissä matkailun ja opetuksen kontekstissa. Tutkimus antaa myös mallin pelin kehittäjille, jotka suunnittelevat aarteenetsintäkonsepteja.Siirretty Doriast

    International Perspectives of Distance Learning in Higher Education

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    This book, written by authors representing 12 countries and five continents, is a collection of international perspectives on distance learning and distance learning implementations in higher education. The perspectives are presented in the form of practical case studies of distance learning implementations, research studies on teaching and learning in distance learning environments, and conceptual and theoretical frameworks for designing and developing distance learning tools, courses and programs. The book will appeal to distance learning practitioners, researchers, and higher education administrators. To address the different needs and interests of audience members, the book is organized into five sections: Distance Education Management, Distance Education and Teacher Development, Distance Learning Pedagogy, Distance Learning Students, and Distance Learning Educational Tools

    Extended Abstracts

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    Presented at the 21st International Conference on Auditory Display (ICAD2015), July 6-10, 2015, Graz, Styria, Austria.Mark Ballora “Two examples of sonification for viewer engagement: Hurricanes and squirrel hibernation cycles” / Stephen Barrass, “ Diagnostic Singing Bowls” / Natasha Barrett, Kristian Nymoen. “Investigations in coarticulated performance gestures using interactive parameter-mapping 3D sonification” / Lapo Boschi, Arthur Paté, Benjamin Holtzman, Jean-Loïc le Carrou. “Can auditory display help us categorize seismic signals?” / Cédric Camier, François-Xavier Féron, Julien Boissinot, Catherine Guastavino. “Tracking moving sounds: Perception of spatial figures” / Coralie Diatkine, Stéphanie Bertet, Miguel Ortiz. “Towards the holistic spatialization of multiple sound sources in 3D, implementation using ambisonics to binaural technique” / S. Maryam FakhrHosseini, Paul Kirby, Myounghoon Jeon. “Regulating Drivers’ Aggressiveness by Sonifying Emotional Data” / Wolfgang Hauer, Katharina Vogt. “Sonification of a streaming-server logfile” / Thomas Hermann, Tobias Hildebrandt, Patrick Langeslag, Stefanie Rinderle-Ma. “Optimizing aesthetics and precision in sonification for peripheral process-monitoring” / Minna Huotilainen, Matti Gröhn, Iikka Yli-Kyyny, Jussi Virkkala, Tiina Paunio. “Sleep Enhancement by Sound Stimulation” / Steven Landry, Jayde Croschere, Myounghoon Jeon. “Subjective Assessment of In-Vehicle Auditory Warnings for Rail Grade Crossings” / Rick McIlraith, Paul Walton, Jude Brereton. “The Spatialised Sonification of Drug-Enzyme Interactions” / George Mihalas, Minodora Andor, Sorin Paralescu, Anca Tudor, Adrian Neagu, Lucian Popescu, Antoanela Naaji. “Adding Sound to Medical Data Representation” / Rainer Mittmannsgruber, Katharina Vogt. “Auditory assistance for timing presentations” / Joseph W. Newbold, Andy Hunt, Jude Brereton. “Chemical Spectral Analysis through Sonification” / S. Camille Peres, Daniel Verona, Paul Ritchey. “The Effects of Various Parameter Combinations in Parameter-Mapping Sonifications: A Pilot Study” / Eva Sjuve. “Metopia: Experiencing Complex Environmental Data Through Sound” / Benjamin Stahl, Katharina Vogt. “The Effect of Audiovisual Congruency on Short-Term Memory of Serial Spatial Stimuli: A Pilot Test” / David Worrall. “Realtime sonification and visualisation of network metadata (The NetSon Project)” / Bernhard Zeller, Katharina Vogt. “Auditory graph evolution by the example of spurious correlations” /The compiled collection of extended abstracts included in the ICAD 2015 Proceedings. Extended abstracts include, but are not limited to, late-breaking results, works in early stages of progress, novel methodologies, unique or controversial theoretical positions, and discussions of unsuccessful research or null findings

    Game-Based Learning, Gamification in Education and Serious Games

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    The aim of this book is to present and discuss new advances in serious games to show how they could enhance the effectiveness and outreach of education, advertising, social awareness, health, policies, etc. We present their use in structured learning activities, not only with a focus on game-based learning, but also on the use of game elements and game design techniques to gamify the learning process. The published contributions really demonstrate the wide scope of application of game-based approaches in terms of purpose, target groups, technologies and domains and one aspect they have in common is that they provide evidence of how effective serious games, game-based learning and gamification can be
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