227,308 research outputs found

    Trading Data for Discounts: An Exploration of Unstructured Data Through Machine Learning in Wearable Technology

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    The development of computing sensor devices with the capability of tracking an individual’s activity changed the way we live and move. The data collected and generated from wearable technology provides implications to the user for leading a healthy, more active lifestyle; however, the potential data uses extend beyond the user. Significant opportunity exists in the insurance industry as it relates to discounting premiums. The purpose of this research was to provide insight as to whether insurance companies should consider offering discount on premiums for policyholders who use wearable technology to track their personal fitness by identifying and suggesting potential groups of consumers to target these discounts toward. Using the platform R, researchers collected and analyzed tweets about four leading wearable technology companies including Fitbit, Jawbone, Misfit, and Withings. Both unsupervised and supervised learning techniques were pursued during the study in the form of topic modeling and artificial intelligence. Through detailed analysis, researchers determined that companies may want to consider reducing premiums for wearable technology users who use the devices for weight loss, as it would benefit both policyholders and insurance companies

    A summary of research in elementary school social studies (1951-1955).

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    Thesis (Ed.M.)--Boston Universit

    Linux kernel compaction through cold code swapping

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    There is a growing trend to use general-purpose operating systems like Linux in embedded systems. Previous research focused on using compaction and specialization techniques to adapt a general-purpose OS to the memory-constrained environment, presented by most, embedded systems. However, there is still room for improvement: it has been shown that even after application of the aforementioned techniques more than 50% of the kernel code remains unexecuted under normal system operation. We introduce a new technique that reduces the Linux kernel code memory footprint, through on-demand code loading of infrequently executed code, for systems that support virtual memory. In this paper, we describe our general approach, and we study code placement algorithms to minimize the performance impact of the code loading. A code, size reduction of 68% is achieved, with a 2.2% execution speedup of the system-mode execution time, for a case study based on the MediaBench II benchmark suite

    Using mobile technology to create flexible learning contexts

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    This paper discusses the importance of learning context with a particular focus upon the educational application of mobile technologies. We suggest that one way to understand a learning context is to perceive it as a Learner Centric Ecology of Resources. These resources can be deployed variously but with a concern to promote and support different kinds of mediations, including those of the teacher and learner. Our approach is informed by sociocultural theory and is used to construct a framework for the evaluation of learning experiences that encompass various combinations of technologies, people, spaces and knowledge. The usefulness of the framework is tested through two case studies that evaluate a range of learning contexts in which mobile technologies are used to support learning. We identify the benefits and challenges that arise when introducing technology across multiple locations. An analytical technique mapped from the Ecology of Resources framework is presented and used to identify the ways in which different technologies can require learners to adopt particular roles and means of communication. We illustrate how we involve participants in the analysis of their context and highlight the extent to which apparently similar contexts vary in ways that are significant for learners. The use of the Ecology of Resources framework to evaluate a range of learning contexts has demonstrated that technology can be used to provide continuity across locations: the appropriate contextualization of activities across school and home contexts, for example. It has also provided evidence to support the use of technology to identify ways in which resources can be adapted to meet the needs of a learner

    A Survey of Viva CalleSJ Participants: San Jose, California 2016

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    This report presents the findings from a self-complete paper survey of participants at the Viva CalleSJ open streets event held on September 18, 2016. The survey was designed to provide information that would help the City of San Jose assess the success of the event, guide the planning for future Viva CalleSJ events, and inform potential funders and community partners about the benefits of Viva CalleSJ. A total of 318 people completed the one-page paper survey while at the event. Survey findings provide detail about how people learned about the event, how they traveled to the event, what they did at the event, how much physical activity they got, and how much money they planned to spend while at the event. The survey also collected data on respondents’ gender, age, and race/ethnicity

    Using the Critical Incident Technique to Assess Gaming Customer Satisfaction

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    Before gaming organizations can initiate efforts to service their customers, they must be able to effectively manage the service encounter. Although every service encounter is not necessarily critical to satisfaction, it is not always obvious which are crucial to the customer and which are not. Using critical incidents reported by gaming customers and employees, this study identifies service encounters that both parties perceive as being very satisfactory or very dissatisfactory from the customer\u27s point of view. Identifying particularly positive and negative customer service experiences can provide direction for management in allocating resources specifically to those areas that maximize customer satisfaction and correct those that cause customer dissatisfaction

    Development Of Information Visualization Methods For Use In Multimedia Applications

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    The aim of the article is development of a technique for visualizing information for use in multimedia applications. In this study, to visualize information, it is proposed first to compile a list of key terms of the subject area and create data tables. Based on the structuring of fragments of the subject area, a visual display of key terms in the form of pictograms, a visual display of key terms in the form of images, and a visual display of data tables are performed. The types of visual structures that should be used to visualize information for further use in multimedia applications are considered. The analysis of existing visual structures in desktop publishing systems and word processors is performed.To build a mechanism for visualizing information about the task as a presentation, a multimedia application is developed using Microsoft Visual Studio software, the C# programming language by using the Windows Forms application programming interface. An algorithm is proposed for separating pieces of information text that have key terms. Tabular data was visualized using the “parametric ruler” metaphorical visualization method, based on the metaphor of a slide rule.The use of the parametric ruler method on the example of data visualization for the font design of children's publications is proposed. Interaction of using the method is ensured due to the fact that the user will enter the size of the size that interests for it and will see the ratio of the values of other parameters. The practical result of the work is the creation of a multimedia application “Visualization of Publishing Standards” for the visualization of information for the font design of publications for children. The result of the software implementation is the finished multimedia applications, which, according to the standardization visualization technique in terms of prepress preparation of publications, is the final product of the third stage of the presentation of the visual for
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