14,052 research outputs found
Redesigning Check-Processing Operations Using Animated Computer Simulation
This paper describes the steps taken by a major commercial bank in the USA to redesign a critical function within its check-processing operation. Animated simulation models of the current and new process were developed to understand the relationship between process parameters waiting times and productivity measures. We describe the animated simulation modeling approach in detail present sample results and provide directions for further use of such an approach in banking
Scoping Study for a Realistic Driving Simulator: Final Report.
1. INTRODUCTION
This report documents the results of a study carried out between December 1989 and March 1990 to determine the most suitable equipment to be purchased for building a driving simulator at the Institute for Transport Studies at the University of Leeds. This "scoping study" was intended to accomplish three main tasks:
1. A review of existing facilities both in the UK and elsewhere in Europe to ascertain what has already been achieved and what is the current state of the art.
2. Initial discussions with potential users on desired features to be built in to the simulator.
3. Discussions with equipment suppliers in the light of what was found out in Tasks 1 and 2, so that the appropriate equipment could be specified.
The report documents in subsequent sections the findings of the first two tasks. It then summarizes the conclusions that were reached on the overall simulator design, on the required features of the simulator and on the effort required to develop an operational simulator from the various hardware components. Finally, recommendations are made on the equipment to be purchased in the light of the recommended configuration, the discussion with equipment suppliers under Task 3 and the budget allocated
Genisa: A web-based interactive learning environment for teaching simulation modelling
Intelligent Tutoring Systems (ITS) provide students with adaptive instruction and can facilitate the acquisition of problem solving skills in an interactive environment. This paper discusses the role of pedagogical strategies that have been implemented to facilitate the development of simulation modelling knowledge. The learning environment integrates case-based reasoning with interactive tools to guide tutorial remediation. The evaluation of the system shows that the model for pedagogical activities is a useful method for providing efficient simulation modelling instruction
Chatbots for learning: A review of educational chatbots for the Facebook Messenger
With the exponential growth in the mobile device market over the last decade, chatbots are becoming an increasingly popular option to interact with users, and their popularity and adoption are rapidly spreading. These mobile devices change the way we communicate and allow ever-present learning in various environments. This study examined educational chatbots for Facebook Messenger to support learning. The independent web directory was screened to assess chatbots for this study resulting in the identification of 89 unique chatbots. Each chatbot was classified by language, subject matter and developer's platform. Finally, we evaluated 47 educational chatbots using the Facebook Messenger platform based on the analytic hierarchy process against the quality attributes of teaching, humanity, affect, and accessibility. We found that educational chatbots on the Facebook Messenger platform vary from the basic level of sending personalized messages to recommending learning content. Results show that chatbots which are part of the instant messaging application are still in its early stages to become artificial intelligence teaching assistants. The findings provide tips for teachers to integrate chatbots into classroom practice and advice what types of chatbots they can try out.Web of Science151art. no. 10386
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Modelling the integration of BP and IT using business process simulation
Information Technology (IT) and Business Process (BP) communities argues that the use of IT to support business processes can bring a number of benefits to the organisation. Most of these benefits, however, can only be seen after the implementation of such technology. Moreover, there are many cases where the benefits brought by the implementation of IT do not fulfil the organisation’s expectations. One reason of this may happen is because research in BP and IS domains show little indication of which modelling methods, techniques or tools can help organisations to foresee the benefits of the integration of IT with BP. This paper describes the insights gained during a UK funded research project, namely ASSESS-IT, which used simulation techniques to address this problem. Considering IT as a two layered system, namely Information Systems (IS) and Computer Networks (CN), ASSESS-IT aimed to depict the benefits that new IT may bring to the BP. This paper uses the outcomes derived from ASSESS-IT to suggest that, in some cases; the relationship between BP and IT could be better understood by looking at the relationship between BP and IS alone. It then proposes an alternative simulation framework, namely ISBPS, that provides the means to develop simulation models that portray quantifiable metrics of the integration of BP and IS, offering in this way an alternative mechanism that can help BP and IS analyst to foresee the benefits that the insertion of a given IS design may bring to the organisational processes
Living City, A Collaborative Browser-Based Massively Multiplayer Online Game
This work presents the design and implementation of our Browser-based Massively Multiplayer Online Game, Living City, a simulation game fully developed at the University of Messina. Living City is a persistent and real-time digital world, running in the Web browser environment and accessible from users without any client-side installation. Today Massively Multiplayer Online Games attract the attention of Computer Scientists both for their architectural peculiarity and the close interconnection with the social network phenomenon. We will cover these two aspects paying particular attention to some aspects of the project: game balancing (e.g. algorithms behind time and money balancing); business logic (e.g., handling concurrency, cheating avoidance and availability) and, finally, social and psychological aspects involved in the collaboration of players, analyzing their activities and interconnections
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