18 research outputs found

    Computing at Lehigh

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    Visual Data Mining Techniques for Functional Actigraphy Data: An Object-Oriented Approach in R

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    Actigraphy, a technology for measuring a subject\u27s overall activity level almost continuously over time, has gained a lot of momentum over the last few years. An actigraph, a watch-like device that can be attached to the wrist or ankle of a subject, uses an accelerometer to measure human movement every minute or even every 15 seconds. Actigraphy data is often treated as functional data. In this dissertation, we discuss what has been done regarding the visualization of actigraphy data, and then we will explain the three main goals we achieved: (i) develop new multivariate visualization techniques for actigraphy data; (ii) integrate the new and current visualization tools into an R package using object-oriented model design; and (iii) develop an adaptive user-friendly web interface for actigraphy software

    Computer Graphics. Volume 2 - an Annotated Bibliography to the NASA-MSFC Digital Computer Graphics Program

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    Annotated bibliography on digital computer graphic

    Modelling allergenic risk

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    Application of Multiple Intelligence Theory to an E-Learning Technology Acceptance Model

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    With the speed of doing business on the rise, employees must learn to adapt to new technologies and improved performance expectations without losing productivity or time on task. Students looking to enter the workforce must understand that education does not end with graduation rather the expectation is that everyone will be life long learners. To meet the challenge, education providers are looking for alternative ways to bring education to the student and enhance the learning experience. With e-learning, students enjoy flexible scheduling, businesses can realize improvements in workforce skills while reducing education expenditures (i.e. improved Return On Investment, ROI) and education providers extend their campuses at minimal cost. E-learning is fast becoming a preferred method of delivering quality education any time, any where. Educators, however, have mixed feelings on the subject. Many have embraced the new technology and report positive results. Others question the effectiveness of e-learning, pointing to the high dropout rate in e-learning courses and bias in the literature supporting e-learning. The cautious are concerned about rushing in on uncertain ground. They recall the advent of television and the unmet promises of that technology with respect to education. The purpose of this study is to develop an e-learning adoption model that is firmly founded in education research (especially with respect to learning) coupled with what is understood about the diffusion and acceptance of (information) technology. The goal of developing such a model is to identify and pair crucial learning characteristics of students with the acceptance of the technology used to deliver educational content electronically so as to foster mastery learning. Students can use the results of this study to help decide whether or not to enroll in an e-learning course or what additional strategies they may need to employ so as to maximize the experience. Businesses may benefit from an understanding of how to match the needs of thei

    Application of Multiple Intelligence Theory to an E-Learning Technology Acceptance Model

    Get PDF
    With the speed of doing business on the rise, employees must learn to adapt to new technologies and improved performance expectations without losing productivity or time on task. Students looking to enter the workforce must understand that education does not end with graduation rather the expectation is that everyone will be life long learners. To meet the challenge, education providers are looking for alternative ways to bring education to the student and enhance the learning experience. With e-learning, students enjoy flexible scheduling, businesses can realize improvements in workforce skills while reducing education expenditures (i.e. improved Return On Investment, ROI) and education providers extend their campuses at minimal cost. E-learning is fast becoming a preferred method of delivering quality education any time, any where. Educators, however, have mixed feelings on the subject. Many have embraced the new technology and report positive results. Others question the effectiveness of e-learning, pointing to the high dropout rate in e-learning courses and bias in the literature supporting e-learning. The cautious are concerned about rushing in on uncertain ground. They recall the advent of television and the unmet promises of that technology with respect to education. The purpose of this study is to develop an e-learning adoption model that is firmly founded in education research (especially with respect to learning) coupled with what is understood about the diffusion and acceptance of (information) technology. The goal of developing such a model is to identify and pair crucial learning characteristics of students with the acceptance of the technology used to deliver educational content electronically so as to foster mastery learning. Students can use the results of this study to help decide whether or not to enroll in an e-learning course or what additional strategies they may need to employ so as to maximize the experience. Businesses may benefit from an understanding of how to match the needs of thei

    Application of Multiple Intelligence Theory to an E-Learning Technology Acceptance Model

    Get PDF
    With the speed of doing business on the rise, employees must learn to adapt to new technologies and improved performance expectations without losing productivity or time on task. Students looking to enter the workforce must understand that education does not end with graduation rather the expectation is that everyone will be life long learners. To meet the challenge, education providers are looking for alternative ways to bring education to the student and enhance the learning experience. With e-learning, students enjoy flexible scheduling, businesses can realize improvements in workforce skills while reducing education expenditures (i.e. improved Return On Investment, ROI) and education providers extend their campuses at minimal cost. E-learning is fast becoming a preferred method of delivering quality education any time, any where. Educators, however, have mixed feelings on the subject. Many have embraced the new technology and report positive results. Others question the effectiveness of e-learning, pointing to the high dropout rate in e-learning courses and bias in the literature supporting e-learning. The cautious are concerned about rushing in on uncertain ground. They recall the advent of television and the unmet promises of that technology with respect to education. The purpose of this study is to develop an e-learning adoption model that is firmly founded in education research (especially with respect to learning) coupled with what is understood about the diffusion and acceptance of (information) technology. The goal of developing such a model is to identify and pair crucial learning characteristics of students with the acceptance of the technology used to deliver educational content electronically so as to foster mastery learning. Students can use the results of this study to help decide whether or not to enroll in an e-learning course or what additional strategies they may need to employ so as to maximize the experience. Businesses may benefit from an understanding of how to match the needs of thei

    A Simplified Faceted Approach To Information Retrieval for Reusable Software Classification

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    Software Reuse is widely recognized as the most promising technique presently available in reducing the cost of software production. It is the adaptation or incorporation of previously developed software components, designs or other software-related artifacts (i.e. test plans) into new software or software development regimes. Researchers and vendors are doubling their efforts and devoting their time primarily to the topic of software reuse. Most have focused on mechanisms to construct reusable software but few have focused on the problem of discovering components or designs to meet specific needs. In order for software reuse to be successful, it must be perceived to be less costly to discover a software component or related artifact to satisfy a given need than to discover one anew. As results, this study will describe a method to classify software components that meet a specified need. Specifically, the purpose of the present research study is to provide a flexible system, comprised of a classification scheme and searcher system, entitled Guides-Search, in which processes can be retrieved by carrying out a structured dialogue with the user. The classification scheme provides both the structure of questions to be posed to the user, and the set of possible answers to each question. The model is not an attempt to replace current structures; but rather, seeks to provide a conceptual and structural method to support the improvement of software reuse methodology. The investigation focuses on the following goals and objectives for the classification scheme and searcher system: the classification will be flexible and extensible, but usable by the Searcher; the user will not be presented with a large number of questions; the user will never be required to answer a question not known to be germane to the query
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