530,246 research outputs found

    Reproducing FSL's fMRI data analysis via Nipype:Relevance, challenges, and solutions

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    The "replication crisis" in neuroscientific research has led to calls for improving reproducibility. In traditional neuroscience analyses, irreproducibility may occur as a result of issues across various stages of the methodological process. For example, different operating systems, different software packages, and even different versions of the same package can lead to variable results. Nipype, an open-source Python project, integrates different neuroimaging software packages uniformly to improve the reproducibility of neuroimaging analyses. Nipype has the advantage over traditional software packages (e.g., FSL, ANFI, SPM, etc.) by (1) providing comprehensive software development frameworks and usage information, (2) improving computational efficiency, (3) facilitating reproducibility through sufficient details, and (4) easing the steep learning curve. Despite the rich tutorials it has provided, the Nipype community lacks a standard three-level GLM tutorial for FSL. Using the classical Flanker task dataset, we first precisely reproduce a three-level GLM analysis with FSL via Nipype. Next, we point out some undocumented discrepancies between Nipype and FSL functions that led to substantial differences in results. Finally, we provide revised Nipype code in re-executable notebooks that assure result invariability between FSL and Nipype. Our analyses, notebooks, and operating software specifications (e.g., docker build files) are available on the Open Science Framework platform

    Constructing Calculus Concepts through Worksheet Based Problem-Based Learning Assisted by GeoGebra Software

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    This study aims to produce a valid, practical, and effective calculus learning worksheet using a problem-based learning method assisted by GeoGebra software in improving problem-solving skills. This worksheet serves as a guide to students in constructing the calculus concepts through the provided instructions according to the Problem-Based Learning syntax. Furthermore, the construction process was carried out using GeoGebra software. Students are given scaffolding to construct concepts. This research is development research. This study employs a Plomp model, which consists of three stages, namely the preliminary study, development or prototyping, and assessment phases. The subjects are 32 students in class XI.2 at the State Senior High School of 14 Padang. The results showed that the worksheet produced was valid, practical, and effective in improving students' problem-solving abilities. This implies that it would assist students in constructing calculus concepts. Furthermore, it showed that GeoGebra is capable of visualizing abstract calculus concepts, which enables students to understand higher mathematical thinking on the main concept of calculus. In conclusion, the use of GeoGebra in mathematics learning is able to help students construct mathematical concepts and improve their problem-solving abilities. Doi: 10.28991/HIJ-2022-03-03-04 Full Text: PD

    Sketchtivity, an Intelligent Tutoring Software: Broadening Applications and Impact

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    Freehand sketching is an essential skill for engineers. Sketching enables designers to represent ideas rapidly and offload working memory. Sketches in the design process also correlate with positive design outcomes. Teaching sketching to engineers, however, presents many challenges in engineering curriculums. Sketching is most often taught in large entry-level courses where individualized feedback, which is vital to learning sketching, is not possible. Sketchtivity is an intelligent tutoring software designed to aid in the practice and feedback on freehand sketching skills. Sketchtivity teaches the basics of two-point perspective sketching providing lessons, feedback, and tips on how to improve. The goal of this project is to implement Sketchtivity at a broader range of universities, to expand on the software functionality, and to understand more about the implications of improving sketching skill. Sketchtivity is currently being implemented in classrooms at three diverse universities across the United States. Our research has shown that the tablet interface does not negatively impact students’ sketching skill development. We are currently conducting further experiments to better understand how students are learning from the feedback the software provides. Beyond measuring current impact, this project seeks to expand the functionality of Sketchtivity to offer lessons on more complex sketching tasks and more poignant feedback to learners. The main research goal is focused on improving sketching skills. The remaining goals turn outward toward the implications for improved sketching skill for engineers. It is essential to understand how to measure sketching skill effectively, and what role sketching skill plays in engineering design. Sketching skill has been measured in many different ways in many different fields and there seems to be no consensus on measurement strategy or validity. As a part of this project, we are conducting a systematic literature review of sketching evaluation. This literature review aims to compile the different methods of measurement to remove some of the ambiguity around evaluating sketching skill in engineering research and education. There has been much research on the role of sketching in engineering design, but the research around sketching skill has been limited. Essential to improving skill in any task is understanding how confidence in the skill is affected. Engineers’ self-efficacy can enable or limit their application of skills. We are also looking at how sketching skill is related to drawing self-efficacy. Sketching has the largest impact in the early stages of design. The final research goal of this project is to investigate the relationship between sketching and creativity in the early stages of design. Through experiments of idea generation and sketching abilities, we hope to better understand to what degree sketching enables creativity in design. To summarize, this project seeks to improve sketching skill through Sketchtivity. We are accomplishing this through expanding reach at multiple universities and expanding the capabilities of the software. It is also essential to understand the implications of improving sketching skill. This is being investigated through improved evaluation of sketching and investigations of sketching’s relationship to drawing self-efficacy and creativity

    Higher CMM levels attained by QA certified software developers

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    [Abstract]: This paper addresses the question: is higher capability maturity associated with adoption of Quality Assurance (QA) certification? To assess the extent of adoption of third-party QA certification by Australian software developers, a survey of 1,000 software developers was recently conducted. The questionnaire also included an assessment of their capability maturity based on the capability maturity model (CMM). Cynics who criticise the value of QA certification may be surprised by the strong association found between adoption of QA certification and capability maturity

    Influential Article Review- How tech Startups Achieve Maturity

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    This paper examines business and technology. We present insights from a highly influential paper. Here are the highlights from this paper: Resulting from the digital revolution of the last decades, multiple startup hubs flourished across the globe in the past 10 years. Healthy environments for the development of innovative, nascent digital enterprises require a well-balanced variety of agents and supporting processes, which we collectively call a software startup ecosystem. These ecosystems are fundamental for the insertion of countries in the digital economy of the twenty-first century. However, having all the elements that compose such environments in the most advanced and prolific state is difficult and relatively rare. In this paper, we show that startup ecosystems can evolve over time passing through a sequence of maturity level stages. For that, we introduce a maturity model for software startup ecosystems based on systematic qualitative research around a multiple case study we conducted across three ecosystems. The study was carried out over 4 years and included an extensive array of data collection mechanisms such as literature reviews, expert interviews, and observations in three relevant ecosystems (Tel-Aviv, SĂŁo Paulo, and New York); all collected data were analyzed with techniques based on Grounded Theory, resulting in a conceptual framework of software startup ecosystems. Finally, we developed a maturity model for startup ecosystems, which helps us understand their evolution and dynamics. Moreover, it can serve as a basis for stakeholders in less mature ecosystems to analyze their environment, identify weak spots, and propose policies and practical actions for improving their ecosystems over time. For our overseas readers, we then present the insights from this paper in Spanish, French, Portuguese, and German

    An Investigation into Mobile Based Approach for Healthcare Activities, Occupational Therapy System

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    This research is to design and optimize the high quality of mobile apps, especially for iOS. The objective of this research is to develop a mobile system for Occupational therapy specialists to access and retrieval information. The investigation identifies the key points of using mobile-D agile methodology in mobile application development. It considers current applications within a different platform. It achieves new apps (OTS) for the health care activities

    Secondary mathematics guidance papers: summer 2008

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    Improving the Quality of Technology-Enhanced Learning for Computer Programming Courses

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    Teaching computing courses is a major challenge for the majority of lecturers in Libyan higher learning institutions. These courses contain numerous abstract concepts that cannot be easily explained using traditional educational methods. This paper describes the rationale, design, development and implementation stages of an e-learning package (including multimedia resources such as simulations, animations, and videos) using the ASSURE model. This training package can be used by students before they attend practical computer lab sessions, preparing them by developing technical skills and applying concepts and theories presented in lecture through supplementary study and exercises

    Navigating Through the Maze of Business Process Change Methods

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    Business Process Management (BPM) is an approach adopted by many organizations for improving their business processes in order to serve their customers more efficiently and effectively. Literature on BPM offers a plethora of methods used as a guide when improving business processes. Some are promoted as methods for process reengineering, while others as methods for improvement, redesign, or innovation. The number of BPM methods is overwhelming, such that organizations are faced with the challenge to select one that best fits their needs. In this paper, we follow a systematic literature review approach to investigate the characteristics of existing BPM methods. We find that the ambition, nature and perspective of the methods are important to determine whether they can be used for radical or incremental process change. Our findings point to the lack of research done on methods for radical process change
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