705,433 research outputs found

    A SVM bases AI design for interactive gaming

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    Interactive gaming requires automatic processing on large volume of random data produced by players on spot, such as shooting, football kicking, boxing etc. In this paper, we describe an artificial intelligence approach in processing such random data for interactive gaming by using a one-class support vector machine (OC-SVM). In comparison with existing techniques, our OC-SVM based interactive gaming design has the features of: (i): high speed processing, providing instant response to the players: (i) winner selection and control by one parameter, which can be pre-designed and adjusted according to the game design needs, i.e. level of difficulties: Experiments on numerical simulation support that the proposed design is robust to random noise, accurate in picking up winning data, and convenient for all interactive gaming design

    Economic Mobility of the States: Executive Summary

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    Summarizes key findings about workers' average earnings growth and changes in ranking relative to their peers in each state, based on a comparison of earnings at ages 35-39 and those ten years later. Includes link to interactive map with data table

    A COMPARATIVE STUDY BETWEEN ICT LEARNING RESULTS USING INTERACTIVE COMPUTER-ASSISTED LEARNING AND THE ONES USING TEXTBOOKS FOR GRADE VII STUDENTS AT SMP N 4 WATES

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    This research aims to examine the comparison between interactive computer assisted-learning and textbook-based learning on the ICT learning results upon computer software of the grade VII students at SMP N 4 Wates Kulon Progo. The research methods employed was quasi-experimental. The research design selected was non-equivalent control group design. The research was conducted towards the grade VII students, they were class VIIA (by using interactive computer assisted-learning) as the experimental class and class VIIB (by using textbook-based learning) as the control class in which each class consisted of 32 students, at SMP N 4 Wates Kulon Progo in the semester 2. The sample collection technique of the research employed purposive sampling. The data collection of the research used documentations which comprised of the ICT subject syllabus and the result of the initial condition by using pre-test and the final condition by using post-test. The trials of the instruments utilized the test of item validity according to the expert judgement and the reliability test using Cronbach's Alpha. The data analysis technique to examine the research findings employed tests for normality and homogeneity as well as T-test using SPSS 17.0 program to analyze the data obtained. The research finding suggested that interactive computer-assisted learning was the better media to deliver the learning materials of the ICT subject than textbooks-based learning in term of students’ learning results. This was confirmed by the post-hypothesis test. Using T-test, the significance value of the posthypothesis test result was less than the value of α = 0,05, therefore Ho was rejected and Ha was accepted, meaning that the textbooks based-learning was different from interactive computer-assisted learning as the media to deliver the learning materials of ICT subject in term of students’ learning results. Based on the descriptive analysis upon the post-test data, it could be concluded that the interactive computer-assisted learning was the better media to deliver the learning materials of the ICT subject than textbooks-based learning in term of students’ learning results on computer software. Key Words: Comparison, learning media, interactive computer-assisted learning, textbooks, learning results

    Raising students' awareness of cross-cultural contrastive rhetoric in English writing via an e-learning course

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    This study investigated the potential impact of e-learning on raising overseas students' cultural awareness and explored the possibility of creating an interactive learning environment for them to improve their English academic writing. The study was based on a comparison of Chinese and English rhetoric in academic writing, including a comparison of Chinese students' writings in Chinese with native English speakers' writings in English and Chinese students' writings in English with the help of an e-course and Chinese students' writings in English without the help of an e-course. Five features of contrastive rhetoric were used as criteria for the comparison. The experimental results show that the group using the e-course was successful in learning about defined aspects of English rhetoric in academic writing, reaching a level of performance that equalled that of native English speakers. Data analysis also revealed that e-learning resources helped students to compare rhetorical styles across cultures and that the interactive learning environment was effective in improving overseas students' English academic writing

    Multimedia courseware: Never mind the quality how much will it cost to develop?

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    This paper evaluates multimedia courseware costing techniques such as the US Airforce Interactive Courseware Method (Golas, 1993), CBT Analyst (Kearsley, 1985), CEAC (Schooley, 1988) and MEEM (Marshall, Samson, Dugard, & Scott, 1994) against the data from ten multimedia courseware developments. The Relative Error and Mean Absolute Relative Error (MARE) are calculated to allow comparison of the different methods

    Shape: A 3D Modeling Tool for Astrophysics

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    We present a flexible interactive 3D morpho-kinematical modeling application for astrophysics. Compared to other systems, our application reduces the restrictions on the physical assumptions, data type and amount that is required for a reconstruction of an object's morphology. It is one of the first publicly available tools to apply interactive graphics to astrophysical modeling. The tool allows astrophysicists to provide a-priori knowledge about the object by interactively defining 3D structural elements. By direct comparison of model prediction with observational data, model parameters can then be automatically optimized to fit the observation. The tool has already been successfully used in a number of astrophysical research projects.Comment: 13 pages, 11 figures, accepted for publication in the "IEEE Transactions on Visualization and Computer Graphics

    Automatic Detection of Outliers in Multibeam Echo Sounding Data

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    The data volumes produced by new generation multibeam systems are very large, especially for shallow water systems. Results from recent multibeam surveys indicate that the ratio of the field survey time, to the time used in interactive editing through graphical editing tools, is about 1:1. An important reason for the large amount of processing time is that users subjectively decide which soundings are outliers. There is an apparent need for an automated approach for detecting outliers that would reduce the extensive labor and obtain consistent results from the multibeam data cleaning process, independent of the individual that has processed the data. The proposed automated algorithm for cleaning multibeam soundings was tested using the SAX-99 (Destin FL) multibeam survey data [2]. Eight days of survey data (6.9 Gigabyte) were cleaned in 2.5 hours on an SGI platform. A comparison of the automatically cleaned data with the subjective, interactively cleaned data indicates that the proposed method is, if not better, at least equivalent to interactive editing as used on the SAX-99 multibeam data. Furthermore, the ratio of acquisition to processing time is considerably improved since the time required for cleaning the data was decreased from 192 hours to 2.5 hours (an improvement by a factor of 77)

    Do You Always Need a Textbook to Teach Astro 101?

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    The increasing use of interactive learning strategies in Astro 101 classrooms has led some instructors to consider the usefulness of a textbook in such classes. These strategies provide students a learning modality very different from the traditional lecture supplemented by reading a textbook and homework, and raises the question of whether the learning that takes place during such interactive activities is enough by itself to teach students what we wish them to know about astronomy. To address this question, assessment data is presented from an interactive class, which was first taught with a required textbook, and then with the textbook being optional. Comparison of test scores before and after this change shows no statistical difference in student achievement whether a textbook is required or not. In addition, comparison of test scores of students who purchased the textbook to those who did not, after the textbook became optional, also show no statistical difference between the two groups. The Light and Spectroscopy Concept Inventory (LSCI), a research-validated assessment tool, was given pre- and post-instruction to three classes that had a required textbook, and one for which the textbook was optional, and the results demonstrate that the student learning gains on this central topic were statistically indistinguishable between the two groups. Finally, the Star Properties Concept Inventory (SPCI), another research-validated assessment tool, was administered to a class for which the textbook was optional, and the class performance was higher than that of a group of classes in a national study
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