525,665 research outputs found

    Adaptive course sequencing for personalization of learning path using neural network

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    Advancements in technology have led to a paradigm shift fromtraditional to personalized learning methods with varied implementationstrategies. Presenting an optimal personalized learning path in aneducational hypermedia system is one of the strategies that is important inorder to increase the effectiveness of a learning session for each student.However, this task requires much effort and cost particularly in definingrules for the adaptation of learning materials. This research focuses onthe adaptive course sequencing method that uses soft computingtechniques as an alternative to a rule-based adaptation for an adaptivelearning system. The ability of soft computing technique in handlinguncertainty and incompleteness of a problem is exploited in the study. Inthis paper we present recent work concerning concept-based classificationof learning object using artificial neural network (ANN). Self OrganizingMap (SOM) and Back Propagation (BP) algorithm were employed todiscover the connection between the domain concepts contained in thelearning object and the learner’s learning need. The experiment resultshows that this approach is assuring in determining a suitable learningobject for a particular student in an adaptive and dynamic learning environment

    Conceptual and application issues in the implementation of object-oriented GIS

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    The adoption of object-oriented technology for spatial data modeling is becoming a significant trend in GIS. This research explores the concepts of Object-Oriented GIS (OOGIS) and illustrates its versatility in two case studies. OOGIS provides a feature-based, intuitive representation of real world features. The study emphasizes the fundamental concepts of inheritance, polymorphism, and encapsulation in OOGIS and explores schema design, long transactions, and versioning. Further, the study discusses the advantages of OOGIS in the management and analysis of geospatial data. The case studies demonstrate both the conceptual basis of OOGIS and specific functionality including behavior, methods, versioning, long transactions and data locking. OOGIS demonstrates many advantages over the traditional entity-relationship model in database maintenance and functionality

    Knowledge-based systems and geological survey

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    This personal and pragmatic review of the philosophy underpinning methods of geological surveying suggests that important influences of information technology have yet to make their impact. Early approaches took existing systems as metaphors, retaining the separation of maps, map explanations and information archives, organised around map sheets of fixed boundaries, scale and content. But system design should look ahead: a computer-based knowledge system for the same purpose can be built around hierarchies of spatial objects and their relationships, with maps as one means of visualisation, and information types linked as hypermedia and integrated in mark-up languages. The system framework and ontology, derived from the general geoscience model, could support consistent representation of the underlying concepts and maintain reference information on object classes and their behaviour. Models of processes and historical configurations could clarify the reasoning at any level of object detail and introduce new concepts such as complex systems. The up-to-date interpretation might centre on spatial models, constructed with explicit geological reasoning and evaluation of uncertainties. Assuming (at a future time) full computer support, the field survey results could be collected in real time as a multimedia stream, hyperlinked to and interacting with the other parts of the system as appropriate. Throughout, the knowledge is seen as human knowledge, with interactive computer support for recording and storing the information and processing it by such means as interpolating, correlating, browsing, selecting, retrieving, manipulating, calculating, analysing, generalising, filtering, visualising and delivering the results. Responsibilities may have to be reconsidered for various aspects of the system, such as: field surveying; spatial models and interpretation; geological processes, past configurations and reasoning; standard setting, system framework and ontology maintenance; training; storage, preservation, and dissemination of digital records

    Mediating between practitioner and developer communities: the Learning Activity Design in Education experience

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    The slow uptake by teachers in post‐compulsory education of new technological tools and technology‐enhanced teaching methods may be symptomatic of a general split in the e‐learning community between development of tools, services and standards, and research into how teachers can use these most effectively (i.e. between the teaching practitioner and technical developer communities). This paper reflects on the experience of transferring knowledge and understanding between these two communities during the Learning Activity Design in Education project funded by the UK Joint Information Systems Committee. The discussion is situated within the literature on ‘mediating representations’ and ‘mediating artefacts’, and shows that the practical operation of mediating representations is far more complex than previously acknowledged. The experience suggests that for effective transfer of concepts between communities, the communities need to overlap to the extent that a single representation is comprehensible to both. This representation may be viewed as a boundary object that is used to negotiate understanding. If the communities do not overlap a chain of intermediate representations and communities may be necessary. Finally, a tentative distinction is drawn between mediating representations and mediating artefacts, based not in the nature of the resources, but in their mode and context of use

    Heterogeneous network analysis on academic collaboration networks

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    University of Technology Sydney. Faculty of Engineering and Information Technology.Heterogeneous networks are a type of complex network model which can have multi-type objects and relationships. Nowadays, research on heterogeneous networks has been increasingly attracting interest because these networks are more advantageous in modeling real-world situations than traditional networks, that is homogenous networks, that can only have one type of object and relationship. For example, the network of Facebook has vertices including photographs, companies, movies, news and messages and different relationships among these objects. Besides that, heterogeneous networks are especially useful for representing complex abstract concepts, such as friendship and academic collaboration. Because these concepts are hard to measure directly, heterogeneous networks are able to represent these abstract concepts by concrete and measurable objects and relationships. Because of these features, heterogeneous networks are applied in many areas including social networks, the World Wide Web, research publication networks and so on. This motivates the thesis to work on network analysis in the context of heterogeneous networks. In the past, homogeneous networks were the research focus of network analysis and therefore many methods proposed by previous studies for social network analysis were designed for homogenous networks. Although heterogeneous networks can be considered as an extension of homogenous networks, most of these methods are not applicable on heterogeneous networks because these methods can only address one type of object and relationships instead of dealing with multi-type ones. In network analysis, there are three basic problems including community detection, link prediction and object ranking. These three questions are the basis of many practical questions, such as network structure extraction, recommendation systems and search engines. Community detection, also called clustering, aims to find the community structure of a network including subgroups of vertices that are closely related, which can facilitate people to understand the structure of networks. Link prediction is a task for finding links which are currently non-existent in networks but may appear in the future. Object ranking can be viewed as an object evaluation task which aims to order a set of objects based on their importance, relevance, or other user defined criteria. In addition to these three research issues, approaches for determining the number of clusters a priori is also important because it can improve the quality of community detection significantly. This thesis works on heterogeneous network and proposes a set of methods to address the four main research problems in network analysis including community detection, determining the number of clusters, link prediction and object ranking. There are four contributions in this thesis. Contribution 1 proposes a Multiple Semantic-path Clustering method which can facilitate users to achieve a desired clustering in heterogeneous networks. Contribution 2 develops a Leader Detection and Grouping Clustering method which can determine the number of clusters a priori, thereby improving the quality of clustering. Contribution 3 introduces a Network Evolution-based Link Prediction method which can improve link prediction accuracy by modeling evolution patterns of objects. Contribution 4 proposes a co-ranking method which can work on complex bipartite heterogeneous networks where one type of vertex can connect to themselves directly and indirectly. The performance of all developed methods in the thesis in terms of clustering quality, link prediction accuracy and ranking effectiveness, is evaluated in the context of a research management dataset of University of Technology, Sydney (UTS) and public bibliographic DBLP (DataBase systems and Logic Programming) dataset. Moreover, all the results of the proposed methods in this thesis are compared with state-of-the-art methods and these experimental results suggest that the proposed methods outperform these state-of-the-art methods in quantitative and qualitative analysis

    Human factors issues in the use of artificial intelligence in air traffic control. October 1990 Workshop

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    The objective of the workshop was to explore the role of human factors in facilitating the introduction of artificial intelligence (AI) to advanced air traffic control (ATC) automation concepts. AI is an umbrella term which is continually expanding to cover a variety of techniques where machines are performing actions taken based upon dynamic, external stimuli. AI methods can be implemented using more traditional programming languages such as LISP or PROLOG, or they can be implemented using state-of-the-art techniques such as object-oriented programming, neural nets (hardware or software), and knowledge based expert systems. As this technology advances and as increasingly powerful computing platforms become available, the use of AI to enhance ATC systems can be realized. Substantial efforts along these lines are already being undertaken at the FAA Technical Center, NASA Ames Research Center, academic institutions, industry, and elsewhere. Although it is clear that the technology is ripe for bringing computer automation to ATC systems, the proper scope and role of automation are not at all apparent. The major concern is how to combine human controllers with computer technology. A wide spectrum of options exists, ranging from using automation only to provide extra tools to augment decision making by human controllers to turning over moment-by-moment control to automated systems and using humans as supervisors and system managers. Across this spectrum, it is now obvious that the difficulties that occur when tying human and automated systems together must be resolved so that automation can be introduced safely and effectively. The focus of the workshop was to further explore the role of injecting AI into ATC systems and to identify the human factors that need to be considered for successful application of the technology to present and future ATC systems

    Pembelajaran Pemrograman Berorientasi Objek (Object Oriented Programming) Berbasis Project Based Learning

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     Learning aims to help to gain experience both knowledge, skills, and values ​​in order to become increasing quantity and quality. For that education should be able to prepare human resources creative. The problems found in learning require creative thinking especially in programming learning, the ability to think algorithm is needed to make the program made as expected. Object oriented programming or Object Oriented Programming (OOP) provides convenience in making a program, because OOP programming has been using the concept of modularity of objects and classes. Java is an object oriented programming (OOP) programming language that can run on various operating system platforms, both on computers and on mobile phones. Alice can be used for Object-based programming learning, as Alice is a program designed to learn the basic concepts of computer programs while creating story telling and simple 3D interactive games. Alice can introduce the concept of fun programming through learning to create animations and games. Simply project-based learning using Alice can be applied with learning using animation technology with daily life problems. Project-based learning (project based learning) methods make it more active, creative and successful in solving problems with good and correct algorithms. The project-based learning model has advantages in improving learning outcomes and motivation.   Keywords: Alice, Object oriented programming, Project based learnin

    Mirroring the past, from typewriting to interactive art: an approach to the re-design of a vintage technology

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    Obsolete and old technologies are often used in interactive art and music performance. DIY practices such as hardware hacking and circuit bending provide e ective methods to the integration of old machines into new artistic inventions. This paper presents the Cembalo Scrivano .1, an interactive audio-visual installation based on an augmented typewriter. Borrowing concepts from media archaeology studies, tangi- ble interaction design and digital lutherie, we discuss how investigations into the historical and cultural evolution of a technology can suggest directions for the regeneration of obsolete objects. The design approach outlined focuses on the remediation of an old device and aims to evoke cultural and physical properties associated to the source object

    Applying formal methods to standard development: the open distributed processing experience

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    Since their introduction, formal methods have been applied in various ways to different standards. This paper gives an account of these applications, focusing on one application in particular: the development of a framework for creating standards for Open Distributed Processing (ODP). Following an introduction to ODP, the paper gives an insight into the current work on formalising the architecture of the Reference Model of ODP (RM-ODP), highlighting the advantages to be gained. The different approaches currently being taken are shown, together with their associated advantages and disadvantages. The paper concludes that there is no one all-purpose approach which can be used in preference to all others, but that a combination of approaches is desirable to best fulfil the potential of formal methods in developing an architectural semantics for OD

    GTA: Groupware task analysis Modeling complexity

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    The task analysis methods discussed in this presentation stem from Human-Computer Interaction (HCI) and Ethnography (as applied for the design of Computer Supported Cooperative Work CSCW), different disciplines that often are considered conflicting approaches when applied to the same design problems. Both approaches have their strength and weakness, and an integration of them does add value to the early stages of design of cooperation technology. In order to develop an integrated method for groupware task analysis (GTA) a conceptual framework is presented that allows a systematic perspective on complex work phenomena. The framework features a triple focus, considering (a) people, (b) work, and (c) the situation. Integrating various task-modeling approaches requires vehicles for making design information explicit, for which an object oriented formalism will be suggested. GTA consists of a method and framework that have been developed during practical design exercises. Examples from some of these cases will illustrate our approach
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