65,565 research outputs found
An investigation into machine learning approaches for forecasting spatio-temporal demand in ride-hailing service
In this paper, we present machine learning approaches for characterizing and
forecasting the short-term demand for on-demand ride-hailing services. We
propose the spatio-temporal estimation of the demand that is a function of
variable effects related to traffic, pricing and weather conditions. With
respect to the methodology, a single decision tree, bootstrap-aggregated
(bagged) decision trees, random forest, boosted decision trees, and artificial
neural network for regression have been adapted and systematically compared
using various statistics, e.g. R-square, Root Mean Square Error (RMSE), and
slope. To better assess the quality of the models, they have been tested on a
real case study using the data of DiDi Chuxing, the main on-demand ride hailing
service provider in China. In the current study, 199,584 time-slots describing
the spatio-temporal ride-hailing demand has been extracted with an
aggregated-time interval of 10 mins. All the methods are trained and validated
on the basis of two independent samples from this dataset. The results revealed
that boosted decision trees provide the best prediction accuracy (RMSE=16.41),
while avoiding the risk of over-fitting, followed by artificial neural network
(20.09), random forest (23.50), bagged decision trees (24.29) and single
decision tree (33.55).Comment: Currently under review for journal publicatio
Designing an interactive multimedia instructional environment: the civil war interactive
This article describes the rationales behind the design decisions made in creating The Civil War Interactive, an interactive multimedia instructional product based on Ken Burns''s film series The Civil War
Why not empower knowledge workers and lifelong learners to develop their own environments?
In industrial and educational practice, learning environments are designed and implemented by experts from many different fields, reaching from traditional software development and product management to pedagogy and didactics. Workplace and lifelong learning, however, implicate that learners are more self-motivated, capable, and self-confident in achieving their goals and, consequently, tempt to consider that certain development tasks can be shifted to end-users in order to facilitate a more flexible, open, and responsive learning environment. With respect to streams like end-user development and opportunistic design, this paper elaborates a methodology for user-driven environment design for action-based activities. Based on a former research approach named 'Mash-Up Personal Learning Environments'(MUPPLE) we demonstrate how workplace and lifelong learners can be empowered to develop their own environment for collaborating in learner networks and which prerequisites and support facilities are necessary for this methodology
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Education in the Wild: Contextual and Location-Based Mobile Learning in Action. A Report from the STELLAR Alpine Rendez-Vous Workshop Series
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Introduction to location-based mobile learning
[About the book]
The report follows on from a 2-day workshop funded by the STELLAR Network of Excellence as part of their 2009 Alpine Rendez-Vous workshop series and is edited by Elizabeth Brown with a foreword from Mike Sharples. Contributors have provided examples of innovative and exciting research projects and practical applications for mobile learning in a location-sensitive setting, including the sharing of good practice and the key findings that have resulted from this work. There is also a debate about whether location-based and contextual learning results in shallower learning strategies and a section detailing the future challenges for location-based learning
Engineering of an Extreme Rainfall Detection System using Grid Computing
This paper describes a new approach for intensive rainfall data analysis. ITHACA's Extreme Rainfall Detection System (ERDS) is conceived to provide near real-time alerts related to potential exceptional rainfalls worldwide, which can be used by WFP or other humanitarian assistance organizations to evaluate the event and understand the potentially floodable areas where their assistance is needed. This system is based on precipitation analysis and it uses rainfall data from satellite at worldwide extent. This project uses the Tropical Rainfall Measuring Mission Multisatellite Precipitation Analysis dataset, a NASA-delivered near real-time product for current rainfall condition monitoring over the world. Considering the great deal of data to process, this paper presents an architectural solution based on Grid Computing techniques. Our focus is on the advantages of using a distributed architecture in terms of performances for this specific purpos
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Augmenting the field experience: a student-led comparison of techniques and technologies
In this study we report on our experiences of creating and running a student fieldtrip exercise which allowed students to compare a range of approaches to the design of technologies for augmenting landscape scenes. The main study site is around Keswick in the English Lake District, Cumbria, UK, an attractive upland environment popular with tourists and walkers. The aim of the exercise for the students was to assess the effectiveness of various forms of geographic information in augmenting real landscape scenes, as mediated through a range of techniques and technologies. These techniques were: computer-generated acetate overlays showing annotated wireframe views from certain key points; a custom-designed application running on a PDA; a mediascape running on the mScape software on a GPS-enabled mobile phone; Google Earth on a tablet PC; and a head-mounted in-field Virtual Reality system. Each group of students had all five techniques available to them, and were tasked with comparing them in the context of creating a visitor guide to the area centred on the field centre. Here we summarise their findings and reflect upon some of the broader research questions emerging from the project
Towards a semantic modeling of learners for social networks
The Friend of a Friend (FOAF) ontology is a vocabulary for mapping social networks. In this paper we propose an extension to FOAF in order to allow it to model learners and their social networks. We analyse FOAF alongside different learner modeling standards and specifications, and based on this analysis we introduce a taxonomy of the different features found in those models. We then compare the learner models and FOAF against the taxonomy to see how their characteristics have been shaped by their purpose. Based on this we propose extensions to FOAF in order to produce a learner model that is capable of forming the basis of a semantic social network.<br/
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