65,565 research outputs found

    An investigation into machine learning approaches for forecasting spatio-temporal demand in ride-hailing service

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    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

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    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?

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    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

    Engineering of an Extreme Rainfall Detection System using Grid Computing

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    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

    Towards a semantic modeling of learners for social networks

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    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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