6,232 research outputs found
The Creation of an Expert System for Teaching Piano Lessons
Combining the arts with science and technology has had many beneficial results. Computers and music have been connected for many years. Computers have been used in music composition, electronic keyboards, music publishing and digital sound processing. Artificial intelligence has been used in creating expert systems for training people in various fields. An attempt will be made to tie together expert systems for training with current computerized music technology.
This research report proposes that an expert system be developed to teach piano lessons. The fields of music and artificial intelligence will be drawn upon in developing this expert system structure. While existing technology makes the choice of an electronic keyboard the logical one, using an acoustic piano will also be addressed
The Creation of an Expert System for Teaching Piano Lessons
Combining the arts with science and technology has had many beneficial results. Computers and music have been connected for many years. Computers have been used in music composition, electronic keyboards, music publishing and digital sound processing. Artificial intelligence has been used in creating expert systems for training people in various fields. An attempt will be made to tie together expert systems for training with current computerized music technology.
This research report proposes that an expert system be developed to teach piano lessons. The fields of music and artificial intelligence will be drawn upon in developing this expert system structure. While existing technology makes the choice of an electronic keyboard the logical one, using an acoustic piano will also be addressed
Financial Analysis Of Information Security Breaches*
Each year, due to hacker attacks and virus infections billions of dollars are wasted. The impacts are globally felt and are not restricted to a single industry or agency, but it includes academia, individual, industry, and government agencies. In fact, hackers and viruses are becoming more and more sophisticated and are increasingly harder to detect. In this paper an attempt has been made to present Internet security and vulnerability, security policies, financial impacts, remedies, and a model to evaluate the opportunity costs of variables involve in security breaches
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The organisational impact of open educational resources
The open educational resource (OER) movement has been growing rapidly since 2001, stimulated by funding from benefactors such as the Hewlett Foundation and UNESCO, and providing educational content freely to institutions and learners across the World. Individuals and organisations are motivated by a variety of drivers to produce OERs, both altruistic and self-interested. There are parallels with the open source movement where authors and others combine their efforts to provide a product which they and others can use freely and adapt to their own purposes. There are many different ways in which OER initiatives are organised and an infinite range of possibilities for how the OERs themselves are constituted. If institutions are to develop sustainable OER initiatives they need to build successful change management initiatives, developing models for the production and quality assurance of OERs, licensing them through appropriate mechanisms such as the Creative Commons, and considering how the resources will be discovered and used by learners
Remarks on the Anniversary of the Merit Computer Network
http://deepblue.lib.umich.edu/bitstream/2027.42/89231/1/2007_Remarks_on_the_Merit_Birthday.pd
Effective Computer Programming Instruction for pre-University Albanian Students
The relationship between pre-university students and technology is frequently overrated.While we receive glowing reports about how young people are knowledgeable aboutcomputers, the truth is that their knowledge is typically about computer content and themanipulation of applications. Young students too often treat the actual programming andunderstanding of computers as a sort of magical mystery.In this paper we look at a new Albanian initiative to identify and nurture the mosttalented of our pre-university students. In particular we look at contributions to the goalof making Albanians the most talented programmers in this area of Europe.The study addresses the issue of how to get young people interested in programmingby focusing on non-syntactic procedures. The authors consider two programmingenvironments that teach through the use of objects and problem solving skills
A Proposal for Action Plan for Digitization of University Libraries
Electronic publishing and information accessing have become easy and convenient
mainly because of Internet and the World Wide Web technologies. Most digital libraries
were developed in the past by taking up projects based on specific disciplines and then
developed into full-fledged digital libraries. The inter-networking communication links,
low cost storage solutions, powerful desktops, workstations, servers and multimedia
hardware and software technologies are now available for initiating the Digital Library
projects in India. Digital Library is also known as Electronic Library or Virtual Library
with very little difference
Practical, appropriate, empirically-validated guidelines for designing educational games
There has recently been a great deal of interest in the
potential of computer games to function as innovative
educational tools. However, there is very little evidence of
games fulfilling that potential. Indeed, the process of
merging the disparate goals of education and games design
appears problematic, and there are currently no practical
guidelines for how to do so in a coherent manner. In this
paper, we describe the successful, empirically validated
teaching methods developed by behavioural psychologists
and point out how they are uniquely suited to take
advantage of the benefits that games offer to education. We
conclude by proposing some practical steps for designing
educational games, based on the techniques of Applied
Behaviour Analysis. It is intended that this paper can both
focus educational games designers on the features of games
that are genuinely useful for education, and also introduce a
successful form of teaching that this audience may not yet
be familiar with
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