1,112 research outputs found

    Resource allocation for massively multiplayer online games using fuzzy linear assignment technique

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    This paper investigates the possible use of fuzzy system and Linear Assignment Problem (LAP) for resource allocation for Massively Multiplayer Online Games (MMOGs). Due to the limitation of design capacity of such complex MMOGs, resources available in the game cannot be unlimited. Resources in this context refer to items used to support the game play and activities in the MMOGs, also known as in-game resources. As for network resources, it is also one of the important research areas for MMOGs due to the increasing number of players. One of the main objectives is to ensure the Quality of Service (QoS) in the MMOGs environment for each player. Regardless, which context the resource is defined, the proposed method can still be used. Simulated results based on the network resources to ensure QoS shows that the proposed method could be an alternative

    Mobile content personalisation using intelligent user profile approach

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    As there are several limitations using mobile internet, mobile content personalisation seems to be an alternative to enhance the experience of using mobile internet. In this paper, we propose the mobile content personalisation framework to facilitate collaboration between the client and the server. This paper investigates clustering and classification techniques using K-means and Artificial Neural Networks (ANN) to predict user's desired content and WAP pages based on device's listed-oriented menu approach. We make use of the user profile and user's information ranking matrix to make prediction of the desired information for the user. Experimental results show that it can generate promising prediction. The results show that it works best when used for predicting 1 matched menu item on the screen

    Client-side mobile user profile for content management using data mining techniques

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    Mobile device can be used as a medium to send and receive the mobile internet content. However, there are several limitations using mobile internet. Content personalisation has been viewed as an important area when using mobile internet. In order for personalisation to be successful, understanding the user is important. In this paper, we explore the implementation of the user profile at client-side, which may be used whenever user connect to the mobile content provider. The client-side user profile can help to free the provider in performing analysis by using data mining technique at the mobile device. This research investigates the conceptual idea of using clustering and classification of user profile at the client-site mobile. In this paper, we applied K-means and compared several other classification algorithms like TwoStep, Kohenen and Anomaly to determine the boundaries of the important factors using information ranking separation

    Issues for consideration to adopt educational computer games for learning and teaching

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    Computer games have started to gain attention in the domain of learning and teaching. The integration of computer games for education in the classroom has starting to gain acceptance in some countries. However, for schools which have never used computer games in the classroom, study still need to be conducted to investigate the teachers' belief and attitude toward the usage. The purpose of this paper is to examine issues for consideration when adopting educational computer games for learning and teaching. This paper also examines the concepts that related to educational computer games and aspects of learning and teaching. In addition, the theories of technology acceptance which use to assess the perception, belief and attitude of teachers and students have also been investigated

    A model for mobile content filtering on non-interactive recommendation systems

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    To overcome the problem of information overloading in mobile communication, a recommendation system can be used to help mobile device users. However, there are problems relating to sparsity of information from a first-time user in regard to initial rating of the content and the retrieval of relevant items. In order for the user to experience personalized content delivery via the mobile recommendation system, content filtering is necessary. This paper proposes an integrated method by using classification and association rule techniques for extracting knowledge from mobile content in a user's profile. The knowledge can be used to establish a model for new users and first rater on mobile content. The model recommends relevant content in the early stage during the connection based on the user's profile. The proposed method also facilitates association to be generated to link the first rater items to the top items identified from the outcomes of the classification and clustering processes. This can address the problem of sparsity in initial rating and new user's connection for non-interactive recommendation systems

    Fuzzy linear assignment problem: an approach to vehicle fleet deployment

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    This paper proposes and examines a new approach using fuzzy logic to vehicle fleet deployment. Fleet deployment is viewed as a fuzzy linear assignment problem. It assigns each travel request to an available service vehicle through solving a linear assignment matrix of defuzzied cost entries. Each cost entry indicates the cost value of a travel request that "fuzzily aggregates" multiple criteria in simple rules incorporating human dispatching expertise. The approach is examined via extensive simulations anchored in a representative scenario of taxi deployment, and compared to the conventional case of using only distances (each from the taxi position to the source point and finally destination point of a travel request) as cost entries. Discussion in the context of related work examines the performance and practicality of the proposed approach

    Misclassification analysis for the class imbalance problem

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    In classification, the class imbalance issue normally causes the learning algorithm to be dominated by the majority classes and the features of the minority classes are sometimes ignored. This will indirectly affect how human visualise the data. Therefore, special care is needed to take care of the learning algorithm in order to enhance the accuracy for the minority classes. In this study, the use of misclassification analysis is investigated for data re-distribution. Several under-sampling techniques and hybrid techniques using misclassification analysis are proposed in the paper. The benchmark data sets obtained from the University of California Irvine (UCI) machine learning repository are used to investigate the performance of the proposed techniques. The results show that the proposed hybrid technique presents the best performance in the experiment

    Towards a more natural and intelligent interface with embodied conversation agent

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    Conversational agent also known as chatterbots are computer programs which are designed to converse like a human as much as their intelligent allows. In many ways, they are the embodiment of Turing's vision. The ability for computers to converse with human users using natural language would arguably increase their usefulness. Recent advances in Natural Language Processing (NLP) and Artificial Intelligence (AI) in general have advances this field in realizing the vision of a more humanoid interactive system. This paper presents and discusses the use of embodied conversation agent (ECA) for the imitation games. This paper also presents the technical design of our ECA and its performance. In the interactive media industry, it can also been observed that the ECA are getting popular

    An embodied conversational agent for intelligent web interaction on pandemic crisis communication

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    In times of crisis, an effective communication mechanism is paramount in providing accurate and timely information to the community. In this paper we study the use of an intelligent embodied conversational agent (EGA) as the front end interface with the public for a Crisis Communication Network Portal (CCNet). The proposed system, CCNet, is an integration of the intelligent conversation agent, AINI, and an Automated Knowledge Extraction Agent (AKEA). AKEA retrieves first hand information from relevant sources such as government departments and news channels. In this paper, we compare the interaction of AINI against two popular search engines, two question answering systems and two conversational systems

    Heterogeneous aggregation in binary colloidal alloys

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    Molecular dynamics (MD) simulation has been employed to study the nonequilibrium structure formation of two types of particles in a colloidal suspension, driven by type-dependent forces. We examined the time evolution of structure formation as well as the structural properties of the resulting aggregation by studying the radial distribution function (RDF). The resulting aggregation is well described by a binary colloidal gelation. We compared the structural properties to those for one type of particles. From the MD results, it is evident that there are significant differences between the RDF's of the two cases. Moreover, we found that the average coordination number is generally larger in the monodisperse case for all area fractions considered. Thus, by means of heterogeneous aggregation, it is possible to obtain a wide variety of structures while more close-packed structures are formed for monodisperse colloidal aggregation.Comment: 15 pages, 5 eps figures; preliminary results have been reported at the APS March Meeting 2002; accepted by Physica
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