Abstract: Conceptualization strengthens intelligent systems in generalization skill, effective knowledge representation, real-time inference, and managing uncertain and indefinite situations in addition to facilitating knowledge communication for learning agents situated in real world. Concept learning introduces a way of abstraction by which the continuous state is formed as entities called concepts which are connected to the action space and thus, they illustrate somehow the complex action space. Of computational concept learning approaches, action-based conceptualization is favored because of its simplicity and mirror neuron foundations in neuroscience. In this paper, a new biologically inspired concept learning approach based on the probabilistic framework is proposed. This approach exploits and extends the mirror neuron-s role in conceptualization for a reinforcement learning agent in nondeterministic environments. In the proposed method, instead of building a huge numerical knowledge, the concepts are learnt gradually from rewards through interaction with the environment. Moreover the probabilistic formation of the concepts is employed to deal with uncertain and dynamic nature of real problems in addition to the ability of generalization. These characteristics as a whole distinguish the proposed learning algorithm from both a pure classification algorithm and typical reinforcement learning. Simulation results show advantages of the proposed framework in terms of convergence speed as well as generalization and asymptotic behavior because of utilizing both success and failures attempts through received rewards. Experimental results, on the other hand, show the applicability and effectiveness of the proposed method in continuous and noisy environments for a real robotic task such as maze as well as the benefits of implementing an incremental learning scenario in artificial agents.
Abstract: This paper represents four unsupervised clustering algorithms namely sIB, RandomFlatClustering, FarthestFirst, and FilteredClusterer that previously works have not been used for network traffic classification. The methodology, the result, the products of the cluster and evaluation of these algorithms with efficiency of each algorithm from accuracy are shown. Otherwise, the efficiency of these algorithms considering form the time that it use to generate the cluster quickly and correctly. Our work study and test the best algorithm by using classify traffic anomaly in network traffic with different attribute that have not been used before. We analyses the algorithm that have the best efficiency or the best learning and compare it to the previously used (K-Means). Our research will be use to develop anomaly detection system to more efficiency and more require in the future.
Abstract: Learning is the acquisition of new mental schemata, knowledge, abilities and skills which can be used to solve problems potentially more successfully. The learning process is optimum when it is assisted and personalized. Learning is not a single activity, but should involve many possible activities to make learning become meaningful. Many e-learning applications provide facilities to support teaching and learning activities. One way to identify whether the e-learning system is being used by the learners is through the number of hits that can be obtained from the e-learning system's log data. However, we cannot rely solely to the number of hits in order to determine whether learning had occurred meaningfully. This is due to the fact that meaningful learning should engage five characteristics namely active, constructive, intentional, authentic and cooperative. This paper aims to analyze the e-learning activities that is meaningful to learning. By focusing on the meaningful learning characteristics, we match it to the corresponding Moodle e-learning activities. This analysis discovers the activities that have high impact to meaningful learning, as well as activities that are less meaningful. The high impact activities is given high weights since it become important to meaningful learning, while the low impact has less weight and said to be supportive e-learning activities. The result of this analysis helps us categorize which e-learning activities that are meaningful to learning and guide us to measure the effectiveness of e-learning usage.
Abstract: Computer network courses are essential parts of college computer science curriculum and hands-on networking experience is well recognized as an effective approach to help students understand better about the network concepts, the layered architecture of network protocols, and the dynamics of the networks. However, existing networking labs are usually server-based and relatively cumbersome, which require a certain level of specialty and resource to set up and maintain the lab environment. Many universities/colleges lack the resources and build-ups in this field and have difficulty to provide students with hands-on practice labs. A new affordable and easily-adoptable approach to networking labs is desirable to enhance network teaching and learning. In addition, current network labs are short on providing hands-on practice for modern wireless and mobile network learning. With the prevalence of smart mobile devices, wireless and mobile network are permeating into various aspects of our information society. The emerging and modern mobile technology provides computer science students with more authentic learning experience opportunities especially in network learning. A mobile device based hands-on labware can provide an excellent ‘real world’ authentic learning environment for computer network especially for wireless network study. In this paper, we present our mobile device-based hands-on labware (series of lab module) for computer network learning which is guided by authentic learning principles to immerse students in a real world relevant learning environment. We have been using this labware in teaching computer network, mobile security, and wireless network classes. The student feedback shows that students can learn more when they have hands-on authentic learning experience.
Abstract: This study has been prepared with the purpose to get the views of senior class Elementary Education Mathematics preservice teachers on proving. Data have been obtained via surveys and interviews carried out with 104 preservice teachers. According to the findings, although preservice teachers have positive views about using proving in mathematics teaching, it is seen that their experiences related to proving is limited to courses and they think proving is a work done only for the exams. Furthermore, they have expressed in the interviews that proving is difficult for them, and because of this reason they prefer memorizing instead of learning.
Abstract: The purpose of this study is to explore the impacts of
computer games on the mathematics instruction. First, the research
designed and implemented the web-based games according to the
content of existing textbook. And the researcher collected and
analyzed the information related to the mathematics instruction
integrating the computer games. In this study, the researcher focused
on the learning motivation of mathematics, mathematics achievement,
and pupil-teacher interactions in classroom. The results showed that
students under instruction integrating computer games significantly
improved in motivation and achievement. The teacher tended to use
less direct teaching and provide more time for student-s active
learning.
Abstract: Human perceives color in categories, which may be
identified using color name such as red, blue, etc. The categorization
is unique for each human being. However despite the individual
differences, the categorization is shared among members in society.
This allows communication among them, especially when using
color name. Sociable robot, to live coexist with human and become
part of human society, must also have the shared color
categorization, which can be achieved through learning. Many
works have been done to enable computer, as brain of robot, to learn
color categorization. Most of them rely on modeling of human color
perception and mathematical complexities. Differently, in this work,
the computer learns color categorization through interaction with
humans. This work aims at developing the innate ability of the
computer to learn the human-like color categorization. It focuses on
the representation of color categorization and how it is built and
developed without much mathematical complexity.
Abstract: In this paper a PID control strategy using neural
network adaptive RASP1 wavelet for WECS-s control is proposed.
It is based on single layer feedforward neural networks with hidden
nodes of adaptive RASP1 wavelet functions controller and an infinite
impulse response (IIR) recurrent structure. The IIR is combined by
cascading to the network to provide double local structure resulting
in improving speed of learning. This particular neuro PID controller
assumes a certain model structure to approximately identify the
system dynamics of the unknown plant (WECS-s) and generate the
control signal. The results are applied to a typical turbine/generator
pair, showing the feasibility of the proposed solution.
Abstract: The only relevant basis for the design of an educational application are objectives of learning for the content area. This study analyses the process in which the real – not only the formal – objectives could work as the starting point for the construction of an educational game. The application context is the education of perioperative nursing. The process is based on the panel discussions of nursing teachers. In the panels, the teachers elaborated the objectives. The transcribed discussions were analysed in terms of the conceptions of learning and teaching of perioperative nursing. The outcome of the study is first the elaborated objectives, which will be used in the implementation of an educational game for the needs of pre-, intra and post-operative nursing skills learning. Second, the study shows that different views of learning are necessary to be understood in order to design an appropriate educational application.
Abstract: This paper presents an ESN-based Arabic phoneme
recognition system trained with supervised, forced and combined
supervised/forced supervised learning algorithms. Mel-Frequency
Cepstrum Coefficients (MFCCs) and Linear Predictive Code (LPC)
techniques are used and compared as the input feature extraction
technique. The system is evaluated using 6 speakers from the King
Abdulaziz Arabic Phonetics Database (KAPD) for Saudi Arabia
dialectic and 34 speakers from the Center for Spoken Language
Understanding (CSLU2002) database of speakers with different
dialectics from 12 Arabic countries. Results for the KAPD and
CSLU2002 Arabic databases show phoneme recognition
performances of 72.31% and 38.20% respectively.
Abstract: Rapid steps made in the field of Information and Communication Technology (ICT) has facilitated the development of teaching and learning methods and prepared them to serve the needs of an assorted educational institution. In other words, the information age has redefined the fundamentals and transformed the institutions and method of services delivery forever. The vision is the articulation of a desire to transform the method of teaching and learning could proceed through e-learning. E-learning is commonly deliberated to use of networked information and communications technology in teaching and learning practice. This paper deals the general aspects of the e-leaning with its issues, developments, opportunities and challenges, which can the higher institutions own.
Abstract: Intelligent systems are required in order to quickly and accurately analyze enormous quantities of data in the Internet environment. In intelligent systems, information extracting processes can be divided into supervised learning and unsupervised learning. This paper investigates intelligent clustering by unsupervised learning. Intelligent clustering is the clustering system which determines the clustering model for data analysis and evaluates results by itself. This system can make a clustering model more rapidly, objectively and accurately than an analyzer. The methodology for the automatic clustering intelligent system is a multi-agent system that comprises a clustering agent and a cluster performance evaluation agent. An agent exchanges information about clusters with another agent and the system determines the optimal cluster number through this information. Experiments using data sets in the UCI Machine Repository are performed in order to prove the validity of the system.
Abstract: Collaborative networked learning (hereafter CNL)
was first proposed by Charles Findley in his work “Collaborative
networked learning: online facilitation and software support" as part
of instructional learning for the future of the knowledge worker. His
premise was that through electronic dialogue learners and experts
could interactively communicate within a contextual framework to
resolve problems, and/or to improve product or process knowledge.
Collaborative learning has always been the forefront of educational
technology and pedagogical research, but not in the mainstream of
operations management. As a result, there is a large disparity in the
study of CNL, and little is known about the antecedents of network
collaboration and sharing of information among diverse employees in
the manufacturing environment. This paper presents a model to
bridge the gap between theory and practice. The objective is that
manufacturing organizations will be able to accelerate organizational
learning and sharing of information through various collaborative
Abstract: The assessment of the efficacy of devised Mobile-
Assisted Instructional Modes in Mobile Learning was the focus of
this research. The study adopted pre-test, post-test, control group
quasi-experimental design. Research instruments were developed,
validated and used for collecting data. Findings revealed that the
students exposed to Mobile Task Based Learning Mode (MTBLM) in
using Mobile-Assisted Instruction (MAI) performed significantly
better. The implication of these findings is that, the Audio tutorial
and Practice Mode (ATPM) (Stimulus instruments) of MAI had been
found better over the other modes used in the study.
Abstract: We present here the results for a comparative study of
some techniques, available in the literature, related to the relevance
feedback mechanism in the case of a short-term learning. Only one
method among those considered here is belonging to the data mining
field which is the K-nearest neighbors algorithm (KNN) while the
rest of the methods is related purely to the information retrieval field
and they fall under the purview of the following three major axes:
Shifting query, Feature Weighting and the optimization of the
parameters of similarity metric. As a contribution, and in addition to
the comparative purpose, we propose a new version of the KNN
algorithm referred to as an incremental KNN which is distinct from
the original version in the sense that besides the influence of the
seeds, the rate of the actual target image is influenced also by the
images already rated. The results presented here have been obtained
after experiments conducted on the Wang database for one iteration
and utilizing color moments on the RGB space. This compact
descriptor, Color Moments, is adequate for the efficiency purposes
needed in the case of interactive systems. The results obtained allow
us to claim that the proposed algorithm proves good results; it even
outperforms a wide range of techniques available in the literature.
Abstract: Application of Information Technology (IT) has
revolutionized the functioning of business all over the world. Its
impact has been felt mostly among the information of dependent
industries. Tourism is one of such industry. The conceptual
framework in this study represents an innovation of travel
information searching system on mobile devices which is used as
tools to deliver travel information (such as hotels, restaurants, tourist
attractions and souvenir shops) for each user by travelers
segmentation based on data mining technique to segment the tourists-
behavior patterns then match them with tourism products and
services. This system innovation is designed to be a knowledge
incremental learning. It is a marketing strategy to support business to
respond traveler-s demand effectively.
Abstract: The learning society has currently transformed from 'wired society' to become 'mobile society' which is facilitated by wireless network. To suit to this new paradigm, m-learning was given birth and rapidly building its prospect to be included in the future curriculum. Research and studies on m-learning spruced up in numerous aspects but there is still scarcity in studies on curriculum design of m-learning. This study is a part of an ongoing bigger study probing into the m-learning curriculum for secondary schools. The paper reports on the first phase of the study which aims to probe into the needs of curriculum design for m-learning at the secondary school level and the researcher adopted the needs analysis method. Data accrued from responses on survey questionnaires based on Lickert-point scale were analyzed statistically. The findings from this preliminary study serve as a basis for m-learning curriculum development for secondary schools.
Abstract: The current paper presents the findings of a research
study on learners- barriers and motivators engaged into blended
programs in a workplace context. In this study, the participants were
randomly assigned to one of four parallel e-learning courses, each of
which was delivered using a different learning strategy. Data were
collected through web-based and telephone surveys developed by the
researchers. The results showed that vague instruction, time
management, and insufficient feedback were the top-most barriers to
blended learning. The major motivators for blended learning included
content relevance, flexibility in time, and the ability to work at own
pace.
Abstract: The proposed Multimedia Pronunciation Learning
Management System (MPLMS) in this study is a technology with
profound potential for inducing improvement in pronunciation
learning. The MPLMS optimizes the digitised phonetic symbols with
the integration of text, sound and mouth movement video. The
components are designed and developed in an online management
system which turns the web to a dynamic user-centric collection of
consistent and timely information for quality sustainable learning.
The aim of this study is to design and develop the MPLMS which
serves as an innovative tool to improve English pronunciation. This
paper discusses the iterative methodology and the three-phase Alessi
and Trollip model in the development of MPLMS. To align with the
flexibility of the development of educational software, the iterative
approach comprises plan, design, develop, evaluate and implement is
followed. To ensure the instructional appropriateness of MPLMS, the
instructional system design (ISD) model of Alessi and Trollip serves
as a platform to guide the important instructional factors and process.
It is expected that the results of future empirical research will support
the efficacy of MPLMS and its place as the premier pronunciation
learning system.
Abstract: In this paper, a Web-based e-Training platform that is dedicated to multimodal breast imaging is presented. The assets of this platform are summarised in (i) the efficient representation of the curriculum flow that will permit efficient training; (ii) efficient tagging of multimodal content appropriate for the completion of realistic cases and (iii) ubiquitous accessibility and platform independence via a web-based approach.