Methods for Case Maintenance in Case-Based Reasoning

Case-Based Reasoning (CBR) is one of machine learning algorithms for problem solving and learning that caught a lot of attention over the last few years. In general, CBR is composed of four main phases: retrieve the most similar case or cases, reuse the case to solve the problem, revise or adapt the proposed solution, and retain the learned cases before returning them to the case base for learning purpose. Unfortunately, in many cases, this retain process causes the uncontrolled case base growth. The problem affects competence and performance of CBR systems. This paper proposes competence-based maintenance method based on deletion policy strategy for CBR. There are three main steps in this method. Step 1, formulate problems. Step 2, determine coverage and reachability set based on coverage value. Step 3, reduce case base size. The results obtained show that this proposed method performs better than the existing methods currently discussed in literature.

Extended Least Squares LS–SVM

Among neural models the Support Vector Machine (SVM) solutions are attracting increasing attention, mostly because they eliminate certain crucial questions involved by neural network construction. The main drawback of standard SVM is its high computational complexity, therefore recently a new technique, the Least Squares SVM (LS–SVM) has been introduced. In this paper we present an extended view of the Least Squares Support Vector Regression (LS–SVR), which enables us to develop new formulations and algorithms to this regression technique. Based on manipulating the linear equation set -which embodies all information about the regression in the learning process- some new methods are introduced to simplify the formulations, speed up the calculations and/or provide better results.

Communication Engineering Curriculum (Past, Present and the Future)

At present time, competition, unpredictable fluctuations have made communication engineering education in the global sphere really difficult. Confront with new situation in the engineering education sector. Communication engineering education has to be reformed and ready to use more advanced technologies. We realized that one of the general problems of student`s education is that after graduating from their universities, they are not prepared to face the real life challenges and full skilled to work in industry. They are prepared only to think like engineers and professionals but they also need to possess some others non-technical skills. In today-s environment, technical competence alone is not sufficient for career success. Employers want employees (graduate engineers) who have good oral and written communication (soft) skills. It does require for team work, business awareness, organization, management skills, responsibility, initiative, problem solving and IT competency. This proposed curriculum brings interactive, creative, interesting, effective learning methods, which includes online education, virtual labs, practical work, problem-based learning (PBL), and lectures given by industry experts. Giving short assignments, presentations, reports, research papers and projects students can significantly improve their non-technical skills. Also, we noticed the importance of using ICT technologies in engineering education which used by students and teachers, and included that into proposed teaching and learning methods. We added collaborative learning between students through team work which builds theirs skills besides course materials. The prospective on this research that we intent to update communication engineering curriculum in order to get fully constructed engineer students to ready for real industry work.

Through Biometric Card in Romania: Person Identification by Face, Fingerprint and Voice Recognition

In this paper three different approaches for person verification and identification, i.e. by means of fingerprints, face and voice recognition, are studied. Face recognition uses parts-based representation methods and a manifold learning approach. The assessment criterion is recognition accuracy. The techniques under investigation are: a) Local Non-negative Matrix Factorization (LNMF); b) Independent Components Analysis (ICA); c) NMF with sparse constraints (NMFsc); d) Locality Preserving Projections (Laplacianfaces). Fingerprint detection was approached by classical minutiae (small graphical patterns) matching through image segmentation by using a structural approach and a neural network as decision block. As to voice / speaker recognition, melodic cepstral and delta delta mel cepstral analysis were used as main methods, in order to construct a supervised speaker-dependent voice recognition system. The final decision (e.g. “accept-reject" for a verification task) is taken by using a majority voting technique applied to the three biometrics. The preliminary results, obtained for medium databases of fingerprints, faces and voice recordings, indicate the feasibility of our study and an overall recognition precision (about 92%) permitting the utilization of our system for a future complex biometric card.

Markov Game Controller Design Algorithms

Markov games are a generalization of Markov decision process to a multi-agent setting. Two-player zero-sum Markov game framework offers an effective platform for designing robust controllers. This paper presents two novel controller design algorithms that use ideas from game-theory literature to produce reliable controllers that are able to maintain performance in presence of noise and parameter variations. A more widely used approach for controller design is the H∞ optimal control, which suffers from high computational demand and at times, may be infeasible. Our approach generates an optimal control policy for the agent (controller) via a simple Linear Program enabling the controller to learn about the unknown environment. The controller is facing an unknown environment, and in our formulation this environment corresponds to the behavior rules of the noise modeled as the opponent. Proposed controller architectures attempt to improve controller reliability by a gradual mixing of algorithmic approaches drawn from the game theory literature and the Minimax-Q Markov game solution approach, in a reinforcement-learning framework. We test the proposed algorithms on a simulated Inverted Pendulum Swing-up task and compare its performance against standard Q learning.

Using Genetic Algorithm to Improve Information Retrieval Systems

This study investigates the use of genetic algorithms in information retrieval. The method is shown to be applicable to three well-known documents collections, where more relevant documents are presented to users in the genetic modification. In this paper we present a new fitness function for approximate information retrieval which is very fast and very flexible, than cosine similarity fitness function.

Strategies for Developing e-LMS for Tanzania Secondary Schools

Tanzania secondary schools in rural areas are geographically and socially isolated, hence face a number of problems in getting learning materials resulting in poor performance in National examinations. E-learning as defined to be the use of information and communication technology (ICT) for supporting the educational processes has motivated Tanzania to apply ICT in its education system. There has been effort to improve secondary school education using ICT through several projects. ICT for e-learning to Tanzania rural secondary school is one of the research projects conceived by the University of Dar-es-Salaam through its College of Engineering and Technology. The main objective of the project is to develop a tool to enable ICT support rural secondary school. The project is comprehensive with a number of components, one being development of e-learning management system (e-LMS) for Tanzania secondary schools. This paper presents strategies of developing e-LMS. It shows the importance of integrating action research methodology with the modeling methods as presented by model driven architecture (MDA) and the usefulness of Unified Modeling Language (UML) on the issue of modeling. The benefit of MDA will go along with the development based on software development life cycle (SDLC) process, from analysis and requirement phase through design and implementation stages as employed by object oriented system analysis and design approach. The paper also explains the employment of open source code reuse from open source learning platforms for the context sensitive development of the e-LMS for Tanzania secondary schools.

Instructional Design and Development Utilizing Technology: A Student Perspective

The sequence Analyze, Design, Develop, Implement, and Evaluate (ADDIE) provides a powerful methodology for designing computer-based educational materials. Helping students to understand this design process sequence may be achieved by providing them with direct, guided experience. This article examines such help and guidance and the overall learning process from a student-s personal experience.

SDVAR Algorithm for Detecting Fraud in Telecommunications

This paper presents a procedure for estimating VAR using Sequential Discounting VAR (SDVAR) algorithm for online model learning to detect fraudulent acts using the telecommunications call detailed records (CDR). The volatility of the VAR is observed allowing for non-linearity, outliers and change points based on the works of [1]. This paper extends their procedure from univariate to multivariate time series. A simulation and a case study for detecting telecommunications fraud using CDR illustrate the use of the algorithm in the bivariate setting.

Matching-Based Cercospora Leaf Spot Detection in Sugar Beet

In this paper, we propose a robust disease detection method, called adaptive orientation code matching (Adaptive OCM), which is developed from a robust image registration algorithm: orientation code matching (OCM), to achieve continuous and site-specific detection of changes in plant disease. We use two-stage framework for realizing our research purpose; in the first stage, adaptive OCM was employed which could not only realize the continuous and site-specific observation of disease development, but also shows its excellent robustness for non-rigid plant object searching in scene illumination, translation, small rotation and occlusion changes and then in the second stage, a machine learning method of support vector machine (SVM) based on a feature of two dimensional (2D) xy-color histogram is further utilized for pixel-wise disease classification and quantification. The indoor experiment results demonstrate the feasibility and potential of our proposed algorithm, which could be implemented in real field situation for better observation of plant disease development.

Using a Semantic Self-Organising Web Page-Ranking Mechanism for Public Administration and Education

In the proposed method for Web page-ranking, a novel theoretic model is introduced and tested by examples of order relationships among IP addresses. Ranking is induced using a convexity feature, which is learned according to these examples using a self-organizing procedure. We consider the problem of selforganizing learning from IP data to be represented by a semi-random convex polygon procedure, in which the vertices correspond to IP addresses. Based on recent developments in our regularization theory for convex polygons and corresponding Euclidean distance based methods for classification, we develop an algorithmic framework for learning ranking functions based on a Computational Geometric Theory. We show that our algorithm is generic, and present experimental results explaining the potential of our approach. In addition, we explain the generality of our approach by showing its possible use as a visualization tool for data obtained from diverse domains, such as Public Administration and Education.

A GA-Based Role Assignment Approach for Web-based Cooperative Learning Environments

Web-based cooperative learning focuses on (1) the interaction and the collaboration of community members, and (2) the sharing and the distribution of knowledge and expertise by network technology to enhance learning performance. Numerous research literatures related to web-based cooperative learning have demonstrated that cooperative scripts have a positive impact to specify, sequence, and assign cooperative learning activities. Besides, literatures have indicated that role-play in web-based cooperative learning environments enhances two or more students to work together toward the completion of a common goal. Since students generally do not know each other and they lack the face-to-face contact that is necessary for the negotiation of assigning group roles in web-based cooperative learning environments, this paper intends to further extend the application of genetic algorithm (GA) and propose a GA-based algorithm to tackle the problem of role assignment in web-based cooperative learning environments, which not only saves communication costs but also reduces conflict between group members in negotiating role assignments.

Innovative Teaching in Systems Analysis and Design - an Action Research Project

Systems Analysis and Design is a key subject in Information Technology courses, but students do not find it easy to cope with, since it is not “precise" like programming and not exact like Mathematics. It is a subject working with many concepts, modeling ideas into visual representations and then translating the pictures into a real life system. To complicate matters users who are not necessarily familiar with computers need to give their inputs to ensure that they get the system the need. Systems Analysis and Design also covers two fields, namely Analysis, focusing on the analysis of the existing system and Design, focusing on the design of the new system. To be able to test the analysis and design of a system, it is necessary to develop a system or at least a prototype of the system to test the validity of the analysis and design. The skills necessary in each aspect differs vastly. Project Management Skills, Database Knowledge and Object Oriented Principles are all necessary. In the context of a developing country where students enter tertiary education underprepared and the digital divide is alive and well, students need to be motivated to learn the necessary skills, get an opportunity to test it in a “live" but protected environment – within the framework of a university. The purpose of this article is to improve the learning experience in Systems Analysis and Design through reviewing the underlying teaching principles used, the teaching tools implemented, the observations made and the reflections that will influence future developments in Systems Analysis and Design. Action research principles allows the focus to be on a few problematic aspects during a particular semester.

Management of Multimedia Contents for Distributed e-Learning System

We have developed a distributed asynchronous Web based training system. In order to improve the scalability and robustness of this system, all contents and functions are realized on mobile agents. These agents are distributed to computers, and they can use a Peer to Peer network that modified Content-Addressable Network. In the proposed system, only text data can be included in a exercise. To make our proposed system more useful, the mechanism that it not only adapts to multimedia data but also it doesn-t influence the user-s learning even if the size of exercise becomes large is necessary.

Personal Digital Assistants for Fieldwork Training in College Campus

Education supported by mobile computers has been widely done for some time. Teachers have attempted to use mobile computers and to find concrete subjects for student-s fieldwork training in college education. The purpose of this research is to develop software for Personal Digital Assistant (PDA) to conduct fieldwork in our campus, and to report a fieldwork class using PDAs in the curriculum of the Department of Regional Environment Studies.

An Autonomous Collaborative Forecasting System Implementation – The First Step towards Successful CPFR System

In the past decade, artificial neural networks (ANNs) have been regarded as an instrument for problem-solving and decision-making; indeed, they have already done with a substantial efficiency and effectiveness improvement in industries and businesses. In this paper, the Back-Propagation neural Networks (BPNs) will be modulated to demonstrate the performance of the collaborative forecasting (CF) function of a Collaborative Planning, Forecasting and Replenishment (CPFR®) system. CPFR functions the balance between the sufficient product supply and the necessary customer demand in a Supply and Demand Chain (SDC). Several classical standard BPN will be grouped, collaborated and exploited for the easy implementation of the proposed modular ANN framework based on the topology of a SDC. Each individual BPN is applied as a modular tool to perform the task of forecasting SKUs (Stock-Keeping Units) levels that are managed and supervised at a POS (point of sale), a wholesaler, and a manufacturer in an SDC. The proposed modular BPN-based CF system will be exemplified and experimentally verified using lots of datasets of the simulated SDC. The experimental results showed that a complex CF problem can be divided into a group of simpler sub-problems based on the single independent trading partners distributed over SDC, and its SKU forecasting accuracy was satisfied when the system forecasted values compared to the original simulated SDC data. The primary task of implementing an autonomous CF involves the study of supervised ANN learning methodology which aims at making “knowledgeable" decision for the best SKU sales plan and stocks management.

Balancing Neural Trees to Improve Classification Performance

In this paper, a neural tree (NT) classifier having a simple perceptron at each node is considered. A new concept for making a balanced tree is applied in the learning algorithm of the tree. At each node, if the perceptron classification is not accurate and unbalanced, then it is replaced by a new perceptron. This separates the training set in such a way that almost the equal number of patterns fall into each of the classes. Moreover, each perceptron is trained only for the classes which are present at respective node and ignore other classes. Splitting nodes are employed into the neural tree architecture to divide the training set when the current perceptron node repeats the same classification of the parent node. A new error function based on the depth of the tree is introduced to reduce the computational time for the training of a perceptron. Experiments are performed to check the efficiency and encouraging results are obtained in terms of accuracy and computational costs.

The Use of ICT and e-Learning in Higher Education in Japan

Japan is known to be a technological powerhouse, being noted for its automobiles, consumer electronics, laptop computers, portable gaming devices, and more recently healing animal robots. Japan is also noted for its popular culture; manga, anime, novels, films, character goods, game programs, cosplay cafes, karaoke and so on. It may be natural for people outside Japan to assume that e-learning in Japan must be well advanced and innovative. In reality, the application of technologies in education in Japan is far behind of other developed countries. Especially in higher education, apathy of students towards their study prevails and teachers continue ignoring such student attitudes. E-learning, which is supposed to revolutionalize the way people learn as it has potentials to enable more student-centered learning, has not been realized in Japan and mostly used to perpetuate the teachercentered teaching in a different format.

Robotics, Education and Economy

Describes the current situation of educational Robotics "the State of the art" its concept, its evolution their niches of opportunity, academic and business and the importance of education and academic outreach. It shows that the development of high-tech automated educational materials influence the teaching-learning process and that communication between machines and humans is a reality.

Application of Machine Learning Methods to Online Test Error Detection in Semiconductor Test

As in today's semiconductor industries test costs can make up to 50 percent of the total production costs, an efficient test error detection becomes more and more important. In this paper, we present a new machine learning approach to test error detection that should provide a faster recognition of test system faults as well as an improved test error recall. The key idea is to learn a classifier ensemble, detecting typical test error patterns in wafer test results immediately after finishing these tests. Since test error detection has not yet been discussed in the machine learning community, we define central problem-relevant terms and provide an analysis of important domain properties. Finally, we present comparative studies reflecting the failure detection performance of three individual classifiers and three ensemble methods based upon them. As base classifiers we chose a decision tree learner, a support vector machine and a Bayesian network, while the compared ensemble methods were simple and weighted majority vote as well as stacking. For the evaluation, we used cross validation and a specially designed practical simulation. By implementing our approach in a semiconductor test department for the observation of two products, we proofed its practical applicability.