Understanding and Designing Situation-Aware Mobile and Ubiquitous Computing Systems

Using spatial models as a shared common basis of information about the environment for different kinds of contextaware systems has been a heavily researched topic in the last years. Thereby the research focused on how to create, to update, and to merge spatial models so as to enable highly dynamic, consistent and coherent spatial models at large scale. In this paper however, we want to concentrate on how context-aware applications could use this information so as to adapt their behavior according to the situation they are in. The main idea is to provide the spatial model infrastructure with a situation recognition component based on generic situation templates. A situation template is – as part of a much larger situation template library – an abstract, machinereadable description of a certain basic situation type, which could be used by different applications to evaluate their situation. In this paper, different theoretical and practical issues – technical, ethical and philosophical ones – are discussed important for understanding and developing situation dependent systems based on situation templates. A basic system design is presented which allows for the reasoning with uncertain data using an improved version of a learning algorithm for the automatic adaption of situation templates. Finally, for supporting the development of adaptive applications, we present a new situation-aware adaptation concept based on workflows.

Virtual Learning Process Environment: Cohort Analytics for Learning and Learning Processes

Traditional higher-education classrooms allow lecturers to observe students- behaviours and responses to a particular pedagogy during learning in a way that can influence changes to the pedagogical approach. Within current e-learning systems it is difficult to perform continuous analysis of the cohort-s behavioural tendency, making real-time pedagogical decisions difficult. This paper presents a Virtual Learning Process Environment (VLPE) based on the Business Process Management (BPM) conceptual framework. Within the VLPE, course designers can model various education pedagogies in the form of learning process workflows using an intuitive flow diagram interface. These diagrams are used to visually track the learning progresses of a cohort of students. This helps assess the effectiveness of the chosen pedagogy, providing the information required to improve course design. A case scenario of a cohort of students is presented and quantitative statistical analysis of their learning process performance is gathered and displayed in realtime using dashboards.

e-Collaborative Learning Circles

In this paper, we introduce an e-collaborative learning circles methodology which utilizes the information and communication technologies (ICTs) in e-educational processes. In e-collaborative learning circles methodology, the teachers and students announce their research projects on various mailing lists and discussion boards using available ICTs. The teachers & moderators and students who are already members of the e-forums, discuss the project proposals in their classrooms sent out by the potential global partner schools and return the requested feed back to the proposing school(s) about their level of the participation and contribution in the research. In general, an e-collaborative learning circle project is implemented with a small and diverse group (usually 8-10 participants) from around the world. The students meet regularly over a period of weeks/months through the ICTs during the ecollaborative learning process. When the project is completed, a project product (e-book / DVD) is prepared and sent to the circle members. In this research, when taking into account the interests and motivation of the participating students with the facilitating role of the teacher(s), the students in each circle do research to obtain new data and information, thus enabling them to have the opportunity to meet both different cultures and international understandings across the globe. However, while the participants communicate along with the members in the circle they also practice and develop their communication language skills. Finally, teachers and students find the possibility to develop their skills in using the ICTs as well.

The Way Classroom Functions: Another Hidden Curriculum to be Explored

This paper seeks to explore the actual classroom setting, to examine its role for students- learning, and attitude in the class. It presents a theoretical approach of the classroom as system to be explored and examines the concrete reality of Greek secondary education students, under the light of the above approach. Based on the findings of a quantitative and qualitative research, authors propose a rather ontological approach of the classroom and underline what the key-elements for such approach should be. The paper explores extensively the theoretical dimensions for the change of paradigm required and addresses the new issues to be considered.

Combining Bagging and Additive Regression

Bagging and boosting are among the most popular re-sampling ensemble methods that generate and combine a diversity of regression models using the same learning algorithm as base-learner. Boosting algorithms are considered stronger than bagging on noise-free data. However, there are strong empirical indications that bagging is much more robust than boosting in noisy settings. For this reason, in this work we built an ensemble using an averaging methodology of bagging and boosting ensembles with 10 sub-learners in each one. We performed a comparison with simple bagging and boosting ensembles with 25 sub-learners on standard benchmark datasets and the proposed ensemble gave better accuracy.

A Cognitive Robot Collaborative Reinforcement Learning Algorithm

A cognitive collaborative reinforcement learning algorithm (CCRL) that incorporates an advisor into the learning process is developed to improve supervised learning. An autonomous learner is enabled with a self awareness cognitive skill to decide when to solicit instructions from the advisor. The learner can also assess the value of advice, and accept or reject it. The method is evaluated for robotic motion planning using simulation. Tests are conducted for advisors with skill levels from expert to novice. The CCRL algorithm and a combined method integrating its logic with Clouse-s Introspection Approach, outperformed a base-line fully autonomous learner, and demonstrated robust performance when dealing with various advisor skill levels, learning to accept advice received from an expert, while rejecting that of less skilled collaborators. Although the CCRL algorithm is based on RL, it fits other machine learning methods, since advisor-s actions are only added to the outer layer.

Enhancing Operational Effectiveness in the Norwegian Army through Simulation-Based Training

The Norwegian Military Academy (Army) has initiated a project with the main ambition to explore possible avenues to enhancing operational effectiveness through an increased use of simulation-based training and exercises. Within a cost/benefit framework, we discuss opportunities and limitations of vertical and horizontal integration of the existing tactical training system. Vertical integration implies expanding the existing training system to span the full range of training from tactical level (platoon, company) to command and staff level (battalion, brigade). Horizontal integration means including other domains than army tactics and staff procedures in the training, such as military ethics, foreign languages, leadership and decision making. We discuss each of the integration options with respect to purpose and content of training, "best practice" for organising and conducting simulation-based training, and suggest how to evaluate training procedures and measure learning outcomes. We conclude by giving guidelines towards further explorative work and possible implementation.

Introduction of Open-Source e-Learning Environment and Resources: A Novel Approach for Secondary Schools in Tanzania

The concept of e-Learning is now emerging in Sub Saharan African countries like Tanzania. Due to economic constraints and other social and cultural factors faced by these countries, the use of Information and Communication Technology (ICT) is increasing at a very low pace. The digital divide threat has propelled the Government of Tanzania to put in place the national ICT Policy in 2003 which defines the direction of all ICT activities nationally. Among the main focused areas is the use of ICT in education, since for the development of any country, there is a need of creating knowledge based society. This paper discusses the initiatives made so far to introduce the use of ICT tools to some secondary schools using open source software in e-content development to facilitate a self-learning environment

Visualization and Indexing of Spectral Databases

On-line (near infrared) spectroscopy is widely used to support the operation of complex process systems. Information extracted from spectral database can be used to estimate unmeasured product properties and monitor the operation of the process. These techniques are based on looking for similar spectra by nearest neighborhood algorithms and distance based searching methods. Search for nearest neighbors in the spectral space is an NP-hard problem, the computational complexity increases by the number of points in the discrete spectrum and the number of samples in the database. To reduce the calculation time some kind of indexing could be used. The main idea presented in this paper is to combine indexing and visualization techniques to reduce the computational requirement of estimation algorithms by providing a two dimensional indexing that can also be used to visualize the structure of the spectral database. This 2D visualization of spectral database does not only support application of distance and similarity based techniques but enables the utilization of advanced clustering and prediction algorithms based on the Delaunay tessellation of the mapped spectral space. This means the prediction has not to use the high dimension space but can be based on the mapped space too. The results illustrate that the proposed method is able to segment (cluster) spectral databases and detect outliers that are not suitable for instance based learning algorithms.

Distributed Case Based Reasoning for Intelligent Tutoring System: An Agent Based Student Modeling Paradigm

Online learning with Intelligent Tutoring System (ITS) is becoming very popular where the system models the student-s learning behavior and presents to the student the learning material (content, questions-answers, assignments) accordingly. In today-s distributed computing environment, the tutoring system can take advantage of networking to utilize the model for a student for students from other similar groups. In the present paper we present a methodology where using Case Based Reasoning (CBR), ITS provides student modeling for online learning in a distributed environment with the help of agents. The paper describes the approach, the architecture, and the agent characteristics for such system. This concept can be deployed to develop ITS where the tutor can author and the students can learn locally whereas the ITS can model the students- learning globally in a distributed environment. The advantage of such an approach is that both the learning material (domain knowledge) and student model can be globally distributed thus enhancing the efficiency of ITS with reducing the bandwidth requirement and complexity of the system.

Promoting Reflection through Action Learning in a 3D Virtual World

An international cooperation between educators in Australia and the US has led to a reconceptualization of the teaching of a library science course at Appalachian State University. The pedagogy of Action Learning coupled with a 3D virtual learning environment immerses students in a social constructivist learning space that incorporates and supports interaction and reflection. The intent of this study was to build a bridge between theory and practice by providing students with a tool set that promoted personal and social reflection, and created and scaffolded a community of practice. Besides, action learning is an educational process whereby the fifty graduate students experienced their own actions and experience to improve performance.

Complex-Valued Neural Network in Image Recognition: A Study on the Effectiveness of Radial Basis Function

A complex valued neural network is a neural network, which consists of complex valued input and/or weights and/or thresholds and/or activation functions. Complex-valued neural networks have been widening the scope of applications not only in electronics and informatics, but also in social systems. One of the most important applications of the complex valued neural network is in image and vision processing. In Neural networks, radial basis functions are often used for interpolation in multidimensional space. A Radial Basis function is a function, which has built into it a distance criterion with respect to a centre. Radial basis functions have often been applied in the area of neural networks where they may be used as a replacement for the sigmoid hidden layer transfer characteristic in multi-layer perceptron. This paper aims to present exhaustive results of using RBF units in a complex-valued neural network model that uses the back-propagation algorithm (called 'Complex-BP') for learning. Our experiments results demonstrate the effectiveness of a Radial basis function in a complex valued neural network in image recognition over a real valued neural network. We have studied and stated various observations like effect of learning rates, ranges of the initial weights randomly selected, error functions used and number of iterations for the convergence of error on a neural network model with RBF units. Some inherent properties of this complex back propagation algorithm are also studied and discussed.

Development and Assessment of the Competence Creativity Applied to Technical Drawing

The results obtained after incorporating the competence “creativity" to the subject Technical Drawing of the first course of the Degree in Forestry, Technical University of Madrid, are presented in this study.At first, learning activities which could serve two functions at the same time -developing students- creativity and developing other specific competences of the subject- were considered. Besides, changes in the assessment procedure were made and a method which analyzes two aspects of the assessment of the competence creativity was established. On the one hand, the products are evaluated by analyzing the outcomes obtained by students in the essays suggested and by establishing a parameter to assess the creativity expressed in those essays. On the other, an assessment of the student is directly carried out through a psychometric test which has been previously chosen by the team.Moreover, these results can be applied to similar or could be of general application.

Non Inmersive Virtual Reality for Improving Teaching Processes

The following paper shows an interactive tool which main purpose is to teach how to play a flute. It consists of three stages the first one is the instruction and teaching process through a software application, the second is the practice part when the user starts to play the flute (hardware specially designed for this application) this flute is capable of capturing how is being played the flute and the final stage is the one in which the data captured are sent to the software and the user is evaluated in order to give him / she a correction or an acceptance

Collaborative Web Platform for Rich Media Educational Material Creation

This paper describes a platform that faces the main research areas for e-learning educational contents. Reusability tackles the possibility to use contents in different courses reducing costs and exploiting available data from repositories. In our approach the production of educational material is based on templates to reuse learning objects. In terms of interoperability the main challenge lays on reaching the audience through different platforms. E-learning solution must track social consumption evolution where nowadays lots of multimedia contents are accessed through the social networks. Our work faces it by implementing a platform for generation of multimedia presentations focused on the new paradigm related to social media. The system produces videos-courses on top of web standard SMIL (Synchronized Multimedia Integration Language) ready to be published and shared. Regarding interfaces it is mandatory to satisfy user needs and ease communication. To overcome it the platform deploys virtual teachers that provide natural interfaces while multimodal features remove barriers to pupils with disabilities.

The use of a Bespoke Computer Game For Teaching Analogue Electronics

An implementation of a design for a game based virtual learning environment is described. The game is developed for a course in analogue electronics, and the topic is the design of a power supply. This task can be solved in a number of different ways, with certain constraints, giving the students a certain amount of freedom, although the game is designed not to facilitate trial-and error approach. The use of storytelling and a virtual gaming environment provides the student with the learning material in a MMORPG environment. The game is tested on a group of second year electrical engineering students with good results.

Identification of MIMO Systems Using Neuro-Fuzzy Models with a Shuffled Frog Leaping Algorithm

In this paper, a TSK-type Neuro-fuzzy Inference System that combines the features of fuzzy sets and neural networks has been applied for the identification of MIMO systems. The procedure of adapting parameters in TSK model employs a Shuffled Frog Leaping Algorithm (SFLA) which is inspired from the memetic evolution of a group of frogs when seeking for food. To demonstrate the accuracy and effectiveness of the proposed controller, two nonlinear systems have been considered as the MIMO plant, and results have been compared with other learning methods based on Particle Swarm Optimization algorithm (PSO) and Genetic Algorithm (GA).

Data Mining Using Learning Automata

In this paper a data miner based on the learning automata is proposed and is called LA-miner. The LA-miner extracts classification rules from data sets automatically. The proposed algorithm is established based on the function optimization using learning automata. The experimental results on three benchmarks indicate that the performance of the proposed LA-miner is comparable with (sometimes better than) the Ant-miner (a data miner algorithm based on the Ant Colony optimization algorithm) and CNZ (a well-known data mining algorithm for classification).

The Social Area Disclosure to Reduce Conflicts between Community and the State: A Case of Mahakan Fortress, Bangkok

The purposes of this study are 1) to study the over 20-year attempt of Mahakan fort community to negotiate with Bangkok Metropolitan Administration (BMA) to remain in their residential area belonging to the state, and 2) to apply the new social and cultural dimension between the state and the community as an alternative for local participation in keeping their residential area. This is a qualitative research, and the findings reveal that the community claimed their ancestors’ right as owners of this piece of land for over 200 years. The community, therefore, requested to take part in the preservation of land, culture and local intellect and the area management in terms of being a learning resource on the cultural road in Rattanakosin Island. However, BMA imposed the law concerning the community area relocation in Rattanakosin Island. The result of law enforcement led to the failure of the area relocation, and the hard hit on physical structure of the area including the overall deterioration of the cultural road renovated in the year 1982, the 200 years’ celebration of Bangkok. The enforcement of law by the state required the move of the community, and the landscape improvement based on the capital city plan. However, this enforcement resulted in the unending conflicts between the community and the state, and the solution of this problem was unclear. At the same time the community has spent a long time opposing the state’s action, and preparing themselves by administrating the community behind Mahakan fortress with community administrative committee under the suggestion of external organization by registering all community members, providing funds for community administration. At the meantime the state lacked the continuation of the enforcement due to political problem and BMA’s administration problem. It is, therefore, suggested that an alternative solution to this problem lie at the negotiation between the state and the community with the purpose of the collaboration between the two to develop the area under the protective law of each side.

Embedding a Large Amount of Information Using High Secure Neural Based Steganography Algorithm

In this paper, we construct and implement a new Steganography algorithm based on learning system to hide a large amount of information into color BMP image. We have used adaptive image filtering and adaptive non-uniform image segmentation with bits replacement on the appropriate pixels. These pixels are selected randomly rather than sequentially by using new concept defined by main cases with sub cases for each byte in one pixel. According to the steps of design, we have been concluded 16 main cases with their sub cases that covere all aspects of the input information into color bitmap image. High security layers have been proposed through four layers of security to make it difficult to break the encryption of the input information and confuse steganalysis too. Learning system has been introduces at the fourth layer of security through neural network. This layer is used to increase the difficulties of the statistical attacks. Our results against statistical and visual attacks are discussed before and after using the learning system and we make comparison with the previous Steganography algorithm. We show that our algorithm can embed efficiently a large amount of information that has been reached to 75% of the image size (replace 18 bits for each pixel as a maximum) with high quality of the output.