Abstract: With the development of the Internet, E-commerce is
growing at an exponential rate, and lots of online stores are built up to
sell their goods online. A major factor influencing the successful
adoption of E-commerce is consumer-s trust. For new or unknown
Internet business, consumers- lack of trust has been cited as a major
barrier to its proliferation. As web sites provide key interface for
consumer use of E-Commerce, we investigate the design of web site to
build trust in E-Commerce from a design science approach. A
conceptual model is proposed in this paper to describe the ontology of
online transaction and human-computer interaction. Based on this
conceptual model, we provide a personalized webpage design
approach using Bayesian networks learning method. Experimental
evaluation are designed to show the effectiveness of web
personalization in improving consumer-s trust in new or unknown
online store.
Abstract: Internet computer games turn to be more and more
attractive within the context of technology enhanced learning.
Educational games as quizzes and quests have gained significant
success in appealing and motivating learners to study in a different
way and provoke steadily increasing interest in new methods of
application. Board games are specific group of games where figures
are manipulated in competitive play mode with race conditions on a
surface according predefined rules. The article represents a new,
formalized model of traditional quizzes, puzzles and quests shown as
multimedia board games which facilitates the construction process of
such games. Authors provide different examples of quizzes and their
models in order to demonstrate the model is quite general and does
support not only quizzes, mazes and quests but also any set of
teaching activities. The execution process of such models is
explained and, as well, how they can be useful for creation and
delivery of adaptive e-learning courseware.
Abstract: The purpose of this paper is to present teacher candidates- beliefs about technology integration in their field of study, which is classroom teaching in this case. The study was conducted among the first year students in college of education in Turkey. This study is based on both quantitative and qualitative data. For the quantitative data- Likert scale was used and for the qualitative data pattern matching was employed. The primary findings showed that students defined educational technology as technologies that improve learning with their visual, easily accessible, and productive features. They also believe these technologies could affect their future students- learning positively.
Abstract: Delivering course material via a virtual environment
is beneficial to today-s students because it offers the interactivity,
real-time interaction and social presence that students of all ages
have come to accept in our gaming rich community. It is essential
that the Net Generation also known as Generation Why, have
exposure to learning communities that encompass interactivity to
form social and educational connections. As student and professor
become interconnected through collaboration and interaction in a
virtual learning space, relationships develop and students begin to
take on an individual identity. With this in mind the research project
was developed to investigate the use of virtual environments on
student satisfaction and the effectiveness of course delivery.
Furthermore, the project was designed to integrate both interactive
(real-time) classes conducted in the Virtual Reality (VR)
environment while also creating archived VR sessions for student use
in retaining and reviewing course content.
Abstract: The major purpose of this study is to use network and multimedia technologies to build a game-based learning system for junior high school students to apply in learning “World Geography" through the “role-playing" game approaches. This study first investigated the motivation and habits of junior high school students to use the Internet and online games, and then designed a game-based learning system according to situated and game-based learning theories. A teaching experiment was conducted to analyze the learning effectiveness of students on the game-based learning system and the major factors affecting their learning. A questionnaire survey was used to understand the students- attitudes towards game-based learning. The results showed that the game-based learning system can enhance students- learning, but the gender of students and their habits in using the Internet have no significant impact on learning. Game experience has a significant impact on students- learning, and the higher the experience value the better the effectiveness of their learning. The results of questionnaire survey also revealed that the system can increase students- motivation and interest in learning "World Geography".
Abstract: Bagging and boosting are among the most popular resampling ensemble methods that generate and combine a diversity of classifiers using the same learning algorithm for the base-classifiers. Boosting algorithms are considered stronger than bagging on noisefree 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 a voting methodology of bagging and boosting ensembles with 10 subclassifiers in each one. We performed a comparison with simple bagging and boosting ensembles with 25 sub-classifiers, as well as other well known combining methods, on standard benchmark datasets and the proposed technique was the most accurate.
Abstract: In the present work, we propose a new technique to
enhance the learning capabilities and reduce the computation
intensity of a competitive learning multi-layered neural network
using the K-means clustering algorithm. The proposed model use
multi-layered network architecture with a back propagation learning
mechanism. The K-means algorithm is first applied to the training
dataset to reduce the amount of samples to be presented to the neural
network, by automatically selecting an optimal set of samples. The
obtained results demonstrate that the proposed technique performs
exceptionally in terms of both accuracy and computation time when
applied to the KDD99 dataset compared to a standard learning
schema that use the full dataset.
Abstract: Support Vector Domain Description (SVDD) is one of the best-known one-class support vector learning methods, in which one tries the strategy of using balls defined on the feature space in order to distinguish a set of normal data from all other possible abnormal objects. As all kernel-based learning algorithms its performance depends heavily on the proper choice of the kernel parameter. This paper proposes a new approach to select kernel's parameter based on maximizing the distance between both gravity centers of normal and abnormal classes, and at the same time minimizing the variance within each class. The performance of the proposed algorithm is evaluated on several benchmarks. The experimental results demonstrate the feasibility and the effectiveness of the presented method.
Abstract: This work deals with unsupervised image deblurring.
We present a new deblurring procedure on images provided by lowresolution
synthetic aperture radar (SAR) or simply by multimedia in
presence of multiplicative (speckle) or additive noise, respectively.
The method we propose is defined as a two-step process. First, we
use an original technique for noise reduction in wavelet domain.
Then, the learning of a Kohonen self-organizing map (SOM) is
performed directly on the denoised image to take out it the blur. This
technique has been successfully applied to real SAR images, and the
simulation results are presented to demonstrate the effectiveness of
the proposed algorithms.
Abstract: Due to the emergence of “Humanized Healthcare"
introduced by Professor Dr. Prawase Wasi in 2003[1], the
development of this paradigm tends to be widely implemented. The
organizations included Healthcare Accreditation Institute (public
organization), National Health Foundation, Mahidol University in
cooperation with Thai Health Promotion Foundation, and National
Health Security Office (Thailand) have selected the hospitals or
infirmaries that are qualified for humanized healthcare since 2008-
2010 and 35 of them are chosen to be the outstandingly navigating
organizations for the development of humanized healthcare,
humanized healthcare award [2].
The research aims to study the current issue, characteristics and
patterns of hospital administration contributing to humanized
healthcare system in Thailand. The selected case studies are from
four hospitals including Dansai Crown Prince Hospital, Leoi;
Ubolrattana Hospital, Khon Kaen; Kapho Hospital, Pattani; and
Prathai Hospital, Nakhonrachasima. The methodology is in-depth
interviewing with 10 staffs working as hospital executive directors,
and representatives from leader groups including directors,
multidisciplinary hospital committees, personnel development
committees, physicians and nurses in each hospital. (Total=40) In
addition, focus group discussions between hospital staffs and general
people (including patients and their relatives, the community leader,
and other people) are held by means of setting 4 groups including 8
people within each group. (Total=128) The observation on the
working in each hospital is also implemented. The findings of the
study reveal that there are five important aspects found in each
hospital including (1) the quality improvement under the mental and
spiritual development policy from the chief executives and lead
teams, leaders as Role model and they have visionary leadership; (2)
the participation hospital administration system focusing on learning
process and stakeholder- needs, spiritual human resource
management and development; (3) the relationship among people
especially staffs, team work skills, mutual understanding, effective
communication and personal inner-development; (4) organization
culture relevant to the awareness of patients- rights as well as the
participation policy including spiritual growth achieving to the same
goals, sharing vision, developing public mind, and caring; and (5)
healing structures or environment providing warmth and convenience
for hospital staffs, patients and their relatives and visitors.
Abstract: Serious games have proven to be a useful instrument
to engage learners and increase motivation. Nevertheless, a broadly
accepted, practical instructional design approach to serious games
does not exist. In this paper, we introduce the use of an instructional
design model that has not been applied to serious games yet, and has
some advantages compared to other design approaches. We present
the case of mechanics mechatronics education to illustrate the close
match with timing and role of knowledge and information that the
instructional design model prescribes and how this has been
translated to a rigidly structured game design. The structured
approach answers the learning needs of applicable knowledge within
the target group. It combines advantages of simulations with
strengths of entertainment games to foster learner-s motivation in the
best possible way. A prototype of the game will be evaluated along a
well-respected evaluation method within an advanced test setting
including test and control group.
Abstract: The neural network's performance can be measured by efficiency and accuracy. The major disadvantages of neural network approach are that the generalization capability of neural networks is often significantly low, and it may take a very long time to tune the weights in the net to generate an accurate model for a highly complex and nonlinear systems. This paper presents a novel Neuro-fuzzy architecture based on Extended Kalman filter. To test the performance and applicability of the proposed neuro-fuzzy model, simulation study of nonlinear complex dynamic system is carried out. The proposed method can be applied to an on-line incremental adaptive learning for the prediction of financial time series. A benchmark case studie is used to demonstrate that the proposed model is a superior neuro-fuzzy modeling technique.
Abstract: In this paper, the modelling and design of artificial neural network architecture for load forecasting purposes is investigated. The primary pre-requisite for power system planning is to arrive at realistic estimates of future demand of power, which is known as Load Forecasting. Short Term Load Forecasting (STLF) helps in determining the economic, reliable and secure operating strategies for power system. The dependence of load on several factors makes the load forecasting a very challenging job. An over estimation of the load may cause premature investment and unnecessary blocking of the capital where as under estimation of load may result in shortage of equipment and circuits. It is always better to plan the system for the load slightly higher than expected one so that no exigency may arise. In this paper, a load-forecasting model is proposed using a multilayer neural network with an appropriately modified back propagation learning algorithm. Once the neural network model is designed and trained, it can forecast the load of the power system 24 hours ahead on daily basis and can also forecast the cumulative load on daily basis. The real load data that is used for the Artificial Neural Network training was taken from LDC, Gujarat Electricity Board, Jambuva, Gujarat, India. The results show that the load forecasting of the ANN model follows the actual load pattern more accurately throughout the forecasted period.
Abstract: Classification is one of the primary themes in
computational biology. The accuracy of classification strongly
depends on quality of a dataset, and we need some method to
evaluate this quality. In this paper, we propose a new graphical
analysis method using 'Membership-Deviation Graph (MDG)' for
analyzing quality of a dataset. MDG represents degree of
membership and deviations for instances of a class in the dataset. The
result of MDG analysis is used for understanding specific feature and
for selecting best feature for classification.
Abstract: Group work, projects and discussions are important
components of teacher education courses whether they are face-toface,
blended or exclusively online formats. This paper examines the varieties of tasks and challenges with this learning format in a face to
face class teacher education class providing specific examples of both
failure and success from both the student and instructor perspective.
The discussion begins with a brief history of collaborative and cooperative learning, moves to an exploration of the promised
benefits and then takes a look at some of the challenges which can
arise specifically from the use of new technologies. The discussion concludes with guidelines and specific suggestions.
Abstract: Knowledge discovery from text and ontology learning
are relatively new fields. However their usage is extended in many
fields like Information Retrieval (IR) and its related domains. Human
Plausible Reasoning based (HPR) IR systems for example need a
knowledge base as their underlying system which is currently made
by hand. In this paper we propose an architecture based on ontology
learning methods to automatically generate the needed HPR
knowledge base.
Abstract: The control of sprayer boom undesired vibrations pose a great challenge to investigators due to various disturbances and conditions. Sprayer boom movements lead to reduce of spread efficiency and crop yield. This paper describes the design of a novel control method for an active suspension system applying proportional-integral-derivative (PID) controller with an active force control (AFC) scheme integration of an iterative learning algorithm employed to a sprayer boom. The iterative learning as an intelligent method is principally used as a method to calculate the best value of the estimated inertia of the sprayer boom needed for the AFC loop. Results show that the proposed AFC-based scheme performs much better than the standard PID control technique. Also, this shows that the system is more robust and accurate.
Abstract: Sparse representation has long been studied and several
dictionary learning methods have been proposed. The dictionary
learning methods are widely used because they are adaptive. In this
paper, a new dictionary learning method for audio is proposed. Signals
are at first decomposed into different degrees of Intrinsic Mode
Functions (IMF) using Empirical Mode Decomposition (EMD)
technique. Then these IMFs form a learned dictionary. To reduce the
size of the dictionary, the K-means method is applied to the dictionary
to generate a K-EMD dictionary. Compared to K-SVD algorithm, the
K-EMD dictionary decomposes audio signals into structured
components, thus the sparsity of the representation is increased by
34.4% and the SNR of the recovered audio signals is increased by
20.9%.
Abstract: Never has a revolution affected all aspects of
humanity as the communication revolution during the past two
decades. This revolution, with all its advances and utilities, swept the
world thus becoming an integral part of our lives, hence giving way
to emerging applications at the social, economic, political, and
educational levels. More specifically, such applications have changed
the delivery system through which learning is acquired by students.
Interaction with educators, accessibility to content, and creative
delivery options are but a few facets of the new learning experience
now being offered through the use of technology in the educational
field. With different success rates, third world countries have tried to
pace themselves with use of educational technology in advanced
parts of the world. One such country is the small rich-oil state of
Kuwait which has tried to adopt the e-educational model, however,
an evaluation of such trial is yet to be done. This study aimed to fill
the void of research conducted around that topic. The study explored
students' acceptance of incorporating communication technologies in
higher education in Kuwait. Students' responses to survey questions
presented an overview of the e-learning experience in this country,
and drew a framework through which implications and suggestions
for future research were discussed to better serve the advancement of
e-education in developing countries.
Abstract: Designing a simulated system and training it to optimize its tasks in simulated environment helps the designers to avoid problems that may appear when designing the system directly in real world. These problems are: time consuming, high cost, high errors percentage and low efficiency and accuracy of the system. The proposed system will investigate and improve the efficiency and accuracy of a simulated robot to choose correct behavior to perform its task. In this paper, machine learning, which uses genetic algorithm, is adopted. This type of machine learning is called genetic-based machine learning in which a distributed classifier system is used to improve the efficiency and accuracy of the robot. Consequently, it helps the robot to achieve optimal action.