Behavioral Analysis of Team Members in Virtual Organization based on Trust Dimension and Learning

Trust management and Reputation models are becoming integral part of Internet based applications such as CSCW, E-commerce and Grid Computing. Also the trust dimension is a significant social structure and key to social relations within a collaborative community. Collaborative Decision Making (CDM) is a difficult task in the context of distributed environment (information across different geographical locations) and multidisciplinary decisions are involved such as Virtual Organization (VO). To aid team decision making in VO, Decision Support System and social network analysis approaches are integrated. In such situations social learning helps an organization in terms of relationship, team formation, partner selection etc. In this paper we focus on trust learning. Trust learning is an important activity in terms of information exchange, negotiation, collaboration and trust assessment for cooperation among virtual team members. In this paper we have proposed a reinforcement learning which enhances the trust decision making capability of interacting agents during collaboration in problem solving activity. Trust computational model with learning that we present is adapted for best alternate selection of new project in the organization. We verify our model in a multi-agent simulation where the agents in the community learn to identify trustworthy members, inconsistent behavior and conflicting behavior of agents.

Designing Ontology-Based Knowledge Integration for Preprocessing of Medical Data in Enhancing a Machine Learning System for Coding Assignment of a Multi-Label Medical Text

This paper discusses the designing of knowledge integration of clinical information extracted from distributed medical ontologies in order to ameliorate a machine learning-based multilabel coding assignment system. The proposed approach is implemented using a decision tree technique of the machine learning on the university hospital data for patients with Coronary Heart Disease (CHD). The preliminary results obtained show a satisfactory finding that the use of medical ontologies improves the overall system performance.

A Virtual Learning Environment for Deaf Children: Design and Evaluation

The object of this research is the design and evaluation of an immersive Virtual Learning Environment (VLE) for deaf children. Recently we have developed a prototype immersive VR game to teach sign language mathematics to deaf students age K- 4 [1] [2]. In this paper we describe a significant extension of the prototype application. The extension includes: (1) user-centered design and implementation of two additional interactive environments (a clock store and a bakery), and (2) user-centered evaluation including development of user tasks, expert panel-based evaluation, and formative evaluation. This paper is one of the few to focus on the importance of user-centered, iterative design in VR application development, and to describe a structured evaluation method.

Demand and Price Evolution Forecasting as Tools for Facilitating the RoadMapping Process of the Photonic Component Industry

The photonic component industry is a highly innovative industry with a large value chain. In order to ensure the growth of the industry much effort must be devoted to road mapping activities. In such activities demand and price evolution forecasting tools can prove quite useful in order to help in the roadmap refinement and update process. This paper attempts to provide useful guidelines in roadmapping of optical components and considers two models based on diffusion theory and the extended learning curve for demand and price evolution forecasting.

Integrating Agents and Computational Intelligence Techniques in E-learning Environments

In this contribution a newly developed elearning environment is presented, which incorporates Intelligent Agents and Computational Intelligence Techniques. The new e-learning environment is constituted by three parts, the E-learning platform Front-End, the Student Questioner Reasoning and the Student Model Agent. These parts are distributed geographically in dispersed computer servers, with main focus on the design and development of these subsystems through the use of new and emerging technologies. These parts are interconnected in an interoperable way, using web services for the integration of the subsystems, in order to enhance the user modelling procedure and achieve the goals of the learning process.

Media Pedagogy - The Medium is the Message

The current education system in India is adept in equipping and assessing the scholastic development of children. However, there is an immediate need to strengthen co-scholastic areas like life-skills, values and attitudes to equip students to face real life challenges. Audio-visual technology and their respective media can make a significant contribution to a value based learning curriculum. Thus, co-scholastic skills need to be effectively nurtured by a medium that is entertaining and impactful. Films in general have a tremendous impact in our society. Films with a positive message make a formidable learning experience that can influence and inspire generations of learners. Leveraging on this powerful medium, EduMedia India Pvt. Ltd. has introduced School Cinema a well researched film-based learning module supported by a fun and exciting workbook, designed to introduce and reaffirm life-skills and values to children, thereby having a positive influence on their attitudes.

A First Course in Numerical Methods with “Mathematica“

In the present paper some recommendations for the use of software package “Mathematica" in a basic numerical analysis course are presented. The methods which are covered in the course include solution of systems of linear equations, nonlinear equations and systems of nonlinear equations, numerical integration, interpolation and solution of ordinary differential equations. A set of individual assignments developed for the course covering all the topics is discussed in detail.

New Curriculum Approach in Teaching Network Security Subjects for ICT Courses in Malaysia

This paper discusses a curriculum approach that will give emphasis on practical portions of teaching network security subjects in information and communication technology courses. As we are well aware, the need to use a practice and application oriented approach in education is paramount. Research on active learning and cooperative groups have shown that students grasps more and have more tendency towards obtaining and realizing soft skills like leadership, communication and team work as opposed to the more traditional theory and exam based teaching and learning. While this teaching and learning paradigm is relatively new in Malaysia, it has been practiced widely in the West. This paper examines a certain approach whereby students learning wireless security are divided into and work in small and manageable groups where there will be 2 teams which consist of black hat and white hat teams. The former will try to find and expose vulnerabilities in a wireless network while the latter will try their best to prevent such attacks on their wireless networks using hardware, software, design and enforcement of security policy and etc. This paper will try to show that the approach taken plus the use of relevant and up to date software and hardware and with suitable environment setting will hopefully expose students to a more fruitful outcome in terms of understanding of concepts, theories and their motivation to learn.

The Role of Leadership and Innovation in Ecotourism Services Activity in Candirejo Village, Borobudur, Central Java, Indonesia

This paper is aimed to study the roles of leadership and innovation in the development of local people based ecotourism services. The survey is conducted in Candirejo village, Borobudur District, Magelang Regency. The study of a descriptive approach is employed to identify people's behavior in ecotourism services. The results showed that ecotourism services have developed and provided benefits to the people. The roles of leadership and innovation interact positively with a cooperative to organize an ecotourism services management. The leadership is able to identify substances, to do the vision and missions of environmental and cultural conservation. The innovation provides alternative development efforts and increases the added value of ecotourism. The cooperative management was able to support a process to realize the goals of ecotourism, to build participation and communication, and to perform organizational learning. The phenomenon of the leadership in the Candirejo ecotourism enriches the studies of the ecotourism management. During this time, the ecotourism management is always associated with the standard management of national park. The ecotourism management of Candirejo is considered successful even outside the national park management.

The Impact of Video Games in Children-s Learning of Mathematics

This paper describes a research project on Year 3 primary school students in Malaysia in their use of computer-based video game to enhance learning of multiplication facts (tables) in the Mathematics subject. This study attempts to investigate whether video games could actually contribute to positive effect on children-s learning or otherwise. In conducting this study, the researchers assume a neutral stand in the investigation as an unbiased outcome of the study would render reliable response to the impact of video games in education which would contribute to the literature of technology-based education as well as impact to the pedagogical aspect of formal education. In order to conduct the study, a subject (Mathematics) with a specific topic area in the subject (multiplication facts) is chosen. The study adopts a causal-comparative research to investigate the impact of the inclusion of a computer-based video game designed to teach multiplication facts to primary level students. Sample size is 100 students divided into two i.e., A: conventional group and B conventional group aided by video games. The conventional group (A) would be taught multiplication facts (timetables) and skills conventionally. The other group (B) underwent the same lessons but with supplementary activity: a computer-based video game on multiplication which is called Timez-Attack. Analysis of marks accrued from pre-test will be compared to post- test using comparisons of means, t tests, and ANOVA tests to investigate the impact of computer games as an added learning activity. The findings revealed that video games as a supplementary activity to classroom learning brings significant and positive effect on students- retention and mastery of multiplication tables as compared to students who rely only upon formal classroom instructions.

Teachers Learning about Sustainability while Co-Constructing Digital Games

Teaching and learning about sustainability is a pedagogical endeavour with various innate difficulties and increased demands. Higher education has a dual role to play in addressing this challenge: to identify and explore innovative approaches and tools for addressing the complex and value-laden nature of sustainability in more meaningful ways, and to help teachers to integrate these approaches into their practice through appropriate professional development programs. The study reported here was designed and carried out within the context of a Masters course in Environmental Education. Eight teachers were collaboratively engaged in reconstructing a digital game microworld which was deliberately designed by the researchers to be questioned and evoke critical discussion on the idea of ‘sustainable city’. The study was based on the design-based research method. The findings indicate that the teachers’ involvement in processes of co-constructing the microworld initiated discussion and reflection upon the concepts of sustainability and sustainable lifestyles.

Automatically Generated and Marked E-Learning Exercises for Logistics Cost Accounting

This paper presents the concept and realisation of an e-learning tool that provides predefined or automatically generated exercises concerning logistics cost accounting. Students may practise where and whenever they like to via the Internet. Their solutions are marked automatically by the tool while considering consecutive faults and without any intervention of lecturers.

Estimating an Optimal Neighborhood Size in the Spherical Self-Organizing Feature Map

This article presents a short discussion on optimum neighborhood size selection in a spherical selforganizing feature map (SOFM). A majority of the literature on the SOFMs have addressed the issue of selecting optimal learning parameters in the case of Cartesian topology SOFMs. However, the use of a Spherical SOFM suggested that the learning aspects of Cartesian topology SOFM are not directly translated. This article presents an approach on how to estimate the neighborhood size of a spherical SOFM based on the data. It adopts the L-curve criterion, previously suggested for choosing the regularization parameter on problems of linear equations where their right-hand-side is contaminated with noise. Simulation results are presented on two artificial 4D data sets of the coupled Hénon-Ikeda map.

Learning Undergraduate Mathematics in a Discovery-Enriched Approach

Students often adopt routine practicing as learning strategy for mathematics. The reason is they are often bound and trained to solving conventional-typed questions in Mathematics in high school. This will be problematic if students further consolidate this practice in university. Therefore, the Department of Mathematics emphasized and integrated the Discovery-enriched approach in the undergraduate curriculum. This paper presents the details of implementing the Discovery-enriched Curriculum by providing adequate platform for project-learning, expertise for guidance and internship opportunities for students majoring in Mathematics. The Department also provided project-learning opportunities to mathematics courses targeted for students majoring in other science or engineering disciplines. The outcome is promising: the research ability and problem solving skills of students are enhanced.

King Bhumibol Adulyadej’s “Learn Wisely” Concept: An Application to Instructional Design

This study is about an application of King Bhumibol Adulyadej’s “Learn Wisely” (LW) concept in instructional design and management process at the Faculty of Education, Suan Sunahdha Rajabhat University. The concept suggests four strategies for true learning. Related literature and significant LW methods in teaching and learning are also reviewed and then applied in designing a pedagogy learning module. The design has been implemented in three classrooms with a total of 115 sophomore student teachers. After one consecutive semester of managing and adjusting the process by instructors and experts using collected data from minutes, assessment of learning management, satisfaction and learning achievement of the students, it is found that the effective SSRU model of LW instructional method comprises of five steps.

Local Linear Model Tree (LOLIMOT) Reconfigurable Parallel Hardware

Local Linear Neuro-Fuzzy Models (LLNFM) like other neuro- fuzzy systems are adaptive networks and provide robust learning capabilities and are widely utilized in various applications such as pattern recognition, system identification, image processing and prediction. Local linear model tree (LOLIMOT) is a type of Takagi-Sugeno-Kang neuro fuzzy algorithm which has proven its efficiency compared with other neuro fuzzy networks in learning the nonlinear systems and pattern recognition. In this paper, a dedicated reconfigurable and parallel processing hardware for LOLIMOT algorithm and its applications are presented. This hardware realizes on-chip learning which gives it the capability to work as a standalone device in a system. The synthesis results on FPGA platforms show its potential to improve the speed at least 250 of times faster than software implemented algorithms.

Information Dissemination System (IDS) Based E-Learning in Agricultural of Iran (Perception of Iranian Extension Agents)

The purpose of the study reported here was designing Information Dissemination System (IDS) based E-learning in agricultural of Iran. A questionnaire was developed to designing Information Dissemination System. The questionnaire was distributed to 96 extension agents who work for Management of Extension and Farming System of Khuzestan province of Iran. Data collected were analyzed using the Statistical Package for the Social Sciences (SPSS). Appropriate statistical procedures for description (frequencies, percent, means, and standard deviations) were used. In this study there was a significant relationship between the age , IT skill and knowledge, years of extension work, the extend of information seeking motivation, level of job satisfaction and level of education with use of information technology by extension agent. According to extension agents five factors were ranked respectively as five top essential items to designing Information Dissemination System (IDS) based E-learning in agricultural of Iran. These factors include: 1) Establish communication between farmers, coordinators (extension agents), agricultural experts, research centers, and community by information technology. 2) The communication between all should be mutual. 3) The information must be based farmers need. 4) Internet used as a facility to transfer the advanced agricultural information to the farming community. 5) Farmers can be illiterate and speak a local and they are not expected to use the system directly. Knowledge produced by the agricultural scientist must be transformed in to computer understandable presentation. To designing Information Dissemination System, electronic communication, in the agricultural society and rural areas must be developed. This communication must be mutual between all factors.

Localizing and Recognizing Integral Pitches of Cheque Document Images

Automatic reading of handwritten cheque is a computationally complex process and it plays an important role in financial risk management. Machine vision and learning provide a viable solution to this problem. Research effort has mostly been focused on recognizing diverse pitches of cheques and demand drafts with an identical outline. However most of these methods employ templatematching to localize the pitches and such schemes could potentially fail when applied to different types of outline maintained by the bank. In this paper, the so-called outline problem is resolved by a cheque information tree (CIT), which generalizes the localizing method to extract active-region-of-entities. In addition, the weight based density plot (WBDP) is performed to isolate text entities and read complete pitches. Recognition is based on texture features using neural classifiers. Legal amount is subsequently recognized by both texture and perceptual features. A post-processing phase is invoked to detect the incorrect readings by Type-2 grammar using the Turing machine. The performance of the proposed system was evaluated using cheque and demand drafts of 22 different banks. The test data consists of a collection of 1540 leafs obtained from 10 different account holders from each bank. Results show that this approach can easily be deployed without significant design amendments.

Roadmapping as a Collaborative Strategic Decision-Making Process: Shaping Social Dialogue Options for the European Banking Sector

The new status generated by technological advancements and changes in the global economy raises important issues on how communities and organisations need to innovate upon their traditional processes in order to adapt to the challenges of the Knowledge Society. The DialogoS+ European project aims to study the role of and promote social dialogue in the banking sector, strengthen the link between old and new members and make social dialogue at the European level a force for innovation and change, also given the context of the international crisis emerging in 2008- 2009. Under the scope of DialogoS+, this paper describes how the community of Europe-s banking sector trade unions attempted to adapt to the challenges of the Knowledge Society by exploiting the benefits of new channels of communication, learning, knowledge generation and diffusion focusing on the concept of roadmapping. Important dimensions of social dialogue such as collective bargaining and working conditions are addressed.

The Engineering Eportfolio: Enhancing Communication, Critical Thinking and Problem Solving and Teamwork Skills?

Graduate attributes have received increasing attention over recent years as universities incorporate these attributes into the curriculum. Graduates who have adequate technical knowledge only are not sufficiently equipped to compete effectively in the work place; they also need non disciplinary skills ie, graduate attributes. The purpose of this paper is to investigate the impact of an eportfolio in a technical communication course to enhance engineering students- graduate attributes: namely, learning of communication, critical thinking and problem solving and teamwork skills. Two questionnaires were used to elicit information from the students: one on their preferred and the other on the actual learning process. In addition, student perceptions of the use of eportfolio as a learning tool were investigated. Preliminary findings showed that most of the students- expectations have been met with their actual learning. This indicated that eportfolio has the potential as a tool to enhance students- graduate attributes.