Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.