Abstract: The introduction of haptic elements in a graphic user interfaces are becoming more widespread. Since haptics are being introduced rapidly into computational tools, investigating how these models affect Human-Computer Interaction would help define how to integrate and model new modes of interaction. The interest of this paper is to discuss and investigate the issues surrounding Haptic and Graphic User Interface designs (GUI) as separate systems, as well as understand how these work in tandem. The development of these systems is explored from a psychological perspective, based on how usability is addressed through learning and affordances, defined by J.J. Gibson. Haptic design can be a powerful tool, aiding in intuitive learning. The problems discussed within the text is how can haptic interfaces be integrated within a GUI without the sense of frivolity. Juxtaposing haptics and Graphic user interfaces has issues of motivation; GUI tends to have a performatory process, while Haptic Interfaces use affordances to learn tool use. In a deeper view, it is noted that two modes of perception, foveal and ambient, dictate perception. These two modes were once thought to work in tandem, however it has been discovered that these processes work independently from each other. Foveal modes interpret orientation is space which provide for posture, locomotion, and motor skills with variations of the sensory information, which instructs perceptions of object-task performance. It is contended, here, that object-task performance is a key element in the use of Haptic Interfaces because exploratory learning uses affordances in order to use an object, without meditating an experience cognitively. It is a direct experience that, through iteration, can lead to skill-sets. It is also indicated that object-task performance will not work as efficiently without the use of exploratory or kinesthetic learning practices. Therefore, object-task performance is not as congruently explored in GUI than it is practiced in Haptic interfaces.
Abstract: The use of technology is increasingly adopted to
support flexible learning in Higher Education institutions. The
adoption of more sophisticated technologies offers a broad range of
facilities for communication and resource sharing, thereby creating a
flexible learning environment that facilitates and even encourages
students not to physically attend classes. However this emerging
trend seems to contradict class attendance requirements within
universities, inevitably leading to a dilemma between amending
traditional regulations and creating new policies for the higher
education institutions. This study presents an investigation into
student engagement in a technology enhanced/driven flexible
environment along with its relationship to attainment. We propose an
approach to modelling engagement from different perspectives in
terms of indicators and then consider what impact these indicators
have on student academic performance. We have carried out a case
study on the relation between attendance and attainment in a flexible
environment. Although our preliminary results show attendance is
quantitatively correlated with successful student development and
learning outcomes, our results also indicate there is a cohort that did
not follow such a pattern. Nevertheless the preliminary results could
provide an insight into pilot studies in the wider deployment of new
technology to support flexible learning.
Abstract: The use of Virtual Reality (VR) in schools and higher education is proliferating. Due to its interactive and animated features, it is regarded as a promising technology to increase students- spatial ability. Spatial ability is assumed to have a prominent role in science and engineering domains. However, research concerning individual differences such as spatial ability in the context of VR is still at its infancy. Moreover, empirical studies that focus on the features of VR to improve spatial ability are to date rare. Thus, this paper explores the possible educational values of VR in relation to spatial ability to call for more research concerning spatial ability in the context of VR based on studies in computerbased learning. It is believed that the incorporation of state-of-the-art VR technology for educational purposes should be justified by the enhanced benefits for the target learners.
Abstract: The massive proliferation of affordable computers, Internet broadband connectivity and rich education content has created a global phenomenon in which information and communication technology (ICT) is being used to transform education. Therefore, there is a need to redesign the educational system to meet the needs better. The advent of computers with sophisticated software has made it possible to solve many complex problems very fast and at a lower cost. This paper introduces the characteristics of the current E-Learning and then analyses the concept of cloud computing and describes the architecture of cloud computing platform by combining the features of E-Learning. The authors have tried to introduce cloud computing to e-learning, build an e-learning cloud, and make an active research and exploration for it from the following aspects: architecture, construction method and external interface with the model.
Abstract: Instead of traditional (nominal) classification we investigate
the subject of ordinal classification or ranking. An enhanced
method based on an ensemble of Support Vector Machines (SVM-s)
is proposed. Each binary classifier is trained with specific weights
for each object in the training data set. Experiments on benchmark
datasets and synthetic data indicate that the performance of our
approach is comparable to state of the art kernel methods for
ordinal regression. The ensemble method, which is straightforward
to implement, provides a very good sensitivity-specificity trade-off
for the highest and lowest rank.
Abstract: Evolutionary Programming (EP) represents a
methodology of Evolutionary Algorithms (EA) in which mutation is
considered as a main reproduction operator. This paper presents a
novel EP approach for Artificial Neural Networks (ANN) learning.
The proposed strategy consists of two components: the self-adaptive,
which contains phenotype information and the dynamic, which is
described by genotype. Self-adaptation is achieved by the addition of
a value, called the network weight, which depends on a total number
of hidden layers and an average number of neurons in hidden layers.
The dynamic component changes its value depending on the fitness
of a chromosome, exposed to mutation. Thus, the mutation step size
is controlled by two components, encapsulated in the algorithm,
which adjust it according to the characteristics of a predefined ANN
architecture and the fitness of a particular chromosome. The
comparative analysis of the proposed approach and the classical EP
(Gaussian mutation) showed, that that the significant acceleration of
the evolution process is achieved by using both phenotype and
genotype information in the mutation strategy.
Abstract: A new genetic algorithm, termed the 'optimum individual monogenetic genetic algorithm' (OIMGA), is presented whose properties have been deliberately designed to be well suited to hardware implementation. Specific design criteria were to ensure fast access to the individuals in the population, to keep the required silicon area for hardware implementation to a minimum and to incorporate flexibility in the structure for the targeting of a range of applications. The first two criteria are met by retaining only the current optimum individual, thereby guaranteeing a small memory requirement that can easily be stored in fast on-chip memory. Also, OIMGA can be easily reconfigured to allow the investigation of problems that normally warrant either large GA populations or individuals many genes in length. Local convergence is achieved in OIMGA by retaining elite individuals, while population diversity is ensured by continually searching for the best individuals in fresh regions of the search space. The results given in this paper demonstrate that both the performance of OIMGA and its convergence time are superior to those of a range of existing hardware GA implementations.
Abstract: A virtual collaborative classroom was created at East Carolina University, using videoconference technology via regular internet to bring students from 18 different countries, 2 at a time, to the ECU classroom in real time to learn about each other-s culture. Students from two countries are partnered one on one, they meet for 4-5 weeks, and submit a joint paper. Then the same process is repeated for two other countries. Lectures and student discussions are managed with pre-determined topics and questions. Classes are conducted in English and reading assignments are placed on the website. Administratively all partners are independent, students pay fees and get credits at their home institution. Familiarity with technology, knowledge in cultural understanding and attitude change were assessed, only attitude changes are reported in this paper. After taking this course, all students stated their comfort level in working with, and their desire to interact with, culturally different others grew stronger and their xenophobia and isolationist attitudes decreased.
Abstract: The back propagation algorithm calculates the weight
changes of artificial neural networks, and a common approach is to
use a training algorithm consisting of a learning rate and a
momentum factor. The major drawbacks of above learning algorithm
are the problems of local minima and slow convergence speeds. The
addition of an extra term, called a proportional factor reduces the
convergence of the back propagation algorithm. We have applied the
three term back propagation to multiplicative neural network
learning. The algorithm is tested on XOR and parity problem and
compared with the standard back propagation training algorithm.
Abstract: Evaluation and survey of curriculum quality as one of the most important components of universities system is necessary for different levels in higher education. The main purpose of this study was to survey of the curriculum quality of Actuarial science field. Case: University of SHahid Beheshti and Higher education institute of Eco insurance (according to viewpoint of students, alumni, employers and faculty members). Descriptive statistics (mean, tables, percentage, and frequency distribution) and inferential statistics (CHI SQUARE) were used to analyze the data. Six criteria considered for the Quality of curriculum: objectives, content, teaching and learning methods, space and facilities, Time, assessment of learning. Content, teaching and learning methods, space and facilities, assessment of learning criteria were relatively desirable level, objectives and time criterions were desirable level. The quality of curriculum of Actuarial Science field was relatively desirable level.
Abstract: Current research has explored the impact of
instructional immediacy, defined as those behaviors that help build
close relationships or feelings of closeness, both on cognition and
motivation in the traditional classroom and online classroom;
however, online courses continue to suffer from higher dropout rates.
Based on Albert Bandura-s Social Cognitive Theory, four primary
relationships or interactions in an online course will be explored in
light of how they can provide immediacy thereby reducing student
attrition and improving cognitive learning. The four relationships are
teacher-student, student-student, and student-content, and studentcomputer.
Results of a study conducted with inservice teachers
completing a 14-week online professional development technology
course will be examined to demonstrate immediacy strategies that
improve cognitive learning and reduce student attrition. Results of
the study reveal that students can be motivated through various
interactions and instructional immediacy behaviors which lead to
higher completion rates, improved self-efficacy, and cognitive
learning.
Abstract: This paper introduces new algorithms (Fuzzy relative
of the CLARANS algorithm FCLARANS and Fuzzy c Medoids
based on randomized search FCMRANS) for fuzzy clustering of
relational data. Unlike existing fuzzy c-medoids algorithm (FCMdd)
in which the within cluster dissimilarity of each cluster is minimized
in each iteration by recomputing new medoids given current
memberships, FCLARANS minimizes the same objective function
minimized by FCMdd by changing current medoids in such away
that that the sum of the within cluster dissimilarities is minimized.
Computing new medoids may be effected by noise because outliers
may join the computation of medoids while the choice of medoids in
FCLARANS is dictated by the location of a predominant fraction of
points inside a cluster and, therefore, it is less sensitive to the
presence of outliers. In FCMRANS the step of computing new
medoids in FCMdd is modified to be based on randomized search.
Furthermore, a new initialization procedure is developed that add
randomness to the initialization procedure used with FCMdd. Both
FCLARANS and FCMRANS are compared with the robust and
linearized version of fuzzy c-medoids (RFCMdd). Experimental
results with different samples of the Reuter-21578, Newsgroups
(20NG) and generated datasets with noise show that FCLARANS is
more robust than both RFCMdd and FCMRANS. Finally, both
FCMRANS and FCLARANS are more efficient and their outputs
are almost the same as that of RFCMdd in terms of classification
rate.
Abstract: One of the most important aspects expected from ERP systems is to integrate various operations existing in administrative, financial, commercial, human resources, and production departments of the consumer organization. Also, it is often needed to integrate the new ERP system with the organization legacy systems when implementing the ERP package in the organization. Without relying on an appropriate software architecture to realize the required integration, ERP implementation processes become error prone and time consuming; in some cases, the ERP implementation may even encounters serious risks. In this paper, we propose a new architecture that is based on the agent oriented vision and supplies the integration expected from ERP systems using several independent but cooperator agents. Besides integration which is the main issue of this paper, the presented architecture will address some aspects of intelligence and learning capabilities existing in ERP systems