Search results for "Ang"
showing 10 items of 39486 documents
A Cooperative Coevolution Framework for Parallel Learning to Rank
2015
We propose CCRank, the first parallel framework for learning to rank based on evolutionary algorithms (EA), aiming to significantly improve learning efficiency while maintaining accuracy. CCRank is based on cooperative coevolution (CC), a divide-and-conquer framework that has demonstrated high promise in function optimization for problems with large search space and complex structures. Moreover, CC naturally allows parallelization of sub-solutions to the decomposed sub-problems, which can substantially boost learning efficiency. With CCRank, we investigate parallel CC in the context of learning to rank. We implement CCRank with three EA-based learning to rank algorithms for demonstration. E…
Rehearsing to control depressive symptoms through a behavior change support system
2013
Depressive symptoms are generally coupled with distress and high treatment costs. We present our on-going research on a Web-based behavior change support system, which utilizes Acceptance and Commitment Therapy as a rehearsal tool. We present a summarized account of the research setting, studied persuasive software features, and a brief account of initial data analysis. Our work presents implications on design interventions for mental well-being and human-computer interaction.
Replacing Project Managers in Information Technology Projects
2015
According to anecdotal evidence, project managers working on information technology (IT) projects are occasionally replaced, although the literature on information systems (IS) and project management (PM) makes little mention of it. With a view to narrowing this knowledge gap the authors examined the reasons behind the practice. The authors took an interpretive approach to the data gathering and analysis, and collected descriptions about replacing project managers (RPM) from interviews and questionnaires (n=43). The concept of contradiction served as a lens through which to identify the underlying reasons. Contradiction refers to statements asserting or expressing the opposite of another st…
Enhancing the experience of online users of open education
2014
The limited adoption of Open Educational Resources (OER) has kicked off the launch of several projects to search for possible solutions. One of these projects is “Open Educational Ideas and Innovations” (OEI2). The goal of this project is to find alternatives for increasing the uptake of OER and facilitating the collaborative development of OER. To enhance the experience of the users of open education, we interviewed twelve educators and researchers from different higher education institutions across Europe focusing on gathering insights about idea sharing experiences. In this paper, we present our key findings based on these interviews and outline some recommendations for our next open edu…
Quantile index for gradual and abrupt change detection from CFB boiler sensor data in online settings
2012
In this paper we consider the problem of online detection of gradual and abrupt changes in sensor data having high levels of noise and outliers. We propose a simple heuristic method based on the Quantile Index (QI) and study how robust this method is for detecting both gradual and abrupt changes with such data. We evaluate the performance of our method on the artificially generated and real datasets that represent different operational settings of a pilot circulating fluidized bed (CFB) reactor and CFB cold model. Our experiments suggest that QI can be used for designing very simple yet effective methods for gradual change detection in the noisy sensor data. It can be also used for detectin…
Learnings from the Finnish Game Industry
2016
The motivation behind our research was the rapid growth and business wins of world-class Finnish game companies, like Supercell, as well as the success of other game companies in Finland. In particular, Supercell's growth is something that has not been heard of before and this raised the interest to research what game companies have been doing right. Supercell is not the only Finnish success. Rovio is also well known and has the roots for success from few years before. There are also other game companies in Finland that have succeeded and this motivated us to investigate what is happening behind the game industry and what could be learned from there that could be applied to other software i…
Understanding beginners' mistakes with Haskell
2015
AbstractThis article presents an overview of student difficulties in an introductory functional programming (FP) course taught in Haskell. The motivation for this study stems from our belief that many student difficulties can be alleviated by understanding the underlying causes of errors and by modifying the educational approach and, possibly, the teaching language accordingly. We analyze students' exercise submissions and categorize student errors according to compiler error messages and then manually according to the observed underlying cause. Our study complements earlier studies on the topic by applying computer and manual analysis while focusing on providing descriptive statistics of d…
Investigating serendipity in recommender systems based on real user feedback
2018
Over the past several years, research in recommender systems has emphasized the importance of serendipity, but there is still no consensus on the definition of this concept and whether serendipitous items should be recommended is still not a well-addressed question. According to the most common definition, serendipity consists of three components: relevance, novelty and unexpectedness, where each component has multiple variations. In this paper, we looked at eight different definitions of serendipity and asked users how they perceived them in the context of movie recommendations. We surveyed 475 users of the movie recommender system, MovieLens regarding 2146 movies in total and compared tho…
Schemata, Acculturation, and Cognition : Expatriates in Japan's Software Industry
2016
This multiple case based empirical study expands the knowledge around North American software and IT workers in Japan as well as the expatriate literature and discussion of cognitive schemata in cross cultural settings. The study includes eleven individuals, nine of them in software. Evidence of selection, rejection, and adjustment of cognitive schemata found in Japan's business world is presented. Changes in schemata drive cultural adjustment and acculturation. North American software and IT workers in Japan must maneuver through unfamiliar and often complex schemata to motivate, lead, manipulate, and communicate with coworkers and partners and thereby gain success.
Understanding Social OER Environments—A Quantitative Study on Factors Influencing the Motivation to Share and Collaborate
2014
Social software environments are increasingly used for open education: teachers and learners share and collaborate in these environments. While there are various possibilities for the inclusion of such social functionalities for OER, many organizational, individual and technological challenges can hinder the motivation of teachers to share and collaborate in these environments. Current research cannot explain what barriers teachers face in social OER environments and how those challenges influence their motivation to engage in such environments. An exploratory factor analysis was used in the context of schools and higher education institutions to investigate the possible barriers to engagin…