Search results for "Computer science"

showing 10 items of 22367 documents

Super-fit and population size reduction in compact Differential Evolution

2011

Although Differential Evolution is an efficient and versatile optimizer, it has a wide margin of improvement. During the latest years much effort of computer scientists studying Differential Evolution has been oriented towards the improvement of the algorithmic paradigm by adding and modifying components. In particular, two modifications lead to important improvements to the original algorithmic performance. The first is the super-fit mechanism, that is the injection at the beginning of the optimization process of a solution previously improved by another algorithm. The second is the progressive reduction of the population size during the evolution of the population. Recently, the algorithm…

ta113Mathematical optimizationeducation.field_of_studyMeta-optimizationFitness landscapeComputer sciencePopulation-based incremental learningPopulationContext (language use)Reduction (complexity)Differential evolutionAlgorithm designeducationAlgorithm2011 IEEE Workshop on Memetic Computing (MC)
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Quality Management in Service Desk : How Does Service Desk Managers Define and Measure Quality

2018

Many public and private sector organisations are depending on IT services provided by external service providers. The quality of the service affects the customer satisfaction and consequently the customer behaviour. The concept of quality has many meanings in the literature. In this paper, we study how service desk managers perceive the concept of quality and how to manage it in an organisation which has adopted ITIL. Our findings indicate that the quality is seen only in terms of how the agreed service levels are achieved. This view excludes the quality of the processes used to deliver IT services. Quality measurements are reflecting the perception of the concept of quality. peerReviewed

ta113Measure (data warehouse)palvelutQuality managementhallintaITILComputer sciencemedia_common.quotation_subjectmittauslaatutietotekniikkalaadunhallintaIT service managementEngineering managementqualityQuality (business)measurementService deskmedia_commonquality management
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Issues with a course that emphasizes self-direction

2013

In this paper, we examine a master's level course that emphasizes self-direction on the part of students. The course is run by weekly group assignments and requires independent work such that only one mandatory classroom session is arranged each week. Our specific research interests are how students responded to the setting of this kind and whether they demonstrated self-direction during the course. We surveyed the students' view of the course, their group work experience, and their study habits, and analyzed the resultant survey data for themes. The results suggest that while the pass rate was considerably high and the course was regarded as well-organized by the students, there were sever…

ta113Medical educationComputer scienceeducationPass rateSelf directionSession (web analytics)Course (navigation)Work (electrical)PedagogyActive learningComputingMilieux_COMPUTERSANDEDUCATIONSurvey data collectionta516Group work
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High school students' perspective to university CS1

2013

This paper presents a qualitative study of a school-university collaborative project where a game-themed CS1 course was offered as-is to high school students. Our specific interest was to explore the students' experiences with the university level course. Our analyses indicate that immediate and regular support was highly important for student performance, as support of this kind could mitigate issues related to students' orientation towards the high workload of the course. Students who showed academic interest were likely to pass, whereas students lacking self-direction or work efficiency were likely to drop out. Both passed and drop-outs found the course to be a good learning experience. …

ta113Medical educationHigher educationbusiness.industryComputer scienceGame programmingPerspective (graphical)University levelWorkloadPlan (drawing)OutreachPedagogyComputingMilieux_COMPUTERSANDEDUCATIONta516businessQualitative research
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Design time, run time, and artificial intelligence techniques for mobility of user interface

2011

Abstract Advancement in technology provides opportunities to user as well as challenges for application development organization. User interfaces which were design for specific device tend to be developed for various devices. Users are busy people, when they move among different context would like to move application with them. The current trend of users demanding mobile graphic user interface to support their daily life and work has led to a new generation of techniques. Design time technique provides better usability as compare to run time technique. On the other hand artificial intelligence technique like agent provides better flexibility and usability as compare to others. In this paper…

ta113Mobile agentMultimediaDesign time techniquebusiness.industryComputer scienceNatural user interfaceUsabilityGraphical user interface testingcomputer.software_genreUser interface designRun time techniqueUser experience designInterface metaphorHuman–computer interactionHeuristic evaluationGeneral Earth and Planetary Sciences10-foot user interfaceArtificial intelligenceUser interfacebusinesscomputerGeneral Environmental ScienceGraphical user interfaceProcedia Computer Science
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Designing browsing for in-car music player

2012

User interface features of a touch based mobile music player and their comparative impact on driver distraction when searching music albums were investigated. In a driving simulator experiment (N=18) three scrolling methods buttons, swipe and kinetic were compared, whereat the number of music tracks presented in a list-style format varied between three, five and seven items per page. Half of the participants used the music player in a portrait mode and half of them in a landscape mode. It was expected that swipe supports less severe distraction effects than kinetic or button due to systematic page-by-page scrolling and low levels of pointing accuracy required for browsing. Three items shoul…

ta113Mode (computer interface)InformationSystems_INFORMATIONINTERFACESANDPRESENTATION(e.g.HCI)Computer scienceOrientation (computer vision)Computer graphics (images)ScrollingDistractionSwIPeDriving simulatorMobile musicUser interfaceProceedings of the 4th International Conference on Automotive User Interfaces and Interactive Vehicular Applications
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Consumer value of camera-based mobile interaction with the real world

2013

Camera-based mobile interaction with the real world allows consumers to connect digital information with the real-world environment, and furthermore, to interact with real-world objects and places. To explore and understand the types of consumer value in the context of such consumer-level applications, we applied the critical incident technique to reflect actual use experiences from 107 application users with a recognized consumer value framework by Holbrook. The findings of the study suggest that at the current state value is heavily based on utilitarian efficiency and excellence. Although the applications enable a diverse value, they have yet to fulfill their potential in providing hedoni…

ta113MultimediaComputer Networks and CommunicationsComputer sciencemedia_common.quotation_subjectContext (language use)computer.software_genreComputer Science ApplicationsHardware and ArchitectureHuman–computer interactionExcellenceState (computer science)ta512computerCritical Incident TechniqueValue (mathematics)Mobile interactionSoftwareInformation SystemsValue frameworkActual usemedia_commonPervasive and Mobile Computing
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Do videowikis on the web support better (constructivist) learning in the basics of information systems science?

2012

This paper describes the combination of a wiki and screen capture videos as a complementary addition to conventional lectures in an information management and information systems development course. Our basis was collaborative problem-based learning with the problems defined by students. The idea was that students were expected to find concepts or issues from four lecture themes which are not well-defined or clarified for them. The students worked in small groups of two or three students or they completed the coursework individually. First, the students selected the theme which was most unclear for them. Second, the students selected the problematic things from this area and created the pre…

ta113MultimediaComputer scienceCollaborative learningConnectivismcomputer.software_genreJigsawConstructivist teaching methodsProblem-based learningConstructivism (philosophy of education)CourseworkComputingMilieux_COMPUTERSANDEDUCATIONMathematics educationInformation systemcomputer
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Assessing game experience: Heart rate variability, in-game behavior and self-report measures

2014

Assessing game experience by means of recordings of physiological reactions elicited during game play is a technique that has gained popularity in recent years in the field of digital games research. However, since physiological signals are typically linked to several psychological processes, the use of some measures such as cardiac activity or heart rate (HR) remains problematic. The goal of the present study is to investigate to what extent game logs and self-report measures of game experience have a predictive value for heart rate variability during game play. Our results showed that the accurate registration of in-game behaviors by means of game logs carries the potential of providing r…

ta113MultimediaComputer scienceComputingMilieux_PERSONALCOMPUTINGCardiac activityGame playcomputer.software_genrePredictive valuePopularitySelf-report studyHeart rate variabilityta516human activitiescomputerCognitive psychology
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Flipped Learning Experiment in Video-Based Education

2017

Videos intended for educational use have increased significantly in recent years. This is partly due to the increasing use of videos for entertainment purposes, as well as an increase in broadband connections. Educational videos may include short video clips, screen capture videos or, for example, recordings from the classroom teaching situation. Videos can be utilized in revising, for compensating absences, making teaching more flexible or for developing presentation skills. The recording also enables the re-use of lectures. This allows completely new types of educational solutions, such as the implementation of flipped learning. In flipped learning, activities traditionally carried out in…

ta113MultimediaComputer scienceFlipped learningsulautuva opetusvideotblended learningcomputer.software_genreopetusvideo lecturesflipped learningComputingMilieux_COMPUTERSANDEDUCATIONopetusvideotVideo basedcomputer
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