Search results for "Soft"

showing 10 items of 9809 documents

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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Learning styles module as a part of a virtual campus

2016

For several years now, learning style mapping has been carried out for our students of the master's degree education in information technology. To better utilize learning styles in practice, a learning style module was integrated into the multimedia platform used in the education. The learning style module serves both the student and the educator. The goal was to create an application which, in the long run, would diversify the learning environment and make learning more efficient. This study describes the functioning and integration of the learning style application. The deployment of the application is monitored by collecting statistics of its use and feedback of its usability and usefuln…

ta113MultimediaComputer scienceLearning environment05 social sciencesEducational technology050301 education050109 social psychologyblended learningcomputer.software_genreLearning sciencesvideo lecturesSynchronous learningBlended learningLearning stylesVirtual campuseducational toolsComputingMilieux_COMPUTERSANDEDUCATION0501 psychology and cognitive sciencesvirtual campuslearning styles0503 educationcomputerInstructional simulation
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On the Students' QoS-Awareness of Video Lectures

2016

Video lectures bring flexibility and enable distance learning in education. With the help of videos, educational organizations are able to serve a wider and more heterogeneous group of students. As streaming videos have become essential part of teaching in higher education, quality of service (QoS) issues should be taken more into consideration. However, systematic quality monitoring of video lecture delivery, to our knowledge, is rarely used in a way that would provide also the student with quality information. This paper describes our ongoing research on developing a streaming video quality evaluation tool integrated in a learning environment that our master’s students use. The tool serve…

ta113Multimediavideo streamingComputer scienceQuality of servicevideosevaluation toolslaatucomputer.software_genrevideo lecturesqualityComputingMilieux_COMPUTERSANDEDUCATIONcomputerQoS-awareness
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Support vector machine integrated with game-theoretic approach and genetic algorithm for the detection and classification of malware

2013

Abstract. —In the modern world, a rapid growth of mali- cious software production has become one of the most signifi- cant threats to the network security. Unfortunately, wides pread signature-based anti-malware strategies can not help to de tect malware unseen previously nor deal with code obfuscation te ch- niques employed by malware designers. In our study, the prob lem of malware detection and classification is solved by applyin g a data-mining-based approach that relies on supervised mach ine- learning. Executable files are presented in the form of byte a nd opcode sequences and n-gram models are employed to extract essential features from these sequences. Feature vectors o btained are…

ta113Network securitybusiness.industryComputer scienceFeature vectorFeature extractionuhatBytecomputer.file_formatMachine learningcomputer.software_genrehaittaohjelmatSupport vector machineObfuscation (software)ComputingMethodologies_PATTERNRECOGNITIONnetworknetwork securityMalwareData miningArtificial intelligenceExecutabletietoturvabusinesscomputer2013 IEEE Globecom Workshops (GC Wkshps)
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Potku – New analysis software for heavy ion elastic recoil detection analysis

2014

Time-of-flight elastic recoil detection (ToF-ERD) analysis software has been developed. The software combines a Python-language graphical front-end with a C code computing back-end in a user-friendly way. The software uses a list of coincident time-of- flight–energy (ToF–E) events as an input. The ToF calibration can be determined with a simple graphical procedure. The graphical interface allows the user to select different elements and isotopes from a ToF–E histogram and to convert the selections to individual elemental energy and depth profiles. The resulting sample composition can be presented as relative or absolute concentrations by integrating the depth profiles over user-defined rang…

ta113Nuclear and High Energy PhysicsIon beam analysista114business.industryComputer scienceEvent (computing)Reference data (financial markets)ion beam analysisERDelastic recoil detectionComputational scienceTOF-ERDElastic recoil detectionSoftwareCoincidentHistogramgraphical open source softwarebusinessInstrumentationGraphical user interfaceNuclear Instruments and Methods in Physics Research Section B: Beam Interactions with Materials and Atoms
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Smart Educational Process Based on Personal Learning Capabilities

2017

Personalized learning is increasingly gaining popularity, especially with the development of information technology and modern educational resources for learning. Each person is individual and has different knowledge background, different kind of memory, different learning speed. Teacher can adapt learning course, learning instructions or learning material according to the majority of learners in class, but that means that learning process is not adapted to the personality of each individual learner. That is why it is important to have smart educational process based on personal learning capabilities. This paper presents a literature survey on different learning systems which detects learni…

ta113Personal learningMultimediasmart educationoppiminenComputer scienceProcess (engineering)personalized learningcomputer.software_genreontologiatComputingMilieux_COMPUTERSANDEDUCATIONlearning capabilitiesoppimiskykyta516ontologycomputerwatson technologiespersonointi
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Evaluating the performance of artificial neural networks for the classification of freshwater benthic macroinvertebrates

2014

Abstract Macroinvertebrates form an important functional component of aquatic ecosystems. Their ability to indicate various types of anthropogenic stressors is widely recognized which has made them an integral component of freshwater biomonitoring. The use of macroinvertebrates in biomonitoring is dependent on manual taxa identification which is currently a time-consuming and cost-intensive process conducted by highly trained taxonomical experts. Automated taxa identification of macroinvertebrates is a relatively recent research development. Previous studies have displayed great potential for solutions to this demanding data mining application. In this research we have a collection of 1350 …

ta113Radial basis function networkEcologyArtificial neural networkComputer sciencebusiness.industryApplied MathematicsEcological Modelingta1172PerceptronMachine learningcomputer.software_genreBackpropagationComputer Science ApplicationsProbabilistic neural networkIdentification (information)Computational Theory and MathematicsModeling and SimulationMultilayer perceptronConjugate gradient methodta1181Artificial intelligencebusinesscomputerEcology Evolution Behavior and SystematicsEcological Informatics
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Icons: Visual representation to enrich requirements engineering work

2013

Adapting icons in requirements engineering can support the multifaceted needs of stakeholders. Conventional ap- proaches to RE are mainly highlighted in diagrams. This paper introduces icon-based information as a way to represent ideas and concepts in the requirements engineering domain. We report on icon artifacts that support requirements engi- neering work such as priority types, status states and stakeholder kinds. We evaluate how users interpret meanings of icons and the efficacy of icon prototypes shaped to represent those requirements attributes. Our hypothesis is whether practitioners can recognize the icons’ meaning in terms of their functional representation. According to the empi…

ta113Requirements engineeringComputer scienceProcess (engineering)Interpretation (philosophy)Stakeholdervisuaalinen kieliikonitDomain (software engineering)Visual languagevaatimusmäärittelyHuman–computer interactionvisual languagekulttuuriiconsvaatimustenhallintaIconstakeholdercomputercomputer.programming_languageMeaning (linguistics)
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Utilizing online serious games to facilitate distributed requirements elicitation

2015

Online serious games are used to facilitate distributed requirements elicitation.Interactive games enhance collaboration and communication between project members.Serious games raise individuals' confidence to engage in requirements elicitation.Using serious games can improve both quality and quantity of software requirements.Serious games specially enhance the performance of less-experienced stakeholders. Requirements elicitation is one of the most important and challenging activities in software development projects. A variety of challenges related to requirements elicitation are reported in the literature, of which the lack of proper communication and knowledge transfer between software …

ta113Requirements managementBusiness requirementsRequirementEngineeringserious gamesKnowledge managementbusiness.industryrequirements elicitationSoftware developmentRequirements elicitationpelitEmpirical researchhyötypelitHardware and Architecturesoftware developmentohjelmistokehitysbusinessRequirements analysisKnowledge transferSoftwaregamesInformation SystemsJournal of Systems and Software
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