Search results for "computer.software_genre"

showing 10 items of 3858 documents

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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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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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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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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