Статьи журнала - International Journal of Modern Education and Computer Science
Все статьи: 1064
Статья научная
Face Recognition has become the challenging and interesting research topic in the last few years. The aim is to design a robust Face Recognition System under different environmental conditions like illumination, pose and occlusion. These are the three major challenges in Face Recognition which may hinder the Face Recognition system. By combining the three successful representations such as Gabor filters, CS-LBP and TLPP better performance can be achieved as compared to just considering them individually. CS-LBP is used for describing interest regions which have good tolerance to illumination and computational efficiency and TLPP is used to take the data directly in the form of tensors as input. Since the number of the combined feature sets are more only a few feature sets is selected to be trained by the Support Vector Machine classifier. A number of experiments are conducted using YouTube celebrity, McGill Face dataset and as well as the own collected sequence under different conditions such as illumination variations, different poses, occlusion including indoor and outdoor scenes. This approach provides better results compared to traditional approaches.
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Статья научная
In the modern digital world, online shopping becomes essential in human lives. Online shopping stores like Amazon show up the "Frequently Bought Together" for their customers in their portal to increase sales. Discovering frequent patterns is a fundamental task in Data Mining that find the frequently bought items together. Many transactional data were collected every day, and finding frequent itemsets from the massive datasets using the classical algorithms requires more processing time and I/O cost. A GPU accelerated Novel algorithm for finding the frequent patterns using Vertical Data Format (GNVDF) has been introduced in this research article. It uses a novel pattern formation. In this, the candidate i-itemsets is divided into two buckets viz., Bucket-1 and Bucket-2. Bucket-1 contain all the possible items to form candidate-(i+1) itemsets. Bucket-2 has the items that cannot include in the candidate-(i+1) itemsets. It compactly employs a jagged array to minimize the memory requirement and remove common transactions among the frequent 1-itemsets. It also utilizes a vertical representation of data for efficiently extracting the frequent itemsets by scanning the database only once. Further, it is GPU-accelerated for speeding up the execution of the algorithm. The proposed algorithm was implemented with and without GPU usage and compared. The comparison result revealed that GNVDF with GPU acceleration is faster by 90 to 135 times than the method without GPU.
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GPU Optimized Stereo Image Matching Technique for Computer Vision Applications
Статья научная
In this paper, we propose a graphics processing unit (GPU) based matching technique to perform fast feature matching between different images. Lowe proposed a scale invariant feature transform algorithm that has been successfully used in various feature matching applications such as stereo vision, object recognition, and many others, but this algorithm is computationally intensive. In order to solve this problem, we propose a matching technique optimized for graphics processing units to perform computation with less time. We have applied GPU optimization for the fast computation of keypoints to make our system fast and efficient. The proposed method used self-organizing map feature matching technique to perform efficient matching between different images. The experiments are performed on various images to examine the performance of the system in diverse conditions such as image rotation, scaling, and blurring conditions. The experimental results reveal that the proposed algorithm outperforms the existing feature matching methods resulting into fast feature matching with the optimization of graphics processing unit.
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Game Theory - basis of Higher Education and Teaching Organization
Статья научная
The process of effective interrelation necessary for teaching the subject at higher school has been represented as a noncooperative game between the professor and the students. This process is the functioning of teaching of organizational system which comprises -pedagogue (professor) and -collective of students. The preference is given to the democratic model of relation - to objective and optimal mutual responsibility of the pedagogue and a student to the rights-obligations imposed on them. Two classes of models of noncooperatve games corresponding to management of system have been built - games with relations of preferences and the games with utility. The main principle of optimality is the Nash equilibrium, or it is such kind of situation, none of the player it is not profitable the unilateral deviation from it. According to the indicated principle of equilibrium the tasks originated in the process of system functioning has been solved. According to the solving results students must study systamatically do their tasks and teachers must be responsible objective for their work
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Gamification Approach in Teaching Web Programming Courses in PHP: Use of KAHOOT Application
Статья научная
Learning algorithmics and programming fundamental courses is widely considered to be quite challenging in the field of computer science. Gamification is a good alternative educational practice to promote programming teaching, it allows better engagement of students in their learning. Students acquire a reasonable level of abstraction and logic and develop reflections on various course concepts. They are better introduced to critical programming situations. In the present work, we investigated the impact of introducing simple gamified educational sequences within a dynamic programming PHP course on first year Master students in Educational Technology and Pedagogical Engineering (TEIP). Our use of gamification learning sequences based on the application KAHOOT in this course revealed a better engagement of students. 90% of the students in our experimental group expressed being more motivated and committed for the course and 87.5% of them expressed positive attitudes on using KAHOOT as a teaching tool. The majority (90%) expressed their intention to recommend KAHOOT to other teachers.
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Gender Differences on Information Literacy of Science and Engineering Undergraduates
Статья научная
Information literacy (IL) forms the basis of lifelong learning and plays very important role for students majoring in science and engineering. As far as higher education concerned, gender differences to may influence students’ academic achievements. In order to evaluate the gender differences on information literacy of undergraduates, we surveyed certain undergraduates using self-made questionnaire. The data of the survey was analyzed by SPSS. The findings of the study indicate that the gap of gender difference does exist in the sphere of information literacy. The result of t-test for two groups of male and female students shows significant difference in terms of mean scores obtained in information consciousness, information competency and information ethics tests.
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Gender Identification in Human Gait Using Neural Network
Статья научная
Biometrics is an advanced way of person recognition as it establishes more direct and explicit link with humans than passwords, since biometrics use measurable physiological and behavioural features of a person. In this paper gender recognition from human gait in image sequence have been successfully investigated. Silhouette of 15 males and 15 females from the database collected from CASIR site have been extracted. The computer vision based gender classification is then carried out on the basis of standard deviation, centre of mass and height from head to toe using Feed Forward Back Propagation Network with TRAINLM as training functions, LEARNGD as adaptation learning function and MSEREG as performance function. Experimental results demonstrate that the present gender recognition system achieve recognition performance of 93.4%, 94.6%, and 94.7% with 2 layers/20 neurons, 3 layers/30 neurons and 4 layers/30 neurons respectively. When the performance function is replaced with SSE the recognition performance is increased by 2%, 2.4% and 3% respectively for 2 layers/20 neurons, 3 layers/30 neurons and 4 layers/30 neurons.The above study indicates that Gait based gender recognition is one of the best reliable biometric technology that can be used to monitor people without their cooperation. Controlled environments such as banks, military installations and even airports need to quickly detect threats and provide differing levels of access to different user groups.
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Generating code for simple dynamic web applications via routing configurations
Статья научная
A dynamic web application tends to have many sorts of routine code which are essentially common in most dynamic web applications. By the routing for a web application we mean mapping URLs (requests) to actions (responses) of the application. In this paper, we show that by configuring the routing for a web application together with preparing static libraries and modifying dynamic templates to generate the modules which are needed by the application, we can generate most of the routine code necessary for the application. Configurations for the routing and other settings for an application are written uniformly in JSON format. Then, reading the JSON configurations our scripts set up static libraries and generate necessary modules from templates and write files which conduct the routing. Our system sets up everything you need to run a web application from the web directories for the application and the basic libraries to the modules for the application and the files for routing. You can add another web application to the web setting for the web application you have generated. To show by example the applicability of our web code generating system we first construct a book request page with a very little configuration on the application. Next as a more complicated example, we apply our system to a web application which involves a specific function i.e. reading a marksheet for which the system cannot generate code, showing how the system can generate a web application which utilizes the code not generated by the system.
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Genetic algorithm control of model reduction passive quarter car suspension system
Статья научная
This paper portrays the demonstrating, and testing of passive suspension control techniques. The control execution of a two-degree of-opportunity quarter car passive suspension frameworks is explored utilizing Matlab/Simulink, display. A classical Proportional Integral and Derivative (PID), Linear Quadratic Control (LQR), and H2 controller design are proposed and compared with soft computing methods, such Fuzzy logic controller (FLC) and Genetic Algorithm (GA) controller. Simulation environment was used for all design methods, investigation of the effects of the control techniques in time-domain design specifications, their comparison and verification of the results obtained. The results are shows the effectiveness of the (GA) controller to satisfied design requirements compared with others methods.
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Genetic algorithm-based curriculum sequencing model for personalised e-learning system
Статья научная
Personalised learning is a way of organising the learning content and to be accessed by the individual learner in a manner that is suitable to learner’s requirements. There are existing related works on personalised e-learning systems that focused on learner’s preference without considering the difficulty level and the relationship degree that exists between various course concepts. Hence, these affect the learning ability and the overall performance of learners. This research paper presents a genetic algorithm-based curriculum sequencing model in a personalised e-learning environment. It helps learners to identify the difficulty level of each of the curriculum or course concepts and the relationship degree that exists between the course concepts in order to provide an optimal personalised learning pattern to learners based on curriculum sequencing to improve the learning performance of the learners. The result of the implementation showed that the genetic algorithm is suitable to generate the optimal learning path using the values of difficulty level and relationship degree of course concepts. Furthermore, the system classified the learners into three different understanding levels of the course concepts such as partially, moderately and highly successful.
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Graphical Programming Environment for Performing Physical Experiments
Статья научная
This paper presents a way to improve physical experiments at the engineering university level using a graphical programming environment for data acquisition. As a case study it is presented the experimental verification of the law of the magnetic circuit. Such a working method for experimentation opens the way for the future engineer to study physical phenomena using the computer.
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Growing Importance of Distance Education
Статья научная
Distance education can be very effective use of instructional materials with visual, auditory, audiovisual and multimedia content. Visual content can be in the form of text, drawings, pictures, graphics and models, and the like. Auditory facilities are oral presentation or a speech, musical accompaniment, different sounds, etc.. Audiovisual content combine visual and auditory content, usually in the form of television shows, films or videos. Multimedia, combining text, images, sound, animation and video, and playing them before they used very different means, although in recent times for playing multimedia files commonly used multimedia computer, a data storage CD-ROM or the Internet. Using multimedia is extremely important in distance education as a lecturer is usually not physically present with the participants to draw their attention, motivate them to learn and explain the content that students are having difficulty understanding.
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Guidance and Counseling in Nigerian Secondary Schools: The Role of ICT
Статья научная
The importance of guidance and counseling programme in secondary schools, include bringing to the students an increased understanding of the educational, vocational and social information needed to make wise choices. In our society there are many influencing forces responsible for the gradual recognition of formal guidance to young people in various educational levels. This review paper focuses on the role of ICT on guidance and counseling in secondary schools. Counseling is a form of education, which the students receive from their counselors. The essence of incorporating guidance and counseling into the school system was to eliminate overwhelming ignorance of many young people on their choices of career prospects and personality maladjustment among school children. The role of ICT in guidance can be seen in three ways: as a tool, as an alternative, or as an agent of change. The growth of websites and help lines as forms of technically mediated service delivery means that the potential of ICT as a change agent is now greater than ever before. The telephone, websites and e-mail, alongside face-to-face facilities, could be alternative services; or they could be portals into a wide, flexible and well-harmonized network of services. The paper recommends that principals should make provision for guidance and counseling on the school time table. Most importantly secondary school ICT adoption should be encouraged by the ministry of education.
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H-RBAC: A Hierarchical Access Control Model for SaaS Systems
Статья
SaaS is a new way to deploy software as a hosted service and accessed over the Internet which means the customers don’t need to maintain the software code and data on their own servers. So it’s more important for SaaS systems to take security issues into account. Access control is a security mechanism that enables an authority to access to certain restricted areas and resources according to the permissions assigned to a user. Several access models have been proposed to realize the access control of single instance systems. However, most of the existing models couldn’t address the following SaaS system problems: (1) role name conflicts (2) cross-level management (3) the isomerism of tenants' access control (4) temporal delegation constraints. This paper describes a hierarchical RBAC model called H-RBAC solves all the four problems of SaaS systems mentioned above. This model addresses the SaaS system access control in both system level and tenant level. It combines the advantages of RBDM and ARBAC97 model and introduces temporal constraints to SaaS access control model. In addition, a practical approach to implement the access control module for SaaS systems based on H-RBAC model is also proposed in this paper.
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H2E: a privacy provisioning framework for collaborative filtering recommender system
Статья научная
A Recommender System (RS) is the most significant technologies that handle the information overload problem of Retrieval Information by suggesting users with correct and related items. Today, abundant recommender systems have been developed for different fields and we put an effort on collaborative filtering (CF) recommender system. There are several problems in the recommender system such as Cold Start, Synonymy, Shilling Attacks, Privacy, Limited Content Analysis and Overspecialization, Grey Sheep, Sparsity, Scalability and Latency Problem. The current research explored the privacy in CF recommender system and defined the perspective privacy attributes (user's identity, password, address, and postcode/location) which are required to be addressed. Using the base models as Homomorphic and Hash Encryption scheme, we have proposed a hybrid model Homomorphic Hash Encryption (H2E) model that addressed the privacy issues according to defined objectives in the current study. Furthermore, in order to evaluate the privacy level, H2E was implementing in medicine recommender system and compared the consequences with existing state-of-the-art privacy protection mechanisms. It was observed that H2E outperform to other models with respect to determined privacy objectives. Leading to user's privacy, H2E can be considered a promising model for CF recommender systems.
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HFIPO-DPNN: A Framework for Predicting the Dropout of Physically Impaired Student from Education
Статья научная
Education plays a significant role in individuals’ development and economic growth of the developing coun-tries like India. Dropout of students from their studies is the major concern for any order of education. Some models for predicting the dropout of students are developed with several factors. Many of them lacked consistencies as they backed their studies with the academic performance of the students. Especially, for those students suffered with physical impairment the drop out depends on several external factors. Students drop out of school for a variety of reasons, including financial difficulties, parents' unwillingness, distance and a lack of basic amenities, poor educational quality, an inadequate school environment and building, overcrowded classrooms, improper languages of instruction, carelessness on the part of teachers, and security issues in girls' schools. Hence, this work proposes a novel HFIPO-DPNN to predicting the physically handicapped student’s dropout from School also to predict the student dropout rooted on the previous semester marks. The proposed model enclosed the hybrid firefly and improved particle swarm algorithm to optimize the feature selection that influence the dropout of hearing-impaired students. The optimized feature data are used to predict the dropout with the novel DPNN. The optimized data was split and used for training the DPNN. The testing data is used to evaluate the performance of the proposed framework. The outcome for the proposed framework is evaluated on several metrics. The accuracy of the proposed model is about 99.02%. The HFIPO-DPNN framework can be enhanced for predicting the dropout for students with other disabilities. The optimization revealed that factors other than family factors should be taken into account when predicting dropout.
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Hackathon for Learning Digital Theology in Computer Science
Статья научная
Hackathon is an event where programmers and subject field specialists collaborate intensively in teams with the ultimate aim to create and design fresh ICT (information and communication technology) based solutions to a given task in a limited time. In this study, we analyzed students' perceptions and experience in a hackathon where they were to design a concept for an application aimed at people that are preparing for their own death. The hackathon was part of a Digital Theology (DT) course at the university for Computer Science (CS) students. A group of 12 students participated in the event. The participants were divided into three groups. The assignment was presented to all the groups to brainstorm and create a mock-up artefact suitable to tackle the challenge. In the end, each group presented their solution. Due to the limited number of students, we applied descriptive statistics rather than exploring into inferential statistics to analyze the data. By collecting data through questionnaires and interviewing the participants, we concluded that the use of hackathon helped to achieve the learning goals of learning DT. The students expressed their satisfaction in the fact that it provided them with motivation to learn through practice. Also, students agreed that the event helped them to think collaboratively for a refined ideas. The overwhelming satisfaction expressed by the students goes to confirm that hackathon brings out the best creative skills from people through problem-solving.
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Heuristic Evaluation of the use of Blackboard & Facebook Groups in Computing Higher Education
Статья научная
The features of social media sites make them potentially effective as a learning platform for student communication and collaboration in higher education. Moreover it has become apparent that student Facebook users have been repurposing its features to fit their academic requirements. This study aims to determine if Facebook Groups and the Blackboard Learning Management System (LMS) can enhance the learner experience, and if so, in what way. The study made use of a heuristic evaluation with an educationally relevant criteria set [1]. The results, amongst other things, indicate that Facebook Groups are more useful for peer-to-peer communication than Blackboard, probably due to the notification system in Facebook. Analysis indicated that in some instances the strengths and weaknesses of Blackboard and Facebook were complementary and therefore could, arguably, improve the overall student experience.
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Hidden Markov model for identification of different marks on human body in forensic perspective
Статья научная
This paper proposes a computational forensic methodology which identify and classify different marks on the human body using Hidden Markov model. The methodology gives an efficient and effective computerized approach for the characteristics of different marks such as birthmarks, burntmarks, tattoos and weapons’ wounds found on human body. This proposed method will be a computationally effective substitution for the traditional forensic method in identifying the body marks in crime investigation of homicidal cases. Hidden Markov Model (HMM) is statistical and logical tool suitable for this identification. The marks on human body describe different patterns with characteristics that are helpful in identification. The experimental results achieved for identification of different marks with an average accuracy of 94.6%, on the available database of 400 images that includes four categories: Birthmarks, Burntmarks, Tattoos and weapons’ wounds (100 images of each marks). The methodology gives the better combination of features (color, texture and shape), which are extracted for the identification of marks on human body for the purpose of computational forensic science.
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High Performance FPGA Based Digital Space Vector PWM Three Phase Voltage Source Inverter
Статья научная
This paper focuses on the design of a low power and high performance FPGA based Digital Space Vector Pulse Width Modulation (DSVPWM) controller for three phase voltage source inverter. A new method is proposed to realize easy, accurate and high performance DSVPWM technique based on FPGA with low resource consumption and reduced execution time than conventional methods. Equations of SVPWM are relatively complicated and need a considerable time to execute on a typical microcontroller, therefore a simple method is presented to minimize run time of instructions, e.g. the multiplication operation used in these equations is replaced by a proposed signed and unsigned shifter using 2 to 1 multiplexer unit. Total power consumption of controller is reduced to 37 mW at 100MHz clock frequency. The proposed DSVPWM technique algorithm was synthesized and implemented using Quartus II 9.1V and Cyclone II FPGA, to target device EP2C20F484C6. Also power is analyzed using XPower analyzer. Experimentation and results demonstrate that proposed method have high performance than other works.
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