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2020 11th International Conference on Information, Intelligence, Systems and Applications (IISA最新文献

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Evaluation of the Perception of Teachers for ICT and Cultural Mobile Apps in Education 教师对教育中ICT和文化移动应用感知的评价
A. Alexandri, Christos Alexakos, Apostolos Terzoglou, Andreas Athanitis, D. Tsolis
This paper represents part of a wider study on the perception of secondary education teachers concerning the convolution of the Information & Communication Technologies (ICT) in the learning process, mainly focusing on their generic profile. Under this frame, the study is additionally focusing on digital games as an innovative tool of mentoring practice at the class level as well as at the level of Programmes of School Activities. The study aims to map the landscape of the cognitive profile of the secondary school teachers in correlation with digital games (serious games), their potential utilisation during the learning process and, moreover, the perception of the teachers’ community on the added value derived from their use.
本文代表了一项关于中学教育教师在学习过程中对信息与通信技术(ICT)的卷积的看法的更广泛研究的一部分,主要关注他们的一般概况。在此框架下,该研究还将重点放在数字游戏作为课堂层面和学校活动项目层面指导实践的创新工具上。该研究旨在绘制中学教师与数字游戏(严肃游戏)相关的认知图景,他们在学习过程中的潜在利用,以及教师群体对其使用所带来的附加价值的看法。
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引用次数: 0
IRES Program in Sensors and Machine Learning for Energy Systems 能源系统传感器和机器学习的IRES程序
Kristen Jaskie, Joshua Martin, Sunil Rao, W. Barnard, P. Spanias, E. Kyriakides, Yiannis Tofis, L. Hadjidemetriou, M. Michael, T. Theocharides, Stella K. Hadjistassou, A. Spanias
The international research experiences for students (IRES) program addresses multidisciplinary research at the overlap of sustainability, power systems, and signal processing with the aim of improving efficiency in PV power generation. The IRES program engages faculty at the ASU SenSIP Center and at the University of Cyprus’ (UCy) KIOS Center to address fault detection and other research problems in solar energy arrays. IRES participants are tasked with studying algorithms and software to monitor and control solar arrays. Research involves using data from programmable sensors embedded in smart monitoring devices (SMDs) that are attached to solar panels. The SMDs have sensors, actuators and radios that enable researchers to work with a solar array where every panel provides data. IRES participants are trained to use machine learning to assess the solar array condition. The program also trains the students to perform research and present results in international settings. In the first year of the project, four students travelled to the University of Cyprus and worked with UCy faculty on fault detection. The program included weekly research presentations by the students at UCy, presentations at a local workshop and continued engagement after the summer experience at ASU. Two of the students were able to present and publish their work in international conferences.
国际学生研究经验(IRES)项目涉及可持续性,电力系统和信号处理重叠的多学科研究,旨在提高光伏发电的效率。IRES项目由亚利桑那州立大学senp中心和塞浦路斯大学KIOS中心的教师参与,解决太阳能电池阵列的故障检测和其他研究问题。IRES参与者的任务是研究算法和软件,以监测和控制太阳能电池阵列。研究包括使用嵌入在太阳能电池板上的智能监控设备(smd)中的可编程传感器的数据。smd具有传感器、执行器和无线电,使研究人员能够使用每个面板提供数据的太阳能电池阵列。IRES参与者接受培训,使用机器学习来评估太阳能电池阵的状况。该课程还训练学生在国际环境中进行研究并展示结果。在项目的第一年,四名学生前往塞浦路斯大学,与该大学的教师一起研究故障检测。这个项目包括每周由亚利桑那州立大学的学生做研究报告,在当地的研讨会上做报告,并在亚利桑那州立大学的暑期经历后继续参与。其中两名学生能够在国际会议上展示和发表他们的作品。
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引用次数: 0
Digital game-based learning in a robotics course 机器人课程中基于数字游戏的学习
Márcio Mendonça, Konstantinos Papageorgiou, D. E. Mello, E. Papageorgiou, J. A. Fabri, Lucas Botoni de Souza, R. H. Palácios
This paper deals with two experiments regarding games developed in Scratch in the course of robotics at the Universidade Tecnológica Federal do Paraná campus Cornélio Procópio (UTFPR-CP) to assist in the learning of an autonomous vehicle using a similar classic game of war tanks, existing since the 80s for the Atari 2600. In the first experiment, applied to the class 2019/2, a student (player) controls a tank using the keyboard in a battle against another autonomous tank. In this game, certain fundamentals are presented, such as pose (position x, y and the angle formed in relation to the x axis), basic notions about controlled and autonomous robots, hierarchy of actions, modeling using state machine. These concepts were extracted through a questionnaire filled out by the students after the end of the games. The second experiment, applied to the 2020/1 class, was based on a game inspired by the classic Pong, using though more degrees of freedom (DOF). In this case, the player must operate the keyboard to reach a ball through a robotic arm with two rotating joints. Moreover, concepts such as workspace (in two dimensions), multiple solutions, inverse and direct kinematics were introduced. Delivery rates were 90% and 80% regarding the first and the second experiment, respectively. Finally, despite the limited number of these experiments, it is believed that the objective of using more modern didactic tools to teach important concepts in the discipline of robotics has been achieved. Thus, students perceived more easily the basic concepts of robotics presented in the experiments than ever before.
本文涉及两个关于在universityade Tecnológica Federal do paran校园corn - lio Procópio (UTFPR-CP)机器人课程中使用Scratch开发的游戏的实验,以帮助使用类似的经典战争坦克游戏学习自动驾驶车辆,该游戏自80年代以来就存在于Atari 2600上。在第一个实验中,应用于2019/2班,学生(玩家)使用键盘控制坦克与另一辆自动坦克作战。在这款游戏中,我们呈现了一些基本元素,如姿态(x, y位置以及与x轴相关的角度),关于受控和自主机器人的基本概念,行动层次结构,使用状态机进行建模。这些概念是学生在游戏结束后填写的问卷中提取出来的。第二个实验应用于2020/1班,是基于受经典Pong启发的游戏,使用了更多自由度(DOF)。在这种情况下,玩家必须操作键盘,通过带有两个旋转关节的机械臂来触球。此外,还引入了工作空间(二维)、多解、逆运动学和正运动学等概念。第一次和第二次实验的产出率分别为90%和80%。最后,尽管这些实验的数量有限,但相信使用更现代的教学工具来教授机器人学科中重要概念的目标已经实现。因此,学生在实验中比以往更容易理解机器人的基本概念。
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引用次数: 3
A research in the design of augmented reality gamified mobile applications for promoting traditional products implemented in ambient intelligence environment of small shops. 小商店环境智能环境下传统产品推广的增强现实游戏化移动应用设计研究
Konstantinos I. Kotsopoulos, Alexandros Papadopoulos, Anastasios Babathanasis, Stelios Axiotopoulos
In this study, challenges in the design of mobile applications in an ambient intelligent environment for promoting traditional products in small shops were analyzed. Fuzzy cognitive maps (FCM) were constructed from interviews with experts in presenting traditional products and from gamification literature. Simulations for investigating the causalities between the concepts of the FCMs followed and Business Process Model and Notation (BPMN) was used as a tool for quick modeling of an augmented reality mobile application. Afterwards scenarios based on different gamification user types were created and simulated. The case study was TalkingProducts research project which was focusing on the development of an augmented reality mobile application for promoting traditional local products, where product manufacturers and professionals of the creative industries sector cooperate in order to co-create smart interactive gamified experiences. The study of the FCM’s metrics and the results of the BPMN simulations showed that a better understanding of an application user’s behavior can be achieved which can lead to better design choices especially as regards to software requirements and functionality. The suggested methodological approach can offer valuable insights to the designing of interactive applications in ambient intelligence environments.
在本研究中,分析了在环境智能环境下,在小商店中推广传统产品的移动应用程序设计所面临的挑战。模糊认知地图(FCM)是通过对传统产品展示专家的访谈和游戏化文献构建的。用于调查所遵循的fcm概念与业务流程模型和符号(BPMN)之间的因果关系的模拟被用作增强现实移动应用程序快速建模的工具。之后,基于不同游戏化用户类型的场景被创建和模拟。案例研究是TalkingProducts研究项目,该项目专注于开发增强现实移动应用程序,以推广传统的本地产品,产品制造商和创意产业部门的专业人士合作,共同创造智能互动游戏化体验。FCM指标的研究和BPMN模拟的结果表明,可以更好地理解应用程序用户的行为,这可以导致更好的设计选择,特别是在软件需求和功能方面。所建议的方法方法可以为环境智能环境中交互式应用程序的设计提供有价值的见解。
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引用次数: 1
Effects of Cycle Evaluation on Peer Learning: Competency Assessment, Case Study, Catholic University of Temuco, Chile 循环评估对同伴学习的影响:胜任力评估,个案研究,天主教大学,智利
M. Lévano
This work constitutes a qualitative leap, at the curriculum level, in the development of the evaluation process of the initial training cycle of the formative itinerary of the Civil Engineering in Computer Science degree, at the Catholic University of Temuco (CU Temuco). This work’s objective is to install mechanisms for the periodic monitoring and control of the curriculum regarding the general and specific competences, according to the major graduation profile. This work’s development allows to answer external and internal norms, which provide a legal support for its application. They stand out in the external framework to the criteria of the National Accreditation Commission. The work methodology covers a model based on a set of integrated activities which are designed under interventions for the initial cycle, according to the model by competencies of the University through collaborative learning between peers.
这项工作构成了一个质的飞跃,在课程水平上,在开发计算机科学学位土木工程形成过程的初始培训周期的评估过程中,在天主教大学(CU Temuco)。这项工作的目标是根据专业毕业概况,建立定期监测和控制课程中一般和特定能力的机制。这项工作的发展可以回答外部和内部的规范,为其应用提供了法律支持。它们在国家认可委员会标准的外部框架中脱颖而出。工作方法包括一个基于一组综合活动的模型,这些活动是根据大学的能力模型,通过同伴之间的协作学习,在初始周期的干预下设计的。
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引用次数: 1
Fuzzy states for dynamic adaptation of the plot of an educational game in relation to the learner’s progress 动态适应教育游戏情节的模糊状态与学习者进步的关系
K. Chrysafiadi, Spyros Papadimitriou, M. Virvou
Educational games are a powerful tutoring tool since they can increase the students’ interest, motivation, and engagement. However, they should provide adaptivity to the learners’ different needs and characteristics for better educational results. Towards this direction, this paper presents an educational adventure game that adapts its scenario dynamically to the learner’s knowledge level and the needs. The adaptation is based on the learner’s knowledge level. Due to the fact that modelling the knowledge level is not a straightforward process, but it is characterized by human subjectivity, we use fuzzy logic, which simulates the human thinking way and is ideal for “computing” vague data. In particular, in the presented game, four fuzzy sets are used to describe the learner’s knowledge. The defined fuzzy sets are turned to fuzzy states in a state-chart diagram that depicts the adaptation of the game in relation to the learner’s progress. More specifically, fuzzy states of the learner’s knowledge level determine if the game scenario is going to be dynamically expanded or not concerning her/his progress or nonprogress. The gain of this is that the game adapts its scenario dynamically to each learner’s needs and tracks in a state-chart diagram all the stages s/he passed during her/his navigation within the game, and her/his learning results at each interaction with the game. Thus, the learner and teacher receive valuable insight concerning the learner’s educational progress on top of maintaining the learner’s motivation through the adaptivity of the gaming scenario.
教育游戏是一种强大的辅导工具,因为它们可以提高学生的兴趣、动机和参与度。然而,他们应该提供适应学习者的不同需求和特点,以获得更好的教育效果。为此,本文提出了一种能够根据学习者的知识水平和需求动态调整场景的教育冒险游戏。这种适应是基于学习者的知识水平。由于知识层次的建模不是一个简单的过程,而是具有人的主观性的特点,所以我们使用模糊逻辑,它模拟了人的思维方式,是“计算”模糊数据的理想选择。特别地,在提出的博弈中,使用了四个模糊集来描述学习者的知识。定义的模糊集被转化为状态图中的模糊状态,该状态图描述了与学习者进展相关的游戏适应。更具体地说,学习者的知识水平的模糊状态决定了游戏场景是否会动态扩展,或者是否与他/她的进展有关。这样做的好处是,游戏会根据每个学习者的需求动态调整其场景,并在状态图中跟踪他/她在游戏中导航过程中所经过的所有阶段,以及他/她在每次与游戏互动时的学习结果。因此,学习者和教师在通过游戏场景的适应性维持学习者的动机的基础上,获得了关于学习者教育进展的宝贵见解。
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引用次数: 2
Sports Analytics for Football League Table and Player Performance Prediction 足球联赛表和球员表现预测的体育分析
Victor Chazan Pantzalis, Christos Tjortjis
Common Machine Learning applications in sports analytics relate to player injury prediction and prevention, potential skill or market value evaluation, as well as team or player performance prediction. This paper focuses on football. Its scope is long–term team and player performance prediction. A reliable prediction of the final league table for certain leagues is presented, using past data and advanced statistics. Other predictions for team performance included refer to whether a team is going to have a better season than the last one. Furthermore, we approach detection and recording of personal skills and statistical categories that separate an excellent from an average central defender. Experimental results range between encouraging to remarkable, especially given that predictions were based on data available at the beginning of the season.
体育分析中常见的机器学习应用涉及球员受伤预测和预防,潜在技能或市场价值评估,以及团队或球员表现预测。这篇论文的重点是足球。它的范围是长期的球队和球员的表现预测。利用过去的数据和高级统计数据,对某些联赛的最终积分榜进行了可靠的预测。对球队表现的其他预测包括一支球队是否会有一个比上一个更好的赛季。此外,我们还会检测和记录个人技术,以及区分优秀中卫和普通中卫的统计类别。实验结果从令人鼓舞到显著不等,特别是考虑到预测是基于季节开始时可用的数据。
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引用次数: 11
A Virtual Reality Platform for Learning Aspects of Entrepreneurship 一个学习创业的虚拟现实平台
Konstantinos Kovas, F. Grivokostopoulou, I. Perikos, Ioannis Hatziligeroudis
Entrepreneurship education constitutes a very important topic which is crucial for the economy and the society. It is necessary that young people learn aspects of entrepreneurship in an efficient and engaging way. Virtual reality constitutes a technology that can greatly assist in teaching and learning entrepreneurship mainly through the virtual situations, scenarios and visualizations that is capable of. In this paper we present a virtual world that has been formulated to assist students in learning entrepreneurship. We illustrate the virtual scenarios that require the active participation of students and the constructions that facilitate students learning in the virtual world.
创业教育是一个非常重要的话题,对经济和社会都至关重要。年轻人有必要以有效和吸引人的方式学习创业的各个方面。虚拟现实主要通过虚拟情境、场景和可视化的方式,构成了一种能够极大地辅助教学和学习创业的技术。在本文中,我们提出了一个虚拟世界,已制定协助学生学习创业。我们举例说明了需要学生积极参与的虚拟场景和促进学生在虚拟世界中学习的结构。
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引用次数: 1
Analyzing ROADM costs in SDM networks 分析SDM网络中的ROADM成本
Charalampos Papapavlou, Konstantinos Paximadis, Giannis Tzimas
As bandwidth demanding applications are spreading, optical networks will run out of bandwidth soon. Space Division Multiplexing (SDM) seems to be a promising solution as it will provide additional bandwidth by incorporating various spatial channels in Multi-Core Fibers (MCFs) and Multi-Mode Fibers (MMFs). Moreover, SDM needs to cut equipment costs down. SDM uses Jointly-Switching wavelength channels across all spatial channels, with the assistance of an adapted Wavelength Selective Switch (WSS). In this paper we analyze the cost of several SDM network configurations. We focus on the number of spatially dimensions, the R-degree of Colorless Directionless Contentionless Reconfigurable Optical Add-Drop Multiplexers (CDC-ROADMs) and the spatially integrated transceivers. Afterwards we derive the minimum number of WSSs needed for ROADM operation. The analysis indicates cases in which we can use much less SDM components and so significantly reduce costs. Moreover, we design an SDM network for Greece, and identify cases where the equipment costs can be minimized.
随着对带宽要求越来越高的应用的扩展,光网络的带宽将很快耗尽。空分复用(SDM)似乎是一个很有前途的解决方案,因为它将通过在多核光纤(mcf)和多模光纤(mmf)中合并各种空间信道来提供额外的带宽。此外,SDM需要降低设备成本。SDM在自适应波长选择开关(WSS)的帮助下,在所有空间信道上使用联合交换波长信道。本文分析了几种SDM网络配置的成本。我们关注的是空间维度的数量,无色无方向无争用可重构光加丢复用器(cdc - roadm)和空间集成收发器的r度。然后,我们推导出ROADM操作所需的最小wss数量。分析表明,在某些情况下,我们可以使用更少的SDM组件,从而显著降低成本。此外,我们为希腊设计了一个SDM网络,并确定了设备成本可以最小化的情况。
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引用次数: 2
Towards a methodology to conceptualize the EU-funded projects impact on cultural sector 制定一种方法,使欧盟资助的项目对文化部门的影响概念化
Danai Katsanta, D. Tsolis
In the new European economy, European Commission provides funding for a broad range of projects and programs covering a great range of areas, as regional development, employment & social inclusion, Research & Innovation, etc. A key-sector of the EU economy is Cultural Sector, gathering great European funds with central scope relative to creativity and creative economy as well as a cultureled local and regional development, always respecting the cultural environment and needs of the Member States. Even the European funding could cover the expectations of the EUmembers for cultural extroversion, a significant parameter which should be taken into consideration and is related to the performance of those funds. Paying a greater focus on results, is showing us that projects on cultural sector – getting funds by EU resources, are linked to the impact created. But the difficulties in categorizing grants data in Culture terms, is not giving us a well-defined approach regarding the Culture investment of EC and its members. Through this work is proposed a way to conceptualize and measure the EU-funded projects performance and the impact those create, using the indicators approach, but not only through a statistical approach, otherwise using a more conceptual analysis.
在新的欧洲经济中,欧盟委员会为广泛的项目和计划提供资金,涵盖了广泛的领域,如区域发展,就业与社会包容,研究与创新等。欧盟经济的一个关键部门是文化部门,聚集了大量的欧洲资金,其核心范围与创意和创意经济以及有文化的地方和区域发展有关,始终尊重文化环境和成员国的需求。即使是欧洲的资金也可以覆盖欧盟成员对文化外向性的期望,这是一个应该考虑的重要参数,并且与这些资金的表现有关。更多地关注结果,向我们表明,文化部门的项目——获得欧盟资源的资金——与所产生的影响是相关联的。但是,在文化方面对拨款数据进行分类的困难,并没有给我们一个明确的关于欧共体及其成员文化投资的方法。通过这项工作,提出了一种概念化和衡量欧盟资助项目绩效及其产生的影响的方法,使用指标方法,但不仅通过统计方法,还使用更概念化的分析。
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引用次数: 0
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2020 11th International Conference on Information, Intelligence, Systems and Applications (IISA
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