Pub Date : 2023-02-16DOI: 10.59164/univers.v23i23.627
Eljesa Asani
Epoka Digjitale me risitë e saj që sjellë, paraqet sfida por edhe mundësi për njerëzimin. Krahas zhvillimeve me shpejtësi marramendëse, kemi përgjegjësinë që njerëzve t’i ofrojmë një model të frymëzuar nga mësimet islame. Ndryshimet dhe risitë që sjell Epoka Digjitale do të jenë pa dyshim edhe në qendër të vëmendjes të udhëheqësve fetarë ngase botëkuptimet fetare detyrimisht do duhen të predikohen duke marrë parasysh edhe gjeneratat e kësaj epoke që quhen gjenerata Z dhe gjenerata Alpha. Ndaj roli dhe domosdoshmëria për tu pajisur me njohuri aktuale dhe zgjerimi i diapazonit tek një imam paraqet domosdoshmëri në mënyrë që ti përgjigjen pyetjeve të kësaj epoke. Bota sot është shndërruar në një fshat global, kurse popujt në të, në një shoqëri të vetme multikulturore. E gjitha kjo, falë zhvillimeve teknologjike në sferën e transportit dhe të komunikimit. Punimi është i nevojshëm fillimisht për nëpunësit fetar, pasi predikimi i mesazheve fetare nuk mund të bëhet pa marrë në konsideratë zhvillimet aktuale në teknologji dhe në botën virtuale. Ndryshimet në mentalitetin e njeriut të sotëm dhe ndryshimet në sferën e komunikimit na detyrojnë që hollësisht të shqyrtojmë rreth mënyrave të predikimit të fesë. Ruajtja dhe zhvillimi i anës shpirtërore ka qenë dhe do jetë ndër më aktualet për njeriun. Temat që sugjerohen të merren parasysh dhe të zhvillohen janë pikërisht ato që do jenë edhe më aktuale duke marr parasysh shpejtësinë e zhvillimeve në këtë epokë.
{"title":"Të jesh Imam në epokën digjitale","authors":"Eljesa Asani","doi":"10.59164/univers.v23i23.627","DOIUrl":"https://doi.org/10.59164/univers.v23i23.627","url":null,"abstract":"Epoka Digjitale me risitë e saj që sjellë, paraqet sfida por edhe mundësi për njerëzimin. Krahas zhvillimeve me shpejtësi marramendëse, kemi përgjegjësinë që njerëzve t’i ofrojmë një model të frymëzuar nga mësimet islame. Ndryshimet dhe risitë që sjell Epoka Digjitale do të jenë pa dyshim edhe në qendër të vëmendjes të udhëheqësve fetarë ngase botëkuptimet fetare detyrimisht do duhen të predikohen duke marrë parasysh edhe gjeneratat e kësaj epoke që quhen gjenerata Z dhe gjenerata Alpha. Ndaj roli dhe domosdoshmëria për tu pajisur me njohuri aktuale dhe zgjerimi i diapazonit tek një imam paraqet domosdoshmëri në mënyrë që ti përgjigjen pyetjeve të kësaj epoke.\u0000Bota sot është shndërruar në një fshat global, kurse popujt në të, në një shoqëri të vetme multikulturore. E gjitha kjo, falë zhvillimeve teknologjike në sferën e transportit dhe të komunikimit.\u0000Punimi është i nevojshëm fillimisht për nëpunësit fetar, pasi predikimi i mesazheve fetare nuk mund të bëhet pa marrë në konsideratë zhvillimet aktuale në teknologji dhe në botën virtuale. Ndryshimet në mentalitetin e njeriut të sotëm dhe ndryshimet në sferën e komunikimit na detyrojnë që hollësisht të shqyrtojmë rreth mënyrave të predikimit të fesë. Ruajtja dhe zhvillimi i anës shpirtërore ka qenë dhe do jetë ndër më aktualet për njeriun. Temat që sugjerohen të merren parasysh dhe të zhvillohen janë pikërisht ato që do jenë edhe më aktuale duke marr parasysh shpejtësinë e zhvillimeve në këtë epokë.","PeriodicalId":14652,"journal":{"name":"J. Univers. Comput. Sci.","volume":"23 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-02-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89285681","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The novelty of zero-shot text classification can address the fundamental challenge of the lack of labeled training data. With the current plethora of multidisciplinary, unstandardized text data, scalable classification models favor unsupervised methods over their supervised counterparts. Overall, the aim is to automate the labelling of each sentence in an input document consisting of section titles and section text. We propose an end-to-end pipeline that includes a document parser, a text classification model called EntailClass, and finally an evaluator to determine balanced accuracy. The suggested pipeline employs a zero-shot approach to classify text within any desired set of aspects. Moreover, text sentences are paired with their section titles and chronological order is maintained within sentences of the same aspect. The proposed automated, three-step pipeline represents a step towards solving the challenge of text classification without the need for an individual dataset for each aspect. It also offers the potential for seamless integration into existing workflows. This zero-shot, generalizable pipeline has achieved 87.2% accuracy and outperformed other state-of-the-art models when applied to supervisory documents.
{"title":"EntailClass: A Classification Approach to EntailSum and End-to-End Document Extraction, Identification, and Evaluation","authors":"P. Balaji, Helena Merker, Amar Gupta","doi":"10.3897/jucs.84647","DOIUrl":"https://doi.org/10.3897/jucs.84647","url":null,"abstract":"The novelty of zero-shot text classification can address the fundamental challenge of the lack of labeled training data. With the current plethora of multidisciplinary, unstandardized text data, scalable classification models favor unsupervised methods over their supervised counterparts. Overall, the aim is to automate the labelling of each sentence in an input document consisting of section titles and section text. We propose an end-to-end pipeline that includes a document parser, a text classification model called EntailClass, and finally an evaluator to determine balanced accuracy. The suggested pipeline employs a zero-shot approach to classify text within any desired set of aspects. Moreover, text sentences are paired with their section titles and chronological order is maintained within sentences of the same aspect. The proposed automated, three-step pipeline represents a step towards solving the challenge of text classification without the need for an individual dataset for each aspect. It also offers the potential for seamless integration into existing workflows. This zero-shot, generalizable pipeline has achieved 87.2% accuracy and outperformed other state-of-the-art models when applied to supervisory documents.","PeriodicalId":14652,"journal":{"name":"J. Univers. Comput. Sci.","volume":"17 1","pages":"3-15"},"PeriodicalIF":0.0,"publicationDate":"2023-01-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88272468","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Matias Salinas, Paul Leger, Hiroaki Fukuda, Nicolás Cardozo, V. Duarte, Ismael Figueroa
Many factors influence the problems that currently exist in the learning-teaching process of programming. The use of an Integrated Development Environment (IDE) makes the experience a complicated process because these IDEs focus on professional programmers and not on novice learners. This also affects the classrooms of the university “Pontificia Universidad Católica de Valparaíso (PUCV)” (Chile). The use of professional IDEs negatively affects the learning process of first-year students who face the development of the algorithms for the first time. One of the IDE widely used for teaching programming courses is Code::Blocks, which is a tool for professional developers. Through a heuristic and usability evaluation, we found that Code::Blocks has a complex user interface and a functional overload. Using these two findings, as well as recommendations given during these tests, we highlight the important aspects that an IDE for novice learners should have. Taking into account previous observations and state-of-the-art/practice of IDEs, a functional IDE prototype, named Incre-IDLE, is developed. In addition to Code::Blocks evaluations, this paper reports the results of a heuristic and usability evaluation applied to first-year students at PUCV about functionalities provided by Incre-IDLE. These results suggest that Incre-IDLE has a simple interface, is easy to install and use, and does not have functional overload (i.e., spend a considerable amount of time learning the tool). Concretely, the results show that 66.7% of the students could complete tasks easily and 100% of them found the GUI intuitive. In terms of GUI, 83.3% considered the application interface “very simple”; and the text, concepts, and icons “very understandable” by 66.7%. The students also found the tool “motivating” (66.7%) or “very motivating” (33.3%). These results closely match the findings obtained by the heuristic evaluation of Incre-IDLE from the experts: 83.3% of them rated it as “useful” or “very useful”, and only a 16.7% rated it as “useless”.
影响目前程序设计学-教过程中存在的问题的因素很多。集成开发环境(IDE)的使用使体验过程变得复杂,因为这些IDE关注的是专业程序员,而不是新手学习者。这也影响到“Pontificia Universidad Católica de Valparaíso (PUCV)”大学(智利)的教室。专业ide的使用对第一次面对算法开发的一年级学生的学习过程产生了负面影响。广泛用于编程课程教学的IDE之一是Code::Blocks,它是专业开发人员的工具。通过启发式和可用性评估,我们发现Code::Blocks具有复杂的用户界面和功能过载。根据这两个发现,以及在这些测试中给出的建议,我们强调了面向新手学习者的IDE应该具备的重要方面。考虑到以前的观察和IDE的最新技术/实践,开发了一个功能性IDE原型,名为increidle。除了Code::Blocks评估之外,本文还报告了一项启发式和可用性评估的结果,该评估适用于PUCV的一年级学生,涉及increidle提供的功能。这些结果表明,increment - idle具有简单的界面,易于安装和使用,并且没有功能过载(即,花费相当多的时间学习该工具)。具体而言,结果表明66.7%的学生能够轻松完成任务,100%的学生认为GUI直观。在GUI方面,83.3%的人认为应用程序界面“非常简单”;66.7%的人认为文本、概念和图标“非常容易理解”。学生还认为该工具“激励”(66.7%)或“非常激励”(33.3%)。这些结果与专家的启发式评价结果非常吻合:83.3%的专家认为“有用”或“非常有用”,只有16.7%的专家认为“无用”。
{"title":"Evaluations of Integrated Programming Environment for First-Year Students in Computer Engineering","authors":"Matias Salinas, Paul Leger, Hiroaki Fukuda, Nicolás Cardozo, V. Duarte, Ismael Figueroa","doi":"10.3897/jucs.81329","DOIUrl":"https://doi.org/10.3897/jucs.81329","url":null,"abstract":"Many factors influence the problems that currently exist in the learning-teaching process of programming. The use of an Integrated Development Environment (IDE) makes the experience a complicated process because these IDEs focus on professional programmers and not on novice learners. This also affects the classrooms of the university “Pontificia Universidad Católica de Valparaíso (PUCV)” (Chile). The use of professional IDEs negatively affects the learning process of first-year students who face the development of the algorithms for the first time. One of the IDE widely used for teaching programming courses is Code::Blocks, which is a tool for professional developers. Through a heuristic and usability evaluation, we found that Code::Blocks has a complex user interface and a functional overload. Using these two findings, as well as recommendations given during these tests, we highlight the important aspects that an IDE for novice learners should have. Taking into account previous observations and state-of-the-art/practice of IDEs, a functional IDE prototype, named Incre-IDLE, is developed. In addition to Code::Blocks evaluations, this paper reports the results of a heuristic and usability evaluation applied to first-year students at PUCV about functionalities provided by Incre-IDLE. These results suggest that Incre-IDLE has a simple interface, is easy to install and use, and does not have functional overload (i.e., spend a considerable amount of time learning the tool). Concretely, the results show that 66.7% of the students could complete tasks easily and 100% of them found the GUI intuitive. In terms of GUI, 83.3% considered the application interface “very simple”; and the text, concepts, and icons “very understandable” by 66.7%. The students also found the tool “motivating” (66.7%) or “very motivating” (33.3%). These results closely match the findings obtained by the heuristic evaluation of Incre-IDLE from the experts: 83.3% of them rated it as “useful” or “very useful”, and only a 16.7% rated it as “useless”.","PeriodicalId":14652,"journal":{"name":"J. Univers. Comput. Sci.","volume":"5 Suppl 3 1","pages":"73-97"},"PeriodicalIF":0.0,"publicationDate":"2023-01-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89488659","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Oscar I. Caldas, M. Mauledoux, O. Avilés, C. R. Guerrero
Dynamically Difficulty Adjustment (DDA) has been widely used to preserve engagement in serious and entertaining games, reach better learning, and enhance user performance. A variety of studies suggests that in DDA, task performance (score) rises until hitting a plateau associated with the skill level. However, the sense of engagement is individual and context-dependent, and the effect of DDA on other engagement indicators for immersive virtual environments is still unclear. This study measured objective indicators of engagement while study subjects played an immersive virtual game with DDA to find evidence of dynamic response, similar to game performance. Participants were demanded to perform repetitive upper-limb motions while recording the following indicators: Response Latency as perceptive engagement (elapsed time after sensory stimulus), Exercise Intensity as motion engagement (hand velocity), and psychophysiological responses as emotional engagement (Heart Rate, Skin Conductance, and Respiratory Rate). In addition, 30 features were extracted from the signals to evaluate their variations between time windows. Results indicate that response latency, vertical hand velocity, and heart rate showed significant changes over time during DDA and grew until hitting a plateau, i.e., at the subject's maximum performance. Moreover, some of the features extracted from the signals showed significant differences between time windows, and having strong correlation with the mean of score: max Latency, min velocity on the Y-axis, and mean heart rate, which suggest a promising application for evaluating changes in engagement between different experimental conditions in VR.
{"title":"Behavioral and Psychophysiological Measures of Engagement During Dynamic Difficulty Adjustment in Immersive Virtual Reality","authors":"Oscar I. Caldas, M. Mauledoux, O. Avilés, C. R. Guerrero","doi":"10.3897/jucs.89412","DOIUrl":"https://doi.org/10.3897/jucs.89412","url":null,"abstract":"Dynamically Difficulty Adjustment (DDA) has been widely used to preserve engagement in serious and entertaining games, reach better learning, and enhance user performance. A variety of studies suggests that in DDA, task performance (score) rises until hitting a plateau associated with the skill level. However, the sense of engagement is individual and context-dependent, and the effect of DDA on other engagement indicators for immersive virtual environments is still unclear. This study measured objective indicators of engagement while study subjects played an immersive virtual game with DDA to find evidence of dynamic response, similar to game performance. Participants were demanded to perform repetitive upper-limb motions while recording the following indicators: Response Latency as perceptive engagement (elapsed time after sensory stimulus), Exercise Intensity as motion engagement (hand velocity), and psychophysiological responses as emotional engagement (Heart Rate, Skin Conductance, and Respiratory Rate). In addition, 30 features were extracted from the signals to evaluate their variations between time windows. Results indicate that response latency, vertical hand velocity, and heart rate showed significant changes over time during DDA and grew until hitting a plateau, i.e., at the subject's maximum performance. Moreover, some of the features extracted from the signals showed significant differences between time windows, and having strong correlation with the mean of score: max Latency, min velocity on the Y-axis, and mean heart rate, which suggest a promising application for evaluating changes in engagement between different experimental conditions in VR.","PeriodicalId":14652,"journal":{"name":"J. Univers. Comput. Sci.","volume":"1 1","pages":"16-33"},"PeriodicalIF":0.0,"publicationDate":"2023-01-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74760754","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Digital transformation impacts longstanding business models and enables enterprises to create new ones. This transformation leads to increased competition that forces enterprises to compete, not only between companies but also between the entire supply chain and business networks. The emerging concept of digital business ecosystems (DBE) allows enterprises to concentrate on network co-creation and co-evolution of bundled services and products across enterprise boundaries. This exploratory study introduces a maturity model derived from existing DBEs. Based on employing a design science methodology, we reviewed 22 scientific publications, interviewed 28 senior experts from practice and derived a maturity model from the results. We applied the maturity model through an online survey to 29 DBEs from different industry sectors and compared it with 22 maturity assessment approaches from other domains. The maturity model enables researchers to compare and assess existing DBEs and helps practitioners to identify areas for improvement in the collaboration within DBEs.
{"title":"A Maturity Model for Digital Business Ecosystems from an IT Perspective","authors":"Robert Ehrensperger, Clemens Sauerwein, R. Breu","doi":"10.3897/jucs.79494","DOIUrl":"https://doi.org/10.3897/jucs.79494","url":null,"abstract":"Digital transformation impacts longstanding business models and enables enterprises to create new ones. This transformation leads to increased competition that forces enterprises to compete, not only between companies but also between the entire supply chain and business networks. The emerging concept of digital business ecosystems (DBE) allows enterprises to concentrate on network co-creation and co-evolution of bundled services and products across enterprise boundaries. This exploratory study introduces a maturity model derived from existing DBEs. Based on employing a design science methodology, we reviewed 22 scientific publications, interviewed 28 senior experts from practice and derived a maturity model from the results. We applied the maturity model through an online survey to 29 DBEs from different industry sectors and compared it with 22 maturity assessment approaches from other domains. The maturity model enables researchers to compare and assess existing DBEs and helps practitioners to identify areas for improvement in the collaboration within DBEs.","PeriodicalId":14652,"journal":{"name":"J. Univers. Comput. Sci.","volume":"28 1","pages":"34-72"},"PeriodicalIF":0.0,"publicationDate":"2023-01-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90837762","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Numerous advanced methods have been applied throughout the years for the use in Network Intrusion Detection Systems (NIDS). Among these are various Deep Learning models, which have shown great success for attack classification. Nevertheless, false positive rate and detection rate of these systems remains a concern. This is mostly because of the low-sample, imbalanced nature of realistic datasets, which make models challenging to train. Considering this, we applied a novel semi-supervised EC-GAN method for network flow classifi- cation of CIC-IDS-2017 dataset. EC-GAN uses synthetic data to aid the training of a supervised classifier on low-sample data. To achieve this, we modified the original EC-GAN to work with tabular data. In our approach, WCGAN-GP is used for synthetic tabular data generation, while a simple deep neural network is used for classification. The conditional nature of WCGAN-GP diminishes the class imbalance problem, while GAN itself solves the low-sample problem. This approach was successful in generating believable synthetic data, which was consequently used for training and testing the EC-GAN. To obtain our results, we trained a classifier on progressively smaller versions of the CIC-DIS-2017 dataset, first via a novel EC-GAN method and then in the conventional way, without the help of synthetic data. We then compared these two sets of results with another author’s results using accuracy, false positive rate, detection rate and macro F1 score as metrics. Our results showed that supervised classifier trained with EC-GAN can achieve significant results even when trained on as little as 25% of the original imbalanced dataset.
{"title":"Low-sample classification in NIDS using the EC-GAN method","authors":"Marko Zekan, Igor Tomičić, M. Schatten","doi":"10.3897/jucs.85703","DOIUrl":"https://doi.org/10.3897/jucs.85703","url":null,"abstract":"Numerous advanced methods have been applied throughout the years for the use in Network Intrusion Detection Systems (NIDS). Among these are various Deep Learning models, which have shown great success for attack classification. Nevertheless, false positive rate and detection rate of these systems remains a concern. This is mostly because of the low-sample, imbalanced nature of realistic datasets, which make models challenging to train.\u0000 Considering this, we applied a novel semi-supervised EC-GAN method for network flow classifi- cation of CIC-IDS-2017 dataset. EC-GAN uses synthetic data to aid the training of a supervised classifier on low-sample data. To achieve this, we modified the original EC-GAN to work with tabular data. In our approach, WCGAN-GP is used for synthetic tabular data generation, while a simple deep neural network is used for classification. The conditional nature of WCGAN-GP diminishes the class imbalance problem, while GAN itself solves the low-sample problem. This approach was successful in generating believable synthetic data, which was consequently used for training and testing the EC-GAN.\u0000 To obtain our results, we trained a classifier on progressively smaller versions of the CIC-DIS-2017 dataset, first via a novel EC-GAN method and then in the conventional way, without the help of synthetic data. We then compared these two sets of results with another author’s results using accuracy, false positive rate, detection rate and macro F1 score as metrics. Our results showed that supervised classifier trained with EC-GAN can achieve significant results even when trained on as little as 25% of the original imbalanced dataset.","PeriodicalId":14652,"journal":{"name":"J. Univers. Comput. Sci.","volume":"2 1","pages":"1330-1346"},"PeriodicalIF":0.0,"publicationDate":"2022-12-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"75881414","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Nibras Othman Abdulwahid, Sana Fakhfakh, Ikram Amous
In many countries, particularly in Iraq, the students’ academic performance (SsAP) system is based on the final grade scores in high school. This final high school grade may not reflect the students’ intelligence level or the interests that link the student to a relevant university. Also, skills are not used to predict score-related school or college. In this research, a seven-subject, one-grade, one-output (SOO) model was proposed to simulate the classic SsAP system to show that the predicting system is completely based on the previous year’s score and not on the students’ interests and skills. Moreover, a seven-subject, twelve-year, seven-output (STS) model, which used seven parallel deep neural networks with a scaled conjugate learning algorithm, was employed to determine the students’ science, technology, engineering, art, and mathematics (STEAM) skills and interests across 12 grades and predict their corresponding most appropriate school. This article contributed to constructing two models: SOO model which simulates the classical Iraqi education system, and the STS model which predicts the acceptance of students according to the STEAM system, which is what makes it different from previous research. The results revealed that the SOO model properly simulated the classic SsAP system. Furthermore, the new approach based on STEAM education successfully predicted students’ academic performance in line with their skills and interests over a twelve-year period. The overall accuracy rate of the two proposed models (SOO and STS) is about 99% with 10-5 histogram errors between the target and the actual output. However, the optimized epochs of the SOO model are 1000 epochs while the STS model got 10–600 epochs.
{"title":"Simulating and Predicting Students' Academic Performance Using a New Approach based on STEAM Education","authors":"Nibras Othman Abdulwahid, Sana Fakhfakh, Ikram Amous","doi":"10.3897/jucs.86340","DOIUrl":"https://doi.org/10.3897/jucs.86340","url":null,"abstract":"In many countries, particularly in Iraq, the students’ academic performance (SsAP) system is based on the final grade scores in high school. This final high school grade may not reflect the students’ intelligence level or the interests that link the student to a relevant university. Also, skills are not used to predict score-related school or college. In this research, a seven-subject, one-grade, one-output (SOO) model was proposed to simulate the classic SsAP system to show that the predicting system is completely based on the previous year’s score and not on the students’ interests and skills. Moreover, a seven-subject, twelve-year, seven-output (STS) model, which used seven parallel deep neural networks with a scaled conjugate learning algorithm, was employed to determine the students’ science, technology, engineering, art, and mathematics (STEAM) skills and interests across 12 grades and predict their corresponding most appropriate school. This article contributed to constructing two models: SOO model which simulates the classical Iraqi education system, and the STS model which predicts the acceptance of students according to the STEAM system, which is what makes it different from previous research. The results revealed that the SOO model properly simulated the classic SsAP system. Furthermore, the new approach based on STEAM education successfully predicted students’ academic performance in line with their skills and interests over a twelve-year period. The overall accuracy rate of the two proposed models (SOO and STS) is about 99% with 10-5 histogram errors between the target and the actual output. However, the optimized epochs of the SOO model are 1000 epochs while the STS model got 10–600 epochs.","PeriodicalId":14652,"journal":{"name":"J. Univers. Comput. Sci.","volume":"33 1","pages":"1252-1281"},"PeriodicalIF":0.0,"publicationDate":"2022-12-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81135979","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Usually, human participation is required in order to provide feedback during the game tuning or balancing process. Moreover, this is commonly an iterative process in which play-testing is required as well as human interaction for gathering all important information to improve and tune the game components’ specification. In this paper, a mechanism is proposed to accelerate this process and reduce significantly the costs of it, contributing with a solution to perform the game parameter tuning and game balancing using search algorithms and artificial intelligence (AI) techniques. The process is executed in a fully automated way, and just requires a game specification written in a particular video game description language. Automated play-testing, and game’s feedback information analysis, are related to perform game parameters’ tuning and balancing, leading to offer a solution for the problem of optimizing a video game specification. Recently, XVGDL, a new language for specifying video games which is based on the eXtensible Markup Language (XML), has been presented. This paper uses XVGDL+, an extension of this lan- guage that incorporates new components to specify, within the video game specification, desirable goals or requirements to be evaluated after each game execution. A prototypical implementation of a Game Engine (termed XGE+) was also presented. This game engine not only enables the execution of an XVGDL+ game specification but also provides feedback information once the game has finished. The paper demonstrates that the combination of XVGDL+ with XGE+ offers a powerful mechanism for helping solving game AI research problems, in this case, the game tuning of video game parameters, with respect to initial optimization goals. These goals, as one of the particularities of the proposal presented here, are included within the game specification, minimizing the input of the process. As a practical proof of it, two experiments have been conducted to optimize a game specification written in XVGDL via a hill climbing local search method, in a fully automated way.
{"title":"Automated video game parameter tuning with XVGDL+","authors":"J. R. Quiñones, Antonio J. Fernández","doi":"10.3897/jucs.75357","DOIUrl":"https://doi.org/10.3897/jucs.75357","url":null,"abstract":"Usually, human participation is required in order to provide feedback during the game tuning or balancing process. Moreover, this is commonly an iterative process in which play-testing is required as well as human interaction for gathering all important information to improve and tune the game components’ specification. In this paper, a mechanism is proposed to accelerate this process and reduce significantly the costs of it, contributing with a solution to perform the game parameter tuning and game balancing using search algorithms and artificial intelligence (AI) techniques. The process is executed in a fully automated way, and just requires a game specification written in a particular video game description language. Automated play-testing, and game’s feedback information analysis, are related to perform game parameters’ tuning and balancing, leading to offer a solution for the problem of optimizing a video game specification. Recently, XVGDL, a new language for specifying video games which is based on the eXtensible Markup Language (XML), has been presented. This paper uses XVGDL+, an extension of this lan- guage that incorporates new components to specify, within the video game specification, desirable goals or requirements to be evaluated after each game execution. A prototypical implementation of a Game Engine (termed XGE+) was also presented. This game engine not only enables the execution of an XVGDL+ game specification but also provides feedback information once the game has finished.\u0000 The paper demonstrates that the combination of XVGDL+ with XGE+ offers a powerful mechanism for helping solving game AI research problems, in this case, the game tuning of video game parameters, with respect to initial optimization goals. These goals, as one of the particularities of the proposal presented here, are included within the game specification, minimizing the input of the process.\u0000 As a practical proof of it, two experiments have been conducted to optimize a game specification written in XVGDL via a hill climbing local search method, in a fully automated way.","PeriodicalId":14652,"journal":{"name":"J. Univers. Comput. Sci.","volume":"4 1","pages":"1282-1311"},"PeriodicalIF":0.0,"publicationDate":"2022-12-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73749467","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Individuals with health anomalies often share their experiences on social media sites, such as Twitter, which yields an abundance of data on a global scale. Nowadays, social media data constitutes a leading source to build drug monitoring and surveillance systems. However, a proper assessment of such data requires discarding mentions which do not express drug-related personal health experiences. We automate this process by introducing a novel deep learning model. The model includes character-level and word-level embeddings, embedding-level attention, convolu- tional neural networks (CNN), bidirectional gated recurrent units (BiGRU), and context-aware attentions. An embedding for a word is produced by integrating both word-level and character-level embeddings using an embedding-level attention mechanism, which selects the salient features from both embeddings without expanding dimensionality. The resultant embedding is further analyzed by three CNN layers independently, where each extracts unique n-grams. BiGRUs followed by attention layers further process the outputs from each CNN layer. Besides, the resultant embedding is also encoded by a BiGRU with attention. Our model is developed to cope with the intricate attributes inherent to tweets such as vernacular texts, descriptive medical phrases, frequently misspelt words, abbreviations, short messages, and others. All these four outputs are summed and sent to a softmax classifier. We built a dataset by incorporating tweets from two benchmark datasets designed for the same objective to evaluate the performance. Our model performs substantially better than existing models, including several customized Bidirectional Encoder Representations from Transformers (BERT) models with an F1-score of 0.772.
{"title":"Identifying Tweets with Personal Medication Intake Mentions using Attentive Character and Localized Context Representations","authors":"Jarashanth Selvarajah, Ruwan Dharshana Nawarathna","doi":"10.3897/jucs.84130","DOIUrl":"https://doi.org/10.3897/jucs.84130","url":null,"abstract":"Individuals with health anomalies often share their experiences on social media sites, such as Twitter, which yields an abundance of data on a global scale. Nowadays, social media data constitutes a leading source to build drug monitoring and surveillance systems. However, a proper assessment of such data requires discarding mentions which do not express drug-related personal health experiences. We automate this process by introducing a novel deep learning model. The model includes character-level and word-level embeddings, embedding-level attention, convolu- tional neural networks (CNN), bidirectional gated recurrent units (BiGRU), and context-aware attentions. An embedding for a word is produced by integrating both word-level and character-level embeddings using an embedding-level attention mechanism, which selects the salient features from both embeddings without expanding dimensionality. The resultant embedding is further analyzed by three CNN layers independently, where each extracts unique n-grams. BiGRUs followed by attention layers further process the outputs from each CNN layer. Besides, the resultant embedding is also encoded by a BiGRU with attention. Our model is developed to cope with the intricate attributes inherent to tweets such as vernacular texts, descriptive medical phrases, frequently misspelt words, abbreviations, short messages, and others. All these four outputs are summed and sent to a softmax classifier. We built a dataset by incorporating tweets from two benchmark datasets designed for the same objective to evaluate the performance. Our model performs substantially better than existing models, including several customized Bidirectional Encoder Representations from Transformers (BERT) models with an F1-score of 0.772.","PeriodicalId":14652,"journal":{"name":"J. Univers. Comput. Sci.","volume":"19 1","pages":"1312-1329"},"PeriodicalIF":0.0,"publicationDate":"2022-12-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74518751","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Aurora Polo Rodríguez, Pietro Dionisio, Francesco Agnoloni, Ana Perandrés Gómez, C. Paggetti, Lucía González López, Alicia Montoro-Lendínez, M. Espinilla, J. M. Quero
Active ageing is a multidimensional process for achieving the potential quality of life and meaning in the life cycle. In the context of the Andalusian region in Spain, where the majority of the population is over 60 years old and lives in rural areas, it has become a key challenge. That is why the European projects within the Framework Programme for Research and Innovation, such as Pharaon - Pilots for Active and Healthy Ageing, promote technologies adapted by and for our elders. In the case of the Andalusian pilot, part of this project, we have selected a social network adapted to them, enabling them to communicate with the community at home and share their experiences. In addition, to improve their physical fitness, a device to count active minutes and steps is included, which provides users and caregivers with a visible and objective metric of daily health status. The technology has been evaluated following a well-defined methodology, which is described in this work to promote the deployment of technology in large-scale pilots. A specific architecture (Information System for Active Ageing in Andalusia - ISA3) and the components evaluated within a common ecosystem (Pharaon Project) are presented.
{"title":"Challenges of ubiquitous and wearable solutions to address active ageing in the Andalusian community","authors":"Aurora Polo Rodríguez, Pietro Dionisio, Francesco Agnoloni, Ana Perandrés Gómez, C. Paggetti, Lucía González López, Alicia Montoro-Lendínez, M. Espinilla, J. M. Quero","doi":"10.3897/jucs.86891","DOIUrl":"https://doi.org/10.3897/jucs.86891","url":null,"abstract":"Active ageing is a multidimensional process for achieving the potential quality of life and meaning in the life cycle. In the context of the Andalusian region in Spain, where the majority of the population is over 60 years old and lives in rural areas, it has become a key challenge. That is why the European projects within the Framework Programme for Research and Innovation, such as Pharaon - Pilots for Active and Healthy Ageing, promote technologies adapted by and for our elders. In the case of the Andalusian pilot, part of this project, we have selected a social network adapted to them, enabling them to communicate with the community at home and share their experiences. In addition, to improve their physical fitness, a device to count active minutes and steps is included, which provides users and caregivers with a visible and objective metric of daily health status. The technology has been evaluated following a well-defined methodology, which is described in this work to promote the deployment of technology in large-scale pilots. A specific architecture (Information System for Active Ageing in Andalusia - ISA3) and the components evaluated within a common ecosystem (Pharaon Project) are presented.","PeriodicalId":14652,"journal":{"name":"J. Univers. Comput. Sci.","volume":"6 1","pages":"1221-1249"},"PeriodicalIF":0.0,"publicationDate":"2022-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81985578","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}