109 resultados para Quadratic Integer Programming


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An algorithm for approximate credal network updating is presented. The problem in its general formulation is a multilinear optimization task, which can be linearized by an appropriate rule for fixing all the local models apart from those of a single variable. This simple idea can be iterated and quickly leads to very accurate inferences. The approach can also be specialized to classification with credal networks based on the maximality criterion. A complexity analysis for both the problem and the algorithm is reported together with numerical experiments, which confirm the good performance of the method. While the inner approximation produced by the algorithm gives rise to a classifier which might return a subset of the optimal class set, preliminary empirical results suggest that the accuracy of the optimal class set is seldom affected by the approximate probabilities

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Homomorphic encryption offers potential for secure cloud computing. However due to the complexity of homomorphic encryption schemes, performance of implemented schemes to date have been unpractical. This work investigates the use of hardware, specifically Field Programmable Gate Array (FPGA) technology, for implementing the building blocks involved in somewhat and fully homomorphic encryption schemes in order to assess the practicality of such schemes. We concentrate on the selection of a suitable multiplication algorithm and hardware architecture for large integer multiplication, one of the main bottlenecks in many homomorphic encryption schemes. We focus on the encryption step of an integer-based fully homomorphic encryption (FHE) scheme. We target the DSP48E1 slices available on Xilinx Virtex 7 FPGAs to ascertain whether the large integer multiplier within the encryption step of a FHE scheme could fit on a single FPGA device. We find that, for toy size parameters for the FHE encryption step, the large integer multiplier fits comfortably within the DSP48E1 slices, greatly improving the practicality of the encryption step compared to a software implementation. As multiplication is an important operation in other FHE schemes, a hardware implementation using this multiplier could also be used to improve performance of these schemes.

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This paper investigates the profile of teachers in the island of Ireland who declared themselves willing to undertake professional development activities in programming, in particular to master programming by taking on-line courses involving the design of computer games. Using the Technology Acceptance Model (TAM), it compares scores for teachers “willing” to undertake the courses with scores for those who declined, and examines other differences between the groups of respondents. Findings reflect the perceived difficulties of programming and the current low status accorded to the subject in Ireland. The paper also reviews the use of games-based learning as a “hook” to engage learners in programming and discusses the role of gamification as a tool for motivating learners in an on-line course. The on-line course focusing on games design was met with enthusiasm, and there was general consensus that gamification was appropriate for motivating learners in structured courses such as those provided.

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ABSTRACT
The proliferation in the use of video lecture capture in universities worldwide presents an opportunity to analyse video watching patterns in an attempt to quantify and qualify how students engage and learn with the videos. It also presents an opportunity to investigate if there are similar student learning patterns during the equivalent physical lecture. The goal of this action based research project was to capture and quantitatively analyse the viewing behaviours and patterns of a series of video lecture captures across several university Java programming modules. It sought to study if a quantitative analysis of viewing behaviours of Lecture Capture videos coupled with a qualitative evaluation from the students and lecturers could be correlated to provide generalised patterns that could then be used to understand the learning experience of students during videos and potentially face to face lectures and, thereby, present opportunities to reflectively enhance lecturer performance and the students’ overall learning experience. The report establishes a baseline understanding of the analytics of videos of several commonly used pedagogical teaching methods used in the delivery of programming courses. It reflects on possible concurrences within live lecture delivery with the potential to inform and improve lecturing performance.