26 resultados para Digital Mathematical Library

em Deakin Research Online - Australia


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Personal identification of individuals is becoming increasingly adopted in society today. Due to the large number of electronic systems that require human identification, faster and more secure identification systems are pursued. Biometrics is based upon the physical characteristics of individuals; of these the fingerprint is the most common as used within law enforcement. Fingerprint-based systems have been introduced into the society but have not been well received due to relatively high rejection rates and false acceptance rates. This limited acceptance of fingerprint identification systems requires new techniques to be investigated to improve this identification method and the acceptance of the technology within society. Electronic fingerprint identification provides a method of identifying an individual within seconds quickly and easily. The fingerprint must be captured instantly to allow the system to identify the individual without any technical user interaction to simplify system operation. The performance of the entire system relies heavily on the quality of the original fingerprint image that is captured digitally. A single fingerprint scan for verification makes it easier for users accessing the system as it replaces the need to remember passwords or authorisation codes. The identification system comprises of several components to perform this function, which includes a fingerprint sensor, processor, feature extraction and verification algorithms. A compact texture feature extraction method will be implemented within an embedded microprocessor-based system for security, performance and cost effective production over currently available commercial fingerprint identification systems. To perform these functions various software packages are available for developing programs for windows-based operating systems but must not constrain to a graphical user interface alone. MATLAB was the software package chosen for this thesis due to its strong mathematical library, data analysis and image analysis libraries and capability. MATLAB enables the complete fingerprint identification system to be developed and implemented within a PC environment and also to be exported at a later date directly to an embedded processing environment. The nucleus of the fingerprint identification system is the feature extraction approach presented in this thesis that uses global texture information unlike traditional local information in minutiae-based identification methods. Commercial solid-state sensors such as the type selected for use in this thesis have a limited contact area with the fingertip and therefore only sample a limited portion of the fingerprint. This limits the number of minutiae that can be extracted from the fingerprint and as such limits the number of common singular points between two impressions of the same fingerprint. The application of texture feature extraction will be tested using variety of fingerprint images to determine the most appropriate format for use within the embedded system. This thesis has focused on designing a fingerprint-based identification system that is highly expandable using the MATLAB environment. The main components that are defined within this thesis are the hardware design, image capture, image processing and feature extraction methods. Selection of the final system components for this electronic fingerprint identification system was determined by using specific criteria to yield the highest performance from an embedded processing environment. These platforms are very cost effective and will allow fingerprint-based identification technology to be implemented in more commercial products that can benefit from the security and simplicity of a fingerprint identification system.

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Students describe the Library as being central to their learning, offering focus and inspiration, enabling access to information and technologies, and collaboration with peers. Deakin University Library’s building redevelopment program has been integral to the Library’s re-imagined value proposition for students learning in the digital age. The introduction of new generation library and learning spaces strengthens the University’s offer to students for a brilliant education where you are and where you want to go through premium cloud and located learning experiences that are personal, engaging and relevant.

The Library’s building projects are distinctive in terms of location and the built environment, as well as the characteristics of the university campus communities. Each progressive project has brought new aspirations and challenges. Through joint research with Deakin University’s School of Architecture and Built Environment, the Library has developed a quality framework for planning and assessing library and learning spaces.

This paper will discuss the research findings to date on the quality framework and the need to continually review and assess indicators of quality in a highly dynamic digital environment. The Library’s experiences in introducing high-end multimedia provide some insights into planning for and delivering enduring value.

The next steps in exploring the question of how library spaces assist students in achieving their learning goals are introduced.

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With the introduction of digital library services, the quality of service (QoS) has become paramount importance for evaluating the performance of the digital library service provisioning. Various models and frameworks have been proposed to evaluate digital library QoS. However, the prevalent research concentration in QoS for digital library is on the dimensions of the perspective of users’ perception. In this paper, we address the same research problem from a different dimension which is from the perspective of the digital service providers. To this end, we propose a new model suitable for evaluating the performance of digital library services. We argue that the level of QoS provided by the digital service providers have direct impact on the perception and satisfaction of the digital service end-users.

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Digital libraries offer a massive set of digital services to geographically distributed library patrons. The digital services are commonly sourced from third-party service providers for charge. As externally sourced digital services are becoming prevalence, issues regarding their quality assessment are gaining critical importance. Unfortunately, sourcing digital services from external providers has brought with it stringent quality of service (QoS) demand from the library service users. Currently, there is no way for ensuring QoS between the digital service providers and the library management. In this paper, we propose service level agreements (SLAs) to capture the QoS requirements of the digital service users and the commitments, as well as adherence of the digital service providers.

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The Taylor Family Digital Library is the central library opened in 2011 at the University of Calgary dedicated to supporting digital scholarship, creativity, analysis and a supportive learning environment for students. The new building is a technologically advanced converged cultural institution, with mandates to continually evolve in order to meet the needs of students and researchers. The infrastructure to support these mandates required research, collaboration and intense planning, resulting in new construction and technology standards for library renovation and construction projects. This pragmatic article is written for those who will follow in similar footsteps; it provides a roadmap for those embarking on the construction of a new technologically advanced library building.

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The paper examines the adoption and diffusion of Digital Television (DTV) in Australia and the United States, identifying historical, technical, regulatory, marketing, and other commonalities and differences that appear to be most significant to its adoption, as both countries have experienced a 'sluggish' diffusion and adoption of DTV so far. Using library research and borrowing the cross-impact matrix method from futures research, the authors develop J J events related to the various influences and groups of stakeholders that had shaped the policy making and adoption of DTV. We then carry out a comparative analysis between the two countries to make evident their impacts, strengths, and directions of influence. The authors suggest that the implementation of DTV in these two developed countries appears to be nearly identical. Even though Australian and US broadcasting models are fundamentally different, the diffusion process for DTV is primarily affected by the nature of digital technology and globalisation, two trends that may be diminishing the import of the nation-state in the technology adoption process. The paper concludes that these broader economic and technical events may have greater import to DTV's successful diffusion than do traditional, cultural, and nationalistic factors suggested in earlier comparative broadcast studies.

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This paper has been prepared to address the issues and questions of the theme ‘access, equity and socio-cultural issues’. Findings from two studies are reported. In the first study gender issues in mathematical learning environments when computers were used were investigated. In the second effective practices for teaching disadvantaged or marginalised students with digital technology are canvassed. Teaching for equity and social justice in the digital age is complex. Teachers need to be aware that their beliefs and classroom practices may exacerbate gender and cultural inequalities in mathematics learning. Approaches that are consistent with social-constructivist and democratic theories need further investigation.

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A challenge for primary classroom teachers is to maintain students’ engagement with learning tasks while catering for their diverse needs, capabilities and interests. Multiple pedagogical approaches are employed to promote on-task behaviours in the mathematics classroom. There is a general assumption by educators that games ignite children’s on-task behaviours, but there is little systemically researched empirical data to support this claim. This paper compares students’ on-task behaviours during non-digital game-playing lessons compared with non-game-playing lessons. Six randomly selected grade 5 and 6 students (9–12 year olds) were observed during ten mathematics lessons. A total of 2,100 observations were recorded via an observational schedule and analysed by comparing the percentage of exhibited behaviours. The study found the children spent 93 % of the class-time exhibiting on-task engagement during the game-playing lessons compared with 72 % during the non-game-playing lessons. The game-playing lessons also promoted greater incidents of student talk related to the mathematical task (34 %) compared with the non-game playing lessons (11 %). These results support the argument that games serve to increase students’ time-on-task in mathematics lessons. Therefore, it is contended that use of games explicitly addressing the mathematical content being taught in a classroom is one way to increase engagement and, in turn, potential for learning.

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In an effort to engage children in mathematics learning, many primary teachers use mathematical games and activities. Games have been employed for drill and practice, warm-up activities and rewards. The effectiveness of games as a pedagogical tool requires further examination if games are to be employed for the teaching of mathematical concepts. This paper reports research that compared the effectiveness of non-digital games with non-game but engaging activities as pedagogical tools for promoting mathematical learning. In the classrooms that played games, the effects of adding teacher-led whole class discussion was explored. The research was conducted with 10–12-year-old children in eight classrooms in three Australian primary schools, using differing instructional approaches to teach multiplication and division of decimals. A quasi-experimental design with pre-test, post-test and delayed post-test was employed, and the effects of the interventions were measured by the children’s written test performance. Test results indicated lesser gains in learning in game playing situations versus non-game activities and that teacher-led discussions during and following the game playing did not improve children’s learning. The finding that these games did not help children demonstrate a mathematical understanding of concepts under test conditions suggests that educators should carefully consider the application and appropriateness of games before employing them as a vehicle for introducing mathematical concepts.

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This paper reports research that examined how the embedding of library services through the learning management system contributed to the experience of students from low socio-economic status (SES) backgrounds. To evaluate the embedded practice, the researchers used a mixed-method approach involving surveys with students and interviews with library and academic staff. Survey results showed gains in students' awareness of library resources and in their confidence and satisfaction using them. Staff participants reported benefits to students from the improved visibility of the library and involvement of students in conversations about information literacy. The teacher derived personal benefits in learning more about digital information resources while library staff benefitted from the research-driven nature of the practice which strengthened their collaborative partnership with academic staff. Based on the evaluation, an embedded approach has been adopted at the university in additional courses which have similar student profiles. The outcomes are relevant more widely in demonstrating both the potential benefits of embedded practice for supporting diverse student populations and how libraries can target their activities more effectively to national and university agendas for improving student outcomes.

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Researchers are experiencing intense pressures to publish and increase research outputs. Recently many research funders have introduced policies and mandates related to open access, which have contributed to the increasing popularity of open access journals. Dubbed gold open access, open access journals offer researchers another publishing option. However, some publishers with questionable practices and journals of dubious quality have emerged exploiting the ‘author pays’ open access model and researchers' need to publish. Hence an ability to publish research outputs through the most appropriate outlet for a particular field is crucial for researchers in order to maximise the impact of their research. Notwithstanding the proliferation of open access journals, the literature indicates that some researchers may not have a full understanding of the operations, implications and issues around open access and other publishing issues. This understanding is known as scholarly publishing literacy. With knowledge of scholarly publishing and access to resources and tools, academic libraries and librarians are well-positioned to play an active role in providing support to researchers. This paper argues that scholarly publishing literacy should be treated as an extension of information literacy delivered through a broader research support framework. This paper presents a research librarian's perspective, and draws on literature and the author's practice to illustrate key points. Issues for further investigation are identified.

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This report is concerned with the conceptualisation and definition of digital literacy in the context of Australian higher education. It draws on a diverse literature in proposing a working definition of digital literacy to inform the Deakin University Library in its work with the University’s faculties.

This report forms the first of a two-stage review. The second stage of the review is focused on identifying good practice in digital literacy. The findings of the second stage of the review are encompassed in a companion report titled: What is good practice in the development, assessment and evaluation of digital literacy for graduate employability?

The literature reviewed for the current report was conducted in late 2012 and draws on internal university policy documents, various national and international documents and literacy frameworks, previous reviews of the topic, and journal articles that are concerned with conceptualising information on digital literacy for higher education.

The report concludes by identifying the various factors and stakeholders that influence how digital literacy is conceptualised at Deakin University and proposes a working definition of digital literacy as a graduate learning outcome.

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This report seeks to identify the features of good practice in the development, assessment and evaluation of digital literacy for graduate employability.

The report forms Stage 2 of a two-stage literature review. The results of the first stage of the review are reported in: Towards an understanding of ‘Digital Literacy(ies)’. The current report draws on some of the same literature to that of the Stage 1 report and covers the same time period – up to the end of 2012. In addition, the current report covers literature that provides discussion and accounts of good practice in digital literacy – particularly practice that is embedded in course curricula.

The literature provides numerous examples of standalone digital literacy practices. While such practices may be effective for some purposes, they may be less effective than course-integrated practices in contributing to graduate employability. However, there are few accounts of course-integrated practices in the literature and fewer still that provide a compelling case for their positive contribution to graduate outcomes. Accordingly, the report identifies eight criteria of good practice in digital literacy for the assurance of graduate learning outcomes. It then identifies types of broad teaching and learning practices that appear to best encompass these criteria and which provide meaningful contexts in which to develop the digital literacy competencies of students.