12 resultados para self-executing order - construction
em Bulgarian Digital Mathematics Library at IMI-BAS
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∗ This work was supported in part by the Bulgarian NSF under Grant MM-901/99
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Architecture and learning algorithm of self-learning spiking neural network in fuzzy clustering task are outlined. Fuzzy receptive neurons for pulse-position transformation of input data are considered. It is proposed to treat a spiking neural network in terms of classical automatic control theory apparatus based on the Laplace transform. It is shown that synapse functioning can be easily modeled by a second order damped response unit. Spiking neuron soma is presented as a threshold detection unit. Thus, the proposed fuzzy spiking neural network is an analog-digital nonlinear pulse-position dynamic system. It is demonstrated how fuzzy probabilistic and possibilistic clustering approaches can be implemented on the base of the presented spiking neural network.
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In this paper we present 35 new extremal binary self-dual doubly-even codes of length 88. Their inequivalence is established by invariants. Moreover, a construction of a binary self-dual [88, 44, 16] code, having an automorphism of order 21, is given.
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Николай Янков - Класифицирани са с точност до еквивалетност всички оптимални двоични самодуални [62, 31, 12] кодове, които притежават автоморфизъм от ред 7 с 8 независими цикъла при разлагане на независими цикли. Използвайки метода за конструиране на самодуални кодове, притежаващи автоморфизъм от нечетен прост ред е доказано, че съществуват точно 8 нееквивалентни такива кода. Три от получените кодове имат тегловна функция, каквато досега не бе известно да съществува.
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Optimization of design, creation, functioning and accompaniment processes of expert system is the important problem of artificial intelligence theory and decisions making methods techniques. In this paper the approach to its solving with the use of technology, being based on methodology of systems analysis, ontology of subject domain, principles and methods of self-organisation, is offered. The aspects of such approach realization, being based on construction of accordance between the ontology hierarchical structure and sequence of questions in automated systems for examination, are expounded.
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∗ This work has been partially supported by the Bulgarian NSF under Contract No. I-506/1995.
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* Supported by projects CCG08-UAM TIC-4425-2009 and TEC2007-68065-C03-02
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Mathematics Subject Classification: 65C05, 60G50, 39A10, 92C37
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Educational games such as quizzes, quests, puzzles, mazes and logical problems may be modeled as multimedia board games. In the scope of the ADOPTA project1 being under development at the Faculty of Mathematics and Informatics at Sofia University, a formal model for presentation of such educational board games was invented and elaborated. Educational games can be modeled as special board mini-games, with a board of any form and any types of positions. Over defined positions, figures (objects) with certain properties are placed and, next, there are to be defined formal rules for manipulation of these figures and resulted effects. The model has been found to be general enough in order to allow description and execution control of more complex logical problems to be solved by several actions delivered to/by the player according some formal rules and context conditions and, in general, of any learning activities and their workflow. It is used as a base for creation of a software platform providing facilities for easy construction of multimedia board games and their execution. The platform consists of game designer (i.e., a game authoring tool) and game run-time controller communicating each other through game repository. There are created and modeled many examples of educational board games appropriate for didactic purposes, self evaluations, etc., which are supposed to be designed easily by authors with no IT skills and experience. By means of game metadata descriptions, these games are going be included into narrative storyboards and, next, delivered to learners with appropriate profile according their learning style, preferences, etc. Moreover, usage of artificial intelligence agents is planned as well – once as playing virtual opponents of the player or, otherwise, being virtual advisers of the gamer helping him/her in finding the right problem solution within given domain such as discovering a treasure using a location map, finding best tour in a virtual museum, guessing an unknown word in a hangman game, and many others.
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The paper explores the functionalities of eight start pages and considers their usefulness when used as a mashable platform for deployment of personal learning environments (PLE) for self-organized learners. The Web 2.0 effects and eLearning 2.0 strategies are examined from the point of view of how they influence the methods of gathering and capturing data, information and knowledge, and the learning process. Mashup technology is studied in order to see what kind of components can be used in PLE realization. A model of a PLE for self-organized learners is developed and it is used to prototype a personal learning and research environment in the start pages Netvibes, Pageflakes and iGoogle.
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2000 Mathematics Subject Classification: 62G08, 62P30.
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Report published in the Proceedings of the National Conference on "Education and Research in the Information Society", Plovdiv, May, 2015