873 resultados para Learning method


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Usually, data mining projects that are based on decision trees for classifying test cases will use the probabilities provided by these decision trees for ranking classified test cases. We have a need for a better method for ranking test cases that have already been classified by a binary decision tree because these probabilities are not always accurate and reliable enough. A reason for this is that the probability estimates computed by existing decision tree algorithms are always the same for all the different cases in a particular leaf of the decision tree. This is only one reason why the probability estimates given by decision tree algorithms can not be used as an accurate means of deciding if a test case has been correctly classified. Isabelle Alvarez has proposed a new method that could be used to rank the test cases that were classified by a binary decision tree [Alvarez, 2004]. In this paper we will give the results of a comparison of different ranking methods that are based on the probability estimate, the sensitivity of a particular case or both.

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The paper describes a learning-oriented interactive method for solving linear mixed integer problems of multicriteria optimization. The method increases the possibilities of the decision maker (DM) to describe his/her local preferences and at the same time it overcomes some computational difficulties, especially in problems of large dimension. The method is realized in an experimental decision support system for finding the solution of linear mixed integer multicriteria optimization problems.

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In this work we suggest the technology of creation of intelligent tutoring systems which are oriented to teach knowledge. It is supposed the acquisition of expert’s knowledge by using of the Formal Concept Analysis method, then construction the test questions which are used for verification of the pupil's knowledge with the expert’s knowledge. Then the further tutoring strategy is generated by the results of this verification.

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The paper describes a classification-based learning-oriented interactive method for solving linear multicriteria optimization problems. The method allows the decision makers describe their preferences with greater flexibility, accuracy and reliability. The method is realized in an experimental software system supporting the solution of multicriteria optimization problems.

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DNA-binding proteins are crucial for various cellular processes, such as recognition of specific nucleotide, regulation of transcription, and regulation of gene expression. Developing an effective model for identifying DNA-binding proteins is an urgent research problem. Up to now, many methods have been proposed, but most of them focus on only one classifier and cannot make full use of the large number of negative samples to improve predicting performance. This study proposed a predictor called enDNA-Prot for DNA-binding protein identification by employing the ensemble learning technique. Experiential results showed that enDNA-Prot was comparable with DNA-Prot and outperformed DNAbinder and iDNA-Prot with performance improvement in the range of 3.97-9.52% in ACC and 0.08-0.19 in MCC. Furthermore, when the benchmark dataset was expanded with negative samples, the performance of enDNA-Prot outperformed the three existing methods by 2.83-16.63% in terms of ACC and 0.02-0.16 in terms of MCC. It indicated that enDNA-Prot is an effective method for DNA-binding protein identification and expanding training dataset with negative samples can improve its performance. For the convenience of the vast majority of experimental scientists, we developed a user-friendly web-server for enDNA-Prot which is freely accessible to the public. © 2014 Ruifeng Xu et al.

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Existing approaches to quality estimation of e-learning systems are analyzed. The “layered” approach for quality estimation of e-learning systems enhanced with learning process modeling and simulation is presented. The method of quality estimation using learning process modeling and quality criteria are suggested. The learning process model based on extended colored stochastic Petri net is described. The method has been implemented in the automated system of quality estimation of e-learning systems named “QuAdS”. Results of approbation of the developed method and quality criteria are shown. We argue that using learning process modeling for quality estimation simplifies identifying lacks of an e-learning system for an expert.

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Increased global uptake of entertainment gaming has the potential to lead to high expectations of engagement and interactivity from users of technology-enhanced learning environments. Blended approaches to implementing game-based learning as part of distance or technology-enhanced education have led to demonstrations of the benefits they might bring, allowing learners to interact with immersive technologies as part of a broader, structured learning experience. In this article, we explore how the integration of a serious game can be extended to a learning content management system (LCMS) to support a blended and holistic approach, described as an 'intuitive-guided' method. Through a case study within the EU-Funded Adaptive Learning via Intuitive/Interactive, Collaborative and Emotional Systems (ALICE) project, a technical integration of a gaming engine with a proprietary LCMS is demonstrated, building upon earlier work and demonstrating how this approach might be realized. In particular, how this method can support an intuitive-guided approach to learning is considered, whereby the learner is given the potential to explore a non-linear environment whilst scaffolding and blending provide guidance ensuring targeted learning objectives are met. Through an evaluation of the developed prototype with 32 students aged 14-16 across two Italian schools, a varied response from learners is observed, coupled with a positive reception from tutors. The study demonstrates that challenges remain in providing high-fidelity content in a classroom environment, particularly as an increasing gap in technology availability between leisure and school times emerges.

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This paper describes a Refactoring Learning Environment, which is intended to analyze and assess programming code, based on refactoring rules. The Refactoring Learning Environment architecture includes an intelligent assistant – Refactoring Agent, which is responsible for analysis and assessment of the code, written by students in real time by using a set of refactoring methods. According to the situation and based on the refactoring method, which should be applied, the agent could react in different ways. Its goal is to show the student, as much as possible, the weak places of his programming code and the possible ways to makes it better.

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The use of simulation games as a pedagogic method is well established though its effective use is context-driven. This study adds to the increasing growing body of empirical evidence of the effectiveness of simulation games but more importantly emphasises why by explaining the instructional design implemented reflecting best practices. This multi-method study finds evidence that student learning was enhanced through the use of simulation games, reflected in the two key themes; simulation games as a catalyst for learning and simulation games as a vehicle for learning. In so doing the research provides one of the few empirically based studies that support simulation games in enhancing learning and, more importantly, contextualizes the enhancement in terms of the instructional design of the curriculum. This research should prove valuable for those with an academic interest in the use of simulation games and management educators who use, or are considering its use. Further, the findings contribute to the academic debate concerning the effective implementation of simulation game-based training in business and management education.

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Report published in the Proceedings of the National Conference on "Education in the Information Society", Plovdiv, May, 2013

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The following paper attempts to encompass the opportunities for applying QR codes for museums and exhibits through the example of the Hungarian Museum of Environmental Protection and Water Management (Esztergom, Hungary). Besides providing interactivity in the museum for the mobile phone generation through the utilization of a device and a method that they are familiar with, it is important to explain how and why it is worthwhile to “adorn” the exhibits with these codes. In this paper we also touch upon the technical issues of how an existing mobile phone application can be incorporated into and used for the presentation of the museum.

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The purpose of this article is to evaluate the effectiveness of learning by doing as a practical tool for managing the training of students in "Library Management" at the ULSIT, Sofia, Bulgaria, by using the creation of project 'Data Base “Bulgarian Revival Towns” (CD), financed by Bulgarian Ministry of Education, Youth and Science (1/D002/144/13.10.2011) headed by Prof. DSc Ivanka Yankova, which aims to create new information resource for the towns which will serve the needs of scientific researches. By participating in generating the an array in the database through searching, selection and digitization of documents from these period, at the same time students get an opportunity to expand their skills to work effectively in a team, finding the interdisciplinary, a causal connection between the studied items, objects and subjects and foremost – practical experience in the field of digitization, information behavior, strategies for information search, etc. This method achieves good results for the accumulation of sustainable knowledge and it generates motivation to work in the field of library and information professions.

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Information and communication technologies (ICT) offer an easier access to and a multi-perspective view of cultural heritage artifacts and may also enrich and improve cultural heritage education through the adoption of innovative learning/teaching methods. This paper examines the different practices and opportunities for digitization of cultural artifacts with historical significance and describes the work on a pilot project concerning the development of e-learning materials in the Thracian cultural and historical heritage. The proposed method presents an approach based on a combination of 2D and 3D technologies to facilitate the overall process of digitization of individual objects. This approach not only provides greater opportunities for presenting the Thracian heritage but also new perspectives for studying it - students, scientists, PhD students will have the opportunity to work with the materials without having access to them.

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Big data comes in various ways, types, shapes, forms and sizes. Indeed, almost all areas of science, technology, medicine, public health, economics, business, linguistics and social science are bombarded by ever increasing flows of data begging to be analyzed efficiently and effectively. In this paper, we propose a rough idea of a possible taxonomy of big data, along with some of the most commonly used tools for handling each particular category of bigness. The dimensionality p of the input space and the sample size n are usually the main ingredients in the characterization of data bigness. The specific statistical machine learning technique used to handle a particular big data set will depend on which category it falls in within the bigness taxonomy. Large p small n data sets for instance require a different set of tools from the large n small p variety. Among other tools, we discuss Preprocessing, Standardization, Imputation, Projection, Regularization, Penalization, Compression, Reduction, Selection, Kernelization, Hybridization, Parallelization, Aggregation, Randomization, Replication, Sequentialization. Indeed, it is important to emphasize right away that the so-called no free lunch theorem applies here, in the sense that there is no universally superior method that outperforms all other methods on all categories of bigness. It is also important to stress the fact that simplicity in the sense of Ockham’s razor non-plurality principle of parsimony tends to reign supreme when it comes to massive data. We conclude with a comparison of the predictive performance of some of the most commonly used methods on a few data sets.

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Report published in the Proceedings of the National Conference on "Education and Research in the Information Society", Plovdiv, May, 2016