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Sökning: WAKA:kon

  • Resultat 132071-132080 av 290014
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132071.
  • Karannagoda, Kesara, et al. (författare)
  • Nebula, a Gamification Framework for a High-quality Online Learning Experience
  • 2023
  • Ingår i: ICERI2023 Proceedings. - Sevilla, Spain : The International Academy of Technology, Education and Development. - 9788409559428 ; , s. 11-20
  • Konferensbidrag (refereegranskat)abstract
    • Gamification has been presented as an interesting concept for reinforcing teaching and learning in virtual learning environments. From this new emerging research field, several studies report on the promising potential of gamified education, but also on pitfalls to avoid. At the same time as there have been discussions on the lack of motivation in higher education, electronic sports (eSports) have increased in popularity. There are many research studies on gamification or eSports, but less research has been conducted on the combination of the two. This study has the aim of describing and discussing the Nebula framework for gamified virtual learning environments. Nebula is a framework that has been built on top of two components: course criteria, and gamified environment. Course criteria suggest instructors a specific set of methods to arrange course content in a particular way to produce a course module. Later on, the course module can be hosted in a gamified environment and referred by students. The gamified environment contains a set of artifacts that can create a dopamine-driven feedback loop on students to increase their engagement. Nebula framework has a very robust and structured assessment model in place. The personalized quiz system seems like a great way to ensure that users are being tested on content that is relevant to their individual needs and knowledge levels. The hidden rank system is also an interesting concept, as it can motivate users to keep striving to improve their rankings without feeling like they are being directly compared to others. This can be especially helpful for learners who may feel discouraged if they see others with higher rankings. The seasons and rating recalibration subsystems are also important components of the Nebula framework, as they can help to ensure that the ratings are accurate and reflective of the current skill levels of users. By periodically recalibrating the ratings, the platform can maintain a consistent level of quality and competitiveness. The assessment model and the ranking system of Nebula framework are well thought out and designed to provide a high-quality learning experience for users. In conclusion, gamification and eSports are emerging as promising fields for improving teaching and learning in virtual environments. The Nebula framework is a notable example of a gamified educational platform that leverages effective course design and gamification techniques to enhance student engagement and motivation. The framework's personalized quiz system, hidden rank system, and seasonal rating recalibration subsystems contribute to a strong and specific assessment model that maintains a consistent level of quality and competitiveness on the platform. Overall, the Nebula framework provides a well-designed and effective learning experience that holds potential for further development and research in the intersection of gamification and eSports. Future research should assess the effectiveness of this framework in improving student engagement, motivation, and learning outcomes in virtual environments.
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132072.
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132073.
  • Karantininis, Konstantinos, et al. (författare)
  • Are there Financial Benefits to Join RoSCAs? Empirical evidence from Equb in Ethiopia
  • 2012
  • Ingår i: Procedia economics and finance. - 2212-5671. ; 1, s. 229-238
  • Konferensbidrag (refereegranskat)abstract
    • Rotating Savings and Credit Associations (RoSCA) are informal financial institutions serving the financial service needs of many people in the developing countries. Though some researchers recommend the transformation of those institutions into formal ones to create economic efficiency, there is not much research on why members join those institutions and what benefits they derive from them. By taking an empirical example of Ethiopian equb and focusing on the financial feasibility of financial viability of becoming a member in RoSCA, this study assesses why members join RoSCAs. The survey conducted revealed that the financial motives outweigh all other motives in large equbs while the social motives are most important for members of small equbs. Most large and medium size equb members choose equbs than other possible alternatives because it is less expensive and involves very small transaction cost, if any. (C) 2012 Published by Elsevier Ltd. Selection and/or peer-review under responsibility of the Organising Committee of ICOAE 2012
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132074.
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132075.
  • Karaoguz, Hakan, et al. (författare)
  • Human-Centric Partitioning of the Environment
  • 2017
  • Ingår i: 26th IEEE International Symposium on Robot and Human Interactive Communication (RO-MAN). - : IEEE. ; , s. 844-850
  • Konferensbidrag (refereegranskat)abstract
    • In this paper, we present an object based approach for human-centric partitioning of the environment. Our approach for determining the human-centric regionsis to detect the objects that are commonly associated withfrequent human presence. In order to detect these objects, we employ state of the art perception techniques. The detected objects are stored with their spatio-temporal information inthe robot’s memory to be later used for generating the regions.The advantages of our method is that it is autonomous, requires only a small set of perceptual data and does not even require people to be present while generating the regions.The generated regions are validated using a 1-month dataset collected in an indoor office environment. The experimental results show that although a small set of perceptual data isused, the regions are generated at densely occupied locations.
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132076.
  • Karaoguz, Hakan, et al. (författare)
  • Object Detection Approach for Robot Grasp Detection
  • 2019
  • Ingår i: 2019 International Conference on Robotics And Automation (ICRA). - : Institute of Electrical and Electronics Engineers (IEEE). - 9781538660263 ; , s. 4953-4959
  • Konferensbidrag (refereegranskat)abstract
    • In this paper, we focus on the robot grasping problem with parallel grippers using image data. For this task, we propose and implement an end-to-end approach. In order to detect the good grasping poses for a parallel gripper from RGB images, we have employed transfer learning for a Convolutional Neural Network (CNN) based object detection architecture. Our obtained results show that, the adapted network either outperforms or is on-par with the state-of-the art methods on a benchmark dataset. We also performed grasping experiments on a real robot platform to evaluate our method's real world performance.
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132077.
  • Karaosmanoğlu, M. Kemal, et al. (författare)
  • A symbolic dataset of Turkish makam music phrases
  • 2014
  • Ingår i: Proceedings of the 4th International Workshop on Folk Music Analysis. ; , s. 10-14
  • Konferensbidrag (refereegranskat)abstract
    • One of the basic needs for computational studies of traditional music is the availability of free datasets. This study presents a large machine-readable dataset of Turkish makam music scores segmented into phrases by experts of this music. The segmentation facilitates computational research on melodic similarity between phrases, and relation between melodic phrasing and meter, rarely studied topics due to unavailability of data resources.
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132078.
  • Karaoǧuz, Hakan, et al. (författare)
  • Merging appearance-based spatial knowledge in multirobot systems
  • 2016
  • Ingår i: IEEE International Conference on Intelligent Robots and Systems. - : IEEE. - 9781509037629 ; , s. 5107-5112
  • Konferensbidrag (refereegranskat)abstract
    • This paper considers the merging of appearancebased spatial knowledge among robots having compatible visual sensing. Each robot is assumed to retain its knowledge in its individual long-term spatial memory where i) the place knowledge and their spatial relations are retained in an organized manner in place and map memories respectively; and ii) a 'place' refers to a spatial region as designated by a collection of associated appearances. In the proposed approach, each robot communicates with another robot, receives its memory and then merges the received knowledge with its own. The novelty of the merging process is that it is done in two stages: merging of place knowledge followed by the merging of map knowledge. As each robot's place memory is processed as a whole or in portions, the merging process scales easily with respect to the amount and overlap of the appearance data. Furthermore, the merging can be done in decentralized manner. Our experimental results with a team of three robots demonstrate that the resulting merged knowledge enables the robots to reason about learned places.
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132079.
  • Karapantelakis, Athanasios, et al. (författare)
  • Challenges for ICT Business Development in Intelligent Transport Systems
  • 2017
  • Ingår i: 2017 JOINT 13TH CTTE AND 10TH CMI CONFERENCE ON INTERNET OF THINGS - BUSINESS MODELS, USERS, AND NETWORKS. - : Institute of Electrical and Electronics Engineers (IEEE). - 9781538631973
  • Konferensbidrag (refereegranskat)abstract
    • Intelligent Transportation Systems (ITS) are a product of convergence of Information and Communication Technology (ICT) and transport industries, with an aim to improve safety, mobility and efficiency of transportation. Ubiquitous, fast and inexpensive wireless communication and increasing vehicle computation, storage and sensing capabilities, are technological enablers for ITS. Notwithstanding technological maturity, the real challenge rises from the change the ITS market brings to the business of ICT players, as development of ITS services requires cooperation of multiple actors across industries. For ICT players, this signifies a departure from rigid telecom-era business models to a more networked structure of collaboration with other players. In this paper, we identify key business challenges that ICT players face in ITS market, by analysis of two ITS use cases.
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132080.
  • Karapantelakis, Athanasios, 1982-, et al. (författare)
  • DevOps for IoT Applications using Cellular Networks and Cloud
  • 2016
  • Konferensbidrag (refereegranskat)abstract
    • The Internet of Things (IoT) is a vision of a future society where an ever-increasing number of heterogeneous physical devices (“things”) obtain Internet connectivity, thus enabling a large number of applications for a broad range of industries and society at large. Mobile network operators, expected to provide the network infrastructure for many of these applications, face an unprecedented level of complexity. This complexity not only relates to the number of applications that share the network infrastructure, but also to the different network Quality of Service (QoS) requirements these application have. To achieve economies of scale, automation in management of those applications throughout their lifecycle is essential. In this paper, we propose an architecture that automates allocation, monitoring and deallocation of both cloud and cellular network resources to ensure QoS for applications that involve connected devices communicating with cloud-hosted software. We describe an implementation of this architecture using a combination of open source, commercial, and custom components and evaluate it through a series of measurements. Results show that our implementation can simultaneously support mobile broadband and low latency, high availability mission-critical applications.
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