Miracle-dz/UniFAR-FTUs huggingface dataset:
Diseño de una Planta de Saponificación para el Aprovechamiento del Aceite Vegetal de Desecho

Resumen: Se establecio un muestreo aleatorio estratificado para la recoleccion del aceite vegetal de desecho (AVD), su caracterizacion se realizo a traves de propiedades quimicas como acidez, indice de acidez, porcentaje de impurezas insolubles e indice de saponificacion. La purificacion del AVD consistio en un lavado del mismo con solucion de salmuera y blanqueo del aceite con solucion de peroxido de hidrogeno, para posteriormente realizar filtraciones para reducir las impurezas insolubles en el aceite. Posterior a la purificacion del AVD, se cuantifico las mejoras en las caracteristicas quimicas del aceite. Una evaluacion de la reaccion de saponificacion se realizo a traves de un diseno experimental factorial 32, variando diferentes temperaturas de reaccion y porcentajes de aceite de palma que conforma la mezcla de aceite a saponificar, encontrandose que las mejores condiciones de reaccion de saponificacion de la mezcla aceite vegetal purificado y aceite de palma es de 75 oC y 15 % de aceite de palma, debido a que se obtiene un mayor rendimiento y el producto obtenido cumple con la norma INEN 839 (1981). Finalmente se cumplio el objetivo del proyecto, el diseno de la planta, con las mejores condiciones de reaccion, se realizo un balance de masa para una produccion de 208 800 jabones/ano. Se disenaron los equipos y su diagrama de flujo respectivo. Se analizo la rentabilidad del proyecto a traves de los indicadores economicos valor actual neto (VAN) y tasa interna de retorno (TIR). Abstract: Stratified random sampling for the collection of waste vegetable oil (WVO) was established, characterization was performed by chemical properties such as acidity, acid value, percentage of insoluble impurities and saponification value.WVO purification consisted in washing with brine solution and oil bleaching hydrogen peroxide solution, then filtration to reduce insoluble impurities in the oil. Purified WVO was characterized to quantify improvements in the chemical characteristics of the oil. An evaluation of the saponification reaction was performed using a 32 factorial experimental design, varying reaction temperatures and different percentages of palm oil forming the oil mixture to be saponified. The best conditions for the saponification reaction was 15 % palm oil at 75 oC. The product complies with INEN 839 (1981). Finally the project objective was met, design of the plant, withthe best reaction condition, mass balance was performed by calculating the plant has a production of 208 800 soaps / year. Equipment’s were designed and it respectively flowchart. Project profitability was analyzed using net present value (NPV) and internal rate of return (IRR).
Analyzing data using transana software for interaction in computer support face-to-face collaborative learning (cosofl) among esl pre-servive teacher

This paper presents the researcherâ€™s experience using Transana software as a tool for analyzing knowledge construction among ESL pre-service teacher. It was used in the pilot study to assist the qualitative data analysis. Data analyzed was based on face-to-face peer responses supported by computer collaborative technology with a group of students enrolled in Microteaching course at the Faculty of Education, University Technology Malaysia. The Transana software was explored to see whether it could facilitate the analysis of COSOFL verbal interaction . This paper briefly narrates the researcher experience in making use of the software to analyse the interaction. The analysis relied on the use of Mp3 recordings. The software helped in identifying and organizing analytically interesting portions of the recording, as well as in attaching keywords to the digitized data recordings. This software allowed the verbal recordings to come out in line with the transcription for the purpose of easy management in transcribing, coding, and analyzing verbal response among peers. Selected data from the pilot study will be shown to illustrate the use of Transana software.
A Study on the Acceptance of Wearable Computers based on the Extended Technology Acceptance Model

Wearable computers can be defined as next generation clothing integrated with various digital functions and devices. Unlike existing computers, they are viewed as human-centric computers customized for information utilization and other specific human needs. This study is intended to discover how consumers are accepting wearable computers, which are different from existing computers, based on Technology Acceptance Model(TAM) and to extend the model by adding variable regarding acceptance of wearable computers. A total of 683 copies of questionnaires, distributed to those aged 19 and older, both male and female, were collected online. The data was statistically analyzed for this study using the extended TAM. In order to test hypotheses, the structural equation model using the Lisrel 8.30 version was performed. For analyzing constructs(or traits) of research model, exploratory factor was conducted and the measurement model was assessed from the result. Reliability was assessed through confirmatory factor analysis and the calculation of Cronbach's alpha coefficients. Overall, model fit was assessed by statistical indexes: Chi-square value, GFI, AGFI, and RMR. This study analyzed the process of acceptance of wearable computers with the extended TAM that includes a variable, perceived value, on the basis of previous studies. The results of the analysis revealed that attitude toward wearable computer was directly influenced by perceived usefulness and perceived value but indirectly influenced by perceived ease of use. Acceptance intention of the wearable computer was directly influenced by perceived value and attitude toward wearable computer. To be more specific, perceived usefulness was significantly correlated with both attitude toward wearable computer and acceptance intention of the wearable computer. Perceived value was also significantly correlated with both attitude toward wearable computer and acceptance intention of the wearable computer. The results of this study also suggested that perceived ease of use was actually a causal antecedent to perceived usefulness and perceived value. This research revealed that extended TAM to investigate the acceptance of wearable computer was appropriate. This study is intended to provide a theoretical framework for adoption of wearable computer and suggest empirical analysis that can serve as a guide for wearable computer.
Simse: a software engineering simulation environment for software process education

The typical software engineering education lacks a practical treatment of the processes of software engineering---students are presented with relevant process theory in lectures, but have only limited opportunity to put these concepts into practice in an associated class project. Simulation is a powerful educational tool that is commonly used to teach processes that are infeasible to practice in the real world. The work described in this dissertation is based on the hypothesis that simulation can bring to software engineering education the same kinds of benefits that it has brought to other domains. In particular, we believe that software process education can be improved by allowing students to practice, through a simulator, the activity of managing different kinds of quasi-realistic software engineering processes. To investigate this hypothesis, we used a three-part approach: (1) design and build SimSE, a graphical, interactive, educational, customizable, game-based simulation environment for software processes, (2) develop a set of simulation models to be used in seeding the environment, (3) evaluate the usage of the environment, both in actual software engineering courses, and in a series of formal, out-of-class experiments to gain an understanding of its various educational aspects. Some of the educational aspects explored in these experiments included how SimSE compares to traditional teaching techniques, and which learning theories are employed by students who play SimSE. Our evaluations strongly suggest that SimSE is a useful and educationally effective approach to teaching software process concepts. Students who play SimSE tend to learn the intended concepts, and find it a relatively enjoyable experience. These statements apply to students of different genders, academic performance levels, and industrial experience backgrounds. However, in order for SimSE to be used in the most effective way possible, our experience has demonstrated that it is crucial that it be used complementary to other educational techniques and accompanied by an adequate amount of direction and guidance given to the student. Our evaluations also suggested a number of promising directions for future research that can potentially increase the effectiveness of SimSE and be applied to educational simulation environments in general.
Deblurring Images: Matrices, Spectra, and Filtering (Fundamentals of Algorithms 3) (Fundamentals of Algorithms)

Preface How to Get the Software List of Symbols 1. The Image Deblurring Problem 2. Manipulating Images in MATLAB 3. The Blurring Function 4. Structured Matrix Computations 5. SVD and Spectral Analysis 6. Regularization by Spectral Filtering 7. Color Images, Smoothing Norms, and Other Topics Appendix: MATLAB Functions Bibliography Index.
The Convergence of Distance and Conventional Education: Patterns of Flexibility for the Individual Learner. Routledge Studies in Distance Education.

1. The convergence of distance and conventional education: patterns of flexibility for the individual learner, Alan Tait and Roger Mills 2. Thoughts on the efficacy and ethics of using multi-media for educational purposes, Mark Chambers 3. On access: towards opening the lifeworld within adult higher education systems, Lee Herman and Alan Mandell 4. Introducing and supporting change towards more flexible teaching approaches, Sue Johnston 5. Becoming flexible: what does it mean? Denise Kirkpatrick and Viktor Jakupec 6. Diversity, convergence and the evolution of student support in higher education in the UK, Roger Mills 7. Convergence of student types: issues for distance education, Rick Powell, Sharon McGuire, and Gail Crawford 8. Canaries in the mine? Women's experience and new learning technologies, Jennifer O'Rourke 9. A worthwhile education? Pat Rickwood with Vicki Goodwin 10. Notes from the margins: library experiences of postgraduate distance learning students, Kate Stephens 11. The convergence of distance and conventional education: some issues of policy, Alan Tait 12. From marginal to mainstream: critical issues in the adoption of information technologies for tertiary teaching and learning, Diane Thompson 13. Building tools for flexibility: designing interactive multi-media at the Open University of Hong Kong, Ross Vermeer 14. A case study of convergence between conventional and distance education: using constructivism and post-modernism as a framework to unconverge the mind, Gill Young and Di Marks-Maran
TPIXIE: A Computer Program to Teach Diagnosis of Algebra Errors

Abstract : This research note examines the implementation of the program used in this study, TPIXIE, which was predicated on the assumption that acquiring the skill to diagnose student errors is important to trainee teachers. The TPIXIE system, a part of the PIXIE family of intelligent tutoring systems, was designed to present users with a series of task-student-answer pairs (where the student's answer was incorrect). The system presents several sets of tasks together with a student's responses, and then presents further tasks, while asking the user to predict the responses. If the user is unable to do this, the complete student working is displayed, and the cycle is repeated. Keywords: Artificial intelligence, Expert systems.
Linking Writing to the Process of Scientific Inquiry: Strategies from Writing Teachers in the Disciplines.

As composition teachers work to develop process approaches to writing instruction, science teachers work to develop strategies for teaching science as a process of inquiry. In continuing efforts to revitalize science education, teachers use writing as a tool of inquiry. Exploratory writing, written field observations, close description, and written discussions, among other activities, are essential components of scientific inquiry. Just as science teachers have benefited from research on the writing process, writing teachers in the discipline can benefit from recent advancements in the theory and practice of teaching science as a process of inquiry. This paper first describes the traditional approach to science education, an approach that, while emphasizing the transmission of factual data, often tends to devalue the broader roles of writing as a tool for scientific inquiry. Next, the paper identifies theoretical assumptions that, in contrast to traditional principles, inform current efforts to teach science as inquiry. Finally, to illustrate how teaching science as a process of inquiry utilizes writing, the paper describes selected writing projects of effective teachers in general education courses. It contends that without effective writing instruction in the sciences and social sciences, students cannot master a full range of composition skills. (Contains 24 references.) (NKA) Reproductions supplied by EDRS are the best that can be made from the original document. Linking Writing to the Process of Scientific Inquiry: Strategies from Writing Teachers in the Disciplines
Quality of variant and invariant features

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Swarms of robots based on evolutionary game theory

Some techniques for achieving swarm intelligent robots through the use of traits of personality are discussed. Traits of personality are characteristics of each robot that, altogether, define the robots behaviours. We discuss the use of evolutionary psychology in order to select a set of traits of personality that will evolve due to a learning process based on reinforcement learning. The use of Game Theory is introduced in conjunction with the use of external payoffs. A simulation showing its usage is reported.
Using LOTOS for the evaluation of design options in the PREMO standard

PREMO, Presentation Environment for Multimedia Objects, is a major new standard under development within ISO/IEC. It addresses the creation of, presentation of, and interaction with all forms of information using single or multiple media. The standard is written using an Object Oriented approach. In this paper we specify the behavioural aspects of one of the central objects of the standard, the PREMO synchronizable object, in a constraint oriented style. We show that by adding further constraints in a modular way various design options can be investigated by means of model checking. This provides designers with more reliable information concerning the behavioural aspects of different designs which obviously is helpful in the evaluation of design decisions. In this way formal methods do not only play a role in the final evaluation of the correctness of a design, but can be used in a design methodology in which a more dynamical process of design and evaluation is required. A requirement for this way of working is modularity which is well supported by both the Object Oriented and the Constraint Oriented approaches.
Heteroscedastic G-optimal Designs

Heteroscedastic G - O p t i m a l Designs Author(s): W e n g Kee W o n g and R. Dennis Cook Source: Journal of the Royal Statistical Society. Series B (Methodological), (1993), pp. 871-880 P u b l i s h e d b y : Blackwell Publishing f o r the Royal Statistical Society Stable U R L : http://www.jstor.org/stable/234599~9 Accessed: 18/05/2011 V o l . 55, No. 4 Your use of the JSTOR archive indicates your acceptance of JSTOR's Terms and Conditions of Use, available at http://www.jstor.org/page/info/about/policies/terms.jsp. JSTOR's Terms and Conditions of Use provides, in part, that unless you have obtained prior permission, you may not download an entire issue of a journal or multiple copies of articles, and you may use content in the JSTOR archive only for your personal, non-commercial use. Please contact the publisher regarding any further use of this work. Publisher contact information may be obtained at http://www.jstor.org/action/showPublisher? publisherCode=black. Each copy of any part of a JSTOR transmission must contain the same copyright notice that appears on the screen or printed page of such transmission. JSTOR is a not-for-profit service that helps scholars, researchers, and students discover, use, and build upon a wide range of content in a trusted digital archive. We use information technology and tools to increase productivity and facilitate new forms of scholarship. For more information about JSTOR, please contact support@jstor.org. Blackwell Publishing and Royal Statistical Society are collaborating with JSTOR to digitize, preserve and extend access to Journal of the Royal Statistical Society. Series B (Methodological). m STOR http://www.jstor.org
Smart Inbox:A comparison based approach to classify the incoming mails

Smart Inbox - this concept has recently been in demand due to well developing era of data analysis so as to make it comfortable for future prediction. Statistical Learning and Data Mining are the fields which are growing rapidly and have started capturing the attention of many of the business organizations to ease their work with the help of classification and prediction.In this paper,we have made an effort to use one of the classification methods, Bayesian Learning to categorize the incoming mails to a specific mail recipient. It uses the available knowledge to classify the training data and then predicts the status of the new incoming mail. We compare the formula based analytical result with that obtained through algorithms supported by Weka tool and suggest the most suitable way to use bayesian technique.
Self-Optimized Resource Allocation in ICT Systems

In this thesis, I have investigated the self-optimization approach in order to solve a generic resource allocation challenge. The challenge is defined for a general ICT system serving two classes of jobs: low and high priority. The high priority jobs require a higher quality of service compared to the low priority jobs. In order to fulfill this difference in QoS levels, a part of the total resource capacity should be held reserved to serve only high priority jobs. Two different self-optimization methods are applied to solve the challenge and the objective of the self-optimization algorithms is to split the total resources in such a way as to minimize the overall Blocking considering the different level of QoS. The first applied method is a rule-based method and the other one is fuzzy-Q learning. I also have defined a performance quality matrix which is used to assess and compare the algorithm’s reactions in three sets of designed simulation scenarios. The first set of scenarios aims to examine the effect of the different parameter settings on the overall performance of the algorithms. The second set of scenarios simulates a partial failure in the total capacity which is subsequently repaired causing the system to return to normalcy, and observes the algorithm’s reactions in adapting to these changes. The final set of simulations changes the arrival process to batch arrival where in one group of simulations the arrival rate (? ) has not changed while in the other it has decreased by the rate of the average arrival batch size.
Precise Estimation of High-Speed Network Time-Transfer

The present invention provides a cap having a plurality of readily assembled parts that provide a passage for a beverage or liquid through the cap from the pitcher to the exterior thereof. The cap has a cap body made up of top and bottom portions that are formed so as to snap fit together. The cap body defines an interior cavity or passage from an entry defined by the bottom portion to an exit cooperatively defined by the top and bottom portions. The entry is selectively opened and closed to allow fluid or liquid passage through the cap by a valve that is biased into a closed position. In a preferred embodiment the valve is attached to a plunger having a cylindrical configuration and including a plurality of upwardly and outwardly extending shape memory retentive legs that are confined within a receiving collar attached to the bottom portion. The plunger is moved downwardly from its closed position through the interaction of the plunger with a ring closely and slidably surrounding the receiving collar, the ring being attached to a user accessible push button. The ring further comprises a cantilevered frame having a distal end that defines an axis of rotation for the ring.
Complexity and Postmodernism

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Representing Game Dialogue as Expressions in First-Order Logic

Despite advancements in graphics, physics, and artificial intelligence, modern video games are still lacking in believable dialogue generation. The more complex and interactive stories in modern games may allow the player to experience different paths in dialogue trees, but such trees are still required to be manually created by authors. Recently, there has been research on methods of creating emergent believable behaviour, but these are lacking true dialogue construction capabilities. Because the mapping of natural language to meaningful computational representations (logical forms) is a difficult problem, an important first step may be to develop a means of representing in-game dialogue as logical expressions. This thesis introduces and describes a system for representing dialogue as first-order logic predicates, demonstrates its equivalence with current dialogue authoring techniques, and shows how this representation is more dynamic and flexible.