Miracle-dz/UniFAR-FTUs huggingface dataset:
Developing an International Distance Education Program: A Blended Learning Approach.

Building a dynamic international distance education program can be a complex operation. The purpose of this paper is to discuss a model for global learning that utilizes a blended learning approach. This paper will describe how a blended learning approach was implemented in an international instructional technology Master’s program to the benefit of both universities and countries involved. The discussion will focus on a specific framework for developing an international, blended learning program with special consideration of cultural differences in language, teaching philosophy, and education.
Automated Checking of Software Process Models

Using the process programming concept, processes are modeled as pieces of software. A process programming language is used to formally specify the process. Such a language resembles a conventional programming language, typically providing constructs such as iteration and selection. One advantage of this approach is that a process model once coded can be simulated or enacted easily. However, this approach also suffers from the same problems that plague traditional programming tasks, such as the question of whether the program itself is meaningful (i.e., semantically correct) or contains errors. Such program errors are the result of a miscoding of the model or of an error in the model itself. We present an automated approach for detecting errors in such process models. Our approach is based on static code analysis techniques used by optimizing compilers. By slightly adapting these well-understood techniques, errors can be found quickly before simulation. We have developed a tool to perform such semantic checks on processes modeled using the PML process modeling language and have successfully analyzed and subsequently redesigned software process models using our tool.
The PLATO System: A Study in the Diffusion of an Innovation.

THE PLATO SYSTEM: A STUDY IN THE DIFFUSION OF AN INNOVATION SEPTEMBER, 1987 FRANCIS D. DRISCOLL, B.S., UNIVERSITY OF MASSACHUSETTS M.S., UNIVERSITY OF MASSACHUSETTS M.B.A., WESTERN NEW ENGLAND COLLEGE Ed.D. , UNIVERSITY OF MASSACHUSETTS Directed By: Professor William C. Wolf, Jr. Although continuous attempts, some successful, have been made to implement innovations within a social science/educational framework, there has been a dearth of technology which addresses how an innovation should be diffused. Particularly lacking have been prescriptive guidelines usable by linkage agents. The Wolf-Welsh Linkage Methodology (now in its sixth revision) has been developed to aid linkage agents in the effective adoption and implementation of innovative products, ideas, and practices. The purpose of this study is to determine if the Wolf-Welsh Linkage Methodology is an effective linkage tool. To overcome endemic difficulties in using the Methodology to diffuse a new product, idea, or practice, the study is ex post facto in nature. It studies the diffusion of the PLATO computer-based educational system during 1972-1976, during which substantial sums of money were committed to develop an implementation
Structuring XML Documents

Introduction. XML and SGML. The Book's Structure. Notations and Conventions. Presentation of Examples. Typographical Conventions. Figures. I. BACKGROUND. 1. Review of DTD Syntax. Document Type Declaration. Elements. Attributes. Entities. Notations. Conditional Sections. Processing Instructions. 2. Model DTDs. Reading About the Model DTDs. A Note About Using Industry-Standard DTDs. The Five Model DTDs. II. PRINCIPLES OF DTD ANALYSIS. 3. Ease of Learning. DTD Size. DTD Consistency. DTD Intuitiveness. 4. Ease of Use. Physical Effort. Choice. Flexibility. 5. Ease of Processing. Predictability. Context. DTD Analysis: Final Considerations. III. ADVANCE ISSUES IN DTD MAINTENANCE AND DESIGN. 6. DTD Compatibility. Structural Compatibility. Lexical Compatibility. 7. Exchanging Document Fragments. Editing Fragments as Stand-Alone Documents. Reparenting in a Dummy Document. Using Subdocuments. 8. DTD Customization. Types of Customization. Extension Mechanisms in the Model DTDs. IV. DTD DESIGN WITH ARCHITECTURAL FORMS. 9. Architectural Forms: Concepts. Meta-DTDs. Documents. Practical Uses of Architectural Forms. Summary of Terminology. 10. Basic Architectural Forms Syntax. Setup and Configuration. Basic Forms. 11. Advanced Architectural Forms Syntax. Automatic Derivation. Suppressing Architectural Processing. Architectural Attribute Values. Default Architectural Information. Meta-DTDs. V. BACK MATTER. Model DTDs: Index of Element Types and Attributes. General Index. About the CD-ROM.
Research Methods for Human-Computer Interaction

Human-Computer Interaction draws on the fields of computer science, psychology, cognitive science, and organisational and social sciences in order to understand how people use and experience interactive technology. Until now, researchers have been forced to return to the individual subjects to learn about research methods and how to adapt them to the particular challenges of HCI. This is the first book to provide a single resource through which a range of commonly used research methods in HCI are introduced. Chapters are authored by internationally leading HCI researchers who use examples from their own work to illustrate how the methods apply in an HCI context. Each chapter also contains key references to help researchers find out more about each method as it has been used in HCI. Topics covered include experimental design, use of eyetracking, qualitative research methods, cognitive modelling, how to develop new methodologies and writing up your research.
GitHub in the classroom: not just for group projects

Version control is something that students are not usually introduced to until they get to industry. One popular distributed version control system known as "Git", has become even more popular in recent years as the basis for a popular website called "GitHub". It is a web-based hosting service for software development projects that utilize the Git revision control system. Github is hugely popular in industry and many companies use programmers' GitHub portfolios as a basis for hiring. The only downside to using a site like GitHub is it emphasizes "social coding", meaning individuals can not only see, but can "clone" your code to either start working on a project with you, or take it in a different direction. This obviously will not work for standard programming assignments, where students need to keep projects private. GitHub has realized this problem, and offers university students free private repositories to work on projects in school. One simple example that motivated me to start using Git in the classroom was the ability to "branch" and "merge". We have all seen a students flash drive contents with: Prog1v1, Prog1v2, Prog1v3. Prog1vN, or at least something similar. What these students have essentially done is "branch" their own code, with no real convenient method of getting all their changes and additions, back into Prog1v1. I teach incremental programming, and urge the student to get something working, before adding the next component. If a student uses Git, when they reach a point where the code is stable, they can simply create a new "branch", switch to that branch, work on that branch, then when it's working, "merge" it back into the original Prog1v1. Or, if it's totally off course, abandon that branch and move in another direction, without destroying the original Prog1v1. In addition, some of the questions I asked myself before using GitHub in the classroom, were: 1) Is version control necessary or worth the extra confusion it may add to the already heavy workload in a programming class? 2) What level of student should version control be introduced to? 3) Is distributed version control only good for group projects, or will individual students benefit? All these questions, plus more, will be answered in a hands on approach to learning Git and GitHub.
Evaluation of Similarity Measures and Heuristics for Simple RDF Schema Matching

Schema matching is a fundamental issue in database applications, such as query mediation and data warehousing. In this paper, we assume that each database schema to be matched is described in RDF, and contains only class definitions and property definitions whose ranges are XML Schema simple types. We propose and compare RDF property matching heuristics based on similarity functions, applied to sets of observed values. We describe experimental results that show that customized contrast models induce good quality RDF property matchings.
A Study of Methods for Extracting the Boundaries of Web Spam

報告番号: ; 学位授与年月日: 2008-03-24 ; 学位の種別: 修士 ; 学位の種類: 修士(情報理工学) ; 学位記番号: ; 研究科・専攻: 情報理工学系研究科電子情報学専攻
A Novel Mathematical Model for Deterministic Time-cost Trade-off Based on Path Constraint

In this paper a new deterministic mathematical model for time-cost trade-off is introduced. The proposed method is based on path constraints in a network while other similar methods are modelled based on activities. Through this paper, the proposed model is constructed and thenvalidated by testing in a case study. The achieved results from model are compared with manual solution. The results of both proposed model and manual solution are exactly same which proves the accuracy of the model. Moreover, using network paths for constructing the constraints has the benefit of a lower number of constraints and leading to a faster and more straightforward solution. Lower number of constraints might lead to less computing effort. This can provide us an opportunity to solve some networks which are NP-hard by other similar approaches. Finally can summarize that the main advantages of the proposed model are simplicity in modelling and the usage of a fewer equations.
Design and implementation of an editor and simulators for constraint automata in the context of Reo

textabstractThe coordination language Reo offers a flexible framework for compositionally constructing software systems out of components through connectors. These connectors not only connect components with each other, but also exogenously coordinate the interactions between them. The connectors themselves are compositionally built out of simpler connectors, where the simplest connectors are a set of user-defined channels with well-defined behavior. Formal semantics can be given to Reo using constraint automata and timed data streams. Constraint automata can be seen as an extension of the finite automata, where the language accepted by an automaton is specified by using timed data streams. In this thesis we describe the design and implementation of a tool for constraint automata consisting of an editor and three simulators. The constraint automata editor allows users to visually construct and modify constraint automata. The first simulator for constraint automata acts as a language acceptor of timed data streams. The second one simulates a constraint automaton as a Reo connector where the input is defined as timed data streams. The third simulator simulates a constraint automaton as a Reo connector where components are attached to. These components deliver the input at real-time instead of using predefined timed data streams
The Role of Technology in Teaching Young Writers.

This study investigated what happened when the "Ultimate Writing and Creativity Center" computer program was utilized by four second grade students in an after-school writing workshop. The setting for this study was a public elementary school in a suburb of Philadelphia. The sample consisted of four students in second grade. The selection of students for this study was based on writing interest and ability shown in first grade. Two students were girls and two students were boys. The study found that using the "Ultimate Writing and Creativity Center" program with the students gave them ideas and motivation to write. The study found certain components to be very beneficial for these particular students and a few components to be more difficult for them. The "Ultimate Writing and Creativity Center" was found to be a very valuable writing tool for the students in this study. Suggestions are included for teachers who may want to use this computer program with their students. (Contains 18 references.) (Author/AEF) Reproductions supplied by EDRS are the best that can be made from the original document. The Role of Technology in Teaching Young Writers Christine Michelle DerMovsesian Master's Thesis PERMISSION TO REPRODUCE AND DISSEMINATE THIS MATERIAL HAS BEEN GRANTED BY 1 TO THE EDUCATIONAL RESOURCES INFORMATION CENTER (ERIC) U.S. DEPARTMENT OF EDUCATION Office of Educational Research and Improvement EDUCATIONAL RESOURCES INFORMATION CENTER (ERIC) This document has been reproduced as received from the person or organization originating it. 0 Minor changes have been made to improve reproduction quality. Points of view or opinions stated in this document do not necessarily represent official OERI position or policy. Submitted in partial fulfillment of the requirements for the Master's Degree in Applied Technology go Chestnut Hill College oo 00 July 2001
Gameworlds: Virtual Media and Children's Everyday Play

This book is about play with, in, and around, digital media in everyday life. Building on detailed case studies it explores the nature of play in the virtual worlds of video games and how this play relates to, and crosses over into, everyday play in the actual world. Its main theme is the relationship between the actual and virtual worlds of play in everyday life. It addresses both the continuities and differences between digital play and longer-established modes of play (role-play, play with toys, etc.). The ‘gameworlds’ of the titles indicate both the virtual world designed into the videogame and the wider environments in which play is manifested: social relationships between players; between players, hardware and software; between the virtual worlds of the game and the media universes they extend (e.g. Harry Potter, Lego, Star Wars); and the gameworlds generated by children’s imaginations and creativity (through talk and role-play, drawings and outdoor play). The gameworld raises questions about who, and what, is in play. Drawing on recent theoretical work in science and technology studies and new media studies, a key theme is the material and embodied character of these gameworlds and their components (players’ bodies, computer hardware, toys, virtual physics, the physical environment, etc.).
Scheduling techniques to avoid contention in multi-core systems

One of the main problems in multi-core systems is the contention of shared resources such as cache, memory controller, pre-fetcher etc. among the cores. Due to the contention among shared resources, the processing unit's performance is degraded. Scheduling of applications in such a way that it reduces the contention among shared resources is one of the promising solutions. Scheduling is considered as an efficient and best technique as it doesn't require any extra hardware or any changes to be made to the OS or its underlying kernel. Scheduling can be implemented at user level by using system calls. In the prior works it was considered that the cache contention was the main cause of performance degradation and many hardware and software techniques were found to avoid or minimize it. But further experiments proved that the contention caused by pre-fetcher and memory controller is also having significant effect on performance degradation. Many scheduling policies and classification schemes have been designed to find out an efficient scheduling algorithm. Miss rate is considered to be simple yet efficient classification scheme to classify the threads as it not only considers contention due to cache but also the memory controller and pre-fetcher. Distributed Intensity is the first scheduling algorithm discussed which uses miss rate to classify threads and assign them to all cores in an efficient way so that miss rate is shared almost equally among the cores. Then Distributed Intensity is combined with Swap algorithm to further improve the performance by using dynamic optimization. Then by further studies it is found out that miss rate cant be efficient classification technique for memory intensive workloads. So the concepts of Contentiousness and Sensitivity are introduced to improve the efficiency of scheduling algorithm and to minimize the performance degradation due to contention.
PENANGANAN GANGGUAN KOMUNIKASI ANAK AUTIS DI SEKOLAH KHUSUS AUTIS BINA ANGGITA YOGYAKARTA

ABSTRAK Penelitian berjudul Penanganan Gangguan Komunikasi Anak Autis di Sekolah Khusus Autis Bina Anggita Yogyakarta, ini dilatar belakangi oleh ketidak mampuan individu untuk berkomunikasi atau berbicara dengan orang lain, bahkan dengan orang tua dan saudaranya. Mereka tampak seperti tuli, mengoceh tanpa arti, membeo, hidup dalam dunianya sendiri. atau dunia khayalan, seolah-olah hanya mereka sendiri yang ada dalam lingkungan hidup ini. Gejala-gejala autis mulai tampak sejak masa yang paling awal dalam kehidupan mereka. Gejala-gejala tersebut tampak ketika bayi menolak sentuhan orangtua, tidak merespon kehadiran orangtua, dan melakukan kebiasaan-kebiasaan lainnya yang tidak dilakukan oleh bayi-bayi normal pada umumnya. Selanjutnya penelitian ini bertujuan untuk menggali penanganan apa saja yang diberikan Sekolah Khusus Autis Bina Anggita Yogyakarta untuk mengatasi gangguan komunikasi yang dimiliki anak autis dan mengetahui bagaimana hasil dari penanganan gangguan komunikasi anak autis yang telah dilakukan oleh Sekolah Khusus Autis Bina Anggita Yogyakarta. Penelitian ini merupakan penelitian lapangan, menggunakan analisis deskriptif kualitatif dengan mengambil subjek kepala sekolah dan terapis Sekolah Khusus Autis Bina Anggita Yogyakarta. Objek dalam penelitian ini adalah tentang penanganan gangguan komunikasi yang diterapkan di Sekolah Khusus Autis Bina Anggita Yogyakarta beserta hasilnya. Pengumpulan data dilakukan dengan observasi, wawancara, dan dokumentasi. Hasil menunjukkan bahwa penanganan gangguan komunikasi di Sekolah Khusus Autis Bina Anggita Yogyakarta dilakukan dengan menggunakan tiga proses, yakni; proses awal, proses menengah, dan proses lanjut. Adapun dalam pelaksanaannya proses-proses tersebut menggunakan empat metode terapi, yaitu; terapi Applied Behavior Analysis (ABA) atau Lovaas, terapi wicara, terapi integrasi sensorik, dan pendidikan khusus. div
Synthese, Löslichkeit und biologische Aktivität von Silber-Nanopartikeln

Die Nanotechnologie beschaftigt sich mit der Forschung und Herstellung von Strukturen im Nanometerbereich. Ein Nanometer entspricht einem Milliardenstel Meter. Unter den Begriff Nanopartikel fallen Teilchen, die in mindestens einer Dimension kleiner als 100 nm sind. Diese Teilchen sind etwa 1000mal kleiner als der Durchmesser eines Menschenhaars. Nanopartikel haben wegen ihrer geringen Grose andere physikalische Eigenschaften als grose Partikel des gleichen Materials. Die Oberflacheneigenschaften sind in den Nanopartikeln gegenuber den Volumeneigenschaften der Materialien von groserer Bedeutung. Auch quantenphysikalische Effekte spielen eine immer grosere Rolle. Dadurch steigt das Interesse an der Nanotechnologie immer weiter an. Viele Nanomaterialen sind heutzutage kommerziell verfugbar und werden in handelsublichen Produkten eingesetzt. Beispielsweise wird nanoskaliges Titandioxid als UV-Schutzfilter in Sonnencremes verwendet, oder Nanobeschichtungen nutzen den Lotuseffekt fur selbstreinigende Oberflachen. Aufgrund der bakteriziden Wirkung von Silberionen nimmt die Beschichtung von Gebrauchsgegenstanden mit Silber-Nanopartikeln immer weiter zu. Antimikrobiell wirkende Silber-Nanopartikel werden in einigen Bekleidungstextilien wie Sportsocken und Schuheinlagen verwendet. In Socken eingearbeitete Silberfaden toten unter anderem die Bakterien, welche die stechenden Geruche bei Schweisfusen entwickeln. Auch mit Silber-Nanopartikeln beschichtete Kuhlschranke, Wasserhahne oder Waschmaschinen sind immer haufiger zu finden. Dadurch sollen die Verbraucher vor Keimen und Bakterien geschutzt werden. Gelangt das Silber mit Wasser in Kontakt, lost es sich jedoch langsam auf. Dadurch geht zum einen die antibakterielle Wirkung verloren, und zum anderen gelangen die Nanoteilchen in die Umwelt. Uber die Haut, die Atemwege und den Magen-Darm-Trakt konnen die Nanopartikel dann auch in den menschlichen Korper gelangen, wo sie unter Umstanden toxische Wirkungen entfalten. Was die Nanopartikel wirklich im Korper machen, ist bis jetzt kaum erforscht. Im Rahmen dieser Arbeit werden die Wirkungen von Silber-Nanopartikeln auf menschliche Zellen untersucht. Um erste Hinweise darauf zu bekommen, wodurch die Toxizitat von Silber tatsachlich hervorgerufen wird, wird zunachst die Loslichkeit der Silber-Nanopartikel in wassrigen Medien untersucht. Auch das Agglomerationsverhalten der Partikel in verschiedenen Zellkulturmedien spielt eine wichtige Rolle fur das Verstandnis der biologischen Aktivitat der Silber-Nanopartikel. Anhand dieser Ergebnisse konnen dann am Ende erste Aussagen daruber gemacht werden, wie sich menschliche Zellen gegenuber den Silber-Nanopartikeln verhalten und wie gefahrlich diese Nanopartikel wirklich sind.
Software architecture components of an abstract framework for assessment in e-learning

These days, software engineering skills are under-evaluated. Software projects, software product lines and vast amounts of open-source code and frameworks are pushing software engineers up to their limits in order to manage software tasks. The current paper puts an accent on the implementation of the client and repository architecture components from an abstract event-driven interoperability framework for assessment in e-learning. Reference architecture and implementation enforce development and evaluation of the abstract framework. The proposed solution is reviewed and discussed and some advantages and disadvantages are pointed out.
Persuasive technologies: a systematic literature review and application to PISA

Persuasive Technologies is an expansive eld that covers various research areas including engineering and social sciences. This document summarizes current and historical models of information processing, persuasion and persuasive systems design in order to place other studies in the eld within context. The Persuasive Systems Design Model is then selected as the most recent and comprehensive model in the eld, afer which a series of sample context analyses are performed using this model. The case used for these context analyses is the PISA tool. Finally, we consider the limitations and possible future work of this literature review.
Probabilistic expert systems

Preface 1. Multivariate Probability. Probability Distributions Marginalization Conditionals Continuation Posterior Distributions Expectation Classifying Probability Distributions A Limitation 2. Construction Sequences. Multiplying Conditionals DAGs and Belief Nets Bubble Graphs Other Graphical Representations 3. Propagation in Join Trees. Variable-by-Variable Summing Out The Elementary Architecture The Shafer-Shenoy Architecture The Lauritzen-Spiegelhalter Architecture The Aalborg Architecture Collect and Distribute Scope and Alternatives 4. Resources and References. Meetings Software Books Review Articles Other Sources Index.
NGP: Defining a grid generation paradigm based on NURBS and solid modeling topology

A grid generation paradigm is presented that allows a user to build both structured and unstructured grids within the same environment. It provides the user with a flexible, efficient and accurate way to generate these grids. The paradigm utilizes a Boundary Representation (B-rep) radial edge non-manifold solid modeling topology data structure for all geometric and grid interrogations. Non-Uniform Rational B-Splines (NURBS) are utilized as the geometric representation to ensure accuracy and provide generality for both geometric and grid manipulations.