Reviewerly/exHarmony huggingface dataset:
Transfer Of Learning Between Solid Modelers: An Investigation On The Icon Recognition

Selecting the right solid modeling software is a complex, multi-criteria decision making problem.There are many issues a decision-maker needs to take into account, such as ease of learning, educational materials built into the software, learning curve issues, performance of the software for different solid modeling functions, operations and utilities, and cost.Beyond selecting the right software, the decision-maker should also be concerned about (1) conceptual learning of the solid modeling topics while "the right software" is being used, and (2) transfer of conceptual learning between solid modelers.This is because a sound conceptual learning might increase the probability of learning another solid modeling software in less time.Accordingly this paper investigates the impact of icon recognition as an aid to transfer conceptual learning between solid modelers.The investigation includes a review of the literature on icon design and usage as it relates to solid modeling, in addition to an experiment in which the icon recognition correctness and duration for over 20 operation icons were compared across two modelers.The results shed light into the impact of icon designs on the transfer of learning between solid modelers using the correct recognition counts as the transfer measure.
A Bias Neutral Approach To Major Project Assessment In Mechanical Engineering

All engineering students completing the final year of manufacturing and mechanical engineering at Swinburne University of Technology (SUT) must undertake a comprehensive final year project.The project may encompass many areas of design, analysis, research, development or management.Often the projects integrate a number of these aspects.It is often the assessment of the project, not the pursuit of it by the student that presents difficulties for the academic faculty.In the past, techniques of assessing the project have proved difficult, particularly where the faculty supervisor has control over the execution of the project and has some positive or negative bias towards either the student or their project.This bias is often introduced in the final assessment, making it difficult to compare and quantify the final results of a cohort of projects resulting from many different supervisors.In an attempt to make the assessment process bias-neutral a comprehensive set of criteria have been introduced; in all seven steps are involved in the assessment procedure, only one of which is dependent on the supervisors, thus reducing their influence on the final grade.The assessment is classified according to the quality of the work (two assessments), a formal verbal presentation (two additional assessments), a large poster display (two further independent assessments) and a project performance assessment by the students' supervisor (the only direct influence by the supervisor).The results of this assessment procedure have produced a "bell curve" series of grades or results, whereas in previous years a skew towards one end of a bell curve was usually obtained.This has been shown to be bias-free with regards to high or low grades and was a reflection of students; grades in other subjects.Overall, there seems to be satisfaction by both faculty members and the student cohort in the final grades achieved
Hybrid Browser / Server Collection of Streaming Social Media Data for Scalable Real-Time Analysis

We present a novel approach to collecting and distributing social media data in web service projects using both clients and servers for real-time analysis, ultimately providing an inexpensive and scalable method of a quality that has not been available to date. Current challenges to social data mining include vendor enforced API limits and infrastructure costs. Our hybrid client / server approach allows data to be collected via JavaScript in browsers as well as by servers. This allows applications to compute a wide range of data analytics. We present pure client and server based collection strategies, then demonstrate how our method has substantial advantages over both. Specific advantages include lower infrastructure requirements and greater efficiency in API utilization. Our approach distributes the majority of data collection tasks to client web browsers while using servers to supply more complex analysis techniques. In addition, we provide details on two open source tools we have released to facilitate implementation by researchers in their own projects. We close by detailing a use case scenario describing a large scale public web service project followed by a solution accomplished using our approach and open source tools.
Multi-GPU Island-Based Genetic Algorithm

Genetic algorithms are effective in solving many optimization tasks.However, the long execution time associated with it prevents its use in many domains.In this paper, we propose a new approach for parallel implementation of genetic algorithm on graphics processing units (GPUs) using CUDA programming model.This paper introduces a novel implementation of the genetic algorithm exploiting a multi-GPU cluster.The proposed implementation employs an island-based genetic algorithm where every GPU evolves a single island.Recently there has been a growing interest in developing parallel algorithms using graphic processing units (GPU) also referred as GPU computation.Advances in the video gaming industry have led to the production of low-cost, high performance graphics processing units that possess more memory bandwidth and computational capability than central processing units (CPUs).As GPUs are available in personal computers, and they are easy to use and manage through several GPU programming languages, graphics engines are being adopted widely in scientific computing.
Leveraging Communication for Player Modeling and Cooperative Play

Collaboration between agents and players within games is a ripe area for exploration. As with adversarial AI, collaborative agents are challenged to accurately model players and adapt their behavior accordingly. The task of cooperation, however, allows for communication between teammates that can prove beneficial in coordinating joint actions and plans. Furthermore, we propose extending established multi-agent communication paradigms to include transfer of information pertinent to player models. By querying goal and preference information from a player, an agent can reduce uncertainty in coordination domains, allowing for more effective planning. We discuss the challenges as well as the planned development and evaluation of the system.
Personal development of future engineers: From individual success to professional excellence

However the present reality shows that only 50 classroom hours in the average are devoted to a specific discipline of social and humanities block.Within this framework it is only possible to present short review of the discipline issues, its fundamental concepts, but this time resource is hardly enough for providing instrumental skills, working in teams, business communication and conflict resolution.Future engineers are qualified not only for formation and use of new machinery and technology, but also for active influence on personal relations in work groups and society, for being responsible for own and social welfare.
Mosaics for Visualizing Knowledge Structures

Mosaic plots are state-of-the-art graphics for multivariate categorical data in statistical visualization.Knowledge structures are mathematical models that belong to the theory of knowledge spaces in psychometrics.This paper presents an application of mosaic plots to psychometric data arising from underlying knowledge structure models.In simulation trials and with empirical data, the scope of this graphing method in knowledge space theory is investigated.
Leveraging Parallel Architectures in AI Search Algorithms for Games

This document contains a summary of research performed by the author on the topic of search algorithms for games. An outline of the problems being addressed is provided, along with the progress already made, and planned future work. The specific subjects studied are: parallelizing UCT search on GPUs, the development of a hierarchical search framework for Real-Time Strategy (RTS) games and the building placement problem in RTS games. We propose to take advantage of different parallel architectures to help solve these problems.
Le traitement de la phraséologie dans DEFI

DEFI is a prototype computer tool aimed at ranking (from most to least relevant) the French translations of an English lexical item in context. This paper deals with the strategies used by DEFI to recognize multi-word units (mwus) in running text. Any lexical unit included in the lexical database used in the project (a merge of the Oxford/Hachette and Robert/Collins English-to-French dictionaries) and longer than a single word is submitted to a surface parser, and the same process is applied to the user ’s text. A program written in Prolog assesses the quality of the match between the parsed user’s text and candidate mwus retrieved from the project’s lexical database. The matcher is able to account for some of the distortions undergone by the mwu, e.g. movement of a constituent as a result of relativization or passivization.
Mobile Phone Use In Uganda's Boarding Secondary Schools: A Case Study Of Bushenyi District

The question whether secondary school students should be allowed to use mobile phones in school remains a controversial one. In this study carried out in a rural district of Bushenyi in Uganda the researcher sought to establish the usage of mobile phones among secondary school students in boarding schools. The researcher also sought the views and opinions of students, teachers and parents about the use of mobile phones by students in the schools. The study established that despite the official ban on use of mobile phones by students in school, 34% of the students said they were aware that some students own and use mobile phones in school. It was further established that 40% of teachers said they were aware that some students owned and used phones in school while 20% of them supported the use of phones by the students. Meanwhile, 40% of the parents supported the use of mobile phones by students in school. It was noted that the battle against the use of mobile phones by students in secondary schools might soon be lost due to the increased availability and benefits associated with their use.
Applying supervised learning algorithms on information derived from Social Network to enhance recommender systems

The aim of this research is to show how social networks can be used for marketing purposes. This is implemented with the assistance of learning algorithms. The method proposed in this research is based on the analysis of “Support Vector Machines”, which facilitates analysis of all information gathered from the social websites. It differs from other methods currently being used by social networking websites, which do not take advantage of classification. By using public information from social networks, a dataset was formed. It comprised of a thousand users and seven features. The examined features were location, age, gender, occupation, relationship status, and average travel time/year. In this research, the dataset will be examined twice: first using a regular SVM; and next by using “Weighted Feature Support Vector Machines”. For the latter, to assign weights, a method called “Pairwise Comparison” will be used to rank the importance of features.
Assesment Of Student Learning When Using Tablet Pcs And The Software Dyknow

Many advances in technology in software and hardware promise to improve student learning.Of the more promising technologies to come onto the market recently were the tablet PC and an interactive-education software package called DyKnow.This combination of software and hardware offered to solve many of the problems that students and instructors face in a regular classroom such deficient student understanding, lack of student participation, and incomplete classroom notes.An objective of this work was to measure student learning comparing two equivalent groups of engineering students in their first semester of thermodynamics.One group was taught using a conventional lecture style, while the other group utilized tablet PCs and the DyKnow software.Both groups were given the same final exam, at least, so their respective levels of understanding could be assessed and compared.These experiments were conducted for three consecutive semesters.Results of both groups were compared by selecting pairs of students with similar GPAs and applying statistical methods on the two groups' scores.The results from all semesters were very similar.Students using tablet PCs and the DyKnow system did not show better understanding of the subject than the students in the traditional classroom.
If Not Now, Where? Time and Space Equivalency in Strategy Games

Spatiotemporal reasoning is a fundamental contributor to effective problem solving. In an effort to design better problem-solving agents, we examined and evaluated the strategies that humans use to solve Tower Defense puzzles, a complex and popular class of real-time strategy games. A consistent and unexpected finding was that humans frequently treated time and space as equivalent. Players stated temporal goals but solved spatial problems. An analysis of human data and computer simulations showed that re-representing temporal problems as spatial problems was beneficial, but treating the two separately can lead to higher scores. The work presented here holds several possibilities for level designers and others who design and analyze maps and spatial arrangements for domains requiring strategic reasoning.
Autonomous Navigation System Design For A Smart Rover

Abstract NOTE: The first page of text has been automatically extracted and included below in lieu of an abstract Autonomous Navigation System Design for a Smart Robotic Rover Yi Cheng, Kathleen Hayden, Zekeriya Aliyazicioglu, Tim Lin, California State Polytechnic University, Pomona 1. Introduction In response to the NASA Research Announcement of 2002, California State Polytechnic University, Pomona (Cal Poly Pomona) submitted a proposal for the “Partnership Awards for the Integration of Research into Undergraduate Education” (PAIR) program. The purpose of the PAIR program is to integrate cutting-edge NASA-related research into the undergraduate curriculum. Cal Poly Pomona proposed to incorporate the Jet Propulsion Laboratories (JPL) robotic technology research into the undergraduate curriculum of the Electrical and Computer Department, the Engineering Technology Department and the Computer Science Department. Our proposal, “Deep Space Exploration using Smart Robotic Rovers”, was selected for funding and we established our first interdisciplinary team of students and faculty to develop a smart robotic rover. During the last two years, students and faculty participating in this program have developed a robotic rover that has successfully accomplished the initial goals of the project. The rover is capable of climbing 30o inclines, rotating about its center axis, strafing, and maneuvering diagonally while maintaining stability. It was also designed to protect the vital internal components from outside contaminants and provided mechanical support for all externally mounted equipment. Figure 1. Smart Robotic Rover Prototype Proceedings of the 2005 American Society for Engineering Education Annual Conference & Exposition Copyright © 2005, American Society for Engineering Education”
Developing Culture-Based English Instructional Materials for Grade VII of Junior High School Students

The research aims at developing culture-based English instructional materials (henceforth, CBEIM) for grade VII of Junior High School students and reveal its final product representation in terms of its effectiveness. The research design was a research and development. The procedure of product development consisted of conducting needs analysis, designing course grids, developing the first draft, implementing the final draft, and evaluating the final product. The product implementation consisted of the 1st tryout involving 4 students from Yogyakarta State Junior High School (henceforth, Y-SJHS) 10, the 2nd tryout involving 34 students from Y-SJHS 7, and there were 68 students involved in the 3rd tryout. They were from Y-SJHS 9 and Y-SJHS 10. The data were collected by using evaluation sheets, an English achievement test, questionnaire to measure students’ level of internalization and actualization toward culture values, and questionnaires for teachers’ responses. The data were analyzed by t-test using paired and independent sample with the gain score. The research finding reveals 1) based on the content expert validation, CBEIM was very good by the aspect of content, language, learning, culture, presentation, and graphical design, whereas based on the graphical design expert, CBEIM was good. 2) Having been implemented, the final product representation was proven to be effective. The students in the experiment classes got a higher improvement than those in the control classes. The statistical calculation of independent samples test with gain score of the English test from the two groups shows the t values of 2.931 with the p = 0.004 &lt; 0.05, while the t-test for equality of means of culture values, t value reached 2.524 and its significance of 2-tailed reached p = 0.037 &lt; 0.05, alpha value (α=0.05). Since the gain score is smaller than 0.05, CBEIM demonstrates that it can show a significant difference between the experiment and control classes in encouraging students to internalize and actualize the culture values.
Hispanic Computer Brigade Silicon Valley Computer Camp

Hispanic students are vastly underrepresented in computing during a time when the Hispanic population in the U.S. is growing dramatically.By 2020, Hispanics will account for 50% of the workers in California.And, by 2050, the Hispanic population is projected to triple in the United States with 25% of the U.S. population being of Hispanic origin.The College of Engineering (CoE) at San José State University proposed a new approach for recruiting Hispanic students into computing disciplines and careers through the Hispanic Computer Brigade (HCB) initiative.By forming HCBs in two local high schools, we aimed to inspire and engage Hispanic students through IT service learning projects.The high school students began the program with a summer camp, continued to learn and engage computing throughout the year with community service learning, and will end with a local competition where students will showcase their computing projects with high school faculty, SJSU faculty, parents/guardians, and the community.Students are learning computer and programming skills and processes in weekly meetings with the help of advisors and mentors.To support the Hispanic Computer Brigade initiative, the CoE
Musical Modes, their Associated Chords and their Musicality

Abstract In this paper we present a mathematical way of defining musical modes and we define the musicality of a mode as a product of three diferent factors. We conclude by classyfing the modes which are most musical according to our definition.
IMPROVING SPEAKING ABILITY ON PUBLIC SPEAKING CLASS BY USING ROLE-PLAYING TECHNIQUE OF ENGLISH EDUCATION DEPARTMENT STUDENTS

This research aims to improve speaking ability on speaking for specific purposes class of class A1 students of English Education Department students, Faculty of Teacher Training and Education, PGRI University of Yogyakarta in the academic year of 2012/2013. The effort which was done is using role-playing as a technique in teaching and learning activities. This collaborative and participative action research consisted of three cycles, with plan, action, observation, and reflection in each cycle. The participants were the students of class A1 of English Education Department, Faculty of Teacher Training and Education, PGRI University of Yogyakarta. The data were collected by means of interviewing, recording technique, observing, and assessing. The qualitative data were analyzed through data reduction, data display and conclusion drawing, while the quantitative data was analyzed descriptively by counting the mean score and the score percentage of the result of the observation. The results of research show that using role-playing technique can improve students’ speaking ability on speaking for specific purposes class. It can be indicated by the improvement of the activity of speaking classroom English, the interaction between teacher and students, and the students and teacher’s attention. The improvement of speaking ability on classroom English is also supported by the improvement of students’ achievement in speaking performance to a mean score of 161,18 or 70,579% (cycle I), 176,31 or 76,956% (cycle II), and 198,16 or 85,797% (cycle III).
Perceptions amongst medication users regarding South African patient package inserts (PPIs) of scheduled and over-the-counter (OTC) medications

This article reports on the PPI itself, its information, and language usage in the texts, as tested infocus-group sessions, using content analysis. Quantitative readability assessments of selectedPPIs revealed that the texts were mostly “difficult” or “very difficult”. However, readability relies notonly on text variables, but also on interaction between reader and text. From the findings, certainrecommendations are suggested to enhance the reader accessibility and cultural competenceof such documents. If PPIs, as a health communication tool, can be seen to be valuable andeasily comprehensible sources of medication information, they can fulfil a necessary role in healthliteracy, especially in a multicultural, developing country such as South Africa, one typified byhuge class differences and where more than two-thirds of its households fall within the lower- tomiddle-income groups.
How Do You Know Your Search Algorithm and Code Are Correct?

Algorithm design and implementation are notoriously error-prone. As researchers, it is incumbent upon us to maximize the probability that our algorithms, their implementations, and the results we report are correct. In this position paper, I argue that the main technique for doing this is confirmation of results from multiple independent sources, and provide a number of concrete suggestions for how to achieve this in the context of combinatorial search algorithms.
Toward a Search Strategy for Anytime Search in Linear Space Using Depth-First Branch and Bound

Depth-First Branch and Bound (DFBnB) is an anytime algorithm for solving combinatorial optimization problems. In this paper we present a weighted version of DFBnB, wDFBnB, which incorporates standard techniques for using weights in heuristic search and offers suboptimality guarantees. Our main contribution drawn from a preliminary evaluation is the observation that wDFBnB, used along with automated or hand-crafted weight schedules, can significantly outperform DFBnB both in terms of anytime behavior and convergence to the optimal. We think this small study calls for more research on the design of automated weight schedules that could provide superior anytime performance across a wider range of domains.
STLS: Cycle-Cutset-Driven Local Search For MPE

In this paper we present Stochastic Tree-based Local Search or STLS, a local search algorithm combining the notion of cycle-cutsets with the well-known Belief Propagation to approximatethe optimum of sums of unary and binary potentials. This is done by the previously unexplored concept oftraversal from one cutset to another and updating the induced forest, thus creating a local search algorithm, whose updatephase spans over all the forest variables. We study empirically two pure variants of STLS against the state-of-the art GLS+ scheme and against a hybrid.