Reviewerly/exHarmony huggingface dataset:
Engineering Courses For Non Engineers.

The National Academy of Engineering advocates that all Americans should know more about engineering and technology.Some engineering departments are beginning to offer courses specifically for non-engineering students.Although common practice among many STEM departments, teaching service courses is a new development for engineering programs.To create a population with a more empowered relationship with technology, a significant and extensive initiative by engineers will be needed.Curricula and course materials that can be adopted in diverse and varied
A Nuclear-Norm Model for Multi-Frame Super-Resolution Reconstruction from Video Clips

We propose a variational approach to obtain super-resolution images from multiple low-resolution frames extracted from video clips. First the displacement between the low-resolution frames and the reference frame is computed by an optical flow algorithm. Then a low-rank model is used to construct the reference frame in high resolution by incorporating the information of the low-resolution frames. The model has two terms: a 2-norm data fidelity term and a nuclear-norm regularization term. Alternating direction method of multipliers is used to solve the model. Comparison of our methods with other models on synthetic and real video clips shows that our resulting images are more accurate with less artifacts. It also provides much finer and discernable details.
Random Synchronous Asynchronous PSO – A Particle Swarm Optimization Algorithm with a New Iteration Strategy

&#x0D; &#x0D; &#x0D; &#x0D; Particle swarm optimisation (PSO) is a population-based stochastic optimisation algorithm. Traditionally the particles update sequence for PSO can be categorized into two groups, synchronous (S-PSO) or asynchronous (A-PSO) update. In S-PSO, the particles’ performances are evaluated before their velocity and position are updated, while in A-PSO, each particle’s velocity and position is updated immediately after individual performance is evaluated. In another study, a random asynchronous PSO (RA-PSO) has been proposed. In RA-PSO, particles are randomly chosen to be updated asynchronously, the randomness improves swarm’s exploration. RA-PSO belongs to the asynchronous group. In this paper, a new category; hybrid update sequence is proposed. The new update sequence exploits the advantages of synchronous, asynchronous, and random update methods. The proposed sequence is termed as, random synchronous-asynchronous PSO (RSA-PSO). RSA-PSO divides the particles into groups. The groups are subjected to random asynchronous update, while the particles within a chosen group are updated synchronously. The performance of RSA-PSO is compared with the existing S-PSO, A-PSO, and RA-PSO using CEC2014’s benchmark functions. The results show that RSA-PSO is superior to both A-PSO and RA-PSO, and as good as S-PSO&#x0D; &#x0D; &#x0D; &#x0D;
Usability Analysis Of A Concept Map User Interface For An On Line Learning Environment

A concept map is a graphical representation of relationships among concepts.Construction of concept maps using modern concept mapping software has been suggested as an active learning strategy with potential for improved learner outcomes, particularly among students native to a digital environment.In addition, modern concept mapping software enables instructors and students to create visual navigation structures through complex multi-resourced knowledge domains, such as the content of a course.Value in visual navigation structures has been suggested for its relevance to organizing information and representing knowledge, especially for visual learners.This paper presents background information an examination of a concept map user interface in terms of usability. Digital Concept MapsUnderstanding that mental representations of knowledge and understanding are secreted away inside of human brains, concept maps are external semantic representations of such knowledge.Concept maps emerged from the work of cognitive psychologists who formulated theories and developed understanding of the way humans learn.The process by which humans build knowledge is complex, but there is agreement that as the brain processes inputs into information, each person organizes the inputs and information in a way that is unique for that individual, so that everything that a person learns and experiences is understood and appreciated by her in her own unique way.Each human's personal organization of input as information, or her knowledge, is her personal mental schema.The term schema used here means a generalized mental structure that is an abstract representation of events, objects, and relationships in the world.Concept maps are spatial semantic representations of a person's mental schema about a topic 1 .
Real Time Interaction Via The Web

This paper describes my teaching efforts at CSU-Sacramento in large enrollment classes, "Introduction to Computers"-15 sections, and "Exploring the Internet"-4 sections.The lectures are transmitted via cable TV to the Sacramento community and recorded for later playback on the campus closed circuit television system.In addition, a software package from @Home called Portable Home Learning is used to allow real time participation of students via the internet during the lecture.The interaction allows for two-way video, whiteboard, chat and real time demonstrations via a web page during the lecture.Students can respond to questions created ahead of time or during the lecture in the form of Power Point slides.The instructor has a constant visual display of the status of students participating via the web.The instructor can actually "capture" any part of his/her computer screen and "push" it to a web page for viewing by distance students.A significant feature of the software is that students and faculty can participate from anywhere on the internet to anywhere on the internet.Of course better results are obtained when high speed communication lines are available; but, reasonable results are possible with standard modem speeds.The author has been using this software for two semesters and will describe the successes, difficulties and failures of the approach.
Pengembangan Bahan Ajar Bahasa Indonesia Melalui Cerita Islami di MIN Beji Pasuruan

Efforts to help students and teachers in the Indonesian language learning process are by developing teaching materials through Islamic stories. This study aims to describe specifically the products made, in the form of Indonesian language teaching materials through Islamic stories for the fourth grade thematic at MIN Beji Pasuruan, as well as to see the differences in the learning outcomes of students who use and not the teaching materials. This type of research is in the form of research &amp; development taking the theory of the Dick &amp; Carey model. The research form is descriptive with a combination of qualitative and quantitative data analysis. The qualitative approach is validated by material experts, media experts, Indonesian language learning experts / classroom teachers, and students, and the quantitative approach uses the T test formula and uses SPSS computer calculations. The results showed that textbook products met valid criteria: the level of validity reached 95% for material expert tests, 96% for design experts, 98% for Indonesian language learning experts. Tested in small groups and the results reached 94% and 95%. He learning outcomes also showed an increase effectively by looking at the mean score of the experimental class 92 and from the control class 76.Â In the T test using a correlation t-test formula with a confidence level of 95%, the results of t count â‰¥ t table are 5.44 â‰¥ 2.14, meaning that Ho is rejected and Ha is accepted. So that there are significant differences in the development of textbooks.
Improving Individual Learning in Software Engineering Team Projects

The focus of our research is on determining the factors that facilitate both team success and individual learning during team-oriented project-based learning.Of particular interest is the efficacy of collaborative learning approaches in general for individual engineering students.Our results from a large scale experiment provide no evidence that working on a successful and effective team affects individual exam performance.Thus, we will propose a qualitative study to determine the best ways to structure team work to enhance individual leaning.
PENGEMBANGAN MEDIA PEMBELAJARAN CNC BERBASIS PERANGKAT LUNAK ANIMASI

&lt;p&gt;&lt;em&gt;This research aims to (1) develop an instructional material based animation software for CNC course, (2) evaluate instructional material for CNC course that has been developed. The research was conducted at the Department of Mechanical Engineering Education, &lt;/em&gt;&lt;em&gt;Faculty of Teacher Training and Education, &lt;/em&gt;&lt;em&gt;Sebelas Maret University Surakarta. This research used Multimedia Development Life Cycle (MDLC) as research procedure, which consists&lt;/em&gt;&lt;em&gt; &lt;/em&gt;&lt;em&gt;of six stages, concept, design, collecting material, assembly, testing and distribution. Evaluation of instructional material for CNC course was performed by ask potential users to operate CNC instructional material that have been developed, then get response from potential users through a questionnaire. Potential users are divided into two categories, lecturers of CNC and CAM courses and students of Mechanical Engineering Education who take CNC and CAM courses in the academic year 2015/2016. Questionnaire for lecturers of CNC and CAM course reviewing instructional material from aspects of learning content, interaction, and presentation of the material. The questionnaire was given to 3 lecturers consisting of 15 point statements with Rating Scale as assessment system on intervals 1-5. Questionnaire for student reviewing instructional material from aspect of learning motivation as one of instructional material function. Questionnaire was given to 26 students consisting of 20 point statements with Likert Scale as assessment system on intervals1-5. The results of the research show (1) the development of instructional material for CNC course used Adobe Flash CS6 as main software with MDLC as development pro&lt;/em&gt;&lt;em&gt;c&lt;/em&gt;&lt;em&gt;edure, (2) the evaluation results show the instructional material for CNC course that developed gets (a) in aspects of learning content, interaction, and presentation of the material, the instructional material for CNC course gets very good category with percentage 90,22%, (b) in the aspect of learning motivation as one of instructional material function, the instructional material for CNC course gets good categories with percentage 78,39%.&lt;/em&gt;&lt;/p&gt;
A Structured Assessment Framework For Teamwork

Anecdotal evidence from students shows that ACU undergraduates have difficulty managing their time due to various commitments and responsibility outside university.As such, this paper proposes a cooperative learning model which endeavors to help students utilize their time optimally in a first year programming course in MATLAB.Included in this model is a structured assessment framework, as well as teamwork training to facilitate effective teamwork strategy.This model also places emphasis on strong alignment of curriculum objectives to progressive assessment tasks.To deploy this framework, a MATLAB programming project is designed to be just large enough for a group of 3 students to finish in one semester.To solve the problem of slow start with poor planning, the project is divided into six tasks; the first two are to initiate students individually into the project, as teams are to be formed only during the fourth week of semester.The remaining tasks are for when teams are formed.It is expected that by the time the teams are formed, each student is already familiar with the project and this is shown via continuous online discussions as well as written reports.Students who contribute more towards the project, evidenced by online discussions as well as CATME student peer evaluation results, are given bonus marks.It is anticipated that this framework can change the high achievers' perception of teamwork; in normal teamwork environment, these high achievers feel that the poorer students waste their time.Also, the less talented students can be encouraged to participate strongly in the project, thus eliminating a significant number of "passengers".
Using Decision Trees To Teach Value Of Information Concepts

Most undergraduate engineering economics textbooks and related curricula include elements of decision analysis, and decision trees are often introduced and promoted as a decision making tool.The teaching of value of information analysis is less prevalent, notwithstanding the variety of potential applications to everyday decisions in engineering practice.This paper addresses this gap by providing a detailed demonstration of how decision trees can be used to value information.It includes a detailed set of decision trees that guide the student through a decision under uncertainty.After definition of a base case, cases are provided for the value of perfect and imperfect information.The value of incremental improvement in information is addressed, and a probabilistic approach is described and demonstrated.The influence of risk preference is also addressed.).
Neural Networks And Fuzzy Systems: A Relationship Between Them

Abstract NOTE: The first page of text has been automatically extracted and included below in lieu of an abstract “ 1 Session 2520 Neural Networks and Fuzzy Systems: A Relationship Between Them E. J. Mastascusa Electrical Engineering Department Bucknell University Lewisburg, PA 17837 Introduction Neural networks and fuzzy systems have much in common, but can be approached and taught as though they were completely disparate subjects. Explicit links between the two subjects can aid students as they grapple with both subjects ‘ . Shared structures and concepts explicitly presented can be an aid to learning. In this paper we will present a bridge between the two subject areas. We propose that this bridge is a useful paradigm that helps students learning fuzzy systems and neural networks. The Neural Network We begin by considering a three layer neural network. The general structure of such a network is given in Figure 1, which emphasizes the inputs and the input layer of neurons. Inputs and Input Layer Figure 1 A Three Layer Neural Network Structure This particular structure, a three layer feedforward neural network is a starting point for other, more complex, neural network structures. However, this particular network is related to a fuzzy system because this network implements a rule base for a fuzzy system and the rule base can be determined from an examination of the network and the weights associated with the network connecting links. This link between the neural network and an associated fuzzy system rule base is not presented in either neural network texts or fuzzy systems texts. {~x~j 1996 ASEE Annual Conference Proceedings ?yllllclll’..’ .
Jiménez Bellver, Jorge: Reseña del libro Translator’s Agency

Jiménez Bellver, Jorge: Review of Tuija Kinnunen &amp; Kaisa Koskinen (eds.). (2010). Translators’ Agency. Tampere: Tampere University Press, 187 pp.
Instructional Stance as Indicated by Words: A Lexicometrical Analysis of Teacher Usage of an Inquiry-Based Technological Tool in High School Classrooms

After nearly 20 years as a journalist, Danielle Dowling decided to return to school to earn a second bachelor's degree in physics,
Experiences Using Student Projects To Create University Business Applications

Engineers (both hardware and software) are continually developing and testing processes to create systems "better, faster, and cheaper."A variety of software processes have been developed by the software enginnering community toward this end.Among these processes are eXtreme Programming (XP), Crystal, Feature Driven Development, and the Rational Unified Process (RUP). 1 To be attractive to potential employers, students in computing fields that intend to become software developers should be exposed to and, ideally, have practical experience with modern software processes.This paper describes experiences in a software capstone course which teaches students the activities associated with two popular industry processes: XP and RUP.In particular, the course uses student projects to create applications used within the university.The unique aspect of the course that differentiates it from other software engineering capstone experiences is the emphasis on agile processes (primarily XP) and the use of software development tools (e.g.configuration management, automated testing, modeling) commonly used in industry.Four university projects have been created to date.The first is a web application that supports an NSF funded curriculum development project.The second is a channel supported by the uPortal portal system that automates the department's graduate admissions process and is deployed on the university's IT portal system.The third is an application that integrates a Course Management System, Blackboard, with an outcomes based assessment tool, True Outcomes, to automate the importing of student information to better measure outcomes for ABET accreditation.The fourth project is a linguistics analysis tool that finds word usage patterns in media articles.
Undefined Obstacle Avoidance and Path Planning

Abstract Undefined Obstacle Avoidance and Path Planning of an Autonomous Mobile Robot in a Two-Dimensional WorkspaceAbstract:Design and development of robotics applications has always been an ever advancing areaof study in the field of modern automation technology. The concept of introducingmobile robots in familiarizing engineering technology students with various roboticsproblem solving approaches, is widely being implemented for educational purposenowadays. Path Planning and Collision avoidance are two of the most common theoriesapplied for designing and developing advanced autonomous robotics applications. Theobjective of this study was to develop a graphical programming model for the NationalInstrument’s (NI) Robotic Starter Kit (DaNI) in NI LabView Robotics Platform thatincorporates mobile robot path planning and obstacle avoidance concepts. The LabViewprogram enables the mobile robot to travel from a starting point to a user desireddestination point, avoiding undefined obstacles on its route. This paper encompasses thescope to educate engineering technology students with the robotics “Sense, Think andAct” approach where the robot senses for random obstacles on its path via an ultrasonicsensor, makes a decision based on a non-colliding threshold distance in order to executecollision avoidance routine and returns to the process of reaching the predefineddestination point. The motion of the robot is controlled by two pairs of mechanicallygeared wheels driven by two DC Servo Motors.Project Problem Solving Methodology:The LabView programming approach for this project was mainly based on the requiredtravel time in X direction and Y direction for a certain velocity in order to reach thedestination. In order to solve the program for reaching a destination by successfullyavoiding undefined obstacle on the way, two types of variable were considered in thisresearch: independent variables and dependent variables. The independent variables inthis program are predefined by the user. These are: sensor’s Field of View (FoV), thenon-colliding distance, the travel time in X direction, the travel time in Y direction andtravelling speed. Whenever the robot determines an obstacle, the total travel time in boththe directions increases as there are some time elapsed due to performing the collisionavoidance routine. The travel time in this research is represented by the number ofiteration of the while loop. In the collision avoidance routine, every time the robotdetects an obstacle; it reverses, goes in the right hand direction and then tries to reach itsoriginal path of travel. However, it keeps of performing the collision avoidance step untilit sees a clearance. All movements in this case are time dependent. The logical approachfor solving this problem is given below:Figure 11: Process Flow Diagram.
Utilizing Web Enhanced Technology In Environmental Courses

The purpose of this paper is to present how Internet based
Methodology of Creativity and Creative Thinking: Structure and Content of Educational Cluster

The content of educational cluster based on conception of Mental Integrative Metasystemic Innovative Methodology (MIMIM) is presented.The basic elements of methodology and technology of creativity with new sense are presented.
West African Technology, Education, And Reciprocity Implementation In Benin

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Development Of A Scoring System For The Team Effectiveness Questionnaire (Teq)

The purpose of this paper is to describe and document the development of a standard score (T-score) for the Team Effectiveness Questionnaire (TEQ).The TEQ was developed as an instrument to measure the effectiveness of engineering students working in teams.It is also useful in helping students understand their strengths and weaknesses as effective team players.The TEQ was developed around the premise that an effective teaming experience is obtained when team members perform well, behave as a team, and maintain a positive attitude toward teaming.The foundational premise of the TEQ is that an effective teaming process directly contributes to the overall effectiveness of the team.An effective teaming process is measured by the mastery of the following seven constructs: common purpose, goal clarification, role clarity, psychological safety, mature communication, productive conflict resolution, and accountable interdependence.In order to fully utilize the TEQ, a scoring system is necessary to facilitate calculating and interpreting results.In choosing the norm reference standard score, T-score, we analyzed and evaluated several other scoring categories such as: content reference, criterion reference, and norm reference.The decision to use the T-score type was made after analyzing and evaluating the characteristics, objectives and/or intentions of the various types.The standard T-score was selected because: 1) it would not report negative values, 2) people are familiar with a 0-100 scale which would allow for easier interpretation, and 3) this type will allow individuals to compare their responses with the norm group.The use of a standard score will minimize false interpretations that a non standardized score could lead to.Without a standard score the interpretation of the results will depend on the criteria of the person that has access to the results.The criteria and procedure used to develop the standard score will be described throughout this article, as well as the characteristics of the norm group that were used as a reference for the interpretation of future results.The mean and the standard deviation for each of the constructs are provided as well as an example of how to calculate a score and how to report it as a T-score.This standard score will be useful in accurately interpreting the individual's ability to perform as an effective team member and help them realize what their strengths and deficiencies are in order to improve those characteristics that an effective team player should have.