Professional Documents
Culture Documents
International Journal of
ISSN 2225-658X (Online)
DIGITAL INFORMATION AND WIRELESS COMMUNICATIONS
Volume 3, Issue 3
2013
TABLE OF CONTENTS
Original Articles
PAPER TITLE
ELLIPTIC JES WINDOW FORM 2 IN SIGNAL PROCESSING
AUTHORS
PAGES
206
215
231
240
Burita,
Vojtech
Zeinab
Talepour,
Hamide
RECEIVED SIGNAL STRENGTH ESTIMATION IN VEHICLE-TO-VEHICLE Kondori, Masoud Barakati,
COMMUNICATIONS USING NEURAL NETWORKS
Mehri Mehrjoo, Javad Ahmadi
Shokouh
247
253
Aditya
Zhou,
261
271
Djamel
Eddine
Menacer,
A MARKET-ORIENTED AGENTS-BASED MODEL FOR INFORMATION
Christophe
Sibertin-Blanc,
RETRIEVAL
Habiba Drias
277
290
301
319
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The Society of Digital Information and Wireless Communications, 2013 (ISSN: 2225-658X)
ABSTRACT
KEYWORDS
The Elliptic Jes window form 2 is an original study
introduced by the author in Mathematics and in Signal
Processing in 2012. Similar to other windows used in
signal processing such as: Hamming, Hanning,
Blackman, Kaiser, Lanczos, Tukey and many other
windows, the main goal of introducing the Elliptic Jes
window form 1is to improve the convergence of the
Fourier Series at the discontinuity. The different points
between the proposed window function and the
previous ones are: -The proposed window function is
variable in form; it can take more than 6 different
forms by varying only one parameter.-It can help the
Fourier series to converge more rapidly compared to
the traditional ones. It can be used in both analog
design of filters and digital design of filters. It is used
to truncate the Fourier series with a variable window
shape that keep the necessary information about the
signal even after truncation.
In fact, the Elliptic Jes window form 2 is an application
of the Elliptic Trigonometry in Signal Processing. The
Elliptical Trigonometry is an original study introduced
also by the author in mathematics in 2004, and it has an
ultimate importance in all fields related to the
Trigonometry topics such as Mathematics, Electrical
engineering, Electronics, Signal Processing, Image
Processing, Relativity, Physics, Chemistry, and many
other domains. The Elliptical Trigonometry is the
general case of the traditional trigonometry in which an
Ellipse is used instead of a Circle, so the Elliptical
Trigonometry functions are much more important
compared to the traditional trigonometry functions.
Therefore, all topics related to the traditional
trigonometry will be ultimately improved by using the
Elliptical Trigonometry functions including Signal
Processing and Specifically the design of windows and
filters. As a consequence, the Elliptic Jes window form
2 will replace all traditional window functions.
1 INTRODUCTION
In mathematics and in signal processing, a window
function (also known as an apodization function or
tapering function) is a mathematical function that
is zero-valued outside of some chosen interval [13]. For instance, a function that is constant inside
the interval and zero elsewhere is called a
rectangular window, which describes the shape of
its graphical representation [6-15]. When another
function or a signal (data) is multiplied by a
window function, the product is also zero-valued
outside the interval: all that is left is the part where
they overlap; the "view through the window".
Applications of window functions include spectral
analysis, filter design, and beamforming [4-5],
[28] and [33].
A more general definition of window functions
does not require them to be identically zero outside
an interval, as long as the product of the window
multiplied by its argument is square integrable,
that is, that the function goes sufficiently rapidly
toward zero.
In typical applications, the window functions used
are non-negative smooth "bell-shaped" curves,
though rectangle, triangle, and other functions are
sometimes used. Briefly, a modification of Fourier
coefficients using window functions improves the
convergence of the series at the discontinuity.
206
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The Society of Digital Information and Wireless Communications, 2013 (ISSN: 2225-658X)
TO
( ))
)) waveform.
In fact:
( )
{
THE
( (
Figure 1, The
and
( )
( )
, the
(3)
-With
( ) is the angular function related to
the (ox) axis is defined [35], for
, as:
( (
))
(2)
With:
is the frequency of the function
is the translation of the function on the axis
( ).
is the a variable parameter
Figure 2, The
( )
-And
( ) is
the
Circular
Trigonometric Ter function which is equivalent to
the tangent of the traditional trigonometry.
Multi form signals made by
( ):
207
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Figures 3.a to 3.f represent multi form signals
obtained by varying one parameter ( ).
e)
a)
f)
b)
c)
( ) and
d)
(
(
))
)
(
(4)
))
208
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The Society of Digital Information and Wireless Communications, 2013 (ISSN: 2225-658X)
With
and
And
(
( ))
With
(5)
and
( ))
(6)
b)
c)
a)
d)
209
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e)
clc
close all
M=2;
a=1; x=0:0.0001:M-1;
fprintf('---Elliptic Jes Window form 2
Introduced by Claude Ziad Bayeh in 201206-21---\n');
fprintf('-------------------\n');
repeat='y';
while repeat=='y'
b=input('determine the form of the
Elliptic trigonometry: b=');
fprintf('b is a variable can be
changed to obtain different signals
\n');
%b is the intersection of the
Ellipse and the axe y'oy in the positive
part.
if b<0,
b
error('ATTENTION: ERROR b must be
greater than Zero');
end;
Ejes=(1./(sqrt(1.+((a/b).*tan(x)).^2))).
*angx(x); % the Elliptic Jes "Ejes"
Emar=(1./(sqrt(1.+((a/b).*tan(x)).^2))).
*angx(x).*tan(x).*a/b; % the Elliptic
Mar "Emar"
f)
Figure 4, multi form signals of the function Elliptic Jes
window form 2 and for different values of
.
plot(x,EjesW2);
axis([0 M-1 0 1.1]);
grid on;
fprintf('Do you want to repeat
?\nPress y for ''Yes'' or any key for
''No''\n');
repeat=input('Y/N=','s');
clc
close all
end; %End while
%--------------------------------
210
International Journal of Digital Information and Wireless Communications (IJDIWC) 3(3): 206-214
The Society of Digital Information and Wireless Communications, 2013 (ISSN: 2225-658X)
main goal of introducing the Elliptic Jes window
form 2 is to improve the convergence of the
Fourier Series at the discontinuity.
The advantages of the new window function over
the traditional windows are:
-The proposed window function is variable in
form; it can take more than 6 different forms by
varying only one parameter.
-It can help the Fourier series to converge more
rapidly compared to the traditional ones.
It can be used in both analog design of filters and
digital design of filters.
It is used to truncate the Fourier series with a
variable window shape that keep the necessary
information about the signal even after truncation.
(8)
(7)
(9)
211
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The Society of Digital Information and Wireless Communications, 2013 (ISSN: 2225-658X)
( )
(
( (
( (
)))
(
)))
)(
)(
)
)
(11)
))
And so on
(10)
The main purpose of developing these windows is
to obtain the smoother form that helps the
attenuation of the desired signal in the extremity of
the window function at the same time obtaining
the minimum amplitude of the side-lobes and
maximum width of the main lobe (refer to figure
10). This is not possible with the existing window
functions. So there is a compromise to do.
The disadvantage of these window functions is
that their frequency response doesnt converge to
zero outside the interval, and moreover, their
amplitudes are not negligible.
212
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213
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21. F. Ayres, Trigonomtrie cours et problmes, McGrawHill, (1991).
22. R. C. Fisher and Allen D.Ziebur, Integrated Algebra and
Trigonometry with Analytic Geometry, Pearson
Education Canada, (2006).
23. E. Demiralp, Applications of High Dimensional Model
Representations to Computer Vision, WSEAS
Transactions on Mathematics, Issue 4, Volume 8, (April
2009).
24. A. I. Grebennikov, Fast algorithm for solution of
Dirichlet problem for Laplace equation, WSEAS
Transactions on Computers Journal, 2(4), pp. 1039
1043, (2003).
25. I. Mitran, F.D. Popescu, M.S. Nan, S.S. Soba,
Possibilities for Increasing the Use of Machineries
Using Computer Assisted Statistical Methods, WSEAS
Transactions on Mathematics, Issue 2, Volume 8,
(February 2009).
26. Q. Liu, Some Preconditioning Techniques for Linear
Systems, WSEAS Transactions on Mathematics, Issue 9,
Volume 7, (September 2008).
27. A. I. Grebennikov, The study of the approximation
quality of GR-method for solution of the Dirichlet
problem for Laplace equation. WSEAS Transactions on
Mathematics Journal, 2(4), pp. 312-317, (2003).
28. R. Bracewell, Heaviside's Unit Step Function. The
rd
214
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The Society of Digital Information and Wireless Communications, 2013 (ISSN: 2225-658X)
Between Pedagogy and Technology: A Two College Case Study - Training Israels
Teachers to Meet the Challenges of the 21st Century
Batia Riechman and Eitan Simon
Kaye Academic College of Education
Beer Sheva,
Israel 84536
rbatia@macam.ac.il
eisi@macam.ac.il
ABSTRACT
process
INTRODUCTION
KEY WORDS
21st century skills, Information and Communications
Technology (ICT), Information Technology (IT),
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for the teachers image and for the act of
education.
holders
meta-cognition.
schools
Information
Computer
the
learning-teaching
basic
computerized
process
learning
(ICT)
assisted
and
learning program).
potentially
technological
learning,
Technology
in
on-line
learning
facilitate
practices
the
in
assimilation
of
teaching-learning
216
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adopt
multimedia
laptop
technology
and
pleasure,
games
and
interpersonal
st
suitable
different scholars.
training
for
pre-service
teachers.
Formulation
of
questions
based
on
education colleges.
sources
successful
or
information
st
of
other
information,
search
strategies,
technologies,
attained,
developing
accessing
assessing
the
organizing
the
Ministry of Education
in problem-solving [10].
st
and
publications
international
[12].
by
Israeli
and
organizing
information
for
the
assessment
media.
of
sources,
data
analysis,
217
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of
produce
simultaneously [14].
technological
tool
to
assessing
alternative
possibilities,
judging
Independent learning
of different opinions,
finding cause/results
and
problems
connections,
evaluating
[18];
possibilities
deducing
conclusions
and
deductions,
assessment,
improving
encouraging
analytical
thinking
ability,
capability,
EDUCATION
SYSTEM
TO
THE
21ST
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The Society of Digital Information and Wireless Communications, 2013 (ISSN: 2225-658X)
CENTURY:
FROM
TRADITIONAL
must
fit
continually
flexibly
adapt
and
instruction
research [31];
supervising
the
learning
teacher
guides
the
scientific
process,
219
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The Society of Digital Information and Wireless Communications, 2013 (ISSN: 2225-658X)
reflection
on
their
personal
learning
teacher.
with
Autonomous learning
The teacher
the
processes
needed
to
They
introduce
to
sources
be
knowledge [34].
of
knowledge
that
can
enhance
their
teaching,
assimilating
professional practice.
International Journal of Digital Information and Wireless Communications (IJDIWC) 3(3): 215-230
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N-Novice teachers
THE
CENTURY
3.
IMPLEMENTATION
IN
COLLEGES
OF
TEACHER-EDUCATION
IN
NORTHERN
AND
The
SOUTHERN ISRAEL
Both
known as CMEI.
teachers
personal
and
the
G-Getting experience
personal-professional
identity
formation
221
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is studied in workshops focusing on self-
observation,
others,
culture.
observation
of
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disciplines. They gain experience in innovative
teachers.
teaching.
Blooms taxonomy
including
the
use
of
discretion
in
the
learning
concerning
the
fundamentals
of
C - Creativity,
organizational
M - Management,
E- Experimentation
I Implementation
forums
suitable to 21
st
century teaching.
Schools in
and
change
blogs
learning
concerning
paths
different
management
of
including:
technological
equipment
and
lead
different
projects
223
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for imitation for the more senior teachers in the
school.
project
college training.
based
approach.
Learning
is
different
(mathematics,
guided
teaching disciplines
by
professional
mentoring
from
disciplines.
The
integration
of
application to evaluation
process.
to
change in
innovations
and
willing
to
become
International Journal of Digital Information and Wireless Communications (IJDIWC) 3(3): 215-230
The Society of Digital Information and Wireless Communications, 2013 (ISSN: 2225-658X)
technical and pedagogical support system, the
Luckmann, 1966).
Kezar
[40]
defined
eight
stages
in
the
training
and
provision
of
technical
and
directors):
The
Thus we suggest an
the organization.
5. Implementation
of
(Resources,
effectiveness
of
the
change,
Infrastructure,
Policy,
People,
International Journal of Digital Information and Wireless Communications (IJDIWC) 3(3): 215-230
The Society of Digital Information and Wireless Communications, 2013 (ISSN: 2225-658X)
the assimilation process of 21st century skills in
the colleges.
findings.
year
2013-2014,
aiming
to
examine
the
the
teacher training.
assimilation
of
these
skills
and
the
needs.
synchronic environments.
teacher-education colleges.
teachers.
Both
quantitative
and
International Journal of Digital Information and Wireless Communications (IJDIWC) 3(3): 215-230
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assimilation of an infrastructure and technical,
development.
evaluation.
Documentary analysis of learning programs,
policy statements of the colleges, newsletters and
Each of these
Triangulation
teachers
conducted
through
various
tools
enabling
training.
This
article
described
the
4. SUMMARY
Evaluation
is
an
important
part
of
the
REFERENCES
[1] Rimon, A.: The National Plan for Adaptation of the
teachers.
Kaye College and Ohalo College have set themselves
the mission, as academic institutions, to train teachers
227
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Education. Research Network Professional Development
of
Technology,
http://cms.education.gov.il/EducationCMS/UNITS/MadaT
http://teacher.scholastic.com/products/english-language-
(2013).
arts-program/expert-21/21st-century-skills-strategies.htm
http://www.ncte.org/library/NCTEFiles/Resources/PolicyR
esearch/21stCenturyClips.pdf
http://teacher.scholastic.com/products/english-language-
st
Education,
Department
of
Management
and
arts-program/expert-21/21st-century-skills-strategies.htm
of
Education,
Department
of
Management
and
Technology,
http://teacher.scholastic.com/products/english-language-
http://cms.education.gov.il/EducationCMS/UNITS/MadaT
arts-program/expert-21/21st-century-skills-strategies.htm
http://www.edutechmag.org/2009/06/28/reviewing-tony-
wagners-seven-skills-students-desperately-need/ (2009).
NY (1994).
NY (1994).
st
of
Education,
Department
of
Management
and
Technology,
http://cms.education.gov.il/EducationCMS/UNITS/MadaT
of
Technology,
http://cms.education.gov.il/EducationCMS/UNITS/MadaT
NY (1994).
http://teacher.scholastic.com/products/english-language-
arts-program/expert-21/21st-century-skills-strategies.htm
Education,
Department
of
Management
and
228
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[24] Israel Ministry of Education: General-Managers
st
Face? http://travelinedman.blogspot.co.il/2007/10/usa-
of
today-leads-to-tomorrow-teachers-as.html (2007).
Education,
Department
of
Management
and
Technology,
http://cms.education.gov.il/EducationCMS/UNITS/MadaT
ech/ICTInEducation (2013)
century literacies,
(2012). [Hebrew]
http://www.ncte.org/library/NCTEFiles/Resources/PolicyR
esearch/21stCenturyClips.pdf
Learning
London:
Facet
Publishing.
ISBN 978-
1856045636 (2006).
http://www.bobpearlman.org/newtechfoundation/Research
http://smartblogs.com/education/2012/06/22/what-21st-
/ManorReport_UT_SanMarcos_ejs&gd%201%20.pdf
century-teacher (2012).
(2010).
http://smartblogs.com/education/2012/06/22/what-21st-
Science:
century-teacher (2012).
(2001).
Doubleday (1990),
http://www.jcu.edu/academic/planassessplanning/files/Pla
nning%20articles/organizational%20change.pdf.
(2001).
http://www.evenfromhere.org/2007/05/21/teacher-as-
network-administrator/
March),
http://www.oln.org/conferences/ODCE2006/papers/jsb20
Project-Based
Approach,
McGraw-Hill
06ODCE.pdf
229
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American
Educational
Research
Association,
New
Educational
Research
Association,
New
Education,
Department
of
Management
and
Technology,
http://cms.education.gov.il/EducationCMS/UNITS/MadaT
ech/ICTInEducation (2013) [Hebrew]
230
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ABSTRACT
This study investigates the coverage areas of VHF and
UHF signals from three television stations in Niger
State, Nigeria, by quantitatively measuring the signal
levels of these signals. The signal levels of the
transmitters of Nigeria Television Authority (NTA),
Minna, Channel 10, (210.25 MHz); NTA, Kotangora,
Channel 8, (196.25 MHz) and Niger State Television,
Minna, Channel 25, (503.25 MHz), and
the
corresponding distances were measured along some
radial routes with the transmitting stations at focus.
These measurements were taken using Digital Signal
Level Meter and Global Positioning System (GPS).
From the data obtained, Surfer 8 software application
was used to draw contour maps of the signal levels
around the transmitting stations to determine the
coverage areas of the stations. The results obtained
show that the present configurations of the transmitters
of the three television stations do not give an optimal
coverage of the state. Only 25.82% of the entire land
mass of the state has television signal coverage.
Consequently, greater percentage of Niger State is
completely out of television signal coverage. So, there
is need to have repeater stations at some intervals to
ensure reception of television signals throughout the
state.
KEYWORDS
Signal level, coverage areas, VHF, UHF, transmitter
1 INTRODUCTION
At broadcast frequencies in the VHF and UHF
bands (30 MHz 3 GHz), propagation is usually
by ground waves which consist of direct wave,
ground reflected and surface wave. Therefore, in
these frequency bands, the electrical parameters of
the ground, curvature of the earth surface, height
of the antenna and weather conditions influence
wave propagation. The degree to which these
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service enjoyed in this area can be regarded as
Grade B1.
The fringe service area is that in which the signal
strength can be useful for some periods, but its
service can neither be guaranteed nor protected
against interference. This is an area in which the
signal strength is greater than 0 dBV, but less
than 30 dBV. Such an area may be said to enjoy
Grade B2 service [3].
This study investigates the coverage areas of the
Nigeria Television Authority, (NTA), Minna,
Channel 10 (210.25 MHz); Nigeria Television
Authority (NTA), Kotangora, Channel 8 (196.25
MHz); and Niger State Television, Minna, UHF
25 (503.25 MHz), by means of quantitative
measurement of the signal levels of the
corresponding signals at increasing distances from
each transmitter until the signals completely fade
out.
2 THEORETICAL BACKGROUND
All electromagnetic waves obey the inverse-square
law in free space. The inverse-square law states
that the power density of an electromagnetic wave
is proportional to the inverse of the square of the
distance from the source. That is, if the distance
from a transmitter is doubled, the power density of
the radiated wave at the new location is reduced to
one-quarter of its previous value. Also, the
electromagnetic waves coming from a transmitter
may experience three other phenomena: reflection,
diffraction, and scattering. All of these factors
affect the transmitted signal as it is "carried"
through the air medium to the distant receiving
antenna [4].
The range of a VHF transmission depends on the
transmitting antenna height, transmitter power,
receiver sensitivity, and distance to the horizon,
since VHF signals propagate under normal
conditions as a near line-of-sight phenomenon.
Radio waves are weakly bent back toward the
Earth by the atmosphere, so the distance to the
radio horizon is slightly extended over the
geometric line-of-sight to the horizon.
(km)
(1)
(2)
Here N is the refractivity which is a practical
quantity often used in preference to n. The
refractive index at the earths surface, denoted by
ns, is about 1.0003. It falls to the value of unity at
great heights. The little difference in the value n
from unity in the troposphere is the reason for the
use of practical unit N. Its value, denoted by Ns,
at earths surface is about 300. Values of N are
often expressed in N-units though it is a
dimensionless quantity.
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The water vapour pressure e is usually calculated
from the relative humidity, and saturated water
vapour, using the expression:
(3)
where H = relative humidity (%) and t =
temperature (C) [8].
The macroscopic structure of the troposphere
varies much more rapidly vertically than
horizontally. For this reason, the troposphere is
said to be vertically stratified. The same vertical
stratification may persist over a horizontal region
tens or hundreds of kilometers in extent. As
temperature decreases with altitude, the air above
a certain level is saturated and excess moisture
precipitates out. This water vapour pressure, e,
decreases more rapidly with height than pressure,
P, and to all intents and purposes is negligible
above 2 or 3 km [9].
The net effect of the variation in pressure P,
temperature T and water vapour pressure e is that
N decreases with height. The average behaviour of
N in the troposphere is the exponential decrease
given as:
(8)
Normal
(9)
Super-refractive
(10)
Ducting/Trapping
(11)
(4)
where Ns is the surface value of N, z is height
above the earths surface and Z is a scale height.
The two terms in the refractivity N in equation (2)
are often separated into dry term D and wet term
W:
(5)
(6)
Both terms decay with height but at different rates
leading to the bi-exponential model with
corresponding surface values Ds, Ws and scale
heights Zd, Zw respectively:
(7)
3 STUDY AREA
Niger State is a State in North central Nigeria and
the largest state in the country. It is named from
the River Niger and Minna is the State capital.
Niger State is located between latitudes 820'N
and 1130'N and longitude 330'E and 720'E.
Niger State is bordered to the north by Zamfara
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State, to the northwest by Kebbi State, to the south
by Kogi State, to the southwest by Kwara State;
while Kaduna State and the Federal Capital
Territory border the State to the northeast and
southeast, respectively (Figure 2).
Furthermore, Niger State shares a common
international boundary with the Republic of Benin
at Babanna in Borgu Local Government Area of
the state. Currently Niger State covers a total land
area of 76,363 sq. km, or about 9 percent of
Nigeria's total land area. This makes the State the
largest in the country. Niger State has a population
of 3,950,249 (2006 Population Census) and
population density of 52/km2 [11, 12].
Climate and Vegetation: Niger State experiences
dry and wet seasons within a year. The annual
rainfall varies from 1,100mm in the northern parts
to 1,600mm in the southern parts. The maximum
temperature is recorded between March and June
which is usually not more than 37 C, while the
minimum temperature is between December and
January (usually not less than 19 C), when most
parts of the state come under the influence of the
tropical continental air mass which blows from the
north. The rainy seasons last for about 150 days in
the northern parts to about 120 days in the
southern parts of the state. The fertile soil and
hydrology of the state support the cultivation of
most of Nigerias staple crops and still allows
sufficient opportunities for grazing, fresh water
fishing and forestry development [13].
The Southern Guinea Savannah vegetation covers
the entire landscape of the state. Like in other
states of similar vegetation, it is characterized by
woodlands and tall grasses interspersed with tall
dense species. However, within the Niger trough
and flood plains are taller trees and a few oil palm
trees. In some areas, traces of rain forest species
can be seen [13].
234
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away completely. Data obtained along one of the
radial routes in Minna is shown in Table 1.
Table 1. Data obtained along one of the radial routes in Minna, Niger State
Distance (km)
(from the
transmitting
Station)
Signal Levels
(dBV )
Location
Elevation (m)
Latitude (oN)
Longitude (oE)
90.0
9.610
6.559
298
3.35
80.1
9.573
6.572
256
6.97
73.0
9.553
6.582
236
8.54
65.4
9.542
6.582
231
14.29
51.4
9.526
6.581
277
18.08
56.5
9.467
6.638
309
21.97
42.5
9.422
6.621
307
23.11
45.3
9.429
6.662
367
25.62
38.1
9.422
6.694
374
29.06
45.2
9.406
6.724
392
31.28
42.0
9.402
6.750
381
34.02
39.6
9.393
6.777
378
37.48
32.5
9.392
6.819
363
40.48
47.3
9.395
6.856
373
45.49
27.0
9.398
6.913
393
50.53
27.0
9.390
6.969
454
60.26
9.278
6.995
294
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5 RESULTS
Figures 4 to 7 show the contour maps of the signal
levels around the three transmitting stations and
their coverage areas in the state, while Figure 8
shows elevation of the ground around the coverage
areas of the stations under study. Tables 2 to 5
show the television signal coverage areas as
percentage of the total land mass and the local
government areas. The results obtained show that:
i.
ii.
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Table 2. Percentage of the coverage areas of the television stations relative to the total land mass of Niger State
Stations
% of Primary
coverage area
% of Secondary
coverage area
% of Fringe
coverage area
Total % of
coverage area
NTA Minna
0.65%
4.15%
9.38%
14.18%
NTA Kotangora
0.22%
4.74%
6.68%
11.64%
Niger State
Television
0.005%
0.32%
1.97%
2.295%
Table 3. Percentage of the local government areas covered by the NTA Minna station in Niger State
L.G.A
% of L.G.A.
with primary
coverage area
% of L.G.A.
with secondary
coverage area
% of L.G.A.
with fringe
coverage area
Total % of
L.G.A.
coverage area
Chanchaga
3.82
100%
100%
Bosso
16.73
7.14%
64.29%
28.57%
100%
Paikoro
30.37
3.80%
46.20%
7.70%
57.70%
Shiroro
36.06
2.80%
22.20%
19.40%
44.40%
Kaicha
44.93
2.27%
45.45%
47.72%
Muya
39.7
5.00%
2.50%
7.50%
Wushishi
54.55
69.20%
69.20%
Gurara
60.38
25.00%
25.00%
Gbako
59.3
73.10%
73.10%
Rafi
78.41
13.60%
13.60%
Lavun
99.13
5.26%
5.26%
Agaie
79.05
3.85%
3.85%
Lapai
72.79
6.70%
6.70%
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Table 4. Percentage of the local government areas covered by the NTA Kotangora station in Niger State
L.G.A
% of L.G.A.
with primary
coverage area
% of L.G.A.
with secondary
coverage area
% of L.G.A.
with fringe
coverage area
Total % of
L.G.A.
coverage area
Kotangora
16.22
7.70%
61.50%
23.10%
92.30%
Magama
28.27
37.90%
27.60%
65.50%
Mashegu
26.46
3.60%
29.10%
32.70%
Mariga
44.63
2.60%
7.90%
10.50%
Table 5. Percentage of the local government areas covered by the Niger State Television station in Niger State
L.G.A
% of L.G.A.
with primary
coverage area
% of L.G.A.
with secondary
coverage area
% of L.G.A.
with fringe
coverage area
Total % of
L.G.A.
coverage area
Chanchaga
7.88
3.00%
47.00%
50.00%
100%
Bosso
11.93
3.13%
50.00%
50.13%
Paikoro
20.54
6.67%
20.00%
26.67%
Shiroro
25.34
7.50%
7.50%
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stations in the neighboring states. Hence, the
stations are in compliance with the Nigeria
Broadcasting Corporation (NBC) regulation.
7 REFERENCES
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
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ABSTRACT
The article describes the content and teaching
methodology of information systems development and
processing of information sources. The authors present
the structure of courses, motivational aspects applied
and the approaches leading to the development of
creative abilities of students. The illustrative example
of students work is shown. As a theoretical approach,
the structured methodology for information systems
development is applied.
The term of creative ability is analyzed. SW Tovek
Tools have been applied as a process tool for
information retrieval and analysis. A discussion is held
on whether to provide the students with detailed care,
or rather let them struggle on their own to find a
creative solution to tasks.
KEYWORDS
Teaching, information system, information retrieval,
analysis, structured methodology, creative ability,
Microsoft Access, Tovek Tools.
1 TEACHING OF IS DEVELOPMENT
The development of information systems (IS) for
commercial use is being executed through agile
methodologies
and
object
approaches.
Predominantly, web applications are being
created, and working with IS by using mobile
devices is being solved.
Yet we should not condemn some historical
methodology approaches, such as structured
methodology; we should use them appropriately
with respect to the new conditions, bearing in
mind what is important and how they can be
useful in teaching. Although the structured
methodology is rather historical, its application is
still required, e.g. 4.
The first part of article presents the experience
gained in teaching the course named
Development and administration of IS, which is
based on a structured approach. It is specified in
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the process and outcome. The theme for the
creation of an IS is chosen by the students
themselves. The procedure for the IS development
and the outcome are given by detailed guidelines.
In the last part of the course, the logical and
physical levels of IS modelling are introduced.
They include the relational data model (RDM),
the transformation of the ERD to RDM, RDM
normalization, and relational operations. The
development environment of the DBMS MS
Access and the description of the basic elements
of the application (table, query, form and report)
are presented.
The above mentioned structure of the course is
suitable for teaching the IT specialists. In the case
of the business oriented students, some of the
passages can be omitted or modified, and thus the
learning objectives can be adapted to the students
needs. It is not necessary to present the details of
DBS, it is possible to replace the definition of the
RDM by the table view of data, to omit
normalization and relational operations. In
addition, this group of students could become
more familiar with the work in MS Access. The
course requirements include a course credit and an
examination. The credit is earned for documenting
an IS. Students use a textbook 3.
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contributes to the students ability to document the
results of their work and to work independently on
an assignment.
The future IT specialists should benefit from the
course by acquiring strong knowledge of basic
concepts of IS, which can be developed in their
further study and practice. The students do not
need expansion of the knowledge concerning the
relational data model in the future, which, despite
all the advances in IT, is nearly 100% presented in
current DBMS.
An important benefit of the course is the
development of students ability to work
independently and to document the results of their
work. In both groups of students, the evaluation of
the documentation of their IS is aimed at
encouraging students to work professionally with
a text editor. It is truly surprising that most of our
secondary schools graduates are not ready to
create quality documents and are very poorly
trained in the use of the office automation
software.
The preparation of undergraduate students
includes the described course as an introduction to
the study. They have obtained substantial
foundations for further education in IS and gained
deep interest in the study program.
2 INFORMATION RETRIEVAL
The article reports on the experience from the
courses called Analysis of information sources
and Designing communication and information
systems (CIS) - Information management at the
University of Defence in Brno. The courses are a
part of the Masters Study Programme. Their goal
is to master work with Tovek Tools (TT) created
by TOVEK [2] and established within the
Ministry of Defence of the Czech Republic.
Students gain knowledge from using the TT. They
undergo orientation training and then they can
manage the information resources workflow. The
course has been designed to contribute to the
development of creative abilities of individual
students. There is also a course book [3] available
for them. The courses are suitable for both faceto-face instruction and distance learning.
After the introduction, this part of the article
analyzes the concept of creative ability, introduces
the tools used for teaching, and discusses the
courses and teaching methods, which should
contribute to the students creative abilities.
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Query Editor (QE) to create the queries.
Harvester (HA) to content analysis.
InfoRating (IR) to context analysis.
Working with the data source starts with indexing
using the IM. Data sources are marked; it is
necessary to distinguish the language in them and
to set it in the IM because of the correct
lemmatization and then the sources are indexed.
All other activities in the analysis of information
are already underway over the indexed collection.
Of course, there is an access to the source
document, if it is needed in any of the TT
modules. The query takes place in the TA.
A query can be prepared in the form of a Boolean
expression, in free text, and as TOPIK the result
of work in the QE. The search interface of the TA
component is shown in Figure 6.
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Also, the historical horizon of data search is
mentioned: from library index systems through
Boolean to the concept search.
The further teaching block deals with Document
IS: individual phases of text processing and the
respective approach to it are explained. Then the
teaching block of the key topics follows; it
explains working with TT modules when
searching and analyzing information. The
teaching takes the form of training. Working with
TT modules is at first tried on a small Czech
document base which includes about two hundred
documents. The indexing of documents proceeds
within a few seconds after the document base is
identified, which does not pose a slightest
problem for the students.
Searching in the document base is performed at
first with individual key words, then with a pair of
words linked with different operators (OR, AND,
NOT, ACCRUE).
The search result is explained and students must
always understand it. ACCRUE becomes the
favourite operator for students future work (it
searches using the operator OR and arranges the
search results by the operator AND).
Then they search in the documents as required by
the task. After that the creation of more complex
queries in the form of TOPIK follows; it is
arranged in a hierarchical query structure, see
Figure 9.
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The teacher ignores students requirements to
explain the details of tasks; they have to cope on
their own. In their lives, there will not be a tutor
available all the time to provide them with explicit
instructions.
The results evaluation of the approach describing
in the paper are still not very optimistic. The
students are not yet prepared to innovative think
and work, because in other subjects is that culture
not applied.
4 ACKNOWLEDGEMENTS
The article presents the results of the experiences
in the education at the University of Defence in
Brno, Czech Republic, Faculty of Military
Technology, Department of Communication and
Information Systems; and Tomas Bata University
in Zln, Czech Republic, Faculty of Management
and Economics, Department of Industrial
Engineering and Information Systems.
5 REFERENCES
1. ALDOUS, C. R. Creativity in Problem Solving:
Uncovering the Origin of New Ideas. International
Education Journal, 5(5) (2005)
2. Analytical SW Tovek Tools, TOVEK company. [Cit.
2013-01-03]. Available at: www.tovek.cz. (2013)
3. BURITA, L., ONDRYHAL, V., TRUNDA, M.
Information systems. Coursebook U-3099. Brno, Czech
Republic: The University of Defence Press (2005)
4. GIANNOCARRO, R. at al. A Structured Methodology
for Developing Performance Measures in any
Environment.
Available
at
http://maja.unimb.si/files/apem/ APEM2-2_91-99.pdf (2012)
5. IACIS. Available at http://www.iacis.org/ (2012)
6. NACCCE report. 2. The National Advisory Committee
on Creative and Cultural Education. All Our Futures:
Creativity, Culture and Education. [Cit. 2013-01-03].
Available
at:
http://sirkenrobinson.com/skr/pdf/
allourfutures.pdf (2013)
7. RALLEY, James D. ICT and Creativity in Education:
Examining the Effect That New Labour Policy Had on
Creative ICT Practice, and Why This Practice is
Important. [Cit. 2013-01-03]. Available at: http://
www.scribd.com/doc/77932877/ICT-and-Creativity-inEducation (2013)
8. RILEY, Nigel R., AHLBERG, Mauri. Investigating the
use of ICT-based concept mapping techniques on
creativity in literacy tasks.. [Cit. 2013-01-02]. Available
at: http://scholar.google.cz/scholar_url?hl=cs&q=http://
education.korea.ac.kr/innwoo/edu603/computers_in_edu
cation/investigating. (2013)
9. VLAIC, Zbynk. IS Guitars. Course credit assignment:
IS Development and Administration Course. Brno:
University of Defence (2010)
246
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ABSTRACT
Received signal strength (RSS) is a major performance
metric in vehicular communication system design.
Experimental measurements of the RSS for vehicular
communications are not cost effective. Therefore, offthe-shelf ray-tracing packages are deployed to
substitute the costly measurements with RSS
simulations. However, the simulation process is too
time-consuming if the RSS is required over a long
interval of time. We propose a new RSS estimation
approach using neural network (NN) to reduce the
computation time. First, ray-tracing is used for
simulating the RSS in some instances of time and
training the NN. Then, the NN is deployed to estimate
the RSS afterward. We apply the new approach to an
antenna placement problem in vehicle-to-vehicle
(V2V) communications. The numerical results show
that RSS computation time reduces significantly by
using the proposed estimation approach, and the
approach is as effective as ray-tracing in the RSS
simulation for the antenna placement problem in
vehicular communications.
KEYWORDS
Antenna placement, neural networks, received signal
strength,
vehicular
communications,
wireless
propagation.
1 INTRODUCTION
Today, increasing number of vehicles has led to a
dramatic increase in traffic jam and car accident
occurrences. Therefore, researches on mobile
automotive communications for the purpose of
safe driving have attracted much attention.
Communicating traffic information between
vehicles-to-vehicles (V2V) in a right time and
right place plays a major role in reducing the
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3.5 GHz and 5.2 GHz, respectively, in rural area
[4] and urban and highway area [5]. An error
model for inter-vehicle communications in
highways at 5.9 GHz frequency band has been
proposed in [6]. Influence of antennas placement
on the V2V communication channel is
investigated in [7].
All of the aforementioned RSS measurements and
simulations are valid for a set of time instances
where the measurements or simulations have been
carried out. In other words, the RSS values over
the whole interval of time are not determined
because RSS computation in all moments is very
time consuming and not efficient.
To reduce the computational time of RSS
simulations, we suggest estimating RSS based on
some simulated values. In other words, we use a
simulator once for RSS simulation in some
random moments. The simulated RSS values are
fed to an estimation method to estimate the RSS
afterward. We deploy neural network (NN) for the
estimation. The simulated RSS at the sample
moments are used to train the NN. Our proposed
approach is advantageous in terms of reducing the
computation time because, first, the estimation is
performed much faster than the simulation process
with the cost of some negligible errors, second, the
RSS simulation for a small number of sampling
instances is required to determine the RSS over
the whole interval of measuring time.
To evaluate the performance of the proposed RSS
estimation method, we apply it to the antenna
placement problem in V2V communications,
where the RSS is used as a decision metric for
locating the transmitter and receiver antennas. We
compare the effectiveness of the estimated RSS
(achieved by our proposed method) with the
simulated RSS (achieved by a ray-tracing
simulator) in solving an antenna placement
problem. Using RPS simulator, we simulate the
RSS for different cases where one of the
transmitter/receiver antennas is fixed on a vehicle,
and the other is located in different places on
another vehicle. Then, for the same cases, we use
the proposed estimation method for the RSS
computation. Comparing the RSS values
computed by the two methods, we show that,
while the estimation method is faster than the RPS
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each other. The vehicles are perfect electrical
conductors with cubic shapes and different sizes.
Rectangular boxes model the buildings located at
0.1m from the road side. The permittivity, r, of
the buildings and the trees equals 2.25-j0.05 and
2.25-j0.035, respectively.
The dimensions of the objects compared to the
wavelength
should
be
small
enough
(approximately, 10 time smaller). So, the
frequency is set to 1.8 GHz. The antennas are
isotropic. Therefore, the RSS is independent of the
angle of arrival in the receiver.
3 RPS IMPLEMENTATION
The system model parameters are set and the
urban area is implemented in RPS simulator in this
section.
RPS has the geographical map generating
facilities. The map generator locates the
environment objects on the map and assigns the
electrical parameters, such as, permittivity, r,
permeability, r, and the standard deviation of the
surface roughness, , to the objects. The objects
material parameters are set based on the chosen
frequency band. These parameters affect
reflections, diffractions, and transmissions of rays.
Figure 1 shows the traffic distribution and the
urban area implemented in RPS. The transmitter
speed, the receiver speed, and the distance
between them are important parameters in the RSS
simulation. The transmitter and the receiver
speeds are 80 Km/h and 55 Km/h, respectively.
The initial distance between the transmitter and
the receiver is 80 m. The simulation is run until
the distance reaches 120 m.
The
aforementioned
wireless
channel
impairments, explained in Section 2, are
considered in the ray tracing simulators.
After implementing the system model, the RSS is
simulated at different moments. We need a
number of random inputs to train the NN. We use
a series of simulated RSS at random moments for
this purpose. Based on the numerical results of the
implemented scenario (see Section 4), if the
number of samples is less than 115, the NN is not
trained appropriately. With respect to the relative
speed of the transmitter and the receiver, samples
should be taken every 0.05 on average to achieve
115 samples.
Figure 2 demonstrates dominant multipath
components of running the simulator once. The
transmitter antenna is on the front bumper of a
vehicle and the receiver antenna is on the roof of
another vehicle.
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with one output layer is selected for this work.
Figure 3 shows the architecture of a generic
perceptron network. The network consists of three
layers: an input layer, a hidden layer (with a
sigmoid activation function), and an output layer
(with a linear activation function).
a i1
1
1 e jni1
(1)
(2)
250
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The performance of the proposed RSS simulation
approach is compared with the ones of RPS raytracing simulators in this section. The trained NN
in Section 4 is used for RSS estimation in an
antenna
placement
problem
in
V2V
communications. A vehicle with a mounted
receiver antenna on the roof is communicating
with a vehicle whose transmitter antenna can be
mounted on the roof, the right side, or the front
bumper. The RSS is computed for the three cases,
where the place of the transmitter antenna
changes:
251
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2.
3.
4.
5.
Figure 8. RSS of R case.
6.
7.
6 CONCLUSION
A new RSS estimation method based on neural
network has been presented for the antenna
placement problem in V2V communications.
Three V2V communication scenarios in an urban
area where the transmit antenna is placed on the
right side, the front bumper, and the roof of a
vehicle and where the receiver antenna is fixed on
the roof of another vehicle have been considered.
The RSS values for the three scenarios have been
computed using RPS ray-tracing simulator and the
proposed estimation method. The numerical
results demonstrate that the proposed RSS
estimation method can be deployed for effectively
solving the antenna placement problem. Besides,
the RSS computation time of the proposed
approach is much less than the ones of the RSS
simulator.
8.
9.
7 REFERENCES
1.
252
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ABSTRACT
The article presents the knowledge systems developed
by using the software AToM and the experience with
their application for teaching and universities
cooperation. The theoretical bases of the solution are
Topic Maps; the software AToM is described and
individual cases of the knowledge systems are
introduced. The article reflects the years of experience
in the cooperation of the knowledge systems
development with the AION CS Company. Two
examples are presented in detail: Conferences
knowledge system used for education and MilUNI
system for military universities cooperation.
KEYWORDS
Knowledge System, education, university cooperation,
Topic Maps, AToM, MENTAL, MilUNI.
1 INTRODUCTION
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The system contains information on universities,
their structure and focus, members of universities;
it includes publications from conferences in full
text so that they can be studied or cited by
partners.
1.5 Knowledge System Conferences for
Education Support
The knowledge system Conferences is an
simple system about conferences that is used for
education. The complete methodology developed
in project MENTAL 2 is applied. The steps of
the methodology are father explained.
2 SOFTWARE ATOM
The software AToM, based on Topic Maps (TM)
concept, is briefly characterized, its principles of
operation are described and now some details of
functional possibilities are added in this chapter.
2.1 ISO Standard 13 250: Topic Maps
The TM model consists of the three basic
elements: topic, association between topics, and
occurrences of the topics 5. The TM is
standardized in ISO/IEC 13250:2003.
Each topic represents just one subject and it can
be anything: a person, thing, entity, process, etc..
It is a place in TM where all known information
on the given subject is available by means of
relations and occurrences. Subject is a part of the
real world, which is described in TM.
Associations represent relationships between
topics, are bidirectional, and express unary,
binary, or N-nary relationship between subjects.
Occurrences are formed by information relevant
to a given topic; they can refer to information or
they might just contain it.
2.2 Implementation of TM in AToM SW
One of the goals and benefits of the AToM SW is
to support the implementation of projects of
knowledge
systems,
especially
effective
development of powerful web applications.
This has necessitated some extensions or
specification of the TM standard. Changes in the
processing of occurrences of classes, work with
associations and development of the user
interface, to name some of them.
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not require special knowledge. Anyone can easily
construct a knowledge system on the web.
The AToM web database can be used for intranets
with more powerful features than typical shared
spreadsheets like SharePoint or box.com.
It can be used as a construction kit for building
web applications with powerful information
retrieval, and for various encyclopaedias,
dictionaries, knowledge bases in applications
where wiki approaches are not enough.
2.6 How Does It Work?
At first, create ontology of your problem domain
in the Ontology designer module.
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systems to students reflects the methodology used
in the project MENTAL.
The sequence of work is based on the mentioned
methodology. Its steps include:
1. Collecting information sources and their
processing utilizing.
2. Clarification of the terms in the area in
focus and verification them regarding the
document base.
3. Ontology classes and associations design
and their verification; the use of VUE SW.
4. Ontology characteristics design and their
assignment to classes.
5. Editing the ontology into the AToM SW
environment.
6. Creating a knowledge base.
At first, the basic concepts and work with
information sources are introduced to students,
and simultaneously, the used SW is described.
The task assignment for student work is
intentionally general and ambiguous, so that the
students have to search their own approach to the
analysis of information sources. For example:
Analyse the information sources of the
conference, produce an overview of the
information systems field, the processing of
knowledge, social networks and communication
systems that were discussed at conferences.
Without any more details stated in the assignment,
the students are expected to carry out analysis of
information sources, and to select the articles that
cover the given field and examine them in detail.
The students are supposed to find the details of
each article (about the authors and their
workplace, research and implementation tasks
carried out, methods and tools used, the results
obtained).
If the students reports on processing the
information sources are not satisfactory, they have
to correct them. At the same time, the students get
familiar with the specific domain, as a preparation
for building the knowledge base.
Consequently, the students are introduced to
knowledge approaches, creating ontology and the
AToM SW environment. The assignment is built
on the previous activity; for example:
Create a knowledge base on the conference;
within the knowledge base, process selected
articles on information systems, knowledge
processing, social networks and communication
systems.
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The next advantage is complex environment
where it is no problem to add or to change a new
study material.
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UNIVERSITY
Military universities in NATO countries
Other military universities of EU countries
which are not NATO members, and other
military universities in Europe (apart from
the EU countries)
UNIVERSITY-PART
Organizational units of a university
(faculties and departments)
ORGANIZATION
Research organizations
Organizations for NEC
International cooperation (such as
ERASMUS and SOKRATES)
Organizations listed in the CIA World
Factbook
PRODUCT
for example, IS for Command and Control
COUNTRY
World geography
CITY
Location of a university, organization,
conference, ...
PERSON
University staff member, organization,
author of a conference paper, ...
DOCUMENT
A document includes sections and/or text
CONFERENCE
For example, EJC-2012 (European-Japanese
Conference on Information Modeling)
ACTIVITY
All other activities apart from a conference
DOMAIN
Areas of interest of a person, organization,
document, conference, activity)
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AToM. KP MilUNI is a typical web application
and is available at http://www.atom.miluni.eu/.
The KP consists of 3 types of pages:
1. Title page
2. List page with the result list
3. Detail page
KP includes some menus and boxes for access and
search information. Almost all parts are under
administration in the MilUNI ontology.
Content of the title page is the complete menu and
search boxes with the actualities, see Figure 11.
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The existing state of the MilUNI system
development is only a starting point for its further
improvement. The primary requirement of such a
system is its acceptance and utilization by users.
The author assumes that this process will take one
to two years. At first, it is necessary to address
colleagues from military universities who have
already shown their interest in mutual
collaboration, and to encourage them to use the
system.
Supposedly, these colleagues will inform their
colleagues, and thus the awareness of the MilUNI
platform for cooperation within military
universities will raise. Naturally, an interest group
will form which will secure the verification and
editing of the existing data about each university,
and then, step by step, they will add further
information to meet the objectives of the
knowledge system. It primarily includes research
activities, publications in scientific journals and at
conferences.
This community will gradually make suggestions
on the improvement of the ontology, and it will
also put forward the requirements for adding other
vital relations.
4 CONCLUSIONS
The article presents a large variety of areas and
ways how the AToM SW was applied while
creating the knowledge-based systems supporting
learning and cooperation between universities. It
also introduces the experience and the best
method how to teach the creation of knowledgebased systems and how to use them in practice.
The created knowledge systems based on the
AToM SW are only at the mere beginning of the
application process, but they convincingly
demonstrate the wide range of application
possibilities.
5 ACKNOWLEDGEMENT
The article presents the results of the defence
research project MENTAL, results of the project
in the area of eGovernment of the Czech
Republic, and the results of other the research at
the University of Defence, Faculty of Military
Technology, Department of Communication and
Information Systems.
6 REFERENCES
1. Gardavsk, P.: Project what it is: Three most important
Encyclopaedia of Czech histories. Available at
www.cotoje.cz,www.ottovaencyklopedie.cz (2001).
2. Research Defence Project the Knowledge Management
of the ACR NEC MENTAL. Prague: MoD, CR (2012).
3. Gardavsk, P.: Service Law for people" Collection of
Law of CR. Available at www.zakonyprolidi.cz (2011).
4. Buita,L., Brocheton,N., Bruget,K., Fernandes Lopes,M.:
Knowledge Management System based on NATO
Military Universities cooperation for educational and
research support. Cybernetic Letters, vol. 20, no. 1, ISSN
1802-3525 (2012).
5. Pepper, S.: The TAO of Topic Maps. Available at http://
www.ontopia.net/topicmaps/materials/tao.html (2012).
6. Wikipedias information source about Military
Academy. Available at http://en.wikipedia.org/ wiki/
Military_Academy (2012).
7. Visual Understanding Environment. Available at
http://vue.tufts.edu/ (2012).
8. Buita, L.: Development of Knowledge Management
System MENTAL. Cybernetic Letters, vol. 18, no. 1.
ISSN 1802-3525 (2010).
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Skip Trie Matching: A Greedy Algorithm for RealTime OCR Error Correction on Smartphones
Vladimir Kulyukin
Department of Computer Science
Utah State University
Logan, UT, USA
vladimir.kulyukin@usu.edu
Aditya Vanka
Department of Computer Science
Utah State University
Logan, UT, USA
aditya.vanka@aggiemail.usu.edu
I.
extraction,
character
Introduction
Haitao Wang
Department of Computer Science
Utah State University
Logan, UT, USA
haitao.wang@usu.edu
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provided by volunteers who are assumed to periodically
upload product details and associate them with product IDs,
almost no nutritional information is available and some of it
may not
be reliable. Some applications (e.g.,
http://redlaser.com) provide some nutritional information for a
few popular products.
While there are many vision-based applications to process
barcodes, there continues to be a relative dearth of visionbased applications for extracting other types of useful nutrition
information from product packages such as nutrition facts,
caloric contents, and ingredients. If successfully extracted,
such information can be converted into text or SQL via
scalable optical character recognition (OCR) methods and
submitted as queries to cloud-based sites and services.
In general, there are two broad approaches to improving
OCR quality: improved image processing and OCR engine
error correction. The first approach (e.g., [8], [9]) strives to
achieve better OCR results by improving image processing
algorithms. Unfortunately, this approach may not always be
feasible, especially on mobile off-the-shelf platforms due to
processing and networking constraints on the amount of real
time computation or the technical or financial impracticality of
switching to a different OCR engine. The second approach
treats the OCR engine as a black box and attempts to improve
its quality via automated error correction methods applied to
its output. This approach can work with multiple OCR
engines, because it does not modify the underlying image
processing methods.
This article contributes to the body of research on the
second approach. In particular, we present an algorithm, called
Skip Trie Matching (STM) after the trie data structure on
which it is based, for real time OCR output error correction on
smartphones. The algorithm uses a dictionary of strings stored
in a trie to correct OCR errors by skipping misrecognized
characters while going down specific trie paths. The number
of skipped characters, called the skip distance, is the only
variable input parameter of the algorithm.
The remainder of our article is organized as follows.
Section 2 presents related work. Section 3 discusses the
components of the vision-based nutrition information
extraction (NIE) module of the ShopMobile system [10, 11]
that run prior to the STM algorithm. The material in this
section is not the main focus of this article, and is presented
with the sole purpose of giving the reader the broader context
in which the STM algorithm has been developed and applied.
Section 4 details the STM algorithm and gives its asymptotic
analysis. In Section 5, the STM algorithms performance is
compared with Apache Lucenes n-gram matching [2] and
Levenshtein edit distance (LED) [3]. Section 6 analyzes the
results and outlines several research venues for the future.
II.
Related Work
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similar graphic features (e.g., t misrecognized as l or u as
ll). Another frequent OCR error type, which does not yield
to correction by transposition, is character omission from a
word when the OCR engine fails to recognize it or merges it
with the previous character (e.g., the letter i with a missing
dot is merged with the following letter k when k is placed
close to i).
III.
(1)
g x y 0 255 I x, y .
m 1
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x min c | g x c VP ;
'
l
(2)
HP
rl max r | f r HP & r ru .
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y s i | pi 1 & pi ;
On many mobile platforms the trie has been used for word
completion. The STM algorithm is based on an observation
that the tries efficient storage of strings can be used in finding
closest dictionary matches to misspelled words. The only
parameter that controls the algorithms behavior is the skip
distance, a non-negative integer that defines the maximum
number of misrecognized (misspelled) characters allowed in a
misspelled word. In the current implementation, misspelled
words are produced by the Tesseract OCR engine. However,
the algorithm generalizes to other domains where spelling
errors must be corrected fast.
The STM algorithm uses the trie to represent the target
dictionary. For example, consider a trie dictionary in Figure 6
that (moving left to right) consists of ABOUT, ACID,
ACORN, BAA, BAB, BAG, BE, OIL, and ZINC.
The small balloons at character nodes are Boolean flags that
signal word ends. When a nodes word end flag is true, the
path from the root to the node is a word. The children of each
node are lexicographically sorted so that finding a child
character of a node is Olog n, where n is the number of the
nodes children.
Suppose that skip distance is set to 1 and the OCR engine
misrecognizes ACID as ACIR. The STM starts at the root
node, as shown in Figure 7. For each child of the root, the
algorithm checks if the first character of the input string
matches any of the roots children. If no match is found and
the skip distance > 0, the skip distance is decremented by 1
and the recursive calls are made for each of the roots
children. In this case, A in the input matches the roots A
child. Since the match is successful, a recursive call is made
on the remainder of the input CIR and the root nodes A
child at Level 1 as the current node, as shown in Figure 8.
(4)
ye j | p j 1 & p j .
Once these coordinates are identified, the text chunks can
be segmented from the image. As can be seen from Figure 5
(right), some text chunks contain single text lines while others
have multiple text lines. The actual OCR in the ShopMobile
system [19] takes place on the text chunk images such as
shown in Figure 5 (right).
IV.
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Edit Distance:
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Thus, there are n d matches and d mismatches. All matches
V. Experiments
run in On d log . In the worst case, for each mismatch,
lines 18-19 ensure that
constant,
O n log On .
d
Since
1. inputLength = len(intpuStr)
2. suggestionList = [ ]
3. STM(inputStr, d, curNode, suggestion):
4. IF len(inputStr) == 0 || curNode == NULL: fail
5. IF len(inputStr) == 1:
6.
IF inputStr[0] == curNode.char || d > 0:
7.
add curNode.char to suggestion
8.
IF len(suggestion) == inputLength &&
9.
curNode.wordEnd == True:
10.
add suggestion to suggestionList
11. ELSE IF len(inputStr) > 1:
12.
IF inputStr[0] == curNode.char:
13.
add curNode.char to suggestion
14.
nextNode = binSearch(inputStr[1], curNode.chidren)
15.
IF nextNode != NULL:
16.
STM(rest(inputStr), d, nextNode, suggestion)
17.
ELSE IF d > 0:
18.
FOR each node C in curNode.children:
19.
add C.char to suggestion
20.
STM(rest(inputStr), d-1, C, suggestion)
21.
ELSE fail
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smartphones sdcard and later categorized by a human judge
into three categories: complete, partial, and garbled.
The three categorizes were meant to estimate the degree of
recognition. Complete recognition denoted images where the
text recognized with OCR was identical to the text in the
image. For partial recognition, at least one character in the
returned text had to be missing or inaccurately substituted. For
garbled recognition, either empty text was returned or all
characters in the returned text were misrecognized. Table 1
gives the results of the OCR engine text recognition
comparison. The abbreviations TD, GD, TS, and GS stand for
Tesseract Device, GOCR Device, Tesseract Server, and
GOCR Server, respectively. Each cell contains the exact
number of images out of 200 in a specific category.
Table 1. Tesseract vs. GOCR (%).
Complete
Partial
Garbled
TD
146
36
18
GD
42
23
135
TS
158
23
19
GS
58
56
90
The percentages in Table 1 indicate that the recognition
rates on Tesseract are higher than those on GOCR. Tesseract
also compared favorably with GOCR in the garbled category
where its numbers were lower than those of GOCR.
To evaluate the runtime performance of both engines, we
ran the application in both modes on the same sample of 200
images five times. Table 2 tabulates the rounded processing
times and averages in seconds. The numbers 1 through 5 are
the run numbers. The AVG column contains the average time
of the five runs. The AVG/Img column contains the average
time per individual image.
128
101
101
110
103
110
0.5
GD
50
47
49
52
48
49
0.3
TS
40
38
38
10
39
38
0.2
GS
21
21
20
21
21
21
0.1
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thread and a Handler makes it easier to push tasks into a
Looper from other threads.
The Lucene n-gram and edit distance matching algorithms
find possible correct spellings of misspelled words. The ngram distance algorithm divides a misspelt word into chunks
of size n (n defaults to 2) and compares them to a dictionary of
n-grams, each of which points to the words in which they are
found. A word with the largest number of matched n-grams is
a possible spelling of a misspelled word. If m is the number of
n-grams found in a misspelled word and K is the number of ngrams in a dictionary, the time complexity of the n-gram
matching is O(Km). Since the standard LED uses dynamic
programming, its time complexity is O(n2), where n is the
maximum of the lengths of two strings being matched. If there
are m entries in a dictionary, the run time of the LED
algorithm is O(mn2).
In comparing the performance of the STM algorithm with
the n-gram matching and the LED, time and accuracy were
used as performance metrics. The average run time taken by
the STM algorithm, the n-gram matching, and the LED
distance are 20 ms, 50 ms, and 51 ms, respectively. The
performance of each algorithm was evaluated on non-word
error correction with the recall measure computed as the ratio
of corrected and misspelled words. The recall coefficients of
the STM, n-gram matching, and the LED were 0.15, 0.085,
and 0.078, respectively. Table 3 gives the run-time and the
corresponding recalls.
Table 3. Performance Comparision.
STM
N-Gram
Run Time
25ms
51ms
51ms
Recall
15%
9%
8%
VI.
LED
Discussion
Acknowledgment
This project has been supported, in part, by the MDSC
Corporation. We would like to thank Dr. Stephen Clyde,
MDSC President, for supporting our research and
championing our cause.
References
[1]
[2]
[3]
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[4]
[5]
[6]
[7]
[8]
[9]
[10]
[11]
[12]
[13]
[14]
[15]
[16]
[17]
[18]
[19]
[20]
[21]
[22]
[23]
[24]
[25]
[26]
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Wei Wang
International School, Beijing University of Posts
and Telecommunications
Beijing University of Posts and Telecommunications, BUPT
Beijing, China
Email: WW100ANG@hotmail.com
ABSTRACT
Clustering is an important part of data mining
techniques, and VDBSCAN is a well-known
density-based one. VDBSCAN is robust against noise
and can recognize arbitrary shapes of clusters. Besides,
it works effectively when dealing with datasets with
varying densities. A main drawback of VDBSCAN is
that it still requires a user-specified parameter K. An
inappropriate choice of K can seriously degrade the
accuracy of results. So in this paper we propose a
totally parameter-free algorithm, OVDBSCAN, to find
the global optimum K automatically, using the concept
of derivative. The basic idea of OVDBSCAN is
regarding
as the derivative of k-dist, which
means the distance between an object and the kth
nearest object of it. Then it chooses the largest K on
condition that
oesnt excee the threshol we
set. In OVDBSCAN, the determination of K is based
on the distances among objects within a dataset, thus
the generated K reflects the property of this dataset.
Weve applie OVDBSCAN to a two-dimensional
sample dataset, and the result shows that it can identify
dense areas of varying densities.
KEYWORDS
Data mining; Clustering algorithm; VDBSCAN;
Downtown area; Derivative
INTRODUCTION
2
PREVIOUS WORK
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VDBSCAN was proposed on the basis of
DBSCAN, so before we introduce VDBSCAN, we
have to look into DBSCAN. DBSCAN is a
density-based clustering algorithm which finds
core objects and connects them to their
neighborhoods iteratively to form dense regions,
that is, clusters. The two user-specified parameters,
Eps (short for Epsilon), which means the radius of
a neighborhood we consider for every object, and
MinPts, which means the density threshold, are
crucial in etermining the results accuracy.
DBSCAN works as follows.
Finds the objects that have at least MinPts
objects within their -neighborhood and
marks them as core objects[1,2].
The objects within at least one core objects
-neighborhood are regarded as border
objects.
Objects that are not within any core objects
-neighborhood are marked as outliers and
they are disposed of once recognized.
Any core objects that share one or more
objects within their -neighborhoods are
called connected. Each group of connected
core objects merge into a separate cluster.
All border objects are assigned to the
clusters that contain their associated core
objects [2].
Although DBSCAN has been widely applied, there
are two problems with it. The parameters affect the
result significantly. If the threshold is too low,
some unnatural clusters may be formed, if it's too
high, some natural clusters would be left out[3].
More importantly, because of the fixed parameters
MinPts and Eps, it can't deal with datasets with
clusters that have varying densities.
2.2 VDBSCAN Algorithm
To address the second problem, D. ZHOU and P.
LIU proposed VDBSCAN (Varied DBSCAN) in
2009[4]. VDBSCAN provides a set of different
Eps for a user-specified K (or MinPts) that can
recognize clusters with varying density. Before we
look into VDBSCAN, we have to explain the
concept of k-dist0: The k-dist of an object means
Choose
psi based
3.1 Motivation
VDBSCAN is a great choice when dealing with
downtown area identification problems. In reality,
owntown areas scales vary greatly, an typically
it makes clustering much more difficult. But
luckily, VDBSCAN can recognize clusters with
different densities. Besides, it is robust against
noise, so that areas with scarce POIs are neglected.
However, its still not a perfect choice.
Although VDBSCAN has successfully proposed a
method for the Eps selection, it still requires users
to specify K (or MinPts). And different selection of
K almost certainly leads to different clustering
result. So in OVDBSCAN, we propose a solution
to the problem of K selection.
Firstly, take a look at the sample dataset shown in
Fig.1. Lets say object p is in the small cluster
surroun e by the re circle. Now we consi er ps
k-dist. When K=3, the K-dist is
, when K
increases to 4, the K-dist becomes 2 . The
difference
. But when K increases
2
to 5, the K-dist of p suddenly rises to , the
difference becomes
2 , which is
much larger than
. So for object p, 3 and 4
would be valid K selections, because they basically
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represent the density of that cluster. However, 5 is
not a good K selection, because the corresponding
K-dist cannot correctly indicate the density of that
cluster. So we can conclude that sudden rises of
are likely to suggest the edge of clusters.
Note that here K=4 is better than K=3, because a
larger K within the valid domain leads to a better
clustering result[4].
4
Fig.2 Sample of relation between K and K-dist when p is an
outlier
(2)
APPLICATION OF OVDBSCAN
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on the dataset with the K selected to generate
Eps(s). The k-dist plot of this dataset when k=5 is
given in Fig.5. The two sharp rises, 12 to 14, and
17 to 18, indicate[3] that two densities can be
intuitively recognized (the one in the end is caused
by an outlier). So 0.1178 and 0.2995 are selected
as Eps[4].
Fig.4
plot when k
with threshold
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CONCLUSION
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the efficiency of OVDBSCAN is also a big
challenge.
6
REFERENCES
[1]
[2]
[3]
[4]
[5]
276
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ABSTRACT
Information Retrieval in the World Wide Web
(Web IR) is essential for a number of activities
and it is an active domain of research and development. The main challenges concern the relevance of the results provided to users' queries
and the performance regarding respond-time. On
the other hand, agent-based market systems
prove to be efficient for implementing ecommerce or B2B applications on the internet,
thanks to inherent properties such as prominency
of interactions, scalability, flexibility, interoperability, etc. Although the use of agents in other
application domains is not yet widespread, the
integration of mobile agents into market mechanisms bring clear and efficient solutions to Quality of Service issues encountered in most distributed applications and notably in Web IR
systems. Mobility allows defining the seller
buyer model of interaction, where agents act on
behalf of final users or devices providing resources, while the generic Market Place architecture provides an organizational setting for the
matching of demands and offers. The paper
shows how this framework applies to Web IR
and provides experimental validation results
from a Jade implementation
KEYWORDS
Agents, Mobile Agent, Information Retrieval, Seller
Buyer model, Market Place Architecture, Jade.
1 INTRODUCTION
Most of the current systems for locating information on the World Wide Web, known as
Web Information Retrieval systems (Web IR),
rely on the use of search engines which manage
and attempt to keep up-to-date indexing information by a variety of tools based on spiders,
web crawlers, etc [1]. These engines are then
queried by users to locate and find information
on particular topics.
The main issue in IR systems is to quickly return the relevant information to end-users. The
relevance and the performance become then the
most important requirements in IR systems. In
order to optimize the relevance, many approaches have been proposed, such as the personalization of requests [2] and the semantic Web [3].
However, these approaches are not yet feasible
because they are hard to implement.
The use of centralized engines in IR systems
is a drawback that creates bottlenecks in the
search for locating information. The growing
size of the information to be indexed and the
processing power required to serve search requests jeopardize the suitability of the search engines technology to meet the needs. At any moment, a given search engine is estimated to cover
no more than 40% of the web in its database [1].
To perform an exhaustive search, the user must
employ several search engines and assume that
each one has access to a different 40% part. To
avoid the bottleneck problem, indexes need to be
distributed.
In [4], the authors suggest, as a possible
means for achieving this end, to use mobile
agents that wander across the web in a directed
fashion for seeking the information on behalf of
users. The proposed scheme, called AgentSeek
system, involves three types of mobile agents:
- ferrets which act on behalf of web searcher users, seek for information providers
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and advertise the location of information
consumers
- publicists which act on behalf of web site
creators (people providing information),
advertise the location of information providers and seek information consumers
- gurus which facilitate encounters between
ferrets and publicists
However, the proposed scheme uses specific
concepts, ferrets, gurus and publicists that cannot be applied to other systems.
NetSA [5] is a multi-agents system for the IR
on heterogeneous distributed sources. This system comprises essentially the following agents:
- User agents that collect and filter information from and to the clients
- Broker agents that associate the requests
to agents which are able to respond to
them
- Resources agents, which are linked to an
information resource (internal or external)
and are able to update the data
In line with these technical proposals, the paper proposes a novel integrated mobile agentbased approach for IR in the WWW.
The remainder of this paper is organized as
follows. Section 2 outlines our proposition based
upon mobile agents and market-oriented interaction model. Section 3 describes a new mobile
agents model, the seller buyer model, while
section 4 describes its implementation through a
generic mobile agents-based framework, the
Market - Place architecture. Section 5 presents
how to perform IR tasks by means of market
mechanisms and how to apply the MP architecture to IR applications. Section 6 presents the
MP-IR platform, a jade implementation of the
framework and section 7 provides an experimental validation. Finally, section 8 concludes
the whole paper.
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ability. The performance can be measured by the
relevance and the response time.
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-
Provider site
Client site
Agent mobile
Endogenous Attacks
Exogenous Attacks
(a)
Agent mobile
Masquerading Attacks
MP
Buyer Mobile
agent
Migration
Return
Client site
Seller Mobile
agent
Migration
Provider
site
Client site
Buyer Mobile
agent
Buyer Mobile
agent
Negotiation
Negotiation
Seller Mobile
agent
Server site
Competition
Buyer
agent
Buyer
agent
Seller
agent
Seller Mobile
agent
Market place
Seller
agent
(b)
Client site
Migration
Facilitator
agent
Buyer agent
Market place
Seller agent
Buyer agent
Facilitator
agent
Seller agent
Seller agent
Server site
Migration
Facilitator
agent
Seller agent
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to provide mobile agents with a protection
based upon trust
to distribute the provided services by
means of seller agents
to provide acceptable level of QoS by
market interaction between agents
4.1 MP Components
There are two external actors considered by
the MP architecture: clients that send requests by
means of buyer mobile agents and providers that
offer services at MP by means of seller mobile
agents. The basic idea is that each service S in a
MP system belongs to a class of services SC and
each class of services SC belongs to an application domain D (see figure 4).
Place de march
Service Classes
Eshop
Services
Type Service
Eshops
Market places
Agents Negotiation
Domaine
Catalog
MP
MPNS
MP services Localisation
MPDS
Directory
MP
Archirecture
ASP
Entry Point
Agents Creation
TSA
PKI
Authorities
MPSS
Agent Firewall
Clients
Providers
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C
Clients
Providers
Subscription-request/response
MPi
Subscription-service
ASP
2: Grant
FAi
Cryptographic
service
Itinerary
MA2
MA1
Fai+1
MA1
MA3
4: Move
Return of
Buyer agent
Certificat
With results
Certificat
MPNS
1: Move-request
ASP
Cryptographic
service
Itinerary
MPi+1
3: Notify
MPNS
TSA
Migration
Buyer agent
Step i
CA
Migration
Seller agents
MP(Sci)
MP(Scj)
Migration
Buyer agent
Step j
MPDS
Eshop
Si1
Eshop
Si2
MPSM
MPSS
MPSS
MPSM
Eshop
Si3
MPDS
Eshop
Sj1
Eshop
Sj2
Eshop
Sj3
Mobile Agents
Manager Agents
ASP_GA
*
Static Agents
Facilitator Agents
MP_GA
ASP_FA
*
1
Buyer MA
1.
*
1
Seller MA
2.
3.
MP_FA
E-shop_FA
4.
5.
7.
/* CFP process */
The buyer agent issues a call for proposal by sending a CFP
message to all seller agents;
The seller agents interested by the CFP answer the buyer
agent by sending a service offer;
The buyer agent selects one (or several) of the sellers having
sent an answer;
The buyer agent sends its request to the selected seller
agents;
The selected seller agents answer the buyer agent with a
proposition;
/* reverse auction process */
The buyer agent defines the wished (and hidden) price wp
/*price between a maximum and a minimum prices*/
For each round in (1..MaxRnd) do
/* MaxRnd is the maximum number of rounds allowed */
a. While number of iterations MinIt do
/* MinIt is the minimum number of iterations */
Selected seller agents send public propositions to the buyer agent;
End while;
b. if wp is lesser than all the propositions then
Seller agents are invited to decrease their
propositions;
Else
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8.
ASP
MG
AG
Market Place
AL
MP_GA
Eshop
MP_GA
AL
SL
ML
MP_FA
ASP
MG
AG
ML
eshop_FA
Buyer agent
Seller agent
NEG
Seller agent
Migration
Seller agent
ASP_FA
According to the search category SC of the request, the metasearch agent asks the MPNS
server for an itinerary that comprises a list of
places belonging to SC. After migration, the
metasearch agent meets the index agents in the
e-shops corresponding to the search theme S and
located in a place that belongs to the search category SC; the metasearch agent can then ask
several index agents, merge and filter the different results and return the best result to the user.
Global Migration
Buyer agent
ASP_FA
Local Migration
Seller agent
ASP_GA
5
APPLICATION
TO
INFORMATION RETRIEVAL
THE
Each MP becomes a search place and corresponds to a search category. The e-shops become negotiation rooms and host a search
theme.
A buyer mobile agent is a search agent or
metasearch and acts on behalf of a user. A seller
agent owns an index and a search code, and can
be considered as an index agent which acts on
behalf of a provider. It is reasonable that an index agent carries only an index of a search
Search
Buyer agent
Light metasearch
Index
Seller agent
Engine agent
Interation
Request
Request
Search
Interation
Matching
Buyer agent
Heavy metasearch
Index
Seller agent
Index agent
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the relevance and the size of the returned results.
We assume that each index agent is able to return, in addition to results, the average relevance
and the size of these results. The negotiation
process, based upon the relevance R and the size
of the results S, can be summarized in the algorithm 2:
For each MP in the metasearch agents itinerary
For each e-shop in the MP visited by the metasearch agent
/* CFP process */
1. The metasearch agent makes a call for proposal by sending
a CFP message (SC, S) to all index agents present in the eshop;
2. Each index agent interested by the CFP is added to the selected index agents
3. The selected index agents answer the metasearch agent by
sending a service offer; /* Ns is the number of selected
agents */
/* Reverse auction process */
4. The initiator of the auction, the metasearch agent, defines
the wished (and hidden) price that reflects the Rmin relevance and the Szmax size of the results corresponding to the
search request.
5. The metasearch agent sends its request (SC, S, (k1, k2,...,
kn)) to the selected index agents (matching) ; /* ki are the
keywords */
6. For each round in (1.. Rdmax) /* Rdmax is the maximum
number of rounds allowed */
a. While number of iterations j < Jmin, (1<JminNs)
/* Jmin is the minimum number of iterations */
Each selected index j (0jJmin-1) sends public
proposition (SC,S,Rj,Szj) to the metasearch agent;
End while;
b. if (Rj<R or Sj>Sz j) then
Index agents are invited to decrease their propositions for another round (decrease Sz and/or increase R);
Else
the metasearch agent selects the three most suitable propositions (the answers that feature the maximum relevance R, the minimum size Sz and the
auction ends.
Exit; /* End of auction */
End if;
Next round;
7. The
metasearch
stores
the
results
(SC,S,(url1,url2,...,urlm),Sz,R) in its memory; /* urli are the
URL of the relevant documents */
Move to next e-shop;
Move to next place;
ASP
ASP
Metasearch
agent
Migration
Index
agent
Index
Theme S
Category SC
Migration
Negotiation Room
Theme S
SN
Index
agent
Metasearch
Agent
SN
NEG
Index
Agent
Index
Agent
Index
agent
6 A JADE IMPLEMENTATION OF
MP-IR
6.1 Implementation of the MP architecture
using jade and Java
Jade [10][20][21] is a free and open source
platform for the development of FIPA agentsbased systems.
The MP-IR architecture can be implemented
as a set of Jade platforms distributed over several computers in a network. A market place is a
set of computers including a jade main platform
server and one or several jade platforms without
main container (known as containers) servers
that implement e-shops. The ASP is a main Jade
platform and the other MP components (MPNS
and TSA) may be java services. As a result, such
an implementation of the MP architecture is
called MP-Jade framework. This framework uses Jade for agents management and java as programming language (figure 13).
MP
MPNS
MPSS
MPDS=HSQL
Main
container
MPNS=HSQL
MPSM=AMS
FA=DF
ASP
Container 1
Seller
agent
Container 2
FA=Sub-DF
Seller
agent
Seller
agent
Container 3
Sub-DF
Buyer agent
Eshop
Seller
agent
FA=DF
TSA
Buyer agent
Eshop
Main
container
Sub-DF
GA=AMS
IPMS
Eshop
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The MP-IR architecture can then be implemented by the MP-Jade framework.
6.2 Agents in MP-IR
Every agent inherits the Agent class of the
package jade.core.agent. The tasks of each Jade
agent are called behaviours. Jade allocates one
thread for each agent. Each jade platform is controlled by the AMS (Agent Management System) agent. Information about agents which are
available on the platform is provided by the DF
(Directory Facilitator) agent.
6.2.1 Static agents
The static agents implement a cyclicBehaviour
(a repetitive behaviour issued from the class CyclicBehaviour
of
the
package
jade.core.behaviours) since they run repetitive
tasks.
The DF agent of the main platform (for example
a market place) can act as MP facilitator agent.
The AMS agent of the main platform manages
the places and can act as the MPSM agent.
6.2.2 Mobile agents
-
Client
Main-container
Information Provider
Jade platform
Envoi
Main-container
Envoi
Negotiation Room
Migration
or Remote
interaction
Search agent
Search agent
Ask
Publish
Thematic
Provider AgentIndex.xml
Information Provider
Publish
Broker Agent
Thematic
Provider Agent
Index.xml
Envoi
Publish
The index agents may also implement a finite state machine but lighter than those of
the metasearch agents because it do not
performs
multiple
migrations
as
metasearch agents do. The service
(code+index) of the provider is included in
the behaviour. At its arrival in a place, an
index agent registers its services to the
sub-DF agent of the appropriate e-shop.
Finally, an index agent can interact remotely with its provider site by sockets.
7 EXPERIMENTAL VALIDATION
Thematic
Provider Agent
Index.xml
Browser
Negotiation Room
Information Provider
Search Engine
Full Index Base
Negotiation Room
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Table 1. Chosen Inex requests
Q
Requests
2
3
4
5
6
Assessment
files
206. xml
209. xml
213. xml
217. xml
218. xml
221. xml
Request
Q1
Q2
Q3
Q4
Q5
Q6
Average
1 round
Recall
0,85
0,75
0,2
0,72
0,67
0,84
0,67
Precision
0,66
0,42
0,88
0,53
0,5
0,47
0,58
2 rounds
Recall Precision
0,92
0,66
0,9
0,42
0,4
0,75
0,72
0,57
0,8
0,47
0,8
0,5
0,76
0,56
3 rounds
Recall Precision
0,92
0,78
0,9
0,47
0,2
0,92
0,72
0,57
0,7
0,41
0,84
0,5
0,71
0,61
Request
Q1
Q2
Q3
Q4
Q5
Q6
Average
Basic search
Recall Precision
0,38
0,13
0,45
0,27
0,28
0,7
0,2
0,18
0,4
0,11
0,5
0,24
0,37
0,27
Advanced search
Recall Precision
0,85
0,66
0,75
0,42
0,2
0,88
0,72
0,53
0,67
0,5
0,84
0,57
0,67
0,59
Fig. 16. Recall-precision in function of the number of rounds
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Table 4. Recall-precision in function of the number of providers
Request
Q1
Q2
Q3
Q4
Q5
Q6
Average
3 providers
Recall Precision
0,85
0,66
0,75
0,42
0,2
0,88
0,72
0,53
0,67
0,5
0,84
0,47
0,67
0,58
5 providers
Recall Precision
0,9
0,61
0,84
0,43
0,27
0,9
0,76
0,48
0,9
0,41
0 ,8
0,51
0,61
0,56
7 providers
Recall Precision
0 ,8
0,55
0,86
0,4
0,27
0,9
0,85
0,56
0,9
0,55
0,85
0,53
0,62
0,58
Fig. 18. Recall-precision curves of both systems
We can notice that when the number of providers grows, the recall-precision reaches first an
optimum and then decreases. In our case, the optimum is with 3 providers.
7.2 Comparison with classical IR system
7.2.1 Using the Inex benchmark
Using Inex benchmark, we now compare the
precision and the recall of both systems. We
have fixed the following parameters:
Advanced search
Rdmax=1
Number of providers = 3
Terrier
MP-IR
50
16.03
15.00
0
69.96
60.51
40
22.07
20.05
100
1.75
1.75
Terrier
Precision Recall
0,66
0,9
0,42
0,33
0,88
0,15
0,53
0,5
0,5
0,85
0,47
0,92
Precision
0,4
0,4
0,95
0,6
0,21
0,41
8 CONCLUSION
WORKS
AND
FUTURE
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the volume of information increases, the index
bases grow and the relevance of the documents
returned to users requests tends to dramatically
decrease. Many approaches have been proposed
to improve the relevance but still do not satisfactorily succeed.
REFERENCES
Using MA to distribute indexes and to convey
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To answer those issues, we have proposed a
novel MA interaction model, the SB model, in
which buyer agents meet seller agents only in
market places, and developed a global architectural design called MP architecture based upon
the SB model. To achieve our proposition, all interactions between agents are based upon market
mechanisms such as negotiation and competition. Finally, we apply MP architecture to IR
systems. The IR framework based upon MP architecture is called MP-IR.
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ABSTRACT
Playing games to support learning is a classic concept
that is seeing a revival today in the widespread use of
computer games. Inserting educational content into
various types of computer games is a strong trend
that some researchers have described as a mad rush.
The aim of this article is to discuss possible learning
stimulating effects of commercial off-the-shelf
(COTS) games in a long-term perspective. We argue
that COTS game players attitudes towards learning
may change in a positive direction even in cases
where direct learning outcomes are not aimed for.
This may be the case when in-game skills are
described in terms of real life skills commonly
associated with higher education. When a high
enough skill level is achieved, then and only then is
the player rewarded with pleasant in-game
experiences.
The causality of the perceived experience is ideally
that with high enough skills, positive stimulation
follows. The contribution of the gaming lies not in
the short-term learning outcome, but rather in the
long-term effects it may have on future educational
choices. Even if such a game do not fulfil the criteria
for learning games it may still be seen as a learning
stimulating game.
KEYWORDS
Learning stimulation, Computer games, Commercialoff-the-shelf games, Learning stimulating games,
Games and learning.
1 INTRODUCTION
Computer games may have an effect on what
learning is going on in a society in several ways.
With a direct approach to game based learning,
the goal is to train the player using computer
games containing relevant information and/or
setups supporting the learning process of the
International Journal of Digital Information and Wireless Communications (IJDIWC) 3(3): 290-300
The Society of Digital Information and Wireless Communications, 2013 (ISSN: 2225-658X)
communication emerging suddenly and with
great impact across many lands and in many
problem situations". [5]
Their underlying architecture, as Gee puts it,
separates computer games from many other
activities in modern society that instead reward
the participant with easy instant gratification, as
remarked by Steven Johnson in his analysis of
popular culture: Youll often hear video games
included on the list of debased instant
gratification that abound in our culture, right up
there with raunchy music videos and fast food.
But compared to most forms of popular
entertainment, games turn out to be all about
delayed gratification sometimes so long
delayed that you wonder if the gratification is
ever going to show. [6]
The positive aspect of something being hard, and
the danger of making things too easy, is also
discussed by Papert: What is best about the best
games is that they draw kids into some very hard
learning The fact is that kids prefer things
that are hard, as long as they are also
interesting. [7] A high difficulty level can also
act as a strong motivator to collaboration in
games that support this, as described by
Hmlinen et al. regarding ways of making
players cooperate rather than play separately
from each other: one option is to design
highly difficult and even frustrating puzzles. In
fact, apparently impossible tasks seem to be one
of the strongest factors promoting player
collaboration. After all, games are all about
facing challenges and succeeding after a series
of failures. [8]
This touches on the Practice Principle, outlined
by Gee as one of several principles involved in
successful learning situations: Learners gets
lots and lots of practice in a context where the
practice is not boring (i.e. in a virtual world that
is compelling to learners on their own terms and
where the learners experience ongoing
success).[9] Among other notable such
principles are the Achievement Principle: For
learners of all levels of skill there are intrinsic
rewards from the beginning, customized to each
learners level, effort, and growing mastery and
signalling the learners ongoing achievements,
the Ongoing Learning Principle (abbreviated):
The distinction between learner and master is
vague, since learners must, at higher and
International Journal of Digital Information and Wireless Communications (IJDIWC) 3(3): 290-300
The Society of Digital Information and Wireless Communications, 2013 (ISSN: 2225-658X)
presented. Prensky argues that Todays students
are no longer the people our educational system
was designed to teach. and remarks that
Todays average college grads have spent less
than 5,000 hours of their lives reading, but over
10,000 hours playing video games". [11]
Coining the term digital natives for the
generation having grown up with computer
games and other recent information technology,
Prensky outlines some of their typical
characteristics: They like to parallel process
and multi-task. They prefer their graphics before
their text rather than the opposite. They prefer
random access (like hypertext). They function
best when networked". [11]
In addition, Prensky links recent habits of
playing computer games to research on
neuroplasticity, summarising that there is no
longer any question that stimulation of various
kinds actually changes brain structures and
affects the way people think, and that these
transformations go on throughout life. [12].
Gaming habits come into focus regarding why
behaviour-changing neuroplasticity has not been
obvious in the past, where Prensky expands: A
key finding of brain plasticity research is that
brains do not reorganize casually, easily, or
arbitrarily. [12]. Instead, extensive practice is
needed for neuroplastic changes to occur, and
with the introduction of computer games into
society, the type of repeated practice needed to
induce such changes is now in place. As Prensky
points out, in reference to a learning programme
involving extensive practice: Several hours a
day, five days a week, sharply focused attention
does that remind you of anything? Oh, yes
video games!. [12]
In the light of these aspects in combination with
the previously mentioned key features of
computer games, it becomes clear that games can
fit very well as an educational tool. To exemplify
we can consider the NASA massively
multiplayer on-line learning game initiative
launched by the Goddard Space Flight Center in
an effort to increase learning in science,
technology, engineering and mathematics,
something which is important for NASAs
human resources regrowth in the future. As
detailed in the associated announcement for
research document [13], this project is aimed at
using computer games for learning purposes in
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In addition, it can also be noted that edutainment
products that rely on the users first having
familiarised themselves with instructions or
introductions in order to play the game
successfully, face the risk of being especially
unsuccessful. This has been discussed by Jenson
et al. after observing users of a computer game
intended to aid learning about baroque music:
In none of the play sessions did we observe
anyone paying attention to or reading in any way
instructions for the game, and they would
not look to instructions even after failing and
would instead seek out something more
playable . [16]
Furthermore, even if an educational game is
successful in the sense that it is engaging while
also containing relevant material as discussed by
Kirremuir, McFarlane and Papert above, an
additional problem is described in [17]. Coining
the term Gamer Mode, Frank observed students
detaching themselves from the underlying
domain that is in focus from a learning
perspective, instead focusing partly or fully on
the game itself, exploiting its functionality in
order to win the game at any cost [17].
By distancing themselves from the subject to be
studied, the learning occurring is that of
mastering the game as such, and not the domain
the game simulates. Such a situation constitutes a
break from the effectiveness criterion as
described by Hays who found that an
instructional game will only be effective if it is
designed to meet specific instructional objectives
and used as it was intended.. [18] Students
going into gamer mode as described by Frank
above, is an example of the game not being used
as it was intended in Hayss sense.
The gamer mode phenomenon described by
Frank above also highlights a difference
regarding ambiguity between games for
entertainment versus educational games. In an
entertainment game, ambiguity resulting from
unclear graphics or interface issues is less of a
problem, as long as the player still can master the
game through a gamer mode approach, learning
how to play the game successfully without any
deeper analysis of what concepts the ambiguous
graphical element stands for. In an educational
game however, the underlying domain that
graphical elements represent is a main priority
and must be clearly communicated through the
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amount of time spent playing, rather than tasks
hard to complete. This can be done explicitly, or
implicitly by requiring the player to perform
repetitive tasks, or rewarding him/her for doing
so.
Such a game design may give a sense of
achievement and progress even if only repetitive
and non-challenging task are performed by the
player: From the ecological perspective,
observations of someone being able to play and
progress in a game cannot be taken for granted
as constituting the outcome of advanced learning
processes. What we see might just as well be
progression that is built into the game system,
and a practice that, compared to other domains,
requires very little learning from its
practitioners. and Games can give us the
sensation of progress and empower us without
demanding that we develop the kind of skills that
many other domains require. Thus, perhaps
some good video games offer a pleasure that
comes from a continuous illusion of learning.
[22]
4 POSSIBLE LONG-TERM LEARNING
STIMULATING EFFECTS FROM
COMPUTER GAME USE
On the other hand also an indirect, or meta level
learning increasing effect from games is
conceivable, by which none or very little actual
learning takes place in the game, but instead the
player is indirectly stimulated to undertake
learning at a later time. This could be staged on a
symbolic level in the game world, due to the way
skills are typically represented in many computer
games.
Using the NASA case as an example, with the
direct game based learning approach first
mentioned, there might be such things as quests
failing if a player in orbit around a planet tried to
travel much faster than another vehicle in the
same orbit, as this would traverse him or her into
another higher orbit, as illustrated in figure 1.
Given that the player then realizes that two
objects cannot travel with different speeds in the
same orbit, learning will have occurred.
Unfortunately, this approach may suffer from the
drawbacks regarding edutainment, or serious
games, described earlier.
Orbit
Capsule
Inadvertent
higher
orbit
Space station
With an indirect meta approach aiming at longterm effects regarding later learning however,
there might instead be such things as labs with
confused scientists and experiments having gone
wrong. The related quests might have goals
vaguely describing the need to help the scientists
by locating missing equipment, symbolically
turning knobs on the lab equipment, or even
fight experimental robots wreaking havoc,
without any actual knowledge being gained in
this immediate process.
The acting mechanism with this meta approach
would instead be the quest reward, typically
consisting of increased skills in fields related to
the type of lab, as indicated in figure 2. This
could be indicated by an increasing numerical
skill level value accessible through the game
interface, as well as associated positive messages
informing the player that he or she has gained
skills in fields commonly associated with higher
education studies.
294
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Hypothetical indirect/meta approach example
Lab
Lab
Control
center
Skill
check
Space
camp
Skill
check
Space
station
Skill
check
Moon
Skill
check
Mars
Proxima
centauri
IX
Skill
check
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Even if the essential ideas in Huizingas book are
on playing rather than on gaming [26] the book
has brought in ideas in to modern game research
in articles on playing everything from digital
online multiplayer games like World of Warcraft
[28] to more traditional multiplayer games like
Football [29]. Play and logic are essentially
different phenomena and there must also be a
distinction between playing and gaming [26].
Games are defined by rules and with abstract
challenges that result in quantifiable outcomes
[30]. To insert educational content into various
kinds of educational games is a strong trend that
some researchers have described as a mad rush
where sound educational principles and theories
sometimes are absent [31].
This touches on the issue of whether playing and
learning could be viewed as intertwined
activities both contributing together to
knowledge acquisition, or as a pair of separate
activities where the former is limited to a being
motivator for the latter. Restricting the role of
the game playing component to a motivator for
learning still means that considerable care has to
be taken to implement the pair in a suitable way.
As Sigurdardottir summarises: One of the
fundamental discussions related to DGBL is the
discussion about play on one hand and learning
on the other. While most of the contributors to
the debate argue that playing is a good
motivator for learning, some have claimed play
to be overestimated. Amongst those who do view
play as a good motivating factor there is still a
debate about whether or not it is adequately
employed in educational games. [32].
In a broad sense educational games might be
defined as games that are designed to teach
someone something and that almost any
initiative that combines gaming and education
can be considered as game based learning [33].
Serious games on the other hand should be
designed for a distinct purpose and not for pure
entertainment [30], and they have also been
presented as:
a mental contest, played with a
computer in accordance with specific
rules, that uses entertainment to further
government or corporate training,
education, health, public policy, and
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negotiation techniques. Flight simulators and
music games also have high type-theme
cohesion, while purely abstract games like Tetris
can be highly addictive even without any defined
theme (ibid). In the light of this, the game type
seems more important than the backstory, and
learning games and serious games lacking
playability are risking to be unplayed and seen as
boring from a gamers perspective [23].
There are still quite few educational games that
enchant players, one possible reason being the
relatively small development funding compared
to
standard
budgets
for
mainstream
entertainment games. The excitement over the
actual game type is seen to be superior to content
[36], however if a player spends hundreds of
hours in a realistic space environment or a wellarranged historical setting it is hard to rule out
theme related influence completely. Even
without any game mechanisms at all a wellformed virtual environment like Second Life is
claimed to stimulate curiosity, creativity and
learning activities [37], [38], which can be seen
as an example of constructivist ideas regarding
interaction with ones environment in the
learning process.
The meaning of interaction and playing games
has been described by the Russian pedagogue
Lev Vygotsky [39], another constructivist that
find games to have a potential for training that
might be applied in real world situations. He has
also distinguished between a learners actual
development and the potential development that
is possible only under guidance and
collaboration.
A more radical constructivist view in which
knowledge is only inter-subjectively or even
only subjectively constructed seems harder to
combine with curricula at university level, at
least in natural and computer sciences. The
Situated
learning
concept
related
to
constructivism that has been described by Jean
Lave and Etienne Wenger appears to be more
applicable to modern adult learning. This is a
type of learning where individuals are supposed
to construct knowledge by socialisation,
visualisation, and problem solving [40].
However, it is not possible to find any guidelines
in constructivism covering how games should be
designed more in detail to be engaging and to
support learning at the same time. On the other
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6.
7.
8.
5 FUTURE RESEARCH
9.
2.
3.
4.
5.
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Theory, 4th International Digital Games Research
Association Conference (2009). Retrieved February 5,
2013 from http://www.digra.org/dl/db/09287.26382.pdf
17. Frank, A.: Gaming the Game: A Study of the Gamer
Mode in Educational Wargaming. In: Simulation &
Gaming, vol 43, pp 118-132 (2012). Retrieved April
4, 2013 from
http://sag.sagepub.com/content/43/1/118.full.pdf+html
18. Hays, R.: The Effectiveness of Instructional Games: A
Literature Review and Discussion. Technical report
2005-004, Naval Air Warfare Center Training
Systems Division, Orlando, Florida (2005). Retrieved
April 5, 2013 from
http://www.dtic.mil/dtic/tr/fulltext/u2/a441935.pdf
19. Pereira, L. L. and Roque, L. G.: Design Guidelines for
Learning Games: the Living Forest Game Design
Case. In: Proceedings of DiGRA 2009, Breaking New
Ground: Innovation in Games, Play, Practice and
Theory, 4th International Digital Games Research
Association Conference (2009). Retrieved August 16,
2013 from
http://www.digra.org/dl/db/09287.16436.pdf
20. Juul, J.: Time to play an examination of game
temporality. In: Wardrip-Fruin N. and Harrigan P.
(eds.) First Person: New Media as Story, Performance,
and Game. MIT Press, Cambridge (2003).
21. Wiklund, M.: Game Mediated Communication:
Multiplayer Games as the Medium for Computer
Based Communication. In: Proceedings of DIGRA
2005, Changing Views: Worlds in Play, 2:nd
International Digital Games Research Association
Conference (2005). Retrieved August 12, 2013 from
http://www.digra.org/dl/db/06278.39122.pdf
22. Linderoth, J.: Why gamers dont learn more: An
ecological approach to games as learning
environments. In: Journal of Gaming and Virtual
Worlds, vol 4, no. 1 (2012).
23. Brusse, E.D.A., Neijens, P.C., and Smit, E.G.: Talking
to Deaf Ears? Two Routes to Narrative Persuasion in
Entertainment Education. In: International Conference
on Future Imperatives of Communication and
Information for Development and Social Change,
Bangkok (2010).
24. Huizinga, J.: Homo Ludens: A Study of the Play
Element in Culture. Beacon Press, Boston (1955,
originally published in 1938).
25. Bogost, I.: Unit Operations: An Approach to
Videogame Criticism. MIT Press, Cambridge (2006).
26. Rodriguez, H.: The Playful and the Serious: An
approximation to Huizinga's Homo Ludens. In: Game
Studies, the international journal of computer game
research, Vol 6, issue 1 (2006).
27. Schiller, F.: On the Aesthetic Education of Man: In a
Series of Letters. Eds. and trans. Elizabeth M.
Wilkinson and L. A. Willoughby. Clarendon Press,
Oxford (1982, originally published in 1794).
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42. Winograd, T. and Flores, F.: Understanding
Computers and Cognition. A New Foundation for
Design. Ablex publishing, New Jersey (1986).
43. Csikszentmihalyi, M.: Flow: The Psychology of
Optimal Experience. Harper & Row, New York
(1990).
44. Sweetser, P. and Wyeth P.: GameFlow: A Model for
Evaluating Player Enjoyment in Games. In: ACM
Computers in Entertainment, Vol. 3, no. 3 (2005).
45. Ryan, W. and Siegel, M.: Evaluating Interactive
Entertainment using Breakdown: Understanding
Embodied Learning in Video Games. In: Proceedings
of DiGRA 2009, Breaking New Ground: Innovation in
Games, Play, Practice and Theory, 4th International
Digital Games Research Association Conference
(2009). Retrieved April 19, 2013 from
http://www.digra.org:8080/Plone/dl/db/09287.38300.p
df
46. Plotnikov, A., Stakheika, N., Schatten, C., Belotti, F.,
Pranantha, D., Berta, R. and De Gloria, A.: Measuring
Enjoyment in Games Through Electroencephalogram
(EEG) Signal Analysis: In: Proceedings of the 6th
European Conference on Games-Based Learning
(ECGBL 2012), pp 393-400. Academic Publishing,
Reading, UK (2012).
47. Linderoth, J.: It is not hard, it just requires having no
life Computer games and the illusion of learning. In:
Nordic Journal of Digital Literacy, no. 1 (2009).
300
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1. INTRODUCTION
More and more lecturers in higher education
have experience with technology, and are
looking for new ways to adapt their traditional
ways of training and teaching and for flexible
tools capable of supporting blended learning. As
lecturers in higher education institutions all over
the world with experience of technology attempt
to take advantage of it in their profession, it is
important to realize that their role as lecturers
has remained basically the same over the years:
to inspire students, to educate, and to provide
them with the necessary means to build solid
foundations for a effective future. Given the
significance of the usage of new technology to
the different areas of the state, online learning is
a significant modern method for delivery,
facilitation and interaction of both learning and
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outside. This method is referred to as the online
learning method. They aim to position it as a
transmission centre in the educational process
from the teacher. to the student, to build interest
in online learning in public education, and for it
to be an important pillar for the upgrading of
knowledge for students. A virtual environment
based on e-learning technology is used to send
and receive information. However, for online
learning to be interactive, it has to be blended
with face-to-face forms. This method is called
the blended learning approach. This paper
proposes a pedagogical framework for a
computer programming module to improve the
effectiveness of lab based learning.[8]
Traditional classes require the teacher to provide
interaction and discussion, demonstration and
communication with students face-to-face. In
addition learners communicate and interact with
each other. Teachers have to give all the
exercises and assignments to students by
themselves. The traditional classroom provides
many chances for interaction between learners
and teachers and among learners. However, this
interaction is restricted to one place at one
scheduled time which may not be convenient.
Furthermore, the lack of tools in the laboratory
or class session may not support an effective
learning and teaching process. Integration of
information and communication technology in
learning and teaching has changed the design of
the curriculum, the way students learn, and the
way they and the teachers communicate. Online
learning has become an increasingly important
part of the experience in the field of teaching and
learning for teachers as well as students. Online
learning allows the difficulties and restrictions
imposed by the traditional school based learning
to be overcome. This method makes a variety of
sources, global networks managed to provide
resources and information for educational
communities available. Yet, e-learning has some
limitations; one being that it requires more
discipline from students. It has limited
communication between the teacher and
students, and may lead to lower attendance. All
of these obstacles and constraints tend to lead to
reduced efficiency of teaching and learning.[9]
An advocate of the concept of online learning
believes that this style of education has its tools
and methods, and is not merely random requiring
simply the plugging in of technology in our
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classroom benefits. This approach will be
discussed in more detail further on in this paper.
Blended Learning is a term that refers to the
confusion between face-to-face and e-learning; it
does not require the use of high-quality
techniques, but instead consists of multiple
approaches to teaching and learning. learning is
facilitated by the effective combination of
different modes of delivery, models of teaching
and styles of learning, and founded on
transparent communication amongst all parties
involved with a course.[ 11].For the majority of
people who apply this model, blended learning is
a combination of traditional learning and elearning, which can be used to teach and learn in
the classroom, where the virtual environment
becomes a natural extension for face-to-face
learning. For this study, blended e-learning shall
be employed. Blended E-Learning has an
important role, and real potential to gather the
best elements of the e-learning approach and
traditional learning in university teaching. The
significant benefits are: flexibility, reduction of
cost, and the saving of time. The next section
aims to present the main benefits for blended elearning. [ 12]
2.
3.
IMPORTANCE
LEARNING
OF
LAB-BASED
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software in the computer science laboratory. The
main goal is to gain practical experience and to
learn teamwork through the use of a set of
software programs, as well as to develop
knowledge and skills. Such skills include the
implementation and testing of programmable
hardware; programming language; the design
and testing of software and supporting tools
which can be used to conduct practical work;
research, and exploration of various aspects of
computing knowledge. The lab can also be used
to do homework.
Students
attend
obligatory
schoolroom
laboratory exercises and tutorials. To get an
acceptable final mark the students must pass a
written test at the end of the schoolroom lectures,
achieve all the exercises in the LBL and pass the
final examination, in the form of a computerbased exam. Undergraduates are not allowed to
take the final examination unless they have
finished the laboratory exercises which are based
on LBL and classroom tutorials which are based
on SBL. The learners have classes and lectures
(SBL), which are obligatory, and include the
introduction of new concepts.[12] Students are
expected to prepare the programming exercises
in the (LBL) and complete this in their own time.
Of course, the main assessment of the session is
currently considered a closed book containing a
mixture of multiple choice questions and article
questions. The computer learning course is a
hard course, with an average exam pass rate of
50%. The aim of the course is to offer students
introductory knowledge of programming
languages and computing based learning to make
them capable of solving problems using search
production rules and algorithms. In the LBL,
students use computers in order to solve some
practices which are taught theoretically in SBL.
Each year, more than 100 learners apply for this
course. Some students are ghosts who never
come to the labs or show up at lectures.
Recently, the academic staff within the
department has observed that students display a
lack of practical experience and understanding of
theoretical subjects that are essential to the
success of lab sessions. Internal review reports
show issues related to the learning processes and
traditional teaching methods, limited access to
IT, a lack of development processes, poor
curriculum review, and a limited link between
the practical tasks and course material.[13]
304
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305
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and share lectures and research topics between
the learner and the teacher in real-time via:
Virtual Classroom, Videoconferencing, and Chat
rooms. The positives of this type of education for
learners include immediate feedback and
reduced cost and time attending the place
ofstudy, and the disadvantages are the need to
acquire modern equipment and a good
communications network. The most common
types of e-learning are complex and
sophisticated, involving online meetings
between learner and teacher. The author agrees
with specialists who see that synchronous elearning may also occur in the classroom and
using the media of computer technology and the
Internet and under the supervision and guidance
of a teacher.
Asynchronous teaching lessons: In indirect
education, students get educated on courses
which permint them to select times and places
that suit their circumstances, by employing some
of the methods and tools such as e-learning, email, the World Wide Web (www), file transfer,
and CDs. Positive: This kind of education in
which the learner chooses a time and place
appropriate to them also enables them to refer to
learning materials in electronic form at any time.
Negatives: the learner is unable to get immediate
feedback from the lecturer. It is indirect
education which does not require the presence of
learners at the same time .However,, there is a
global development in both the technology and
e-learning, and this has lead to the emergence of
various ways and techniques of learning and
teaching; for example virtual classrooms. This
classroom can work more effectively offering an
easy way to share materials, uploading and
reviewing students tasks, and for holding
debates through online chats. The virtual
classroom is a teaching and learning
environment located within a computer-mediated
communication system . A set of software tools
that enables the teacher to design activities for
the modules is to be considered (such as Author
Plus) with which you can design activities
according to the inclinations and abilities of the
students studying the module. These tools can be
used to design individual lessons or entire
courses and are suitable for all teachers with
basic computer skills.
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design of lessons and modules of the English
language, and the program Hotpotatoes which is
used in the design of lessons and modules of the
read-only variety, and there are also programs
available that can be used in the design of any
module in any discipline including Macromedia,
Authorware, and programs such as PowerPoint
and Netscape Communicator which can be used
in the design of lessons and to conduct
presentations and can be used on the Internet and
outside the network. The teacher completes the
entire design process, writing texts, forming
questions adding still and moving images,
sounds, music, links etc.
4.
PROPOSED
PEDAGOGICAL
FRAMEWORK FOR ICT MODULE
The pedagogical design should link together the
course contents, learning environments, teaching
and learning styles, assessment methods,
learning outcomes, learning processes, and
learning activities. The design of the proposed
pedagogical framework considers these aspects
(see Figure 3).
Step 1 - Pre-analysis
In order to make sure that blended learning can
be utilized, a set of analyses and observation
must first be carried out. These analyses should
contain three elements:
Table 1. The new dimension for affective skills related to ICT course [6]
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(2)Needs analysis. Based on Blooms Taxonomy
and Kolb model for the learning cycle, an
analysis must be undertaken to determine and
develop appropriate teaching and learning styles
for the LBL module [3]. This analysis may
consist of tests, questionnaires, discussions, or
the examination of previous school records and
documents. The model contains components of
emotional intelligence which can enhance
personal qualities, and assist in the intellectual
growth of the students, as well as affecting
emotions under the guidance of memory,
judgment and final decision. As a result, learners
can motivate themselves to manage their
emotions to improve their relationships with
others. So it seems that after entering the college
of colleges, what distinguishes between the
students and their success is not linked to their
intelligence but is often linked to social and
emotional factors and some studies indicate that
emotional and social skills to help improve
cognitive function. Moreover, the private sector
as future employers require graduate recruits
with high levels of emotional intelligence. The
cultural awareness which is defined as [9] being
prepared to realize the behaviour of others and to
react in a positive manner to the differences
between cultures. Moreover, students must be
able to make a better impression and should be
more culturally aware in the LBL. This should
also assist students of computer science to
understand the acts of others, beliefs and values.
Social competence is an individual's ability to
interact effectively with those around him, which
includes the ability to find a suitable place for
the individual in social situations, and determine
personality traits and emotional situations for
others successfully, and the selection of
appropriate means of treatment and to achieve
these means during the interaction, and develop
social competence at a time where the individual
learns how to relate during joint activity with
others. Lab demonstrators confirmed that social
competencies should be taught to students of
computer science in the SBL to be seen in reality
during the LBL.
(2) This dimension concentratess on the way
which things can be dealt with things
emotionally,
such
as
appreciation,
enthusiasm, feelings, values, attitudes and
motivation.
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problem, decide on the best solution. Give your
justification.
(3) Analysis of the blended learning
environment. It is necessary to define the
features of the environment. The goal of this
framework is to determine the level of
proficiency of learners and to clarify the learning
tasks [27].
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provides students with access to computers
that are connected to the Internet and on
which are installed C programming and other
required programs. Students can use the
computer as a means to design research
programs, print reports and activities, and
can use the lab during leisure hours to gain
additional practice. The computers can also
facilitate team training and workshops in
computer lab. Students receive practical
experience learn teamwork with a set of
software programs, they gain experience
designing, implementing and testing
programmable hardware and software which
can use to do practical work, research, or
homework.
Step 3 Development of e-learning package
The e-learning package (which will support SBL
and LBL activities) will include:
Media unit (MU) will contain multimedia
elements without further sections. The element
of the media can be simulation, video, text,
animation or audio sequences. This is the
process of actually composing an LBL module
and preparing and producing educational
pieces and outputs (such as texts, audio
recordings, video clips, still images, computer
software, etc). This phase often begins with a
prototype (a preliminary version of the
product) in which the developer and
programmer presents a storyboard for each
screen that includes any links. This prototype
allows for checking design specifications and
may be modified once it is presented to a
sample audience. Based on the resource and
activities, the blended learning approach will
be created so the learning activities will meet
the requirements of all computer science
students, regardless of their limitations on
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(such as text, audio recordings, video clips, still
images, computer software, etc.). This phase
often begins with a prototype (a preliminary
version of the product), in which the developer
and programmer presents a storyboard for each
screen that includes any links. This prototype
allows design specifications to be checked,
which may be modified once it has been
presented to a sample audience. Based on the
resources and activities, a blended learning
approach will be developed to ensure that the
learning activities meet the requirements of all
computer science students, regardless of their
limitations in terms of Internet access.
Consequently, a dual delivery method (i.e. CDROM based and e-Learning package) could be
considered. While the e-learning package can be
used for simultaneous interaction, both
synchronously and asynchronously, the CD will
include multimedia self-learning materials.
Presentation method: it refers to the method(s)
used to present the material to students in
various sessions. The style of presentation is the
dimension in the framework whereby the
academic staff decides how the materials will be
presented and how the technology will be
organised and structured. E-learning applications
offer several flexible methods to deliver
materials. This flexibility provides an exciting
opportunity for teachers to take selective
advantage of technological choices in their
presentation. As an example of how presentation
techniques can be organized, it will be useful to
consider the difference between two methods of
presentation. In a traditional laboratory-based
learning environment, the materials provided can
be presented to students in one classroom by a
teacher who speaks, using a projector or
chalkboard. The online learning module, in
contrast, places more emphasis on student
interaction, having several types of tutorial
material (e-tutorials, activities, pictures and
videos) instead of a personal face-to-face
lecture.[10]
Learning strategies : it refer to the different
ways in which material is presented to students
by the teacher in order to achieve a goal, and
these include the various means adopted by the
teacher to adjust the levels and management of
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Faculty science lecturers: They teach computer
programming language at postgraduate and
undergraduate level to learners over the age of
19. The lecture is delivered by an academic
teacher based on traditional facilities, e.g.
blackboard and chalk and other basic electronic
facilities (within LBL and SBL). The lecture
material is hard copy sheets and students notes
recorded in a textbook. The lecturers, who
deliver practical and theoretical modules during
SBL, are required to hold a PhD or Masters
degree.
Faculty
science
Demonstrators:
The
demonstrator who works in the lab enables
students to understand theoretical subjects during
SBL and prepare learners for the lab exercises.
Demonstrators write programmes and solve the
most difficult problems. Demonstrators also
observe learners during their LBL programmes.
Faculty science students: are enrolled into
faculty science at age 19 based on their learning
capabilities and preferences; also they must
obtain the secondary school certificate. The
degree which they can get from faculty is the
Bachelors degree which needs four years of
study on most courses.
Institutional context
Strategy and policy - Omer AL-Mukhtar
University needs a clear mission and well
designed academic programs. The mission of the
Department of Computer Science is to prepare
graduate and undergraduate students for
productive careers in government, academia and
industry by offering an outstanding environment
for learning, teaching and research in
applications of computing and the associated
theory. The department provides theoretical and
practical educational services to colleges and
departments that need this specialization and
implementation of training courses in the use of
computers for staff and students at the university
and to supervise and follow-up and provide
maintenance of the computers at the university.
The department performs research and scientific
studies and practicals in the field of computers
and the relationship of this discipline to other
academic areas.
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in their own time.
Of course, the main
assessment of the session is currently considered
a closed book assessment and contains a mixture
of multiple choice questions and article answers.
The computing course is a hard course, with
average exam pass rate of 50%. In order to
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visualization, such as PowerPoint, and design
programs such as Adobe Photoshop.
6. STRATEGY PLAN
If Omer Al-Mukhtar University wants to
implement blended learning then it needs to
produce a strategy plan, which would offer a
clear starting point. This plan will define the new
environment and will explain the main steps
which may include challenges faced by Libyan
universities when introducing e-learning, it
requirements which are essential to adopt a
successful blended e-learning programme. The
strategy plan of implementing blended learning
has the following summaries:
In general, behind each successful project is
leadership. Leadership plays an important role in
implementing a new project which offers
significant support for new training; without
leadership the organisational acceptance could
be slow. As research has shown that the success
or failure of an e-learning operation depends on
the structure of the organisation that is expanded
by an institutions leaders, to prepare for the
adaptation of e-learning, in order to improve
teaching and learning methods. Leaders at all
levels should reinforce participation across the
university to implement e-learning. Each leader
must have ownership of the plan of the change
management for adopting blended learning.
They should help in performance, execution and
full development.
The University should offer the essential
technical infrastructure to build an on-line
environment that is accessible to all its students.
This means providing good-quality computer
rooms and a minimum technological platform,
such as necessary access to software, current
browser versions, hardware, etc. As part of
adopting a new environment, the University will
have to provide suitable technological capability.
The system must be fully tested and anticipated
problems addressed. The University must select
the model of on-line environment and the
appropriate on-line environment platform
Learning Management System (LMS).Its
essential that the University provides training for
the tutors, to give them the essential technical
skills necessary to use the system. Since staff
development training is the main concern for
institutions in implementing any form of new
learning methods, it is essential to focus
7. CONCLUSIONS
The proposed pedagogical framework is
intended to raise the educational competencies
and performance of computer science lecturers
and students, and to help them achieve their
educational goals. It will encourage lecturers and
students to employ ICT in the classroom, and
this can be achieved by properly utilizing a
blended learning environment. This will
ultimately foster a spirit of cooperation and
understanding between lecturers, administrators,
and students. This study has shown that the use
of computer animations can assist students to
better understand complex and difficult concepts
in various computer courses. The LBL course
training will allow the incorporation of sound,
moving pictures, and animation into lessons,
which extends lecturers capabilities to deliver
materials that increase learners interaction with
the subject matter. Through these media,
students can watch practices in action, see
micro-views of larger structures, and navigate
interactive materials, simulations and images. Etutorials will offer step-by-step directed tours of
the entire e-learning package. Multimedia can
transfer information effectively and quickly to
all students, and can keep students interested in
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SBL. The authors intend to blend video, audio,
text, simulations, images and multimedia into
online applications available to students at
school or home. The e-learning package will
help learners to improve research and technical
skills, which cannot be accomplished by reading
a textbook during SBL or LBL activities.
REFERENCES
1. Arab Bureau of education for the Gulf States. Education
and the electronic government. Riyadh: Arab Bureau of
education for the Gulf States.(2003)
2.Artemi, M., Ajit, K. A SWOT Analysis of E-Learning
Model for the Libyan Educational Institutions, The 3rd
National Conference of Basic Science 25-27/4/2009
Aljabal Algharbi University Gharian Libya.(2009)
3. Kenan, T. (2009) The Barriers of E-learning in higher
education in Libya. MSc Thesis. In: UK, University of
Salford, (March, 2009).
4. Hamad, N. Higher education, technology, and
development process In: Alaour, M., ed. Symposium of
HE and Development in the jamahiriya (Libya). Tripoli,
Libya International center of green book research.
Tripoli-libya.(2006)
5. Haidar, G. Studies of technologies. Faculty of
Education, University of Ajman for science and
technology.(2001)
6. Othman,.A, Pislaru, C. and Impes,.A. Improving
Students ICT Skills By Using A Novel Framework For
A Lab-Based Learning Module. In Proceedings of the
Fourth International Conference on e-Learning
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. INTRODUCTION
The civil war in Libya in 2011 crippled the
country's economy and has badly affected its
telecommunications sector. It is estimated that
more than US$1 billions worth of telecom
infrastructure has been destroyed, including
about 20% of the country's cell sites.
Reconstruction efforts are underway, and with an
estimated 76% growth in GDP, the country's
economic output is expected to return to pre-war
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There is a need for professional technicians who
are well trained in ICT, capable of using ICT
systems and developing them. Locally based
technicians are also required to maintain
equipment and tools leading e-fields such as elearning, e-teaching, e-business, e-healthcare and
e-government and to make them successful [5].
The proliferation of such e-fields has been
growing since the computer was developed and
made available for both personal use and as a tool
to deliver material. The use of the computer in
education has hugely increased due to the
availability of such technology. The adoption and
development of Information Technologies (ITs)
as tools will provide students in Libyan Higher
Education Institutes (LHEIs) with the
opportunity to use a wide variety of applications
and to communicate through all available forms
of technology.
The advantages of ICT for both academics and
the higher education system are countless. It can
offer communities access to digital sources and
references which are not available locally or in
hard copy; it can provide learners and tutors with
the ability to communicate remotely without
needing to be present in the classroom, give
access to interactive tutorials, and also make it
easier to obtain educational equipment for
inventions and designs [6]. However, the greatest
benefits of ICT are online learning, whereby
students have access to material at any time and
have no excuse for missing courses unless they
do not have an Internet connection [7]. Online
learning courses offer the chance for students
who cannot attend class to follow the lesson
regardless of location or time. Students can
obtain announcements, access assignments, take
notes, contribute to discussion boards, chat and
study with other students, and create their own
schedules [8].
2.ATTITUDE,
AWARENESS
AND
MOTIVATION OF LIBYAN ICT USERS IN
LHEIS.
Teaching and learning are the cornerstones of any
HEI. However, maintaining the quality of such
processes is a continuous challenge. The main
teaching methods used by Libyan HEIs are
traditional for three main reasons: the annual
increase in the number of students enrolled,
3.
4.
5.
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6.
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The conclusions of modern SWOT analysis
should help managers and users to choose a
convenient IT strategy for education. The aspects
which should be considered are improvement of
learners knowledge, learning outcomes,
efficiency of the teaching and learning processes,
and reduction of costs.
3.2 SWOT Model Strategy:
SWOT Model
various
segments
of
society;
it
provides
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education at any time and in any place; it
contributes to the development of thinking, and it
enriches the learning process. Education through
electronic mail helps universities to reduce the
cost of education, and the greater the number of
students, the more students will come to rely on
this approach.
By featuring easily updated sites and educational
programs, and modifying and updating the
information provided therein, as well as speeding
up the transfer of this information to students
depending on the digital information network, the
possibility of students and their teachers
communicating to exchange views, experiences
and perspectives is greatly increased. For many
students, this will give them the freedom and
boldness to express themselves. Online learning
overcomes the problem of increasing numbers in
narrow halls and the lack of available resources
in colleges, and especially in theoretical
disciplines, students can be given continuous
feedback during the learning process. It facilitates
students access to a mentor at any time, as well
as to the diversity of various sources of learning.
The teacher's work can focus on teaching
students, and by reducing effort in school; the
system provides a means of delivering a
consistent and high quality education to an
unpredictable number of students in a variety of
places. Students and teachers will gain sufficient
capacity to use modern technologies, information
technology and computers, and will be able to
access scientifically designed material based on
interactive multimedia or hypermedia (voice,
pictures, movies, comics), all of which will be
reflected in its impact on students' lives and
learning. [19]
There are many courses that are taught through
online learning, and these modules are
characterized by providing opportunities for
study that are flexible in timing and content. Such
programmes allow the development of a
timetable suitable for the performance of the
learner, and the possibility of communication
between teacher and learner, which may be
synchronous or asynchronous, individual or
collective, which gives a new dimension to the
learning style. They offer the facility to
individualize education and take into account
individual differences, whereby the learner
chooses the content, time, learning resources,
learning methods, teaching aids and evaluation
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- Invited guests: where scholars and
experts are invited to answer questions raised by
learners via e-mail.
- Contact with experienced experts:
interaction with educated persons, whether
experts or scholars, who are able via e-mail to
answer questions that students might have.
- Services to answer questions: whereby
many companies, educational institutions,
government
agencies,
associations
and
professional organizations can answer questions
raised by learners over the Internet. [21]
B. Second area: collection and analysis of
information. This area includes the following
educational activities:
- Exchange of information: through email and the www, teachers and learners can
participate in summarizing books, reports and
news.
- Creation of databases: in which
information is gathered from a variety of sources
and arranged in databases for later use by
multiple participants.
- Common data analysis: this involves
examining and analyzing data obtained from
multiple sources in order to classify and gain
access to specific patterns and trends which can
be used in practice.
- Electronic publishing: reports are
collected together with similar articles and then
posted on the Internet.
C. Third area: problem solving. This area
includes the following educational activities:
- Finding information: learners are asked to
solve a problem and provided with access to a
variety of information sources in order to detect
and identify relevant data.
- Solving problems simultaneously: learners
who are in different locations work
independently to solve a problem, and then are
briefed to ask each other about methods which
they applied to find a solution.
- Means of online learning: there are many
ways to achieve students learning objectives,
such as mail, module-mail, e-books and others.
- E-module: This is one of the most important
applications for the use of information and
communications technology in the educational
process. E-module allows the use of any media,
such as text, image and graphics or sound and
movement, which can be used to design activities
There are several types of e-courses and emodules. The most significant of these are listen
below, together with an indication of how they
may be used.
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(1) E-module not based on the Internet: This
type of module involves a set of software that
enables the teacher to design activities; for
example, Author Plus facilitates the design of
activities according to the inclinations and
abilities of students who are studying the module.
These programs can be used to design exercises
for one lesson or training for an entire course,
and are accessible for use by teachers with only
basic computer skills. All that is required is a
preliminary understanding of commands for
Windows.
The module consists of programs, which are
not designed to be based on the Internet, and
comprises two versions - one which the teacher
uses to prepare the training, and a copy, which
the student uses to solve exercises and answer
questions. The teachers version is on a computer
of its own, and is not used or seen by the
students, whilst the student version is on a special
computer which allows the teacher to see it. The
student version is loaded on the students
computers, and they cannot change, erase or
modify exercises prepared by the teacher, or add
their own exercises. The program has its own
database, and when the teacher sets any exercises
or tests, the results are stored in the database.
This can include longer exercises, or tests with
different formats, such as fill the gap tests,
multiple choice or reordering tests etc. The
teacher can add question or phrases to the text, or
features such as pictures, animations or extracts
from films or music, and can preview the sound
effects and images associated with these before
storing them permanently. It is possible to set the
time for reading and student response to
questions, as well as the time to open the text. It
can also correct student responses in several
ways: immediate correction, which lets the
student know whether the response is right or
wrong after each question, or deferred correction,
where the student is told whether the responses
are right or wrong after completing answers to all
the questions. It can allow the student to choose
the response method he prefers, and give the
student the percentage of correct responses, with
comments on the level of performance. Students
can be given the correct answer with an
explanation of the errors, which occurred during
the course of answering questions. There is also
the option to offer hints to help the student in
choosing the correct answer. [15]
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can be used in the design of any module in any
discipline, such as Macromedia and Authorware,
and programs such as PowerPoint and Netscape
Communicator can be used in the design of
lessons and presentations that can be used either
on the Internet or outside the network. Here the
teacher has complete control over the design
process, and can add texts, questions, still and
moving images, sounds, music, links, etc. [22].
3.4 Requirements for use of the online module:
The requirements are as follows:
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years, and those students were aged 35+ years, as
illustrated in the graph below.
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I.
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few students preferred traditional learning to
online learning; the main reason for this was lack
of skills to learn and lack of time to access the
online environment. The findings showed that
Libyan students had positive attitudes towards
online-learning; it was felt by most respondents
that e-learning supports traditional learning
methods, these results being based on the
respondents gender, educational level and age.
The findings also showed that online learning is
an effective teaching method to motivate
students to learn and encourage them to continue
in further education. Thus, technology plays an
important role in improving and developing
teaching methods as well as giving students
wider opportunities to learn.
6. THE EFFECTIVENESS OF IT STRATEGY:
To increase the effectiveness of IT in Libya,
universities should take the following issues into
account:
The need for Libyan companies to
translate programs that are used in the design of
e-courses into Arabic language; also, the need for
the development of Arabic sites on the Internet,
so that teachers can design modules in the Arabic
language for students at different stages.
The need to train pre-service education
students in the use of online modules and
methods, in order to prepare them to make use of
ICT skills in general and develop their ability to
use and design courses; this should be an integral
part of their training and should form one of the
requirements for graduation.
Training courses should be established for
teachers at all levels and all disciplines on the use
of module-mail and design methods.
It is important to interest universities in
teaching online courses, and to encourage them
to create sites for electronic modules rather than
using teaching traditional methods. This would
contribute to solving the problem of shortage of
faculty members, lack of classrooms and
overcrowding of classrooms, and would address
the steady increase in the number of students
applying who are interested in education. [19]
When designing online course there are a
number of things that should be taken into
account, which are: the importance of setting
goals, tasks and electronic discussions clearly;
the use of public and private messages to give
feedback on all targets and tasks; meeting with
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To raise the spirit of online learning
among the group, staff should consider the
following. To ease any tension caused by the use
of technology among members of the team, emails should be sent, motivating team members
to overcome the problems they face. Students
should be provided with different tools to support
them at different stages in the process of solving
problems. Staff should help them as they try to
reach consensus, and students should be
organised into groups based on their ability and
the task to be performed. Teachers should also
provide useful feedback in a timely manner.
Focus on discussion topics can be supported by
using topic threads. Groups should be
encouraged to develop their ideas by asking
questions and following links. To reduce the
sense of criticism and attack on others, staff
should use their imagination to highlight
common themes among students of different
opinion.
7. THE NECESSITY OF MAKING THE TRANSITION
FROM TRADITIONAL LEARNING TO ONLINE
LEARNING:
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educational program; a designer to deal with
photographs; a programmer; an engineer to test
the validity of the program to be used; an editor
responsible for sustaining the program and
judging the compatibility of fonts and spin-offs;
a specialist to examine connections and make
sure the system works, and that the program as a
whole works well without causing crashes
during use with other programs; a team member
to deal with visual aspects including images and
graphics, and another to deal with audio output;
specialists in scientific material, and financiers
of the project. [8]
Research in the field of e-learning should
be conducted on an ongoing basis to inform
teachers and officials on the impact of the use of
technology in teaching and learning, and to
ensure that students benefit from the integration
process. It is also important to follow the latest
developments in the field of educational
technology and permanent provision of technical
support should be available for maintenance of
hardware and networks. When teachers use
technology in education, they may face some
problems, such as printing problems, the Internet
connection stopping suddenly or being unable to
open e-mail. The authors point out that this
requires a technician responsible for managing
the network and another who is permanently
responsible for maintenance of the network, to
repair malfunctions and assist teachers in
designing websites and web pages. The
technician should oversee training and planning,
and answer teachers questions, as well as
organising coordination between the networks of
a group of schools, or colleges at a university, or
a number of universities. [20]
The process of integration should ensure
that technology is part of daily classroom
activities, supports the curriculum and students,
and plays a positive role in the process of
teaching and learning. It should enable education
to become meaningful for students. However, it
is important to emphasize that no plan to
integrate technology into education will succeed,
even if provided with all potential financial,
spatial and advanced technological resources, if
we do not develop and train teachers to use this
technology. Training is therefore at the heart of
the process of integrating technology into the
educational process.
8.
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create a kind of Arabic technological informatics
unity, and could be done under the umbrella of
the Arab League. Courses of in-service training
should be provided for Libyan teachers on
methods of electronic data processing, and
methods employed to achieve the objectives of
the courses they are teaching.
Students recruited onto courses at
education colleges and colleges of teacher
training in Libya should be trained in the
practice of technology as part of teaching and
learning. Becoming familiar with such scientific
approaches will lead to improved use of methods
when the student teacher is assigned the task of
actual teaching after graduating from such
colleges. It is important to reconsider the
methods of educational management in all
Libyan educational systems, as flexibility in the
management of facilities and a sound
understanding of the objectives of successful
management will contribute directly to the
achievement of a qualitative and quantitative
improvement in the use of information and
communications technology in all processes of
the education system. [24]
9. RECOMMENDATIONS
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