Online-Journals.org (International Association of Online Engineering)
Not a member yet
    9805 research outputs found

    Knowledge Graph-Based Recommender Systems to Mitigate Data Sparsity: A Systematic Literature Review

    Full text link
    Recommender systems (RSs) have become important tools in the modern lifestyle; they have been integrated into all domains, spanning from entertainment (music, films, etc.) to more sensitive fields such as security and health care. Their success does not mean that they are ideal or flawless; quite the opposite, RSs suffer from plenty of drawbacks and challenges that need to be resolved. Data sparsity is a common problem in recommender systems; it has been of top interest among researchers. Numerous approaches from different perspectives have been proposed to mitigate it, including knowledge graphs (KGs), which quickly gained popularity due to the rich semantics residing in their components. In this paper, we will conduct a systematic literature review to explore and analyze in depth the existing contributions. Our work focuses on investigating the effectiveness of KGs to mitigate the data sparsity in RSs by discovering the techniques used, understanding how KGs are exploited, and what type of knowledge is extracted from them, besides studying their evaluation measures and discussing future directions that can strengthen the application of KGs to mitigate data sparsity in recommender systems

    Deep Reinforcement Learning-Based Framework for Enhancing Cybersecurity

    Full text link
    The detection of cyberattacks has been increasingly emphasized in recent years, focusing on both infrastructure and people. Conventional security measures such as intrusion detection, firewalls, and encryption are insufficient in protecting cyber systems against growing and changing threats. In order to address this problem, scholars have explored reinforcement learning (i.e., RL) as a potential solution for intricate cybersecurity decision-making difficulties. Nevertheless, the use of RL faces several obstacles, including dynamic attack scenarios, insufficient training data, and the challenge of replicating real-world complexities. This study presents a novel framework that uses deep reinforcement learning (i.e., DRL) to simulate harmful cyberattacks and improve cybersecurity. This study presents an agent-based framework that is capable of ongoing learning and adaptation in a dynamic network security environment. The agent determines the optimal course of action by considering the current state of the network and the rewards it receives for its decisions. The CIC-IDS-2018 database, constructed using Python 3.7 programming, was used. The conducted studies yielded outstanding results, with a detection accuracy of 98.82% achieved for the CIC-IDS-2018 database in cyberattack classification

    Evaluation of the Level of Network Communicative Culture among Teachers and Students

    Full text link
    This study aims to assess the level of network communication culture among teachers and students to determine their abilities and skills in the field of network communications. Structured questionnaire surveys were utilized as one of its primary methods for data collection in this study. The data obtained confirms the widespread recognition of digital technologies among students and teachers. The high level of internet usage among students (70%) and active engagement in online chats (73%) underscores the significance of access to online resources and various communication tools in the educational process. Educators also actively utilize digital tools, although some report low (10%) or moderate (25%) levels of knowledge and express a need for additional training and support. The results emphasize the importance of effective time and resource management for teachers, as well as the convenience and accessibility of digital tools for students. Some students suggest replacing face-to-face contact with digital tools and emphasize the importance of interpersonal communication. The attained results can be integrated into the existing knowledge framework within the domains of education, psychology, pedagogy, information technology, and sociology, thereby facilitating a deeper understanding of the impact of digital technologies on educational processes

    The Influence of Midjourney AI on Animation Character Design: A Case Study of Multimedia Design Students at The University of Jordan

    Full text link
    This study aimed to reveal the influence of teaching using the Midjourney artificial intelligence (AI)-based intelligence platform on developing the animation character design skills among students of the multimedia design course at the University of Jordan. The study used a quasi-experimental methodology with a sample of 60 male and female students of the Multimedia Design course from the Department of Visual Arts at the University of Jordan. The study participants were intentionally chosen and randomly divided into two groups: the experimental group, which consisted of 32 male and female students who utilized the educational application based on AI Midjourney, and the control group, which consisted of 28 male and female students who used the conventional method of studying. The findings indicated that there were statistically significant differences, at a significance level of (α = 0.05), in the average scores of the two groups regarding their post-performance in animation character design skills. The experimental group, which utilized the AI-based application Midjourney as a teaching method, demonstrated superior performance compared to the control group

    Beyond Points and Badges: Deepening Engagement in MOOCs through Gamification

    Full text link
    Despite massive open online courses (MOOCs’) widespread acceptance, the substantial dropout rate among learners remains a significant challenge in remote education. Although gamification has been identified as a potential strategy to address this issue, preliminary research on this topic is limited in scope and methodology. Therefore, this study aims to explore the application of gamification in MOOCs and its impact on participant engagement and course completion rates. Twenty-two articles were systematically nominated and reviewed under preferred reporting items for systematic reviews and meta-analyses (PRISMA) guidelines. They were extracted from 225 articles indexed in the Scopus database for various criteria, including peer-reviewed articles published within the last five years to ensure we use articles with the latest technological developments. The analysis emphasizes that despite its limitations, gamification in MOOCs positively influenced learner engagement and completion rates through strategies such as badges, leaderboards, and challenges. The findings of this study offer valuable insights into the potential of gamification to enhance learner engagement and improve course completion rates in MOOCs, contributing to more effective remote education strategies. The study concludes by identifying the need for future research on long-term effects across different types of MOOCs and the sustainability of engagement over time

    Mobile Application with Artificial Intelligence Chatbots for Dengue Information and Management

    Full text link
    Dengue fever has intensified in recent years, affecting millions, with an estimated 100 to 400 million people yearly; approximately 80% of these cases have been reported in the Americas. This develops a prototype of a mobile application that includes artificial intelligence (AI) chatbots for dengue management and information. The design thinking methodology was applied, which was useful due to its focus on user needs, allowing the identification of key problems in dengue management and the design of innovative and functional solutions. The results were validated by experts using criteria such as technology, innovation, and feasibility with an average score of 4.26 and users using criteria such as functionality, usability, and accessibility with an average score of 4.28, showing a high level of acceptance. This tool has the potential to improve early disease detection, facilitating data collection and real-time interaction with patients. Through the use of AI, the application aims to optimize case management, reduce serious complications, and support health systems in at-risk areas

    Gamification: Enhancing Constructivist Skills through Line-Following Robots

    Full text link
    This study addresses the challenge of enhancing student engagement and constructivist skills in engineering education by integrating gamification with line-following robots. The problem arises from the need for more interactive and engaging learning experiences in technical disciplines, where traditional methods often fail to actively involve students in the learning process. To tackle this challenge, the study explores how gamification, using game design elements in non-game contexts, can motivate students and create a more dynamic learning environment. The main objective is to investigate the effectiveness of this approach in promoting student engagement, motivation to learn, critical thinking skills, problem solving, and student collaboration, which are all core elements of the constructivist learning theory. The research employs the analysis, design, development, implementation, and evaluation (ADDIE) model as a framework, using a quantitative research design to evaluate both validity and practicality. The study was conducted at the Department of Electrical Engineering, Faculty of Engineering, Universitas Negeri Yogyakarta, Indonesia. Data collection involved expert validation from media and gamification specialists, with the average validity scores of 0.90 and 0.89, indicating a highly valid approach. Practicality assessments from educators yielded an average score of 91.85%, while student feedback showed an effectiveness rating of 90.62%. These results highlight the significant potential of combining gamification with robotics to enhance constructivist skills in an engineering education context. Future research should investigate the long-term effects of this integration and explore its applicability across broader educational environments and age groups

    Cost-Effective Electromagnetic Lens-Assisted Microstrip Patch Antenna Design for Location-Based Services in 5G/6G Technology Radio Frequency Front End

    Full text link
    Microstrip patch antennas (MPAs) are popular in wireless communication systems due to their compact size and easy-to-design properties. However, the performance of such antennas sometimes becomes limited, especially when used in location-based services that require either sophisticated antenna arrays-based radio frequency front-end (RFFE) design or complex signal processing techniques. This paper introduces the concept of an electromagnetic (EM) lens-assisted MPA where a polylactic acid (PLA) substrate-based EM lens is combined with a conventional MPA. Because the EM lens has focused ability, the EM lens-assisted MPA provides improved overall antenna performance. In this paper, we design and simulate the EM lens-assisted MPA and analyze the performance at different frequencies, i.e., 4.2 GHz and 10 GHz, and dielectric substrates for the MPA, i.e., FR4, RO4350b, and RT Duroid 5880. The obtained results show that the EM lens-assisted MPA, particularly the RT Duroid substrate- based MPA integrated with the EM lens, outperforms the traditional MPA without the EM lens. Furthermore, the proposed lens antenna can steer the beam as a function of the MPA position with less complexity and improved performance. Thus, the proposed EM lens antenna in this paper has the potential to revolutionize the RFFE design to be used for location-enabled services, especially in fifth/sixth generation (5G/6G) technology

    Sedentary: A Healthy Lifestyle App for Home Office Workers

    Full text link
    Although home office employment has been happening for several decades, the COVID-19 pandemic has led to an unprecedented surge in telework. Concurrently, the prevalence of sedentary individuals has gradually increased, posing health challenges. In this study, we introduce a mobile app designed to promote healthy lifestyles (HLs) among home office workers (HOWs). Central to this app is an IBM Watson Assistant-powered Chatbot, offering remote workers a near-natural interface to enhance their well-being. Users can establish lifestyle improvement goals, receive activity reminders, earn rewards upon achieving goals, and employ their smartphone’s pedometer to measure their physical activity (PA) levels. Additionally, the app includes questionnaires to gauge the user’s knowledge on sedentarism and HL. The app’s efficacy was assessed via a two-week trial involving 20 participants. The results showed that HL knowledge was improved in 46% of the users. Usability surveys yielded high ratings in terms of usefulness, user-friendliness, and recommendations

    Effectiveness of Gamification in Mobile and Interactive Learning: Analysis of Approaches and Outcome

    Full text link
    The use of new approaches in pedagogy, which is partly due to the digitalisation of this process, creates the language for the further evolution of the field. The purpose of the paper is to study the effectiveness of using gamification in the educational process and to investigate different research approaches and their results. The proposed study is based on a systematic review of scientific literature. Certain scientific methods were used: content analysis of professional literature. The results of the study indicate that today the possibilities of combining the traditional use of gamification and the digital environment are actively used. The study findings indicate positive effects of gamification include improved motivation for learning activities, the benefits of developing skills and abilities, the development of communication and teamwork skills, and psychological relief. The difficulty in using gamification is price. It is shown that the importance of implementing various gamification models – role-playing games, story-based learning, quests, simulations, virtual reality, etc. gamification plays a positive role primarily in the motivational component of learning. The conclusions emphasise the further prospect of studying gamification through the prism of its potential evolution. The contribution of the study lies in its systematic review of various gamification approaches in education

    9,345

    full texts

    9,805

    metadata records
    Updated in last 30 days.
    Online-Journals.org (International Association of Online Engineering)
    Access Repository Dashboard
    Do you manage Open Research Online? Become a CORE Member to access insider analytics, issue reports and manage access to outputs from your repository in the CORE Repository Dashboard! 👇