Online-Journals.org (International Association of Online Engineering)
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Evaluation of Optimization Algorithms for Use in a Mobile App Aimed at Learning Autotuning of PID Controllers for Engineering Students
Most research in the field of optimization algorithms related to automatic control, both in Hessian and quadratic methods, does not pay enough attention to computational efficiency in data processing, especially in mobile applications on smartphones where their resources are limited. This study seeks to identify the most efficient algorithm in terms of resource consumption for autotuning of PID (proportional, integrator, derivative) controllers in a mobile app aimed at learning engineering students. The BFGS (Broyden-Fletcher-Goldfard-Shanno), simulated annealing, genetic, conjugate gradient, and PSO (particle swarm optimization) algorithms were evaluated. The descriptive scope research and quasi-experimental design showed that the BFGS algorithm is highly efficient and suitable for autotuning of PID controllers in mobile applications, demonstrating consistency in the use of resources with different numbers of testing samples. This study validates a useful optimization method to develop a mobile app that simulates the tuning of PID controllers, being useful for learning topics about automatic control of industrial processes, which allows closing gaps in accessibility and educational availability for engineering students. Future studies should focus on developing mobile applications that use smartphone sensors to generate signals in real time and integrate them with augmented reality environments to build immersive and interactive autotuning systems
In-World NPC: Analysing Artificial Intelligence Precision in Virtual Reality Settings
This study investigates the accuracy and performance of artificial intelligence (AI)-driven non-player characters (NPC) in a virtual classroom environment, focusing on an educational simulation scenario. By employing a mixed-methods approach that combines quantitative data from controlled experiments and qualitative insights from user feedback, the research aims to provide a comprehensive evaluation of NPC behavior. The findings indicate that NPC demonstrated a high decision-making accuracy rate of 87%, with solid behavioral consistency and generally fast response times averaging 1.2 seconds. However, challenges were noted in handling complex queries and maintaining consistency in dynamic scenarios. Factors influencing NPC performance included the complexity of user interactions, the environmental context, and the limitations of AI algorithms. Overall user satisfaction was high, with participants appreciating NPC realism, responsiveness, and engagement. A comparative analysis of AI techniques revealed that while rule-based systems were efficient and predictable, machine learning models offered superior adaptability and contextual understanding, albeit at the cost of higher computational demands. The study concludes that enhancing AI capabilities, optimising computational resources, and incorporating adaptive learning algorithms can improve NPC performance. These insights provide valuable guidance for future developments in AI-driven NPC, aiming to create more immersive and compelling virtual educational environments
Artificial Intelligence for Detection, Control and Monitoring of Monkeypox Outbreaks Using a Mobile Application
Monkeypox is a disease of zoonotic origin that reflects the connection between human, animal, and environmental health. It is transmitted primarily through direct contact with body fluids, skin lesions, or contaminated surfaces. Being of interest after the global outbreak of 2022, which recorded nearly 70,000 cases in more than 100 countries. This study presents a prototype mobile application that incorporates tools such as artificial intelligence (AI) for early detection and monitoring of the disease. The mobile-D methodology was used. The results were validated by experts and users, reaching an average of 85% in user satisfaction and 81% in expert evaluation, indicating a high level of acceptance. This application facilitates real-time data collection, improving communication between health authorities and the population, which is crucial for disease control. With the use of AI and data analysis, the application seeks to optimize case management and support health systems in at-risk areas, representing a significant advance in the response to monkeypox
An Exploratory Qualitative Investigation into How Introductory Students Troubleshoot an Electronic Circuit
Troubleshooting is recognised to be a key laboratory learning objective within engineering education. However, little is known about how students taking introductory courses troubleshoot electronic circuits. The contribution of this study, therefore, is to use object-orientated focus groups with a think-aloud protocol to gather data while participants engage in the task of troubleshooting an electronic circuit. Content analysis was used to qualitatively analyse the gathered data based on a previously established cognitive task analysis (CTA) model. The findings, while limited by the sample size, indicate that participants tended to dive straight into the troubleshooting activity, and their troubleshooting process was mostly characterised by two phases of the CTA model, namely test along with repair and evaluate. Earlier phases of the process that involve specific actions, such as discerning the function of parts of the system, brainstorming causes and solutions, and developing a troubleshooting plan, received less attention. The primary implication is that formal troubleshooting instruction may need to be better embedded within introductory courses, though additional research is needed to validate this implication
Evaluation of Attendance at the Glossary Activity in a Technically Oriented E-Learning Course
During the COVID-19 pandemic, online education became increasingly attractive once again. This was mainly due to the fact that, during the peak of the current epidemic, schools at various levels were closed. To enable pupils and students to continue their studies, teaching was transferred to a safer online space. In this paper, we focus on the use of the Dictionary of Foreign Technical Terms (ENG-SLO) activity to determine the extent to which participants need this dictionary to explain unfamiliar technical terms. To obtain relevant results using this activity, we decided to test the frequency of its use (visits) and rank each participant according to the resulting evaluation. As the experiment was conducted in vocational high schools, we kept the familiar rating scale of these schools, ranging from one to five, where 1 is the best rating and 5 the worst, indicating a failure. The results indicate that above-average use was recorded among participants who failed and those who scored 4, while the other scoring groups used the glossary activity rather below average
Disguise Learn: A Best-in-Class Hybrid Learning Program Case Study
This case study examines the development and implementation of “Disguise Learn”, a hybrid learning program designed to elevate customer training experiences, enhance product adoption, and foster client success in the extended reality (xR) and virtual production (VP) realms. The study highlights the business needs that led to the creation of Disguise Learn, the strategic design of the program, its deployment, change management efforts, and the measurable benefits realised. The study aims to showcase best practices in creating a comprehensive and engaging hybrid learning environment that aligns with organisational objectives and industry demands
Crafting Personalised Web Interfaces: Enhancing Accessibility for Persons with Disabilities
This paper investigates the creation of multimodal web interfaces to foster inclusive services, aiming to empower individuals with disabilities. This paper details the development of SEU (Services to Empower yoU), an online platform designed to improve access to offline services for persons with disabilities through personalised multimodal web interfaces. Developed using a participatory design approach, SEU involved collaboration with Human- Computer Interaction experts, occupational therapists, accessibility experts, and persons with disabilities. The platform supports multiple user needs across cognitive, visual, motor, and hearing impairments. SEU was evaluated in a two-phase usability study, which included expert assessment and testing by persons with disabilities, supplemented with interviews, observations, and questionnaires. Feedback highlighted SEU’s effective design and usability, emphasising its utility in enhancing service accessibility. The study indicates that both experts and persons with disabilities consider the platform an added value. Although the platform was well-received, suggestions for better cognitive support and the addition of a mobile application were noted, acknowledging the regular smartphone usage among the target users
The Design of a Learning Experience Platform using xAPI with Design Thinking Learning to Promote Innovation
This research focuses on designing a learning experience platform using xAPI and incorporating design thinking principles to foster innovation. The study focused on two main areas: a) analyzing and synthesizing the conceptual framework for a learning experience platform using xAPI with design thinking learning to promote innovation; and b) evaluating the suitability of a learning management model design for the learning experience platform using xAPI with design thinking learning to promote innovation. The evaluation was conducted by nine experts and the model consists of five parts: 1) the student module, 2) the teacher module, 3) the learning module, 4) the analytical module, and 5) the portfolio module. These modules were derived from an assessment of the suitability of the learning style, which indicated the highest level. The result regarding the suitability of the components of the LEP-DT learning model was at the highest level ( x = 4.79, S.D). The value is 0.39. According to the assessment results, the model can be applied to learning management
Ceci N’Est Pas Une Publication: The Art of AI-Generated Research Papers
The advent of Generative Artificial Intelligence (genAI) has significantly reshaped the educational landscape, heralding new prospects and concurrently introducing complex challenges. Mirroring the essence of René Magritte’s iconic artwork “Ceci n’est pas une pipe”, where the depiction of a pipe is not actually a pipe, this publication is not a publication, at least not from the beginning. This article acts as a case study, showcasing the ability to generate coherent and pertinent AI-created content, while also drawing attention to its limitations in depth and diversity. Moreover, it underscores the facility with which such content can be produced. The paper culminates by examining the role of AI-generated content within the academic sphere, particularly highlighting the complexities involved in distinguishing AI-produced material from human-authored text
Application of Gamification Models with Virtual Reality for Learning Plant Cultivation Techniques
The aim of this research is to assess the effectiveness of implementing gamification models with virtual reality (VR) for plant cultivation techniques in constructing hydroponic circuits. The purpose of this study is to examine the significant differences in effectiveness between the control group and the intervention group when using gamification with virtual reality. The data used consists of test results from 50 respondents, divided into two groups: a control group of 25 students and an intervention group of 25 students. The trial was divided into two different groups. Group 1, the control group, received conventional treatment, which involved lecturers explaining the assembly of hydroponic circuits in class, followed by students practicing the assembly. Group 2, the intervention group, received self-learning treatment that involved the practice of assembling hydroponic circuits using a gamification model with VR. An independent t-test was conducted to determine whether there was a significant effect of applying plant cultivation techniques on assembling hydroponic circuits. The results of the t-test revealed a significant effect of applying the gamification model with VR compared to the conventional model. The application of the gamification model with VR to assemble hydroponic circuits has shown significant effectiveness, with an N-Gain value of 62.47%, whereas the conventional treatment has demonstrated lower effectiveness, with an N-Gain value of 28.24%