9 research outputs found
A Scalarized Augmented Lagrangian Algorithm (SCAL) for multi-objective optimization constrained problems
Science and Technology Publications, Lda. All rights reserved. In this paper, a methodology to solve constrained multi-objective problems is presented, using an Augmented Lagrangian technique to deal with the constraints and the Augmented Weighted Tchebycheff method to tackle the multi-objective problem and find the Pareto Frontier. We present the algorithm, as well as some preliminary results that seem very promising when compared to previous state-of-the- art work. As far as we know, the idea of incorporating an Augmented Lagrangian in multi-objective optimization is rarely used so, the obtained results are very encouraging to pursuit further in this line of investigation, namely with the tuning of the Augmented Lagrangian parameters as well as testing other algorithms to solve the subproblems or to handle the multi-objective problems. It is also our intention to investigate the resolution of problems with three or more objectives.- Fundação para a Ciência e a Tecnologia(UID/CEC/00319/2013
The city of uruk: Teaching ancient history in a virtual world
In this paper we show how 3D Virtual Worlds can be utilised for teaching ancient history. Our goal is to build an accurate replica of one of humanity's first cities in a 3D Virtual World and provide history students with facilities to explore the virtual city and learn about its past in the simulated 3D environment. Unlike the majority of similar historical reconstructions, an important feature of our approach is having virtual agents that are capable of simulating everyday life of ancient inhabitants, which includes common tasks like eating, sleeping, working and communicating with one another. In order to offer educational value the agents act as autonomous tutors and are capable of sensing the students through their avatars and interact with them both in terms of performing joint actions and through verbal communication. We show how such virtual environments can be built, explain the technology behind its artificial intelligence controlled population and highlight the corresponding educational benefits. To validate the impact of using the 3D environment and virtual agents in history education we conducted a case study that confirmed the beneficial educational aspects of our approach. © 2012 Springer-Verlag Berlin Heidelberg
The city of uruk: Teaching ancient history in a virtual world
The city of uruk: Teaching ancient history in a virtual worl
On competition and banking
In this thesis we discussed several aspects of bank behavior under imperfect competition. As we argued in chapters 1 and 2, the loss of production and growth and the suboptimal welfare level resulting from imperfections in banking can only partly be explained by transaction costs and asymmetric information - the traditional justifications for financial intermediation. Empirical evidence suggests that banking markets are characterized by another imperfection: imperfect competition. Thus, the study of the strategic behavior of individual actors, i.e. banks, may yield further understanding of the functioning and development of banking markets. This issue is dealt with by the Industrial Organization (IO) approach to banking. In general, our study fits into this approach.
Passive RFID localization in the Internet of Things
El Khodr, M ORCiD: 0000-0001-9904-7551Smart home researches have emerged in recent years as a popular field of study in pervasive computing to suggest a solution that can be beneficial for impaired individuals and elderly on their daily life basis. Location tracking accuracy is a major research challenge in smart homes that needs much further investigation.
This paper presents a review of the existing techniques and technologies in location based systems in the Internet of things, and it identifies the research gap of localization in smart home settings. The paper proposes a localization framework for smart home healthcare as well as our preliminary implementation of the localization framework
How are Australian higher education institutions contributing to change through innovative teaching and learning in virtual worlds?
Over the past decade, teaching and learning in virtual worlds has been at the forefront of many higher education institutions around the world. The DEHub Virtual Worlds Working Group (VWWG) consisting of Australian and New Zealand higher education academics was formed on 2009. These educators are investigating the role that virtual worlds play in the future of education and actively changing the direction of their own teaching practice and curricula. 47 academics reporting on 28 Australian higher education institutions present an overview of how they have changed directions through the effective use of virtual worlds for diverse teaching and learning activitiessuch as business scenarios and virtual excursions, role-play simulations, experimentation and language development. The case studies offer insights into the ways in which institutions are continuing to change directions in their teaching to meet changing demands for innovative teaching, learning and research in virtual worlds. This paper highlights the ways in which the authors are using virtual worlds to creat opportunities for rich, immersive and authentic activities that would be difficult or not possible to achieve through traditional approache
Sustaining the future through virtual worlds
Virtual worlds (VWs) continue to be used extensively in Australia and New Zealand higher education institutions although the tendency towards making unrealistic claims of efficacy and popularity appears to be over. Some educators at higher education institutions continue to use VWs in the same way as they have done in the past; others are exploring a range of different VWs or using them in new ways; whilst some are opting out altogether. This paper presents an overview of how 46 educators from some 26 institutions see VWs as an opportunity to sustain higher education. The positives and negatives of using VWs are discussed
Virtual worlds in Australian and New Zealand higher education: Remembering the past, understanding the present and imagining the future
3D virtual reality, including the current generation of multi-user virtual worlds, has had a long history of use in education and training, and it experienced a surge of renewed interest with the advent of Second Life in 2003. What followed shortly after were several years marked by considerable hype around the use of virtual worlds for teaching, learning and research in higher education. For the moment, uptake of the technology seems to have plateaued, with academics either maintaining the status quo and continuing to use virtual worlds as they have previously done or choosing to opt out altogether. This paper presents a brief review of the use of virtual worlds in the Australian and New Zealand higher education sector in the past and reports on its use in the sector at the present time, based on input from members of the Australian and New Zealand Virtual Worlds Working Group. It then adopts a forward-looking perspective amid the current climate of uncertainty, musing on future directions and offering suggestions for potential new applications in light of recent technological developments and innovations in the area
