Institution
Institute of Technology, Blanchardstown
About: Institute of Technology, Blanchardstown is a based out in . It is known for research contribution in the topics: Higher education & The Internet. The organization has 209 authors who have published 244 publications receiving 7410 citations. The organization is also known as: ITB & IT Blanchardstown.
Papers published on a yearly basis
Papers
More filters
•
01 Jan 2013
TL;DR: This paper reports on a study to investigate the usefulness of data mining techniques in the analysis of factors deemed to be significant to academic performance in first year of college.
Abstract: Increasing college participation rates, and a more diverse student population, is posing a challenge for colleges in facilitating all learners achieve their potential. This paper reports on a study to investigate the usefulness of data mining techniques in the analysis of factors deemed to be significant to academic performance in first year of college. Measures used include data typically available to colleges at the start of first year such as age, gender and prior academic performance. The study also explores the usefulness of additional psychometric measures that can be assessed early in semester one, specifically, measures of personality, motivation and learning strategies. A variety of data mining models are compared to assess the relative accuracy of each.
15 citations
••
01 Nov 2009TL;DR: In this article, the authors highlight some of the challenges at undergraduate and postgraduate level of engineering education in the current adverse economic downturn can diverge widely, thus, predicting the exact nature of the future of this education with any certainty is difficult.
Abstract: Opinion about the impact of future developments at undergraduate and postgraduate level of engineering education in the current adverse economic downturn can diverge widely. Thus, predicting the exact nature of the future of this education with any certainty is difficult. Certainly, the current economic situation and the consequent uncertainties in the global market are going to affect a wide spectrum of our society and thus engineering education. This paper highlights some of the challenges at undergraduate as well as postgraduate, i.e. Master's and Doctoral, engineering education. The Author believes that existing engineering education has contributed to the vast majority of technological advancements and prosperity in society. However, the material presented in this paper is a view on the role of engineering in society and an attempt to make engineering education more attractive in the future.
14 citations
••
31 Dec 2008
14 citations
•
31 May 2005TL;DR: This paper proposes a strategy by which machine learning techniques such as Artificial Neural Networks and Genetic Algorithms can be used to enhance traditional pathfinding algorithms to solve the real-time aspect of this problem.
Abstract: One of the greatest challenges in the design of realistic Artificial Intelligence (AI) in computer games is agent movement. Pathfinding strategies are usually employed as the core of any AI movement system. This paper examines pathfinding algorithms used presently in games and details their shortcomings. These shortcomings are particularly apparent when pathfinding must be carried out in real-time in dynamic environments. This paper proposes a strategy by which machine learning techniques such as Artificial Neural Networks and Genetic Algorithms can be used to enhance traditional pathfinding algorithms to solve the real-time aspect of this problem. We describe a test bed system, currently in development, that incorporates these machine learning techniques into a 3D game engine.
12 citations
••
01 Aug 2018
TL;DR: The design and development process of a computer-supported learning system that attempts to address psycho-motor skills involved in crossing a road safely, changing learners' attitude towards road safety best practices, and enabling independent practice of transferable skills are described.
Abstract: In developed societies road safety skills are taught early and often practiced under the supervision of a parent, providing children with a combination of theoretical and practical knowledge. At some point children will attempt to cross a road unsupervised, at that point in time their safety depends on the effectiveness of their road safety education. To date, various attempts to supplement road safety education with technology were made. Most common approach focus on addressing declarative knowledge, by delivering road safety theory in an engaging fashion. Apart from expanding on text based resources to include instructional videos and animations, some stakeholders (e.g.: Irish Road Safety Authority) attempt to take advantage of game-based learning [1]. However, despite the high capacity for interaction being common in Virtual Environments, available game-based solutions to road safety education are currently limited to delivering and assessing declarative knowledge. With recent advancements in the field of Virtual Reality (VR) Head Mounted Displays, procedural knowledge might also be addressed in Virtual Environments. This paper describes the design and development process of a computer-supported learning system that attempts to address psycho-motor skills involved in crossing a road safely, changing learners' attitude towards road safety best practices, and enabling independent practice of transferable skills. By implementing game-based learning principles and following best practice for serious game design (such as making educational components essential to successful game-play, or instructional scaffolding) we hope to make it not only more effective, but also engaging, allowing us to rely on learners' intrinsic motivation [2], to increase their independent practice time and provide them with feedback that will help to condition safe behaviour and increase retention. Presence in Virtual Reality might evoke responses to Virtual Environment as if it was real (RAIR) [3] and enable learners to truly experience learning scenarios. In consequence leading to formation of autobiographical memories constructed from multisensory input, which should result in an increased knowledge retention and transfer [4].
11 citations
Authors
Showing all 209 results
Name | H-index | Papers | Citations |
---|---|---|---|
Kevin Murphy | 146 | 728 | 120475 |
Philip Owende | 24 | 50 | 6333 |
Roisin Donnelly | 21 | 118 | 1644 |
Adam C. Winstanley | 20 | 114 | 1597 |
Mitra Djamal | 19 | 210 | 1382 |
Edy Soewono | 16 | 107 | 862 |
Denise Martin | 15 | 55 | 693 |
Natasha Evers | 15 | 45 | 1158 |
Manoj Kumar | 14 | 106 | 731 |
Syifaul Fuada | 14 | 104 | 662 |
Adit Kurniawan | 11 | 120 | 523 |
Masayu Leylia Khodra | 11 | 128 | 569 |
Enri Damanhuri | 10 | 47 | 279 |
Rinaldi Munir | 10 | 100 | 554 |
Armein Z. R. Langi | 9 | 99 | 363 |