As a result of incredible technological advancements and research of new technical expertise and huge economic growth of our country, people started to buy cars more than other vehicles. Therefore, there arises an eno...
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With the continuous development and popularization of information technology, online education has gradually become a new way of learning. Especially during the epidemic, E-learning has gradually become the mainstream...
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As the world is becoming more visually oriented, visually impaired people are struggling to access and understand visual content. This paper aims to represent the model created to assist blind and visually impaired pe...
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Good working condition of mechanical facility is necessary to ensure orderly industrial production, and remaining useful life (RUL) estimation of mechanical facility via current monitoring parameters is an important i...
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In order to increase automation, strengthen decision- making, and improve efficiency while reducing costs and maintaining precision, the development of intelligent machinery is becoming more and more dependent on the ...
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The acquisition of knowledge related to the development of new drugs in the pharmaceutical industry can be challenging. It has been observed that traditional lectures that rely on reading, listening, and observing may...
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ISBN:
(纸本)9798331516635
The acquisition of knowledge related to the development of new drugs in the pharmaceutical industry can be challenging. It has been observed that traditional lectures that rely on reading, listening, and observing may not be as effective, especially for sales-engineer learners in cross-disciplinary contexts. Grasping clinical trials, a major chapter of new drug development, is a crucial skill for their training of sales engineers and is highly valued in the pharmaceutical industry. Therefore, it is important to find alternative methods of teaching. The use of game-based learning (GBL) in the health professional sector has been shown to improve learning outcomes. Gamification is a teaching method that actively engages students. However, it is important to note that while most studies have focused on pre-existing gamification support, this work aims to discuss the co-creation of a non-digital social game. This study focused on the creation of tangible games over the use of digital platforms, which may not always facilitate creativity in the same way. Since learning is no longer about repeating what is known, but about creating something new, students are divided into groups and given the task of designing a game using the contents of clinical trials, after receiving a lesson on the elements and mechanisms of games. Following the creation sessions, participants are asked to respond to a Likert scale questionnaire regarding their perceptions of learning and understanding before and after the activity. It is developed using Bloom's taxonomy and the Attrackdiff questionnaire. A semi-structured thematic interview is also carried out to reflect the learning and co-creation experiences encountered at the learning phases, as well as the emotional involvement and perceptions of the learning outcomes. The findings suggest that collaborative game creation in medical sciences courses can enhance students' empathy and understanding, foster motivation, and facilitate proactive lear
Viral hepatitis increases the likelihood of developing liver cancer, which is a critical public health concern. It is a severe disorder that can be fatal if not recognized and treated promptly. The most common causes ...
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This study investigates skin lesion classification through feature fusion, focusing on transfer learning-based extraction for improved model discernment. Utilizing VGG16, ResNet, and EfficientNet B0, the research rank...
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The Artificial Intelligence-Generated Content (AIGC) technique has gained significant popularity in creating diverse content. However, the current deployment of AIGC services in a centralized framework leads to high r...
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ISBN:
(纸本)9798350386066;9798350386059
The Artificial Intelligence-Generated Content (AIGC) technique has gained significant popularity in creating diverse content. However, the current deployment of AIGC services in a centralized framework leads to high response times. To address this issue, we propose the integration of collaborative Mobile Edge computing (MEC) technology to decrease the processing delay of AIGC services. Nevertheless, existing collaborative MEC methods only facilitate collaborative processing among fixed Edge Servers (ESs), limiting flexibility and resource utilization across heterogeneous ESs for different computing and networking requirements associated with AIGC tasks. This poses challenges for efficient resource allocation. We present an adaptive multi-server collaborative MEC approach tailored for heterogeneous edge environments to achieve efficient AIGC by dynamically allocating task workload across multiple ESs. We formulate our problem as an online linear programming problem aiming to minimize task offloading make-span. This problem is proved to be NP-hard and we propose an online adaptive multi-server selection and allocation algorithm based on deep reinforcement learning that effectively addresses this problem. Additionally, we provide theoretical performance analysis, demonstrating that our algorithm achieves near-optimal solutions within approximate linear time complexity bounds. Finally, experimental results validate the effectiveness of our method by showcasing at least 11.04% reduction in task offloading make-span and a 44.86% decrease in failure rate compared to state-of-the-art methods.
Autonomous driving has been gaining a lot of attention in the field of transportation technology in recent years. The use of autonomous vehicles has the potential to reduce the number of road accidents caused by human...
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ISBN:
(纸本)9798350333398
Autonomous driving has been gaining a lot of attention in the field of transportation technology in recent years. The use of autonomous vehicles has the potential to reduce the number of road accidents caused by human error, improve traffic flow, increase fuel efficiency and save time for travelers. In federated learning systems, selecting trustworthy autonomous vehicles (AVs) to participate in training is critical for ensuring system performance and reliability. In this work, we propose a trust-aware approach to AV selection that incorporates the performance of each AV using the Local Interpretable Model-Agnostic Explanations (LIME) method and One-Shot Federated learning. We modify the XAI LIME Deep Q-learning-based AV selection model to include the trust metric, resulting in the Trust-Aware XAI LIME Deep Q-learning-based AV selection model. Our experiments show that the trust-aware approach outperforms the standard approach in terms of both accuracy and reliability, demonstrating the effectiveness of incorporating trust metrics in AV selection.
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