作者:
Forti, MUniv Siena
Dipartimento Ingn Informazione I-53100 Siena Italy
The paper addresses complete stability (CS) of the important class of neural networks to solve linear and quadratic programming problems introduced by Kennedy and Chua (IEEE Trans. Circuits Syst., 1988;35:554). By CS ...
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The paper addresses complete stability (CS) of the important class of neural networks to solve linear and quadratic programming problems introduced by Kennedy and Chua (IEEE Trans. Circuits Syst., 1988;35:554). By CS it is meant that each trajectory converges to a stationary state, i.e. an equilibrium point of the neural network. It is shown that the neural networks in (IEEE Trans. Circuits Syst., 1988;35:554) enjoy the property of CS even in the most general case where there are infinite non-isolated equilibrium points. This result, which is proved by exploiting a new method to analyse CS (Int. J Bifurcation Chaos 2001;11:655), extends the stability analysis by Kennedy and Chua (IEEE Trans. Circuits Syst., 1988;35:554) to situations of interest where the optimization problems have infinite solutions. Copyright (C) 2002 John Wiley Sons, Ltd.
The market demands and financial constraints in medium- to long-term production planning are often subject to uncertainties. As an extension of the author's previous paper, this paper focuses on a formulation and ...
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The market demands and financial constraints in medium- to long-term production planning are often subject to uncertainties. As an extension of the author's previous paper, this paper focuses on a formulation and simulation analysis for multi-product aggregate production-planning problems with fuzzy demands and fuzzy capacities. The fuzzy production-inventory balance equation is formulated as a soft equation and can be interpreted as the possibility level of meeting the market demands, which is more meaningful and accepted by the practitioner than the previous one. With this interpretation, a fuzzy multi-product aggregate production-planning model is transformed into a parametric programming model. A simulation of a practical instance is conducted to illustrate the model and demonstrate the performance and effect of various parameters on the optimal aggregate production plan. The proposed formulation and simulation analysis can help the decision-maker make a reasonable and preferred aggregate plan to guarantee feasibility of the downstream family disaggregation plans.
Gaining computer programming depends on both intrinsic and extrinsic factors of the students. Many studies have provided various viewpoints to engage students in introductory programming learning. Still, there is a la...
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ISBN:
(纸本)9781450383974
Gaining computer programming depends on both intrinsic and extrinsic factors of the students. Many studies have provided various viewpoints to engage students in introductory programming learning. Still, there is a lack of works that interweave different teaching methods from cognitive and affective dimensions or considered the latter in face-to-face classes consistently. This poster introduces our approach that combines pair programming, formative feedback, aspects of the affective dimension, and creative programming problems. We outline how the methods above are connected, preliminary results, and future works intentions.
By using T. Oprea's optimization method on a real hypersurfaces of complex quadric Q(m) with QSMC, we prove extremal inequalities concerning normalized scalar curvature and generalized normalized delta-Casorati cu...
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ISBN:
(纸本)9789811307614;9789811307607
By using T. Oprea's optimization method on a real hypersurfaces of complex quadric Q(m) with QSMC, we prove extremal inequalities concerning normalized scalar curvature and generalized normalized delta-Casorati curvatures. Moreover, we show the equilibrium cases at all points which signalize the invariantly quasi-umbilical real hypersurfaces. Finally, applications of this technique as a constrained programming problem.
Many tools have been used in the programming area to teach programming to novices. The most familiar tools comprise of flowchart-based notation along with programming environments depending on icons. Much more explora...
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ISBN:
(纸本)9781479943913
Many tools have been used in the programming area to teach programming to novices. The most familiar tools comprise of flowchart-based notation along with programming environments depending on icons. Much more exploration on this area has disclosed that the deficiency of problem-solving abilities is directly tied with language syntax that they apply and the development environment. The main objective of this research is to develop a framework for improving the problem-solving skills of novice programmers. Hence, our research proposes a novel strategy, simulating human mechanism of solving problems in programming by converting the textual description of a problem, in English, into a flowchart. Two knowledge bases are employed to interpret the programming meaning of a given textual description in an attempt to draw its flowchart. Our future work will include the implementation and evaluation of this proposed framework.
Games have important motivational power. They take advantage of a set of tools to encourage people to engage with them just for the joy of playing and the possibility to win. While gamification is gaining ground in a ...
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ISBN:
(纸本)9781728109305
Games have important motivational power. They take advantage of a set of tools to encourage people to engage with them just for the joy of playing and the possibility to win. While gamification is gaining ground in a lot of areas in our society, its application in education is still an emerging trend. In recent years, gamification has attracted the attention of researchers from different areas such as teaching and learning computer programming. Ever since the first programming languages emerged, the problems inherent to programming teaching and learning have been studied and investigated. The theme is very serious, not only for the important concepts underlying computer science courses but also for reducing the lack of motivation, failure, and abandonment that result from student frustration. In most of these studies and research one factor prevails, lack of student motivation or how to motivate students to learn programming. One way to combat this problem is to use gamification. Using game design elements in non-game contexts is one of the good ways to motivate and encourage students to learn programming. To assess how gamification impacted the learning experience, we compared data from one gamified and non-gamified year. In general, the results show significant improvements in terms of attendance to class, participation, and proactivity. They also suggest that our approach can reduce the high rate of failure grade among students. In conclusion, this case study, we show how the use of concepts related to gamification can improve motivation, passion, beauty, joy, awe, e naturally the succeed in programming.
From the time of early exploration in the area of programming languages, many tools have been employed to introduce novice programmers to programming. The most common tools entail flowchart-based notation as well as p...
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ISBN:
(纸本)9781479945757
From the time of early exploration in the area of programming languages, many tools have been employed to introduce novice programmers to programming. The most common tools entail flowchart-based notation as well as programming environments based on icons. More research in this field has revealed that the lack of problem-solving skills, which is considered as one of the prominent shortcomings that novices deal with, is exacerbated by language syntax that the novices employ. Thus, our proposed novel text-to-flowchart conversion approach intend to prompt novices to focus on solution rather than on programming syntax by engaging them in meaningful planning activities and solution designing prior to their attempt to do an implementation. The main target group of the research is CS minors students who do not know anything about programming before using the proposed framework. Therefore, only simple basic algorithmic programming problems designed for novice programmers are only considered as an input. One of the significant features applied in the system is to use automatic text-to-flowchart conversion. The main objective of this research is to develop a framework to improve the solution designing and problem-solving skills in novice programmers for both sighted and blind users. A knowledge base and lexical resources are used to draw its corresponding flowchart as well as a dialogue-based tutoring system, which gets novices involved in a dialogue with asking them to complete the corresponding flowchart or tracing the finalized flowchart. A crawler to search for the unknown programming problems entered by users through the Internet in order to improve the first knowledge base is also improvised to assure that the system automatically fortifies its knowledge base system. The initial evaluation of this framework has been done by 7 experts from Malaysia and Australia and very promising result has been shown.
In the era of Artificial Intelligence (AI), the role of Generative AI models has witnessed a paradigm shift in addressing programming challenges. This research delves into the evolving landscape of Generative AI-drive...
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