This paper presents a discrete optimization system implementing a parallel hybrid metaheuristic. This is obtained by joining a genetic algorithm and a parallel version of a stochastic descent method called Kangaroo. The system has the exploration power of the genetic algorithm and the intensification ability of the Kangaroo algorithm. Because the genetic algorithm generates a population of solutions and the Kangaroo algorithm treats a solution at a time, a parallel version of this one was considered. The TWA problem was solved using the proposed metaheuristic. This offered the opportunity to underline some aspects regarding the implementation of this hybrid system. The impact of the precedence constraints upon the implementation of the genetic operators (crossover and mutation) is also considered.
Children and elderly represent segments for which education is extremely important. It is a known fact that they are major consumers of information, especially from television. New technologies like NetTV will facilitate the distribution of multimedia educational content. In the context of the European ITEA2 Guarantee project, we consider it as an opportunity to correlate the educational content with the information received from sensors. The purpose of the educational animation is to educate the behavior. The system will offer multimedia educational content on specific behaviors: behave properly, socialize, rest frequently, check health, verify the merchandises expiration dates, get medication on time, be organized, do not forget to turn off appliances, etc. The content is also a form of communication between the children or elder and family or friends. Through animations, the family could educate and adjust behavior, show love and respect, could encourage communicating using new media channels, or could remember family moments, etc. The educational content has an emotional target. We want to capture the attention and we want the animation to be effective. In order to educate the rest frequently behavior, the system will generate several animations each with a different emotional target. The system will deliver the animations to NetTV or other devices on a regular basis. If the feedback from the sensors is positive, the system will deliver educational animations with a moderate emotional target. If the feedback is negative, such as the elder is not resting enough, the animations will have a higher emotional target. The paper will present an overview of the platform for delivering multimedia educational content in home environment, its role inside Guarantee architecture and how it could be integrated in future Ambient Intelligence solutions.
Thanks to the internet, information is available everywhere. People find information on websites, large public data collections, wikis, blogs, twitter messages and so on. However, interconnecting all this information and making it available at the right moment and in the right format is an increasingly difficult challenge. The ITEA2 European project Twirl will address this by creating an open platform able to process, query, enrich, interlink and fuse data originating from real world applications and knowledge extracted from virtual data sources (e.g. open linked data, social communities & forums, blogs, wikis, RSS). The Augmented Entertainment domain aims at enriching multimedia user experience in a digital home setting. The capacity of TWIRL to aggregate knowledge issued from different data sources (personal blogs, twits and other Web-related social activities) can be exploited in order to make the multimedia experience rich of interactivities and more personal. With TWIRL, the digital content is not delivered independently as an atomic unit but augmented with all the relevant and pertinent knowledge that can be extracted or added from external sources related to the content. Contextual information can also be integrated so that the experience becomes social, and environment-sensitive. The second-screen is a rising phenomenon. According to Nielsen, in Q4 2011, the vast majority of American tablet owners (88%) and smartphone owners (86%) said they used their device while watching TV at least once during a 30-day period. The second-screen has a huge potential for e-learning. A smartphone or tablet could be used to obtain complimentary content, connect to an instructor, or interact with other learners. This paper describes the EduSofa platform, the results of the national survey on the second-screen technology for education and a common format for representing the educational content on second-screen environment.
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