We review the main components of autonomous scientific discovery, and how they lead to the concept of a Robot Scientist. This is a system which uses techniques from artificial intelligence to automate all aspects of the scientific discovery process: it generates hypotheses from a computer model of the domain, designs experiments to test these hypotheses, runs the physical experiments using robotic systems, analyses and interprets the resulting data, and repeats the cycle. We describe our two prototype Robot Scientists: Adam and Eve. Adam has recently proven the potential of such systems by identifying twelve genes responsible for catalysing specific reactions in the metabolic pathways of the yeast Saccharomyces cerevisiae. This work has been formally recorded in great detail using logic. We argue that the reporting of science needs to become fully formalised and that Robot Scientists can help achieve this. This will make scientific information more reproducible and reusable, and promote the integration of computers in scientific reasoning. We believe the greater automation of both the physical and intellectual aspects of scientific investigations to be essential to the future of science. Greater automation improves the accuracy and reliability of experiments, increases the pace of discovery and, in common with conventional laboratory automation, removes tedious and repetitive tasks from the human scientist.
Customer Relationship Management (CRM) system is used to manage company relations with the existing and prospect customers. Data mining is used in organization for decision making and forecasting of prospective customers. We have studied recent literature related to use of data mining techniques for CRM. Based on review of the contemporary literature, we analyzed different data mining techniques employed in different types of business, corporate sectors and organizations. We illustrated a critical review table which provides the problem addressed, proposed techniques, significance, limitations and suggested possible improvements for each proposed techniques review during this study. The critical review of the data mining techniques which are being used for CRM is provided in this paper.
Information and communication technology (ICT) can be termed as a reagent for the microfinance sector. It has contributed significantly for the growth of this sector, which is clearly depicted from the reviewed literature as well as the market evaluation. The paper analyzes the impact of technological advancements within the microfinance industry from academic as well as practitioner’s point of view. The true advantage of that advancement in the technology is yet to be realized by this sector. The paper proposed that ICT components on an optimized approach can be beneficial for a new as well as an experienced microfinance player for the efficient and cost effective delivery of its services to the masses without any major hindrance.
Technology advancement has made recruitment and selection process more efficient in the contemporary age. “Gamified Recruitment” is an innovative approach towards this process. Gamification uses game elements (simulations, board games etc.) to judge the cognitive potential of an applicant. The use of gamified recruitment surged up in Pakistan form late 2015, companies (PTCL, Nestle and Shan Foods) has been recruiting employees for their management trainee programs specifically but the scope of gamification is not measured academically in the perspective of the job seekers. This research focuses on the scope of gamified recruitment in view of job seekers of Sindh Pakistan. Quantitative approach was to collect the data using an adopted questionnaire. The research was conducted through E-survey using Ad-Hoc sampling, total 118 responses were collected. Data was analyzed through descriptive and frequency analysis using mean and standard deviation scores. The results of the research showed low scope of gamified recruitment among respondents. Majority of females viewed gamification as an entertainment rather than an effective tool for recruitment, whereas, male respondents were of positive view-point. The respondents viewed reliability as potential advantage and stress as the disadvantage of gamified recruitment. It can be concluded that since “Gamified Recruitment” is a new concept in Sindh, Pakistan, therefore, it will gain popularity on a gradual basis. This research opens further room for research on this novel concept utilization across the country.
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