In this paper, we consider the problem of finding a minimum common partition of two strings. The problem has its application in genome comparison. As it is an NP-hard, discrete combinatorial optimization problem, we employ a metaheuristic technique, namely, MAX-MIN ant system to solve this problem. To achieve better efficiency we first map the problem instance into a special kind of graph. Subsequently, we employ a MAX-MIN ant system to achieve high quality solutions for the problem. Experimental results show the superiority of our algorithm in comparison with the state of art algorithm in the literature. The improvement achieved is also justified by standard statistical test.
PurposeSpeech disorder is one of the most common problems found with autistic children. The purpose of this paper is to investigate the introduction of computer‐based interactive games along with the traditional therapies in order to help improve the speech of autistic children.Design/methodology/approachFrom analysis of the works of Ivar Lovaas, it is already known that there are several disadvantages to the “applied behavior analysis” approach to solve the problems of autistic children; so the authors' methodologies were to encourage children with Autism Spectrum Disorders (ASD) to “play,” where playing is mediated through technology. By creating technological methods of interaction (visual displays and physical robots), play and comfortable interactions can be garnered from children with autism. There is a feeling of “safety” in having the main form of interaction occur with non‐humans. Further, these devices allow the child, rather than a third party, to be in control of the interactions.FindingsFrom the observations, it could found that the problems of autistic children have a wide range and it is almost impossible to design a single game for a group of children. Instead, each child needs to be treated individually. Hence, the authors are suggesting different types of games for different problems.Research limitations/implicationsThe authors have proposed some computer game‐based therapies for two types of autism that are discussed in the paper. Interactive games can be built for other types too. After having a group of these games it can be an experimental topic to determine the order of execution of these therapies. However, the proposed games heavily depend on the instructors. Research should be conducted to minimize the duties of instructor.Social implicationsThe autism spectral disorders are defined by the qualitative impairments in social communication. Although the actual reason for autism is still unknown to the medical sciences, it has been proved to be the result of abnormal and irregular growth of cerebral neurons of human brains. People suffering from autism very often demonstrate a poor performance in social interactions and hence find it difficult to communicate with other people. So if vocalization can be encouraged at the age of 3, a pivotal age for children with ASD, this could lead to an increased communicative ability, which makes not only the child's life easier, but also increases their chances of functioning in the world around them.Originality/valueThis paper offers a hierarchy of speaking skills and suggests corresponding games for each stage to achieve a necessary level of efficiency.
Autism is a complex developmental disability that typically appears during the first three years of life. This is the result of a neurological disorder that affects the functioning of human brain. Children diagnosed with autism often are self-absorbed and seem to exist in a private world where they are unable to successfully communicate and interact with others. Sometimes they have difficulties in developing speaking skills and understanding what others say to them. Lack of fluency in the speech is one of the most frequently found problems with autistic children. The traditional methods for increasing fluency were found to be monotonous and hence, not much successful during our three months of observations over the participants of Autism Welfare Foundation (AWF) at Dhaka. Therefore, we developed an interactive computer game for the autistic children for improving the fluency in their speech. Our game produced encouraging results over a participant during three months of observation. In this paper, we describe our project and the outcomes.
In this paper, we consider the problem of finding a minimum common partition of two strings. The problem has its application in genome comparison. As it is an NP-hard, discrete combinatorial optimization problem, we employ a metaheuristic technique, namely, MAX-MIN ant system to solve this problem. To achieve better efficiency we first map the problem instance into a special kind of graph. Subsequently, we employ a MAX-MIN ant system to achieve high quality solutions for the problem. Experimental results show the superiority of our algorithm in comparison with the state of art algorithm in the literature. The improvement achieved is also justified by standard statistical test.
We survey recent work on approximation algorithms for computing degree-constrained subgraphs in graphs and their applications in combinatorial scientific computing. The problems we consider include maximization versions of cardinality matching, edge-weighted matching, vertex-weighted matching and edge-weighted $b$ -matching, and minimization versions of weighted edge cover and $b$ -edge cover. Exact algorithms for these problems are impractical for massive graphs with several millions of edges. For each problem we discuss theoretical foundations, the design of several linear or near-linear time approximation algorithms, their implementations on serial and parallel computers, and applications. Our focus is on practical algorithms that yield good performance on modern computer architectures with multiple threads and interconnected processors. We also include information about the software available for these problems.
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