Academic literature on the topic 'Interactive Machine Learning Based Quiz Application'

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Journal articles on the topic "Interactive Machine Learning Based Quiz Application"

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Hirulkar, Sagar Ravindra, and Prof. Samata V. Athawale. "Quiz Master AI: An Interactive Machine Learning-Based Quiz Generator." International Journal of Ingenious Research, Invention and Development (IJIRID) 3, no. 5 (2024): 474–82. https://doi.org/10.5281/zenodo.14208814.

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Quiz Master AI is an innovative machine learning-based application designed to create an interactive and engaging platform for quiz-based learning. The primary goal of the project is to develop a system that generates multiple-choice questions (MCQs) from user-provided content and allows users to participate in quizzes, enhancing their learning experience. Participants can level up based on their performance, fostering a competitive and collaborative environment for knowledge acquisition. In Quiz Master AI, users can form groups with a designated group author who provides a paragraph or passage as input. This input is processed by a machine learning model trained to extract key information, identify important concepts, and generate contextually accurate and diverse multiple-choice questions. The goal is to test the comprehension and retention of the paragraph's content, making the learning process more interactive and effective. Once the questions are generated, the group members take the quiz, answering the MCQs based on their understanding of the input passage. After the quiz is completed, participants are scored, and each individual's performance determines their progression through different levels. This "level-up" system is designed to motivate users by rewarding them for their learning achievements and providing a sense of accomplishment as they improve. Quiz Master AI leverages natural language processing (NLP) techniques to ensure the questions are relevant, unambiguous, and educational. The model can handle a wide range of content topics, making it suitable for various educational purposes, from school subjects to professional training. Additionally, the platform's gamified approach encourages healthy competition and collaboration among users, making learning both fun and productive.
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Snekha, S., and N. Ayyanathan. "An Educational CRM Chatbot for Learning Management System." Shanlax International Journal of Education 11, no. 4 (2023): 58–62. http://dx.doi.org/10.34293/education.v11i4.6360.

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An educational customer relationship management (CRM) Chatbot is a learner support service automation tool that enhances the human computer interaction and user experience in higher education institutions through effective online conversation and information exchange. The machine with embedded knowledge is trained to identify the sentences and taking a right decision itself in response to answer a question. An E-learning platform is a web-based platform designed to streamline the administration, delivery of online educational courses and training programs. It serves as a centralized hub where educators, learners, and administrators can interact, collaborate, and access learning resources anytime, anywhere. The research objective is to design and build a E-Learning Management System with CRM chatbot for effective user interaction. A website is developed for managing course materials in the form of videos, flip-books and quiz using HTML, CSS, JavaScript, PHP, and MySQL. Students can access the course materials from anywhere and anytime. The queries may arise from user at any moment. In this case, the chat bot will primarily assist students and will respond to queries by guiding them through the functionalities and features of this application at any time. Chatbot will enhance customer service. This proposed CRM-chatbot uses natural language processing (NLP) and Feed forward Neural Network model to understand students questions and automate responses to them.
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Rachmawan, Idham Kholed, and Enny Itje Sela. "Perancangan Aplikasi Quiz Sebagai Media Pembelajaran Sejarah." Jurnal Indonesia : Manajemen Informatika dan Komunikasi 5, no. 1 (2024): 1056–63. http://dx.doi.org/10.35870/jimik.v5i1.575.

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Mastery of historical concepts is important for students in increasing their understanding of country’s past dan history. However, conventional history learning metodhs still often experience difficulties in attracting and motivating students to learn. Therefore, we need an interactive and fun learning media to increase students’ learning history. One alternative interactive learning media is an interactive quiz application. This study aims to help teachers in the learning process so that students are more interested in learning history with learning media in the form of interactive quiz applications. The interactive quiz application developed in this final project is an android-based application that makes it easier for students to learn history in a fun way. This application provides quizzes rellated to history subject matter wich are presented interactively. In addition, this application also provides an evaluation feature to evaluate students’ ability to master historical concepts.
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Salsabila, Unik Hanifah, Nashrul Nashrul Mu'minin, Mohammad Naufal Zuhdi, Ikhwan Tegar Maulana, and Muhammad Ginajar. "Interactive PAI Science Quiz to Increase Students' Competitive Power through Kodular Applications." ATRIA : Jurnal Multidisiplin Riset Ilmiah 1, no. 1 (2024): 30–37. http://dx.doi.org/10.62554/n6b1b268.

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This research aims to increase student involvement in Islamic Religious Education (PAI) subjects by utilizing a mobile learning application equipped with an interactive quiz feature built using the Kodular platform. The basis of this research was inspired by the results of previous research which showed that the use of technology can be effective in increasing students' motivation and level of participation in the PAI learning process. In order to achieve this goal, this research adopts a research and development (R&D) approach to design and implement a PAI interactive quiz application that utilizes the Kodular platform. The application is aimed at junior high school (SMP) students. In the development stage, the research team designed and developed the PAI interactive quiz application using the Kodular platform which allows creating mobile applications visually without requiring complex programming. This application is equipped with an interactive quiz feature that supports PAI learning. The result of this research is a Kodular-based learning media application. In conclusion, the integration of mobile learning technology offers an interactive, flexible and interesting learning experience for students, which contributes to increasing student motivation and participation in PAI learning. This research contributes to the development ofinnovative and effective PAI teaching methods through the use of technology.
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Roslan, Anis, Tajul Rosli Razak, Mohammad Hafiz Ismail, and Iman Hazwam Abd Halim. "An E-Quiz System: A Pathway to Improve English Learning for Preschoolers in Rural Areas." Journal of Computing Research and Innovation 7, no. 2 (2022): 272–82. http://dx.doi.org/10.24191/jcrinn.v7i2.319.

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E-Quiz Systems is a system that replaces manual techniques, which are paperless methods often utilised in rural preschools. This paper presents an interactive web-based solution to assist students and teachers in rural regions with English language learning and instruction. This study attempts to motivate preschoolers in rural locations to learn English while providing instructors with interactive web-based methods to measure their students’ knowledge levels. A web-based application system is created to display e-quiz questions using the interactive multimedia principles of multiple media types and navigation with user input. Using interactive multimedia concepts, an E-Quiz System is designed to serve as an interactive quiz for English learning. ADDIE Model was the approach employed in this project. In addition, this project underwent testing for functionality and usability. As a contribution, it has been established that this study will give a pathway that piques children’s interest in learning English and makes it simpler for instructors to evaluate children’s growth using the E-Quiz System score.
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Rahim, Refka. "Utilization of Quizlet as an Interactive Quiz to Improve Student Learning Achievement." World Psychology 2, no. 3 (2023): 226–42. http://dx.doi.org/10.55849/wp.v2i3.516.

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Along with the many advances in technology in the world of education, especially in website-based learning. Student learning achievement can be improved by using the Quizlet application. Quizlet is a platform used to make learning evaluations using the internet network. The purpose of this research is to determine the benefits of the Quizlet application as an interactive quiz to improve student learning achievement. This research uses quantitative methods using surveys and in-depth interviews, the survey was conducted online. The results of this research explain that the Quizlet platform can be used to create online-based interactive quizzes and can improve student achievement. The conclusion of this research explains that in using the applicationQuizlet really helps educators and students in the teaching and learning process, especially in implementing quizzes in learning. The limitation of this research is that the researcher only uses the Quizlet platform as an interactive quiz and the researcher hopes that future researchers can carry out the same research but with a more interesting Quiz application or can be used offline.
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Fadila, Sindi, Fita Fitriah, Nurhafni Nurhafni, and Mariana Mariana. "Meningkatkan Hasil Belajar Peserta Didik dengan Model Problem Based Learning (PBL) Menggunakan Kuis Interaktif Mata Pelajaran IPAS Kelas VI SD Negeri 101771 Tembung." Indo-MathEdu Intellectuals Journal 5, no. 6 (2024): 7976–84. https://doi.org/10.54373/imeij.v5i6.2378.

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This research began with the learning conditions that occurred at SD Negeri 101771 Tembung which requires students to be responsible for their learning outcomes, with learning that is always monotonous to package books, new innovations are needed in carrying out creative learning with a problem-based learning model. This research aims to improve student learning outcomes through technology-based interactive quiz media, namely using a Wordwall application with a based learning model. This research was carried out in class VI A SD Negeri 101771 Tembung which was carried out in August 2024 with a research object of 32 students. The research was carried out with as many as 2 (two) cycles and 1 (one) cycle consisting of 1 (one) meeting. The results of the study concluded that learning with the problem-based learning method assisted by technology-based interactive quizzes has a positive impact on improving student learning outcomes, characterized by the completeness of student learning in the second cycle. This increase is due to students' interest in using interactive quiz media and raising their sense of competition in achieving maximum learning outcomes. The application of this quiz method can increase students' motivation and enthusiasm for learning which has an impact on improving student learning outcomes.
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Benufinit, Yonly Adrianus, Jhon Enstein, and Fitry Hestriyani Patola. "PENERAPAN MEDIA KUIS INTERAKTIF EASY TEST MAKER PADA SISWA KELAS XI SMA NEGERI 7 KUPANG." HINEF : Jurnal Rumpun Ilmu Pendidikan 3, no. 1 (2024): 131–44. http://dx.doi.org/10.37792/hinef.v3i1.1208.

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Abstract. The lack of use of online-based learning media during learning activities is something that needs to be considered in today's technological developments. Teachers need to optimize various online learning media in order to facilitate and attract students' attention in learning in class and at home. The application of interactive quiz media is one of the steps in introducing students to online learning media. This research is intended to determine students' understanding in the application of interactive quiz media. The purpose of this study was to determine how the process of applying online-based interactive quiz media and to see students' responses to the results of using online-based quiz media in informatics subject learning activities in class XI SMA Negeri 7 Kupang. This research belongs to the type of ex-post facto research (Kerlinger, 1993). In this study, research instruments are needed which include the application of online-based interactive quiz media related to the level of satisfaction and the results of student questionnaires, then the data obtained are processed by inferential analysis. The data collection technique was carried out by means of a questionnaire. In this study, the independent variable (X) is the application of online-based interactive quiz media in learning informatics subjects. For the dependent variable (Y) in this study is student satisfaction when learning using online-based interactive quiz media. The results of the study obtained from the questionnaire calculation of the process of applying online-based interactive quiz media obtained 89% of students at the Sangat Setuju level. Then the results of the calculation of student questionnaires about the satisfaction of online learning on average learning outcomes of 92%. This means that all students are said to be satisfied and successful in using online-based interactive quiz media when learning informatics subjects. Abstrak. Minimnya penggunaan media pembelajaran berbasis online saat kegiatan pembelajaran menjadi hal yang perlu diperhatikan dalam perkembangan teknologi sekarang ini. Guru perlu mengoptimalkan berbagai media pembelajaran online agar dapat memudahkan dan menarik perhatian siswa dalam belajar di kelas maupun di rumah. Penerapan media kuis interaktif merupakan merupakan salah satu langkah dalam mengenalkan kepada siswa tentang media pembelajaran online. Penelitian ini dimaksudkan untuk mengetahui pemahaman siswa dalam penerapan media kuis interaktif. Tujuan dari penelitian ini untuk mengetahui bagaimana proses penerapan media kuis interaktif berbasis online dan melihat tanggapan siswa terhadap hasil penggunaan media kuis berbasis online pada kegiatan pembelajaran mata pelajaran informatika di kelas XI SMA Negeri 7 Kupang. Penelitian ini termasuk ke dalam jenis penelitian ex-post facto (Kerlinger, 1993). Dalam penelitian ini diperlukan instrumen penelitian yang meliputi penerapan media kuis interaktif berbasis online berkaitan dengan tingkat kepuasan dan hasil angket siswa, kemudian data yang diperoleh diolah dengan analisis inferensial. Teknik pengumpulan data dilakukan dengan cara kuesioner. Dalam penelitian ini variabel bebas (X) adalah penerapan media kuis interaktif berbasis online dalam pembelajaran mata Pelajaran informatika. Untuk variabel terikat (Y) dalam penelitian ini yaitu kepuasan siswa saat pembelajaran menggunakan media kuis interaktif berbasis online. Hasil penelitian didapatkan dari perhitungan angket proses penerapan media kuis interaktif berbasis online diperoleh 89% siswa pada tingkat Sangat Setuju. Kemudian hasil perhitungan angket siswa tentang kepuasan pembelajaran online rata-rata hasil belajar sebesar 92%. Berarti semua siswa dikatakan puas dan berhasil dalam penggunaan media kuis interaktif berbasis online saat pembelajaran mata pelajaran informatika.
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Diva Amilia Ramadhani, Nurul Oktavia Ramadani, Nabila Fitri Angelika Ika, and Putra Viratama. "Peningkatan Media Belajar yang Menarik Melalui Aplikasi Quizz untuk Meningkatkan (Kekompakan, Kreatifitas, Berpikir Kritis) pada Siswa di Tingkat SD/MI." Populer: Jurnal Penelitian Mahasiswa 4, no. 1 (2025): 119–31. https://doi.org/10.58192/populer.v4i1.2981.

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The purpose of this research is to evaluate the effectiveness of using the Quiz application as an interactive learning medium to enhance cooperation, creativity, and critical thinking skills among fourth-grade elementary school students (SD/MI). The Classroom Action Research (CAR) method was employed to analyze the impact of digital quiz-based learning on students. The study was conducted over two cycles, which included planning, action, observation, and reflection. The results indicated that the use of the Quiz application could improve student cooperation through interaction and group collaboration, foster creativity through innovative problem-solving, and enhance critical thinking skills through analysis and evaluation of issues. Improvement was reflected in the average achievement scores for indicators of cooperation, creativity, and critical thinking, which reached 85%, 82%, and 80% respectively in the second cycle. This research concludes that the Quiz application, as an interactive learning medium, can create a dynamic, enjoyable, and meaningful learning atmosphere, and is relevant to the needs of today's digital generation.
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Tagie, Gladys, Hairulnisak Merman, Nurul Shima Taharuddin, and Rozarina Johari. "Correlation of Interactive Learning and Student's Intellectual Emotion." Idealogy Journal 8, no. 1 (2023): 160–75. http://dx.doi.org/10.24191/idealogy.v8i1.419.

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This research aims to explore the correlation between interactive learning methods and students’ intellectual emotions conducted on the subject VCS 105 (An appreciation of art and design history), a compulsory subject for the first-semester Diploma of Creative art. This subject requires deep understanding, memorizing art history, facts, and characters of art globally throughout the ages. The biggest problem in teaching and learning in the new norm is attracting attention from students along with the rapid development of technology. As an educator, we need to creatively change the teaching method from traditional method to Online based education. The interactive learning method is proposed as an effective approach to gain a short-term attention span among students. Finally, the researcher can evaluate students' perceptions of learning in class as well as their level of acceptance of the knowledge that has been delivered. In this study, online game-based interactive learning has been specially designed creatively to obtain the extent of the effectiveness of teaching and learning. The researcher used the Quiz Whizzer online application as a main pillar of this study. Quiz Whizzer is a website-based application as an online educational game that provides easy means in the learning process. Furthermore, Quiz Whizzer is a game-based learning platform, used as educational technology in educational institutions. The focus of this activity is the use of making interactive games, developing social skills, and relationships among group members. This gamification creatively combines the technology of QR codes to solve the puzzle online. The implementation of interactive learning, not only develops the interpersonal relations between students but also demonstrates their active participation in class. The findings of this study demonstrated that these students have a positive attitude toward learning. For instance, they believe that applying interactive learning such as online games in a subject will improve their knowledge. Most importantly, the result of this study revealed the effectiveness of interactive learning in relation to the intellectual emotion of students.
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Dissertations / Theses on the topic "Interactive Machine Learning Based Quiz Application"

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Harbert, Christopher W. Shang Yi. "An application of machine learning techniques to interactive, constraint-based search." Diss., Columbia, Mo. : University of Missouri-Columbia, 2005. http://hdl.handle.net/10355/4324.

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Thesis (M.S.)--University of Missouri-Columbia, 2005.<br>The entire dissertation/thesis text is included in the research.pdf file; the official abstract appears in the short.pdf file (which also appears in the research.pdf); a non-technical general description, or public abstract, appears in the public.pdf file. Title from title screen of research.pdf file viewed on (December 12, 2006) Includes bibliographical references.
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Book chapters on the topic "Interactive Machine Learning Based Quiz Application"

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Wu, Feng, and Haiqing Wu. "Application of Emotion Recognition Technology Based on Support Vector Machine Algorithm in Interactive Music Visualization System." In Learning and Analytics in Intelligent Systems. Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-38651-0_51.

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Tanaka, Akihiro, Juniper Tyree, Anton Björklund, Jarmo Mäkelä, and Kai Puolamäki. "$$\chi $$iplot: Web-First Visualisation Platform for Multidimensional Data." In Lecture Notes in Computer Science. Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-43430-3_26.

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Abstract$$\chi $$iplot is an HTML5-based system for interactive exploration of data and machine learning models. A key aspect is interaction, not only for the interactive plots but also between plots. Even though $$\chi $$iplot is not restricted to any single application domain, we have developed and tested it with domain experts in quantum chemistry to study molecular interactions and regression models. $$\chi $$iplot can be run both locally and online in a web browser (keeping the data local). The plots and data can also easily be exported and shared. A modular structure also makes $$\chi $$iplot optimal for developing machine learning and new interaction methods.
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Harbola, Shubhi, Martin Storz, and Volker Coors. "Augmented Reality for Windy Cities: 3D Visualization of Future Wind Nature Analysis in City Planning." In iCity. Transformative Research for the Livable, Intelligent, and Sustainable City. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-92096-8_15.

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AbstractEffective government management, convenient public services, and sustainable industrial development are achieved by the thorough utilization and management of green, renewable resources. The research and the study of meteorological data and its effect on devising renewable solutions as a replacement for nonrenewable ones is the motive of researchers and city planners. Sources of energy like wind and solar are free, green, and popularly being integrated into sustainable development and city planning to preserve environmental quality. Sensor networks have become a convenient tool for environmental monitoring. Wind energy generated through the use and maintenance of wind turbines requires knowledge of wind parameters such as speed and direction for proper maintenance. An augmented reality (AR) tool for interactive visualization and exploration of future wind nature analyses for experts is still missing. Existing solutions are limited to graphs, tabular data, two-dimensional space (2D) maps, globe view, and GIS tool designed for the desktop and not adapted with AR for easy, interactive mobile use. This work aims to provide a novel AR-based mobile supported application (App) that serves as a bridge between three-dimensional space (3D) temporal wind dataset visualization and predictive analysis through machine learning (ML). The proposed development is a dynamic application of AR supported with ML. It provides a user interactive designed approach, presenting a multilayered infrastructure process accessed through a mobile AR platform that supports 3D visualization of temporal wind data through future wind analysis. Thus, a novel AR visualization App with the prediction of wind nature using ML algorithms would provide city planners with advanced knowledge of wind conditions and help in easy decision-making with interactive 3D visualization.
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Dadure, Pankaj, Partha Pakray, and Sivaji Bandyopadhyay. "Game-Based Learning." In Machine Learning Approaches for Improvising Modern Learning Systems. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-5009-0.ch003.

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The continuous growth in the development of interactive technologies has lighted up the game-based learning applications. The game-based learning applications motivate the students to enhance their knowledge and improve the overall student learning experience. Learning with fun and entertainment is the prime aspect of any interactive platform. The skills and knowledge learned by game-based learning are kept longer than traditional learning methods. In addition, an efficient learning method involves students completely in what they are doing. The game-based learning application is very helpful for the physically handicapped students to reveal their intellectual ability. This chapter discusses how the game-based learning applications impacts the Indian education system, national and international status of game-based learning, challenges of game-based learning, existing game-based learning applications, and present and future impacts of game-based learning applications on the Indian education system.
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Queiroz, Jonathan Araujo, Juliana M. Silva, Yonara Costa Magalhães, et al. "Machine Learning-Based Application for Long-Term Electrocardiogram Analysis." In Advances in Neuroscience, Neuropsychiatry, and Neurology. IGI Global, 2024. http://dx.doi.org/10.4018/979-8-3693-0851-6.ch004.

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Electrocardiogram (ECG) analyses can only be performed by health professionals whose demand for care is often greater than the availability. In this context, this work consists of the development of an application capable of processing long-lasting ECG signals to assist health professionals in making decisions. The application has an interactive interface that allows view the entire ECG signal in a single image generated by all overlapping cardiac cycles. The proposed application still has email communication between users with the objective of facilitating patient follow-up. The application was tested on three different ECG signals, one artificial and two real. The first signal was an artificial signal generated in software Matlab. The second ECG signal has normal sinus rhythm, available in the MIT-BIH normal sinus rhythm database. The third ECG sign diagnosed with arrhythmia can be found in the MIT-BIH arrhythmia database. The results obtained by the proposed method can be used to support decision-making in clinical practice.
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Mkrttchian, Vardan, Leyla Gamidullaeva, Yulia Vertakova, and Svetlana Panasenko. "Machine Learning Application With Avatar-Based Management Security to Reduce Cyber Threat." In Machine Learning and Cognitive Science Applications in Cyber Security. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-8100-0.ch005.

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This chapter is devoted to studying the opportunities of machine learning with avatar-based management techniques aimed at optimizing threat for cyber security professionals. The authors of the chapter developed a triangular scheme of machine learning, which included at each vertex one participant: a trainee, training, and an expert. To realize the goal set by the authors, an intelligent agent is included in the triangular scheme. The authors developed the innovation tools using intelligent visualization techniques for big data analytic with avatar-based management in sliding mode introduced by V. Mkrttchian in his books and chapters published by IGI Global in 2017-18. The developed algorithm, in contrast to the well-known, uses a three-loop feedback system that regulates the current state of the program depending on the user's actions, virtual state, and the status of implementation of available hardware resources. The algorithm of automatic situational selection of interactive software component configuration in virtual machine learning environment in intelligent-analytic platforms was developed.
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Rajeswari, D., Athish Venkatachalam Parthiban, and S. S. Sree Nandha. "Disease Diagnosis Interface Using Machine Learning Technique." In Advances in Web Technologies and Engineering. IGI Global, 2023. http://dx.doi.org/10.4018/978-1-6684-8306-0.ch009.

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Self-care has acquired relevance, especially in light of the COVID-19 scenario. For anyone to diagnose underlying disorders without a doctor's involvement, improved remote healthcare equipment was required. Due to recent technical breakthroughs, this mission is no longer insurmountable. The objective is to develop an interactive application that can identify potential reasons for a person's discomfort. The primary objective is to carry out a trustworthy machine learning technique that can accurately predict a person's status depending on their symptoms. The collection includes 5000 individual cases and 133 distinctive symptom types. On the same dataset, three alternative models (support vector classification, random forest and Naive Bayes) were instructed to achieve maximum accuracy. The second part involves developing a web application and integrating the model with it. The primary aim of the project is to implement a machine learning based web application that is user-friendly and easy to understand, so that patients can detect their problems before visiting a doctor.
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Kanjalkar, Jyoti P., Om Tekade, Prathamesh Thakare, Abhishek Gajanan Wankhade, Purva Wankhade, and Pramod Kanjalkar. "Interactive Virtual Consultation and Disease Diagnosis Using Machine Learning Approach." In Advances in Artificial and Human Intelligence in the Modern Era. IGI Global, 2023. http://dx.doi.org/10.4018/979-8-3693-1301-5.ch007.

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Businesses that provide care remotely are far from the scope of virtual care. It offers a delivery channel for particular patient populations with applications that do not need in-person examinations or presence, even though it cannot be assumed to be the solution to all health-related questions. According to the scoping reviews, virtual care includes a significant information generation method called disease diagnosis, considered as the very first step towards treating the illness. Along with video conferencing technologies for consulting the doctors to achieve care supervision. Application of rehabilitation, remote consultation, and emergency services are efficient ways to use in attention to achieve well-being. Machine learning is one such way to achieve disease diagnosis based on information provided by the user with a high accuracy using various approaches. In this chapter, a novel approach of random forest approach with modifications is used.
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Rostam Niakan Kalhori, Sharareh. "Towards the Application of Machine Learning in Emergency Informatics." In Studies in Health Technology and Informatics. IOS Press, 2022. http://dx.doi.org/10.3233/shti220003.

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Emergency care is one of the cornerstone parts of the world health organization’s action plan. Rapid response and immediate care are considered in agile emergency care. Artificial intelligence (AI) and informatics have been applied to fulfill these requirements through automated emergency technology. Machine learning (ML) is one of the main parts of some of these proposed technologies. There are various ML algorithms and techniques which are potentially applicable for different purposes of emergency care. AI-based approaches using classification and clustering algorithms, natural language processing, and text mining are some of the possible techniques that could prove useful for investigating models of emergency prevention and management and proposing improved procedures for handling such critical situations. ML is known as a field of AI which attempts to automatically learn from data and applies that learning to make better decisions. Decision-support tools can apply the results of either supervised or various semi-supervised or unsupervised learning methods to tackle the how decisions about emergency situations are typically handled by the best professionals at the scene of an emergency, in the pre-hospital, and in healthcare facility settings. Enhanced and rapid communication at the moment of emergency, with the most effective decision making for triaging to estimate the acute nature of injuries and possible complications, how to keep a patient stable on the way to the care facility, and also avoiding adverse drug reactions, are some of the possible directions for exploring how ML can help to gather the data and to make emergency management more efficient and effective. The wide range of scenarios present in emergency situations and the complexity of different legal and ethical constraints on what responding personnel are allowed to perform on an injured subject before reaching a hospital makes for a most challenging set of problems for investigating the components of “intelligent” decision support that could help in these highly interactive and humanly tragic situations.
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Saha, Sriparna, Rimita Lahiri, and Amit Konar. "A Novel Approach to Kinect-Based Gesture Recognition for HCI Applications." In Handbook of Research on Emerging Trends and Applications of Machine Learning. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-5225-9643-1.ch004.

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With the advent of Kinect and other modern-day sensors, gesture recognition has emerged as one of the most promising research disciplines for developing innovative and efficient human-computer interaction platforms. In the present work, the authors aim to build an interactive system by combining the principles of pattern recognition along with the intelligent application of Kinect sensor. Involving Kinect sensor has served the purpose of collecting skeletal data, and after processing the same, the extracted relevant features have been fed to principal component analysis for dimensionality reduction phase. Finally, instead of using a single classifier for detection, in this chapter, an ensemble of k-nearest neighbor classifiers has been chosen since an ensemble algorithm is always likely to provide better results than a single classifier. To justify the efficacy of the designed framework it is implemented for interpretation of 20 distinct gestures, and in each case, it has generated better performances as compared to the other existing techniques.
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Conference papers on the topic "Interactive Machine Learning Based Quiz Application"

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Lu, Yang, and Liu Yihao. "Design of Immersive and Interactive Application Based on Augmented Reality and Machine Learning." In 2021 IEEE 4th Advanced Information Management, Communicates, Electronic and Automation Control Conference (IMCEC). IEEE, 2021. http://dx.doi.org/10.1109/imcec51613.2021.9482006.

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Lin, Zihao, and Jonathan Sahagun. "Code2Drive: A Code-based Interactive and Educational Driving Environment for Improving the Youth Driving Learning and Training using Machine Learning." In 5th International Conference on Machine Learning & Applications. Academy & Industry Research Collaboration, 2023. http://dx.doi.org/10.5121/csit.2023.131014.

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Serious games are video games designed for more than just pure entertainment purposes [1]. Serious games developers combine traditional game mechanics and the ideas to educate, inform and facilitate social change [2]. These games can be used in many occasions, such as education, healthcare and more. Serious games use simulations and scenarios to provide an immersive and interactive learning experience. They offer an environment to experiment with a variety of solutions to real-world problems, promoting critical thinking and decision making skills. These games can also improve knowledge retention, motivation, and engagement, as they provide instant feedback, rewards, and challenges. This application is like one of the many serious games, it provides a simulation of a highway, its primary purpose is to help to train juvenile’s knowledge on driving and logical thinking, and relax during the playthrough [3].
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Grosu, Corina, Marta Grosu, and Brindusa luciana Grosu. "INNOVATIVE FORMS OF COMPULSORY PRE-EXAM TESTS: STUDY OF STUDENTS’ ACCEPTANCE." In eLSE 2012. Editura Universitara, 2012. http://dx.doi.org/10.12753/2066-026x-12-029.

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The present paper introduces a case study concerning the students’ self-evaluation of a new form of pre-exam testing. The study is based on: a) the actual test- an interactive pre-exam quiz (with a graphic interface built in Flash3d) and b) an evaluation questionnaire with 10 closed items and an opened feedback question. The quiz’ questions belong to mathematical analysis, linear algebra and analytical geometry fields and cover the most important subjects from the first semester course in Mathematics. The quiz is intended as a self assessment test and it is not scored. In order to motivate the students and enhance their preparation for the final examination, the level of difficulty of the quiz is medium towards high. The pre-exam quiz’ questions are more complex than regular exercise tests, since in the final examination we verify the acquired knowledge through a similar format. In order to make this new form of preparation attractive for students, a short story was included in the beginning of the quiz allowing an interesting approach to the pre-exam questions. By answering the questions, the students get an insight view of possible applications of the mathematical notions they have learnt about and they are encouraged to search for and provide some more applications. Following the completion of the quiz, the students were given the evaluation form. In this paper we have included the main findings and conclusions obtained from the application of the feed-back questionnaire. The questionnaire is scored and the results justify this new pedagogical approach in the actual learning environment. We also discuss some of the drawbacks of this form of testing as they have appeared from the students’ answers to the feedback question.
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Choudhari, Sahil J., Swarit Anand Singh, Aitha Sudheer Kumar, and K. A. Desai. "Machine Setup Abnormality Detection Using Machine Vision and Deep Learning." In ASME 2022 17th International Manufacturing Science and Engineering Conference. American Society of Mechanical Engineers, 2022. http://dx.doi.org/10.1115/msec2022-85519.

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Abstract Machine tools can perform manufacturing operations autonomously with minimal involvement of machine operators. However, significant human expertise is required while machine setup to minimize machine faults, downtime, and scrap parts for achieving better productivity. The machine setup involves activities such as the presence/absence of a correct cutting tool in the spindle, adequate placement of workpiece on the fixture, ensuring proper coolant flow, clogging of chips, etc. The present machine shops employ skilled human operators to perform these tasks with a checklist for ensuring completeness. The outcomes of the process are dependent on the judgment, consistency, and skills of the operator. Machine vision is considered a low-cost, low-error, and higher consistency substitute for skilled humans in industrial processes involving repetition or fatiguing tasks. The existing machine vision systems developed for dimension measurement or surface defect detection application cannot detect machine setting abnormalities due to the distinct requirements. The present work explores the development of a robust algorithm by augmenting machine vision with the deep learning algorithm You Only Look Once (YOLO) to directly extract features from the captured images. The object detection algorithm based on YOLO-v2 and ResNet-50 is implemented to detect and segregate the elements of interest from different shop-floor images. The algorithm is trained using labeled image datasets generated for several machine setup abnormalities. An interactive Graphical User Interface (GUI) is developed and integrated with the model to implement the proposed framework on the manufacturing shop floor. The developed system was implemented to detect machine setup abnormalities by considering different case studies. The study demonstrated robust detection abilities of the algorithm, offering a potential solution to minimize dependence on human operators for machine setup abnormalities.
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Larson, Jonathan E., and Harry H. Cheng. "Web-Based Interactive Cam Design." In ASME 1998 Design Engineering Technical Conferences. American Society of Mechanical Engineers, 1998. http://dx.doi.org/10.1115/detc98/mech-5825.

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Abstract We have developed a Web-based interactive cam design package under the programming paradigm of the CH language environment. This package was initially developed as a teaching and learning tool for educational use in an undergraduate Computer-Aided Mechanism Design course. Because the system is Web-based and implemented through a client/server model with the user interface through the Web browser, it is easy to use and maintain. The system can also be used to solve practical engineering cam design problems with two follower motion types of translation and oscillation. The system can be used to generate cam profile, position, velocity, and acceleration histories of the follower. Once a cam/follower system is designed, animation of the cam/follower system can be performed. At the end of the design, the CNC code for manufacturing the designed cam can also be produced through our Web-based cam design system. The package consists of a number of modules including various Web pages, common gateway interface (CGI) programs, and a CH program called cam which performs the necessary computation for cam design. Two different versions of the cam design package have been designed and implemented. One runs the cam design program on the client machine as a CH applet, and the other runs the cam design program on the Web server though CGI. In this paper, details of design and implementation of Web-based cam design package will be described. Two application examples with different motion types for the follower will be used to illustrate features of the applet-based and CGI-based implementation schemes.
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Felea, Mihai, Mihaela Dobrea, and Irina Albastroiu. "BLENDED LEARNING IN HIGHER EDUCATION - A ROMANIAN STUDENTS PERSPECTIVE." In eLSE 2017. Carol I National Defence University Publishing House, 2017. http://dx.doi.org/10.12753/2066-026x-17-059.

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System of higher education is under permanent development and blended learning is a format rapidly spreading in academic area around the world. Increasing numbers of universities are adopting blended learning because it integrates traditional face-to-face with online learning. Blended learning offers opportunities to incorporate different resources like books, multimedia files, web pages and innovative learning activities. Interactive assignment, chat and forum, quiz, survey, workshop and social networking are examples of activities that teachers can include in their courses. On the other side, online learning tools can be expensive and unacceptable for some of the teachers and students who resist to change or afraid of new technology. With the rapid development and wide application of e-learning, online and in-class teaching methods enhances each other and offers many benefits for students and teachers. The purpose of this paper is to reveal the advantages and applicability of the blended learning in higher education sector by reviewing the relevant literature, and then to investigates students’ perceptions and attitudes towards blended learning tools used by The Bucharest University of Economic Studies. An exploratory research based on questionnaire was conducted among the students from the Faculty of Business and Tourism. Results of the research showed that the students have positive attitudes towards blended learning. The findings also indicated that blended learning tools do enhance students’ learning experiences and learning outcomes. Based on these results, suggestions for future research directions and recommendations for both students and teachers interested to combine face-to-face and online learning were formulated.
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Franke, Ingmar S., Paulina Groschopp, and Christian Steinmann. "Lehrwunder : MR-Anwendungen für den Unterricht." In Entwerfen Entwickeln Erleben 2024. Technische Universität Dresden, 2024. http://dx.doi.org/10.25368/2024.eee.026.

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As part of the project 'Lehrwunder - Intelligenter digitaler Baukasten für kreativeren Unterricht in Schulen mittels innovativer Medienproduktionen' (Lehrwunder for short), three different scenarios for possible use in secondary school lessons were developed for the mixed reality projection system 'Virtual Reality Learning Space' (VRLS for short), which is based on projection mapping. The results include an application for geography lessons to project map material on the subject of climate change onto a hemisphere. In addition, an interactive quiz application was developed that can be transferred to different subject areas and can be edited manually by teachers. The third scenario visualizes the outside and inside of an animal cell and is designed to help pupils of different grades learn the most important cell organelles. The last two applications in particular are proving to be promising for later use in the classroom due to the possibilities for interaction. In addition, a concept for a future setup was developed. Three comparative designs were produced for further product development.
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Yao, Changqing, Xiang Ren, Dakshina Valiveti, Sam Ryu, Carmela Chaney, and Yifei Zeng. "Machine Learning Based FPSO Topsides Weight Estimation for a Project on an Early Stage." In Offshore Technology Conference. OTC, 2023. http://dx.doi.org/10.4043/32304-ms.

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Abstract The objective of this study is to develop a data-driven machine learning based tool to estimate the FPSO topsides weight. The data were collected from public sources including IHS, news and magazines, covering world-wide active FPSO geographic locations, topsides weights, and their production throughput. One of the challenges is that the size of the dataset is less than 200 data points, largely due to the limited total number of FPSOs worldwide. Another challenge is that there are missing values for gas production, as such, imputation of missing values becomes necessary. In this study, data imputation was conducted by incorporating geographic information and physics guided feature engineering, through which the imputation is more accurate compared to simple imputers. For machine learning algorithms, polynomial regression was first evaluated as the baseline model and various machine learning models were built and compared with the baseline, such as Gaussian process regressor, random forest, neural network, and natural gradient boosting, with the purpose of identifying the most accurate one. To solve the overfitting issue caused by the small size of the dataset, several strategies have been investigated and compared, such as k-fold cross validation, regularization and extensive hyper-parameter tuning via Bayesian optimization algorithm based on the Hyperopt library. Among all the machine learning models, it is found that the natural gradient boosting method is the best performer with a mean absolute percentage error (MAPE) of 24% on the blind testing data, which is 35% lower than the baseline model. Shapley Additive exPlanations (SHAP) analysis was also implemented for model interpretation and gas production was found to be the most influential feature. The trained gradient boosting model was deployed to an internal web application in which users could get a quick estimation of FPSO topsides weight by providing three features: gas production, oil production and water depth. The 2D and 3D cross plots with historic data and predicted value are also provided in the web-app for better results visualizations. The novelty of this paper is to develop a data-driven machine learning tool for FPSO topsides weight estimation on an early stage of a project, which can serve as an independent alternative to the traditional empirical based approaches to help pre-design the facilities and estimate the cost. In the back-end, the best machine learning model was identified, along with the best imputation strategy based on a physics guided feature engineering approach. In the front-end, a web application was developed for an interactive estimation of FPSO topsides weight. With continuous enrichment and validation of the collected data, the machine learning approach can serve as a trustworthy fast and early estimation for FPSO topsides weight.
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Gomes Dias, Marcelo Marques, Luiz Vitor Tozi, George Patton de Oliveira Silva, Jesuino Takachi Tomita, and Cleverson Bringhenti. "Usage of an Interactive Learning Platform in Project-Based Graduate Courses for the Preliminary Design of Axial Turbines." In ASME Turbo Expo 2023: Turbomachinery Technical Conference and Exposition. American Society of Mechanical Engineers, 2023. http://dx.doi.org/10.1115/gt2023-104010.

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Abstract The industry and the academy are continuously developing new approaches, technologies, and models for gas turbine design. However, there was not enough time to cover all the relevant subjects for undergraduate or graduate students in one or two-semester courses. So, in previous works, the authors described a developed interactive platform for the preliminary design of multistage axial flow turbines for uncooled blades and improved it based on the student’s feedback, so it could be as didactic as possible. Its application in the courses offered by the Turbomachines Department at Aeronautics Institute of Technology (ITA) successfully accelerated the learning process of the basics. In the graduate courses, the use of the program granted time to more complex topics, e.g., blade cooling, off-design performance, CFD simulations, manufacture, and machine learning applied to turbomachine design, which were not covered in previous years. The program initiates with the data from thermodynamic cycle calculation and the definition of the main design parameters. Then, it computes the aerothermodynamic properties of the flow stage-by-stage, from hub to tip, and the geometry of the blades. Finally, it estimates the losses by source, iteratively, through the models of Ainley and Mathieson [1], Dunham and Came [2], or Kacker and Okapuu [3]. This work presents some studies performed by the students using the platform. Firstly, it was varied some design key parameters such as loading and flow coefficients, the aspect ratio and the pitch-to-chord ratio of the blades, the airfoil section geometry, and the tip clearance, once at a time while maintaining the others. Then, it was possible to observe how these modifications affected the number of stages required, the stress levels, the machine size, and the isentropic efficiency, tracking the primary sources of loss. After, the students implemented other loss models, such as the one by Craig and Cox [4], aiming to analyze the effect of surface roughness on the losses. Finally, they compared the platform results with CFD simulations and experimental data from turbines developed at the Department. The paper concludes with the students’ insights through the project and comments on how the employed methodology improved their learning process.
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Bansal, Parth, and Yumeng Li. "Multiphysics-Informed Machine Learning for Battery Design and Health Monitoring." In ASME 2023 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2023. http://dx.doi.org/10.1115/detc2023-117113.

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Abstract Current Lithium-ion battery (LIBs) designs are nearing the end of their performance capabilities. As the application and demand on these LIBs are growing continuously, there is also a need for continuous innovation both in the area of battery design and the area of battery state of health (SoH) monitoring. Using a silicon (Si) anode instead of a traditionally used graphite electrode allows an increase in the performance of existing LIBs. However, this increased performance comes at the cost of large stresses that develop in the anode as a result of large volumetric changes due to the unique alloying mechanism of the Lithium (Li) into the Si during the battery cycling. These volumetric stresses cause the development of cracks within the Si anode and delamination of the anode from the substrate, which leads to the capacity loss in the battery along with the growth of solid-electrolyte interface (SEI) on the exposed surfaces of the anode. In this study, we develop a physics-informed machine learning (PIML) model to monitor the SoH of the battery based on the output of these coupled failure modes of Si. 3D finite element (FE) models are built to explore how the large volumetric changes cause cracking and delamination in Si and how the SEI growth on the resultant exposed interfaces leads to the degradation of the battery. The outputs of these FE simulations will finally be used to train multiple Gaussian process regression (GPR) models, which combine together to estimate the SoH of the battery under the interactive effects of the studied failure modes. From the results of the study, it is evident that the developed PIML model which uses the output of LIB FE models, which include coupled failure modes, can be used to efficiently (using only 11.4% of charging time) estimate the SoH of the battery with reasonable accuracy (3.04% error).
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