Implementing a Container Ship Stowage Problem for Humanitarian Aid in Palestine Based on Cultural Algorithms

Author(s):  
Alberto Ochoa-Zezzatti ◽  
Julio Arreola ◽  
Kyrk Haltaufoerhyde ◽  
Vinicius Scarandangotti

Bioinspired algorithms are a generic term used to refer to the solution of computational problems, based on the planning and implementation based on existing models in the evolutionary process-related nature. Most evolutionary algorithms proposed paradigms that occur in the biology of living things and concepts of natural selection, mutation and reproduction. However, other paradigms that can be taken in the creation of evolutionary algorithms also exist such as the forces of nature, which have been many algorithms based on water, gas and wind reactions. Many of the environments involving unstructured problems in this case a problem of accommodation of containers of humanitarian aid to a company with limited resources, which can be considered from the perspective of cultural paradigms, because the cultural paradigms offer a wide range categorized models that ignore the possible solutions to the problem-a common situation in real life. The purpose of this research is to apply evolutionary computation properties of cultural technology; in this case, to corroborate through data mining analysis of how low the support of various companies use technology for their own benefit to propose a solution to a given problem, in our case carry different types of goods deemed humanitarian aid . The mentioned above, to carry out an adaptation from the standpoint of the modeling societies. An environment for conducting tests for this type of analysis in our case a model arrangement of containers was developed in order to enable learning about not very conventional characteristics of a cultural technology. This environment was named Allaliyah in Palestinian culture means “Together we can achieve everything.”

2013 ◽  
pp. 322-347
Author(s):  
Carlos Alberto Ochoa Ortiz Zezzatti ◽  
Darwin Young ◽  
Camelia Chira ◽  
Daniel Azpeitia ◽  
Alán Calvillo

Evolve computing is a generic name given to the resolution of computational problems with base in models of an evolutionary process. Most of the evolutionary algorithms propose biological paradigms, and concepts of natural selection, mutation, and reproduction. Nevertheless other paradigms exist and can be adopted in the creation of evolutionary algorithms. Many problems involve environments not structured which can be solved from the perspective of cultural paradigms, which offer plenty of category models, where one does which do not know the possible solutions at problem, a common situation in the real life. The intention of this research is analyze the Crowdfunding Model, supporting to a social networking to an Indie Pop Band. Sociological research shows that Crowdfunding tends to reveal a bias toward social similarity. Therefore, in order to model this Project supported with Crowdfunding developing an Agent-Based Model that already manages the social interaction, together with featuring information of MySpace Music evolutionary belief spaces. To introduce these theoretical concepts the authors decided use Cultural Algorithms in our approach, explaining the process in detail.


Data Mining ◽  
2013 ◽  
pp. 1163-1188
Author(s):  
Carlos Alberto Ochoa Ortiz Zezzatti ◽  
Darwin Young ◽  
Camelia Chira ◽  
Daniel Azpeitia ◽  
Alán Calvillo

Evolve computing is a generic name given to the resolution of computational problems with base in models of an evolutionary process. Most of the evolutionary algorithms propose biological paradigms, and concepts of natural selection, mutation, and reproduction. Nevertheless other paradigms exist and can be adopted in the creation of evolutionary algorithms. Many problems involve environments not structured which can be solved from the perspective of cultural paradigms, which offer plenty of category models, where one does which do not know the possible solutions at problem, a common situation in the real life. The intention of this research is analyze the Crowdfunding Model, supporting to a social networking to an Indie Pop Band. Sociological research shows that Crowdfunding tends to reveal a bias toward social similarity. Therefore, in order to model this Project supported with Crowdfunding developing an Agent-Based Model that already manages the social interaction, together with featuring information of MySpace Music evolutionary belief spaces. To introduce these theoretical concepts the authors decided use Cultural Algorithms in our approach, explaining the process in detail.


Author(s):  
Carlos Alberto Ochoa Ortiz Zezzatti ◽  
Darwin Young ◽  
Camelia Chira ◽  
Daniel Azpeitia ◽  
Alán Calvillo

Evolve computing is a generic name given to the resolution of computational problems with base in models of an evolutionary process. Most of the evolutionary algorithms propose biological paradigms, and concepts of natural selection, mutation, and reproduction. Nevertheless other paradigms exist and can be adopted in the creation of evolutionary algorithms. Many problems involve environments not structured which can be solved from the perspective of cultural paradigms, which offer plenty of category models, where one does which do not know the possible solutions at problem, a common situation in the real life. The intention of this research is analyze the Crowdfunding Model, supporting to a social networking to an Indie Pop Band. Sociological research shows that Crowdfunding tends to reveal a bias toward social similarity. Therefore, in order to model this Project supported with Crowdfunding developing an Agent-Based Model that already manages the social interaction, together with featuring information of MySpace Music evolutionary belief spaces. To introduce these theoretical concepts the authors decided use Cultural Algorithms in our approach, explaining the process in detail.


2013 ◽  
pp. 1124-1144
Author(s):  
Carlos Alberto Ochoa Ortiz Zezzatti ◽  
Sandra Bustillos ◽  
Yarira Reyes ◽  
Alessandra Tagliarducci-Tcherassi ◽  
Rubén Jaramillo

Evolve computing is the generic name given to the resolution of computational problems, based in models of an evolutionary process. Most evolutionary algorithms propose biological paradigms, and concepts of natural selection, mutation, and reproduction. Nevertheless other paradigms exist which can be adopted in the creation of evolutionary algorithms. Many problems involve environments not structured which can be solved from the perspective of cultural paradigms, which offer plenty of category models where one does not know the possible solutions of a problem, a common situation in real life. This research analyzed the organization of a project using a Crowdfunding Model, supporting to social networking. Sociological research shows that Crowdfunding tends to reveal a bias toward social similarity. Therefore, in order to model this Project supported with Crowdfunding, the authors developed an Agent-Based Model that already manages the social interaction, together with featuring information of issues in different habitats and evolutionary belief spaces. To introduce these theoretical concepts Cultural Algorithms were used in the approach, explaining the process in detail. In recent decades, in all World supporting Environmental Projects evolved from its traditional form of swapping issues with another friend’s and stashing those involving too many people from diverse countries all dedicated to conservation of habitats, Natural Reserve or National Parks.


Author(s):  
Carlos Alberto Ochoa Ortiz Zezzatti ◽  
Sandra Bustillos ◽  
Yarira Reyes ◽  
Alessandra Tagliarducci-Tcherassi ◽  
Rubén Jaramillo

Evolve computing is the generic name given to the resolution of computational problems, based in models of an evolutionary process. Most evolutionary algorithms propose biological paradigms, and concepts of natural selection, mutation, and reproduction. Nevertheless other paradigms exist which can be adopted in the creation of evolutionary algorithms. Many problems involve environments not structured which can be solved from the perspective of cultural paradigms, which offer plenty of category models where one does not know the possible solutions of a problem, a common situation in real life. This research analyzed the organization of a project using a Crowdfunding Model, supporting to social networking. Sociological research shows that Crowdfunding tends to reveal a bias toward social similarity. Therefore, in order to model this Project supported with Crowdfunding, the authors developed an Agent-Based Model that already manages the social interaction, together with featuring information of issues in different habitats and evolutionary belief spaces. To introduce these theoretical concepts Cultural Algorithms were used in the approach, explaining the process in detail. In recent decades, in all World supporting Environmental Projects evolved from its traditional form of swapping issues with another friend’s and stashing those involving too many people from diverse countries all dedicated to conservation of habitats, Natural Reserve or National Parks.


2009 ◽  
Vol 8 (3) ◽  
pp. 1-4 ◽  
Author(s):  
Alberto Ochoa ◽  
Arturo Hernández ◽  
S. Jöns ◽  
Fernando Montes ◽  
Julio Ponce ◽  
...  

Evolving Optimization is a generic term used to make reference to the solution of planned and implemented computational problems with base in models of an evolutionary process. Most of the bioinspired algorithms, propose biological paradigms, and the concepts of natural selection, mutation, migration and reproduction or using other techniques are with a novel paradigm as Bacterial Foraging , which is based on only a small part in biology, and focus more on a branch of which this is biotechnology. Nevertheless, other paradigms exist that can be adopted in the creation of evolutionary algorithms. Many environment problems involve not structured knowledge, which can be considered from the perspective of cultural paradigms; the cultural paradigms offer an ample range of categorized models that do not know the possible solutions to the problem - a situation common in the real world. The intention of the present research is to apply the computational properties of the cultural technology; in this case of corroborating of them by means of Social Data Mining to propose the solution to a specific problem, adapted from the Literature about Social Modelling. Combined with this, we analyzed the location of a society represented with its starship with respect to the social and cultural similarity of its neighbors, in a form of popular representation denominated Diorama. The set of study conformed by 95 societies (each society with a starship documented in ) allowed to analyze the social characteristics without affecting the extreme total of the sense of the Mosaic Image which represents the Diorama (what this it represents of all of them), and gave the opportunity us to emulate the distances that separate to each one of them and as these are grouped with respect to cluster that they belong. Demonstrating that ideological, social and cultural characteristic exist whose approximate them and as well they move away them. By means of this information it is possible to predict the best visualization of a Mosaic Image which represent a diorama, redistributing to the starships that conform it, this paper tries to explain this representation of social behavior.


Author(s):  
Anupam Bansal

“Cyber crime” has been used to describe a wide range of offences, including offences against computer data and systems (such as “Hacking”), computer related forgery and fraud (such as “phishing”), content offences (such as disseminating child pornography), and copyright offences (such as the dissemination of pirated content). The word “Cyber Crime” has been derived from the words “Cybernetic” which means the science of communication and automatic control systems in both machines and living things.


2020 ◽  
Vol 7 (1) ◽  
pp. 9 ◽  
Author(s):  
Shelina Bhamani ◽  
Areeba Zainab Makhdoom ◽  
Vardah Bharuchi ◽  
Nasreen Ali ◽  
Sidra Kaleem ◽  
...  

<p align="center"><em>The widespread prevalence of COVID-19 pandemic has affected academia and parents alike. Due to the sudden closure of schools, students are missing social interaction which is vital for better learning and grooming while most schools have started online classes. This has become a tough routine for the parents working online at home since they have to ensure their children’s education. The study presented was designed to explore the experiences of home learning in times of COVID-19. A descriptive qualitative study was planned to explore the experiences of parents about home learning and management during COVID-19 to get an insight into real-life experiences.  Purposive sampling technique was used for data collection.  Data were collected from 19 parents falling in the inclusion criteria. Considering the lockdown problem, the data were collected via Google docs form with open-ended questions related to COVID-19 and home learning. Three major themes emerged after the data analysis: impact of COVID on children learning; support given by schools; and strategies used by caregivers at home to support learning. It was analyzed that the entire nation and academicians around the world have come forward to support learning at home offering a wide range of free online avenues to support parents to facilitate home-learning. Furthermore, parents too have adapted quickly to address the learning gap that have emerged in their children’s learning in these challenging times. Measures should be adopted to provide essential learning skills to children at home. Centralized data dashboards and educational technology may be used to keep the students, parents and schools updated.</em></p>


2020 ◽  
Vol 6 (1) ◽  
Author(s):  
Spyridoula Vazou ◽  
Collin A. Webster ◽  
Gregory Stewart ◽  
Priscila Candal ◽  
Cate A. Egan ◽  
...  

Abstract Background/Objective Movement integration (MI) involves infusing physical activity into normal classroom time. A wide range of MI interventions have succeeded in increasing children’s participation in physical activity. However, no previous research has attempted to unpack the various MI intervention approaches. Therefore, this study aimed to systematically review, qualitatively analyze, and develop a typology of MI interventions conducted in primary/elementary school settings. Subjects/Methods Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines were followed to identify published MI interventions. Irrelevant records were removed first by title, then by abstract, and finally by full texts of articles, resulting in 72 studies being retained for qualitative analysis. A deductive approach, using previous MI research as an a priori analytic framework, alongside inductive techniques were used to analyze the data. Results Four types of MI interventions were identified and labeled based on their design: student-driven, teacher-driven, researcher-teacher collaboration, and researcher-driven. Each type was further refined based on the MI strategies (movement breaks, active lessons, other: opening activity, transitions, reward, awareness), the level of intrapersonal and institutional support (training, resources), and the delivery (dose, intensity, type, fidelity). Nearly half of the interventions were researcher-driven, which may undermine the sustainability of MI as a routine practice by teachers in schools. An imbalance is evident on the MI strategies, with transitions, opening and awareness activities, and rewards being limitedly studied. Delivery should be further examined with a strong focus on reporting fidelity. Conclusions There are distinct approaches that are most often employed to promote the use of MI and these approaches may often lack a minimum standard for reporting MI intervention details. This typology may be useful to effectively translate the evidence into practice in real-life settings to better understand and study MI interventions.


2020 ◽  
Vol 20 (1) ◽  
Author(s):  
Vincent Vandewalle ◽  
Alexandre Caron ◽  
Coralie Delettrez ◽  
Renaud Périchon ◽  
Sylvia Pelayo ◽  
...  

Abstract Background Usability testing of medical devices are mandatory for market access. The testings’ goal is to identify usability problems that could cause harm to the user or limit the device’s effectiveness. In practice, human factor engineers study participants under actual conditions of use and list the problems encountered. This results in a binary discovery matrix in which each row corresponds to a participant, and each column corresponds to a usability problem. One of the main challenges in usability testing is estimating the total number of problems, in order to assess the completeness of the discovery process. Today’s margin-based methods fit the column sums to a binomial model of problem detection. However, the discovery matrix actually observed is truncated because of undiscovered problems, which corresponds to fitting the marginal sums without the zeros. Margin-based methods fail to overcome the bias related to truncation of the matrix. The objective of the present study was to develop and test a matrix-based method for estimating the total number of usability problems. Methods The matrix-based model was based on the full discovery matrix (including unobserved columns) and not solely on a summary of the data (e.g. the margins). This model also circumvents a drawback of margin-based methods by simultaneously estimating the model’s parameters and the total number of problems. Furthermore, the matrix-based method takes account of a heterogeneous probability of detection, which reflects a real-life setting. As suggested in the usability literature, we assumed that the probability of detection had a logit-normal distribution. Results We assessed the matrix-based method’s performance in a range of settings reflecting real-life usability testing and with heterogeneous probabilities of problem detection. In our simulations, the matrix-based method improved the estimation of the number of problems (in terms of bias, consistency, and coverage probability) in a wide range of settings. We also applied our method to five real datasets from usability testing. Conclusions Estimation models (and particularly matrix-based models) are of value in estimating and monitoring the detection process during usability testing. Matrix-based models have a solid mathematical grounding and, with a view to facilitating the decision-making process for both regulators and device manufacturers, should be incorporated into current standards.


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