realistic problem
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2022 ◽  
Vol 12 ◽  
Author(s):  
Xuejiao Cheng ◽  
Han Xie ◽  
Jianzhong Hong ◽  
Guanghua Bao ◽  
Zhiqiang Liu

Teacher's emotions have been shown to be highly important in the quality and effectiveness of teaching and learning. There is a recognized need to examine the essential role of teacher's emotions in students' academic achievement. However, the influence of teacher's displays of emotions on students' outcomes in small-group interaction activities, especially in the online environment, has received little attention in prior research. The aim of the present study was to explore the relationship between teacher's different emotional displays and students' perceptions of the teacher's competence, as well as students' collaborative feelings and productivity in online small-group discussions. Using a three-level between-subjects design, 74 participants were randomly divided into four-member groups comprising a teacher and three other participants. All the groups were asked to discuss an open-ended realistic problem using online software, during which the teacher's display of emotions varied (positive vs. negative vs. neutral). The participants' self-reported questionnaire data (perception of the teacher's competence, students' feeling of pleasure, collaborative satisfaction, and willingness to continue collaborating) and productivity (number of effective ideas expressed within a given time) were measured to compare the participants who were exposed to different emotional displays. As expected, the results showed that the participants who received the teacher's positive emotional display reported that they experienced higher levels of pleasure during the task. However, in contrast to our expectations, those under the negative emotional display condition showed a significantly higher level of productivity in the group task. In addition, compared to emotional display, the participants' perceptions of the teacher's competence were rated significantly higher under the neutral condition, and they reported higher levels of collaborative satisfaction and greater willingness to continue collaborating with their group. The findings have the potential benefit of informing educational practice on whether teachers should display their emotions in a small-group discussion or how they should display emotions following adjustment for the relative aim of the teaching activities.


2021 ◽  
Author(s):  
Martin Bichler ◽  
Stefan Waldherr

The computation of market equilibria is a fundamental and practically relevant problem. Although we know the computational complexity and the types of price functions necessary for combinatorial exchanges with quasilinear preferences, the respective literature does not consider financially constrained buyers. We show that computing market outcomes that respect budget constraints but are core stable is a problem in the second level of the polynomial hierarchy. Problems in this complexity class are rare, but ignoring budget constraints can lead to significant efficiency losses and instability. We introduce mixed integer bilevel linear programs (MIBLP) to compute core-stable market outcomes and provide effective column and constraint generation algorithms to solve these problems. Although full core stability quickly becomes intractable, we show that realistic problem sizes can actually be solved if the designer limits attention to deviations of small coalitions. This n-coalition stability is a practical approach to tame the computational complexity of the general problem and at the same time provides a reasonable level of stability for markets in the field where buyers have budget constraints.


Complexity ◽  
2021 ◽  
Vol 2021 ◽  
pp. 1-14
Author(s):  
Chong Jia ◽  
Ruixue Zhang ◽  
Dan Wang

With the development of building information technology, Building Information Modeling (BIM) has become an important way to effectively solve the cross-organization information collaboration of Public-Private Partnership (PPP) projects, and how to promote the adoption of BIM in PPP projects has become a realistic problem to be solved urgently. This study discusses the adoption of BIM among stakeholders in PPP projects based on prospect theory and evolutionary game theory. A tripartite evolutionary game model including governments, social capitals, and contractors is established. The behavioral evolution mechanism of each stakeholder on BIM adoption is explored by analyzing the evolutionary equilibrium, and the key influencing factors of equilibrium strategy are analyzed by using numerical simulation. The results demonstrate that first, the degree of the cost to all stakeholders involved in the adoption of BIM, as well as the punishment for governments’ passive promotion of BIM, the punishment for social capitals’ passive adoption of BIM and the reward for contractors’ active application of BIM are the key factors affecting evolutionary stability. Second, according to prospect theory, the main stakeholders usually make decisions through subjective judgment and perceived value which ultimately lead to deviation in their behaviors. The deviations will hinder the establishment of ESS point (1, 1, 1) and make the system difficult to converge to the optimal state. Finally, from the perspective of governments, social capitals, and contractors, countermeasures and management implications are put forward to effectively promote the adoption of BIM in PPP projects.


2021 ◽  
Vol 11 (4) ◽  
pp. 2758-2784
Author(s):  
Mohanad Jameel Kadhim ◽  
Saadoon Hammoood Chitheer ◽  
Kadim Samukh Mohsin

The current study aims to test the impact of marketing strategies on tourism development, as well as to identify the nature of the practice and interest of the Antiquities and Heritage Authority and its affiliated sites, as the importance of the study stems from the limitations of previous studies that tried to identify and know the type of relationship between research variables (marketing strategies, tourism development) Add to this the researcher's attempt to address a realistic problem that mainly affects the tasks and work of the Antiquities and Heritage Authority at the near and far level, so the study adopted the intentional stratified sampling method, and distributed (100) questionnaires as a main tool for data collection, to (director, assistant director, head of department, responsible (Division, employee) at the headquarters of the Commission, and the number of recovered persons was (86), of which (79) were a questionnaire suitable for statistical analysis. Analytical, historical method, and statistical methods were used to analyze the practical aspect (weighted mean, standard deviation, coefficient of variation, relative importance, T-test, simple correlation coefficient Pearson, regression etc. The simple and multiple folding), and the descriptive and inferential statistical analysis has concluded the most prominent result, by employing the Antiquities and Heritage Authority for marketing strategies in tourism development, especially when it uses the market-oriented strategy, focusing on the main customers, and organizational efficiency in promoting the tourism development of the Authority.


2021 ◽  
pp. 108128652110033
Author(s):  
Matko Ljulj ◽  
Josip Tambača

In this article, we explore the possibility of modeling the interaction of a 2d elastic body with a thin 2d elastic body of possibly higher thickness using a 1d model for the thin body. We use the asymptotic analysis with respect to the small thickness of the 2d interaction model and formulate five different limit models depending on the order of stiffness of the thin body with respect to the thickness. Then we formulate a 2d–1d model which has the same asymptotics as the 2d–thin 2d model with respect to thickness. Finally, we numerically test the approximation of the 2d–thin 2d model by the 2d–1d model on two problems, one with an analytical solution and one more realistic problem.


Author(s):  
Ying Lu

Maker education is of great significance for the fostering of innovative talents. At present, however, most of the maker courses in colleges and universities are with such problems as single teaching functions, non-uniform course management system and unsmooth course teaching. Therefore, how to innovate in concept, system and mode to adapt them to the new demand of the development of higher education is a realistic problem to be addressed by maker course. Guided by the teaching concept of STEAM, our study establishes maker education oriented on learners and implements the hands-on operating experience of “creating, delighting, cooperating and sharing”. Meanwhile, the teaching design of Scratch programming education dominated by game-based learning is taken as an auxiliary teaching measure. Moreover, four teaching modules, i.e., design development teaching, artistic design teaching, manual production teaching and 3D printing teaching, are also created. On this basis, a model for the development elements of the thinking of maker education is proposed to evaluate the training effect of innovation ability by this teaching practice. The results show that the proposed teaching mode can effectively improve students’ learning ability and innovative thinking. Hopefully, the present study can offer a reference for researchers and practitioners of maker education.


2021 ◽  
Vol 35 (11) ◽  
pp. 1394-1395
Author(s):  
Alec Weiss ◽  
Atef Elsherbeni

MATLAB and Python are two commonly used scripting languages for prototyping electromagnetic problems today. Each of these languages provides access to computationally efficient functions allowing a user to easily run many math heavy problems with minimal programming. In this paper we will discuss the usage of MATLAB and a variety of libraries in Python capable of running these efficient computations. Tests will be run in both languages to compare both CPU and GPU computations. The runtimes of a variety of problems using each of these platforms will also be compared for a variety of mathematical operations typically used in electromagnetic problems. Finally, a simple angle of arrival calculation using conventional beamforming will be performed to show these speeds on a realistic problem.


2021 ◽  
Vol 33 (2) ◽  
pp. 163-172
Author(s):  
Claudio Enrique Risso-Montaldo ◽  
Franco Rafael Robledo-Amoza ◽  
Sergio Enrique Nesmachnow-Cánovas

This article presents a flow-based mixed integer programming formulation for the Quality of Service Multicast Tree problem. This is a relevant problem related to nowadays telecommunication networksto distribute multimedia over cloud-based Internet systems. To the best of our knowledge, no previous mixed integer programming formulation was proposed for Quality of Service Multicast Tree Problem. Experimental evaluation is performed over a set of realistic problem instances from SteinLib, to prove that standard exact solvers can find solutions to real-world size instances. Exact method is applied for benchmarking the proposed formulations, finding optimal solutions and low feasible-to-optimal gaps in reasonable execution times.


Author(s):  
Humyun Fuad Rahman ◽  
Mukund Nilakantan Janardhanan ◽  
Peter Axel Nielsen

The permutation flow shop scheduling problem is one of the popular problems in operations research due to its complexity and also its practical applications in industries. With the fourth generation industrial revolution, decisional aspects in make to order flow shop environment needs to be decentralized and autonomous. One of the aspects is to consider a real-time or dynamic production environment where customers place orders into the system dynamically and the decision maker has to decide whether the order can be accepted considering the available production capacity and how to schedule the jobs of an accepted order. To answer these research questions, in this chapter, the authors introduce a new decision-making, real-time strategy intended to yield flexible and efficient flow shop production schedules with and without setup conditions, Numerical experiments based on realistic problem scenarios show the superiority of the proposed real-time approach over traditional right shifting approaches.


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