product assessment
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2022 ◽  
Vol 12 (2) ◽  
pp. 772
Author(s):  
Aurimas Petrovas ◽  
Romualdas Bausys

The demand for automated game development assistance tools can be fulfilled by computational creativity algorithms. The procedural generation is one of the topics for creative content development. The main procedural generation challenge for game level layout is how to create a diverse set of levels that could match a human-crafted game scene. Our game scene layouts are created randomly and then sculpted using a genetic algorithm. To address the issue of fitness calculation with conflicting criteria, we use weighted aggregated sum product assessment (WASPAS) in a single-valued neutrosophic set environment (SVNS) that models the indeterminacy with truth, intermediacy, and falsehood memberships. Results are presented as an encoded game object grid where each game object type has a specific function. The algorithm creates a diverse set of game scene layouts by combining game rules validation and aesthetic principles. It successfully creates functional aesthetic patterns without specifically defining the shapes of the combination of games’ objects.


2022 ◽  
pp. 1-32
Author(s):  
Dongmei Wei ◽  
Yuan Rong ◽  
Harish Garg

Teaching quality evaluation (TQE) can not only improve teachers’ teaching skills, but also provide an important reference for school teaching management departments to formulate teaching reform measures and strengthen teaching management. TQE is a process of grading and ranking a given teachers based on the comprehensive consideration of multiple evaluation criteria by expert. The Maclaurin symmetric mean (MSM), as a powerful aggregation function, can capture the correlation among multiple input data more efficient. Although multitude weighted MSM operators have been developed to handle the Pythagorean fuzzy decision issues, these above operators do not possess the idempotency and reducibility during the procedure of information fusion. To conquer these defects, we present the Pythagorean fuzzy reducible weighted MSM (PFRWMSM) operator and Pythagorean fuzzy reducible weighted geometric MSM (PFRWGMSM) operator to fuse Pythagorean fuzzy assessment information. Meanwhile, several worthwhile properties and especial cases of the developed operators are explored at length. Afterwards, we develop a novel Pythagorean fuzzy entropy based upon knowledge measure to ascertain the weights of attribute. Furthermore, an extended weighted aggregated sum product assessment (WASPAS) method is developed by combining the PFRWMSM operator, PFRWGMSM operator and entropy to settle the decision problems of unknown weight information. The efficiency of the proffered method is demonstrated by a teaching quality evaluation issue, as well as the discussion of sensitivity analysis for decision outcomes. Consequently, a comparative study of the presented method with the extant Pythagorean fuzzy approaches is conducted to display the superiority of the propounded approach.


2021 ◽  
pp. 1-15
Author(s):  
Eshika Aggarwal ◽  
B.K. Mohanty

An outranking procedure for Multi-Attribute Decision-Making (MADM) problems is introduced in our work that acts as a decision-aid in recommending the products to the buyers. The buyer’s product assessment is taken as Interval-Valued Intuitionistic Fuzzy Sets (IVIFS) in each attribute. The confidence level that is implicit in the buyer’s product rating is explicated in the proposed work using fuzzy entropy. As the confidence level of the buyer on the product assessment is for both satisfaction and reluctance, it is suitably distributed in membership and non-membership parts of IVIFS. Our work generates a dominance matrix that represents partial or full dominance of one product over another after scoring the products that are unified with buyer’s confidence. The proposed work suggests the product ranking after ascertaining the buyer’s flexibility. An algorithm is written in our work to validate the procedure developed. We have compared our work with other similar works to highlight the benefits of the proposed work. A numerical example is illustrated to highlight the procedure developed.


2021 ◽  
Vol 13 (24) ◽  
pp. 13950
Author(s):  
Saeid Jafarzadeh Ghoushchi ◽  
Shabnam Rahnamay Bonab ◽  
Ali Memarpour Ghiaci ◽  
Gholamreza Haseli ◽  
Hana Tomaskova ◽  
...  

Selecting suitable locations for the disposal of medical waste is a serious matter. This study aims to propose a novel approach to selecting the optimal landfill for medical waste using Multi-Criteria Decision-Making (MCDM) methods. For better considerations of the uncertainty in choosing the optimal landfill, the MCDM methods are extended by spherical fuzzy sets (SFS). The identified criteria affecting the selection of the optimal location for landfilling medical waste include three categories; environmental, economic, and social. Moreover, the weights of the 13 criteria were computed by Spherical Fuzzy Step-Wise Weight Assessment Ratio Analysis (SFSWARA). In the next step, the alternatives were analyzed and ranked using Spherical Fuzzy Weighted Aggregated Sum Product Assessment (SFWASPAS). Finally, in order to show the accuracy and validity of the results, the proposed approach was compared with the IF-SWARA-WASPAS method. Examination of the results showed that in the IF environment the ranking is not complete, and the results of the proposed method are more reliable. Furthermore, ten scenarios were created by changing the weight of the criteria, and the results were compared with the proposed method. The overall results were similar to the SF-SWARA-WASPAS method.


2021 ◽  
Vol 19 (2) ◽  
pp. 304
Author(s):  
Andini Rahmawati ◽  
Retno Triwoelandari ◽  
Muhammad Kholil Nawawi

<p class="StyleAuthorBold"><strong>Abstrak</strong></p><p>Penelitian bertujuan mengembangkan media iSpring pada pembelajaran IPA berbasis STEM untuk mengembangkan kreativitas siswa. Metode penelitian menggunakan penelitian dan pengembangan atau <em>research and development </em>(R&amp;D). Model pengembangan yang digunakan adalah model ASSURE. Teknik analisis data yang digunakan yaitu analisis data kualitatif dan kuantitatif. Instrumen penelitian berupa angket dan lembar observasi. Penilaian produk berupa angket yang diberikan kepada ahli materi, bahasa, dan media. Uji coba produk yang dilakukan yaitu uji coba perorangan diberikan kepada 3 siswa, uji coba kelompok kecil diberikan kepada 8 siswa, dan uji coba kelompok besar diberikan kepada 15 siswa. Hasil penelitian diperoleh persentase kelayakan dari aspek materi dengan kategori valid, aspek bahasa dengan kategori valid, dan aspek media dengan kategori sangat valid. Berdasarkan hasil penelitian tersebut, disimpulkan bahwa media iSpring pada pembelajaran IPA berbasis STEM untuk mengembangkan kreativitas siswa layak untuk digunakan.</p><p> </p><p class="StyleAuthorBold"><strong><em>Abstract</em></strong></p><p><em>The research aimed to develop iSpring media on STEM-based IPA learning to develop student creativity. This research method used research and development (R&amp;D). The development model used the ASSURE model. The data analysis techniques used qualitative and quantitative data analysis. Research instruments used questionnaires and observation sheets. Product assessment in the form of questionnaires given to material, language, and media experts. The individual trial was given to 3 students, the small group trial was given to 8 students, and the large group trial was given to 15 students.  The results of the research obtained a percentage of eligibility from material aspects with valid categories, language aspects with valid categories, and media aspects with very valid categories. Based on the results, iSpring media on STEM-based science learning to develop students' creativity was feasible to use.</em></p>


2021 ◽  
Vol 5 (2) ◽  
pp. 103-111
Author(s):  
Ridho Bramasta ◽  
Lisda Fitriana Masitoh

In the era of increasingly modern technology as it a today industrial growth in the world is growing rapidly, the competition is getting tougher. One of the companies engaged on services, namely PT. Shinta VR. PT Shinta VR is engaged in serving and providing technology services for making learning videos in the field of education and as well as several types of games on interactive three dimensional form. Activities that have been running so far have shortcoming and weakness, especially in creating their product rating system, until now product assessment from customer data is still done manually or on writing. To overcome the problems that exist at PT.Shinta VR, the author intends to develop a website based product assessment application system as a VR product assessment system from customer data, product data and assessment data. The development model used is the Waterfall model. This application will describe the activities generated at each design stage. The result to be archived from this research is that the website application is able to manage customer data and assessment data more neatly, the conclusion of this study can help staff and admins optimize time and know that the system build can help staff and admins.


2021 ◽  
pp. 1-20
Author(s):  
Yanfang Ma ◽  
Weifeng Xu ◽  
Xiaoyu Wang ◽  
Zongmin Li ◽  
Benjamin Lev

 The decreasing resources of the earth and the deterioration of the environment are offering new challenges for handling waste management practices. The establishment of the smart waste bins plays an important role in promoting the development of waste classification and treatment fundamentally. We developed the evaluation system for the location selection problem of smart waste bins. Considering the uncertainty in the location selection of smart waste bins, the probabilistic linguistic term sets (PLTSs) are selected to express the evaluation information. Because of the excellent performance in weight-determing, the best worst method (BWM) is chosen to get the weight of criteria. While the weighted aggregated sum product assessment (WASPAS) method could handle both the qualitative and quantitative information, which are considered to derive the final ranking of the alternatives. This paper proposed a new group multi-criteria decision making approach integrating the BWM and the WASPAS with probabilistic linguistic information. Finally, in the empirical example, a sensitivity analysis shows that the proposed method is stable, a comparison analysis with PL-TOPSIS, PL-VIKOR, and PL-TODIM reflects its effectiveness and rationality, and the managerial implication verifies its usefulness and practicability, which also give guide to the company, government and resident.


2021 ◽  
Vol 2111 (1) ◽  
pp. 012007
Author(s):  
Muhammad Nurtanto ◽  
Farid Mutohhari ◽  
Fadli Rozaq ◽  
Suyitno Suyitno ◽  
Alias Masek

Abstract The purpose of this study is to apply the concept of learning to electricity in the automotive sector based on visual animation media (VAM) as a creative learning product and to assess learning products. One shoot case study was chosen as the research design. A total of 25 participants were involved in the VAM evaluation. Data collection uses product assessment sheets based on creativity, appearance, and product content validity. The results showed that it consisted of three important aspects, namely “mastery” of learning materials, “creative”, and “artistic”. Product creativity as an output is categorized as creative enough, the product display is quite good, and 64% of the products meet the content validity requirements, while 36% do not meet the exact criteria.


2021 ◽  
Vol 4 (2) ◽  
pp. 105
Author(s):  
Rizkiana Akmalia ◽  
Fajriana Fajriana ◽  
Rohantizani Rohantizani ◽  
Hayatun Nufus ◽  
Wulandari Wulandari

The purpose of this development research is to determine the feasibility and effectiveness of using Powtoon animation learning media for flat-sided geometry. The development model used is the ADDIE model. The subjects of this study were students of class VIII-2 MTsS Syamsuddhuha (junior high religious school). The percentage results of product assessment by media experts are 96% in the very feasible category, the percentage result of product assessment by material experts is 92% in the very feasible category, and the percentage result of product assessment by 10 small group students is 94% in the very feasible category. Based on the results of the product assessment by all validators who stated that it was very feasible, the Powtoon animation learning media developed had meet the criteria for use for students. The effectiveness of using the product can be seen from the results of the comparison of the students' average pretest and posttest scores. The resulting product is effective in increasing the understanding of mathematical concepts, as evidenced by the average pretest score of 43,44, an increase in the posttest of 84,27, and the N-Gain value of 0,72 in the high category. It can be concluded that Powtoon animation learning media is feasible and effective to be used in improving the understanding of mathematical concepts.


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