IJISA Vol. 15, No. 6, Dec. 2023
Cover page and Table of Contents: PDF (size: 130KB)
REGULAR PAPERS
In computational study and automatic recognition of opinions in free texts, certain words in sentences are used to decide its sentiments. While analysing each customer’s opinion per time in churn management will be effective for personalised recommendations. Oftentimes, the opinion is not sufficient for contextualised content mining. While personalised recommendations are time consuming, it also does not provide complete picture of an overall sentiment in the business community of customers. To help businesses identify widespread issues affecting a large segment of their customers towards engendering patterns and trends of different customer churn behaviour, here, we developed a clustered contextualised conversation as opinions set for integration with Roberta Model. The developed churn behavioural opinion clusters disambiguated short messages while charactering contents collectively based on context beyond keyword-based sentiment matching for effective mining. Based on the predicted opinion threshold, customer churn category for group-based personalised decision support was generated, with matching concepts. The baseline RoBERTa model on the contextually clustered opinions, trained with a batch size of 16, a learning rate of 2e-5, over 8 epochs, using a maximum sequence length of 128 and standard hyperparameters, achieved an accuracy of 92%, Precision of 88%, Recall of 86% and F1 score of 84% over a test set of 30%.
[...] Read more.Students of today are exposed to technologies that are either educationally effective or distractive. Most of them are having a hard time learning in a traditional classroom setup, are easily distracted, and have difficulty remembering lessons just learned and prerequisite skills needed in learning new lessons. Game-Based Intelligent Tutoring System (GB-ITS) is a technology that provides an individualized learning experience based on student’s learning needs. GB-ITS mimics a teacher doing one-on-one teaching, also known as tutoring, which is more cost-efficient than human tutors. This study developed a general-purpose Memory Enhancer Games system, in a form of a GB-ITS. This study was conducted at Calasiao Comprehensive National High School, identified the game type that best enhances memory and the game features for this proposed system through a questionnaire by (9) ICT teacher respondents. The developed system in this study has undergone validity testing by (8) ICT teachers and professors from Schools Division I of Pangasinan, and of a University in Dagupan City, and acceptability testing by (100) senior high school students of Calasiao Comprehensive National High School, 1st semester of school year 2022-2023, using Likert scale to determine its appropriateness as an intelligent learning tool. The results of the game design questionnaire confirmed the studies of which elements were ideal for a GB-ITS, and both the validity and acceptability survey questionnaires with overall weighted means of 4.57 and 4.08, show that the system is a valid and acceptable intelligent learning tool. The developed MEG can also be of use for testing game features for educational effectiveness and can also contribute to any future study which will conduct to test whether a general-purpose GBL or GB-ITS model would compare; if won’t equal the effectiveness of GBLs designed for delivering specific contents or subjects.
[...] Read more.Pong game is a simple but entertaining game of logic control. This research paper presents the design and implementation of an FPGA-based Pong game that runs on an Altera DE2 board using Verilog HDL. This article explains the VGA controller, object creation and animation, and text subsystem and of course how to link them all together to build a functioning circuit. There is an interesting multi-player mode and single-player mode feature in this design scheme. This game's multiplayer mode features both real-time and automatic players to create a competitive atmosphere. This design method followed less complicated, fastest processing, and utilized memory requirements and logic elements. The single-player mode uses 1.3% of total logic elements, the two-player mode uses 1.32%, and automatic player vs. real player uses 1.456% of total logic elements which is very small compared to the other gaming schemes and it reduces the processing time that is cost-effective for universal use. All the modules are designed by using Verilog HDL. The synthesis is done with the help of Altera DE2 FPGA. Functional simulation and synthesis prove that the design is universally usable and combines different modules in one module that presents sound entertainment and extends the electronics application-based work in the future.
[...] Read more.Agricultural development is a critical strategy for promoting prosperity and addressing the challenge of feeding nearly 10 billion people by 2050. Plant diseases can significantly impact food production, reducing both quantity and diversity. Therefore, early detection of plant diseases through automatic detection methods based on deep learning can improve food production quality and reduce economic losses. While previous models have been implemented for a single type of plant to ensure high accuracy, they require high-quality images for proper classification and are not effective with low-resolution images. To address these limitations, this paper proposes the use of pre-trained model based on convolutional neural networks (CNN) for plant disease detection. The focus is on fine-tuning the hyperparameters of popular pre-trained model such as EfficientNetV2S, to achieve higher accuracy in detecting plant diseases in lower resolution images, crowded and misleading backgrounds, shadows on leaves, different textures, and changes in brightness. The study utilized the Plant Diseases Dataset, which includes infected and uninfected crop leaves comprising 38 classes. In pursuit of improving the adaptability and robustness of our neural networks, we intentionally exposed them to a deliberately noisy training dataset. This strategic move followed the modification of the Plant Diseases Dataset, tailored to better suit the demands of our training process. Our objective was to enhance the network's ability to generalize effectively and perform robustly in real-world scenarios. This approach represents a critical step in our study's overarching goal of advancing plant disease detection, especially in challenging conditions, and underscores the importance of dataset optimization in deep learning applications.
[...] Read more.The task of path planning is extremely investigated in mobile robotics to determine a suitable path for the robot from the source point to the target point. The intended path should satisfy purposes such as collision-free, shortest-path, or power-saving. In the case of a mobile robot, many constraints should be considered during the selection of path planning algorithms such as static or dynamic environment and holonomic or non-holonomic robot. There is a pool of path-planning algorithms in the literature. However, Dijkstra is still one of the effective algorithms due to its simplicity and capabilities to compute single-source shortest-path to every position in the workspace. Researchers propose several versions of the Dijkstra algorithm, especially in mobile robotics. In this paper, we propose an improved approach based on the Dijkstra algorithm with a simple sampling method to sample the workspace to avoid an exhaustive search of the Dijkstra algorithm which consumes time and resources. The goal is to identify the same optimal shortest path resulting from the Dijkstra algorithm with minimum time and number of turns i.e., a smoothed path. The simulation results show that the proposed method improves the Dijkstra algorithm with respect to the running time and the number of turns of the mobile robot and outperforms the RRT algorithm concerning the path length.
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