We found 9 results that contain "features"
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PEDAGOGICAL DESIGN
Convolutional neural networks (CNN)
CNN is a multi-layered neural network with a unique architecture designed to extract increasingly complex features of the data at each layer to determine the output. CNN's are well suited for perceptual tasks.
CNN is mostly used when there is an unstructured data set (e.g., images) and the practitioners need to extract information from it
For instance, if the task is to predict an image caption:
The CNN receives an image of let's say a cat, this image, in computer term, is a collection of the pixel. Generally, one layer for the greyscale picture and three layers for a color picture.
During the feature learning (i.e., hidden layers), the network will identify unique features, for instance, the tail of the cat, the ear, etc.
When the network thoroughly learned how to recognize a picture, it can provide a probability for each image it knows. The label with the highest probability will become the prediction of the network.
CNN is mostly used when there is an unstructured data set (e.g., images) and the practitioners need to extract information from it
For instance, if the task is to predict an image caption:
The CNN receives an image of let's say a cat, this image, in computer term, is a collection of the pixel. Generally, one layer for the greyscale picture and three layers for a color picture.
During the feature learning (i.e., hidden layers), the network will identify unique features, for instance, the tail of the cat, the ear, etc.
When the network thoroughly learned how to recognize a picture, it can provide a probability for each image it knows. The label with the highest probability will become the prediction of the network.
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Convolutional neural networks (CNN)
CNN is a multi-layered neural network with a unique architecture de...
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PEDAGOGICAL DESIGN
Thursday, May 9, 2019
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PEDAGOGICAL DESIGN
The most widely-used Agile methodologies include:
The main principles of the Lean methodology include:
Eliminating Waste
Amplifying Learning
Deciding as Late as Possible
Delivering as Fast as Possible
Empowering the Team
Building Integrity In
Seeing the Whole
Lean development eliminates waste by asking users to select only the truly valuable features for a system, prioritize those features, and then work to deliver them in small batches. It relies on rapid and reliable feedback between programmers and customers, emphasizing the speed and efficiency of development workflows. Lean uses the idea of a work product being “pulled” via customer request. It gives decision-making authority to individuals and small teams since this has been proven to be a faster and more efficient method than a hierarchical flow of control. Lean also concentrates on the efficient use of team resources, trying to ensure that everyone is as productive as possible for the maximum amount of time. It strongly recommends that automated unit tests be written at the same time the code is written.
Eliminating Waste
Amplifying Learning
Deciding as Late as Possible
Delivering as Fast as Possible
Empowering the Team
Building Integrity In
Seeing the Whole
Lean development eliminates waste by asking users to select only the truly valuable features for a system, prioritize those features, and then work to deliver them in small batches. It relies on rapid and reliable feedback between programmers and customers, emphasizing the speed and efficiency of development workflows. Lean uses the idea of a work product being “pulled” via customer request. It gives decision-making authority to individuals and small teams since this has been proven to be a faster and more efficient method than a hierarchical flow of control. Lean also concentrates on the efficient use of team resources, trying to ensure that everyone is as productive as possible for the maximum amount of time. It strongly recommends that automated unit tests be written at the same time the code is written.
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Chathuri
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The most widely-used Agile methodologies include:
The main principles of the Lean methodology include:
Eliminating W...
Eliminating W...
Authored by:
PEDAGOGICAL DESIGN
Wednesday, Sep 18, 2019
Posted on: #iteachmsu
PEDAGOGICAL DESIGN
The most widely-used Agile methodologies include:2
The main principles of the Lean methodology include:
Eliminating Waste
Amplifying Learning
Deciding as Late as Possible
Delivering as Fast as Possible
Empowering the Team
Building Integrity In
Seeing the Whole
Lean development eliminates waste by asking users to select only the truly valuable features for a system, prioritize those features, and then work to deliver them in small batches. It relies on rapid and reliable feedback between programmers and customers, emphasizing the speed and efficiency of development workflows. Lean uses the idea of a work product being “pulled” via customer request. It gives decision-making authority to individuals and small teams since this has been proven to be a faster and more efficient method than a hierarchical flow of control. Lean also concentrates on the efficient use of team resources, trying to ensure that everyone is as productive as possible for the maximum amount of time. It strongly recommends that automated unit tests be written at the same time the code is written.
Eliminating Waste
Amplifying Learning
Deciding as Late as Possible
Delivering as Fast as Possible
Empowering the Team
Building Integrity In
Seeing the Whole
Lean development eliminates waste by asking users to select only the truly valuable features for a system, prioritize those features, and then work to deliver them in small batches. It relies on rapid and reliable feedback between programmers and customers, emphasizing the speed and efficiency of development workflows. Lean uses the idea of a work product being “pulled” via customer request. It gives decision-making authority to individuals and small teams since this has been proven to be a faster and more efficient method than a hierarchical flow of control. Lean also concentrates on the efficient use of team resources, trying to ensure that everyone is as productive as possible for the maximum amount of time. It strongly recommends that automated unit tests be written at the same time the code is written.
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Chathuri
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The most widely-used Agile methodologies include:2
The main principles of the Lean methodology include:
Eliminating W...
Eliminating W...
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PEDAGOGICAL DESIGN
Wednesday, Sep 18, 2019
Posted on: #iteachmsu
PEDAGOGICAL DESIGN
TAM Model
Technology acceptance model
Based on the theory of reasoned Action, Davis ( 1986 ) developed the Technology Acceptance Model which deals more specifically with the prediction of the acceptability of an information system. The purpose of this model is to predict the acceptability of a tool and to identify the modifications which must be brought to the system in order to make it acceptable to users. This model suggests that the acceptability of an information system is determined by two main factors: perceived usefulness and perceived ease of use.
Perceived usefulness is defined as being the degree to which a person believes that the use of a system will improve his performance. Perceived ease of use refers to the degree to which a person believes that the use of a system will be effortless. Several factorial analyses demonstrated that perceived usefulness and perceived ease of use can be considered as two different dimensions (Hauser et Shugan, 1980 ; Larcker et Lessig, 1980 ; Swanson, 1987).
As demonstrated in the theory of reasoned Action, the Technology Acceptance Model postulates that the use of an information system is determined by the behavioral intention, but on the other hand, that the behavioral intention is determined by the person’s attitude towards the use of the system and also by his perception of its utility. According to Davis, the attitude of an individual is not the only factor that determines his use of a system, but is also based on the impact which it may have on his performance. Therefore, even if an employee does not welcome an information system, the probability that he will use it is high if he perceives that the system will improve his performance at work. Besides, the Technology Acceptance Model hypothesizes a direct link between perceived usefulness and perceived ease of use. With two systems offering the same features, a user will find more useful the one that he finds easier to use (Dillon and Morris, on 1996).
Based on the theory of reasoned Action, Davis ( 1986 ) developed the Technology Acceptance Model which deals more specifically with the prediction of the acceptability of an information system. The purpose of this model is to predict the acceptability of a tool and to identify the modifications which must be brought to the system in order to make it acceptable to users. This model suggests that the acceptability of an information system is determined by two main factors: perceived usefulness and perceived ease of use.
Perceived usefulness is defined as being the degree to which a person believes that the use of a system will improve his performance. Perceived ease of use refers to the degree to which a person believes that the use of a system will be effortless. Several factorial analyses demonstrated that perceived usefulness and perceived ease of use can be considered as two different dimensions (Hauser et Shugan, 1980 ; Larcker et Lessig, 1980 ; Swanson, 1987).
As demonstrated in the theory of reasoned Action, the Technology Acceptance Model postulates that the use of an information system is determined by the behavioral intention, but on the other hand, that the behavioral intention is determined by the person’s attitude towards the use of the system and also by his perception of its utility. According to Davis, the attitude of an individual is not the only factor that determines his use of a system, but is also based on the impact which it may have on his performance. Therefore, even if an employee does not welcome an information system, the probability that he will use it is high if he perceives that the system will improve his performance at work. Besides, the Technology Acceptance Model hypothesizes a direct link between perceived usefulness and perceived ease of use. With two systems offering the same features, a user will find more useful the one that he finds easier to use (Dillon and Morris, on 1996).
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chathuri

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TAM Model
Technology acceptance model
Based on the theo...
Based on the theo...
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PEDAGOGICAL DESIGN
Tuesday, Aug 20, 2019
Posted on: #iteachmsu
PEDAGOGICAL DESIGN
TAM Model 2
Technology acceptance model
Based on the theory of reasoned Action, Davis ( 1986 ) developed the Technology Acceptance Model which deals more specifically with the prediction of the acceptability of an information system. The purpose of this model is to predict the acceptability of a tool and to identify the modifications which must be brought to the system in order to make it acceptable to users. This model suggests that the acceptability of an information system is determined by two main factors: perceived usefulness and perceived ease of use.
Perceived usefulness is defined as being the degree to which a person believes that the use of a system will improve his performance. Perceived ease of use refers to the degree to which a person believes that the use of a system will be effortless. Several factorial analyses demonstrated that perceived usefulness and perceived ease of use can be considered as two different dimensions (Hauser et Shugan, 1980 ; Larcker et Lessig, 1980 ; Swanson, 1987).
As demonstrated in the theory of reasoned Action, the Technology Acceptance Model postulates that the use of an information system is determined by the behavioral intention, but on the other hand, that the behavioral intention is determined by the person’s attitude towards the use of the system and also by his perception of its utility. According to Davis, the attitude of an individual is not the only factor that determines his use of a system, but is also based on the impact which it may have on his performance. Therefore, even if an employee does not welcome an information system, the probability that he will use it is high if he perceives that the system will improve his performance at work. Besides, the Technology Acceptance Model hypothesizes a direct link between perceived usefulness and perceived ease of use. With two systems offering the same features, a user will find more useful the one that he finds easier to use (Dillon and Morris, on 1996).
Based on the theory of reasoned Action, Davis ( 1986 ) developed the Technology Acceptance Model which deals more specifically with the prediction of the acceptability of an information system. The purpose of this model is to predict the acceptability of a tool and to identify the modifications which must be brought to the system in order to make it acceptable to users. This model suggests that the acceptability of an information system is determined by two main factors: perceived usefulness and perceived ease of use.
Perceived usefulness is defined as being the degree to which a person believes that the use of a system will improve his performance. Perceived ease of use refers to the degree to which a person believes that the use of a system will be effortless. Several factorial analyses demonstrated that perceived usefulness and perceived ease of use can be considered as two different dimensions (Hauser et Shugan, 1980 ; Larcker et Lessig, 1980 ; Swanson, 1987).
As demonstrated in the theory of reasoned Action, the Technology Acceptance Model postulates that the use of an information system is determined by the behavioral intention, but on the other hand, that the behavioral intention is determined by the person’s attitude towards the use of the system and also by his perception of its utility. According to Davis, the attitude of an individual is not the only factor that determines his use of a system, but is also based on the impact which it may have on his performance. Therefore, even if an employee does not welcome an information system, the probability that he will use it is high if he perceives that the system will improve his performance at work. Besides, the Technology Acceptance Model hypothesizes a direct link between perceived usefulness and perceived ease of use. With two systems offering the same features, a user will find more useful the one that he finds easier to use (Dillon and Morris, on 1996).
Authored by:
chathuri

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TAM Model 2
Technology acceptance model
Based on the theo...
Based on the theo...
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PEDAGOGICAL DESIGN
Tuesday, Aug 20, 2019
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DISCIPLINARY CONTENT
Maintaining Student Academic Records
In the current scenario, mark sheet of the individual students are maintained by respective universities. No third party authority or any person is appointed to validate the marks or degree obtained by the student as per records of the university. If the universities decide to verify each student’s mark sheet or certificate then entire process will have to be carried out manually.
Block chain technology can help to eliminate such issues by offering features such as information collaboration and validation which can help to validate the student degree or marks obtained. We can see more new concepts and ideas related to collaboration oriented processes in block chain especially developed for education sector.
Block chain technology can help to eliminate such issues by offering features such as information collaboration and validation which can help to validate the student degree or marks obtained. We can see more new concepts and ideas related to collaboration oriented processes in block chain especially developed for education sector.
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Divya Sawant

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Maintaining Student Academic Records
In the current scenario, mark sheet of the individual students are ...
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DISCIPLINARY CONTENT
Wednesday, Dec 23, 2020
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Graphical user interface
graphical user interface:
The graphical user interface (GUI is a form of user interface that allows users to interact with electronic devices through graphical icons and audio indicators such as primary notation, instead of text-based user interfaces, typed command labels, or text navigation. GUIs were introduced in reaction to the perceived steep learning curve of command-line interfaces (CLIs), which require commands to be typed on a computer keyboard.
The actions in a GUI are usually performed through direct manipulation of the graphical elements. Beyond computers, GUIs are used in many handheld mobile devices such as MP3 players, portable media players, gaming devices, smartphones, and smaller household, office, and industrial controls. The term GUI tends not to be applied to other lower-display resolution types of interfaces, such as video games ), or not including flat screens, like volumetric displays.
User interface and interaction design:
Designing the visual composition and temporal behavior of a GUI is an important part of software application programming in the area of human-computer interaction. Its goal is to enhance the efficiency and ease of use for the underlying logical design of a stored program, a design discipline named usability. Methods of user-centered design are used to ensure that the visual language introduced in the design is well-tailored to the tasks.
The visible graphical interface features of an application are sometimes referred to as chrome or GUI (pronounced gooey) Typically, users interact with information by manipulating visual widgets that allow for interactions appropriate to the kind of data they hold. The widgets of a well-designed interface are selected to support the actions necessary to achieve the goals of users.
The graphical user interface (GUI is a form of user interface that allows users to interact with electronic devices through graphical icons and audio indicators such as primary notation, instead of text-based user interfaces, typed command labels, or text navigation. GUIs were introduced in reaction to the perceived steep learning curve of command-line interfaces (CLIs), which require commands to be typed on a computer keyboard.
The actions in a GUI are usually performed through direct manipulation of the graphical elements. Beyond computers, GUIs are used in many handheld mobile devices such as MP3 players, portable media players, gaming devices, smartphones, and smaller household, office, and industrial controls. The term GUI tends not to be applied to other lower-display resolution types of interfaces, such as video games ), or not including flat screens, like volumetric displays.
User interface and interaction design:
Designing the visual composition and temporal behavior of a GUI is an important part of software application programming in the area of human-computer interaction. Its goal is to enhance the efficiency and ease of use for the underlying logical design of a stored program, a design discipline named usability. Methods of user-centered design are used to ensure that the visual language introduced in the design is well-tailored to the tasks.
The visible graphical interface features of an application are sometimes referred to as chrome or GUI (pronounced gooey) Typically, users interact with information by manipulating visual widgets that allow for interactions appropriate to the kind of data they hold. The widgets of a well-designed interface are selected to support the actions necessary to achieve the goals of users.
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Rupali

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Graphical user interface
graphical user interface:
The graphical user interface (G...
The graphical user interface (G...
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Wednesday, Jan 27, 2021
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DISCIPLINARY CONTENT
By Shravya: Tips for using a collaboration software tool -- edited
When project managing a distributed team in a variety of locations, a collaboration software (or project management) tool is an effective way to keep everyone on the same page and all of your project information in one place. However, using a great tool doesn’t magically make collaboration happen. Here are 10 best practices when using a collaboration software tool:
Share proactively - Assign team members to the tasks they need to be aware of and @mention them in the comments, so they receive alerts when the ball is in their court.
Put every project into your collaboration project management tool - Use your tool as a single source of all project-related materials and notes. This will make the material easy to find for everyone, no matter when they joined the project.
Create water cooler channels - Creating channels in your communication tools where team members can discuss non-work related topics allows them to get to know each other and be social even from afar.
Celebrate small wins - Collaboration tools are a great place to share victories, no matter how big or small. Even a short message can go a long way.
Balance the load - You can’t collaborate well if you’re overloaded with work. Use your tool’s visibility and resource management features to ensure project tasks are balanced among your team members.
Share proactively - Assign team members to the tasks they need to be aware of and @mention them in the comments, so they receive alerts when the ball is in their court.
Put every project into your collaboration project management tool - Use your tool as a single source of all project-related materials and notes. This will make the material easy to find for everyone, no matter when they joined the project.
Create water cooler channels - Creating channels in your communication tools where team members can discuss non-work related topics allows them to get to know each other and be social even from afar.
Celebrate small wins - Collaboration tools are a great place to share victories, no matter how big or small. Even a short message can go a long way.
Balance the load - You can’t collaborate well if you’re overloaded with work. Use your tool’s visibility and resource management features to ensure project tasks are balanced among your team members.
Authored by:
Vijaya

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By Shravya: Tips for using a collaboration software tool -- edited
When project managing a distributed team in a variety of locations,...
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DISCIPLINARY CONTENT
Tuesday, Jul 29, 2025