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Fuzzy Logic Approach to Cold-Start Challenges in Deaf and Hard of Hearing Recommender Systems
An adaptive e-learning environment faces significant challenges in offering personalized learning resources for Deaf and Hard-Hearing (DHH) learners. These learners exhibit diverse preferences in learning and communication, influenced by their characteristics related to deafness, highlighting the need for personalized educational content. A well-defined learning model is essential to map the characteristics of learners to suitable learning resources, enabling effective recommendations within an e-learning system. This study explores the development of a comprehensive DHH learner model, focusing on the presence of multiple learning preferences based on the VARK (Visual, Aural, Read/Write, and Kinesthetic) learning style model and the effectiveness of fuzzy clustering in capturing the diverse but overlapping preferences. Fuzzy-C-Means (FCM) successfully identified six different but overlapping clusters, indicating that most learners exhibit multimodal learning preferences rather than relying solely on a visual learning style. Cluster centroid analysis reveals that the visual learning style is the most preferred, while aural learning is the least favored among DHH learners. By calculating the overall learning style score based on the fuzzy membership value across all clusters on all four dimensions of VARK, learners' learning style preferences were validated against self-reported data. The evaluation involved a survey of 130 higher secondary DHH students from Kerala, India, yielding promising results (precision: 0.90, recall: 0.84, F1-score: 0.84) on the model's efficiency in identifying the dominant learning style. These findings emphasize the need for adaptive content delivery strategies that integrate text, visual, and interactive elements to enhance the engagement of DHH learners. However, the limited sample size, due to the unavailability of publicly accessible datasets, and the limited number of students in higher secondary education, further highlights the need for accessible and standardized DHH data to advance this research domain. by the authors. -
Fuzzy Logic Based Energy Storage Management for Parallel Hybrid Electric Vehicle
For the parallel hybrid electric vehicle, the various control strategies for energy management are illustrated with the implementation of fuzzy logic. The controller is designed and simulated in two modes for the economy and fuel optimisation. In order to manage the energy in HEV with three separate energy sources - batteries, Fuel cell and a supercapacitor system, - this article intends to create a fuzzy logic controller. By considering a complete system, the operating efficiency of the components need to be optimized. the control strategy implementation will be performed by the forward-facing approach. The fuel economy is optimised by maximising the operating efficiency in this strategy while other strategies does not have this extra aspect. The ability controller for parallel hybrid vehicles is mentioned in this research to enhance fuel economy. Although the earlier installed power controllers optimise operation, they do not fully utilise the capabilities. Hybrid vehicles can be equipped with a variety of power and energy sources such as batteries, internal combustion engines, fuel cell systems, supercapacitor systems or flywheel systems. The Authors, published by EDP Sciences, 2024. -
Fuzzy logic based system of intelligent electric solar dyer for fruits /
"Patent Number: 201941032820, Applicant: S Vairachilai.
The present invention is related to a system of intelligent electric solar dyer for fruits using fuzzy logic based algorithm processed by at least one processor of a central processing unit of the system. The system comprises a photovoltaic system to produce solar radiation system, & an electric generator system, used for direct supply of the electric to the system. The central processing units perform the dying function according to the type of the fruits and with efficient use of the solar energy and electric energy." -
Fuzzy logic based system of intelligent electric solar dyer for fruits /
Patent Number: 201941032820, Applicant: S Vairachilai.
The present invention is related to a system of intelligent electric solar dyer for fruits using fuzzy logic based algorithm processed by at least one processor of a central processing unit of the system. -
Fuzzy Logic-AHP Hybrid Model for Faculty Performance Evaluation to Enhance Educational Quality in Higher Education
Guaranteeing equitable and precise evaluation of teacher performance is a continual challenge in higher education, as subjective discrimination, uneven metrics, and absence of cohesive frameworks frequently obstruct informed decision-making. A hybrid Fuzzy Logic-Analytic Hierarchy Process (AHP) model is developed to integrate systematic requirement weighting through AHP with the uncertainty management features of fuzzy logic. The method assesses faculty performance across various dimensions, including classroom effectiveness, research output, service involvement, and professional advancement. The integration guarantees impartiality in criterion weighing and adaptability in managing qualitative assessments, resulting in a balanced and thorough evaluation method. The proposed hybrid framework, in contrast to standard models, reduces subjectivity, improves interpretability, and provides greater accuracy in prediction. Experimental findings indicate that the model attains an Accuracy of 96.8%, Precision of 97.2%, Recall of 96.5%, F1score of 96.8%, and AUC of 0.98, surpassing baseline methods like Decision Trees, Logistic Regression, and Support Vector Machines. These findings confirm the resilience and flexibility of the proposed methodology in practical teacher evaluation contexts. The research enhances educational quality and facilitates the integration of hybrid decision-support systems into institutional policy-making and future academic performance evaluations. 2025 IEEE. -
FUZZY MODULARITY AND FUZZY COMPLEMENTS IN FUZZY LATTICES
In this paper, we study the concept of fuzzy modularity in fuzzy lattices. We also define a fuzzy Birkhoff lattice and study fuzzy complements in fuzzy lattices. We prove that the notions of a right and a left complement coincide in a fuzzy lattice I??k University, Department of Mathematics, 2022; all rights reserved -
Fuzzy Rule-Based Multimodal Health Monitoring System Leveraging Machine Learning Techniques Using Eeg Datasets For Human Emotion And Psychological Disorders
In recent decades, machine learning and data analysis have become increasingly important in mental health for diagnosing and treating psychological disorders. One area of particular interest is the use of electroencephalography (EEG) brainwave data to classify emotional states and predict psychological disorders. This study proposed a data fusion to enhance the precision of emotion recognition. A feature selection strategy using data fusion techniques was implemented, along with a multi-layer Stacking Classifier combining various algorithms such as support vector classifier, Random Forest, multilayer perceptron, and Nu-support vector classifiers. Features were selected based on Linear Regression-based correlation coefficient scores, resulting in a dataset with 39% of the original 2548 features. This framework achieved a high precision of 98.75% in identifying emotions. The study also focused on negative emotional states for recognizing psychological disorders. A Genetic Algorithm (GA) was used for feature selection, and k-means clustering organized the data. The dataset included 707 trials and 2542 unlabeled features. Resampling techniques ensured a balanced representation of emotional states, and GASearchCV optimized Gradient Boosting classifier hyperparameters. The Elbow Method determined the optimal number of k-Means clusters, and resampling addressed class imbalance. GA parameters and gradient- boosting hyperparameters were empirically determined. ROC curves and classification reports evaluated performance, resulting in a high accuracy of 97.21% in predicting psychological disorders. The proposed system employed fuzzy logic to calculate a health score that combines the outputs of the emotional and psychological disorder monitoring models for a multimodal health monitoring system. This approach provides a more comprehensive assessment of an individual's overall mental health status. The findings suggest that the system achieved high efficiency in predicting emotions, showcasing comprehensive progress in EEG-based emotion analysis and disorder diagnosis. These advancements have potential implications for mental health monitoring and treatment, particularly with the integration of the PHQ-9 Scale and fuzzy logic. -
FUZZY SEMI-ESSENTIAL SUBMODULES AND FUZZY SEMI-CLOSED SUBMODULES
In this paper, we prove some properties of fuzzy semi-essential submodules and fuzzy semi-closed submodules I??k University, Department of Mathematics, 2023; all rights reserved -
Gain and bandwidth enhancement by optimizing four elements corporate-fed microstrip array for 2.4GHz applications
This paper presents the performance analysis of an optimized corporate-fed Rectangular Microstrip Antenna Array of four elements and Rectangular Microstrip Antenna array with Semi-Circular Tabs on the nonradiating edges of each element of the array to operate at 2.4 GHz, with detailed steps of the design process. The proposed antenna structures have been designed using FR4 dielectric substrate having a permittivity ?r of 4.4 with a thickness of 1.6 mm. The simulations have been carried out by using Antenna simulator HFSS version 15.0.0 and performance was analyzed for gain, bandwidth, VSWR, return loss and radiation pattern. The gain of these simulated antenna arrays is 2.4381 dB, 8.2684 dB and 8.5621 dB with a return loss of ?22.4123 dB, ?14.1095 dB and ?15.7621 dB for Single-Element patch, conventional Rectangular Microstrip array and Rectangular Microstrip Antenna array with semicircular tabs respectively at 2.4 GHz. Bandwidths exhibited by Single-Element patch, RMSACT and RMSA are 59.8 MHz, 83.9 MHz, and 212.7 MHz, respectively. 2020, Springer Nature Singapore Pte Ltd. -
GaitRec-Net: A Deep Neural Network for Gait Disorder Detection Using Ground Reaction Force
Walking (gait) irregularities and abnormalities are predictors and symptoms of disorder and disability. In the past, elaborate video (camera-based) systems, pressure mats, or a mix of the two has been used in clinical settings to monitor and evaluate gait. This article presents an artificial intelligence-based comprehensive investigation of ground reaction force (GRF) pattern to classify the healthy control and gait disorders using the large-scale ground reaction force. The used dataset comprised GRF measurements from different patients. The article includes machine learning- and deep learning-based models to classify healthy and gait disorder patients using ground reaction force. A deep learning-based architecture GaitRec-Net is proposed for this classification. The classification results were evaluated using various metrics, and each experiment was analysed using a fivefold cross-validation approach. Compared to machine learning classifiers, the proposed deep learning model is found better for feature extraction resulting in high accuracy of classification. As a result, the proposed framework presents a promising step in the direction of automatic categorization of abnormal gait pattern. 2022 Chandrasen Pandey et al. -
Galerkin finite element analysis of magneto-hydrodynamic natural convection of Cu-water nanoliquid in a baffled U-shaped enclosure
In this paper, single-phase homogeneous nanofluid model is proposed to investigate the natural convection of magneto-hydrodynamic (MHD) flow of Newtonian CuH2O nanoliquid in a baffled U-shaped enclosure. The Brinkman model and Wasp model are considered to measure the effective dynamic viscosity and effective thermal conductivity of the nanoliquid correspondingly. Nanoliquid's effective properties such as specific heat, density and thermal expansion coefficient are modeled using mixture theory. The complicated PDS (partial differential system) is treated for numeric solutions via the Galerkin ?nite element method. The pertinent parameters Hartmann number (1 ? Ha ? 60), Rayleigh number (103 ? Ra ? 106) and nanoparticles volume fraction (0% ? ? ? 4%) are taken for the parametric analysis, and it is conducted via streamlines and isotherms. Excellent agreement between numerical results and open literature. It is ascertained that heat transfer rate enhances with Rayleigh number Ra and volume fraction ?, however it is diminished for larger Hartmann number Ha. 2020 Beihang University -
GalNAc-siRNA conjugates: Prospective tools on the frontier of anti-viral therapeutics
The growing use of short-interfering RNA (siRNA)-based therapeutics for viral diseases reflects the most recent innovations in anti-viral vaccines and drugs. These drugs play crucial roles in the fight against many hitherto incurable diseases, the causes, pathophysiologies, and molecular processes of which remain unknown. Targeted liver drug delivery systems are in clinical trials. The receptor-mediated endocytosis approach involving the abundant asialoglycoprotein receptors (ASGPRs) on the surfaces of liver cells show great promise. We here review N-acetylgalactosamine (GalNAc)-siRNA conjugates that treat viral diseases such as hepatitis B infection, but we also mention that novel, native conjugate-based, targeted siRNA anti-viral drugs may also cure several life-threatening diseases such as hemorrhagic cystitis, multifocal leukoencephalopathy, and severe acute respiratory syndrome caused by coronaviruses and human herpes virus. 2021 Elsevier Ltd -
Game On: Cutting Edge Gamification Techniques to Boost Service Quality and Maximize Ecosystem Engagement
This chapter explores gamification's potential to enhance service quality and maximize ecosystem engagement. By utilizing game mechanics like points, badges, and challenges, organizations can create immersive experiences that boost productivity, loyalty, and customer satisfaction. Through case studies, the chapter highlights successful gamification implementations and best practices. It also addresses psychological and behavioral aspects, emphasizing personalized experiences. Ethical considerations and potential pitfalls are discussed to provide a balanced view. Ultimately, the chapter offers a roadmap for leveraging gamification to drive meaningful engagement and improve service quality. 2026, IGI Global Scientific Publishing. All rights reserved. -
Game Rules Prediction Winning Strategies Using Decision Tree Algorithms
With the availability of extensive data spanning over the years, sports have become an emerging field of research. The application of analytics in cricket has become prominent over the years. Cricket, the most loved sport in India, draws the attention of fans worldwide. The Indian Premier League is no exception. Created in 2008, this franchise-based T20 format of cricket has gripped the attention of cricket enthusiasts. With ardent fans cheering for their favorite teams, teams have mounting pressure to maintain their winning streak. One such team is the beloved Chennai Super Kings. Statistical techniques for winner prediction have become popular over the last decade. In this study, we try to frame decision rules for IPL teams to win a series using the CART algorithm. By considering Chennai Super Kings, this study aims to understand the criteria for winning and identify potential weaknesses, allowing the team to predict the likelihood of winning the IPL series. 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG. -
Gamification Analytics for Enhancing Engagement in Digital Repositories
Digital repositories are critical in storing and distributing of scholarly materials and research data applicable in different fields. One thing, which is a problem despite the academic setting, is the need to sustain a user activity as the motivation to use a repository is not always consistent. One of the issues that could be solved with the help of Gamification is the need to maintain interaction by incorporating game elements into non-game contexts. This article presents a discussion on enhancing interaction with digital repository users and finding information using gamification analytics. By capturing real-time data and making behavioral decisions, we will learn how users engage with the gamification capabilities, such as earning points, badges, leaderboard position, and tracking achievements. This paper will use case study as a research design to investigate the impact of game-like characteristics integrated in an academic repository system. Key performance indicators (KPIs) that are used to measure levels of user motivation and engagement are session time, frequency of visits, and depth of reading. The findings show that the users experienced more active and content-oriented discovery experiences in comparison to the repository when it was configured in relation to their preferences and objectives using user-centered gamification strategies. Also, the study stresses the necessity of constant evaluation and flexible structures to track engagement over a longer period. This study also contributes to the knowledge of digital library sciences by forming a model of introducing gamification strategies into management systems based on data analysis. The results show that analytics can be used as evaluative measures of participation and as evaluative criteria for adjusting designs and enhancing the experience. The Research Publication,. -
Gamification and Game-Based Learning: A Systematic Review and Comparative Analysis
In the modern world, characterized by the rapid development of technology and digitalization of almost all spheres of life, it is necessary to keep up with the times and gradually introduce information technology into our lives. This will allow us to remain competitive in a changing world, take advantage of new opportunities and improve our quality of life. It is important to understand that information technology is not just a fashion trend, but a necessary tool for successful development and progress. The paper examines the very concept of gamification, the main methods of introducing gamification into education, highlights the advantages of learning with the addition of gamification, and also works on comparing learning with and without gamification elements. The introduction of game elements into the educational process helps to improve the perception of educational material, as well as increase the level of motivation of the students themselves. It is worth noting that the learning process with the addition of game elements helps to improve attention, develop logical thinking, as well as analyze various situations. Gamification can be viewed from several angles. For a teacher, this teaching method will help to capture the attention of children, which will help create a working atmosphere in the classroom. And for students, gamification is a great opportunity to explore really important topics in game mode. They will have an increased interest in learning, which will have a beneficial effect on their further academic performance and learning. The Author(s), under exclusive license to Springer Nature Switzerland AG 2025. -
Gamification and Game-Based Learning: A Systematic Review and Comparative Analysis
In the modern world, characterized by the rapid development of technology and digitalization of almost all spheres of life, it is necessary to keep up with the times and gradually introduce information technology into our lives. This will allow us to remain competitive in a changing world, take advantage of new opportunities and improve our quality of life. It is important to understand that information technology is not just a fashion trend, but a necessary tool for successful development and progress. The paper examines the very concept of gamification, the main methods of introducing gamification into education, highlights the advantages of learning with the addition of gamification, and also works on comparing learning with and without gamification elements. The introduction of game elements into the educational process helps to improve the perception of educational material, as well as increase the level of motivation of the students themselves. It is worth noting that the learning process with the addition of game elements helps to improve attention, develop logical thinking, as well as analyze various situations. Gamification can be viewed from several angles. For a teacher, this teaching method will help to capture the attention of children, which will help create a working atmosphere in the classroom. And for students, gamification is a great opportunity to explore really important topics in game mode. They will have an increased interest in learning, which will have a beneficial effect on their further academic performance and learning. The Author(s), under exclusive license to Springer Nature Switzerland AG 2025. -
Gamification for industry 5.0 at the core of society 5.0
Gamification has become a popular approach to engage employees, customers, and other stakeholders in various industries. With the advent of Industry 5.0 and Society 5.0, the use of gamification is expected to increase, as companies and organizations look for innovative ways to enhance productivity, creativity, and collaboration. Industry 5.0 is the next phase of industrial development, characterized by the integration of advanced technologies, such as AI, IoT, and robotics, with human skills and creativity. Society 5.0, on the other hand, refers to a human-centered society that leverages technology to create solutions for social problems. This chapter explores the potential of gamification in the context of Industry 5.0 and Society 5.0. It discusses the various applications of gamification, including training, education, marketing, and sustainability. It also examines the benefits of gamification, such as increased engagement, motivation, and collaboration. 2023 by IGI Global. All rights reserved. -
Gamification for Tomorrow: Investigating Emerging Trends and Sustainable Strategies in Complex Service Ecosystems
Gamification is transforming service ecosystems by enhancing engagement and promoting sustainability. This research examines how elements like challenges, rewards, and feedback loops are integrated into healthcare, education, and environmental management. By driving motivation and participation, gamification improves outcomes and fosters community involvement in sustainability efforts. However, its long-term impact depends on overcoming challenges such as the need for standardized frameworks, ethical concerns over user autonomy, and data privacy risks. Emerging technologies like artificial intelligence (AI) and augmented reality (AR) are reshaping gamified experiences, offering personalized and immersive solutions that encourage sustainable behavior. This study underscores the opportunities and responsibilities associated with gamification, highlighting its potential to drive innovation while emphasizing ethical implementation and adaptability to evolving technologies. 2026, IGI Global Scientific Publishing. All rights reserved. -
Gamification in Education and Its Impact on Student MotivationA Critical Review
In education, gamification refers to including game characteristics and design ideas in the classroom setting. Over the previous five years, gamification has increased student motivation and academic performance. This study will examine the previous literature to see how gamification will disseminate over time, educational level (from nursery to college), causes, and the most frequently used game elements. A systematic literature review will search interdisciplinary databases for quantitative experimental studies examining educational gamification and providing information on current research lines. According to the findings of a comprehensive research study, gamification can be advantageous at all academic levels, from elementary school to college. Following systematic research, gamified learning can increase students motivation and intellectual accomplishment. Student learning may be made more pleasurable via gamification, which is the first advantage of this type of instruction. When used in the classroom, gamification can assist students who are weak in motivation and performing poorly academically. Because of the diversity of challenges and rewards that gaming parts provide, incorporating gaming elements into the classroom may serve as a motivational tool for students to learn. In the study's findings, students who enrolled in educational gamification courses were shown to be more interested and participatory than students enrolled in regular classrooms, on average. 2023, The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.


