The Experts below are selected from a list of 129 Experts worldwide ranked by ideXlab platform
Nikolaos Pellas - One of the best experts on this subject based on the ideXlab platform.
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Bolstering the quality and integrity of online collaborative university- level courses via an open Sim Standalone Server in conjunction with sloodle
Education and Information Technologies, 2016Co-Authors: Nikolaos PellasAbstract:The contemporary era provides several challenges which extend from the reconstitution of an innovative knowledge domain and curricula to candidate learning platforms that support online course delivery methods. Educators and scholars on these demands have recently started to rethink alternative ways for the assimilation of the experiential knowledge in three-dimensional (3D) technologically advanced environments, like 3D multi-user virtual worlds. In spite the widespread dissemination and proliferation of novel educational implications by utilizing 3D multi-user virtual worlds combined with the 2D interface of LMS (Learning Management Systems) and the assessment of the effectiveness based on the online course delivery method in a long-term usability is still absent from the international academic literature. This study presents interoperability issues focused on the utilization of the virtual world Open Simulator (Open Sim) in conjunction with Sloodle (Simulation Linked Object Oriented Dynamic Learning Environment) as a free plug-in module. The evaluation of this online learning process according to an empirical research method became possible with the assistance of ninety-five (95) students by two different academic sectors that participated in this project and measured the capabilities and instructional affordances of this platform. The evaluation process was focused on four multi-dimensional parameters (psychological-pedagogical, technical-operational, organizational-financial, and socio-cultural). The study findings based on students’ experiences revealed that both platforms could be sufficiently connected as a unique platform which can increase the users’ learning abilities. This “hybrid” platform can adequately convert the ordinary multi-user virtual world of Open Sim and Sloodle in a common “incubator” of knowledge for online courses at university level. At the end, the instructional affordances and implications for future-driven directions are also discussed.
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A cybernetic framework to articulate the organisational complexity of users’ interactions with the Jigsaw technique in an Open Sim Standalone Server
International Journal of Innovation and Learning, 2015Co-Authors: Nikolaos PellasAbstract:The purpose of this study was the utilisation of an open sim Standalone Server in order to articulate and propose a theoretical cybernetic framework that delineated from the requirements of: a) the systemic organisational structure of a learning process through the viable system model (VSM); b) the exploratory collaborative knowledge construction according to the ‘Jigsaw’ learning technique for handling the interior organisational complexity of cyber entities’ (avatars) interactions in this virtual world. The community empowerment may initially be amplified from the implementation of this cybernetic framework for enhancing the dynamic and interactive dimensions of users’ (students and instructors) presence in Open Sim according to the processes of cohesion, coordination and organisational processing that are quite complex during their first introduction.
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utilizing a serious game via open sim Standalone Server and scratch4os for introductory programming courses in secondary education their effect on student engagement
International Conference on Advanced Learning Technologies, 2014Co-Authors: Nikolaos Pellas, Nikolaos Konstantinou, Georgia Georgiou, Christos Malliarakis, Ioannis KazanidisAbstract:This study suggests a constructionist-learning framework to amplify students' engagement in introductory programming courses via a serious game that was held in Open Sim Standalone Server integrated with Scratch4OS. Fifty five (n=55) voluntary students from three different High schools have participated and experienced in Co. Co. I. A., a 3D mind-trap puzzle game. The empirical study findings indicated that behavioral engagement (attention, retention and energy expenditure for activity completion) does not only have a linear correlation with cognitive engagement (learning strategies for the construction of the knowledge domain), but it also has a positive nexus with emotional engagement (positive emotions and achievement orientation) in collaborative learning tasks, causing the reinforcement of the other two factors too.
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ICALT - Utilizing a Serious Game via Open Sim Standalone Server and Scratch4OS for Introductory Programming Courses in Secondary Education: Their Effect on Student Engagement
2014 IEEE 14th International Conference on Advanced Learning Technologies, 2014Co-Authors: Nikolaos Pellas, Nikolaos Konstantinou, Georgia Georgiou, Christos Malliarakis, Ioannis KazanidisAbstract:This study suggests a constructionist-learning framework to amplify students' engagement in introductory programming courses via a serious game that was held in Open Sim Standalone Server integrated with Scratch4OS. Fifty five (n=55) voluntary students from three different High schools have participated and experienced in Co. Co. I. A., a 3D mind-trap puzzle game. The empirical study findings indicated that behavioral engagement (attention, retention and energy expenditure for activity completion) does not only have a linear correlation with cognitive engagement (learning strategies for the construction of the knowledge domain), but it also has a positive nexus with emotional engagement (positive emotions and achievement orientation) in collaborative learning tasks, causing the reinforcement of the other two factors too.
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Exploring Interrelationships among High School Students' Engagement Factors in Introductory Programming Courses via a 3D Multi-user Serious Game Created in Open Sim
Journal of Universal Computer Science, 2014Co-Authors: Nikolaos PellasAbstract:The technological affordances of three-dimensional (3D) multi-user virtual worlds and their effectiveness in task-based learning approaches are to a large extent well-established in the international field of computer literacy research. However, less attention was given to their positive or negative impact on student engagement. The current study seeks to investigate the interrelationships of students' engagement among multidimensional constructs consisting of cognitive, emotional and behavioral factors in order to understand better the educational community the learning effectiveness emerged through a 3D computer-supported and multi- user serious game created for introductory programming courses. An instructional design framework based on Papert's theory of Constructionism to be amplified the students' activities and management of their interactions in a 3D multi-user serious game created via an Open Sim Standalone Server integrated with Scratch4OS is also proposed. Fifty-five (n=55) voluntary students from three different high schools participated and experienced in a 3D mind-trap puzzle game named Co.Co.I.A. (Collaborative Construction of Interactive Artifacts) to learn basic programming structures. The empirical study findings indicated that student behavioral engagement (attention, retention and energy expenditure for activity completion) had not only a linear correlation with cognitive engagement (learning strategies for the construction of the knowledge domain), but it had also a positive association with emotional engagement (students' positive emotions and achievement orientation) in collaborative learning tasks, causing the reinforcement of the other two factors as well.
Ioannis Kazanidis - One of the best experts on this subject based on the ideXlab platform.
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utilizing a serious game via open sim Standalone Server and scratch4os for introductory programming courses in secondary education their effect on student engagement
International Conference on Advanced Learning Technologies, 2014Co-Authors: Nikolaos Pellas, Nikolaos Konstantinou, Georgia Georgiou, Christos Malliarakis, Ioannis KazanidisAbstract:This study suggests a constructionist-learning framework to amplify students' engagement in introductory programming courses via a serious game that was held in Open Sim Standalone Server integrated with Scratch4OS. Fifty five (n=55) voluntary students from three different High schools have participated and experienced in Co. Co. I. A., a 3D mind-trap puzzle game. The empirical study findings indicated that behavioral engagement (attention, retention and energy expenditure for activity completion) does not only have a linear correlation with cognitive engagement (learning strategies for the construction of the knowledge domain), but it also has a positive nexus with emotional engagement (positive emotions and achievement orientation) in collaborative learning tasks, causing the reinforcement of the other two factors too.
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ICALT - Utilizing a Serious Game via Open Sim Standalone Server and Scratch4OS for Introductory Programming Courses in Secondary Education: Their Effect on Student Engagement
2014 IEEE 14th International Conference on Advanced Learning Technologies, 2014Co-Authors: Nikolaos Pellas, Nikolaos Konstantinou, Georgia Georgiou, Christos Malliarakis, Ioannis KazanidisAbstract:This study suggests a constructionist-learning framework to amplify students' engagement in introductory programming courses via a serious game that was held in Open Sim Standalone Server integrated with Scratch4OS. Fifty five (n=55) voluntary students from three different High schools have participated and experienced in Co. Co. I. A., a 3D mind-trap puzzle game. The empirical study findings indicated that behavioral engagement (attention, retention and energy expenditure for activity completion) does not only have a linear correlation with cognitive engagement (learning strategies for the construction of the knowledge domain), but it also has a positive nexus with emotional engagement (positive emotions and achievement orientation) in collaborative learning tasks, causing the reinforcement of the other two factors too.
Parimala Thulasiraman - One of the best experts on this subject based on the ideXlab platform.
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A software architecture framework for on-line option pricing
The Journal of Supercomputing, 2009Co-Authors: Kiran Kola, Ruppa K. Thulasiram, Parimala ThulasiramanAbstract:The problem of growing computational complexity in the finance industry demands manageable, high-speed and real-time solutions in solving complex mathematical problems such as option pricing. In current option trading scenarios, determining a fair price for options “any time” and “anywhere” has become vital yet difficult computational problem. In this study, we have designed, implemented, and deployed an architecture for pricing options on-line using a hand-held device that is J2ME-based Mobile computing-enabled and is assisted by web mining tools. In our architecture, the client is a MIDP user interface, and the back end servlet runs on a Standalone Server bound to a known port address. In addition, the Server uses table-mining techniques to mine real-time data from reliable web sources upon the mobile trader’s directive. The Server performs all computations required for pricing options since mobile devices have limited battery power, low bandwidth, and low memory. We have parallelized and implemented various computational techniques such as binomial lattice and finite differencing. To the best of our knowledge, this is one of the first studies that facilitate the mobile-enabled-trader to compute the price of an option in ubiquitous fashion. This architecture aims at providing the trader with various computational techniques to avail (to provide results from approximate to accurate results) while on-the-go and to make important and effective trading decisions using the results that will ensure higher returns on investments in options.
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ISPA - A software architecture framework for on-line option pricing
Parallel and Distributed Processing and Applications, 2006Co-Authors: Kiran Kola, Amit Chhabra, Ruppa K. Thulasiram, Parimala ThulasiramanAbstract:The problem of growing computational complexity in finance industry demands manageable, high-speed and real-time solutions in solving complex mathematical problems such as option pricing. In option trading scenario, determining a fair price for options “any time” and “any-where” has become vital yet difficult computational problem. In this study, we have designed, implemented, and deployed architecture for pricing options on-line using a hand-held device that is J2ME-based Mobile computing-enabled and is assisted by web mining tools. In our architecture, the client is a MIDP user interface, and the back end servlet runs on a Standalone Server bound to a known port address. In addition, the Server uses table-mining techniques to mine real-time data from reliable web sources upon the mobile trader's directive. The Server performs all computations required for pricing options since mobile devices have limited battery power, low bandwidth, and low memory. To the best of our knowledge, this is one of the first studies that facilitate the mobile-enabled-trader to compute the price of an option in ubiquitous fashion. This architecture aims at providing the trader with various computational techniques to avail (to provide results from approximate to accurate results) while on-the-go and to make important and effective trading decisions using the results that will ensure higher returns on investments in option trading.
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A software architecture framework for on-line option pricing
Lecture Notes in Computer Science, 2006Co-Authors: Kiran Kola, Amit Chhabra, Ruppa K. Thulasiram, Parimala ThulasiramanAbstract:The problem of growing computational complexity in finance industry demands manageable, high-speed and real-time solutions in solving complex mathematical problems such as option pricing. In option trading scenario, determining a fair price for options any time and any-where has become vital yet difficult computational problem. In this study, we have designed, implemented, and deployed architecture for pricing options on-line using a hand-held device that is J2ME-based Mobile computing-enabled and is assisted by web mining tools. In our architecture, the client is a MIDP user interface, and the back end servlet runs on a Standalone Server bound to a known port address. In addition, the Server uses table-mining techniques to mine real-time data from reliable web sources upon the mobile trader's directive. The Server performs all computations required for pricing options since mobile devices have limited battery power, low bandwidth, and low memory. To the best of our knowledge, this is one of the first studies that facilitate the mobile-enabled-trader to compute the price of an option in ubiquitous fashion. This architecture aims at providing the trader with various computational techniques to avail (to provide results from approximate to accurate results) while on-the-go and to make important and effective trading decisions using the results that will ensure higher returns on investments in option trading.
Kiran Kola - One of the best experts on this subject based on the ideXlab platform.
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A software architecture framework for on-line option pricing
The Journal of Supercomputing, 2009Co-Authors: Kiran Kola, Ruppa K. Thulasiram, Parimala ThulasiramanAbstract:The problem of growing computational complexity in the finance industry demands manageable, high-speed and real-time solutions in solving complex mathematical problems such as option pricing. In current option trading scenarios, determining a fair price for options “any time” and “anywhere” has become vital yet difficult computational problem. In this study, we have designed, implemented, and deployed an architecture for pricing options on-line using a hand-held device that is J2ME-based Mobile computing-enabled and is assisted by web mining tools. In our architecture, the client is a MIDP user interface, and the back end servlet runs on a Standalone Server bound to a known port address. In addition, the Server uses table-mining techniques to mine real-time data from reliable web sources upon the mobile trader’s directive. The Server performs all computations required for pricing options since mobile devices have limited battery power, low bandwidth, and low memory. We have parallelized and implemented various computational techniques such as binomial lattice and finite differencing. To the best of our knowledge, this is one of the first studies that facilitate the mobile-enabled-trader to compute the price of an option in ubiquitous fashion. This architecture aims at providing the trader with various computational techniques to avail (to provide results from approximate to accurate results) while on-the-go and to make important and effective trading decisions using the results that will ensure higher returns on investments in options.
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ISPA - A software architecture framework for on-line option pricing
Parallel and Distributed Processing and Applications, 2006Co-Authors: Kiran Kola, Amit Chhabra, Ruppa K. Thulasiram, Parimala ThulasiramanAbstract:The problem of growing computational complexity in finance industry demands manageable, high-speed and real-time solutions in solving complex mathematical problems such as option pricing. In option trading scenario, determining a fair price for options “any time” and “any-where” has become vital yet difficult computational problem. In this study, we have designed, implemented, and deployed architecture for pricing options on-line using a hand-held device that is J2ME-based Mobile computing-enabled and is assisted by web mining tools. In our architecture, the client is a MIDP user interface, and the back end servlet runs on a Standalone Server bound to a known port address. In addition, the Server uses table-mining techniques to mine real-time data from reliable web sources upon the mobile trader's directive. The Server performs all computations required for pricing options since mobile devices have limited battery power, low bandwidth, and low memory. To the best of our knowledge, this is one of the first studies that facilitate the mobile-enabled-trader to compute the price of an option in ubiquitous fashion. This architecture aims at providing the trader with various computational techniques to avail (to provide results from approximate to accurate results) while on-the-go and to make important and effective trading decisions using the results that will ensure higher returns on investments in option trading.
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A software architecture framework for on-line option pricing
Lecture Notes in Computer Science, 2006Co-Authors: Kiran Kola, Amit Chhabra, Ruppa K. Thulasiram, Parimala ThulasiramanAbstract:The problem of growing computational complexity in finance industry demands manageable, high-speed and real-time solutions in solving complex mathematical problems such as option pricing. In option trading scenario, determining a fair price for options any time and any-where has become vital yet difficult computational problem. In this study, we have designed, implemented, and deployed architecture for pricing options on-line using a hand-held device that is J2ME-based Mobile computing-enabled and is assisted by web mining tools. In our architecture, the client is a MIDP user interface, and the back end servlet runs on a Standalone Server bound to a known port address. In addition, the Server uses table-mining techniques to mine real-time data from reliable web sources upon the mobile trader's directive. The Server performs all computations required for pricing options since mobile devices have limited battery power, low bandwidth, and low memory. To the best of our knowledge, this is one of the first studies that facilitate the mobile-enabled-trader to compute the price of an option in ubiquitous fashion. This architecture aims at providing the trader with various computational techniques to avail (to provide results from approximate to accurate results) while on-the-go and to make important and effective trading decisions using the results that will ensure higher returns on investments in option trading.
Nikolaos Konstantinou - One of the best experts on this subject based on the ideXlab platform.
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utilizing a serious game via open sim Standalone Server and scratch4os for introductory programming courses in secondary education their effect on student engagement
International Conference on Advanced Learning Technologies, 2014Co-Authors: Nikolaos Pellas, Nikolaos Konstantinou, Georgia Georgiou, Christos Malliarakis, Ioannis KazanidisAbstract:This study suggests a constructionist-learning framework to amplify students' engagement in introductory programming courses via a serious game that was held in Open Sim Standalone Server integrated with Scratch4OS. Fifty five (n=55) voluntary students from three different High schools have participated and experienced in Co. Co. I. A., a 3D mind-trap puzzle game. The empirical study findings indicated that behavioral engagement (attention, retention and energy expenditure for activity completion) does not only have a linear correlation with cognitive engagement (learning strategies for the construction of the knowledge domain), but it also has a positive nexus with emotional engagement (positive emotions and achievement orientation) in collaborative learning tasks, causing the reinforcement of the other two factors too.
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ICALT - Utilizing a Serious Game via Open Sim Standalone Server and Scratch4OS for Introductory Programming Courses in Secondary Education: Their Effect on Student Engagement
2014 IEEE 14th International Conference on Advanced Learning Technologies, 2014Co-Authors: Nikolaos Pellas, Nikolaos Konstantinou, Georgia Georgiou, Christos Malliarakis, Ioannis KazanidisAbstract:This study suggests a constructionist-learning framework to amplify students' engagement in introductory programming courses via a serious game that was held in Open Sim Standalone Server integrated with Scratch4OS. Fifty five (n=55) voluntary students from three different High schools have participated and experienced in Co. Co. I. A., a 3D mind-trap puzzle game. The empirical study findings indicated that behavioral engagement (attention, retention and energy expenditure for activity completion) does not only have a linear correlation with cognitive engagement (learning strategies for the construction of the knowledge domain), but it also has a positive nexus with emotional engagement (positive emotions and achievement orientation) in collaborative learning tasks, causing the reinforcement of the other two factors too.