Academic literature on the topic 'Heuristic principles'

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Journal articles on the topic "Heuristic principles"

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WALLACE, RICHARD J. "DETERMINING THE PRINCIPLES UNDERLYING PERFORMANCE VARIATION IN CSP HEURISTICS." International Journal on Artificial Intelligence Tools 17, no. 05 (October 2008): 857–80. http://dx.doi.org/10.1142/s0218213008004199.

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This paper develops the idea that variable ordering heuristics for CSPs can be characterised in terms of a small number of distinguishable actions or strategies, and that while specific heuristics may be classified differently depending on the problem type, the basic actions that determine their classification are the same. These strategies can be described as building up contention and propagating effects to future, uninstantiated variables. The propagation-of-effects type of action is related to the "simplification hypothesis" of Hooker and Vinay, but since this is only one of two independent actions, this work gives a more complete account of the basis of heuristic performance. The basic technique uses factor analysis to simplify the set of correlations between performance scores for a particular set of problems. The present work shows that the results of this analysis are robust, and that amenability of a problem to one or the other kind of heuristic action is also a robust effect. This approach also elucidates the effectiveness of modern adaptive heuristics by showing that they balance the two kinds of heuristic action, which is known to enhance performance. The two heuristic actions are distinguished by descriptive measures such as depth of failure and depth at which a problem becomes tractable, that reflect differences in rapidity of effects with respect to search depth. Other experiments indicate that the effectiveness of propagation-of-effects depends on the degree to which nonadjacent assignments can interact in the future part of the problem. Extensions to structured problems suggest that the theoretical analysis can be generalised, although the factor analysis of performance becomes more complicated due to the interaction of the basic actions with specific parts of the problem. This work contributes to the goals of explaining heuristic performance and putting heuristic selection on a rational basis.
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Shanklin, Roslyn, Philip Kortum, and Claudia Ziegler Acemyan. "Adaptation of Heuristic Evaluations for the Physical Environment." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 64, no. 1 (December 2020): 1135–39. http://dx.doi.org/10.1177/1071181320641272.

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Previous work has investigated the need for domain specific heuristics. Nielsen’s ten heuristics offer a general list of principles, but those principles may not capture usability issues specific to a given interface. Studies have demonstrated methods to establish a domain specific heuristic set, but very little research has been conducted on interfaces in the physical environment, creating a gap in the state-of-the-art. The research described in this paper aims to address this gap by developing an environmental heuristic set; the heuristic set was developed specifically for the Houston light rail system, METRORail. Following development, the heuristic set was validated against Nielsen’s more general heuristics through several field studies. Results highlighted that there were significantly more usability issues identified when using the environment-based heuristics than the general heuristics. This suggests that domain specific heuristics provide a framework that allows evaluators to capture usability issues particular to the interface of the physical environment.
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Smith, Daniel, Jasmine Granados, and Joel Suss. "Evaluating the Comprehensiveness of VR PLAY Guidelines Using Elder Scrolls: Skyrim VR." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 63, no. 1 (November 2019): 2287–91. http://dx.doi.org/10.1177/1071181319631164.

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Heuristic evaluation is a useful tool for non-usability experts to evaluate their product for usability and produce lists of guidelines for product designers to avoid usability problems early in the development process. However, Nielsen’s 10 original us ability heuristics (Nielsen, 1990) only showed to help users find slightly over 50% of the usability problems found by experts. This highlights the need for domain-specific heuristic lists. An example of one of these domain-specific lists is VR PLAY (Desurvire & Kreminski, 2018), a heuristic list to help virtual-reality game developers evaluate their games and adhere to usability principles. The current research evaluated Elder Scrolls: Skyrim VR for usability problems that were then categorized using VR PLAY. Results showed some missing usability principles in VR PLAY, including guidelines for control design, user interface elements, and navigation. This study proposes changes to VR PLAY to include the principles.
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Dowding, Dawn, and Jacqueline Merrill. "The Development of Heuristics for Evaluation of Dashboard Visualizations." Applied Clinical Informatics 09, no. 03 (July 2018): 511–18. http://dx.doi.org/10.1055/s-0038-1666842.

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Background Heuristic evaluation is used in human–computer interaction studies to assess the usability of information systems. Nielsen's widely used heuristics, first developed in 1990, are appropriate for general usability but do not specifically address usability in systems that produce information visualizations. Objective This article develops a heuristic evaluation checklist that can be used to evaluate systems that produce information visualizations. Principles from Nielsen's heuristics were combined with heuristic principles developed by prior researchers specifically to evaluate information visualization. Methods We used nominal group technique to determine an appropriate final set. The combined existing usability principles and associated factors were distributed via email to a group of 12 informatics experts from a range of health care disciplines. Respondents were asked to rate each factor on its importance as an evaluation heuristic for visualization systems on a scale from 1 (definitely don't include) to 10 (definitely include). The distribution of scores for each item were calculated. A median score of ≥8 represented consensus for inclusion in the final checklist. Results Ten of 12 experts responded with rankings and written comments. The final checklist consists of 10 usability principles (7 general and 3 specific to information visualization) substantiated by 49 usability factors. Three nursing informatics experts then used the checklist to evaluate a vital sign dashboard developed for home care nurses, using a task list designed to explore the full functionality of the dashboard. The experts used the checklist without difficulty, and indicated that it covered all major usability problems encountered during task completion. Conclusion The growing capacity to generate and electronically process health data suggests that data visualization will be increasingly important. A checklist of usability heuristics for evaluating information visualization systems can contribute to assuring high quality in electronic data systems developed for health care.
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Schwering, Angela, Ulf Krumnack, Kai-Uwe Kühnberger, and Helmar Gust. "Syntactic principles of heuristic-driven theory projection." Cognitive Systems Research 10, no. 3 (September 2009): 251–69. http://dx.doi.org/10.1016/j.cogsys.2008.09.002.

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Lindsay, R. O., and Barbara Gorayska. "Consequences of basing ethical judgments on heuristics." Behavioral and Brain Sciences 19, no. 2 (June 1996): 322–23. http://dx.doi.org/10.1017/s0140525x00042904.

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AbstractBaron assumes that ethical decision-making can be evaluated without specifying more general features of the cognitive system within which it occurs. It is suggested that ethical principles are heuristics employed during goal-oriented action planning. Heuristics are bound to generate suboptimal decisions in some cases. It is rational to replace a particular heuristic only when the cost of associated error exceeds the cost of constructing and installing a more successful alternative.
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Roscoe, Rod D., Stephanie McNicol, K. Raghav Bhat, and Scotty D. Craig. "A Heuristic Evaluative Framework for Self-Regulated Learning Design." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 64, no. 1 (December 2020): 1775–79. http://dx.doi.org/10.1177/1071181320641429.

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Researchers and educators have explored a variety of technologies to facilitate self-regulated learning (SRL). Drawing from contemporary perspectives on SRL, this paper articulates two fundamental design principles for SRL-promoting technologies: the platform principle and the support principle. This paper then discusses how usability inspection methods, such as heuristic evaluations and cognitive walkthroughs, can readily assess whether and how these needs are met. This framework can assist researchers and educators in evaluating technologies to make strategic design and implementation decisions aligned with self-regulation.
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Gál, Peter, Miloš Mrva, and Matej Meško. "Heuristics, biases and traps in managerial decision making." Acta Universitatis Agriculturae et Silviculturae Mendelianae Brunensis 61, no. 7 (2013): 2117–22. http://dx.doi.org/10.11118/actaun201361072117.

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The aim of the paper is to demonstrate the impact of heuristics, biases and psychological traps on the decision making. Heuristics are unconscious routines people use to cope with the complexity inherent in most decision situations. They serve as mental shortcuts that help people to simplify and structure the information encountered in the world. These heuristics could be quite useful in some situations, while in others they can lead to severe and systematic errors, based on significant deviations from the fundamental principles of statistics, probability and sound judgment. This paper focuses on illustrating the existence of the anchoring, availability, and representativeness heuristics, originally described by Tversky & Kahneman in the early 1970’s. The anchoring heuristic is a tendency to focus on the initial information, estimate or perception (even random or irrelevant number) as a starting point. People tend to give disproportionate weight to the initial information they receive. The availability heuristic explains why highly imaginable or vivid information have a disproportionate effect on people’s decisions. The representativeness heuristic causes that people rely on highly specific scenarios, ignore base rates, draw conclusions based on small samples and neglect scope. Mentioned phenomena are illustrated and supported by evidence based on the statistical analysis of the results of a questionnaire.
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Traugott, Elizabeth Closs. "A critique of Levinson’s view of Q- and M-inferences in historical pragmatics." Journal of Historical Pragmatics 5, no. 1 (March 8, 2004): 1–26. http://dx.doi.org/10.1075/jhp.5.1.02clo.

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In Presumptive Meanings: The Theory of Conversational Implicature, Levinson (2000) argues that in historical as well as synchronic work there is need to distinguish three types of pragmatic principles, which he labels the Q-, M-, and I- “heuristics”. This is in contrast to Horn (1984), who argues for two types of “principles”: Q- and R-. In the present paper I argue that the proposed distinction between Q- and M- Heuristics is not necessary or consistently maintainable. Two of Levinson’s examples are considered: the development of anaphora (reflexive -self in English), and constraints on innovations in word formation (e.g. informer/informant). The conclusion is that a single heuristic (Q) is adequate, as proposed by Horn.
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Парфентьєва І. П. and Матвійчук К. О. "ЕТИМОЛОГІЯ ПОНЯТТЯ “ЕВРИСТИЧНИЙ ПІДХІД”." World Science 3, no. 8(36) (August 30, 2018): 46–49. http://dx.doi.org/10.31435/rsglobal_ws/30082018/6078.

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The article deals with the term "heuristics", which in scientific knowledge has the designation as a "method of finding." The author conducts an analysis of scientific literature on the interpretation of heuristics as a scientific concept. Heuristics as an independent science has not been fully formed yet. Despite the large number of scientific papers devoted to questions of heuristics, they usually relate to its particular problems and do not give a clear idea of either the object or subject of heuristics or its status among other sciences. It is suggested that pedagogical heuristics are defined as one of the branches of heuristics, which studies fundamental principles of didactics and the systematic organization of students' heuristic activity in a supervised interaction of a teacher and implements them in general and in vocational education using the system of problem tasks for the purposeful development of intelligence. The main tasks of pedagogical heuristics interact with the tasks of didactics in the qualitative formation of a future specialist. Therefore, pedagogical heuristics in researches use heuristic methods that allow to accelerate the process of solving any problem.
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Dissertations / Theses on the topic "Heuristic principles"

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DeHaven, Brett Marie. "Principles of Persuasion for Nonprofit Fundraisers." University of Akron / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=akron1289836279.

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AKULA, SAI PANKAJ. "A critical evaluation on SRK STORE APP by using the Heuristic Principles of Usability." Thesis, Blekinge Tekniska Högskola, Enheten för utbildningsutveckling, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-21824.

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This thesis aim is to do a critical evaluation on SRK STORE APP (Shopping app for android) by applying the heuristic principles of usability, to obtain the usability issues or problems for the respective mobile application. Another vital element of this thesis is to attain the necessary suggestions for the respective mobile application by accomplishing the principles of the heuristic evaluation required for the mobile application. On the other hand, the outcome should be demonstrated that the mobile application is user flexible by following the principles of heuristic. Background: To be aesthetic and attractive, the mobile application should be given an ideal user experience with usability. So we decided to focus on this utility field and while looking through the different articles, we came across one that talks about design principles and their concepts. The current thesis idea has been obtained by the literature survey we have done on the design principles of the heuristic evaluation and its concepts. This thesis is to attain the necessary suggestions and as well as the complemented solutions/recommendations for the specific mobile application by accomplishing the principles of the heuristic evaluation required for the mobile application. Objectives: The main objectives of this project are examining the design principles and identifying the usability issues or problems of the respective mobile application and anthologizing a list of necessary suggestions for enhancing the mobile application and providing absolute recommendations to the existing application. Methods: To compile a list of necessary suggestions and providing absolute recommendations for the mobile application, we have applied Jakob Neilson’s design principles. This specific method aids in determining the utility of design criteria and aids in the transformation of the interactive system by analyzing factors such as usability. Using this method, we will provide a concise detailed overview of the importance of design principles in an interaction. The key aim of employing design principles of usability is to ensure the performance and reliability of the effective interaction design, to provide meaningful user interaction assistance, and as well as to dispense an acceptable and optimal user experience. Results: The results here obtained are the usability issues of the respective mobile application i.e., SRK STORE APP, and the heuristic principles which are not satisfied by the specific mobile application. The severity level of the heuristic principles will have resulted and the list of necessary suggestions for enhancing the mobile application and providing absolute recommendations to the existing application. Conclusions: This study was conducted to evaluate the mobile application. Heuristic evaluation methodology was used to evaluate the system. Jakob Neilson’sdesign principles were used to depict the usability issues of the mobile application. The required suggestions and absolute recommendations/solutions are provided to the existing mobile application.
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Derosier, Jonathan A. "Internet topology generation based on reverse-engineered design principles performance tradeoffs between heuristic and optimization-based approaches." Thesis, Monterey, Calif. : Naval Postgraduate School, 2008. http://bosun.nps.edu/uhtbin/hyperion-image.exe/08Jun%5FDerosier.pdf.

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Thesis (M.S. in Operations Research)--Naval Postgraduate School, June 2008.
Thesis Advisor(s): Alderson, David L. "June 2008." Description based on title screen as viewed on August 25, 2008. Includes bibliographical references (p. 69). Also available in print.
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Connell, Iain William. "The use of cognitive and other principles in usability evaluation : principles versus heuristics and cumulative problem curves." Thesis, University of York, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.341469.

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Wibergh, Alexandra. "En digital publikations skapandeprocess : Dagens funktioner och framtidsvisioner." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-23580.

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Detta projekt har haft som syfte att producera och grafiskt formge det kommande numret av tidskriftsapplikationen Scandinavian Architectural Review för förlaget It Is Media Svenska AB i Stockholm. Skapandet har utgått från applikationens tidigare grafiska profil och har ämnat att följa tidigare utseende och funktioner utan nya tillägg. Hela produktionen har skapats genom Adobe InDesigns tilläggstjänst Adobe Digital Publishing Suite. Efter att produktionen färdigställts har en analys gjorts av den färdiga applikationen enligt en heuristisk utvärdering ur ett människa-datorinteraktionsperspektiv, till vilken David Benyons tolv designprinciper har  tillämpats. Till stöd i analysarbetet har ett aktivitetsdiagram skapats för att ge en god överblick över hela tidskriftens disposition. Analysen har slutligen resulterat i en åtgärdslista med förslag på förbättringar av applikationen för att öka dess användarvänlighet, vilket framför allt har lyft fram behovet av tydligare grafisk design av interaktiva element, ett förbättrat system för att ge användaren återkoppling samt ökad konsekvens och flexibilitet.
This project has aimed to produce and design the upcoming edition of the magazine application Scandinavian Architectural Review for the publisher It Is Media Svenska AB in Stockholm. The production has been based on the application’s prior graphic profile and has intended to follow previous appearance and functions without new additions. The entire production has been created using the Adobe InDesign plugin Adobe Digital Publishing Suite. After the production was finished an analysis of the completed application was performed according to a heuristic evaluation, which was based on the twelve design principles of David Benyon in a perspective of human-computer interaction. To support the analytical work an activity diagram was created to get a comprehensive view of the entire disposition of the application. The analysis has resulted in a list of actions and suggestions to improve the application and its usability, which particularly emphasize the need of a clearer design of the interactive elements, an improved system to give the user feedback as well as an increased consistency and flexibility.
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Lindbergh, Patric. "Heuristiker för digitala spel : En studie om Game Approachability Principles." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-9886.

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Detta arbete har utformats för att besvara frågeställningen: ”Kan Game Approachability Principles (GAP) upptäcka användbarhets-, spelbarhets- och åtkomlighetsproblem i tidiga stadier av utvecklingsprocessen av ett spel?”. Teorier om användbarhet, åtkomlighet, spelbarhet, olika utvärderingsmetoder och användartestning samt Game Approachability Principles studerades för att skapa en teoribildning inom området. Två prototyper av ett spel skapades: en hi-fi prototyp och en lo-fi prototyp. Den första representerar det senare stadiet i utvecklingen av ett spel och den andra representerar det tidigare stadiet. Det har utförts en användartestning på hi-fi prototypen och två olika utvärderingar på lo-fi prototypen för att samla in data om hur väl GAP fungerar. Resultaten visar på att Game Approachability Principles upptäcker användarhets-, spelbarhets- och åtkomlighetsproblem i tidiga stadier av utvecklingsprocessen av ett spel.
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Pettersson, Elena, and Tiffany Thai. "Design Principles in Mobile Web Usability." Thesis, Högskolan i Borås, Akademin för bibliotek, information, pedagogik och IT, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-13387.

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As the use of mobile devices is increasing and the use of laptops and computers is decreasing it is becoming more important to design for better web usability across platforms. The established design principles for web design provide guidelines when designing and testing web usability. The principles, however, are not commonly used to evaluate and test the usability of mobile websites. This study seeks to examine how the usability of mobile and desktop websites is affected based on the adaption of established web design principles. The study is built upon an analytical framework where common keywords have been selected from a selection of established web design principles. This study takes on a qualitative approach with experimental features, using a heuristic evaluation, a usability study and an eye-tracking experiment. The study indicates that there is a connection between low adaption of certain keywords of web design principles and the usability of mobile and desktop websites, contributing to a deeper understanding of how adaption of design principles affect web usability across platforms.
Användningen av mobila enheter har på senare tid ökat och användningen av bärbara datorer och stationära datorer har minskat. Det blir därför allt viktigare att designa mer användarvänliga hemsidor på olika plattformar. Etablerade design principer för webbdesign anger riktlinjer för design och test av webbanvändbarhet. Design principer används inte i en större utsträckning för att utvärdera användbarheten på mobila hemsidor, därför syftar denna studie till att undersöka hur användbarheten för mobilhemsidor påverkas utifrån att tillämpningen av design principer för webbdesign. Studien bygger på ett analytiskt ramverk där nyckelord har valts ut från ett antal etablerade webbdesign principer. Studien har ett kvalitativt tillvägagångssätt, med experimentella inslag. Studien har genomförts genom heuristik utvärdering, användbarhets studier och eye-tracking experiment. Studien indikerar att det finns en koppling mellan lägre nivåer av tillämpning av webbdesign principer och användbarheten på mobil- och datorsanpassade hemsidor. Denna studie bidrar till en djupare förståelse om hur anpassningen av design principer och dess påverkan av användbarheten på hemsidor över olika plattformar.
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Holmgren, Zack. "Creating the Challenge Creator Platform Independent Usability Design Principles and Heuristics for Level Editor Tools in Games." Thesis, Umeå universitet, Institutionen för datavetenskap, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-112514.

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Objectives. In this thesis I have, together with game developer and publisher Paradox Interactive, designed and implemented a level editor tool for use in their game Magicka 2. With this tool users can create, edit and share custom Challenge levels in the game. I have also done a more in-depth scientific study of usability in such level editor tools, especially pertaining to the disparity between various controller input schemes and platforms. Methods. I have performed a literary study of articles and books relevant to the field of game design, user interface design, general usability, controller input schemes and any other topic I found relevant. I have paired this with a study of similar level editor tools and their user interfaces and features in other console and PC games. This knowledge, together with feedback from both expert and non-expert testing, has then been analyzed and used to design and implement both the user interface and the features of the level editor. Results. Results of the literary study, level editor tool study and testing are presented together with their impact on the design of the user interface and all implemented features. The results of each iteration of the Challenge Creator are presented as well. Lastly, all results are analyzed and a set of design heuristics for creating a similar level editor tool is presented. Conclusions. I conclude that creating a platform independent level editor tool with high usability is very much possible, but that designing such a tool becomes far more difficult with each new platform and controller input scheme supported. I also conclude that additional features and further increase in tool complexity loses significant impact if the core user interface is lacking in usability. I also conclude that more time and testing will be needed to further empirically validate the design heuristics. Lastly, I conclude that additional iterations will be required upon the Challenge Creator to improve its usability in light of already known and established design flaws.
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Ireland, Dennis V. "Enhancing student performance in the Australian Mathematics Competition : a heuristic-based intervention technique using Vygotsky's 'Zone of proximal development' principle." Curtin University of Technology, Science and Mathematics Education Centre, 1985. http://espace.library.curtin.edu.au:80/R/?func=dbin-jump-full&object_id=10076.

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The purpose of this study was to attempt to enhance performance in the Australian Mathematics Competition of a group of Western Australian Year 9 students, to a level beyond that which they might have been expected to attain, through the use of a heuristic-based intervention technique using Vygotsky's zone of proximal development principle.Since 1978, students of mathematics in Australian high schools have been meeting the challenge of the Australian Mathematics Competition. This national competition aims to provide students with a sense of achievement in mathematics and to emphasise the importance of this subject in the high school curriculum.Vygotsky's zone of proximal development refers to the difference between a student's actual developmental level and the student's potential developmental level given adult assistance. In effect, this means that while students may achieve to a plane commensurate with their actual developmental level, they will progress into their zone of proximal development with assistance and their level of achievement will rise. Vygotsky's concept of Intervention coupled with Siegler's concept of heuristic-based strategy learning provided a methodology suitable for enhancing and maximising developmental effects in this study.The study involved three distinct stages: the preparatory phase, the treatment phase and the concluding phase.In the preparatory phase, student's actual developmental levels were determined based on their performance in the 1979 Junior level Australian Mathematics Competition paper. This data facilitated identifying the paths that learning should follow in order that students' problem solving skills should improve. During this phase, students also attempted an Australian Council for Educational Research (ACER) test entitled 'Test's of Reasoning in Mathematics' (TRIM). This measure was used to monitor expected development ++
in mathematics reasoning ability for students over the period of the study.The treatment phase involved the students in over 35 hours of instruction which exposed them to a heuristic-based intervention technique designed to enhance their performance in problem solving. Students practised various problem solving techniques and the Australian Mathematics Competition ittself became the focus for improved performance.An index of improvement was provided in the concluding phase of the study by scores obtained from the treatment group on the 1982 Intermediate level Australian Mathematics Competition paper. Scores were significantly higher than the national average of either the Year 9 or Year 10 groups. The second ACER 'TRIM' test verified that the students achieved their expected development in mathematics reasoning ability during the study.The implication of this result is that the practice of restricting students to year groups or courses on the basis of age should be examined in the light of the Vygotskian principle.
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Lundberg, Niklas, and Marcus Wigren. "Larmbolagets webbplats : En studie om skapandet av en tillgänglig och användbar webbplats." Thesis, Södertörns högskola, Institutionen för kommunikation, medier och it, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-16556.

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This paper accounts for the work with a website for a company whose real name will not be disclosed in the text of this paper. Instead, they have been assigned the fictitious name Larmbolaget, which can be translated as ‘The Alarm Company’. During our work with Larmbolaget’s website, we consulted a selection of accessibility guidelines from the Web Content Accessibility Guidelines (WCAG) 2.0, developed by a working group within the World Wide Web Consortium, as well as a number of design principles and heuristics outlined in this paper. We also conducted several usability tests on users from our intended target group. All the measures taken were an effort to ensure that Larmbolaget’s website be as accessible and usable as possible. Our conclusion is that the resulting website does comply with the accessibility guidelines and design principles described in this paper, and thus we consider it to be accessible and usable to a wide range of users, including those with disabilities.
Den här rapporten redogör för arbetet med en webbplats åt ett företag vars riktiga namn inte avslöjas i texten i denna rapport. Istället har de tilldeltas det påhittade namnet Larmbolaget. Under arbetet med Larmbolagets webbplats har vi tagit hänsyn till en utvald del av tillgänglighetsriktlinjerna i Web Content Accessibility Guidelines (WCAG) 2.0, utvecklade av en arbetsgrupp inom World Wide Web Consortium, samt ett antal designprinciper och heuristiker som vi sammanfattar i den här rapporten. Vi utförde även ett flertal användartester på användare inom vår tänkta målgrupp. Alla dessa åtgärder var ett försök att göra Larmbolagets webbplats så tillgänglig och användbar som möjligt. Vår slutsats är att den resulterande webbplatsen följer de tillgänglighetsriktlinjer och designprinciper som beskrivs i den här rapporten, och således anser vi den vara tillgänglig och användbar för en stor mängd användare, inklusive dem med funktionshinder.
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Books on the topic "Heuristic principles"

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Rothlauf, Franz. Design of modern heuristics: Principles and application. Heidelberg: Springer, 2011.

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Gerken, Mikkel. The Psychology of Knowledge Ascriptions. Oxford University Press, 2017. http://dx.doi.org/10.1093/oso/9780198803454.003.0006.

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Chapter 5 surveys some empirical psychology and outlines some folk epistemological principles. By considering the heuristic and biases tradition, it is argued that ordinary knowledge ascriptions are standardly driven by heuristic processes and, therefore, associated with biases. This idea is integrated with a dual process framework for mental state ascriptions. On this basis, some of the central heuristic principles that govern intuitive judgments about knowledge ascriptions are articulated, and some of the biases associated with these principles are identified. The result is an account of an epistemic focal bias in intuitive judgments about knowledge ascription. Thus, Chapter 5 provides both a survey of relevant psychology and a development of the folk psychological principles governing knowledge ascriptions.
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Lorente, Javier Del Ser, ed. Heuristics and Hyper-Heuristics - Principles and Applications. InTech, 2017. http://dx.doi.org/10.5772/66267.

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Heinz, Post, French Steven, and Kamminga Harmke, eds. Correspondence, invariance, and heuristics: Essays in honour of Heinz Post. Dordrecht: Kluwer Academic, 1993.

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(Editor), S. French, and H. Kamminga (Editor), eds. Correspondence, Invariance and Heuristics: Essays in Honour of Heinz Post (Boston Studies in the Philosophy of Science). Springer, 1993.

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von Hirsch, Andreas. Multiple-Offense Sentencing. Oxford University Press, 2017. http://dx.doi.org/10.1093/oso/9780190607609.003.0010.

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This chapter offers some additional thoughts on the subject of multiple-offense sentencing. It discusses John Taurek’s indeterminacy thesis and its plausibility with regards to multiple-count cases. It then considers two desert-based limiting principles applicable to multiple-offense situations: normative breaks and overall proportionality. It also examines the possibility of utilizing a heuristic model, an example of which is Martin Borgeke’s scheme for scaling multiple offenses. Finally, it highlights the limitations of desert theory and argues that it may not be able to assist us all the way in developing a sentencing doctrine for multiple offenders.
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Piattini, Mario. Object-Oriented Design Knowledge: Principles, Heuristics and Best Practices. IGI Global, 2006.

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(Editor), Javier Garzas, and Mario Piattini (Editor), eds. Object-oriented Design Knowledge: Principles, Heuristics And Best Practices. IGI Global, 2006.

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Garzas, Javier. Object-Oriented Design Knowledge: Principles, Heuristics, and Best Practices. IGI Global, 2007.

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Walls, Ben P. Beautiful Mates: Applying Principles of Beauty to Computer Chess Heuristics. Dissertation.com, 1997.

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Book chapters on the topic "Heuristic principles"

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Hilderman, Robert J., and Howard J. Hamilton. "Heuristic Measures of Interestingness." In Principles of Data Mining and Knowledge Discovery, 232–41. Berlin, Heidelberg: Springer Berlin Heidelberg, 1999. http://dx.doi.org/10.1007/978-3-540-48247-5_25.

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Cejnar, Pavel, and Roman Barták. "Automated Search for Heuristic Functions." In Principles and Practice of Constraint Programming - CP 2005, 843. Berlin, Heidelberg: Springer Berlin Heidelberg, 2005. http://dx.doi.org/10.1007/11564751_81.

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Smith, Barbara M. "The Brélaz Heuristic and Optimal Static Orderings." In Principles and Practice of Constraint Programming – CP’99, 405–18. Berlin, Heidelberg: Springer Berlin Heidelberg, 1999. http://dx.doi.org/10.1007/978-3-540-48085-3_29.

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van den Briel, Menkes, J. Benton, Subbarao Kambhampati, and Thomas Vossen. "An LP-Based Heuristic for Optimal Planning." In Principles and Practice of Constraint Programming – CP 2007, 651–65. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-74970-7_46.

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Labat, Jean-Marc, and Laurent Mynard. "Oscillation, heuristic ordering and pruning in neighborhood search." In Principles and Practice of Constraint Programming-CP97, 506–18. Berlin, Heidelberg: Springer Berlin Heidelberg, 1997. http://dx.doi.org/10.1007/bfb0017463.

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Caseau, Yves, François Laburthe, and Glenn Silverstein. "A Meta-Heuristic Factory for Vehicle Routing Problems." In Principles and Practice of Constraint Programming – CP’99, 144–58. Berlin, Heidelberg: Springer Berlin Heidelberg, 1999. http://dx.doi.org/10.1007/978-3-540-48085-3_11.

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Voudouris, Christos, Raphael Dorne, David Lesaint, and Anne Liret. "iOpt: A Software Toolkit for Heuristic Search Methods." In Principles and Practice of Constraint Programming — CP 2001, 716–29. Berlin, Heidelberg: Springer Berlin Heidelberg, 2001. http://dx.doi.org/10.1007/3-540-45578-7_58.

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Leahu, Lucian, and Carla Gomes. "LP as a Global Search Heuristic Across Different Constrainedness Regions." In Principles and Practice of Constraint Programming - CP 2005, 853. Berlin, Heidelberg: Springer Berlin Heidelberg, 2005. http://dx.doi.org/10.1007/11564751_91.

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Kaneko, Kazuya, Masazumi Yoshikawa, and Yoichiro Nakakuki. "Improving a Heuristic Repair Method for Large-Scale School Timetabling Problems." In Principles and Practice of Constraint Programming – CP’99, 275–88. Berlin, Heidelberg: Springer Berlin Heidelberg, 1999. http://dx.doi.org/10.1007/978-3-540-48085-3_20.

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Otaki, Keisuke, Satoshi Koide, Ayano Okoso, and Tomoki Nishi. "Distance-Based Heuristic Solvers for Cooperative Path Planning with Heterogeneous Agents." In PRIMA 2020: Principles and Practice of Multi-Agent Systems, 116–32. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-69322-0_8.

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Conference papers on the topic "Heuristic principles"

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Puentes, Lucas, Jonathan Cagan, and Christopher McComb. "Automated Heuristic Induction From Human Design Data." In ASME 2020 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2020. http://dx.doi.org/10.1115/detc2020-22151.

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Abstract Through experience, designers develop guiding principles, or heuristics, to aid decision-making in familiar design domains. Generalized versions of common design heuristics have been identified across multiple domains and applied by novices to design problems. Previous work leveraged a sample of these common heuristics to assist in an agent-based design process, which typically lacks heuristics. These predefined heuristics were translated into sequences of specifically applied design changes that followed the theme of the heuristic. To overcome the upfront burden, need for human interpretation, and lack of generality of this manual process, this paper presents a methodology that induces frequent heuristic sequences from an existing timeseries design change dataset. Individual induced sequences are then algorithmically grouped based on similarity to form groups that each represent a shared general heuristic. The heuristic induction methodology is applied to data from two human design studies in different design domains. The first dataset, collected from a truss design task, finds a highly similar set of general heuristics used by human designers to that which was hand selected for the previous computational agent study. The second dataset, collected from a cooling system design problem, demonstrates further applicability and generality of the heuristic induction process. Through this heuristic induction technique, designers working in a specified domain can learn from others’ prior problem-solving strategies and use these strategies in their own future design problems.
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Huang, Shell Ying, and Ya Li. "Improving Computational Performance of Simulation-based Heuristic Algorithms for Job Sequencing." In SIGSIM-PADS '15: SIGSIM Principles of Advanced Discrete Simulation. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/2769458.2774213.

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Wibowo, Radityo P., Risa Perdana Sujanawati, Faizal Mahananto, and Prasasti Karunia Farista Ananto. "Implementation of Heuristic Principles for Index Recommendations using Java in the MariaDB Database." In International Conferences on Information System and Technology. SCITEPRESS - Science and Technology Publications, 2019. http://dx.doi.org/10.5220/0009906200920097.

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Al- Rababah, Ahmad A., and Mohammad A. Al- Rababah. "Notice of Violation of IEEE Publication Principles: Heuristic Change Propagation Model Encompassing Ripple Effect (HRE)." In Modern Problems of Radio Engineering, Telecommunications and Computer Science. International Conference, TCSET'2006. IEEE, 2006. http://dx.doi.org/10.1109/tcset.2006.4404434.

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Nguyen, Kim D., and Harry Dankowicz. "Principles of Dynamics for Design Applied to a Brush-Belt Material-Transfer System." In ASME 2014 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2014. http://dx.doi.org/10.1115/detc2014-34431.

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This paper considers the performance characteristics of a brush-based material-transfer system, and the frictional interactions that result from the presence of particulate contaminants. The analysis of the dynamics of spherical objects transported through a cartridge by the brush is applied to isotropic and anisotropic belt designs. Experimental measurements of the load on individual objects, obtained using an instrumented cantilever, are compared with the predictions from a heuristic model, as well as preliminary observations from a qualitative bifurcation analysis of a piecewise-smooth dynamical system, in which a spring-loaded object slides along a looped belt with patches of distinct frictional properties.
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Rao, J. R. J., and P. Y. Papalambros. "Implementation of Semi-Heuristic Reasoning for Boundedness Analysis of Design Optimization Models." In ASME 1987 Design Technology Conferences. American Society of Mechanical Engineers, 1987. http://dx.doi.org/10.1115/detc1987-0008.

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Abstract A production system performing global boundedness analysis of optimal design models has been implemented in the OPS5 programming environment. The system receives as input an initial model monotonicity table and derives global facts about boundedness and constraint activity using monotonicity principles. Additional facts may be discovered by heuristic search of implicit elimination sequences that examine boundedness of reduced models with active constraints eliminated. The global facts generated automatically by this reasoning system can be used either for a global solution, or for a combined local-global active set strategy.
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Ibáñez-García, Yazmín, Víctor Gutiérrez-Basulto, and Steven Schockaert. "Plausible Reasoning about EL-Ontologies using Concept Interpolation." In 17th International Conference on Principles of Knowledge Representation and Reasoning {KR-2020}. California: International Joint Conferences on Artificial Intelligence Organization, 2020. http://dx.doi.org/10.24963/kr.2020/51.

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Description logics (DLs) are standard knowledge representation languages for modelling ontologies, i.e. knowledge about concepts and the relations between them. Unfortunately, DL ontologies are difficult to learn from data and time-consuming to encode manually. As a result, ontologies for broad domains are almost inevitably incomplete. In recent years, several data-driven approaches have been proposed for automatically extending such ontologies. One family of methods rely on characterizations of concepts that are derived from text descriptions. While such characterizations do not capture ontological knowledge directly, they encode information about the similarity between different concepts that can be exploited for filling in the gaps in existing ontologies. To this end, several inductive inference mechanisms have already been proposed, but these have been defined and used in a heuristic fashion. In this paper, we instead propose an inductive inference mechanism which is based on a clear model-theoretic semantics, and can thus be tightly integrated with standard deductive reasoning. We particularly focus on interpolation, a powerful commonsense reasoning mechanism which is closely related to cognitive models of category-based induction. Apart from the formalization of the underlying semantics, as our main technical contribution we provide computational complexity bounds for reasoning in EL with this interpolation mechanism.
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Moura, Scott J., Joel C. Forman, Jeffrey L. Stein, and Hosam K. Fathy. "Control of Film Growth in Lithium Ion Battery Packs via Switches." In ASME 2009 Dynamic Systems and Control Conference. ASMEDC, 2009. http://dx.doi.org/10.1115/dscc2009-2724.

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Recent advances in lithium ion battery modeling suggest degradation may be reduced by permitting unequal but controlled charging of individual cells. Hence, this paper compares anode-side film formation for a standard equalization scheme versus unequal charging through switches controlled by deterministic dynamic programming (DDP) and DDP-inspired algorithms. A static map for film growth rate is derived from a first-principles battery model adopted from the electrochemical engineering literature. Using this map, we consider two cells connected in parallel via relay switches. The key results we demonstrate are: (1) Enabling unequal charging indeed reduces film buildup; (2) A near optimal control method can be implemented using heuristic rules designed from the DDP solution and convexity properties of film growth rate. Simulation results indicate that the heuristic rules achieve near optimal performance relative to the DDP solution, with significant reduction in film growth compared to charging both cells equally.
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Chamseddine, Ibrahim M., and Michael Kokkolaras. "Bio-Inspired Heuristic for Decoupling Network Configuration in Air Transportation System-of-Systems Design Optimization." In ASME 2016 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2016. http://dx.doi.org/10.1115/detc2016-59424.

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Previous work in air transportation system-of-systems design optimization considered integrated aircraft sizing, fleet allocation and route network configuration. The associated nested multidisciplinary formulation posed a numerically challenging optimization problem; therefore, direct search methods with convergence properties were used to solve it. However, the complexity of the blackbox is such that it impedes greatly the solution of larger-scale problems, where the number of considered nodes in the route network is high. The research presented here adopts a rule-based route network design inspired by biological transfer principles. This bio-inspired approach decouples the network configuration problem from the optimization loop, leading to significant numerical simplifications. The usefulness of the bio-inspired approach is demonstrated by comparing its results to those obtained using the nested formulation for a 15-city network. We then consider introduction of new aircraft as well as a larger problem with 20 cities.
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Doležal, Rafael, Natálie Karásková, Nadezhda V. Maltsevskaya, and Karel Kolář. "SUPPORTING CONCEPTUAL LEARNING IN ORGANIC CHEMISTRY THROUGH SEMI-EMPIRICAL MOLECULAR MODELING: HEURISTICS OF DIELS-ALDER [4+2] CYCLOADITIONS FOR PREPARATION OF POTENTIAL TLR4 MODULATORS." In Proceedings of the 2nd International Baltic Symposium on Science and Technology Education (BalticSTE2017). Scientia Socialis Ltd., 2017. http://dx.doi.org/10.33225/balticste/2017.39.

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A vast majority of novices in universities predominantly utilize algorithmic mental processes to resolve assigned tasks and tests. Although algorithmic thinking is an essential part of human cognitive functions, experts on didactics call for methods, which develop also conceptual thinking in beginners. Currently, heuristic molecular modeling gains an important position in chemistry education since it inherently integrates several conceptual thinking principles. Herein, it is focused on computational analysis of eight potential immunomodulators prepared by Diels-Alder reactions to exemplify conceptualized chemistry learning. Keywords: conceptual learning, diels-alder cycloadditions, molecular modeling, RM1, activation energy.
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