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Volume 2, No. 3
TABLE OF CONTENTS
Original Articles
Sahar A. El_Rahman1,2
1
Electrical Department, Faculty of Engineering-Shoubra, Benha University, Cairo, Egypt
2
Computer Science Department, College of Computer and Information Sciences, Princess Nourah Bint
Abdulrahman University, Riyadh, Saudi Arabia
Sahr_ar@yahoo.com, sahar.hassan@feng.bu.edu.eg
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what ways this website may be changed or revised Analysis of Contributing Factors of five Saudi
[14] [16]. university websites as shown in Figure 3 and
Item Scores by Factors of five Saudi university
Items with a score of 3 are highly rated. websites as shown in Table 3.
Items with a score of 2 may need some
revision or alteration.
Items with a score of 1 or 0 are in serious Sitebeam result
need of revision or modification.
PNU KSU KFU PSU DAU
9.5
4 RESULTS
8.7
8.6
7.7
Web site evaluation instrument results of the five
7.5
8
6.8
6.6
Saudi university websites using Sitebeam and
6.5
5.8
5.7
WebCHECK are shown in Figure 1 and Figure 2.
5.3
4.8
4.6
4.6
WebCHECK Analysis of Contributing Factors of
4.3
3.5
3.4
five Saudi university websites as shown in Fig. 3
3.2
2.9
2.8
2.6
2.5
2.4
and Item Scores by Factors of five Saudi
university websites as shown in Table 3.
0
4.1 Sitebeam Results
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(b) http://www.kfu.edu.sa
(c) http://www.psu.edu.sa
(d) http://www.pnu.edu.sa
(e) http://dau.edu.sa/en/home
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Data Mining by Smartphone and Big Data Analysis for Drivers Subconscious
Behavior An Attempt to Recognize Drivers Characteristics and Realize Safe Driving Techniques
Hideto Kubota* Yoshiro Imai** Kazuaki Ando** Koji Kagawa ** Shinichi Masuda* Tetsuo Hattori**
*CMICRO Corporation
**Graduate School of Engineering, Kagawa University
*269-1 Hayashi-cho, Takamatsu, Kagawa pref. 761-0301 Japan
**2217-20 Hayashi-cho, Takamatsu, Kagawa pref. 761-0396 Japan
E-mail**: {imai, ando, kagawa, hattori}@eng.kagawa-u.ac.jp
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machine learning, and big data analysis to visualize Erez Shmueli[4] and his colleagues of MIT(Media
driving characteristics. The next section introduces Lab.) described, "The ability to understand social
related work about application of smart phone- systems through the aid of computational tools is
based data acquisition and analysis with machine central to the emerging field of computational
learning. The third one illustrates system social systems. Such understanding can answer
configuration and its data manipulation. The fourth epistemological questions on human behavior in a
one describes patterns for supervised learning and data-driven manner, and provide prescriptive
an experiment of practical data acquisition. The guidelines for persuading humans to undertake
fifth one demonstrates classification of machine certain actions in real-world social scenarios. The
learning and consideration of recognized results. growing number of works in this subfield has the
Finally the last one summarizes our conclusion. potential to impact multiple walks of human life
including health, wellness, productivity, mobility,
2 RELATED WORK transportation, education, shopping, and
sustenance."
This section introduces useful related works. Two
papers are describing smartphones for driving, one Thuy Nguyen and Grenville Armitage from Swinburne
is treating with human behavior, and three are University of Technology, Melbourne[5] surveyed
reporting application of machine learning. techniques for internet traffic classification using
machine learning(ML). They discussed a number of key
requirements for the employment of ML-based traffic
Mohamed Fazeen[2] of the University of North
classifiers in operational IP networks, and qualitatively
Texas and his colleagues pointed out, "Mobile critique the extent to which the reviewed works meet
smartphones today are equipped with numerous these requirements.
sensors that can help to aid in safety enhancements Harris Drucker of AT&T Labs and his colleagues[6]
for drivers on the road." And in their paper, the studied the use of support vector machines (SVM) in
three-axis accelerometer of an Android-based classifying e-mail as spam or non-spam by comparing it
smartphone had been used to record and analyze to three other classification algorithms. They reported,
various driver behaviors and external road "Such four algorithms had been tested on two different
conditions that could potentially be hazardous to data sets: one data set where the number of features were
the health of the driver, the neighboring public, and constrained to the 1000 best features and another data
the automobile. They described, "Effective use of set where the dimensionality was over 7000. SVM
performed best when using binary features. SVM had
these data can educate a potentially dangerous
significantly less training time."
driver on how to safely and efficiently operate a
R.Burbidge and colleagues of University College
vehicle. With real-time analysis and auditory alerts London[7] showed that the support vector machine
of these factors, we can increase a driver's overall (SVM) classification algorithm had proved its potential
awareness to maximize safety." for structureactivity relationship analysis. In their
Jin-Hyuk Hong[3] and his colleagues of Carnegie benchmark test, the SVM had been compared to several
Mellon University reported, "In order to understand machine learning techniques frequently used in the field.
and model aggressive driving style, we construct an The classification task involved predicting the inhibition
in-vehicle sensing platform that uses a smartphone of dihydrofolate reductase by pyrimidines, using data
instead of using heavyweight, expensive systems. obtained from the UCI machine learning repository.
Utilizing additional cheap sensors, our sensing SVM had been significantly better than all.
platform can collect useful information about
Thanks to the above researches, we have decided to
vehicle movement, maneuvering and steering
apply smartphone to acquire several kinds of data during
wheel movement." They utilized such data and driving, to shape drivers behaviors and to classify/
applied machine learning to build a driver model categorize/pattern-recognize their characteristics with
that evaluates drivers' driving styles based on a machine learning. The next section illustrates our study
number of driving-related features. And they based on smartphone, human behavior shaping and
analyzed the characteristics of drivers who have an classification with machine learning.
aggressive driving style."
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3 SYSTEM CONFIGURATION AND DATA from a series of data stream from the beginning to
MANIPULATION the end stored SQL database.
System configuration and data flow are described 3.2 Data Manipulation with Sliding Windows
in this section. And practical manipulation of
acquired data is also illustrated below. Well-known ''static'' sliding window approach uses
fixed-length temporal areas called ''windows'' that
3.1 System Configuration and its Dataflow shift to focus each window from left to right
sequentially. Operation of shift is to move focused
As known in the previous sections, smart devices window, so it used to be called sliding window
can allow us to acquire several kinds of data approach. Each window position produces one area,
obtained by the following sensors such as GPS, namely limited segment, which is used to
compass, gyroscope, accelerometer, and so on. For isolate/extract a block of data, or a series of records
example, data from GPS facility can provide us for later processing.
with not only navigation but also position-located It uses two parameters: the windows length (=wl)
several useful information, which allows the phone and the shift step (=ss). Figure 2 shows our (static)
to localize itself, enables new location-based sliding window approach to extract each block of
applications such as local search, mobile social data in order to detect a specific phenomenon and
networks, and navigation. The information from to recognize a characteristic behavior from left to
compass, gyroscope and accelerometer can realize right sequentially. Our approach defines 32
the other following location-based and/or sampling size of data block for wl and half size of
movement-sensing applications such as detecting window, namely 16 size, for ss.
direction and orientation, characterizing behavior
and habit of movements, and recognizing physical
situation and environment.
So we have begun to acquire several kinds of data
and information from smart devices by means of
our original software application, transfer such data
to the specified server through HTTP connectivity
between smart device(s) and server, and cumulate
them into our special Web server based on simple
SQL database scheme. Figure 1 shows our system
configuration about data acquisition between smart
device and Web server.
Figure 2. Employment of sliding window approach with
half-size overlapping to extract focused data block and to
recognize characteristic behavior.
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straight through, make a right turn, or make a left 4 PATTERN FOR SUPERVISED LEARNING
turn at the traffic intersection. In this study, we have AND EXPERIMENT OF DATA
focused on driving to make a left turn at the ACQUISITION
intersection. So, we must detect and recognize
specific driving behavior of making a left turn This Section shows patterns for supervised learning
automatically through scanning of acquired data and its experiment of practical data acquisition.
files from smart devices. With sliding window
approach, we can recognize driving behavior of 4.1 Four Patterns for Supervised Learning
''making a left turn'' with more precision as well as
efficiency. Sotiris Kotsiantis from University of Peloponnese,
Figure 3 shows how to recognize making a left turn Greece had described in his paper[8],''Supervised
with comparison between left and right halves in machine learning is the search for algorithms that
the Time Window using average A1 and A2 of reason from externally supplied instances to
azimuth direction values for left half and right one produce general hypotheses, which then make
respectively. predictions about future instances. In other words,
the goal of supervised learning is to build a concise
model of the distribution of class labels in terms of
predictor features. The resulting classifier is then
used to assign class labels to the testing instances.''
In our case, we have acquired data from four kinds
of patterns described below as the above instances
in order to perform supervised machine learning
z Pattern No1 of Left turn: making a Left Turn at
the traffic intersection with NO acceleration
(Abbreviation: LtNo). Figure 4 shows the
pattern No1.
z Pattern No2 of Left turn: making a Left Turn at
the traffic intersection with ACceleration
(Abbreviation: LtAc). Figure 5 shows the
pattern No2.
Figure 3. Comparison between left and right halves in the
Time Window Using each average A1 and A2 of azimuth
direction value(s).
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Figure 5. A Left Turn at the traffic intersection with Figure 7. A Left Turn at the traffic intersection with
OVerrunning (Abbreviation: LtOv).
Acceleration (Abbreviation: LtAc).
We have defined the above four patterns of making
z Pattern No3 of Left turn: making a Left Turn at a left turn at the intersection and illustrate such four
the traffic intersection with BRakeage kinds of patterns at Figure 4 - 7 in this sub-section,
(Abbreviation: LtBr). Figure 6 shows the where Green-fill box specifies a starting position
pattern No3. for inbound into left turn and green-frame box
z Pattern No4 of Left turn: making a Left Turn at specifies an ending position for outbound from left
the traffic intersection with OVerrunning turn. These are necessary to obtain several
(Abbreviation: LtOv). Figure 7 shows the parameters in classification for supervised machine
pattern No4. learning described below and with those instances,
we will calculate our classifiers and predictors in
the next section.
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It takes about 15 minutes to drive our experimental 4. Kinetic energies for x-, y-, and z-axis; ones
car along the yellow-lined square circuit. We used for pitch, roll and yaw. -- (3+3 = 6
to drive our car at the speed approximately 40-50 elements)
Km/hour, which is a natural speed in the city. 5. RMS: root-mean-square for x-, y-, and z-
From practical driving experiments, we have axis; RMS for pitch, roll and yaw. -- (3+3
acquired several numbers of data described in = 6 elements)
Table 1.The number of experiments were 18 times, 6. Average intensity of 3-axis composite
and we had four sets of data about making a left value and pitch/roll/yaw composite value.
turn at the intersection from one time experiment. -- (1+1= 2 elements)
7. Dispersion intensity of 3-axis composite
Table 3. Detail of Acquired Data. value and pitch/roll/yaw composite value.
8. SMA: Normalized Signal Magnitude
experiment acquired data
numbers of experiments 18 times Area[9][10] of 3-axis composite value and
acquired left-turn data file 72 (CSV files) pitch/roll/yaw composite value. -- (1+1= 2
defective data 4 sets elements)
unadapted data 4 sets So we had begun to compute 36 dimensional
mismatch driving data 6 sets elements of data set for initial pattern recognition
usable data 58 sets
for classification of driving behavior.
Table 1 includes 72 sets of acquired left-turn data
5 CLASSIFICATION AND RECOGNITION
files, but there were 4 sets of defective data, 6 sets
of un-adapted data, and 6 sets of mismatch driving
This section demonstrates practical computation
data in such 72 sets of files. So we must apply our
for classification by supervised machine learning
data mining approach to the remaining 58 sets of
about such remaining data to realize pattern
data files and analyze them in order to recognize the
recognition and visualize corresponding drivers
relevant driving behavior about making a left turn
behavior, namely the relevant drivers tendency or
at the intersection.
proclivity.
4.3 Parameters for Pattern Recognition
5.1 Classification by Machine Learning (I)
At first, we did not know which parameters were
We have employed the k-Nearest Neighbors
necessary or sufficient for our application of pattern
algorithm (or k-NN for short) and Support Vector
recognition about driving behavior by means of
Machines (or SVM for short) in order to perform
Machine Learning (ML), so we had begun to
pattern recognition or classification of driving
perform classification by k-Nearest Neighbors
behavior among the following four patterns: LtNO,
algorithm and Support Vector Machines as ML
LtAc, LtBr and LtOv, which are introduced in the
with the following parameters;
previous section.
1. Average of movement intensity:
The former is a well-known non-parametric method
accelerations for x-, y-, and z-axis; ones
used for classification in pattern recognition and the
for pitch, roll and yaw. -- (3+3 = 6
input consists of the (given value:) k closest
elements)
training examples in the feature space. k-NN is a
2. SD: standard deviations for x-, y-, and z-
type of instance-based learning, or lazy learning,
axis; ones for pitch, roll and yaw. -- (3+3
where the function is only approximated locally
= 6 elements)
and all computation is deferred until classification.
3. Maximal power spectra for x-, y-, and z-
The k-NN algorithm is among the simplest of all
axis; maximal power spectra for pitch, roll
machine learning algorithms.
and yaw. -- (3+3 = 6 elements)
The latter is another well-known supervised
learning model with associated learning algorithms.
It can analyze data used for classification analysis-
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Given a set of training examples, each marked for Table 3. Classification of Driving Behavior by SVM.
belonging to one of two categories, an SVM
Driving Characteristics by SVM
training algorithm builds a model that assigns new
LtNo LtAc LtBr LtOv
examples into one category or the other, making it LtNo 76(96.2%) 2(2.9%) 5(6.7%) 2(2.6%)
a non-probabilistic binary linear classifier - in LtAc 1(1.3%) 73(92.4%) 2(2.7%) 1(1.3%)
machine learning. LtBr 1(1.3%) 1(1.3%) 62(82.7%) 4(5.1%)
In k-NN classification, the output is a class LtOv 1(1.3%) 3(3.8%) 6(8.0%) 71(91.0%)
membership. An object is classified by a majority
vote of its neighbors, with the object being assigned 5.2 Principal Component Analysisbased
to the class most common among its k nearest Reduction of Dimensionality
neighbors (k is a positive, typically small integer.).
If k = 1, then the object is simply assigned to the Another effect of high dimensionality on distance
class of that single nearest neighbor. We had functions concerns graphs constructed from a data
employed exhaustive cross-validation methods set using a distance function. As the dimension
which learn and test on all possible ways to divide increases, the degree of distribution of the k-NN
the original sample into a training and a validation digraph becomes skewed with a peak on the right
set. And we had obtained good recognition because of the emergence of a disproportionate
rate(R=52.73%) with empirically optimal k=7 after number of hubs, that is, data-points that appear in
choosing k to be an odd number from 1 to 19 via many more k-NN lists of other data-points than the
bootstrap (=counting up) method. average. This phenomenon - So-called ''curse of
Table 2 is a result of average of rate for right dimensionality'' refers to various phenomena that
answers from 8-fold cross-validation after every arise when analyzing and organizing data in high
single subset is retained as the validation data for dimensional spaces - can have a considerable
testing the model, and other remaining 7 subsets are impact on various techniques for classification
used as training data consequently. (including the k-NN classifier), semi-supervised
learning, and clustering, and it also affects
Table 2. Classification of Driving Behavior by k-NN. information retrieval.
Principal component analysis (PCA) is a statistical
Driving Characteristics by k-NN
procedure that uses an orthogonal transformation to
LtNo LtAc LtBr LtOv
LtNo 43(48.9%) 13(17.6%) 13(18.6%) 10(12.7%)
convert a set of observations of possibly correlated
LtAc 21(23.9%) 36(48.6%) 8(11.7%) 14(17.7%) variables into a set of values of linearly
LtBr 12(13.6%) 14(18.9%) 39(55.7%) 10(12.7%) uncorrelated variables called principal components.
LtOv 12(13.6%) 11(14.9%) 10(14.3%) 45(57.9%) Our PCA analysis has revealed that the top 5
components explains approximately 87.76% of the
usable data set (shown in Table 4).
An SVM model is a representation of the examples
as points in space, mapped so that the examples of Table 4. Standard Deviation, Proportion of Variance,
the separate categories are divided by a clear gap Cumulative Proportion of the top 5 components of the usable
data set in Table1.
that is as wide as possible. New examples are then
mapped into that same space and predicted to the top 5 components of the usable data set
belong to a category based on which side of the gap #1 #2 #3 #4 #5
they fall on. We had employed SVM with Gaussian SD 4.0883 2.2309 1.66807 1.22893 1.10492
kernel and applied it to the usable dataset given in PV 0.5392 0.1605 0.08976 0.04872 0.03938
Table 1. And we had obtained good recognition rate CP 0.5392 0.6997 0.78948 0.83820 0.87758
(NB) SD: Standard Deviation, PV: Proportion of Variance,
(R=55.94%) with gamma value: = 0.05011872 CP: Cumulative Proportion
and cost value: C=50.11872. Table 3 is a result of
average of rate for right answers based on the It is sure that reduction of the total dimension can
condition with the above good recognition rate be carried out by elimination of non-contributed
(R=55.94%). component(s) according to the above PCA, because
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Table 4 shows analyzed results by our PCA and dimensionality reduction contributes to precision
indicates that the score of Cumulative Proportion improvement of classification.
(CP) is more than 87% within the 5 components. Secondarily, at SVM application to recognition of
We have performed dimensionality reduction driving behavior, we have obtained good
applying PCA and obtained the below results in recognition rate (R = 60.13%) with gamma value:
order to classify factor loading over threshold limit = 0.2511886 and cost value: C = 3.981072 and
within 5% significant level of test for correlation Table 6, which is a result of average of rate for right
coefficient. The resulting classifier contains the answers based on the condition with the above good
following characteristic parameters: recognition rate (R = 60.13%). Just like the case of
z Average of movement intensity: accelerations k-NN application, it is confirmed that recognition
for x-, y-, and z-axis (3 elements); rate of Table 6 has been improved than one of Table
accelerations for pitch, roll and yaw(3 3 and PCA-based dimensionality reduction
elements). contributes to precision improvement of this
z Maximal power spectra for x-, y-, and z-axis (3 classification, too.
elements); maximal power spectra for pitch
and roll (2 elements). Table 3. Improved Classification of Driving Behavior by
SVM.
z Root-Mean-Square (RMS) for y- and z-axis (2
elements); RMS for roll (1 element). Driving Characteristics by SVM
LtNo LtAc LtBr LtOv
Consequently, we are now ready to compute the LtNo 66(83.5%) 1(1.3%) 1(1.3%) 0(0.0%)
above 14(=3+3+3+2+2+1) dimensional elements LtAc 0(0.0%) 74(93.7%) 6(8.0%) 6(7.7%)
of data set for improved pattern recognition for LtBr 5(3.3%) 1(1.3%) 61(81.3%) 1(1.3%)
LtOv 8(10.1%) 3(3.8%) 7(9.3%) 71(91.0%)
classification of driving characteristics.
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With analyzed results, drivers will be easily and members of Imais Laboratory of Kagawa
efficiently able to recognize their habits, tendencies University for their kind helps.
and proclivities in order to avoid improperly-
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9. Zhang,M., Sawchuk,A.A. : Motion primitive-based
behavior, and recognize classification of driving human activity recognition using a bag-of-features
characteristics. By means of such useful results, approach. In: the 2nd ACM SIGHIT International Health
even beginners of driving will be able to improve Informatics Symposium (IHI'12), pp.631--640 (2012).
their tendencies and/or proclivities for safe driving 10. Karantonis,D.M., Narayanan,M.R., Mathie,M.,
effectively and efficiently. Lovell,N.H., Celler,B.G. : Implementation of a Real-
Time Human Movement Classifier Using a Triaxial
Accelerometer for Ambulatory Monitoring. IEEE
Acknowledgements: Transactions on Information Technology in Biomedicine,
The authors would like to express their sincere Vol.10, No.1, pp.156--167 (Feb. 2006).
thanks to Mr. Masakazu Kyokane of Fujitsu Info
Tech Inc., Mr. Shunsuke Doi and Mr. Shinya Hara
of Faculty of Engineering, Kagawa University for
their constructive supports and creative discussion
during our research.
They are very much thankful to all the members of
CMICRO Corporation for their kind patience and
heart-warming cheer. They are also delightful for
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then vertex y, then the shortest path from x to v assessment of introducing DP to students in a
must go through vertex y. An illustration of CS2 course in Sections 6 and 7. Conclusions
this is shown in Figure 2. and plans for future work are given in Section
8.
def fibonacci(n):
Figure 2. Shortest path from u to v goes through x and
if n == 1 or n == 2:
y. So shortest path from x to v must go through y.
return 1
Numbers represent lengths of paths.
else:
Mastery of DP requires a great deal of practice return fibonacci(n - 1) + \
from students [3]. To help students achieve this, fibonacci(n - 2)
we propose introducing DP early in the CS
curriculum in a course such as CS2. We also A DP solution is obtained by using a table to
propose starting with a set of simple and cache solutions to sub-problems. There are two
interesting problems to help students better ways to implement a DP solution: top-down
understand the technique of DP. We expect that and bottom-up. In the top-down approach,
this approach will make the topic easier for when a Fibonacci value is needed, we first look
students when they encounter it in a later course in the table for that value. Only if the value is
such as the algorithms course, which is where not found in the table, the function will be
students usually study DP in details. called recursively and the value will be stored
in the table before it is returned. As a result, the
Recursion provides a good way to introduce DP function wont be called more than once for
to students. As a matter of fact, one can call DP smaller versions of itself. This is shown in the
recursion with caching. Moreover, DP following O(n) implementation
solutions to many problems start with recursive
d = {} # Dictionary for table to store
solutions. The recursive solution is then revised # values
by caching solutions to smaller problems in a def fibo(n):
table to yield a DP solution. #Top-down DP implementation
if n == 1 or n == 2:
The Fibonacci sequence is an excellent problem return 1
#if value is not stored, store it
for introducing DP to students. Since recursion if d.get(n, None) == None:
is usually done in CS1 and the DP solution to d[n] = fibo(n - 1) + \
the Fibonacci sequence is so easy, students can fibo(n - 2)
be introduced to DP as early as CS1. return d[n]
The rest of this paper is organized as follows. In the bottom-up approach, a table is built
Sections 2 through 5 describe different simple starting with the basic case or cases of the
DP problems that can be introduced early in the recursive solution. Then the rest of the table is
CS curriculum. We describe our experience and built in a bottom-up fashion to reach the
required solution. Usually, the solution of the
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problem is stored as the last entry of the table. We always start the game in the first column
This is shown in the following implementation: and have two types of moves. We can either
move to the adjacent column or jump over the
table = [] # List1 for table to store adjacent column to land two columns over. The
# results cost of a game is the sum of the costs of the
def fibo(n):
#Bottom-up DP implementation visited columns. The objective of the game is to
table[1] = table[2] = 1 reach the last cell with the lowest cost.
for i in range(3, n + 1):
table[i] = table[i -1] + \ In the board shown in Figure 3, there are
table[i - 2]
return table[n]
several ways to get to the end. Starting in the
first column, the cost so far is 0. One could
On an Intel Core i7, 3.6 GHZ PC with 32 GB jump to 4, then jump to 5, and then move to 7
RAM, it took 8 milliseconds to compute for a total of 4 + 5 + 7 = 16. However, a lower-
fibo(500) on both top-down and bottom-up cost path would be to jump to 4, move to 3, and
implementations. On the other hand, it took then jump to 7, for a total cost of 4 + 3 + 7 =
30.4 seconds to calculate fibonacci(40) using 14. We want to write a solution to this problem
the nave implementation --and it took 62.7 that computes the cheapest cost for a game
minutes to calculate fibonacci(50). Students in board represented as an array.
a CS1 course are usually astonished when they
see such difference in performance. This is also It is usually a good idea to start with a recursive
a good example for students to appreciate the solution and use that as a guide for the DP
difference between different running times. solution. To build a recursive solution, we need
to think about the special case or cases. If the
Some resources refer to the top-down approach board has only one cell, then the cost of playing
as memoization and the bottom-up approach as the game is the cost of visiting that cell. This
tabulation [3]. We wont be concerned with case can be interpreted as playing the board
these names in this paper. However, the starting at the last cell on the board. Another
bottom-up approach is usually easier for basic case is when the board has exactly two
students to understand and we recommend cells. This can be interpreted as playing the
using it when first introducing DP. game starting with the cell just before the last
cell. In this case, the cost of playing the game is
3 THE JUMP IT GAME the cost of visiting these two cells. A third basic
case is if the board consists of three cells, which
The Jump-It game consists of a board with n can be interpreted as starting the game two cells
cells or columns. Each cell, except the first, off the last cell. In this case, it would be
contains a positive integer representing the cost cheaper to jump over the adjacent cell. So, the
to visit that cell. The first cell, where the game cost of playing the game is the cost of visiting
starts, always contains zero. A sample game the first cell plus the cost of visiting the last
board where n is 6 is shown in Figure 3. cell. For the general case, one has to compare
the cost of playing the game if the next move is
into the adjacent cell with the cost of playing
0 8 4 3 5 7 the game if the next move is to jump over the
Figure 3. Game board with 6 cells. adjacent cell. Then the total cost of playing the
game is the cost of visiting the current cell plus
the minimum of the above two costs. A
1
Pythons lists are similar to arrays in other recursive solution that uses these cases is as
programming languages such as Java and C++ follows:
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table[1] = 1 it reaches the cell (r, 0). This gives the basis for
table[2] = 2 a recursive solution. However, a nave
table[3] = 4
for i in range(4, n + 1): implementation will result in an exponential
table[i] = table[i - 1] + \ running time because the code will be
table[i - 2] + table[i - 3] repeatedly called for the same location. We can
return table[n] avoid this by using a DP approach where we
The running time for this implementation is cache results. This leads us to the following
linear compared to the exponential running time solution:
for a recursive implementation that does not use def numWays(table):
DP. If we restrict moves to only one or two '''DP implementation for the robot
steps up at a time, then this problem reduces to in a grid problem
table -- 2D list to store
the Fibonacci sequence. The only difference is results where table[r][c]
that numWays(2) = 2 while Fibonacci(2) is 1. stores number of ways to reach
cell (r, c) in a 2D grid.
table has the same number of
5 ROBOT IN A GRID elements in each dimension as
the grid
'''
Imagine a robot at the top-left corner in a two numRows = len(table)
dimensional grid. The robot can only move numColumns = len(table[0])
right or down to an adjacent cell. We want to #fill entries in the first column
find the number of possible ways for the robot for row in range(numRows):
to reach the bottom-right cell [5]. Two possible table[row][0] = 1
#fill entries in the first row
paths in a 4 by 5 grid are shown in Figure 4. for column in range(0,numColumns):
table[0][column] = 1
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number of ways to reach that cell is 0 and we Fibonacci number. The second lab and the
store the value 0 at table[r][c]. Another homework assignment are discussed in the
interesting generalization is to find an actual following subsections.
path for the robot to follow from the top-left
6.1 Lab - Minimum Cost Path
cell to the bottom-right cell in the presence of
obstacles. This can be done by starting at the
last cell and going backwards to follow cells The goal of this lab was to have students
that lead to the current cell. A path is found recognize the two characteristics of overlapping
when cell (0, 0) is reached. It is possible for sub-problems and optimal substructures and to
grids with obstacles that a path to the last cell provide a DP implementation of an interesting
may not exist. problem [6]. The statement of the problem is as
follows. Assume that you are given a two-
dimensional cost matrix, where each cell
6 EXPERIENCE INTRODUCING DP IN A contains a cost associated with visiting that cell.
CS2 COURSE A sample matrix is shown in Figure 5.
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three cells (m-1, n-1), (m-1, n), or (m, n-1). So coins one can collect on a path from the top-left
a solution to the problem for cell(m, n) is based cell to the bottom-right cell. At each step, one
on or contains within it knowing the can move one step right or down into an
solutions for cells (m-1, n-1), (m-1, n), and (m, adjacent cell. For example, the maximum
n-1). Therefore, the minimum cost to reach cell number of coins that can be collected using the
(m, n) can be written as the minimum of the data in Table 3 is 20.
minimum costs of reaching these 3 cells plus
the cost of cell (m, n). This can be written as Table 3. Number of golden coins in each cell of a table.
the following recurrence relation, where
minCost(m, n) is the minimum cost of a path 5 3 9
from cell (0, 0) to cell (m, n). 7 2 2
minCost(m, n) = cost[m][n] + 2 3 1
min{minCost(m-1, n),
minCost(m, n-1), A cache table that shows the maximum number
minCost(m-1, n-1)}
of coins that can be collected on a path from the
It is clear from the recurrence relation that this top-left corner to any cell (m, n) in Table 3 is
problem satisfies the overlapping sub-problems shown in Table 4.
property.
Figure 7 shows the costs of the minimum cost Table 4. Cell (m, n) contains the maximum number of
coins that can be collected on a path from the top-left cell
paths from cell (0, 0) to the different cells in
to any cell (m, n).
Figure 5. The content of cell (m, n) is the cost
of the minimum cost path to that cell. 5 8 17
12 14 19
14 17 20
3 5 6 10
4 7 10 8 7 RESULTS AND DISCUSSION
9 5 9 11
Table 2 gives a summary of students grades on
Figure 7. Minimum cost paths from cell (0, 0) to the the labs, homework assignment and quiz given
different cells in Figure 5.
over the DP material. The row labeled
"Adjusted Average" is computed by removing
An interesting generalization of this problem is some 6-7 zeros (out of 48 students) that
to find the actual minimum cost path in addition correspond to students that did not complete the
to finding the cost of that path. In the spring assignment.
2017 semester, we plan to show the students in
the CS2 course how to find the actual path for Table 5. Dynamic programming assessment results.
the Jump-It problem. We expect students to be Lab 1 Lab2 HW Quiz
able to follow a similar approach for finding the Maximum 100% 100% 100% 100%
minimum cost path for the lab problem.
Minimum 0% 0% 0% 0%
6.2 Homework Assignment Maximum Minimum 63% 95% 80% 25%
Number of Golden Coins Removing 0s
An optimization problem was given as a Median 100% 97% 100% 100%
homework assignment to reinforce the material Mean 87% 83% 77% 76%
learned in class and the lab. A brief statement Standard 0.31 0.35 0.40 0.35
of the problem is as follows. Given an m by n Deviation
table, where each cell contains a certain number Adjusted 97% 98% 98% 87%
of golden coins. Find the maximum number of Average
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ABSTRACT 1. INTRODUCTION
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In an overview of the prevalence of social education in Nepal. The ratio of youth literacy
networking services in our current society; is higher than adult literacy; however the
SNS has been dominating communities of graduating percentage from high school,
developing nations along with developed college and university in annual result is
countries. SNSs is becoming increasingly undesirable with more fail percentage than
popular not only in industrialized nations [4]. pass percentage. Statistic of School Leaving
Similarly, because of the generalizations of Certificate (SLC) results average percentage
internet access and awareness of SNS among from 2011 to 2015 are; number of pass
people, most of communities also have been students: 48.7%, number of fail students:
affected by SNS. 51.2% [10], [11]. From this data there have
been negligible improvements regarding to
During survey, such users were found who the qualitative and sustainable education in
can use internet and have adequate equipment Nepalese youth in past years.
to use the internet but are using internet for
Facebook only. From this statement we can Different national plans and programs are
understand that Facebook is the mostly used being conducted by the Government of Nepal
and popular site compared to other to improve the quality education in every year.
networking services. Facebook has its major Likewise to include the ICT in course study;
domination compared to other social computer and internet education have been
networking services in our society, Facebook accredited compulsory in education, therefore
has more than 500 millions of users around it has been comprised in the syllabus from the
the world and Fifty percent of total users primary level. However the geographical,
actively login the site every day [5]. cultural, social, lingual difficulties and low
budget allocation have limited the education
In relative to Nepal, there are more than 85% of computer and internet on theories over
Nepalese using Telephone whereas 71% are practical education in most schools and
using smart phone, and internet is available in colleges, particularly in the rural areas.
all 75 district of Nepal where more than 30% Therefore many people from rural area of
people are using internet [6]. According to the Nepal are deprived from the ICT education
population census 2011 the adult illiteracy and E-learning technology.
ratio in Nepal is 40% (who cannot read and
write), however 90% children are going to There are large numbers of population in rural
school (only 10% children are deprived from areas who are still under poor economic
school education) [7]. Youth (15-24 age) conditions and this is one of the factors that
literacy ratio is 84% in which female literacy people cannot afford to send their children in
ratio is 80.4% whereas male are literate with good conditioned academic institution. Nepal
89.8% [8]. From this literacy statistic the is one of the worlds poorest nations; in
number of adult literacy is less than youth position 157 out of 187 nations according to
literacy, therefore we can estimate that 30% the Human Development Index 2011 [12].
of the internet users are youths. In addition,
In spite of these problems, because of the
recently there are 5700,000 (70% are Male
globalization of SNS, availability of internet
and 30% are Female) Nepalese who are
and its general awareness, most of the youths
subscribing Facebook, and this user ratio is
from urban areas as well as from the rural
growing up rapidly the data shows those users
areas are using most popular SNS like
are about 15 to 24 age groups [9].
Facebook, Twitter and YouTube etc. But they
are unable to obtain appropriate benefits as
Whereas the ratio of SNS user is increasing
they have been using such SNS specially for
day by day the proportion of quality education
making friends, chatting and for
is inadequate with the result from High school
entertainment purposes like watching videos,
to undergraduate level in the context of
listening to music etc.
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However, due to SNS applied for such and deficiency in job opportunities, the ratio
purposes, there has been an important role of of Nepalese youth (15-24) departing to other
SNS in developing the intellectuality of countries is increasing each day. Most people
youths by such activities like sharing are leaving the country for seeking jobs and
information through Facebook page, one third of the people going to other
communicating with classmates/friends and countries for higher education, which shows
retaining such trend among friends. In the the ratio of student mobility, are increasing
same way, due to requirement and need of rapidly. Recently, Nepalese students are
appropriate contents for sharing information, studying in 45 different countries [14]. The
using other services on internet like essential department of ministry said 30,616 students
materials and resources have indirectly acquired the no objection certificate (NOC) in
developed the behavior of E-learning, which 2014/15 for further studies in abroad.
has aided to advance the technical and quality Although in 2011/12 only 11,921 students
of education among youth. had applied for NOC, but the number of
applications have been increased dramatically
within few years [15].
1.2 Research Context
In present situation of education in Nepal, In order to cover all the youth of Nepal as
there is a satisfaction growth in quantitative well as considering the geographical diversity,
result of youth education; however there is a this research has been studied in 3 different
lack of expected achievement in terms of phases. In this report, the first phase of
quality and sustainable education. It might research is centralizing as Nepalese students
cause serious consequences throughout the living in abroad for study purpose. Although
nation. At the other side, there should not be there is gradual increment in technical
ignore the increasing ratio of youth as user of equipment in Nepal, it is far behind
SNS and from SNS youth can take essential comparing to developed countries. Hence
advantages towards aspects of improvement assuming differences in environment and
in education. Therefore to consider the two equipment used in studies by Nepalese
different situations of youth, this study try to students studying in developed countries, thus
explore that SNS can be supportive to they are taken as first phase data for the
enhance quality education as effective research.
learning tool.
1.3 Literature Review
Different important variables can be found in
different social networking services as its Interpersonal relationships build learning
characteristics. Among different variables 3 communities and engage student, Nicole A.
important variables are focused, studied and Buzzettos research explored the efficacy of
analyzed. The variables of SNS; (1) social networking systems as instructional
Communication, (2) Sharing, (3) Finding and tool by examining the use of Facebook in
learning are centralized and explored about courses at US Mid-Atlantic minority-serving
the effects on quality education through such University by examining student perception
variables. SNS and education is for the most as well as by analyzing content [16].
part focused on analyzing different variable Researchers had found that students perceive
within higher education [13]. Specially, as to use of Facebook positively as a tool to
this research is concentrated on new enhance communications, community
generation, the youths of age between 15-30 building and engagement however, educators
are taken as samples for the study. do not want to see social networking services
replace course management systems like
Due to lack of expected improvement in blackboard. In, their findings it should
quality and sustainable education of Nepal, encourage college faculty to adopt the use of
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research area. Youths quality education has Expected data couldnt be achieved in
been given major priority as one of the goal in Saitama prefecture and Chiba prefecture due
this research, therefore students (15-30 age) to lack in resources of the information of
studying in different schools, colleges, institutions where Nepalese students are
universities or any educational institutions are studying, Saitama, Chiba and Tokyo area are
taken. Thus especially students from any connected prefectures and although many of
institution were included in this research the Nepalese students are live in Saitama and
which has made wide range of the research. Chiba, majority of them study in Tokyo. That
is the research of the percentage of respondent
According to the statistics of Japanese in Tokyo is highest whereas the percentage of
Government Foreign Statistic 2015, recently respondent in Saitama and Chiba prefectures
55,236 Nepalese live in Japan for different are lower than expected.
purposes in which the number of students is
20,278 by 2015; the number of Nepalese Few educational institutes are running in
students coming to Japan has grown rapidly English language whereas most educational
over the years. institutes are operated in Japanese language in
Japan, so appropriate certificate of Japanese
Language on such institutions for admission
are the compulsory requirement. Therefore
foreign students who come to Japan for study,
most of must attend Japanese Language
School first. There were many Nepalese
students studying Japanese language assigned
for certain time in Japanese language colleges
and after then joining the university or other
vocational college.
Figure1. Survey area (source: by Google map) Different educational institution of selected
survey area was divided into 3 different pilot
This research has allocated Tokyo city, areas; i) Japanese language Institution, ii)
Saitama prefecture, Chiba prefecture and Vocational college, and iii) University. Data
Nagoya city/Gifu prefecture as study areas are based on these 3 pilot areas where it was
because of large number of Nepalese students collected: 47% from Japanese Language
is living in these areas. Data was collected Institutions, 27% from Vocational Colleges
58% from Tokyo, 24% from Nagoya and 26% are from Universities. Because of
city/Gifu prefecture, 3% from Saitama course limitation to obtain language ability
prefecture and 2% from Chiba prefecture. which is therefore not enough credits for
Beside of allocated areas, some other areas admission easily in university in Japan, the
data was included which is 7% from Fukuoka number of Nepalese students in university is
prefecture, 3% from Kanagawa prefecture, less than Japanese language institution and
1% from Okinawa prefecture and 2% from vocational college as the data represents.
Shizuoka prefecture.
For the research area, the purpose of selecting 2. METHODOLOGY AND DATA
more than one Prefecture/Area is because the COLLECTION
difficulties and impossibility of survey
limiting in one college or educational Although qualitative method is given more
institution for the number of Nepalese emphasis than quantitative in this research,
students in an educational institution is for qualitative analysis, numbers of data are
between 5-15 though large number of equally important to obtain qualitative results,
Nepalese students are studying in Japan. so both methods are used.
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Survey questionnaire is considered as the number of female in Nepal is higher than the
main scale to analyze and data collection. The male number [7], but the number of entering
survey questionnaire has consists 2 section; female into education institutions or their
the first section consists 3 parts regarding to literacy rate are lower in number than the
respondents (1) general description; (2) male. So, this study has also tried for
educational description and (3) descriptions comparative analysis between male and
related to SNS. female.
Likewise, the second section consists 2 parts As mentioned above, the 5 parts of data is
for the analysis of SNS behavior and its divided into 2 sections, the first section
relation with education this second sections consists 3 parts i) General Description:
questions are prepared based on Likert general personal description ii) Educational
Measurement Scale [19]. In another part of description: the educational activities and the
survey, short open question interview was educational background of Nepalese students
conducted in which 3 questionnaire was studying in Japan iii) SNS general
prepared (each of 3 questionnaire has been description: for the information of using SNS
explained in different section below according as it is the important factor of this research.
to related context), there are 50 out of 152
people were interviewed. The short open Table 1. Description of respondent
question interview has been carrying the General description of total respondent
phrase of message about to identify good Category Description
aspects of SNS and can get advantage from it Gender
Male 72%(n=110)
Female 28%(n=42)
for study purpose. There is an intention to
conduct this open question interview i) To 15-20, 5% (F=4, Male=4)
promote of using SNS as learning tool and ii) 21-25 , 57% (F=26, M=61)
Age group
To explore the perception of youths toward 26-30, 35% (F=12, Male=41)
corresponding with actual use. Marital status Married (26%), Unmarried (74%)
SLC (1%), High School (34%), Under
Qualification Graduate (47%), Master Degree (17%),
During the data collection, the data of n=96 PhD (1%)
respondents were collected face to face <6month (6%), <1year (22%), 1year
Living period of Japan
whereas the data of n=56 respondents were (9%), >1year (64%)
collected from web-based collection using Living purpose in Japan Study (92%), Job (7%), Other (1%)
Google questionnaire form. During the Educational description of total respondent
circulations of questionnaire among students, Category Description
distribution of questions was shared by a link Japanese language Institute (47%),
through Facebook page of Nepal-Japan Engaged Institution Vocational Training School (27%),
University (26%).
Student Association.
Science (1%), IT (5%), Medical (3%),
For data analysis Pivot table of Microsoft Major subject Sociology (9%), Business/Economy
(55%), Engineering (6%), other (15%)
Excel 2010 and for factor analysis IBM SPSS
5-7h.(75%), 8-10h.(15%), 11-15h.(2%),
statistics version 20 have been used. Spending hour for study
Other<>(7%)
In the first phase of survey, the goal of data Sufficiency time for study Sufficient (34%), Not sufficient (66%)
collection was for 150 and according to the Satisfy (37%), Neutral (32%),
Satisfaction of study
target respondent, 152 data were collected. Dissatisfy (30%)
Among which shown in Table1 below, Classroom activities
Satisfy (47%), Neutral (35%),
Dissatisfy (18%)
n=110(72%) are male and n=42(28%) are
Comfortable (58%), Neutral (20%),
female. This researchs purpose is neither to Environment of academy
Uncomfortable (21%)
analyze male and female differently nor to
focused on gender perspective. Although
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Academy infrastructure
Adequate (56%), Neutral (20%), The SNS used by 152 respondents are
Inadequate (26%)
presented in numbers in Figure 2. As the
SNS's general description of total respondent Facebook is most popular site among youth
Category Description
85.5% out of total respondent are using
PC (9%), Laptop (27%), Tablet (6%),
Technological equipment
IPad (8%), Smart Phone (50%), Other Facebook as their personal profile,
usage
(3%) respectively Youtube (47.4%), Google+
Quantity of equipment 1-2(70%), 3-5(22%), 5-7(5%), >7(3%) (37.5%), Twitter (21.7%), Instagram (18.4%)
Computer course
No (13%), Basic (34%), 6mnth (32%), are being used by respondents as their
Special (20%), Other (1%)
Available computer course
personal profile and other purposes. Beside
No (45%), Yes (53%), Other (2%)
in school these ratios, 11.2% of respondent are using
Internet availability
No (36%), Yes (47%), Other (18%) MySpace, Pinterest, etc. There are 4.6% of
(academy)
total respondent has found who dont use
Internet availability (House) No (17%), Available (83%) SNS as their personal profile.
<1hrs (13%), 1-3hrs(58%), 4-
Internet usage
6hrs(22%), 7-10hrs(5%), >10hrs(3%)
PC (6%), Laptop (21%), Tablet (6%),
SNS usage equipment IPad (6%), Smart phone (59%), Other
(2%)
SNS Profile No (4%), 1(51%), 2(21%), >2(24%)
Never (13%), Once in yrs (15%), Once
Ratio of Profile changing in 6 mnth (23%), Once in mnth (42%),
Once in week (3%), Daily (4%)
Involvement in friend's 1-5 (54%), 6-10 (18%), 11-20(6%), 21-
groups 30(9%), Others (13%)
In this section, education and social Figure 2. SNS user ratio of total respondent
networking service (SNS) are taken as two
different contents, therefore in first section According to above graph, the number of
these are analyzed differently, which has been Facebook users is extremely higher than other
shown in 3 parts of respondent description in users of SNS. It mentioned that Facebook is
Table 1. one of the popular SNS among Nepalese
youth compare to other sites. However, while
The survey was targeted to the age group
data was collected, it was taken under
between 15-30, however the question was
multiple choice questions; it has been found
designed to be flexible for those who are
that users are using not only one particular
engaged in academic institution, therefore 3%
site but they were using other sites too.
of respondent was belong to over 30 of age.
Therefore number of user is higher than total
respondents which can be seen on figure 2.
Regarding to educational description, data
From this statistics, most of youth are
was analyzed to understand the current
involved in more than one SNS. So these
academic situation and educational activities
involvements of youth in SNS can prove that
of Nepalese student in Japan. This
youth are interested in different SNS.
information was taken to examine the
comparative analysis of education An unexpected data also can be seen in this
background of Nepalese youth. graph in relative to Google+, during the
primary data collection it was found that
Google+ is less popular among Nepalese
youth, however the collected data shows there
are 37.5% students are using Google+. Due to
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less popularity of Google+, it was expected to In terms of behaviour of youth toward SNS
the number of its users is relatively low. Even use; in this finding, communication has
though the numbers are high than become initial purpose of users to use SNS.
expectations therefore, it can be presume that Youths are using SNS more to communicate
respondent might be unable to differentiate with their families, friends, relatives and
between search engine Google and SNS classmates.
Google+.
The frequency of communication with friends
3. FEATURES OF SNS AS A has been found with 61.1(%) where 36.8(%)
SIGNIFICANT VARIABLE are discussing their study content with their
friends and classmate during the
SNS has been used in different purposes such communication. By the analysis component
as individual, professional, educational or of How much you discuss your study content,
business. Recently it has been most problem, homework with your friends during
appropriate medium for these purposes. These the communication in SNS? the result came
purposes are presented by different behavior out with 37% answered=usually, 38%
or variables in SNS and these behaviors are answered=sometimes and 35% answered=
the important features of SNS like never. In this component Usually have been
communication, interaction, information measured in Several times a week and
sharing/ uploading, information adaptation etc. Sometimes measured in Once a week to
Especially from these behaviors of SNS is analyze the data. This frequency of data
been operational which helps us to be up-to- shows that the use of SNS as communication
date in different aspects of information and it behavior has effected to certain limit on
provide us entertainment as well. education of the youths.
To consider these features as youth behavior In spite of the data are dominated by male
to use of SNS, particularly 3 behaviors are respondent with the number of 72(%) than
being examined and analyzed as important female 27(%) respondent, comparatively the
variables in this section. Through the analysis female ratio is high with 4% than male ratio
of these variables, it has been explained that to use SNS as communication way.
SNS has an important role to enhance
learning environment as supportive actor in
3.2 Information Sharing
this advance communication technology era.
In general, the information sharing is one of
3.1 Communication
the common factor of SNS as its feature, this
Analyzed data of respondent are explained in research data consent with the frequency of
3 variables (features of SNS use by youth) 40.1(%), it has mentioned that many people
that are communication, Sharing, Finding and are sharing information via their personal
Learning respectively. profile in SNS. Similarly 46.7(%) are usually
sharing their personal status in SNS pages.
Those who are sharing their study related
content the frequency has came out with
44.4(%), however 28.9(%) frequency are
found as in neutral component.
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Figure4. Frequency of user to use SNS as for Likewise, while selecting the answers of the
Information Sharing question (Are you using any resourceful
sources/material with the using of SNS?
In this data, youths have taken SNS to (Q28), the frequency has been seen with 72%
information sharing as most suitable platform of respondent have used different sources for
after communication. According to the information sharing on SNS profile. This
collected data, 20% have shared their intention can enhance the finding and learning
opinions or views through SNS, 19% have behaviour of SNS user in terms of learning
mostly shared photo, music and video. purpose.
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To concern the widespread of SNS and its c) SNS help to destroy surrounding social
impact in our society, this question try to relationship
identify the youths opinion regarding to
social point of view. As well as this question Under this point, 7 respondents have
has explored the reliability of SNS as an expressed their views by giving different
important tool to make a social relationship, logics. Although establishing relationship
there are virtual social relationship and with stranger in short period of time, there is
surrounding social relationship has been lack of enough trust or reliability in such
focused which is analyzed in 3 components. relationship, so such relationships are often
established for entertainment. Fake Id can
a) Social Networking Services can build easily create in SNS, however it is extremely
social relationship difficult to identify the Fake Id. Therefore
trustworthy relationship cannot be constructed
32 out of 50 respondents have stated different which gives more chances to spoil the
thoughts regarding to this point. SNS plays relationship.
huge role in establishing new relationship,
according to which social network is such a Though it has been seen positive and negative
strong and important modern technology, aspects of SNS in making social relationship,
from which can easily make relationship with as far as it should be use in appropriate way
anyone around the world. It has huge role in with high awareness then it has helps to
globalization, helped in collaboration within establish strong social relationship from
one another and it helps to strengthening of which youth can take different benefits via
the relationship. It has many beneficial SNS as an important tool.
aspects rather than hampering in social
circumstances. SNS is such a versatile 4.2 Reliability of SNS as a Study Tool
platform which provides the opportunity to
Similarly, the statistic obtained while
acknowledge the culture, appearances,
analyzing the views of respondent about the
language and traditions regarding to different
reliability of SNS as study tool which is
societies.
shown in the Figure 8 below.
b) SNS can help to make virtual
relationship but it separated the youth
from real society
In this point, 10 respondents expressed their
neutral opinion. By this point of view; SNS
has helping to make new relationships via
profile and it is helping in collaboration with
people. At the same time, it discouraged to
the mutual reconcilement, social collaboration
and helping to weaken the relations among
surrounding society. Though SNS has many Figure7. Frequency of respondent to accept the SNS is
reliable as study tool
positive aspects but it is important to be alert
because in these popular networking services,
there are some people who are aiding in According to above graph, under average
crimes by making relationship by using fake frequency percentage, 40% respondents have
Id. Therefore, if SNS is used correctly with strong view regarding to SNS as an effective
awareness then it plays an important role of learning tool and 32.5% have neutral constant
bridge in building social relationship and view. Similarly, 37.4% respondents take SNS
exchanging information. as unsuitable to use as learning tool.
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In above Statistic, the frequency of been seen as resourceful venue to connect one
respondent have been showing their another for social interaction, which has
confidentiality towards SNS as an effective become supportive tool for learning
learning tool to enhance learning environment environment.
is nearly equal to the number of youths who
dont accept SNS for using as learning tool. 4.3 Youth Perspective toward SNS not for
From which, there is no thoroughly agreement Learning Purpose
of SNS as suitable learning tool. However,
using SNS during other purposes, group In presented data respectively, under
discussions, sharing own opinion or finding communication, information sharing and
and learning attitude was developed which finding/learning behavior, 30% of youth are
has an essential effect to enhance educational those who dont use SNS for learning purpose.
environment among youth user of SNS.
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Although there are negative aspects of SNS, 5.2 SNS as Essential Learning Tool to
the number of using SNS for positive aspects Enhance Quality Education among Youth
as learning tool is high.
From these results of analysis of research, one
5. DISCUSSION of the important tasks of youth is to spend
time on internet service. It is impossible to
5.1 Effects of SNS in Daily Activities of imagine life without internet service among
Youth the community of youth today. This has
shown that to certain extent of isolation of
Considering the present context of
youths from the physical social relationship
technological era, SNS mostly in youth have a
whereas by the means of virtual
certain kind of domination. Using SNS has
communication, it shows that it has become
become as the general daily work. SNS has
strong medium in making new relationship
become an important platform among youth
with unknown people.
for expressing feelings and personal interests,
among which Facebook has established itself
Issues have risen about SNSs causing as loss
as most popular tool these days for fulfilling
of time or spending time in creativity of
such purposes of youths [22]. This research
youths, there are also disadvantages that
has accepted this reality and analyzed the
social networking increased the likelihood of
effects of SNS on daily activities of youths.
new risks to the self, these centering on loss
of privacy, bullying, harmful contacts and
According to which, among 152 respondents
cyber bullying [23], [24]. In the other hand,
92% of youths are using any of SNS services
youths have accepted that it has become the
and most of the youths use more than one
most suitable medium in expressing personal
SNS. While collecting data about spending
feelings towards other people.
time on internet service in one day (24hrs),
66% are using internet for 1-3 hours, 25% use
In many schools/universities of developing
internet for 4-6 hours, 6% use internet for 7-
and developed countries, there is adequate
10 hours and 3% use internet for more than 10
management of E-learning for education. But
hours for different purposes such as
in educational institutions of many
communication, profile update, sharing,
developing areas, these kinds of educational
finding and learning. During analyzing the
facilities are not managed properly. In the
question (How do you spend time on
same way, in less literate society, use of
internet?), 25% respondent answered by
educational material through internet is not
checking to SNS profile specially Facebook
developed yet though the availability of
as statistic shows.
internet services in those areas. Due to the
first stage of developing of awareness of
From this analysis, there has been major
using available educational materials from
influence of SNS in youths which has affected
internet in most of the districts of Nepal, it
positively and negatively on social, moral,
hasnt been recognized sufficiently.
commercial and educational aspects of the
Regarding to the SNS can be helpful for
youths. However, in todays situation, due to
youth education as effective learning tool has
the widespread and generalization of SNS,
been explained according to the opinion of
youths are aware of negative aspects whereas
youth which was taken by question 3 in open
they also have accepted it as very important
question interview.
supportive element.
The youth opinions are analyzed and
explained in 3 components (point of view).
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a) SNS help to develop modern method in 1. SNS has different positive aspects among
education instead of traditional way of which audio and visual educational
study. materials can be obtained. However,
people are using SNS for different
33 out of 50 respondents have agreed under activities like making new friends,
these points of view and expressed their communicating and chatting rather than
opinions. They are presented in following using it as educational tool.
numbers. 2. In present context, it is very important to
use SNS in education because it can be
1. SNS is related with educational activities;
useful as learning tool. But these SNSs are
we can learn and apply in our study
not appropriate in lower level which is
purpose as well as it can be used in
primary to secondary level of education.
different way to exchange information
3. SNS itself cannot be modern method for
among friend circle.
education but it can be used an associative
2. In education, only traditional way of
material for teaching and learning.
learning doesnt encourage learner to get
4. SNS can save the time because of its
new ideas, whereas SNS has influences
immediate process to provide sources. It
modern technologies and help to develop
should be necessary to have a proper
study skills.
knowledge to get benefit from it otherwise
3. SNS have been established as advanced
those sources misguide us often.
teaching and learning method instead of
traditional method, therefore SNS has At last, 4 respondents have stated that there
contribute to getting modernization in are no any link can find between SNS and
current education system as a part of ICT. learning process. According to which rather
4. SNS has narrowed the world like a book. than obtaining education sources via popular
One can discuss with unknown people social sites, other different information, news
from anywhere in the world. It can and entertainment materials are found in great
construct the environment of sharing and numbers. Often, among those information has
exchange of educational sources. lack of authenticity, lack of validity and lack
Therefore SNS is indispensable in current of reliability, therefore these entertainment
education as learning tool. based materials doesnt help to teaching and
5. Through SNS, different materials, news, learning process.
information can be circulated among
friends so those materials can be easily SNS has its own qualities which can be
accessible among one another. estimated both positive and negative. At the
6. Similarly, different networking services same time, it cannot be ignored the increasing
can provide audio and visual sources and ratio of users and their attraction towards
material which makes education easy to social networking services. It can be an
understand compare to traditional method effective learning tool to enhance quality
of learning. education of youth however, user should have
knowledge to identify its benefit and make a
proper guideline to get benefit from it.
b) SNS can be supportive tool for Expectedly, SNS has help to obtained quality
education, it should be use in proper and sustainable education in youth education
way otherwise it is just a form of as modern invention of ICT.
entertainment
11 respondents have included both positive
and negative aspects of SNS and expressed
their own neutral point of view among which
important perceptions are presented.
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The Society of Digital Information and Wireless Communications (SDIWC), 2016 ISSN: 2410-0439 (Online)
[11] Ministry of Education (MoE), School Level [22] Griffith, S.,Liyanage, L. An introduction to the
Educational Statistics of Nepal, Consolidated potential of social networking sites in education,
Report, 2011(2068-Nepalese Calendar). Proceedings of the Emerging tehnologies
Conference, University of Wollongong, 18-21
[12] Christoph Pimmer, Sebastian linxen, Urs June 2008.
Grohbiel, Facebook as a learning tool? A case
study on the appropriation of social network [23] Livingstone, S.,Brake, D.R. On the rapid rise of
sites from mobile phones in developing social networking sites: new findings and policy
counties, 2012. implications, Children and Society, Vol. 24, 75-
83.
[13] Carlos Rodriguez-Hoyos, Ignacio Haya Salmon,
Elia Fernandez-Diaz, Research on SNS and [24] Chalaune Ankalal, Pokhrel Rabin, Social Media
education: The state of the art and its challenges, in Journalism: Facebook, 2012 BMCJ-434.
180
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Problem Construction and Trial Practices using a Contest Management Server for
a Hacking Competition CTF to introduce Information Literacy and Security
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security holes have been adopted as problems, Both sites present over 40 problems in various
such as SQL injection, buffer overrun, XSS categories. Flaggers [7] maintains a showdown
(cross-site scripting), and CSRF (cross-site between participants to ask questions about each
request forgeries). The player must check the other. "nanuyokakinu, WTF!?" [8] collates CTF
latest information about security holes at several information from all over the world as a user-
sites. A contest organizer may offer a honey generated content site. A reference book on CTF
pot, which is a server that still has a was sold out in 2015 in Japan; its authors are
vulnerability. As a very practical challenge, a famous CTF hackers.
player tries to find the security hole and invades it CTF is also regarded as a useful method for
in reality. This promotes various hacking skills security education. International conferences on
against hackers. CTF and security education have been held.
Table 1 presents various CTF contests Especially, 3GSE (Gaming, Games and
organized around the world. These are places Gamification in Security Education) held in 2014
where hackers can communicate. DEFCON [1] in and 2015 by USENIX of USA [9][10] is very
the USA is the most famous conference on important. From 2016, it will be held by the
information security in the world and has been renamed ASE (Advances in Security Education).
held since 1993. The oldest CTF is also held as an Some educational organization in the USA has
event at DEFCON. In CTF events, the objective held CTF contests as educational events for high
is to defend your own network and attack other school and college students. We introduce several
networks. As a preliminary contest, an online related works based on gamification. picoCTF
CTF is held on the Internet, and the top 10 teams [11] has been held since 2013 for high school
proceed to the offsite contest. CODEGATE [2] in students in USA. It adopts various styles each
Korea has been held with the help of the year. It presented a learning system for cyber
government since 2004. The offsite contest security through an RPG in 2013 [12], where CTF
adopts rules like the dice game sugoroku. Many problems were presented as practice in several
hackers attend this contest from overseas. Several scenes of a story. InCTF was inspired by
contests are also held in Russia, Spain, France, picoCTF [13].
India, and so on. Many participants from abroad
join in very famous contests. A contestant who
does well is given prize money. Teams from
Japan often achieve excellent results.
In Japan, CTF has also become popular. The
team sutegoma2 is famous for its activity and
good scores. In 2012, the SECCON [3] CTF was
held in February and May. Small CTF contests
have been held in Japan. Since 2012, SECCON Figure 1. Flow of a Jeopardy-style CTF competitions.
CTF has gained attention as a big contest. Its
sponsors are the SECCON Executive Committee
Find a hidden message Decode a simple cryptogram
and Japan Network Association (JNSA). A from an HTML source file with some samples
regional elimination round and the nationwide of a webpage and suggestive hints
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Table 1. CTF competitions around the world operation and setting up training for basic
information literacy. This education often uses e-
CTF Country Year Learning system. Students watch teaching
DEF CON USA 1993- materials and lecture video at the same time and
UCSB iCTF USA 2002- location, or individual. They are examined
US Cyber Challenge USA 2005-
CODEGATE Korea 2004-
attainment by answering simple quizzes or mini-
ISEC CTF Korea 2009- test. On some school, if they don't pass it, they are
smpCTF Russia 2010- restricted to use computers or school network.
PHD CTF Russia 2011- Our system BeeCon is focused on operation at
panda challenge Spain 2009, 2010 a part of college guidance about information
Nuit du Hack France 2010-
literacy. But it is not related to review or examine
InCTF India 2010-
IFSF CTF Tunisia 2012 a fixed knowledge or skills on textbook. Instead it
AVTOKYO CTF Project Japan 2008- picks up possible trouble things widely on using
NetAgent Security Contest Japan 2008-2010 information machines or network in the school. It
SECCON CTF Japan 2012- recommends not abandoning by unknown
CTF ChallengeJapan Japan 2012
keywords and conception, and to approach
solving problem by searching on the web rather
than checking learned knowledge again.
3 CTF COMPETITION FOR BEGINNERS We suppose 4 times contest with not only once
USING BEECON role but also swapping each participant's role by
contestant and supporter because of considering
We have also proposed an easy and simple CTF education. Especially, the 4th contest is
contest [14,15]. It is Jeopardy style as a hacking appropriate on forgotten or familiar timing such
competition adjusted for PC beginners in college as before the end of summer vacation.
students. We developed a contest management We explain the educational purpose of this
server BeeCon. Currently, we implemented a contest. First, to prevent that novices can become
prototype version of BeeCon. Before a contest, a not only a victim but also a perpetrator because of
participant carries out a registration as a their willful or ignorance speaks and behaves.
contestant. a contestant must belong a certain They should know the way of crackers to prevent.
team. A team consists of 2-4 members. They must Next, to prepare them to deal with their minimum
cooperate with each other. own problems themselves to avoid putting
In addition to contestants, we adapt a role of a administrators to extra exertion from wrong
supporter as another participation style. We also operation or frequent asking. Finally, to interest in
introduce an assistive game. A supporter also information security and we think well to lead the
choose a team as a game player. We offer a way to security engineer in the future.
collaboration mechanism between contestants
and supporters in the same team through emotion-
style communication as shown Figure 3. During a
CTF competition, a supporter plays an assistive
game to help the team as shown in Figure 4. This
structure makes all participants more active
involvement.
For college freshmen, there is guidance how to
attend a lecture or use library after entering school
soon. They also required getting guidance related
to information such as how to use computer room Figure 3. Contestants and supporters in BeeCon
and school network or things to be aware of when
accessing out of school. These should be
concentrated education on April. These are
important because some school distribute student
identification card with IC chip recently.
Therefore, many colleges have information
security class for knowledge and ethics, computer
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Table 2. Levels and the genres of CTF problems (b) 2-1 : User authentication and password protection
Cat. Genres
1-1 Keyboard layout and operation
1-2 Operation of mouse and tablet
1 1-3 Browsing websites with URL
1-4 Tips of Web browser and search engine
1-5 Web authentication by captcha
2-1 User authentication and password protection
2-2 Checking website and URL
2-3 Checking webpage and html source
2
2-4 File format of multimedia data
2-5 File format of archived or executive file
2-6 Getting user information from SNS
3-1 Character code conversion
3-2 Binary and bit sequence conversion (c) 2-3 : Checking webpage and html source
3 3-3 Simple decryption with easy cipher
3-4 Getting private information from extra file data
3-5 Social hacking using information from SNS
4-1 Hash function and string data
4-2 Regular expression and string matching
4 4-3 Encoding and decoding of archived file
4-4 Reading bit sequence with binary editor
4-5 Mathematics about integer and modulo
5-1 Linux command operation and basic scripting
5 5-2 Analysis of binary data
5-3 Analysis of network packets
6-1 Vulnerability of webpage with script language
6-2 Attacking webpage using XSS (d) 3-4 : Getting private information from extra file data
6
6-3 Attacking website using SQL injection
6-4 Recovering deleted files as simple forensics
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the display location for the team ranking table and contestants and supporters through emotion-style
the score transition graph was not so good. There communication and game activity. The result of
were also many requests to improve the GUI for an assistive game by supporters gives the
the assistive game. contestant team some helps. The first
For the trial (4), it was held with only CTF implemented assistive game was card game
exhibition with 10 problems by single. It was an Concentration.
open demonstration of BeeCon in OSC (Open We held 5 contests as trial practices using the
Source Conference) 2015 in Tokushima [16]. prototype version of BeeCon. We revised the GUI
OSC was a famous event for technical engineers from user opinion and added questionnaire
of ICT in Japan. The participants were students function for after-review. From the contest results
and professional engineers. It was the first time to and user replies, we acquired some information
use BeeCon from outside of campus network. about the appropriateness of the problems.
There was no troubles. From the previous user Now, BeeCon is working in our websites
opinion, we changed the display location of the [17,18] as a demonstration. In future work, we
team ranking table and the score transition graph realize several methods of showing problem hints
in Figure 6(c). It got good impression by users. related with assistive games. we also implement
Unfortunately, as 13 participants are few, we some assistive games.
could not get sufficient data in the trial.
For the trial (5), 25 students participated as
single. Table 4 shows 12 problems with title, Table 3. Trial practices of CTF contest in BeeCon
genre, difficulty and correct answer rate. Participants
Date Condition Purpose
and teams
Problems of rank 3 are very difficult to solve. CTF and game Operation test College students
(1)
Problems of rank 1 are quite easy. However, as 2015
by team User B1-B4
the contest time was 3 hours, each team must 21 problems impression 4 groups with
01.21
1 hour by interview 16 members
select challenging problems. CTF only System College students
We added a questionnaire function to the (2)
by team functions B3
2015
system for after-review. Figure 7 shows the 6 problems and GUI 8 groups with
01.27
1 hour 34 members
results of questionnaires by the function from 15 CTF and game System College students
users. A bar represents user impression about (3)
by team functions B1-B4
2015
each problem. Parts of a bar from the left side to 05.09
18 problems and GUI 6 groups with
2 hours 23 members
the right side mean very interesting, a little CTF only Open contest College students
interesting, not enough (too easy), difficult (no (4)
by single from outside and engineers
2015
understanding) and no access. Problem 11 11.14
10 problems of campus 13 members
7 hours network
(reverse engineering of Flash image data) is very CTF only System College students
difficult but gets interesting as impression by (5)
by single functions B1-B4
2015
many participants. It must be explained in after- 12.18
12 problems and GUI 25 members
3 hours Questionnaires
review. Problem 10 gets difficult as impression by
almost them. It is rather easy if you notice change
of viewpoint. It needs useful hints.
Table 4. Problems in the trial (5) of CTF contest
7 CONCLUSION No Title Genre Rank Correct
1 Hacker's Blog 2-6 1 36
2 TimeMachine 1-4 1 60
We proposed an easy and simple CTF contest 3 Mersenne prime 4-5 1 32
for novice students as an introductory educational 4 Invisible flag 2-3 1 76
experience on information literacy and security 5 Secret information 3-3 2 36
6 Number cryptogram 3-3 2 32
learning. We developed contest management 7 BinBinBin 4-4 2 8
server BeeCon. We organized 6 categories and 8 Regular expression 4-2 2 24
several genres of CTF problems. We constructed 9 CHUCHUCHUnK 3-4 2 24
a problem database. 10 Clue of crime 1-1 3 8
11 Reverse engineering 4-4 3 0
We introduced a supporter role and assistive 12 Reverse engineering 4-4 3 8
games to include all members as participants. We
offer a collaboration mechanism between
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ACKNOWLEDGEMENTS
REFERENCES
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