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Association Rule Mining by Aprior method has been one of the popular data mining techniques for decades, where knowledge in the form of item-association rules is harvested from a dataset. The quality of item-association rules nevertheless depends on the concentration of frequent items from the input dataset. When the dataset becomes large, the items are scattered far apart. It is known from previous literature that clustering helps produce some data groups which are concentrated with frequent items. Among all the data clusters generated by a clustering algorithm, there must be one or more clusters which contain suitable and frequent items. In turn, the association rules that are mined from such clusters would be assured of better qualities in terms of high confidence than those mined from the whole dataset. However, it is not known in advance which cluster is the suitable one until all the clusters are tried by association rule mining. It is time consuming if they were to be tested by brute-force. In this paper, a statistical property called prior probability is investigated with respect to selecting the best out of many clusters by a clustering algorithm as a pre-processing step before association rule mining. Experiment results indicate that there is correlation between prior probability of the best cluster and the relatively high quality of association rules generated from that cluster. The results are significant as it is possible to know which cluster should be best used for association rule mining instead of testing them all out exhaustively.
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One of the biggest challenges that we have encountered, when trying to encourage digital games in schools, is trying to explain what its benefits are in teaching and learning environments. In this pilot experimental study we explore how multimodal audio and visual games can be used in learning environments for children, specifically by fostering creative behaviors through User-Centered design approaches. To achieve this objective, a framework is being developed with multimodal experiences based on flexible design patterns that exploits basic visual and audio elements, allowing children from three to six years of age to play and learn through fun and subsequently trigger creative behaviors. These studies are making use of tangible objects, digital games and mobile platforms. We are making use of commercial digital games to understand and discuss the affordances of these games in an educational environment and how they support creativity in learning. (Fig.1)
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Sounding Architecture, is the first collaborative teaching development between Department of Architecture and Department of Music at the University of Hong Kong (HKU), introduced in Fall 2016. In this paper we present critical observations about the studio after a final public presentation of all projects. The Review was conducted with demonstrations by groups of students supervised by different Lecturer, in each case focusing on a different strategy to create a connection between Sound, Music, Acoustics, Space and Architectural Design. There was an assumption that the core working process would have to include the design of a new musical instrument, which in some cases became the final deliverable of the Studio and in other cases a step in a process that leads to a different outcome (such as an architectural Design, a performance or social experiment). One other relevant aspect was that Digital technology was used in the design and fabrication of the physical instruments' prototypes, but in very few cases, it was used in the actual generation or enhancement of sound, with the instruments relying almost exclusively in acoustic and mechanical sound.
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