ORCID Profile
0000-0003-4545-6872
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Publisher: MDPI AG
Date: 08-04-2021
DOI: 10.3390/COMPUTERS10040047
Abstract: A programming contest generally involves the host presenting a set of logical and mathematical problems to the contestants. The contestants are required to write computer programs that are capable of solving these problems. An online judge system is used to automate the judging procedure of the programs that are submitted by the users. Online judges are systems designed for the reliable evaluation of the source codes submitted by the users. Traditional online judging platforms are not ideally suitable for programming labs, as they do not support partial scoring and efficient detection of plagiarized codes. When considering this fact, in this paper, we present an online judging framework that is capable of automatic scoring of codes by detecting plagiarized contents and the level of accuracy of codes efficiently. Our system performs the detection of plagiarism by detecting fingerprints of programs and using the fingerprints to compare them instead of using the whole file. We used winnowing to select fingerprints among k-gram hash values of a source code, which was generated by the Rabin–Karp Algorithm. The proposed system is compared with the existing online judging platforms to show the superiority in terms of time efficiency, correctness, and feature availability. In addition, we evaluated our system by using large data sets and comparing the run time with MOSS, which is the widely used plagiarism detection technique.
Publisher: Institute of Advanced Engineering and Science
Date: 02-2019
DOI: 10.11591/IJEECS.V13.I2.PP643-648
Abstract: Genetic Algorithm (GA) is a popular desire for the researchers for creating an automated cryptanalysis system. GA strategy is useful for many problems. Genetic Algorithms try to solve problems by using genetic processes. Different techniques for deciding on fitness function relying on the ciphers have proposed by different researchers. The most necessary component is to set such a fitness function that can evaluate different types of ciphers on the identical scale. In this paper, we have proposed a combined fitness function that is valid for great sorts of ciphers. We use GA to select the fitness function. We have bought the higher result after imposing our proposed method.
Publisher: MDPI AG
Date: 27-12-2021
DOI: 10.3390/COMPUTERS11010004
Abstract: Augmented reality (AR) has been widely used in education, particularly for child education. This paper presents the design and implementation of a novel mobile app, Learn2Write, using machine learning techniques and augmented reality to teach alphabet writing. The app has two main features: (i) guided learning to teach users how to write the alphabet and (ii) on-screen and AR-based handwriting testing using machine learning. A learner needs to write on the mobile screen in on-screen testing, whereas AR-based testing allows one to evaluate writing on paper or a board in a real world environment. We implement a novel approach to use machine learning for AR-based testing to detect an alphabet written on a board or paper. It detects the handwritten alphabet using our developed machine learning model. After that, a 3D model of that alphabet appears on the screen with its pronunciation/sound. The key benefit of our approach is that it allows the learner to use a handwritten alphabet. As we have used marker-less augmented reality, it does not require a static image as a marker. The app was built with ARCore SDK for Unity. We further evaluated and quantified the performance of our app on multiple devices.
Publisher: Springer International Publishing
Date: 2019
Publisher: IGI Global
Date: 04-2021
Abstract: Mobile games can contribute to learning at greater success. In this paper, the authors have developed and evaluated a novel educational game, named FoodCalorie, to learn food calorie intake standard. The game is aimed to learn calorie values of various traditional foods of Bangladesh and the calorie intake standard that varies with age and gender. They are the first in this field to perform an empirical study on women in Bangladesh to see how game-based learning can contribute to learn food calories. They further analyze and report the impact of participants' age, professions, and smartphone proficiency levels on their learning experience and progression. The study also conforms the finding of existing studies that game-based learning can enhance the learning experience.
Publisher: IEEE
Date: 09-2020
Publisher: Institute of Electrical and Electronics Engineers (IEEE)
Date: 2021
Publisher: Institute of Electrical and Electronics Engineers (IEEE)
Date: 2021
Location: Bangladesh
No related grants have been discovered for Md. Sabir Hossain.