3.Conference proceedings

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    COMPARATIVE ANALYSIS OF THE THREE STATE-OF-THE-ART TRANSFORMER-BASED SEQ2SEQ ABSTRACTIVE SUMMARIZATION MODELS
    (2021 International Young Scholars' Conference, 2021) Ospan Smagul
    Abstract Today everyone can clearly see that amount of information on the internet growth rapidly. Because of it, people meet with huge problem - to process and get the most important parts from them. Thus, there is become a need on its clear and cost-effective summarization. Main goal of text summarization is to generate concise and accurate summary from input documents. In recent years, text summarization become one of the most topical subject in tech sphere. Big Tech companies like Facebook, Google, and Microsoft understood the importance of automatic summarization technologies, and not long ago published their results called BART, PEGASUS and ProphetNet respectively. This works showed the best results on various datasets with different sizes. The main idea behind this paper is to compare and analyze those models in terms of speed, accuracy, accessibility and other characteristics. In the next work, the results of the research are planned to be applied on Russian and Kazakh language datasets.
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    ПРОЕКТНЫЙ МЕТОД ОБУЧЕНИЯ ДЛЯ РАЗРАБОТКИ ВИДЕОИГР
    (2021 International Young Scholars' Conference, 2021) Минулин Арнольд
    Аннотация Подходы к обучению, основанные на проблемном / проектном обучении (PBL) показывали, что это эффективно по многим профессиональным программам, которые напрямую связаны с будущей карьерой учащегося. Исследования показали, что студенты и ученики, работающие в контексте PBL, улучшают свои навыки по сравнению с теми кто, посещают занятия в традиционном формате. Несмотря на эти успехи, PBL нечасто рассматривается в учебных программах, связанных с информатикой. Проектное обучение это сложный процесс и мы находим его невероятно трудным для эффективного внедрения в школьную жизнь. Это особенно верно, если наши ученики интересуются чем-то менее академическим, например видеоиграми. Мы можем задаться вопросом, можно ли вообще связать видеоигры со «школьной» работой. На самом деле, видеоигры, являются одной из лучших областей для проектного обучения. В свою очередь такой подход может сделать обучение учащихся интересным и расширяющим кругозор. Методология /подход - метод обучения для разработки видеоигр с использованием педагогического подхода PBL. Основная цель – сформировать основные компетенции, улучшить критическое мышление и навыки решения проблем, а также познакомить учеников с проектированием и разработкой видеоигр. Выводы – метод PBL улучшил навыки учеников и расширил их знания как теоретически, так и практически в рамках области программирования. Благодаря интеграции PBL подхода в учебную программу можно было заметить более высокий уровень вовлеченности, повышение мотивации и развитие качественной работы со стороны учеников.
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    GRADE PREDICTING SYSTEM
    (2022 International Young Scholars' Conference, 2022) N. Zhailau
    Abstract Nowadays, prediction of academic performance became necessary for educational entities and universities. As you know most higher educational institutions have a portal system that monitors academic performance. This is necessary in order to assist at-risk students and ensure their retention, as well as to provide exceptional learning resources and experiences, as well as to improve the university’s rating and reputation. Predictive analytics employed advanced analytics, including machine learning implementation, to improve achievement and to generate high-quality performance. As a result, the primary goal of this project is to demonstrate the feasibility of training and modeling on a small dataset size, as well as the feasibility of developing a prediction model with a credible accuracy rate. Using visualization and clustering algorithms, this study investigates the possibility of identifying the key indicators in the small dataset that will be used to create the prediction model.
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    CALCULATING THE EFFECTIVENESS OF SPEEDING UP PAGE LOADING OF THE REACT.JS WEBSITE BY IMPLEMENTING THE NEXT.JS FRAMEWORK
    (2022 International Young Scholars' Conference, 2022) T. Kudabayev
    Abstract. The main purpose of this article is to investigate the effectiveness of the Next.js tool for speeding up website loading in browsers. For qualitative research, information about how the client's browser works will be shown. How the React.js framework works, as well as how the Next.js framework works, their advantages and disadvantages, as well as the distinguishing features from each other. For practical proof of the effectiveness of implementing the Next.js framework on the site, site hosting will be used, in which a subdomain for two sites will be created: the first using only the React.js framework, and the second using the Next.js framework. To improve the comparison of indicators, both of these sites will use the same functionality. The end results will be compared against several metrics: the size of the final stable build of the program that can be tested and offered to the user, as well as platform independent scores for measuring site accessibility.
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    THE EFFECTIVENESS OF GAMIFICATION ON LANGUAGE LEARNING IN HIGHER EDUCATION CONTEXT
    (2022 International Young Scholars' Conference, 2022) D. Raiymkulova
    Abstract. The higher education system is currently facing outdated methods of language teaching. It is well established that today's students are technology-oriented and prone to mixing game elements with learning subjects. Gamification is a practical method in language teaching and other areas of education. The goal of this study is to determine the effects of using appropriate gamification methodsin language learning in a higher education context and find out the students’ perception toward gamifying the language disciplines. In this context, appropriate gamification methods mean suitable and modern game tools for students of the growing generation. To explore the existing study, an online questionnaire survey with several open-ended questions was distributed to undergraduate third-year students of a language specialty. The participants were selected according to their language disciplines, understanding of gamification, and experience in specific subjects. The results showed a positive perception and impact on changing and variation of the gamification method. Based on the qualitative analysis, it concluded that using meaningful and practical game elements are important factors to consider when designing the lesson plan for higher education students of a language specialty. Teachers' perception of gamification language disciplines should be taken into account for further development of the study.
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    RECOGNITION OF BASIC HAND GESTURES ON A HORIZONTAL SURFACE USING A SINGLE CAMERA
    (2022 International Young Scholars' Conference, 2022) O. Sarybay
    Abstract The horizontal hand gesture recognition is an innovative, cheaper way for human-computer interaction. Currently, most researchers work with sensors, devices for hand gesture recognition, which require more resources. Instead, the presented horizontal method for hand gesture signal recognition by frames. A key element of this work is the research of a recognition algorithm using only single camera. In the presented framework, the hand detection works as a converting BGR image to RGB before processing. Then, the palm and fingers are segmented so as to detect and recognize the fingers. There are handedness and hand landmarks on the image as a result of a hand detection. Each point of landmark has coordination x, y, z values. There is comparing algorithm of points to recognize hand gesture by fingers. The model has been implemented getting landmark values on a data set of hand images, which collected from video frames. In the presented framework, the hand detection works with computer vision (CV) algorithms, in general MediaPipe as a converting blue, green, red (BGR) image to red, green, blue (RGB) before processing. There are handedness and hand landmarks on the image as a result of a hand detection. Each point of the landmark has coordination x, y, z values. The performance of the method highly depends on the result of hand detection on horizontal surface and collected dataset.
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    EXPLORATION OF THE INFLUENCE OF ESOTERIC PROGRAMMING LANGUAGES ON THE INVOLVEMENT IN THE LEARNING PROCESS
    (2022 International Young Scholars' Conference, 2022) E. Nabigazinova; B. Meraliyev
    Abstract In this paper several types of esoteric programming languages have been chosen to analyze whether they can help to learn programming and arouse interest of non-programmers. Esoteric programming languages were designed to explore the possibilities of developing any ideas with programming languages, in other words, to implement an idea in any human-understandable way. We chose programming languages which were as close as possible to the spheres of real life, such as cooking - to write the code as a recipe of any dish, literature - the code format looks like a literary work, movies - using quotes from movies to write the code, painting - the written code looks like a picture and also jokes - using slang to make the code more understandable to a certain people. During the work we used observational research methods to understand the influence of esoteric programming languages on students' involvement. Also the selected esoteric programming languages helps to understand whether it is worth learning programming and whether learning one of the esoteric programming languages facilitates the learning process.
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    FAST AND RELATIVELY ACCURATE SENTIMENT ANALYSIS FOR THE KAZAKH LANGUAGE
    (2022 International Young Scholars' Conference, 2022) N. Manteyeva
    Abstract This paper constructs a fast and accurate sentiment analysis model for the Kazakh language. The main method for text classification is based on TF-IDF-based tokens trained with Logistic Regression. The processing and modeling stages are fully implemented in the PySpark framework. The proposed method has shown an accuracy level of 82% on an evenly distributed test dataset. As a byproduct of the work, we have collected a list of words in the Kazakh language that could signal the negativity/positivity of the given review.
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    GOALS OF CONDUCTING AND MOTIVATION FOR PARTICIPATION IN PROGRAMMING COMPETITIONS
    (2022 International Young Scholars' Conference, 2022) M. Galiyev; G. Saimassay
    Abstract The International Collegiate Programming Contest (ICPC) in Kazakhstan has a long tradition. However, the popularity of ICPC gained significant popularity only after the beginning of the widespread use of personal computers and the rapid growth of the circle of their users. In this article, we performed a comprehensive analysis of the problems associated with the preparation and holding of such Olympiads. Organization of the on-site ICPC olympiad could be a challenging problem to the different logical, specialized, organizational, and indeed political issues. The Kazakhstan encounter of facilitating Worldwide programming contests from the viewpoint of the specialized and logical committee. The goals of the organizers of competitions in sports programming and the motivation of their participants are analyzed. The role of moral and psychological factors in the framework of participation in such competitions is shown. Considered: a set of language tools allowed for use in solving problems; methods of preparing and holding competitions for schoolchildren and students. Information about the main sports programming competitions held in Kazakhstan is presented.
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    DEVELOPMENT AND ANALYSIS OF THE CAR REGISTRATION PLATE RECOGNITION SYSTEM
    (2022 International Young Scholars' Conference, 2022) N. Yerzhanov; M. Murzabulatov
    Abstract The main goal of this project is to create and test novel algorithms for detecting, segmenting, and classifying symbols in order to improve the performance of automatic recognition systems for automobile license plates based on neural networks under interference and distortion situations. The goal of this study is to look at the detection, segmentation, and classification techniques that are used to find objects in halftone and color photographs. The goal of the study is to increase the efficiency of video recording systems and vehicle traffic control by developing and modifying algorithms.
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    CYRILLIC HANDWRITTEN OPTICAL CHARACTER RECOGNITION: A REVIEW OF VARIOUS RECOGNITION METHODS
    (2022 International Young Scholars' Conference, 2022) M. Kalken; R. Jantayev
    Abstract In the age of digital technologies, to simplify the search and storage of information, the translation of handwritten documents into electronic format is an urgent task. Optical character recognition makes it possible to recognize characters from images and scans of documents with subsequent translation into a machine-readable format. At the moment, there are a lot of methods and algorithms of machine learning and computer vision that differ from each other in efficiency and method of application. In many ways, the results of the methods used differ due to the specifics of each language under study, expressed in the difference in the number and type of symbols. The purpose of this review article is to summarize the research conducted in recognizing handwritten Cyrillic characters and to conduct comparative results on methods and their results. As the data under study, we summarized and analyzed research articles on the topic of recognition of Cyrillic handwritten text.