The stress(Y) – strength(X) model reliability Bayesian estimation which defines life of a component with strength X and stress Y (the component fails if and only if at any time the applied stress is greater than its strength) has been studied, then the reliability; R=P(Y<X), can be considered as a measure of the component performance. In this paper, a Bayesian analysis has been considered for R when the two variables X and Y are independent Weibull random variables with common parameter α in order to study the effect of each of the two different scale parameters β and λ; respectively, using three different [weighted, quadratic and entropy] loss functions under two different prior functions [Gamma and extension of Jeffery] and also an empirical Bayes estimator Using Gamma Prior, for singly type II censored sample. An empirical study has been used to make a comparison between the three estimators of the reliability for stress – strength Weibull model, by mean squared error MSE criteria, taking different sample sizes (small, moderate and large) for the two random variables in eight experiments of different values of their parameters. It has been found that the weighted loss function was the best for small sample size, and the entropy and Quadratic were the best for moderate and large sample sizes under the two prior distributions and for empirical Bayes estimation.
The problem of the research lies in choosing agility tests suitable to the test taker to observe the relative changes in some players. In addition to that, there are a lot of agility tests that lack special test models that coordinate gender and age. This means the youth basketball player on one hand and time and distance in applying the tests on the other. The importance of the research lies in designing agility tests for youth basketball players to achieve variations in tests a matter that will benefit coaches in their training. The subjects of the research were (30) youth basketball players from the specialized school of the National Center that sponsor gifted basketball players in Baghdad for the season 2014 – 2015. The data was colle
... Show MoreIn this paper, we propose a method using continuous wavelets to study the multivariate fractional Brownian motion through the deviations of the transformed random process to find an efficient estimate of Hurst exponent using eigenvalue regression of the covariance matrix. The results of simulations experiments shown that the performance of the proposed estimator was efficient in bias but the variance get increase as signal change from short to long memory the MASE increase relatively. The estimation process was made by calculating the eigenvalues for the variance-covariance matrix of Meyer’s continuous wavelet details coefficients.
Glaucoma is a visual disorder, which is one of the significant driving reason for visual impairment. Glaucoma leads to frustrate the visual information transmission to the brain. Dissimilar to other eye illness such as myopia and cataracts. The impact of glaucoma can’t be cured; The Disc Damage Likelihood Scale (DDLS) can be used to assess the Glaucoma. The proposed methodology suggested simple method to extract Neuroretinal rim (NRM) region then dividing the region into four sectors after that calculate the width for each sector and select the minimum value to use it in DDLS factor. The feature was fed to the SVM classification algorithm, the DDLS successfully classified Glaucoma d
HM Al-Dabbas, RA Azeez, AE Ali, Iraqi Journal of Science, 2023
The current study aims to investigate the second cycle students’ motives for using electronic games in Oman. The sample consisted of (570) students, (346 males and 224 females). The participants completed an open-ended question which was analyzed based on ground theory. The results showed that (46.820%) of the males and (77.678) of the females played electronic games for pleasure, entertainment, and fun. This first category of motivation got the highest percentage of frequency (58.947%). The motive to become a hacker, a popular YouTuber got the lowest percentage (2.280%). Other students’ motives toward playing electronic games included: filling the leisure time, overcoming boredom, feeling adventures, getting science fiction and chal
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