Meirambek Zhaparov
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Previous Organizations / Institutes
The organizations / institutes from the scholar's other articles in the past ten years
Meirambek Zhaparov has a total of 36 co-authors. Here are the top co-authors by number of shared publications:
- Andrey Bogdanchikov
Department of Computer Science, Suleyman Demirel University, Kaskelen 040900, Kazakhstan
2 shared publications A. Yu. Sotnik
ZAO (CJSC) Firm CV PROTEK
1 shared publication- Alexander V. Martynov
A. E. Favorsky Irkutsk Institute of Chemistry, Siberian Division of the Russian Academy of Sciences, 1 Favorsky Str., 664033 Irkutsk, Russia
1 shared publication - Assem Talasbek
Faculty of Engineering & Natural Sciences, SDU University, Kazakhstan
1 shared publication - Christos Chronis
Harokopio University of Athens
1 shared publication - G. N. Smorodin
Bonch-Bruevich St. Petersburg State University of Telecommunications
1 shared publication
Latest Publications
- Open Access
- 28 November 2025
- Published by Karagandy University of the name of academician E.A. Buketov in BUKETOV BUSINESS REVIEW
AI-Powered Libraries: Comparative Insights for an Adaptive Repository
This paper examines how academic staff access and use e-books, and what features they expect from a future digital library platform. Based on survey results, the study reveals that most respondents rely on informal sources, while official databases are used less frequently. At the same time, there is strong demand for key functionalities such as access to a wide collection of e-books, quiz generation, personalized recommendations, and tools for tracking student performance. In addition, the paper provides a comparative review of existing platforms—Perlego, QuizBot, Bookmate, Khan Academy, and Scopus—highlighting both their strengths and limitations, particularly with respect to language support and integration. Taken together, the survey findings and platform analysis underscore the need for a unified adaptive platform that connects publishers, libraries, and users, thereby enhancing accessibility, interoperability, and effectiveness in digital learning.
- 28 November 2025
- Published by Karagandy University of the name of academician E.A. Buketov in BUKETOV BUSINESS REVIEW
Open AccessAI-Powered Libraries: Comparative Insights for an Adaptive Repository
This paper examines how academic staff access and use e-books, and what features they expect from a future digital library platform. Based on survey results, the study reveals that most respondents rely on informal sources, while official databases are used less frequently. At the same time, there is strong demand for key functionalities such as access to a wide collection of e-books, quiz generation, personalized recommendations, and tools for tracking student performance. In addition, the paper provides a comparative review of existing platforms—Perlego, QuizBot, Bookmate, Khan Academy, and Scopus—highlighting both their strengths and limitations, particularly with respect to language support and integration. Taken together, the survey findings and platform analysis underscore the need for a unified adaptive platform that connects publishers, libraries, and users, thereby enhancing accessibility, interoperability, and effectiveness in digital learning.
- 17 December 2024
- Published by Springer Nature
- p. 238-248
An Improvement of Large Language Model for Vietnamese Traffic Law Question Answer System
- 17 December 2024
- Published by Springer Nature
- p. 238-248
An Improvement of Large Language Model for Vietnamese Traffic Law Question Answer System
- Open Access
A Holistic Approach to Use Educational Robots for Supporting Computer Science Courses
Robots are intelligent machines that are capable of autonomously performing intricate sequences of actions, with their functionality being primarily driven by computer programs and machine learning models. Educational robots are specifically designed and used for teaching and learning purposes and attain the interest of learners in gaining knowledge about science, technology, engineering, arts, and mathematics. Educational robots are widely applied in different fields of primary and secondary education, but their usage in teaching higher education subjects is limited. Even when educational robots are used in tertiary education, the use is sporadic, targets specific courses or subjects, and employs robots with narrow applicability. In this work, we propose a holistic approach to the use of educational robots in tertiary education. We demonstrate how an open source educational robot can be used by colleges, and universities in teaching multiple courses of a computer science curriculum, fostering computational and creative thinking in practice. We rely on an open-source and open design educational robot, called FOSSBot, which contains various IoT technologies for measuring data, processing it, and interacting with the physical world. Grace to its open nature, FOSSBot can be used in preparing the content and supporting learning activities for different subjects such as electronics, computer networks, artificial intelligence, computer vision, etc. To support our claim, we describe a computer science curriculum containing a wide range of computer science courses and explain how each course can be supported by providing indicative activities. The proposed one-year curriculum can be delivered at the postgraduate level, allowing computer science graduates to delve deep into Computer Science subjects. After examining related works that propose the use of robots in academic curricula we detect the gap that still exists for a curriculum that is linked to an educational robot and we present in detail each proposed course, the software libraries that can be employed for each course and the possible extensions to the open robot that will allow to further extend the curriculum with more topics or enhance it with activities. With our work, we show that by incorporating educational robots in higher education we can address this gap and provide a new ledger for boosting tertiary education.
Open AccessA Holistic Approach to Use Educational Robots for Supporting Computer Science Courses
Robots are intelligent machines that are capable of autonomously performing intricate sequences of actions, with their functionality being primarily driven by computer programs and machine learning models. Educational robots are specifically designed and used for teaching and learning purposes and attain the interest of learners in gaining knowledge about science, technology, engineering, arts, and mathematics. Educational robots are widely applied in different fields of primary and secondary education, but their usage in teaching higher education subjects is limited. Even when educational robots are used in tertiary education, the use is sporadic, targets specific courses or subjects, and employs robots with narrow applicability. In this work, we propose a holistic approach to the use of educational robots in tertiary education. We demonstrate how an open source educational robot can be used by colleges, and universities in teaching multiple courses of a computer science curriculum, fostering computational and creative thinking in practice. We rely on an open-source and open design educational robot, called FOSSBot, which contains various IoT technologies for measuring data, processing it, and interacting with the physical world. Grace to its open nature, FOSSBot can be used in preparing the content and supporting learning activities for different subjects such as electronics, computer networks, artificial intelligence, computer vision, etc. To support our claim, we describe a computer science curriculum containing a wide range of computer science courses and explain how each course can be supported by providing indicative activities. The proposed one-year curriculum can be delivered at the postgraduate level, allowing computer science graduates to delve deep into Computer Science subjects. After examining related works that propose the use of robots in academic curricula we detect the gap that still exists for a curriculum that is linked to an educational robot and we present in detail each proposed course, the software libraries that can be employed for each course and the possible extensions to the open robot that will allow to further extend the curriculum with more topics or enhance it with activities. With our work, we show that by incorporating educational robots in higher education we can address this gap and provide a new ledger for boosting tertiary education.
- Open Access
- 13 May 2019
- Published by Joint-Stock Company Chicot in Remedium
- No. 4,p. 36-43-43
MODERN ADVANCED ARTIFICIAL INTELLIGENCE FOR SMART MEDICINE
Artificial Intelligence is no longer just the topic of discussion. Today this technology is mostly based on Artificial Neural Networks. Pavlov Principle formulated by W.L. Dunin-Barkowski is used for their training. Mathematics compared Pavlov's doctrine with Deep Reinforcement Learning. AI technologies are divided into Computer Vision, images recognition and generation; Speech Recognition and Synthesis; Natural Language Processing; Graph Logic AI, MIVAR logic technology. All of this separately is Narrow AI. Artificial General Intelligence, equal to human, hasn’t been created yet. AGI should include all mentioned technologies. Given social and linguistic nature of the intelligence emergence, developers are paying attention to NLP algorithms and multi-agent environment. Simultaneously with the development of neural networks, adversary attacks emerged, which using the same learning mechanism force a trained neural network to make mistakes. This fact calls in question the future of neural networks in medicine. Big Data and data sets are the environment for AI. European experts have already begun to regulate Big Data for safe Health Care and drugs creation. Despite the difficulties and lack of clear rules, AI is actively being introduced into the private medicine. Due to AI the three new business models have already been created.
- 13 May 2019
- Published by Joint-Stock Company Chicot in Remedium
- No. 4,p. 36-43-43
Open AccessMODERN ADVANCED ARTIFICIAL INTELLIGENCE FOR SMART MEDICINE
Artificial Intelligence is no longer just the topic of discussion. Today this technology is mostly based on Artificial Neural Networks. Pavlov Principle formulated by W.L. Dunin-Barkowski is used for their training. Mathematics compared Pavlov's doctrine with Deep Reinforcement Learning. AI technologies are divided into Computer Vision, images recognition and generation; Speech Recognition and Synthesis; Natural Language Processing; Graph Logic AI, MIVAR logic technology. All of this separately is Narrow AI. Artificial General Intelligence, equal to human, hasn’t been created yet. AGI should include all mentioned technologies. Given social and linguistic nature of the intelligence emergence, developers are paying attention to NLP algorithms and multi-agent environment. Simultaneously with the development of neural networks, adversary attacks emerged, which using the same learning mechanism force a trained neural network to make mistakes. This fact calls in question the future of neural networks in medicine. Big Data and data sets are the environment for AI. European experts have already begun to regulate Big Data for safe Health Care and drugs creation. Despite the difficulties and lack of clear rules, AI is actively being introduced into the private medicine. Due to AI the three new business models have already been created.
- 1 January 2016
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- p. 399-402
3D modelling based on virtual reality
Nowadays, mobile devices and PC are very popular. Mobile and desktop applications with learning aid scan greatly help to everyone, who wants to learn something new. This paper introduces an Android, Desktop and WEB application, which can help people to know more about the programs. This application was done by using technologies such as AutoCAD, 3D modeling with 3Ds Max and Unity 3D. Usage of such tools and technologies give to people the great opportunity to convert endless ideas in people's mind into reality, so that mobile devices and PC will be able to create virtual reality.
- 1 January 2016
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- p. 399-402
3D modelling based on virtual reality
Nowadays, mobile devices and PC are very popular. Mobile and desktop applications with learning aid scan greatly help to everyone, who wants to learn something new. This paper introduces an Android, Desktop and WEB application, which can help people to know more about the programs. This application was done by using technologies such as AutoCAD, 3D modeling with 3Ds Max and Unity 3D. Usage of such tools and technologies give to people the great opportunity to convert endless ideas in people's mind into reality, so that mobile devices and PC will be able to create virtual reality.
- 1 September 2015
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- p. 1-4
Collecting context data generated by mobile devices
Issues related to a properly collection, management and analysis of data are the very first ones to be solved while working with any data source. Especially, it's true for the data sources, which have a property to grow very rapidly and without any clear structure underneath, and such behavior is very typical for the data generated by mobile devices. Thus, current work suggest an principle architecture design of a mobile software platform whose main goal is to collect, store and provide further access to the mobile context data generated mainly by mobile devices such as smartphones.
- 1 September 2015
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- p. 1-4
Collecting context data generated by mobile devices
Issues related to a properly collection, management and analysis of data are the very first ones to be solved while working with any data source. Especially, it's true for the data sources, which have a property to grow very rapidly and without any clear structure underneath, and such behavior is very typical for the data generated by mobile devices. Thus, current work suggest an principle architecture design of a mobile software platform whose main goal is to collect, store and provide further access to the mobile context data generated mainly by mobile devices such as smartphones.
- 1 October 2014
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- p. 1-4
Augmented reality based on Kazakh instrument "Dombyra"
Mobile devices are becoming very popular nowadays. Mobile applications with learning aids can greatly help to everyone who wants to learn something new. This paper introduces an Android application that can help to everyone to learn to play with musical instrument. This application was done by using technologies like VUFORIA Augmented reality, 3D modeling with Blender and Unity 3D. Usage of such tools and technologies give us massive opportunity to convert endless ideas in our mind into reality, so that we will be able to create our own world.
- 1 October 2014
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- p. 1-4
Augmented reality based on Kazakh instrument "Dombyra"
Mobile devices are becoming very popular nowadays. Mobile applications with learning aids can greatly help to everyone who wants to learn something new. This paper introduces an Android application that can help to everyone to learn to play with musical instrument. This application was done by using technologies like VUFORIA Augmented reality, 3D modeling with Blender and Unity 3D. Usage of such tools and technologies give us massive opportunity to convert endless ideas in our mind into reality, so that we will be able to create our own world.
- 1 September 2014
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- p. 1-3
Educational software of learning Kazakh language for children
Nowadays it is impossible to imagine our life without computers. Computers are everywhere, in the offices, at work, at home, in the car, even in stores. They are important because they are fast, accurate and can accomplish many tasks at once. Everyone use computers and applications done by computer. Our computer desktop application has primary purpose of teaching or self-learning. Application can be applied to children all ages and grades, from toddlers, preschool, kindergarten. Application consists parts: alphabet, numbers, colors and shapes in Kazakh language.
- 1 September 2014
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- p. 1-3
Educational software of learning Kazakh language for children
Nowadays it is impossible to imagine our life without computers. Computers are everywhere, in the offices, at work, at home, in the car, even in stores. They are important because they are fast, accurate and can accomplish many tasks at once. Everyone use computers and applications done by computer. Our computer desktop application has primary purpose of teaching or self-learning. Application can be applied to children all ages and grades, from toddlers, preschool, kindergarten. Application consists parts: alphabet, numbers, colors and shapes in Kazakh language.
- 1 August 2013
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- p. 445-448
Improving Digital Electronics Education with FPGA technology, PBL and Micro Learning methods
In this study, an ongoing Project named FPGA Based Digital Electronics Education (FPGA_b_DEEP) is introduced and the advantages of FPGA(Field Programmable Gate Arrays) technology which brought to digital design area are dealt with by using a case study. The Project aims to develop instructive and attractive examples to teach Digital Electronics efficiently and faster. In addition to this, PBL(Project Based Learning) method and Micro Learning method are dealt with at the study separately. PBL method has been used partially at the Project and the studies on Micro Learning for association with the Project are going on recently.
- 1 August 2013
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- p. 445-448
Improving Digital Electronics Education with FPGA technology, PBL and Micro Learning methods
In this study, an ongoing Project named FPGA Based Digital Electronics Education (FPGA_b_DEEP) is introduced and the advantages of FPGA(Field Programmable Gate Arrays) technology which brought to digital design area are dealt with by using a case study. The Project aims to develop instructive and attractive examples to teach Digital Electronics efficiently and faster. In addition to this, PBL(Project Based Learning) method and Micro Learning method are dealt with at the study separately. PBL method has been used partially at the Project and the studies on Micro Learning for association with the Project are going on recently.
- 10 April 2013
- Published by IOP Publishing in Journal of Physics: Conference Series
- Vol. 423
Python to learn programming
- 10 April 2013
- Published by IOP Publishing in Journal of Physics: Conference Series
- Vol. 423
Python to learn programming