1,397 research outputs found
Using software visualization technology to help genetic algorithm designers
This work is part of a three year PhD project to examine how Software Visualization(SV) can be applied to support the design and construction of Genetic Algorithms (GAs). A user survey carried out at the start of this project identified a set of key system features required by GA users. A visualization system embodying these features was then designed and a prototype built. This paper describes what genetic algorithms are and how they can be applied. It then reviews some of the survey results and their impact on the design of the visualization system. The paper concludes with an exploration of how the resulting prototype may be evaluated
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Remote fieldwork: using portable wireless networks and backhaul links to participate remotely in fieldwork
Fieldwork is an important means of contextualising knowledge and developing subject-specific and generic transferable skills. However, field locations are not always accessible. To address this problem we present a remote fieldwork approach that makes use of a portable wireless network and other mobile technologies to support fieldwork at a distance. As well as improving access to fieldwork, this approach can also be used to provide communication tools to fieldworkers, enabling them to share their findings and talk to their colleagues while in the field. This paper presents the portable communications toolkit we have developed and reports on three recent trials
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Evaluating Hank, a cognitive modelling language for psychologists
Hank is a visual programming language devised specically for the use of cognitive psychologists rather than computer programmers. This paper introduces an eighteen month evaluation project on the use of Hank. This project began on November the 1st 1998, the initial findings and planned
evaluation programme will be presented at the workshop in January
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Out there and in here: design for blended scientific inquiry learning
One of the benefits of mobile technologies is to combine ‘the digital’ (e.g., data, information, photos) with ‘field’ experiences in novel ways that are contextualized by people’s current located activities. However, often cost, mobility disabilities and time exclude students from engaging in such peripatetic experiences. The Out There and In Here project, is exploring a combination of mobile and tabletop technologies in support for collaborative learning. A system is being developed for synchronous collaboration between geology students in the field and peers at an indoor location. The overarching goal of this research is to develop technologies that support people working together in a suitable manner for their locations. There are two OTIH project research threads. The first deals with disabled learner access issues: these complex issues are being reviewed in subsequent evaluations and publications. This paper will deal with issues of technology supported learning design for remote and co-located science learners. Several stakeholder evaluations and two field trials have reviewed two research questions:
1. What will enhance the learning experience for those in the field and laboratory?
2. How can learning trajectories and appropriate technologies be designed to support equitable co-located and remote learning collaboration?
This paper focuses on describing the iterative linked development of technologies and scientific inquiry pedagogy. Two stages within the research project are presented. The 1st stage details several pilot studies over 3 years with 21 student participants in synchronous collaborations with traditional technology and pedagogical models. Findings revealed that this was an engaging and useful experience although issues of equity in collaboration needed further research. The 2nd stage, in this project, has been to evaluate data from over 25 stakeholders (academics, learning and technology designers) to develop pervasive ambient technological solutions supporting orchestration of mixed levels of pedagogy (i.e. abstract synthesis to specific investigation). Middleware between tabletop ‘surface’ technologies and mobile devices are being designed with Microsoft and OOKL (a mobile software company) to support these developments. Initial findings reveal issues around equity, ownership and professional identity
Investigating the Effects of Exploratory Semantic Search on the Use of a Museum Archive
Recently, there has been a great deal of interest in how new technologies can support the more effective use of online museum content. Two particularly relevant developments are exploratory search and semantic web technologies. Exploratory search tools support a more undirected and serendipitous interaction with the content. Semantic web technology, when applied in this context, allows the exploitation of metadata and ontologies to provide more intelligent support for user
interaction.
Bletchley Park Text is a museum web application supporting a semantic driven, exploratory approach to the search and navigation of digital museum resources. Bletchley Park Text uses semantics to organise selected content (i.e. stories) into a number of composite pages that illustrate conceptual patterns in the content, and from which the content itself can be accessed.
The use made of Bletchley Park Text over an eight month period was analysed in order to understand the kinds of trajectories across the available resources that users could make with such a system. The results identified two distinct strategies of exploratory search. A risky strategy was characterised as incorporating: conceptual jumps between successive queries, a larger number of shorter queries and the use of the stories themselves to acclimatise to a new set of search results. A cautious strategy was characterised as incorporating: small conceptual shifts between queries, a smaller number of longer queries and the use of composite pages to acclimatise to a set of new search results. These findings have implications for the intelligent scaffolding of exploratory search
Bletchley Park text: using mobile and semantic web technologies to support the post-visit use of online museum resources
A number of technologies have been developed to support the museum visitor, with the aim of making their visit more educationally rewarding and/or entertaining. Examples include PDA-based personalized tour guides and virtual reality representations of cultural objects or scenes. Rather than supporting the actual visit, we decided to employ technology to support the post-visitor, that is, encourage follow-up activities among recent visitors to a museum. This allowed us to use the technology in a way that would not detract from the existing curated experience and allow the museum to provide access to additional heritage resources that cannot be presented during the physical visit. Within our application, called Bletchley Park Text, visitors express their interests by sending text (SMS) messages containing suggested keywords using their own mobile phone. The semantic description of the archive of resources is then used to retrieve and organize a collection of content into a personalized web site for use when they get home. Organization of the collection occurs both bottom-up from the semantic description of each item in the collection, and also top-down according to a formal representation of the overall museum story. In designing the interface we aimed to support exploration across the content archive rather than just the search and retrieval of specific resources. The service was developed for the Bletchley Park museum and has since been launched for use by all visitors
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More notspots than hotspots: strategies for undertaking networked learning in the real world
Much of the mobile learning literature implies that connectivity between devices can be taken for granted. This is not clearly not true with patchy network coverage and variable signal strength even in well developed urban areas. In this paper, we describe strategies devised for overcoming the challenges of variable connectivity quality to ensure mobile learning in authentic field locations and also bridging contexts (home, school, work). We consider three approaches: the use of Wi-Fi, 3G phone networks, and working locally with post-activity synchronisation. We conclude with recommendations for practitioners and researchers
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"We muddle our way through": shared and distributed expertise in digital engagement with research
The use and availability of digital media is changing researchers' roles and simultaneously providing a route for a more engaging relationship with stakeholders throughout the research process. Although the digital realm has a profound influence on people's day-to-day lives, some researchers have not yet professionally embraced digital technologies. This paper arises from one aspect of a project exploring how university research and professional practices are evolving as researchers engage with stakeholders via digital media to create, share and represent knowledge together. Using researchers from the Open University (U.K.) as a case study, this paper reviews the extent to which they are developing multiple identities and functions in their engaged research through digital media
ALT-C 2011 Proceedings Papers: 0135 School trip photomarathons: Engaging primary school visitors using a topic focused photo competition.
Transfer learning for image classification with sparse prototype representations
To learn a new visual category from few examples, prior knowledge from unlabeled data as well as previous related categories may be useful. We develop a new method for transfer learning which exploits available unlabeled data and an arbitrary kernel function; we form a representation based on kernel distances to a large set of unlabeled data points. To transfer knowledge from previous related problems we observe that a category might be learnable using only a small subset of reference prototypes. Related problems may share a significant number of relevant prototypes; we find such a reduced representation by performing a joint loss minimization over the training sets of related problems with a shared regularization penalty that minimizes the total number of prototypes involved in the approximation.This optimization problem can be formulated as a linear program thatcan be solved efficiently. We conduct experiments on a news-topic prediction task where the goal is to predict whether an image belongs to a particularnews topic. Our results show that when only few examples are available for training a target topic, leveraging knowledge learnt from other topics can significantly improve performance
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