1,154 research outputs found

    Using games for learning

    Get PDF

    A case study in user support for managing OpenSim based multi user learning environments

    Get PDF
    This research was supported by the Commonwealth Scholarship Programme (UK) and the Scottish Informatics and Computer Science Alliance (SICSA).Immersive 3D Multi User Learning Environments (MULE) have shown sufficient success to warrant their consideration as a mainstream educational paradigm. These are based on 3D Multi User Virtual Environment platforms (MUVE), and although they have been used for various innovative educational projects their complex permission systems and large numbers of functions can make their management potentially challenging. It follows that an inadequately managed MULE can be ineffective with respect to intended learning outcomes. The purpose of this research was to determine how management challenges manifest themselves and how to support educators in learning and applying MULE management skills. We utilized the popular OpenSim platform for this study. First, a survey of the need for user support (N=43) is described. Next, the design and evaluation of a guidance tool using graph topologic visualization of OpenSim functions is presented (N=211). The tool is further evaluated in the delivery of a course module. The analysis and user feedback indicated that the tool provides accurate information and helpful support for MULE management. As the final phase of the research, training environments were developed for both basic and advanced OpenSim MULE management. Evaluations of their usability and perceived educational value were carried out with participants (N=68); the outcomes suggest that training for advanced MULE management is more useful for all users, without requiring more time or effort, regardless of the degree of complexity of the MULE being designed.PostprintPeer reviewe

    Applications of Virtual Reality

    Get PDF
    Information Technology is growing rapidly. With the birth of high-resolution graphics, high-speed computing and user interaction devices Virtual Reality has emerged as a major new technology in the mid 90es, last century. Virtual Reality technology is currently used in a broad range of applications. The best known are games, movies, simulations, therapy. From a manufacturing standpoint, there are some attractive applications including training, education, collaborative work and learning. This book provides an up-to-date discussion of the current research in Virtual Reality and its applications. It describes the current Virtual Reality state-of-the-art and points out many areas where there is still work to be done. We have chosen certain areas to cover in this book, which we believe will have potential significant impact on Virtual Reality and its applications. This book provides a definitive resource for wide variety of people including academicians, designers, developers, educators, engineers, practitioners, researchers, and graduate students

    On the Combination of Game-Theoretic Learning and Multi Model Adaptive Filters

    Get PDF
    This paper casts coordination of a team of robots within the framework of game theoretic learning algorithms. In particular a novel variant of fictitious play is proposed, by considering multi-model adaptive filters as a method to estimate other players’ strategies. The proposed algorithm can be used as a coordination mechanism between players when they should take decisions under uncertainty. Each player chooses an action after taking into account the actions of the other players and also the uncertainty. Uncertainty can occur either in terms of noisy observations or various types of other players. In addition, in contrast to other game-theoretic and heuristic algorithms for distributed optimisation, it is not necessary to find the optimal parameters a priori. Various parameter values can be used initially as inputs to different models. Therefore, the resulting decisions will be aggregate results of all the parameter values. Simulations are used to test the performance of the proposed methodology against other game-theoretic learning algorithms.</p

    Safe, Remote-Access Swarm Robotics Research on the Robotarium

    Get PDF
    This paper describes the development of the Robotarium -- a remotely accessible, multi-robot research facility. The impetus behind the Robotarium is that multi-robot testbeds constitute an integral and essential part of the multi-agent research cycle, yet they are expensive, complex, and time-consuming to develop, operate, and maintain. These resource constraints, in turn, limit access for large groups of researchers and students, which is what the Robotarium is remedying by providing users with remote access to a state-of-the-art multi-robot test facility. This paper details the design and operation of the Robotarium as well as connects these to the particular considerations one must take when making complex hardware remotely accessible. In particular, safety must be built in already at the design phase without overly constraining which coordinated control programs the users can upload and execute, which calls for minimally invasive safety routines with provable performance guarantees.Comment: 13 pages, 7 figures, 3 code samples, 72 reference

    Biopsychosocial Assessment and Ergonomics Intervention for Sustainable Living: A Case Study on Flats

    Get PDF
    This study proposes an ergonomics-based approach for those who are living in small housings (known as flats) in Indonesia. With regard to human capability and limitation, this research shows how the basic needs of human beings are captured and analyzed, followed by proposed designs of facilities and standard living in small housings. Ninety samples were involved during the study through in- depth interview and face-to-face questionnaire. The results show that there were some proposed of modification of critical facilities (such as multifunction ironing work station, bed furniture, and clothesline) and validated through usability testing. Overall, it is hoped that the proposed designs will support biopsychosocial needs and sustainability

    Developing service supply chains by using agent based simulation

    Get PDF
    The Master thesis present a novel approach to model a service supply chain with agent based simulation. Also, the case study of thesis is related to healthcare services and research problem includes facility location of healthcare centers in Vaasa region by considering the demand, resource units and service quality. Geographical information system is utilized for locating population, agent based simulation for patients and their illness status probability, and discrete event simulation for healthcare services modelling. Health centers are located on predefined sites based on managers’ preference, then each patient based on the distance to health centers, move to the nearest point for receiving the healthcare services. For evaluating cost and services condition, various key performance indicators have defined in the modelling such as Number of patient in queue, patients waiting time, resource utilization, and number of patients ratio yielded by different of inflow and outflow. Healthcare managers would be able to experiment different scenarios based on changing number of resource units or location of healthcare centers, and subsequently evaluate the results without necessity of implementation in real life.fi=Opinnäytetyö kokotekstinä PDF-muodossa.|en=Thesis fulltext in PDF format.|sv=Lärdomsprov tillgängligt som fulltext i PDF-format

    ICTERI 2020: ІКТ в освіті, дослідженнях та промислових застосуваннях. Інтеграція, гармонізація та передача знань 2020: Матеріали 16-ї Міжнародної конференції. Том II: Семінари. Харків, Україна, 06-10 жовтня 2020 р.

    Get PDF
    This volume represents the proceedings of the Workshops co-located with the 16th International Conference on ICT in Education, Research, and Industrial Applications, held in Kharkiv, Ukraine, in October 2020. It comprises 101 contributed papers that were carefully peer-reviewed and selected from 233 submissions for the five workshops: RMSEBT, TheRMIT, ITER, 3L-Person, CoSinE, MROL. The volume is structured in six parts, each presenting the contributions for a particular workshop. The topical scope of the volume is aligned with the thematic tracks of ICTERI 2020: (I) Advances in ICT Research; (II) Information Systems: Technology and Applications; (III) Academia/Industry ICT Cooperation; and (IV) ICT in Education.Цей збірник представляє матеріали семінарів, які були проведені в рамках 16-ї Міжнародної конференції з ІКТ в освіті, наукових дослідженнях та промислових застосуваннях, що відбулася в Харкові, Україна, у жовтні 2020 року. Він містить 101 доповідь, які були ретельно рецензовані та відібрані з 233 заявок на участь у п'яти воркшопах: RMSEBT, TheRMIT, ITER, 3L-Person, CoSinE, MROL. Збірник складається з шести частин, кожна з яких представляє матеріали для певного семінару. Тематична спрямованість збірника узгоджена з тематичними напрямками ICTERI 2020: (I) Досягнення в галузі досліджень ІКТ; (II) Інформаційні системи: Технології і застосування; (ІІІ) Співпраця в галузі ІКТ між академічними і промисловими колами; і (IV) ІКТ в освіті

    Instructional eLearning technologies for the vision impaired

    Get PDF
    The principal sensory modality employed in learning is vision, and that not only increases the difficulty for vision impaired students from accessing existing educational media but also the new and mostly visiocentric learning materials being offered through on-line delivery mechanisms. Using as a reference Certified Cisco Network Associate (CCNA) and IT Essentials courses, a study has been made of tools that can access such on-line systems and transcribe the materials into a form suitable for vision impaired learning. Modalities employed included haptic, tactile, audio and descriptive text. How such a multi-modal approach can achieve equivalent success for the vision impaired is demonstrated. However, the study also shows the limits of the current understanding of human perception, especially with respect to comprehending two and three dimensional objects and spaces when there is no recourse to vision
    corecore