4,951 research outputs found
Neural Task Programming: Learning to Generalize Across Hierarchical Tasks
In this work, we propose a novel robot learning framework called Neural Task
Programming (NTP), which bridges the idea of few-shot learning from
demonstration and neural program induction. NTP takes as input a task
specification (e.g., video demonstration of a task) and recursively decomposes
it into finer sub-task specifications. These specifications are fed to a
hierarchical neural program, where bottom-level programs are callable
subroutines that interact with the environment. We validate our method in three
robot manipulation tasks. NTP achieves strong generalization across sequential
tasks that exhibit hierarchal and compositional structures. The experimental
results show that NTP learns to generalize well to- wards unseen tasks with
increasing lengths, variable topologies, and changing objectives.Comment: ICRA 201
A Portable Augmented Reality Science Laboratory
Augmented Reality (AR) is a technology which overlays virtual objects on the real
world; generates three-dimensional (3D) virtual objects and provides an interactive
interface which people can work in the real world and interact with 3D virtual objects at
the same time. AR has the potential to engage and motivate learners to explore material
from a variety of differing perspective, and has been shown to be particularly useful for
teaching subject matter that students could not possibly experience first hand in the real
world. This report provides a conceptual framework of a simulated augmented reality
lab which could be used in teaching science in classrooms. The recent years, the
importance of lab-based courses and its significant role in the science education is
irrefutable. The use of AR in formal education could prove a key component in future
learning environments that are richly populated with a blend of hardware and software
applications. The aim of this project is to enhance the teaching and learning of science
by complementing the existing traditional lab with the use of a simulated augmented
reality lab. The system architecture and the technical aspects of the proposed project
will be described. Implementation issues and benefits of the proposed AR Lab will be
highlighted
Spartan Daily, December 8, 2003
Volume 121, Issue 67https://scholarworks.sjsu.edu/spartandaily/9933/thumbnail.jp
Spartan Daily, December 8, 2003
Volume 121, Issue 67https://scholarworks.sjsu.edu/spartandaily/9933/thumbnail.jp
Spartan Daily, December 8, 2003
Volume 121, Issue 67https://scholarworks.sjsu.edu/spartandaily/9933/thumbnail.jp
Aplicação para smartphone ’Practice As You Walk’: mobile learning e gamification em ensaio coral
With the worldwide massification of mobile devices, the use of technology for pedagogical
purposes in the context of music learning has proven to be an indispensable
tool for ensuring motivation among students. By exploring the implementation of
concepts such as gamification and mobile learning in music education, mentioning
relevant case studies in this field, this dissertation culminates with the development
of an application for Android smartphones entitled ’Practice As You Walk’. As the
name implies, this learning tool consists in the reproduction of musical excerpts
at the user’s walking pace, being a form of musical practice that stimulates the
memorization of music pieces and synchronization ability of the individual. For the
development of the application, this work explores innovative methods used for step
detection through integrated sensors on mobile devices, such as the accelerometer
and the gyroscope, and also presents the fundamentals of the MIDI communication
protocol for the digital transmission of events related with musical performance.
Two methods for smartphone-based step detection are proposed, with the rulebased
method attaining an F1-score of 99% and the machine learning method
attaining an F1-score of 95.84%. The development of the application, initially in
the Unity platform, consists of integrating classes for MIDI file manipulation and
processing with the ability to interpret and reproduce them at the user’s walking
pace. Due to some faults identified in the music playback mechanism, migration to
the Android Studio IDE took place through a third-party library that integrates the
Sonivox EAS synthesizer. This abstraction from the playback mechanism allowed
direct incorporation of the core functionalities developed in Unity and focus on the
construction of a captivating user interface. Finally, within the pedagogical purpose
of the present work, the application was tested by members of a children and
youth choir. The questionnaire revealed general satisfaction with the application,
allowing collection of opinions and suggestions on potential future improvements.Com a massificação global dos dispositivos móveis, o uso da tecnologia para fins
pedagógicos no contexto da aprendizagem musical revelou ser uma ferramenta imprescindível
para assegurar a motivação dos estudantes. Explorando a implementação
dos conceitos de gamification e mobile learning no ensino da música, referindo
casos de estudo relevantes neste campo, esta dissertação culmina com o desenvolvimento
de uma aplicação para smartphones Android denominada ’Practice As
You Walk’. Conforme indica o nome, esta ferramenta de aprendizagem consiste
na reprodução de excertos musicais ao ritmo determinado pelo passo do utilizador,
sendo uma forma de prática musical que estimula no indivíduo a memorização de
obras musicais e a capacidade de sincronização. Com vista ao desenvolvimento da
aplicação, são explorados neste trabalho métodos inovadores utilizados na deteção
de passo através de sensores incorporados nos dispositivos móveis, tais como o
acelerómetro e o giroscópio, e também apresentados os fundamentos do protocolo
de comunicação MIDI para a transmissão digital de eventos relacionados com a
interpretação musical. São propostos dois métodos para a deteção de passo com
recurso a um smartphone, tendo o método baseado em regras atingido um F1-score
de 99% e o método baseado em aprendizagem automática um F1-score de 95.84%.
O desenvolvimento da aplicação, inicialmente na plataforma Unity, consiste na integração
de classes para a manipulação e processamento de ficheiros MIDI com a
capacidade de leitura e reprodução dos mesmos ao ritmo do passo do utilizador.
Devido a alguns defeitos identificados no mecanismo de reprodução, segue-se a
migração para o ambiente de desenvolvimento Android Studio recorrendo a uma
biblioteca que integra o sintetizador Sonivox EAS. Esta abstração do mecanismo
de reprodução permite a integração direta das funcionalidades desenvolvidas em
Unity e um maior foco na construção de uma interface de utilizador cativante. Por
fim, no âmbito pedagógico deste trabalho, a aplicação foi testada por membros de
um coro infanto-juvenil. Um questionário revelou satisfação geral com a aplicação
e permitiu a recolha de opiniões e sugestões tendo em vista potenciais melhorias.Mestrado em Engenharia Eletrónica e Telecomunicaçõe
FROM A RESEARCH PROTOTYPE TO A DEPLOYED SYSTEM: THE CASE OF THE HECHT MUSEUM VISITOR\u27S GUIDE
Cultural heritage, Deployment, Mobile guides, Research prototype
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