3,949 research outputs found
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An interface to virtual environments for people who are blind using Wii technology - mental models and navigation
Accessible games, both for serious and for entertainment purposes, would allow inclusion and participation for those with disabilities. Research into the development of accessible games, and accessible virtual environments, is discussed. Research into accessible Virtual Environments has demonstrated great potential for allowing people who are blind to explore new spaces, reducing their reliance on guides, and aiding development of more efficient spatial maps and strategies. Importantly, Lahav and Mioduser (2005, 2008) have demonstrated that, when exploring virtual spaces, people who are blind use more and different strategies than when exploring real physical spaces, and develop relatively accurate spatial representations of them. The present paper describes the design, development and evaluation of a system in which a virtual environment may be explored by people who are blind using Nintendo Wii devices, with auditory and haptic feedback. The nature of the various types of feedback is considered, with the aim of creating an intuitive and usable system. Using Wii technology has many advantages, not least of which are that it is mainstream, readily available and cheap. The potential of the system for exploration and navigation is demonstrated. Results strongly support the possibilities of the system for facilitating and supporting the construction of cognitive maps and spatial strategies. Intelligent support is discussed. Systems such as the present one will facilitate the development of accessible games, and thus enable Universal Design and accessible interactive technology to become more accepted and widespread
Про деякі підходи до персоналізації щодо організації інтерфейсу користувача в автоматизованих системах
In modern automated systems, users are often facing the problem of information overload due to the ever increasing amounts of information to be processed in a short time. Working in these conditions affects the quality of users performing their functions in the system and the reliability of the systems themselves.In the article different existing approaches to solving this problem are described and analyzed, which are based on the idea of creating customized tools for users work with information. On the basis of these solutions a complex methodology of information representation and storage forms personalization is suggested, as well as software architecture based on it.In modern automated systems, users are often facing the problem of information overload due to the ever increasing amounts of information to be processed in a short time. Working in these conditions affects the quality of users performing their functions in the system and the reliability of the systems themselves.In the article different existing approaches to solving this problem are described and analyzed, which are based on the idea of creating customized tools for users work with information. On the basis of these solutions a complex methodology of information representation and storage forms personalization is suggested, as well as software architecture based on it
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The Robotics Academy: An Immersive Learning Game for Training Industrial Roboticists
Emerging technologies, including artificial intelligence (AI), robotics, digital fabrication, spatial computing, and immersive media such as Augmented Reality (AR) and Virtual Reality (VR), are changing the employment landscape across a broad range of industries. It is anticipated that these technologies will enhance research and innovation, increase productivity, and spur new types of occupations and entrepreneurship. In the architecture, engineering, and construction (AEC) fields, automated building design with advanced software facilitating mass customization will change how buildings are designed. Robotics and automation, particularly in prefabrication and large-scale 3D printing of buildings is expected to change how buildings are built. Automation technology will also transform how work is managed and conducted in the AEC sector. Therefore, it is imperative to prepare students for future changes brought by automation.
The Robotics Academy project is a cloud-based training platform designed to support AEC students in learning industrial robotics. This platform uses advances in cloud computing, VR, and learning games to create a personalized and engaging experience for developing programming and robotics operations skills. The Robotics Academy\u27s immersive learning environment aims to offer a solution for teaching robotics in a safe simulated workspace that delivers creative training while minimizing risk. This virtual modality also allows the students to acquire knowledge remotely and without relying on accessing a robotics lab.
This paper outlines the process of designing the Robotics Academy\u27s pedagogical approach, its curriculum development, and its delivery method as a VR application. The paper will also describe plans for its future development as a fully customizable and immersive learning game for training students for future jobs in industrial robotics
An open learning environment for the diagnosis, assistance and evaluation of students based on artificial intelligence
The personalized diagnosis, assistance and evaluation of students in open learning environments can be a challenging task, especially in cases that the processes need to be taking place in real-time, classroom conditions. This paper describes the design of an open learning environment under development, designed to monitor the comprehension of students, assess their prior knowledge, build individual learner profiles, provide personalized assistance and, finally, evaluate their performance by using artificial intelligence. A trial test has been performed, with the participation of 20 students, which displayed promising results
Rethinking Education in the Age of AI: The Importance of Developing Durable Skills in the Industry 4.0
This article discusses the pressing need to integrate artificial intelligence (AI) into education to facilitate customizable, individualized, and on-demand learning pathways. At the same time, while AI has the potential to expand the learner base and improve learning outcomes, the development of NACE Competencies and durable skills – communication, critical thinking, creativity, leadership, adaptability, and emotional intelligence - must be purposefully integrated in curriculum design now more than ever. Recent studies have shown that AI-driven learning pathways can achieve outcomes more quickly, but this comes at the cost of the development of durable skills. Therefore, traditional student-to-student and student-to-teacher interactions must be prioritized. As such, this study proposes a balanced approach to curriculum design to ensure the best outcomes for learners, where durable skill development is prioritized alongside subject-specific skills and rote memorization. Additionally, the article highlights the need for a combination of Just in Time Training (JITT) approaches, facilitated by AI technology, to reach the implementation of durable skills. The article concludes by questioning how to develop human skills in an increasingly AI-driven education system and emphasizes the importance of curriculum design and traditional learning approaches in creating a cohesive learning experience that develops durable skills in students. It is necessary to recognize that AI-driven education cannot replace the development of human skills, and that traditional interactions play a crucial role in developing these skills
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