804 research outputs found

    A review on integration of artificial intelligence into water quality modelling

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    2005-2006 > Academic research: refereed > Publication in refereed journalAccepted ManuscriptPublishe

    A review on the integration of artificial intelligence into coastal modeling

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    Author name used in this publication: Kwokwing Chau2005-2006 > Academic research: refereed > Publication in refereed journalAccepted ManuscriptPublishe

    identifying archaeological knowledge using multi dimensional scaling and multiple constraint satisfaction

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    In this thesis, I look at the current state of research in two fields: the cognitive psychology of learning and expertise & the development of Intelligent Tutoring Systems, especially their methods of modelling the users knowledge state. Within these areas I proceed to examine the way that these theories have overlapped in the past and consider their recent divergence, suggesting that this parting of the ways is premature. I then consider other relevent research so as to suggest a hypothesis where a symbolic connectionist approach to the modelling of knowledge states could be a solution to previous difficulties in the field of Intelligent Tutoring. This hypothesis is then used to construct a method for its examination and also a computer program to analyse the collected data. I then undertake experimental work to validate my hypothesis, and compare my results and methods with a pre-established technique for interpreting the data, that of multi-dimensional scaling. Finally the method now shown to be feasible is discussed to indicate the its success and highlight its shortcomings. Further suggestions are also made as to further research avenues

    An Object-Oriented Programming Environment for Parallel Genetic Algorithms

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    This thesis investigates an object-oriented programming environment for building parallel applications based on genetic algorithms (GAs). It describes the design of the Genetic Algorithms Manipulation Environment (GAME), which focuses on three major software development requirements: flexibility, expandability and portability. Flexibility is provided by GAME through a set of libraries containing pre-defined and parameterised components such as genetic operators and algorithms. Expandability is offered by GAME'S object-oriented design. It allows applications, algorithms and genetic operators to be easily modified and adapted to satisfy diverse problem's requirements. Lastly, portability is achieved through the use of the standard C++ language, and by isolating machine and operating system dependencies into low-level modules, which are hidden from the application developer by GAME'S application programming interfaces. The development of GAME is central to the Programming Environment for Applications of PArallel GENetic Algorithms project (PAPAGENA). This is the principal European Community (ESPRIT III) funded parallel genetic algorithms project. It has two main goals: to provide a general-purpose tool kit, supporting the development and analysis of large-scale parallel genetic algorithms (PGAs) applications, and to demonstrate the potential of applying evolutionary computing in diverse problem domains. The research reported in this thesis is divided in two parts: i) the analysis of GA models and the study of existing GA programming environments from an application developer perspective; ii) the description of a general-purpose programming environment designed to help with the development of GA and PGA-based computer programs. The studies carried out in the first part provide the necessary understanding of GAs' structure and operation to outline the requirements for the development of complex computer programs. The second part presents GAME as the result of combining development requirements, relevant features of existing environments and innovative ideas, into a powerful programming environment. The system is described in terms of its abstract data structures and sub-systems that allow the representation of problems independently of any particular GA model. GAME's programming model is also presented as general-purpose object-oriented framework for programming coarse-grained parallel applications. GAME has a modular architecture comprising five modules: the Virtual Machine, the Parallel Execution Module, the Genetic Libraries, the Monitoring Control Module, and the Graphic User Interface. GAME's genetic-oriented abstract data structures, and the Virtual Machine, isolates genetic operators and algorithms from low-level operations such as memory management, exception handling, etc. The Parallel Execution Module supports GAME's object- oriented parallel programming model. It defines an application programming interface and a runtime library that allow the same parallel application, created within the environment, to run on different hardware and operating system platforms. The Genetic Libraries outline a hierarchy of components implemented as parameterised versions of standard and custom genetic operators, algorithms and applications. The Monitoring Control Module supports dynamic control and monitoring of simulations, whereas the Graphic User Interface defines a basic framework and graphic 'widgets' for displaying and entering data. This thesis describes the design philosophy and rationale behind these modules, covering in more detail the Virtual Machine, the Parallel Execution Module and the Genetic Libraries. The assessment discusses the system's ability to satisfy the main requirements of GA and PGA software development, as well as the features that distinguish GAME from other programming environments

    On Learning SQL:Disentangling concepts in Data Systems Education

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    Integration of Abductive and Deductive Inference Diagnosis Model and Its Application in Intelligent Tutoring System

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    This dissertation presents a diagnosis model, Integration of Abductive and Deductive Inference diagnosis model (IADI), in the light of the cognitive processes of human diagnosticians. In contrast with other diagnosis models, that are based on enumerating, tracking and classifying approaches, the IADI diagnosis model relies on different inferences to solve the diagnosis problems. Studies on a human diagnosticians\u27 process show that a diagnosis process actually is a hypothesizing process followed by a verification process. The IADI diagnosis model integrates abduction and deduction to simulate these processes. The abductive inference captures the plausible features of this hypothesizing process while the deductive inference presents the nature of the verification process. The IADI diagnosis model combines the two inference mechanisms with a structure analysis to form the three steps of diagnosis, mistake detection by structure analysis, misconception hypothesizing by abductive inference, and misconception verification by deductive inference. An intelligent tutoring system, Recursive Programming Tutor (RPT), has been designed and developed to teach students the basic concepts of recursive programming. The RPT prototype illustrates the basic features of the IADI diagnosis approach, and also shows a hypertext-based tutoring environment and the tutoring strategies, such as concentrating diagnosis on the key steps of problem solving, organizing explanations by design plans and incorporating the process of tutoring into diagnosis

    Form Follows Feeling – The Acquisition of Design Expertise and the Function of Aesthesis in the Design Process

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    While the consideration of functional and technical criteria, as well as a sense of coherence are basic requirements for solving a design problem; it is the ability to induce an intended quality of aesthetic experience that is the hallmark of design expertise. Expert designers possess a highly developed sense of design, or what in this research is called aesthesis. Reflection on 25 years teaching design in the USA, Hungary, and China led to the observation that most successful design students, more than intellectual ability, drawing, model making or drive, all seemed to possess what may be called an intuitive sense of good design. It is not that they already know how to design, or that they are natural designers, it is that they have a more developed sense aesthesis. This research takes a multi-disciplinary approach to build a theory that describes what is involved in acquiring design expertise,identifies how aesthesis functions in the design process, and determines if what appears to be an intuitive sense of design is just natural talent or an acquired ability.While the consideration of functional and technical criteria, as well as a sense of coherence are basic requirements for solving a design problem; it is the ability to induce an intended quality of aesthetic experience that is the hallmark of design expertise. Expert designers possess a highly developed sense of design, or what in this research is called aesthesis. Reflection on 25 years teaching design in the USA, Hungary, and China led to the observation that most successful design students, more than intellectual ability, drawing, model making or drive, all seemed to possess what may be called an intuitive sense of good design. It is not that they already know how to design, or that they are natural designers, it is that they have a more developed sense aesthesis. This research takes a multi-disciplinary approach to build a theory that describes what is involved in acquiring design expertise,identifies how aesthesis functions in the design process, and determines if what appears to be an intuitive sense of design is just natural talent or an acquired ability.The research started with topics related to design methodology, which led to questions related to cognitive psychology, especially theories of problem-solving. An in-depth review of research in embodied cognition challenged the disembodied concept of the mind and related presuppositions, and reintroduced the body as an essential aspect of human cognition. This lead to related topics including: pre-noetic (pre-verbal) knowledge, the cognitive architecture of the brain, sense mechanisms and perception, limitations and types of memory as well as the processing capacity of the brain, and especially how emotions/feelings function in human cognition, offering insight into how designing functions as a cognitive process. The research provides evidence that more than technical rationality, expert designers rely heavily on a highly developed embodied way of knowing (tacit knowledge) througout the design process that allows them to know more than they can say. Indeed, this is the hallmark of expert performers in many fields. However, this ability is not to be understood as natural talent, but as a result of an intense developmental process that includes years of deliberate practice necessary to restructure the brain and adapt the body in a manner that facilitates exceptional performance. For expert designers it is aesthesis (a kind of body knowledge), functioning as a meta-heuristic, that allows them to solve a complex problem situation in a manner that appears effortless. Aesthesis is an ability that everyone possesses, but that expert designers have highly developed and adapted to allow them to produce buildings and built environments that induce an intended quality of aesthetic experience in the user. It is a cognitive ability that functions to both (re)structure the design problem and evaluate the solution; and allows the designer to inhabit the design world feelingly while seeking aesthetic resonance that anticipates the quality of atmosphere another is likely to experience. This ability is critical to the acquisition of design expertise

    Form Follows Feeling – The Acquisition of Design Expertise and the Function of Aesthesis in the Design Process

    Get PDF
    While the consideration of functional and technical criteria, as well as a sense of coherence, are basic requirements for solving a design problem; it is the ability to induce an intended quality of aesthetic experience that is the hallmark of design expertise. Expert designers possess a highly developed sense of design, or what in this research is called aesthesis. Reflection on 25 years teaching design in the USA, Hungary, and China led to the observation that most successful design students, more than intellectual ability, drawing, model making or drive, all seemed to possess what may be called an intuitive sense of good design. It is not that they already know how to design, or that they are natural designers, it is that they have a more developed sense aesthesis. This research takes a multi-disciplinary approach to build a theory that describes what is involved in acquiring design expertise, identifies how aesthesis functions in the design process and determines if what appears to be an intuitive sense of design is just natural talent or an acquired ability. The research started with topics related to design methodology, which led to questions related to cognitive psychology, especially theories of problem-solving. An in-depth review of research in embodied cognition challenged the disembodied concept of the mind and related presuppositions and reintroduced the body as an essential aspect of human cognition. This lead to related topics including: pre-noetic (pre-verbal) knowledge, the cognitive architecture of the brain, sense mechanisms and perception, limitations and types of memory as well as the processing capacity of the brain, and especially how emotions/feelings function in human cognition, offering insight into how designing functions as a cognitive process.  The research provides evidence that more than technical rationality, expert designers rely heavily on a highly developed embodied way of knowing (tacit knowledge) throughout the design process that allows them to know more than they can say. Indeed, this is the hallmark of expert performers in many fields. However, this ability is not to be understood as natural talent, but as a result of an intense developmental process that includes years of deliberate practice necessary to restructure the brain and adapt the body in a manner that facilitates exceptional performance. For expert designers it is aesthesis (a kind of body knowledge), functioning as a meta-heuristic, that allows them to solve a complex problem situation in a manner that appears effortless. Aesthesis is an ability that everyone possesses that expert designers have highly developed and adapted to allow them to produce buildings and built environments that induce an intended quality of aesthetic experience to the user. It is a cognitive ability that functions to both (re)structure the design problem, evaluates the solution and allows the designer to inhabit the design world feelingly while seeking aesthetic resonance that anticipates the quality of atmosphere another is likely to experience. This ability is critical to the acquisition of design expertise
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