22,364 research outputs found

    Using motivation derived from computer gaming in the context of computer based instruction

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    This paper was originally presented at the IEEE Technically Sponsored SAI Computing Conference 2016, London, 13-15 July 2016. Abstract— this paper explores how to exploit game based motivation as a way to promote engagement in computer-based instruction, and in particular in online learning interaction. The paper explores the human psychology of gaming and how this can be applied to learning, the computer mechanics of media presentation, affordances and possibilities, and the emerging interaction of playing games and how this itself can provide a pedagogical scaffolding to learning. In doing so the paper focuses on four aspects of Game Based Motivation and how it may be used; (i) the game player’s perception; (ii) the game designers’ model of how to motivate; (iii) team aspects and social interaction as a motivating factor; (iv) psychological models of motivation. This includes the increasing social nature of computer interaction. The paper concludes with a manifesto for exploiting game based motivation in learning

    Resonating Experiences of Self and Others enabled by a Tangible Somaesthetic Design

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    Digitalization is penetrating every aspect of everyday life including a human's heart beating, which can easily be sensed by wearable sensors and displayed for others to see, feel, and potentially "bodily resonate" with. Previous work in studying human interactions and interaction designs with physiological data, such as a heart's pulse rate, have argued that feeding it back to the users may, for example support users' mindfulness and self-awareness during various everyday activities and ultimately support their wellbeing. Inspired by Somaesthetics as a discipline, which focuses on an appreciation of the living body's role in all our experiences, we designed and explored mobile tangible heart beat displays, which enable rich forms of bodily experiencing oneself and others in social proximity. In this paper, we first report on the design process of tangible heart displays and then present results of a field study with 30 pairs of participants. Participants were asked to use the tangible heart displays during watching movies together and report their experience in three different heart display conditions (i.e., displaying their own heart beat, their partner's heart beat, and watching a movie without a heart display). We found, for example that participants reported significant effects in experiencing sensory immersion when they felt their own heart beats compared to the condition without any heart beat display, and that feeling their partner's heart beats resulted in significant effects on social experience. We refer to resonance theory to discuss the results, highlighting the potential of how ubiquitous technology could utilize physiological data to provide resonance in a modern society facing social acceleration.Comment: 18 page

    Robot Autonomy for Surgery

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    Autonomous surgery involves having surgical tasks performed by a robot operating under its own will, with partial or no human involvement. There are several important advantages of automation in surgery, which include increasing precision of care due to sub-millimeter robot control, real-time utilization of biosignals for interventional care, improvements to surgical efficiency and execution, and computer-aided guidance under various medical imaging and sensing modalities. While these methods may displace some tasks of surgical teams and individual surgeons, they also present new capabilities in interventions that are too difficult or go beyond the skills of a human. In this chapter, we provide an overview of robot autonomy in commercial use and in research, and present some of the challenges faced in developing autonomous surgical robots

    A novel approach to symbolic algebra

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    A prototype for an extensible interactive graphical term manipulation system is presented that combines pattern matching and nondeterministic evaluation to provide a convenient framework for doing tedious algebraic manipulations that so far had to be done manually in a semi-automatic fashion.Comment: 15 page

    Man and Machine: Questions of Risk, Trust and Accountability in Today's AI Technology

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    Artificial Intelligence began as a field probing some of the most fundamental questions of science - the nature of intelligence and the design of intelligent artifacts. But it has grown into a discipline that is deeply entwined with commerce and society. Today's AI technology, such as expert systems and intelligent assistants, pose some difficult questions of risk, trust and accountability. In this paper, we present these concerns, examining them in the context of historical developments that have shaped the nature and direction of AI research. We also suggest the exploration and further development of two paradigms, human intelligence-machine cooperation, and a sociological view of intelligence, which might help address some of these concerns.Comment: Preprin

    Smart matching

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    One of the most annoying aspects in the formalization of mathematics is the need of transforming notions to match a given, existing result. This kind of transformations, often based on a conspicuous background knowledge in the given scientific domain (mostly expressed in the form of equalities or isomorphisms), are usually implicit in the mathematical discourse, and it would be highly desirable to obtain a similar behavior in interactive provers. The paper describes the superposition-based implementation of this feature inside the Matita interactive theorem prover, focusing in particular on the so called smart application tactic, supporting smart matching between a goal and a given result.Comment: To appear in The 9th International Conference on Mathematical Knowledge Management: MKM 201

    Key stage 3 English : roots and research

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    The Sound Manifesto

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    Computing practice today depends on visual output to drive almost all user interaction. Other senses, such as audition, may be totally neglected, or used tangentially, or used in highly restricted specialized ways. We have excellent audio rendering through D-A conversion, but we lack rich general facilities for modeling and manipulating sound comparable in quality and flexibility to graphics. We need co-ordinated research in several disciplines to improve the use of sound as an interactive information channel. Incremental and separate improvements in synthesis, analysis, speech processing, audiology, acoustics, music, etc. will not alone produce the radical progress that we seek in sonic practice. We also need to create a new central topic of study in digital audio research. The new topic will assimilate the contributions of different disciplines on a common foundation. The key central concept that we lack is sound as a general-purpose information channel. We must investigate the structure of this information channel, which is driven by the co-operative development of auditory perception and physical sound production. Particular audible encodings, such as speech and music, illuminate sonic information by example, but they are no more sufficient for a characterization than typography is sufficient for a characterization of visual information.Comment: To appear in the conference on Critical Technologies for the Future of Computing, part of SPIE's International Symposium on Optical Science and Technology, 30 July to 4 August 2000, San Diego, C
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