22,364 research outputs found
Using motivation derived from computer gaming in the context of computer based instruction
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
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
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
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
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
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
The Sound Manifesto
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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