983 research outputs found

    Onsetsu hyoki no kyotsusei ni motozuita Ajia moji nyuryoku intafesu ni kansuru kenkyu

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    制度:新 ; 報告番号:甲3450号 ; 学位の種類:博士(国際情報通信学) ; 授与年月日:2011/10/26 ; 早大学位記番号:新577

    Chatbots for learning: A review of educational chatbots for the Facebook Messenger

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    With the exponential growth in the mobile device market over the last decade, chatbots are becoming an increasingly popular option to interact with users, and their popularity and adoption are rapidly spreading. These mobile devices change the way we communicate and allow ever-present learning in various environments. This study examined educational chatbots for Facebook Messenger to support learning. The independent web directory was screened to assess chatbots for this study resulting in the identification of 89 unique chatbots. Each chatbot was classified by language, subject matter and developer's platform. Finally, we evaluated 47 educational chatbots using the Facebook Messenger platform based on the analytic hierarchy process against the quality attributes of teaching, humanity, affect, and accessibility. We found that educational chatbots on the Facebook Messenger platform vary from the basic level of sending personalized messages to recommending learning content. Results show that chatbots which are part of the instant messaging application are still in its early stages to become artificial intelligence teaching assistants. The findings provide tips for teachers to integrate chatbots into classroom practice and advice what types of chatbots they can try out.Web of Science151art. no. 10386

    A marketing plan for smart bengali idiomatic proverb serv

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    Trabalho de projecto apresentado como requisito parcial para a obtenção do grau de Mestre em Gestão de Informação, especialização em Inteligência de MarketingBengali is one of the most verbal communications, graded seventh in the globe bearing in mind the situation of the country. This paper offers an online model for smart Bengali Idiomatic proverb service as well as intelligence marketing plan for revenue. In present circumstances Google translator service is not respectable, specially proverb translator because Google is not tranquil interpreted Bengali proverb precisely and nobody has planned to provide Bengali Idiomatic proverb service that will bring revenue. Now a day’s information is actual significant for real decisions making. The information can be gained from several bases and can able to use different kinds of tools for effective decision making. Marketing Intelligence is a new topic in marketing, there are not several possessions in works. The marketing plans by using information system sustained from marketing intelligence. Kotler's definition says, Intelligence Scheme of marketing is more than a scheme of information gathering or a set of information technologies. Software marketing make vital tactical decisions to exploit profits and success of the business (Öztürk, S., Okumuş, A., & Mutlu, F. 2012). As a result, the proposed project aims to improve online Bengali Idiomatic Proverb Service Model for service of excellence as well as create a business model canvas with marketing plan to observe current market situation of proposed service model that will forecast sales of profit. Therefore, the proposed research has used technological model to get good decision for marketing plan. Good decision assists to increase high number of productivity and profitability because computerized systems which assist the marketing decision to improve marketing plan (Dragomir, C., & Surugiu, F. 2015). In this case, the proposed project has chosen four different types of steps. There are Bengali Idiomatic Proverb Service Model, Online payment model, Business Model Canvas with Marketing plan. The propose project has used visual studio.net, HTML, CSS, nine building blocks for Business model canvas and kotler’s and keller’s marketing plan to develop a model for Bengali Idiomatic proverb service

    Health Checkup and Telemedical Intervention Program for Preventive Medicine in Developing Countries: Verification Study

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    Background: The prevalence of non-communicable diseases is increasing throughout the world, including developing countries. / Objective: The intent was to conduct a study of a preventive medical service in a developing country, combining eHealth checkups and teleconsultation as well as assess stratification rules and the short-term effects of intervention. / Methods: We developed an eHealth system that comprises a set of sensor devices in an attaché case, a data transmission system linked to a mobile network, and a data management application. We provided eHealth checkups for the populations of five villages and the employees of five factories/offices in Bangladesh. Individual health condition was automatically categorized into four grades based on international diagnostic standards: green (healthy), yellow (caution), orange (affected), and red (emergent). We provided teleconsultation for orange- and red-grade subjects and we provided teleprescription for these subjects as required. / Results: The first checkup was provided to 16,741 subjects. After one year, 2361 subjects participated in the second checkup and the systolic blood pressure of these subjects was significantly decreased from an average of 121 mmHg to an average of 116 mmHg (P<.001). Based on these results, we propose a cost-effective method using a machine learning technique (random forest method) using the medical interview, subject profiles, and checkup results as predictor to avoid costly measurements of blood sugar, to ensure sustainability of the program in developing countries. / Conclusions: The results of this study demonstrate the benefits of an eHealth checkup and teleconsultation program as an effective health care system in developing countries

    Understanding Technology as Situated Practice: Everyday use of Voice User Interfaces Among Diverse Groups of Users in Urban India

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    Abstract: As smartphones have become ubiquitous across urban India, voice user interfaces (VUIs) are increasingly becoming part of diverse groups of users’ daily experiences. These technologies are now generally accessible as a result of improvements in mobile Internet access, [-8.5pc]Biography is Required. Please provide. introduction of low-cost smartphones and the ongoing process of their localisation into Indian languages. However, when people engage with technologies in their everyday lives, they not only enact the material attributes of the artifact but also draw on their skills, social positions, prior experience and societal norms and expectations to make use of the artifact. Drawing on Orlikowski’s analytical framework of “technologies-in-practice” we engage in an interview-based exploratory study among diverse groups of users in urban India to understand use of VUIs as situated practice. We identify three technologies-in-practice emerging through enactment of VUIs on users’ smartphones: looking up, learning and leisure. We argue that – instead of asking why and how users appropriate VUIs – identifying different kinds of enactments of VUIs present researchers and practitioners with a more nuanced understanding of existing and potential use of VUIs across varied contexts

    The computerization of archaeology: survey on AI techniques

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    This paper analyses the application of artificial intelligence techniques to various areas of archaeology and more specifically: a) The use of software tools as a creative stimulus for the organization of exhibitions; the use of humanoid robots and holographic displays as guides that interact and involve museum visitors; b) The analysis of methods for the classification of fragments found in archaeological excavations and for the reconstruction of ceramics, with the recomposition of the parts of text missing from historical documents and epigraphs; c) The cataloguing and study of human remains to understand the social and historical context of belonging with the demonstration of the effectiveness of the AI techniques used; d) The detection of particularly difficult terrestrial archaeological sites with the analysis of the architectures of the Artificial Neural Networks most suitable for solving the problems presented by the site; the design of a study for the exploration of marine archaeological sites, located at depths that cannot be reached by man, through the construction of a freely explorable 3D version
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