167,408 research outputs found

    Artefacts: Minecraft meets Collaborative Interactive Evolution

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    The Orion constellation as an installation - An innovative three dimensional teaching and learning environment

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    Visualising the three dimensional distribution of stars within a constellation is highly challenging for both students and educators, but when carried out in an interactive collaborative way it can create an ideal environment to explore common misconceptions about size and scale within astronomy. We present how the common table top activities based upon the Orion constellation miss out on this opportunity. Transformed into a walk-through Orion installation that includes the position of our Solar system, it allows the students to fully immerse themselves within the model and experience parallax. It enables participants to explore within the installation many other aspects of astronomy relating to sky culture, stellar evolution, and stellar timescales establishing an innovative learning and teaching environment.Comment: 2 pages, submitted to The Physics Teacher - Colum

    Picbreeder: A Case Study in Collaborative Evolutionary Exploration of Design Space

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    For domains in which fitness is subjective or difficult to express formally, interactive evolutionary computation (IEC) is a natural choice. It is possible that a collaborative process combining feedback from multiple users can improve the quality and quantity of generated artifacts. Picbreeder, a large-scale online experiment in collaborative interactive evolution (CIE), explores this potential. Picbreeder is an online community in which users can evolve and share images, and most importantly, continue evolving others\u27 images. Through this process of branching from other images, and through continually increasing image complexity made possible by the underlying neuroevolution of augmenting topologies (NEAT) algorithm, evolved images proliferate unlike in any other current IEC system. This paper discusses not only the strengths of the Picbreeder approach, but its challenges and shortcomings as well, in the hope that lessons learned will inform the design of future CIE systems

    Managing evolution and change in web-based teaching and learning environments

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    The state of the art in information technology and educational technologies is evolving constantly. Courses taught are subject to constant change from organisational and subject-specific reasons. Evolution and change affect educators and developers of computer-based teaching and learning environments alike – both often being unprepared to respond effectively. A large number of educational systems are designed and developed without change and evolution in mind. We will present our approach to the design and maintenance of these systems in rapidly evolving environments and illustrate the consequences of evolution and change for these systems and for the educators and developers responsible for their implementation and deployment. We discuss various factors of change, illustrated by a Web-based virtual course, with the objective of raising an awareness of this issue of evolution and change in computer-supported teaching and learning environments. This discussion leads towards the establishment of a development and management framework for teaching and learning systems

    Virtual reality in the service of user participation in architecture

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    The issue of user participation in the processes of building and urban design is enjoying renewed attention following its relative neglect over the last 20 years due, in large measure, to significant advances in emerging information technologies, particularly multimedia, virtual reality and internet technologies. This paper re-established the theoretical framework for participatory design evolved in the late sixties and early seventies as part of the movement towards a more explicit design methodology and attempts an explanation of why the concept failed to gain commitment from the architectural and urban design professionals. The paper then gives an account of two significant developments in the evolution of the application of information technologies with which the authors have been engaged. These are: i. a responsive and interactive interface to wholly immersive and realistic virtual reality representations of proposed buildings and urban neighbourhoods. ii. an intuitive and platform-independent VR modelling environment allowing collaborative evolution of the scheme from within the virtual world. The impact of these IT developments is demonstrated in the context of the design of a leisure facility for a community of users with physical impairment

    Collaborative participatory research as a learning process: the case of CIP and CARE in Peru

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    Participatory research (PR) has been analyzed and documented from different points of view, but particularly taking into consideration the benefits that this process generates for farmers. Studies of the benefits of PR for other actors such as field staff, researchers and organizations have been limited, with organizational learning receiving the least attention. This paper analyzes the interaction between the International Potato Center (CIP) and CARE in Peru and makes the case that PR can also contribute to creating a collaborative learning environment that generates important lessons for the individuals and organizations involved. The paper describes the evolution of the collaborative environment of these two institutions for more than a decade. Three interactive learning periods are presented, namely the “information transfer period” (1993 –1996) the “action-learning period” (1997-2002), and the “social learning period” (on-going). Several lessons from each period, as well as changes in institutional contexts and perceptions, are described. The CIP-CARE case shows that research and developmentoriented organizations can interact fruitfully using PR as a mechanism to promote learning, as well as flexibility in interaction and innovativeness, and that a process of osmosis of information occurs between groups that use PR in a specific case to other groups within the organizations, influencing behavior. However, the paper also indicates that institutional learning should be promoted more specifically in order to extract guidelines from the lessons, which can influence the way organizations plan and implement their projects in a constantly changing environment

    The Case for a Mixed-Initiative Collaborative Neuroevolution Approach

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    It is clear that the current attempts at using algorithms to create artificial neural networks have had mixed success at best when it comes to creating large networks and/or complex behavior. This should not be unexpected, as creating an artificial brain is essentially a design problem. Human design ingenuity still surpasses computational design for most tasks in most domains, including architecture, game design, and authoring literary fiction. This leads us to ask which the best way is to combine human and machine design capacities when it comes to designing artificial brains. Both of them have their strengths and weaknesses; for example, humans are much too slow to manually specify thousands of neurons, let alone the billions of neurons that go into a human brain, but on the other hand they can rely on a vast repository of common-sense understanding and design heuristics that can help them perform a much better guided search in design space than an algorithm. Therefore, in this paper we argue for a mixed-initiative approach for collaborative online brain building and present first results towards this goal.Comment: Presented at WebAL-1: Workshop on Artificial Life and the Web 2014 (arXiv:1406.2507

    Genetic Programming for Smart Phone Personalisation

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    Personalisation in smart phones requires adaptability to dynamic context based on user mobility, application usage and sensor inputs. Current personalisation approaches, which rely on static logic that is developed a priori, do not provide sufficient adaptability to dynamic and unexpected context. This paper proposes genetic programming (GP), which can evolve program logic in realtime, as an online learning method to deal with the highly dynamic context in smart phone personalisation. We introduce the concept of collaborative smart phone personalisation through the GP Island Model, in order to exploit shared context among co-located phone users and reduce convergence time. We implement these concepts on real smartphones to demonstrate the capability of personalisation through GP and to explore the benefits of the Island Model. Our empirical evaluations on two example applications confirm that the Island Model can reduce convergence time by up to two-thirds over standalone GP personalisation.Comment: 43 pages, 11 figure

    Emergent Communication in Interactive Sketch Question Answering

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    Vision-based emergent communication (EC) aims to learn to communicate through sketches and demystify the evolution of human communication. Ironically, previous works neglect multi-round interaction, which is indispensable in human communication. To fill this gap, we first introduce a novel Interactive Sketch Question Answering (ISQA) task, where two collaborative players are interacting through sketches to answer a question about an image in a multi-round manner. To accomplish this task, we design a new and efficient interactive EC system, which can achieve an effective balance among three evaluation factors, including the question answering accuracy, drawing complexity and human interpretability. Our experimental results including human evaluation demonstrate that multi-round interactive mechanism facilitates targeted and efficient communication between intelligent agents with decent human interpretability.Comment: Accepted by NeurIPS 202
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