31,589 research outputs found
Serious Games in Cultural Heritage
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
Developing serious games for cultural heritage: a state-of-the-art review
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
Towards Accountable AI: Hybrid Human-Machine Analyses for Characterizing System Failure
As machine learning systems move from computer-science laboratories into the
open world, their accountability becomes a high priority problem.
Accountability requires deep understanding of system behavior and its failures.
Current evaluation methods such as single-score error metrics and confusion
matrices provide aggregate views of system performance that hide important
shortcomings. Understanding details about failures is important for identifying
pathways for refinement, communicating the reliability of systems in different
settings, and for specifying appropriate human oversight and engagement.
Characterization of failures and shortcomings is particularly complex for
systems composed of multiple machine learned components. For such systems,
existing evaluation methods have limited expressiveness in describing and
explaining the relationship among input content, the internal states of system
components, and final output quality. We present Pandora, a set of hybrid
human-machine methods and tools for describing and explaining system failures.
Pandora leverages both human and system-generated observations to summarize
conditions of system malfunction with respect to the input content and system
architecture. We share results of a case study with a machine learning pipeline
for image captioning that show how detailed performance views can be beneficial
for analysis and debugging
Crisis Analytics: Big Data Driven Crisis Response
Disasters have long been a scourge for humanity. With the advances in
technology (in terms of computing, communications, and the ability to process
and analyze big data), our ability to respond to disasters is at an inflection
point. There is great optimism that big data tools can be leveraged to process
the large amounts of crisis-related data (in the form of user generated data in
addition to the traditional humanitarian data) to provide an insight into the
fast-changing situation and help drive an effective disaster response. This
article introduces the history and the future of big crisis data analytics,
along with a discussion on its promise, challenges, and pitfalls
Virtual Reality Games for Motor Rehabilitation
This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
Iterative Bayesian Learning for Crowdsourced Regression
Crowdsourcing platforms emerged as popular venues for purchasing human
intelligence at low cost for large volume of tasks. As many low-paid workers
are prone to give noisy answers, a common practice is to add redundancy by
assigning multiple workers to each task and then simply average out these
answers. However, to fully harness the wisdom of the crowd, one needs to learn
the heterogeneous quality of each worker. We resolve this fundamental challenge
in crowdsourced regression tasks, i.e., the answer takes continuous labels,
where identifying good or bad workers becomes much more non-trivial compared to
a classification setting of discrete labels. In particular, we introduce a
Bayesian iterative scheme and show that it provably achieves the optimal mean
squared error. Our evaluations on synthetic and real-world datasets support our
theoretical results and show the superiority of the proposed scheme
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