19,664 research outputs found

    Factors shaping the evolution of electronic documentation systems

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    The main goal is to prepare the space station technical and managerial structure for likely changes in the creation, capture, transfer, and utilization of knowledge. By anticipating advances, the design of Space Station Project (SSP) information systems can be tailored to facilitate a progression of increasingly sophisticated strategies as the space station evolves. Future generations of advanced information systems will use increases in power to deliver environmentally meaningful, contextually targeted, interconnected data (knowledge). The concept of a Knowledge Base Management System is emerging when the problem is focused on how information systems can perform such a conversion of raw data. Such a system would include traditional management functions for large space databases. Added artificial intelligence features might encompass co-existing knowledge representation schemes; effective control structures for deductive, plausible, and inductive reasoning; means for knowledge acquisition, refinement, and validation; explanation facilities; and dynamic human intervention. The major areas covered include: alternative knowledge representation approaches; advanced user interface capabilities; computer-supported cooperative work; the evolution of information system hardware; standardization, compatibility, and connectivity; and organizational impacts of information intensive environments

    An overview of decision table literature 1982-1995.

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    This report gives an overview of the literature on decision tables over the past 15 years. As much as possible, for each reference, an author supplied abstract, a number of keywords and a classification are provided. In some cases own comments are added. The purpose of these comments is to show where, how and why decision tables are used. The literature is classified according to application area, theoretical versus practical character, year of publication, country or origin (not necessarily country of publication) and the language of the document. After a description of the scope of the interview, classification results and the classification by topic are presented. The main body of the paper is the ordered list of publications with abstract, classification and comments.

    CBR and MBR techniques: review for an application in the emergencies domain

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    The purpose of this document is to provide an in-depth analysis of current reasoning engine practice and the integration strategies of Case Based Reasoning and Model Based Reasoning that will be used in the design and development of the RIMSAT system. RIMSAT (Remote Intelligent Management Support and Training) is a European Commission funded project designed to: a.. Provide an innovative, 'intelligent', knowledge based solution aimed at improving the quality of critical decisions b.. Enhance the competencies and responsiveness of individuals and organisations involved in highly complex, safety critical incidents - irrespective of their location. In other words, RIMSAT aims to design and implement a decision support system that using Case Base Reasoning as well as Model Base Reasoning technology is applied in the management of emergency situations. This document is part of a deliverable for RIMSAT project, and although it has been done in close contact with the requirements of the project, it provides an overview wide enough for providing a state of the art in integration strategies between CBR and MBR technologies.Postprint (published version

    Mental Representation and the Construction of Conceptual Understanding in Electronics Education

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    Learning about abstract electronics concepts can be difficult due to the hidden nature of the phenomena of interest. Developing understanding about electronics is therefore challenging because voltage cannot be readily observed; only the outcomes of the behaviour of voltage can be observed. Consequently modelling the phenomena of interest becomes a crucial factor in supporting learners in their development of knowledge and understanding. Visualisation skills have been promoted as important when modelling knowledge in different forms, supporting learners in their development of knowledge and understanding. Current research about electronics education, however, has tended to focus on learners’ misconceptions, experimental methods and interventions focusing on theoretical aspects of knowledge. Perspectives on learners’ actual constructions of knowledge in practice are not common. The aim of this research study, therefore, was to explore the use of external visual representations in support of learning about electronics concepts, within the context of Secondary Design and Technology education. The study adopts a case study approach and uses an interpretative cross-case synthesis methodology to explore a specific case of representation use among one class of Year 10 students. The analytical framework is designed to focus on the translation of and transition between multiple representations, including computer program code, and the representation of phenomena at three levels of representation: observable, symbolic and abstract. Data collection involved the observation of learners engaged with learning activities, documents collected from these activities, individual semi-structured interviews and participant characteristics data collected from course records. The findings show that common processes of learning are accompanied by individual developments in meaning and understanding. Individual understanding was characterised with the creation of four cognitive profiles representing key learner constructs. Understanding about abstract concepts was shown to benefit from representations where concrete referents linked with practical experience. Electronics understanding was also shown to benefit from the explanatory use of program code as a supporting method with which to model and simulate circuit behaviour. The research approach involving the close observation of learners engaging with learning activities was found to provide a greater understanding of learners’ approaches to learning in practice. The outcomes are applied to the practice of teaching electronics and modifications to the research are suggested for future researchers interested in the issues of teaching, learning and concept development in electronics education

    Paradigms for the design of multimedia learning environments in engineering

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    The starting point for this research was the belief that interactive multimedia learning environments represent a significant evolution in computer based learning and therefore their design requires a re-examination of the underlying principles of learning and knowledge representation. Current multimedia learning environments (MLEs) can be seen as descendants of the earlier technologies of computer-aided learning (CAL), intelligent tutoring systems (ITS) and videodisc-based learning systems. As such they can benefit from much of the wisdom which emerged from those technologies. However, multimedia can be distinguished from earlier technologies by its much greater facility in bringing to the learner high levels of interaction with and control over still and moving image, animation, sound and graphics. Our intuition tells us that this facility has the potential to create learning environments which are not merely substitutes for "live" teaching, but which are capable of elucidating complex conceptual knowledge in ways which have not previously been possible. If the potential of interactive multimedia for learning is to be properly exploited then it needs to be better understood. MLEs should not just be regarded as a slicker version of CAL, ITS or videodisc but a new technology requiring a reinterpretation of the existing theories of learning and knowledge representation. The work described in this thesis aims to contribute to a better understanding of the ways in which MLEs can aid learning. A knowledge engineering approach was taken to the design of a MLE for civil engineers. This involved analysing in detail the knowledge content of the learning domain in terms of different paradigms of human learning and knowledge representation. From this basis, a design strategy was developed which matched the nature of the domain knowledge to the most appropriate delivery techniques. The Cognitive Apprenticeship Model (CAM) was shown to be able to support the integration and presentation of the different categories of knowledge in a coherent instructional framework. It is concluded that this approach is helpful in enabling designers of multimedia systems both to capture and to present a rich picture of the domain. The focus of the thesis is concentrated on the domain of Civil Engineering and the learning of concepts and design skills within that domain. However, much of it could be extended to other highly visual domains such as mechanical engineering. Many of the points can also be seen to be much more widely relevant to the design of any MLE.Engineering and Physical Sciences Research Counci

    Translating Scientific Content into Accessible Formats with Visually Impaired Learners: Recommendations and a Decision Aid Based on Haptic Rules of Perception

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    Students with visual impairments (VI) miss out on science because of inaccessible visual graphics (such as pictures and diagrams) of the phenomena that are the focus of curricula. My project examines how efforts to translate these into non-visual representations, such as raised line graphics, tend to be less effective than expected because they are perceived using “rules” of haptic perception by VI learners but developed using “rules”' of visual perception by sighted designers. In response, I introduce my recommendations, in the form of a decision aid, informed by a series of interlinked concatenated studies consisting of user testing, workshops, and co-design sessions composed of multi-disciplinary teams that included VI educators, learners, inclusive designers, musicians, and domain experts from engineering and the cognitive neuroscience

    Structures in Crisis: A Narrative Approach to Asghar Farhadi’s Films

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    This paper proposes an exploration of the films of Iranian director Asghar Farhadi. It employs a methodology based on textual analysis, focusing specifically on the structural design of his films and the focalization processes of his scripts. It shows how Farhadi’s work can be understood as a coherent research project with a uniquely solid model based on chronological linearity as a way to explore the violent breakdown of different emotional communities: families, marriages, groups of friends, etc. At the same time, it considers how all the focalization processes in his films are oriented toward two main concepts: knowledge (of the characters, but also of the audience) and pain (of living in a [narrative] world afflicted by meaninglessness)

    Neurocognitive Informatics Manifesto.

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    Informatics studies all aspects of the structure of natural and artificial information systems. Theoretical and abstract approaches to information have made great advances, but human information processing is still unmatched in many areas, including information management, representation and understanding. Neurocognitive informatics is a new, emerging field that should help to improve the matching of artificial and natural systems, and inspire better computational algorithms to solve problems that are still beyond the reach of machines. In this position paper examples of neurocognitive inspirations and promising directions in this area are given

    The Makey Makey Inclusive Tangible Interface and its Educational Perspectives

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    Traditional human-computer interaction using a keyboard and mouse attached to a computer has been modified with the emergence of technologies that incorporate resources into clothing, furniture and everyday objects. These technologies open up new opportunities for designers to create innovative forms of interaction based on gestures, body movements or physical manipulation of real objects. One such innovation is the tangible interface, which allows computer users to interact with digital systems through the manipulation of physical objects. The Makey Makey interface, for example, is a printed circuit with a microcontroller that allows everyday objects to be used as computer keys. This paper presents a literature review of reported experiences with Makey Makey, the objective being to explore new educational and inclusive perspectives. For that, the main researches related to Makey Makey from 2012. The methodology used is characterized by the Goal-Question-Metric (GQM) protocol and included 14 articles in total. The results showed that the circuit can be used in several contexts, with important reports from the medical field with patients with cerebral palsy from the perspective of inclusion and motivational activities with the elderly. In addition, it was possible to verify that the contexts are varied, including entertainment, fun, games and a multitude of possibilities in the pedagogical area, especially if we consider their insertion in Early Childhood Education, integrating music and stimulating inventiveness.Ministerio de Ciencia, InnovaciĂłn y Universidades PID2019-105455GB-C31Junta de AndalucĂ­a P20_0064
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