594 research outputs found
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Facilitating teacher participation in intelligent computer tutor design : tools and design methods.
This work addresses the widening gap between research in intelligent tutoring systems (ITSs) and practical use of this technology by the educational community. In order to ensure that ITSs are effective, teachers must be involved in their design and evaluation. We have followed a user participatory design process to build a set of ITS knowledge acquisition tools that facilitate rapid prototyping and testing of curriculum, and are tailored for usability by teachers. The system (called KAFITS) also serves as a test-bed for experimentation with multiple tutoring strategies. The design includes novel methodologies for tutoring strategy representation (Parameterized Action Networks) and overlay student modeling (a layered student model), and incorporates considerations from instructional design theory. It also allows for considerable student control over the content and style of the information presented. Highly interactive graphics-based tools were built to facilitate design, inspection, and modification of curriculum and tutoring strategies, and to monitor the progress of the tutoring session. Evaluation of the system includes a sixteen-month case study of three educators (one being the domain expert) using the system to build a tutor for statics (forty topics representing about four hours of on-line instruction), testing the tutor on a dozen students, and using test results to iteratively improve the tutor. Detailed throughput analysis indicates that the amount of effort to build the statics tutor was, surprisingly, comparable to similar figures for building (non-intelligent) conventional computer aided instructional systems. Few ITS projects focus on educator participation and this work is the first to empirically study knowledge acquisition for ITSs. Results of the study also include: a recommended design process for building ITSs with educator participation; guidelines for training educators; recommendations for conducting knowledge acquisition sessions; and design tradeoffs for knowledge representation architectures and knowledge acquisition interfaces
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Kolab: Improvising Nomadic Tangible User Interfaces in the Workplace for Co-Located Collaboration
Tangible User Interfaces (TUIs) [Ishii 1997] offer an interface style that couples "digital information to everyday physical objects and environments" [Ishii 1997 page 2]. However this physicality may also be a limitation as the tendency to use iconic representations for tangibles can result in inflexible 'concrete and specialised objects' [Shaer 2009 page 107].
The current research investigates whether by reducing the dependence on specific tangible sets through the use of improvised tangibles we may begin to address the issue of tangible flexibility within TUIs. Improvised tangibles may be characterised by being potentially arbitrary and abstract, in that they may bear little or no resemblance to the underlying digital value. Core literature in the field (e. g. [Fitzmaurice 1996] [Ishii 2008] [Hornecker 2006] [Holmquist 1999]) suggests that a system based on improvised tangibles would suffer from impaired usability and so the research focuses on the impact on usability due to a lack of close representational significance [Ullmer 2000] during co-located collaboration.
Using a prototyping methodology a functional, shareable, TUI system was developed based on computer vision techniques using the Microsoft Kinect [Microsoft2011]. This prototype system ('Kolab') was used to explore an interaction design that supports the dynamic binding of improvised tangibles to digital values. A simple co-located collaborative task was developed using 'Kolab' and a user study was conducted to investigate the usability of the system in a collaborative context.
Within the limitations of the simple task the results of the study show that a) users appeared comfortable with improvising artefacts b) the high rate of task completion strongly suggests that a lack of close representational significance does not impair system usability and c) despite some temporary issues with users interfering with other's action an overall indication of equitable participation suggests that collaboration was not impaired by the 'Kolab' prototype
Proceedings of the ECCS 2005 satellite workshop: embracing complexity in design - Paris 17 November 2005
Embracing complexity in design is one of the critical issues and challenges of the 21st century. As the realization grows that design activities and artefacts display properties associated with complex adaptive systems, so grows the need to use complexity concepts and methods to understand these properties and inform the design of better artifacts. It is a great challenge because complexity science represents an epistemological and methodological swift that promises a holistic approach in the understanding and operational support of design. But design is also a major contributor in complexity research. Design science is concerned with problems that are fundamental in the sciences in general and complexity sciences in particular. For instance, design has been perceived and studied as a ubiquitous activity inherent in every human activity, as the art of generating hypotheses, as a type of experiment, or as a creative co-evolutionary process. Design science and its established approaches and practices can be a great source for advancement and innovation in complexity science. These proceedings are the result of a workshop organized as part of the activities of a UK government AHRB/EPSRC funded research cluster called Embracing Complexity in Design (www.complexityanddesign.net) and the European Conference in Complex Systems (complexsystems.lri.fr). Embracing complexity in design is one of the critical issues and challenges of the 21st century. As the realization grows that design activities and artefacts display properties associated with complex adaptive systems, so grows the need to use complexity concepts and methods to understand these properties and inform the design of better artifacts. It is a great challenge because complexity science represents an epistemological and methodological swift that promises a holistic approach in the understanding and operational support of design. But design is also a major contributor in complexity research. Design science is concerned with problems that are fundamental in the sciences in general and complexity sciences in particular. For instance, design has been perceived and studied as a ubiquitous activity inherent in every human activity, as the art of generating hypotheses, as a type of experiment, or as a creative co-evolutionary process. Design science and its established approaches and practices can be a great source for advancement and innovation in complexity science. These proceedings are the result of a workshop organized as part of the activities of a UK government AHRB/EPSRC funded research cluster called Embracing Complexity in Design (www.complexityanddesign.net) and the European Conference in Complex Systems (complexsystems.lri.fr)
Working Notes from the 1992 AAAI Workshop on Automating Software Design. Theme: Domain Specific Software Design
The goal of this workshop is to identify different architectural approaches to building domain-specific software design systems and to explore issues unique to domain-specific (vs. general-purpose) software design. Some general issues that cut across the particular software design domain include: (1) knowledge representation, acquisition, and maintenance; (2) specialized software design techniques; and (3) user interaction and user interface
CBR and MBR techniques: review for an application in the emergencies domain
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
Assessing and predicting the studentsâ systems thinking preference: multi-criteria decision making and machine learning
The 21st century is marked by a technological revolution that features digital implementation and high interconnectivity between systems across different domains, such as transportation, agriculture, education, and health. Although these technological changes resulted in modern systems capable of easing individualsâ lives, these systems are increasingly complex, and that increased complexity is only expected to continue. The increased system complexity is due to the rapid exchange of information between subsystems, which creates high interconnectivity and interdependence between the subsystems and their elements. Workforce skill sets, as a result, must be modified appropriately to ensure the systemsâ success. Systems Thinking is an approach that helps individuals better understand and effectively solve modern complex systems problems by encouraging holistic thinking. Systems thinking consists of two approaches holistic and reductionist views. This dissertation aims to study college engineering and non-engineering studentsâ preference for holistic thinking versus reductionist thinking, their ranking to the systems thinking dimensions, and whether this preference varies depending on demographics and general factors. Additionally, this study investigates the possibility of predicting the studentsâ preference for holistic thinking. The study uses the multi-criteria decision-making method, the Analytic Hierarchy Process and Fuzzy Analytic Hierarchy Process to determine the studentâs preferences, and uses statistical analysis such as independent sample t-test and ANOVA to evaluate the factors. Also, the study uses machine learning classification models such as Logistic Regression, Support Vector Machine, NaĂŻve Bayes, Decision Trees, voting classifiers, Bagging, and Random Forest to predict and evaluate the most predicting model. The results of the dissertation conclude that overall students prefer the reductionist approach and report the studentsâ preference towards dimensions of complexity, independence, uncertainty, systems worldview, and flexibility and the ranking difference based on some factors. Lastly, the results show that the studentsâ preference for holistic thinking can be predicted with a 77% accuracy using the Random Forest classifier
Supporting ergonomics in concept design
Supporting ergonomics in concept desig
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