42,603 research outputs found
Emerging Linguistic Functions in Early Infancy
This paper presents results from experimental
studies on early language acquisition in infants and
attempts to interpret the experimental results within
the framework of the Ecological Theory of
Language Acquisition (ETLA) recently proposed
by (Lacerda et al., 2004a). From this perspective,
the infant’s first steps in the acquisition of the
ambient language are seen as a consequence of the
infant’s general capacity to represent sensory input
and the infant’s interaction with other actors in its
immediate ecological environment. On the basis of
available experimental evidence, it will be argued
that ETLA offers a productive alternative to
traditional descriptive views of the language
acquisition process by presenting an operative
model of how early linguistic function may emerge
through interaction
A collaborative citizen science platform for real-time volunteer computing and games
Volunteer computing (VC) or distributed computing projects are common in the
citizen cyberscience (CCS) community and present extensive opportunities for
scientists to make use of computing power donated by volunteers to undertake
large-scale scientific computing tasks. Volunteer computing is generally a
non-interactive process for those contributing computing resources to a project
whereas volunteer thinking (VT) or distributed thinking, which allows
volunteers to participate interactively in citizen cyberscience projects to
solve human computation tasks. In this paper we describe the integration of
three tools, the Virtual Atom Smasher (VAS) game developed by CERN, LiveQ, a
job distribution middleware, and CitizenGrid, an online platform for hosting
and providing computation to CCS projects. This integration demonstrates the
combining of volunteer computing and volunteer thinking to help address the
scientific and educational goals of games like VAS. The paper introduces the
three tools and provides details of the integration process along with further
potential usage scenarios for the resulting platform.Comment: 12 pages, 13 figure
Icanlearn: A Mobile Application For Creating Flashcards And Social Stories\u3csup\u3etm\u3c/sup\u3e For Children With Autistm
The number of children being diagnosed with Autism Spectrum Disorder (ASD) is on the rise, presenting new challenges for their parents and teachers to overcome. At the same time, mobile computing has been seeping its way into every aspect of our lives in the form of smartphones and tablet computers. It seems only natural to harness the unique medium these devices provide and use it in treatment and intervention for children with autism.
This thesis discusses and evaluates iCanLearn, an iOS flashcard app with enough versatility to construct Social StoriesTM. iCanLearn provides an engaging, individualized learning experience to children with autism on a single device, but the most powerful way to use iCanLearn is by connecting two or more devices together in a teacher-learner relationship. The evaluation results are presented at the end of the thesis
Pseudo-labels for Supervised Learning on Dynamic Vision Sensor Data, Applied to Object Detection under Ego-motion
In recent years, dynamic vision sensors (DVS), also known as event-based
cameras or neuromorphic sensors, have seen increased use due to various
advantages over conventional frame-based cameras. Using principles inspired by
the retina, its high temporal resolution overcomes motion blurring, its high
dynamic range overcomes extreme illumination conditions and its low power
consumption makes it ideal for embedded systems on platforms such as drones and
self-driving cars. However, event-based data sets are scarce and labels are
even rarer for tasks such as object detection. We transferred discriminative
knowledge from a state-of-the-art frame-based convolutional neural network
(CNN) to the event-based modality via intermediate pseudo-labels, which are
used as targets for supervised learning. We show, for the first time,
event-based car detection under ego-motion in a real environment at 100 frames
per second with a test average precision of 40.3% relative to our annotated
ground truth. The event-based car detector handles motion blur and poor
illumination conditions despite not explicitly trained to do so, and even
complements frame-based CNN detectors, suggesting that it has learnt
generalized visual representations
Learning the Designer's Preferences to Drive Evolution
This paper presents the Designer Preference Model, a data-driven solution
that pursues to learn from user generated data in a Quality-Diversity
Mixed-Initiative Co-Creativity (QD MI-CC) tool, with the aims of modelling the
user's design style to better assess the tool's procedurally generated content
with respect to that user's preferences. Through this approach, we aim for
increasing the user's agency over the generated content in a way that neither
stalls the user-tool reciprocal stimuli loop nor fatigues the user with
periodical suggestion handpicking. We describe the details of this novel
solution, as well as its implementation in the MI-CC tool the Evolutionary
Dungeon Designer. We present and discuss our findings out of the initial tests
carried out, spotting the open challenges for this combined line of research
that integrates MI-CC with Procedural Content Generation through Machine
Learning.Comment: 16 pages, Accepted and to appear in proceedings of the 23rd European
Conference on the Applications of Evolutionary and bio-inspired Computation,
EvoApplications 202
Endogenous fantasy and learning in digital games.
Many people believe that educational games are effective because they motivate children to actively engage in a learning activity as part of playing the game. However, seminal work by Malone (1981), exploring the motivational aspects of digital games, concluded that the educational effectiveness of a digital game depends on the way in which learning content is integrated into the fantasy context of the game. In particular, he claimed that content which is intrinsically related to the fantasy will produce better learning than that which is merely extrinsically related. However, this distinction between intrinsic and extrinsic (or endogenous and exogenous) fantasy is a concept that has developed a confused standing over the following years. This paper will address this confusion by providing a review and critique of the empirical and theoretical foundations of endogenous fantasy, and its relevance to creating educational digital games. Substantial concerns are raised about the empirical basis of this work and a theoretical critique of endogenous fantasy is offered, concluding that endogenous fantasy is a misnomer, in so far as the "integral and continuing relationship" of fantasy cannot be justified as a critical means of improving the effectiveness of educational digital games. An alternative perspective on the intrinsic integration of learning content is described, incorporating game mechanics, flow and representations
Sparse Image Representation with Epitomes
Sparse coding, which is the decomposition of a vector using only a few basis
elements, is widely used in machine learning and image processing. The basis
set, also called dictionary, is learned to adapt to specific data. This
approach has proven to be very effective in many image processing tasks.
Traditionally, the dictionary is an unstructured "flat" set of atoms. In this
paper, we study structured dictionaries which are obtained from an epitome, or
a set of epitomes. The epitome is itself a small image, and the atoms are all
the patches of a chosen size inside this image. This considerably reduces the
number of parameters to learn and provides sparse image decompositions with
shiftinvariance properties. We propose a new formulation and an algorithm for
learning the structured dictionaries associated with epitomes, and illustrate
their use in image denoising tasks.Comment: Computer Vision and Pattern Recognition, Colorado Springs : United
States (2011
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