42,603 research outputs found

    Emerging Linguistic Functions in Early Infancy

    Get PDF
    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

    Full text link
    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

    Get PDF
    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

    Full text link
    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

    Full text link
    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.

    Get PDF
    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

    Get PDF
    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
    • …
    corecore