1,471 research outputs found
Digital competencies to support the learning process: what skills for teachers
Current research states a new educational approach that includes technologies by analyzing the structure, limits and potential. According to the constructivist theory of Papert, it intends to illustrate how it is possible, starting with nursery school, to crteate special "learning environments" in which a digital matrix can promote attitudes ofdiscovery, group dynamics and forms of inclusive teaching in addition to basic language skills,logical-mathematical, topological and manipulative, thus creating the basis for future learning.Keym terms: multimedia elements constructivism, learning, technology, robotics,LOGO programming, roame
Mixed-Initiative Human-Automated Agents Teaming: Towards a Flexible Cooperation Framework
The recent progress in robotics and artificial intelligence raises the question of the efficient artificial agents interaction with humans. For instance, artificial intelligence has achieved technical advances in perception and decision making in several domains ranging from games to a variety of operational situations, (e.g. face recognition [51] and firefighting missions [23]). Such advanced automated systems still depend on human operators as far as complex tactical, legal or ethical decisions are concerned. Usually the human is considered as an ideal agent, that is able to take control in case of automated (artificial) agent's limit range of action or even failure (e.g embedded sensor failures or low confidence in identification tasks). However, this approach needs to be revised as revealed by several critical industrial events (e.g. aviation and nuclear power-plant) that were due to conflicts between humans and complex automated system [13]. In this context, this paper reviews some of our previous works related to human-automated agents interaction driving systems. More specifically, a mixed-initiative cooperation framework that considers agents' non-deterministic actions effects and inaccuracies about the human operator state estimation. This framework has demonstrated convincing results being a promising venue for enhancing human-automated agent(s) teaming
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
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Mobile assistive technologies for the visually impaired
There are around 285 million visually impaired people worldwide, and around 370,000 people are registered as blind or partially sighted in the UK. Ongoing advances in information technology (IT) are increasing the scope for IT-based mobile assistive technologies to facilitate the independence, safety, and improved quality of life of the visually impaired. Research is being directed at making mobile phones and other handheld devices accessible via our haptic (touch) and audio sensory channels. We review research and innovation within the field of mobile assistive technology for the visually impaired and, in so doing, highlight the need for successful collaboration between clinical expertise, computer science, and domain users to realize fully the potential benefits of such technologies. We initially reflect on research that has been conducted to make mobile phones more accessible to people with vision loss. We then discuss innovative assistive applications designed for the visually impaired that are either delivered via mainstream devices and can be used while in motion (e.g., mobile phones) or are embedded within an environment that may be in motion (e.g., public transport) or within which the user may be in motion (e.g., smart homes)
Heuristic Satisficing Inferential Decision Making in Human and Robot Active Perception
Inferential decision-making algorithms typically assume that an underlying
probabilistic model of decision alternatives and outcomes may be learned a
priori or online. Furthermore, when applied to robots in real-world settings
they often perform unsatisfactorily or fail to accomplish the necessary tasks
because this assumption is violated and/or they experience unanticipated
external pressures and constraints. Cognitive studies presented in this and
other papers show that humans cope with complex and unknown settings by
modulating between near-optimal and satisficing solutions, including
heuristics, by leveraging information value of available environmental cues
that are possibly redundant. Using the benchmark inferential decision problem
known as ``treasure hunt", this paper develops a general approach for
investigating and modeling active perception solutions under pressure. By
simulating treasure hunt problems in virtual worlds, our approach learns
generalizable strategies from high performers that, when applied to robots,
allow them to modulate between optimal and heuristic solutions on the basis of
external pressures and probabilistic models, if and when available. The result
is a suite of active perception algorithms for camera-equipped robots that
outperform treasure-hunt solutions obtained via cell decomposition, information
roadmap, and information potential algorithms, in both high-fidelity numerical
simulations and physical experiments. The effectiveness of the new active
perception strategies is demonstrated under a broad range of unanticipated
conditions that cause existing algorithms to fail to complete the search for
treasures, such as unmodelled time constraints, resource constraints, and
adverse weather (fog)
Incorporating a humanoid robot to motivate the geometric figures learning
Technology has been introduced into educational environments to facilitate learning and engage the students interest. Robotics can be an interesting alternative to explore theoretical concepts covered in class. In this paper, a computational system capable of detecting objects was incorporated into the robot NAO, so it can Interact with students, recognizing geometric shapes with overlap. The system consists of two models of neural networks and was evaluated through a sequence of didatic activities presented to students of the 5th year, aiming to encourage them to perform the tasks. The robot operates autonomously, recognizing and counting the diferente objects in the image. The results show that the children felt very motivated and engaged to fulfill the tasks.São Paulo State Research Foundation (FAPESP)Brazilian National Research Council (CNPq
The 1990 progress report and future plans
This document describes the progress and plans of the Artificial Intelligence Research Branch (RIA) at ARC in 1990. Activities span a range from basic scientific research to engineering development and to fielded NASA applications, particularly those applications that are enabled by basic research carried out at RIA. Work is conducted in-house and through collaborative partners in academia and industry. Our major focus is on a limited number of research themes with a dual commitment to technical excellence and proven applicability to NASA short, medium, and long-term problems. RIA acts as the Agency's lead organization for research aspects of artificial intelligence, working closely with a second research laboratory at JPL and AI applications groups at all NASA centers
How Physicality Enables Trust: A New Era of Trust-Centered Cyberphysical Systems
Multi-agent cyberphysical systems enable new capabilities in efficiency,
resilience, and security. The unique characteristics of these systems prompt a
reevaluation of their security concepts, including their vulnerabilities, and
mechanisms to mitigate these vulnerabilities. This survey paper examines how
advancement in wireless networking, coupled with the sensing and computing in
cyberphysical systems, can foster novel security capabilities. This study
delves into three main themes related to securing multi-agent cyberphysical
systems. First, we discuss the threats that are particularly relevant to
multi-agent cyberphysical systems given the potential lack of trust between
agents. Second, we present prospects for sensing, contextual awareness, and
authentication, enabling the inference and measurement of ``inter-agent trust"
for these systems. Third, we elaborate on the application of quantifiable trust
notions to enable ``resilient coordination," where ``resilient" signifies
sustained functionality amid attacks on multiagent cyberphysical systems. We
refer to the capability of cyberphysical systems to self-organize, and
coordinate to achieve a task as autonomy. This survey unveils the cyberphysical
character of future interconnected systems as a pivotal catalyst for realizing
robust, trust-centered autonomy in tomorrow's world
To Make the World Smarter and Safer
To Make the World Smarter and Safer: Матеріали XIII всеукраїнської науково-практичної конференції студентів, аспірантів та викладачів Лінгвістичного навчально-методичного центру кафедри іноземних мов СумДУ 28 березня 2019 р
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