33,332 research outputs found
A Software Radio Challenge Accelerating Education and Innovation in Wireless Communications
This Innovative Practice Full Paper presents our methodology and tools for
introducing competition in the electrical engineering curriculum to accelerate
education and innovation in wireless communications. Software radio or
software-defined radio (SDR) enables wireless technology, systems and standards
education where the student acts as the radio developer or engineer. This is
still a huge endeavor because of the complexity of current wireless systems and
the diverse student backgrounds. We suggest creating a competition among
student teams to potentiate creativity while leveraging the SDR development
methodology and open-source tools to facilitate cooperation. The proposed
student challenge follows the European UEFA Champions League format, which
includes a qualification phase followed by the elimination round or playoffs.
The students are tasked to build an SDR transmitter and receiver following the
guidelines of the long-term evolution standard. The metric is system
performance. After completing this course, the students will be able to (1)
analyze alternative radio design options and argue about their benefits and
drawbacks and (2) contribute to the evolution of wireless standards. We discuss
our experiences and lessons learned with particular focus on the suitability of
the proposed teaching and evaluation methodology and conclude that competition
in the electrical engineering classroom can spur innovation.Comment: Frontiers in Education 2018 (FIE 2018
The use of game modes to promote engagement and social involvement in multi-user serious games: a within-person randomized trial with stroke survivors
Serious games are promising for stroke rehabilitation, with studies showing a positive impact on
reducing motor and cognitive defcits. However, most of the evidence is in the context of single-user rehabilitation,
and little is known concerning the impact in multi-user settings. This study evaluates the impact that diferent game
modes can have on engagement and social involvement during a two-user game. Specifcally, we want to under stand the benefts of game modalities based on competition, co-activation, and collaboration and analyze the infu ence of diferent motor and cognitive defcits and personality traits.
Methods: We developed a two-player setup—using tangible objects and a large screen interactive table—for
upper limb rehabilitation purposes. We implemented a game that, while keeping the same basic mechanics, can be
played in the three diferent modes (Competitive, Co-active, and Collaborative). We ran a within-person randomized
study with 21 stroke survivors that were paired and played the game in its three versions. We used the Game Experi ence Questionnaire—Core Module to assess engagement and the Social Presence Module to assess Social Involve ment. For personality, motor, and cognitive function, users answered the International Personality Item Pool (short
version), Fugl-Meyer Assessment—Upper Extremity, Modifed Ashworth Scale, and Montreal Cognitive Assessment,
respectively.
Results: The Collaborative mode promoted signifcantly more Behavioral Involvement. The Competitive mode pro moted more Flow and Challenge than the Co-active mode with participants with better cognitive performance, with
low extraversion, or with higher motor skills. Participants with higher cognitive defcits reported more Competence
with the Co-active mode.
Conclusions: Our results indicate that, for multi-user motor rehabilitation settings, the collaborative mode is the
more appropriate gaming approach to promote social involvement, showing a high potential for increasing adher ence and efectiveness of therapy. Additionally, we show that a player’s motor and cognitive ability and personality
should be considered when designing personalized tasks for multiplayer settings.info:eu-repo/semantics/publishedVersio
EU and OECD benchmarking and peer review compared
Benchmarking and peer review are essential elements of the so-called EU open method of coordination (OMC) which has been contested in the literature for lack of effectiveness. In this paper we compare benchmarking and peer review procedures as used by the EU with those used by the OECD. Different types of benchmarking and peer review are distinguished and pitfalls for (international) benchmarking are discussed. We find that the OECD has a clear single objective for its benchmarking and peer review activities (i.e. horizontal policy transfers) whereas the EU suffers from a mix of objectives (a. horizontal policy learning; b. EU wide vertical policy coordination and c. multilateral monitoring and surveillance under the shadow of hierarchy). Whereas the OECD is able to skirt around most of the benchmarking pitfalls, this is not the case for the EU. It is argued that, rather than continue working with the panacea OMC benchmarking and peer review currently represents, EU benchmarking should take a number of more distinct shapes in order to improve effectiveness. Moreover, in some areas benchmarking and peer review are not sufficient coordination tools, and are at best additional to those means of coordination that include enforceable sanctions
Multi-user Touch Surfaces to Promote Social Participation and Self-efficacy in Upper-limb Stroke Rehabilitation
This thesis addresses the growing incidence of stroke and its impact on long-term
disability, emphasizing the importance of post-stroke rehabilitation. Predicting a 34%
increase in stroke cases by 2025, this work focuses on factors affecting post-stroke motor
rehabilitation, such as depressive symptoms, while recognizing the role of social
participation and self-efficacy in modulating these outcomes.
To tackle these challenges, we propose the use of a multi-user interactive table for
upper limb rehabilitation. This innovative approach involves detecting objects of various
sizes and shapes as interfaces for serious games, fostering collective therapeutic activities
targeting motor rehabilitation, depressive symptoms, social participation, and self-efficacy.
Four exploratory studies informed the development of the interactive table. The
studies determined game mechanics, object types, and game features. Three game
modes (competitive, co-active, and collaborative) were explored, with the collaborative
mode showing higher social engagement and more positive outcomes. Subsequent
studies involving stroke survivors confirmed the effectiveness of collaborative gameplay.
Feasibility, engagement, and usability were tested using objects of different sizes and
shapes, revealing insights into task performance, grasping, and task complexity
adjustments.
The developed interactive table accommodates up to four participants, using top down object shape tracking and a multi-touch panel. Four serious games were designed
to target specific upper limb skills, played in collaborative mode with incorporated features
to enhance the overall experience. A pilot study with 12 stroke survivors over four weeks
demonstrated significant improvements in motor outcomes, including range of motion,
dexterity, strength, and coordination. The participants reported high enjoyment and
interest in the system, with good usability scores. The study suggests that a group-based
holistic motor rehabilitation approach, as presented, holds potential for enhancing motor
outcomes by promoting social interaction and self-efficacy. These results indicate the
viability of the proposed system as a promising solution for stroke rehabilitation.Esta tese aborda a crescente incidência do AVC e o seu impacto na
funcionalidade a longo prazo, realçando a importância da reabilitação pós-AVC.
Prevendo-se um aumento de 34% nos casos de AVC até 2025, este trabalho foca-se em
fatores que afetam a reabilitação motora pós-AVC, como os sintomas depressivos,
reconhecendo o papel da participação social e do sentimento de auto-eficácia na nestes
sintomas.
Para enfrentar esses desafios, propomos o uso de uma mesa interativa multi utilizador para reabilitação dos membros superiores. Esta abordagem inovadora envolve
a deteção de objetos de vários tamanhos e formas como interfaces para os jogos sérios,
permitindo atividades terapêuticas em grupo direcionadas à reabilitação motora, sintomas
depressivos, participação social e autoeficácia.
Quatro estudos exploratórios suportaram o desenvolvimento da mesa interativa,
determinando mecânicas de jogo, tipos de objetos e recursos do jogo. Três modos de
jogo (competitivo, co-ativo e colaborativo) foram investigados, com o modo colaborativo
mostrando maior envolvimento social e resultados mais positivos. Estudos subsequentes
envolvendo sobreviventes de AVC confirmaram a eficácia do jogo colaborativo.
Viabilidade, envolvimento e usabilidade foram testados usando objetos de diferentes
tamanhos e formas, revelando insights importantes relativos ao desempenho nas tarefas,
preensões e ajustes de complexidade da tarefa.
A mesa interativa desenvolvida acomoda até quatro participantes, e permite a
deteção de objectos para serem usados como interfaces e um painel multi-toque. Quatro
jogos sérios foram projetados para reabilitar competências específicas dos membros
superiores, desenhados para serem jogados em modo colaborativo e com recursos
incorporados para potenciar o processo de reabilitação e a experiência do utilizador. Um
estudo piloto com 12 sobreviventes de AVC ao longo de quatro semanas, demonstrou
melhorias significativas nos resultados motores, nomeadamente amplitude de
movimento, destreza, força e coordenação. Os participantes reportaram níveis altos de
prazer e interesse no sistema, e pontuações de usabilidade promissoras. Este trabalho
sugere que uma abordagem de reabilitação motora holística e em grupo, como
apresentada, tem potencial para melhorar os resultados motores promovendo a interação
social e o sentimento de auto-eficácia. Estes resultados sugerem a viabilidade do sistema
proposto como uma solução promissora para a reabilitação motora no AVC
The gamification of learning: a meta-analysis
This meta-analysis was conducted to systematically synthesize research findings on effects of gamification on cognitive, motivational, and behavioral learning outcomes. Results from random effects models showed significant small effects of gamification on cognitive (g = .49, 95% CI [0.30, 0.69], k = 19, N = 1686), motivational (g = .36, 95% CI [0.18, 0.54], k = 16, N = 2246), and behavioral learning outcomes (g = .25, 95% CI [0.04, 0.46], k = 9, N = 951). Whereas the effect of gamification on cognitive learning outcomes was stable in a subsplit analysis of studies employing high methodological rigor, effects on motivational and behavioral outcomes were less stable. Given the heterogeneity of effect sizes, moderator analyses were conducted to examine inclusion of game fiction, social interaction, learning arrangement of the comparison group, as well as situational, contextual, and methodological moderators, namely, period of time, research context, randomization, design, and instruments. Inclusion of game fiction and social interaction were significant moderators of the effect of gamification on behavioral learning outcomes. Inclusion of game fiction and combining competition with collaboration were particularly effective within gamification for fostering behavioral learning outcomes. Results of the subsplit analysis indicated that effects of competition augmented with collaboration might also be valid for motivational learning outcomes. The results suggest that gamification as it is currently operationalized in empirical studies is an effective method for instruction, even though factors contributing to successful gamification are still somewhat unresolved, especially for cognitive learning outcomes
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Towards Informed Exploration for Deep Reinforcement Learning
In this thesis, we discuss various techniques for improving exploration for deep reinforcement learning. We begin with a brief review of reinforcement learning (RL) and the fundamental v.s. exploitation trade-off. Then we review how deep RL has improved upon classical and summarize six categories of the latest exploration methods for deep RL, in the order increasing usage of prior information. We then explore representative works in three categories discuss their strengths and weaknesses. The first category, represented by Soft Q-learning, uses regularization to encourage exploration. The second category, represented by count-based via hashing, maps states to hash codes for counting and assigns higher exploration to less-encountered states. The third category utilizes hierarchy and is represented by modular architecture for RL agents to play StarCraft II. Finally, we conclude that exploration by prior knowledge is a promising research direction and suggest topics of potentially impact
Playful interaction for learning collaboratively and individually
Playful interactions facilitate the development of engaging applications for different purposes. This aspect is very important for serious games, and especially when these games are for children. Another aspect to consider is the interaction among children, which could be a great reinforcement in learning environments. Children enjoy playing, and they like playing with other children. This relationship could encourage their motivation and their learning outcomes. In this paper, a playful interaction system for learning about a period of history is presented. The interaction of the system was achieved using natural gestures and the visuali-zation was autostereoscopic. A study was carried out to determine whether their learning outcomes were greater playing collabo-ratively or playing individually. Forty six children from 7 to 10 years old participated in the study. The analysis of the pre-tests and the post-tests indicate that the children increased their knowledge about historical periods after playing with the two modes. Therefore, the game could be used as an effective transmitter of knowledge both collaboratively and individually. When the post-knowledge scores for the two modes were compared, statistically significant differences were found in favor of the collaborative mode. Therefore, the collaborative mode facilitates learning to a greater extent than the individual mode. The rest of the questions indicated that the children had a lot of fun while playing the game; they found the game easy to play; they would recommend the game to their friends; and they scored the game as a mean of 9.57 over 10. Finally, we believe that the combination of playful interaction and autostereoscopy is an option that should be exploited not only for the development of computer-supported learning systems, but also for the development of systems for different purposesThis work was funded by the Spanish APRENDRA project (TIN2009-14319-C02-01).Martín San José, JF.; Juan Lizandra, MC.; Torres, E.; Vicent López, MJ. (2014). Playful interaction for learning collaboratively and individually. Journal of Ambient Intelligence and Smart Environments. 6(3):295-311. https://doi.org/10.3233/AIS-140257S2953116
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