782 research outputs found
UMSL Bulletin 2023-2024
The 2023-2024 Bulletin and Course Catalog for the University of Missouri St. Louis.https://irl.umsl.edu/bulletin/1088/thumbnail.jp
Breaking Virtual Barriers : Investigating Virtual Reality for Enhanced Educational Engagement
Virtual reality (VR) is an innovative technology that has regained popularity in recent years. In the field of education, VR has been introduced as a tool to enhance learning experiences. This thesis presents an exploration of how VR is used from the context of educators and learners. The research employed a mixed-methods approach, including surveying and interviewing educators, and conducting empirical studies to examine engagement, usability, and user behaviour within VR. The results revealed educators are interested in using VR for a wide range of scenarios, including thought exercises, virtual field trips, and simulations. However, they face several barriers to incorporating VR into their practice, such as cost, lack of training, and technical challenges. A subsequent study found that virtual reality can no longer be assumed to be more engaging than desktop equivalents. This empirical study showed that engagement levels were similar in both VR and non-VR environments, suggesting that the novelty effect of VR may be less pronounced than previously assumed. A study against a VR mind mapping artifact, VERITAS, demonstrated that complex interactions are possible on low-cost VR devices, making VR accessible to educators and students. The analysis of user behaviour within this VR artifact showed that quantifiable strategies emerge, contributing to the understanding of how to design for collaborative VR experiences. This thesis provides insights into how the end-users in the education space perceive and use VR. The findings suggest that while educators are interested in using VR, they face barriers to adoption. The research highlights the need to design VR experiences, with understanding of existing pedagogy, that are engaging with careful thought applied to complex interactions, particularly for collaborative experiences. This research contributes to the understanding of the potential of VR in education and provides recommendations for educators and designers to enhance learning experiences using VR
UMSL Bulletin 2022-2023
The 2022-2023 Bulletin and Course Catalog for the University of Missouri St. Louis.https://irl.umsl.edu/bulletin/1087/thumbnail.jp
Detecting Team Conflict From Multiparty Dialogue
The emergence of online collaboration platforms has dramatically changed the dynamics of human teamwork, creating a veritable army of virtual teams composed of workers in different physical locations. The global world requires a tremendous amount of collaborative problem solving, primarily virtual, making it an excellent domain for computer scientists and team cognition researchers who seek to understand the dynamics involved in collaborative tasks to provide a solution that can support effective collaboration. Mining and analyzing data from collaborative dialogues can yield insights into virtual teams\u27 thought processes and help develop virtual agents to support collaboration. Good communication is indubitably the foundation of effective collaboration. Over time teams develop their own communication styles and often exhibit entrainment, a conversational phenomenon in which humans synchronize their linguistic choices. This dissertation presents several technical innovations in the usage of machine learning towards analyzing, monitoring, and predicting collaboration success from multiparty dialogue by successfully handling the problems of resource scarcity and natural distribution shifts. First, we examine the problem of predicting team performance from embeddings learned from multiparty dialogues such that teams with similar conflict scores lie close to one another in vector space. We extract the embeddings from three types of features: 1) dialogue acts 2) sentiment polarity 3) syntactic entrainment. Although all of these features can be used to predict team performance effectively, their utility varies by the teamwork phase. We separate the dialogues of players playing a cooperative game into stages: 1) early (knowledge building), 2) middle (problem-solving), and 3) late (culmination). Unlike syntactic entrainment, both dialogue act and sentiment embeddings effectively classify team performance, even during the initial phase. Second, we address the problem of learning generalizable models of collaboration. Machine learning models often suffer domain shifts; one advantage of encoding the semantic features is their adaptability across multiple domains. We evaluate the generalizability of different embeddings to other goal-oriented teamwork dialogues. Finally, in addition to identifying the features predictive of successful collaboration, we propose multi-feature embedding (MFeEmb) to improve the generalizability of collaborative task success prediction models under natural distribution shifts and resource scarcity. MFeEmb leverages the strengths of semantic, structural, and textual features of the dialogues by incorporating the most meaningful information from dialogue acts (DAs), sentiment polarities, and vocabulary of the dialogues. To further enhance the performance of MFeEmb under a resource-scarce scenario, we employ synthetic data generation and few-shot learning. We use the method proposed by Bailey and Chopra (2018) for few-shot learning from the FsText python library. We replaced the universal embedding with our proposed multi-feature embedding to compare the performance of the two. For data augmentation, we propose using synonym replacement from collaborative dialogue vocabulary instead of synonym replacement from WordNet. The research was conducted on several multiparty dialogue datasets, including ASIST, SwDA, Hate Speech, Diplomacy, Military, SAMSum, AMI, and GitHub. Results show that the proposed multi-feature embedding is an excellent choice for the meta-training stage of the few-shot learning, even if it learns from a small train set of size as small as 62 samples. Also, our proposed data augmentation method showed significant performance improvement. Our research has potential ramifications for the development of conversational agents that facilitate teaming as well as towards the creation of more effective social coding platforms to better support teamwork between software engineers
Cognitive Decay And Memory Recall During Long Duration Spaceflight
This dissertation aims to advance the efficacy of Long-Duration Space Flight (LDSF) pre-flight and in-flight training programs, acknowledging existing knowledge gaps in NASA\u27s methodologies. The research\u27s objective is to optimize the cognitive workload of LDSF crew members, enhance their neurocognitive functionality, and provide more meaningful work experiences, particularly for Mars missions.The study addresses identified shortcomings in current training and learning strategies and simulation-based training systems, focusing on areas requiring quantitative measures for astronaut proficiency and training effectiveness assessment. The project centers on understanding cognitive decay and memory loss under LDSF-related stressors, seeking to establish when such cognitive decline exceeds acceptable performance levels throughout mission phases. The research acknowledges the limitations of creating a near-orbit environment due to resource constraints and the need to develop engaging tasks for test subjects. Nevertheless, it underscores the potential impact on future space mission training and other high-risk professions. The study further explores astronaut training complexities, the challenges encountered in LDSF missions, and the cognitive processes involved in such demanding environments. The research employs various cognitive and memory testing events, integrating neuroimaging techniques to understand cognition\u27s neural mechanisms and memory. It also explores Rasmussen\u27s S-R-K behaviors and Brain Network Theory’s (BNT) potential for measuring forgetting, cognition, and predicting training needs. The multidisciplinary approach of the study reinforces the importance of integrating insights from cognitive psychology, behavior analysis, and brain connectivity research. Research experiments were conducted at the University of North Dakota\u27s Integrated Lunar Mars Analog Habitat (ILMAH), gathering data from selected subjects via cognitive neuroscience tools and Electroencephalography (EEG) recordings to evaluate neurocognitive performance. The data analysis aimed to assess brain network activations during mentally demanding activities and compare EEG power spectra across various frequencies, latencies, and scalp locations. Despite facing certain challenges, including inadequacies of the current adapter boards leading to analysis failure, the study provides crucial lessons for future research endeavors. It highlights the need for swift adaptation, continual process refinement, and innovative solutions, like the redesign of adapter boards for high radio frequency noise environments, for the collection of high-quality EEG data. In conclusion, while the research did not reveal statistically significant differences between the experimental and control groups, it furnished valuable insights and underscored the need to optimize astronaut performance, well-being, and mission success. The study contributes to the ongoing evolution of training methodologies, with implications for future space exploration endeavors
Data ethics : building trust : how digital technologies can serve humanity
Data is the magic word of the 21st century. As oil in the 20th century and electricity in the 19th century:
For citizens, data means support in daily life in almost all activities, from watch to laptop, from kitchen to car,
from mobile phone to politics. For business and politics, data means power, dominance, winning the race. Data can be used for good and bad,
for services and hacking, for medicine and arms race. How can we build trust in this complex and ambiguous data world?
How can digital technologies serve humanity? The 45 articles in this book represent a broad range of ethical reflections and recommendations
in eight sections: a) Values, Trust and Law, b) AI, Robots and Humans, c) Health and Neuroscience, d) Religions for Digital Justice, e) Farming, Business, Finance, f) Security, War, Peace, g) Data Governance, Geopolitics, h) Media, Education, Communication.
The authors and institutions come from all continents.
The book serves as reading material for teachers, students, policy makers, politicians, business, hospitals, NGOs and religious organisations alike. It is an invitation for dialogue, debate and building trust!
The book is a continuation of the volume “Cyber Ethics 4.0” published in 2018 by the same editors
Examining the Relationships Between Distance Education Students’ Self-Efficacy and Their Achievement
This study aimed to examine the relationships between students’ self-efficacy (SSE) and students’ achievement (SA) in distance education. The instruments were administered to 100 undergraduate students in a distance university who work as migrant workers in Taiwan to gather data, while their SA scores were obtained from the university. The semi-structured interviews for 8 participants consisted of questions that showed the specific conditions of SSE and SA. The findings of this study were reported as follows: There was a significantly positive correlation between targeted SSE (overall scales and general self-efficacy) and SA. Targeted students' self-efficacy effectively predicted their achievement; besides, general self- efficacy had the most significant influence. In the qualitative findings, four themes were extracted for those students with lower self-efficacy but higher achievement—physical and emotional condition, teaching and learning strategy, positive social interaction, and intrinsic motivation. Moreover, three themes were extracted for those students with moderate or higher self-efficacy but lower achievement—more time for leisure (not hard-working), less social interaction, and external excuses. Providing effective learning environments, social interactions, and teaching and learning strategies are suggested in distance education
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