11,704 research outputs found
Recommended from our members
Artificial Intelligence And Big Data Technologies To Close The Achievement Gap.
We observe achievement gaps even in rich western countries, such as the UK, which in principle have the resources as well as the social and technical infrastructure to provide a better deal for all learners. The reasons for such gaps are complex and include the social and material poverty of some learners with their resulting other deficits, as well as failure by government to allocate sufficient resources to remedy the situation. On the supply side of the equation, a single teacher or university lecturer, even helped by a classroom assistant or tutorial assistant, cannot give each learner the kind of one-to-one attention that would really help to boost both their motivation and their attainment in ways that might mitigate the achievement gap.
In this chapter Benedict du Boulay, Alexandra Poulovassilis, Wayne Holmes, and Manolis Mavrikis argue that we now have the technologies to assist both educators and learners, most commonly in science, technology, engineering and mathematics subjects (STEM), at least some of the time. We present case studies from the fields of Artificial Intelligence in Education (AIED) and Big Data. We look at how they can be used to provide personalised support for students and demonstrate that they are not designed to replace the teacher. In addition, we also describe tools for teachers to increase their awareness and, ultimately, free up time for them to provide nuanced, individualised support even in large cohorts
A Boxology of Design Patterns for Hybrid Learning and Reasoning Systems
We propose a set of compositional design patterns to describe a large variety
of systems that combine statistical techniques from machine learning with
symbolic techniques from knowledge representation. As in other areas of
computer science (knowledge engineering, software engineering, ontology
engineering, process mining and others), such design patterns help to
systematize the literature, clarify which combinations of techniques serve
which purposes, and encourage re-use of software components. We have validated
our set of compositional design patterns against a large body of recent
literature.Comment: 12 pages,55 reference
[How] Can Pluralist Approaches to Computational Cognitive Modeling of Human Needs and Values Save our Democracies?
In our increasingly digital societies, many companies have business models that perceive users’ (or customers’) personal data as a siloed resource, owned and controlled by the data controller rather than the data subjects. Collecting and processing such a massive amount of personal data could have many negative technical, social and economic consequences, including invading people’s privacy and autonomy. As a result, regulations such as the European General Data Protection Regulation (GDPR) have tried to take steps towards a better implementation of the right to digital privacy. This paper proposes that such legal acts should be accompanied by the development of complementary technical solutions such as Cognitive Personal Assistant Systems to support people to effectively manage their personal data processing on the Internet. Considering the importance and sensitivity of personal data processing, such assistant systems should not only consider their owner’s needs and values, but also be transparent, accountable and controllable. Pluralist approaches in computational cognitive modelling of human needs and values which are not bound to traditional paradigmatic borders such as cognitivism, connectionism, or enactivism, we argue, can create a balance between practicality and usefulness, on the one hand, and transparency, accountability, and controllability, on the other, while supporting and empowering humans in the digital world. Considering the threat to digital privacy as significant to contemporary democracies, the future implementation of such pluralist models could contribute to power-balance, fairness and inclusion in our societies
Internet of robotic things : converging sensing/actuating, hypoconnectivity, artificial intelligence and IoT Platforms
The Internet of Things (IoT) concept is evolving rapidly and influencing newdevelopments in various application domains, such as the Internet of MobileThings (IoMT), Autonomous Internet of Things (A-IoT), Autonomous Systemof Things (ASoT), Internet of Autonomous Things (IoAT), Internetof Things Clouds (IoT-C) and the Internet of Robotic Things (IoRT) etc.that are progressing/advancing by using IoT technology. The IoT influencerepresents new development and deployment challenges in different areassuch as seamless platform integration, context based cognitive network integration,new mobile sensor/actuator network paradigms, things identification(addressing, naming in IoT) and dynamic things discoverability and manyothers. The IoRT represents new convergence challenges and their need to be addressed, in one side the programmability and the communication ofmultiple heterogeneous mobile/autonomous/robotic things for cooperating,their coordination, configuration, exchange of information, security, safetyand protection. Developments in IoT heterogeneous parallel processing/communication and dynamic systems based on parallelism and concurrencyrequire new ideas for integrating the intelligent “devices”, collaborativerobots (COBOTS), into IoT applications. Dynamic maintainability, selfhealing,self-repair of resources, changing resource state, (re-) configurationand context based IoT systems for service implementation and integrationwith IoT network service composition are of paramount importance whennew “cognitive devices” are becoming active participants in IoT applications.This chapter aims to be an overview of the IoRT concept, technologies,architectures and applications and to provide a comprehensive coverage offuture challenges, developments and applications
Analysis and use of the emotional context with wearable devices for games and intelligent assistants
In this paper, we consider the use of wearable sensors for providing affect-based adaptation in Ambient Intelligence (AmI) systems. We begin with discussion of selected issues regarding the applications of affective computing techniques. We describe our experiments for affect change detection with a range of wearable devices, such as wristbands and the BITalino platform, and discuss an original software solution, which we developed for this purpose. Furthermore, as a test-bed application for our work, we selected computer games. We discuss the state-of-the-art in affect-based adaptation in games, described in terms of the so-called affective loop. We present our original proposal of a conceptual design framework for games, called the affective game design patterns. As a proof-of-concept realization of this approach, we discuss some original game prototypes, which we have developed, involving emotion-based control and adaptation. Finally, we comment on a software framework, that we have previously developed, for context-aware systems which uses human emotional contexts. This framework provides means for implementing adaptive systems using mobile devices with wearable sensors
- …