501 research outputs found
AIoT for Smart territories
Artificial Intelligence revived in the last decade. The need for progress, the growing processing capacity and the low cost of the Cloud have facilitated the development of new, powerful algorithms. The efficiency of these algorithms in Big Data processing, Deep Learning and Convolutional Networks is transforming the way we work and is opening new horizons. Thanks to them, we can now analyse data and obtain unimaginable solutions to today’s problems. Nevertheless, our success is not entirely based on algorithms, it also comes from our ability to follow our “gut” when choosing the best combination of algorithms for an intelligent artefact. It's about approaching engineering with a lot of knowledge and tact. This involves the use of both connectionist and symbolic systems, and of having a full understanding of the algorithms used. Moreover, to address today’s problems we must work with both historical and real-time data
Agents for educational games and simulations
This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications
UnifiedGesture: A Unified Gesture Synthesis Model for Multiple Skeletons
The automatic co-speech gesture generation draws much attention in computer
animation. Previous works designed network structures on individual datasets,
which resulted in a lack of data volume and generalizability across different
motion capture standards. In addition, it is a challenging task due to the weak
correlation between speech and gestures. To address these problems, we present
UnifiedGesture, a novel diffusion model-based speech-driven gesture synthesis
approach, trained on multiple gesture datasets with different skeletons.
Specifically, we first present a retargeting network to learn latent
homeomorphic graphs for different motion capture standards, unifying the
representations of various gestures while extending the dataset. We then
capture the correlation between speech and gestures based on a diffusion model
architecture using cross-local attention and self-attention to generate better
speech-matched and realistic gestures. To further align speech and gesture and
increase diversity, we incorporate reinforcement learning on the discrete
gesture units with a learned reward function. Extensive experiments show that
UnifiedGesture outperforms recent approaches on speech-driven gesture
generation in terms of CCA, FGD, and human-likeness. All code, pre-trained
models, databases, and demos are available to the public at
https://github.com/YoungSeng/UnifiedGesture.Comment: 16 pages, 11 figures, ACM MM 202
A Closer Look into Recent Video-based Learning Research: A Comprehensive Review of Video Characteristics, Tools, Technologies, and Learning Effectiveness
People increasingly use videos on the Web as a source for learning. To
support this way of learning, researchers and developers are continuously
developing tools, proposing guidelines, analyzing data, and conducting
experiments. However, it is still not clear what characteristics a video should
have to be an effective learning medium. In this paper, we present a
comprehensive review of 257 articles on video-based learning for the period
from 2016 to 2021. One of the aims of the review is to identify the video
characteristics that have been explored by previous work. Based on our
analysis, we suggest a taxonomy which organizes the video characteristics and
contextual aspects into eight categories: (1) audio features, (2) visual
features, (3) textual features, (4) instructor behavior, (5) learners
activities, (6) interactive features (quizzes, etc.), (7) production style, and
(8) instructional design. Also, we identify four representative research
directions: (1) proposals of tools to support video-based learning, (2) studies
with controlled experiments, (3) data analysis studies, and (4) proposals of
design guidelines for learning videos. We find that the most explored
characteristics are textual features followed by visual features, learner
activities, and interactive features. Text of transcripts, video frames, and
images (figures and illustrations) are most frequently used by tools that
support learning through videos. The learner activity is heavily explored
through log files in data analysis studies, and interactive features have been
frequently scrutinized in controlled experiments. We complement our review by
contrasting research findings that investigate the impact of video
characteristics on the learning effectiveness, report on tasks and technologies
used to develop tools that support learning, and summarize trends of design
guidelines to produce learning video
Тhe benefits of an additional practice in descriptive geometry course: non obligatory workshop at the Faculty of civil engineering in Belgrade
At the Faculty of Civil Engineering in Belgrade, in the Descriptive geometry (DG) course, non-obligatory workshops named “facultative task” are held for the three generations of freshman students with the aim to give students the opportunity to get higher final grade on the exam. The content of this workshop was a creative task, performed by a group of three students, offering free choice of a topic, i.e. the geometric structure associated with some real or imagery architectural/art-work object.
After the workshops a questionnaire (composed by the professors at the course) is given to the students, in order to get their response on teaching/learning materials for the DG course and the workshop. During the workshop students performed one of the common tests for testing spatial abilities, named “paper folding".
Based on the results of the questionnairethe investigation of the linkages between:students’ final achievements and spatial abilities, as well as students’ expectations of their performance on the exam, and how the students’ capacity to correctly estimate their grades were associated with expected and final grades, is provided. The goal was to give an evidence that a creative work, performed by a small group of students and self-assessment of their performances are a good way of helping students to maintain motivation and to accomplish their achievement.
The final conclusion is addressed to the benefits of additional workshops employment in the course, which confirmhigherfinal scores-grades, achievement of creative results (facultative tasks) and confirmation of DG knowledge adaption
The contemporary visualization and modelling technologies and techniques for the design of the green roofs
The contemporary design solutions are merging the boundaries between real and virtual
world. The Landscape architecture like the other interdisciplinary field stepped in a contemporary
technologies area focused on that, beside the good execution of works, designer solutions has to be more realistic and “touchable”. The opportunities provided by Virtual Reality are certainly not
negligible, it is common knowledge that the designs in the world are already presented in this way
so the Virtual Reality increasingly used.
Following the example of the application of virtual reality in landscape architecture, this
paper deals with proposals for the use of virtual reality in landscape architecture so that designers,
clients and users would have a virtual sense of scope e.g. rooftop garden, urban areas, parks,
roads, etc. It is a programming language that creates a series of images creating a whole, so
certain parts can be controlled or even modified in VR. Virtual reality today requires a specific
gadget, such as Occulus, HTC Vive, Samsung Gear VR and similar.
The aim of this paper is to acquire new theoretical and practical knowledge in the
interdisciplinary field of virtual reality, the ability to display using virtual reality methods, and to
present through a brief overview the plant species used in the design and construction of an
intensive roof garden in a Mediterranean climate, the basic characteristics of roofing gardens as
well as the benefits they carry.
Virtual and augmented reality as technology is a very powerful tool for landscape architects,
when modeling roof gardens, parks, and urban areas. One of the most popular technologies used by landscape architects is Google Tilt Brush, which enables fast modeling. The Google Tilt Brush VR app allows modeling in three-dimensional virtual space using a palette to work with the use of a three-dimensional brush.
The terms of two "programmed" realities - virtual reality and augmented reality - are often
confused. One thing they have in common, though, is VRML - Virtual Reality Modeling Language.
In this paper are shown the ways on which this issue can be solved and by the way, get closer
the term of Virtual Reality (VR), also all the opportunities which the Virtual reality offered us. As
well, in this paper are shown the conditions of Mediterranean climate, the conceptual solution and
the plant species which will be used by execution of intensive green roof on the motel “Marković”
Designing Embodied Interactive Software Agents for E-Learning: Principles, Components, and Roles
Embodied interactive software agents are complex autonomous, adaptive, and social software systems with a digital embodiment that enables them to act on and react to other entities (users, objects, and other agents) in their environment through bodily actions, which include the use of verbal and non-verbal communicative behaviors in face-to-face interactions with the user. These agents have been developed for various roles in different application domains, in which they perform tasks that have been assigned to them by their developers or delegated to them by their users or by other agents. In computer-assisted learning, embodied interactive pedagogical software agents have the general task to promote human learning by working with students (and other agents) in computer-based learning environments, among them e-learning platforms based on Internet technologies, such as the Virtual Linguistics Campus (www.linguistics-online.com). In these environments, pedagogical agents provide contextualized, qualified, personalized, and timely assistance, cooperation, instruction, motivation, and services for both individual learners and groups of learners.
This thesis develops a comprehensive, multidisciplinary, and user-oriented view of the design of embodied interactive pedagogical software agents, which integrates theoretical and practical insights from various academic and other fields. The research intends to contribute to the scientific understanding of issues, methods, theories, and technologies that are involved in the design, implementation, and evaluation of embodied interactive software agents for different roles in e-learning and other areas. For developers, the thesis provides sixteen basic principles (Added Value, Perceptible Qualities, Balanced Design, Coherence, Consistency, Completeness, Comprehensibility, Individuality, Variability, Communicative Ability, Modularity, Teamwork, Participatory Design, Role Awareness, Cultural Awareness, and Relationship Building) plus a large number of specific guidelines for the design of embodied interactive software agents and their components. Furthermore, it offers critical reviews of theories, concepts, approaches, and technologies from different areas and disciplines that are relevant to agent design. Finally, it discusses three pedagogical agent roles (virtual native speaker, coach, and peer) in the scenario of the linguistic fieldwork classes on the Virtual Linguistics Campus and presents detailed considerations for the design of an agent for one of these roles (the virtual native speaker)
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