1,113 research outputs found
OPEB: Open Physical Environment Benchmark for Artificial Intelligence
Artificial Intelligence methods to solve continuous- control tasks have made
significant progress in recent years. However, these algorithms have important
limitations and still need significant improvement to be used in industry and
real- world applications. This means that this area is still in an active
research phase. To involve a large number of research groups, standard
benchmarks are needed to evaluate and compare proposed algorithms. In this
paper, we propose a physical environment benchmark framework to facilitate
collaborative research in this area by enabling different research groups to
integrate their designed benchmarks in a unified cloud-based repository and
also share their actual implemented benchmarks via the cloud. We demonstrate
the proposed framework using an actual implementation of the classical
mountain-car example and present the results obtained using a Reinforcement
Learning algorithm.Comment: Accepted in 3rd IEEE International Forum on Research and Technologies
for Society and Industry 201
Frankenstein's Toolkit: Prototyping Electronics Using Consumer Products
In our practice as educators, researchers and designers we have found that
centering reverse engineering and reuse has pedagogical, environmental, and
economic benefits. Design decisions in the development of new hardware
tool-kits should consider how we can use e-waste at hand as integral components
of electronics prototyping. Dissection, extraction and modification can give
insights into how things are made at scale. Simultaneously, it can enable
prototypes that have greater fidelity or functionality than would otherwise be
cost-effective to produce
A Conceptual Semi-Humanoid Wireless Robotic Lecturer for Distance Learning (DL)
Information and Communications Technology is causing a
worldwide revolution in virtually all fields of human
endeavor. The education sector is not left out as the delivery
of course content is no longer limited to the traditional
teacher-student classroom interaction but also via electronic
media. This paper presents a novel approach to e-Learning by
leveraging on advancements in Machine-to-Machine
communications (M2M), Internet-of-Things (IoT) and
robotics technologies to design and construct a semihumanoid
class teaching robot that aids teachers, lecturers and
other educational personnel in communicating effectively
with the students irrespective of their location and the distance
using a plastic mannequin. The implementation of the system
is achieved through hardware (mannequin) and software
designs.
The authors successfully developed a plastic mannequin with
embedded electronics systems to work as a telepresence
lecturer, allowing the elimination of time and distance
between a professional remote educator and the students. The
device was tested and compared with existing remote teaching
technologies such as teleconferencing, telepresence with
tablet screens and found to be more reliable, cheaper, and easy
to use than the existing ones. The paper therefore concludes
that the semi-humanoid robotic lecturer is a disruptive
innovation in the world of Distance Education Learning
(DEL)
Experiences from Using Gamification and IoT-based Educational Tools in High Schools towards Energy Savings
Raising awareness among young people, and especially students, on the
relevance of behavior change for achieving energy savings is increasingly being
considered as a key enabler towards long-term and cost-effective energy
efficiency policies. However, the way to successfully apply educational
interventions focused on such targets inside schools is still an open question.
In this paper, we present our approach for enabling IoT-based energy savings
and sustainability awareness lectures and promoting data-driven energy-saving
behaviors focused on a high school audience. We present our experiences toward
the successful application of sets of educational tools and software over a
real-world Internet of Things (IoT) deployment. We discuss the use of
gamification and competition as a very effective end-user engagement mechanism
for school audiences. We also present the design of an IoT-based hands-on lab
activity, integrated within a high school computer science curricula utilizing
IoT devices and data produced inside the school building, along with the
Node-RED platform. We describe the tools used, the organization of the
educational activities and related goals. We report on the experience carried
out in both directions in a high school in Italy and conclude by discussing the
results in terms of achieved energy savings within an observation period.Comment: to be presented at 2019 European Conference on Ambient Intelligenc
PolyGloT: A Personalized and Gamified eTutoring System
The digital age is changing the role of educators and pushing for a paradigm
shift in the education system as a whole. Growing demand for general and
specialized education inside and outside classrooms is at the heart of this
rising trend. In modern, heterogeneous learning environments, the
one-size-fits-all approach is proven to be fundamentally flawed.
Individualization through adaptivity is, therefore, crucial to nurture
individual potential and address accessibility needs and neurodiversity. By
formalizing a learning framework that takes into account all these different
aspects, we aim to define and implement an open, content-agnostic, and
extensible eTutoring platform to design and consume adaptive and gamified
learning experiences. Adaptive technology supplementing teaching can extend the
reach of every teacher, making it possible to scale 1-1 learning experiences.
There are many successful existing technologies available but they come with
fixed environments that are not always suitable for the targeted audiences of
the course material. This paper presents PolyGloT, a system able to help
teachers to design and implement a gamified and adaptive learning paths.
Through it we address some important issues including the engagement, fairness,
and effectiveness of learning environments. We do not only propose an
innovative platform that could foster the learning process of different
disciplines, but it could also help teachers and instructors in organizing
learning material in an easy-access repositoryComment: 6 pages; 5 figure
An Analytical Study on the Implementation of a Healthcare App to Assist People with Disabilities Using Cloud Computing and IoT
This study targets a group of people who require care, that is, people with special needs. The significance of this study lies in addressing the main problem that this group suffers from, which is the lack of awareness and information that leads to the acceptance of that group in society. This work aims to create a mobile application that contributes to spreading knowledge among people with special needs and enhancing their skills to help them become accepted by community members. This application supports people with special needs with training resources, education, suitable jobs, and other services helping them in developing their experiences and knowledge to be active in society. In addition, an evaluation questionnaire has been developed to collect data from both the private and public sectors to classify the building blocks necessary for KSA to incorporate the Internet of Things (IoT) and cloud computing into the healthcare sector. As a result, most respondents acknowledge the importance of a streamlined data-gathering process, the IoT, and cloud-based computing to meet their healthcare needs. Lastly, six main blocks for checking suppliers and the public to accept IoT and cloud healthcare applications are then acknowledged in this paper
Domestic Widgets: Leveraging Household Creativity in Co-Creating Data Physicalisations
The home environment is a complex design space, especially when it has multiple inhabitants. As such, the home presents challenges for the design of smart products. Householders may be different ages and have differing interests, needs, and attitudes towards technology. We pursued a research-through-design study with family households to envision and ‘co-create’ the future of data-enabled artifacts for their homes. We have iteratively developed domestic research artefacts for these households that are open, data-enabled, physical visualizations. These artefacts - called Domestic Widgets - are customisable in their design and functionality throughout their lifespan. The development process highlights design challenges for sustained co-creation and the leveraging of household creativity in (co-creation) research toolkits. These include the need to allow and inspire iterative customization, the need to accommodate changing roles within the home ecology, and the aim that such design should be inclusive for all family members (irrespective of age and technical proficiency), whilst maintaining a role and purpose in the home. We invite the RTD community to critically discuss our, and other, open and iterative end-user designs for sustained co-creation. By presenting unbuilt and interactive pre-built Domestic Widgets, we interactively foster engagement with practises of sustained co-creation
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