9,684 research outputs found
Neural Architecture Search: Insights from 1000 Papers
In the past decade, advances in deep learning have resulted in breakthroughs
in a variety of areas, including computer vision, natural language
understanding, speech recognition, and reinforcement learning. Specialized,
high-performing neural architectures are crucial to the success of deep
learning in these areas. Neural architecture search (NAS), the process of
automating the design of neural architectures for a given task, is an
inevitable next step in automating machine learning and has already outpaced
the best human-designed architectures on many tasks. In the past few years,
research in NAS has been progressing rapidly, with over 1000 papers released
since 2020 (Deng and Lindauer, 2021). In this survey, we provide an organized
and comprehensive guide to neural architecture search. We give a taxonomy of
search spaces, algorithms, and speedup techniques, and we discuss resources
such as benchmarks, best practices, other surveys, and open-source libraries
Exploring the Training Factors that Influence the Role of Teaching Assistants to Teach to Students With SEND in a Mainstream Classroom in England
With the implementation of inclusive education having become increasingly valued over the years, the training of Teaching Assistants (TAs) is now more important than ever, given that they work alongside pupils with special educational needs and disabilities (hereinafter SEND) in mainstream education classrooms. The current study explored the training factors that influence the role of TAs when it comes to teaching SEND students in mainstream classrooms in England during their one-year training period. This work aimed to increase understanding of how the training of TAs is seen to influence the development of their personal knowledge and professional skills. The study has significance for our comprehension of the connection between the TAs’ training and the quality of education in the classroom. In addition, this work investigated whether there existed a correlation between the teaching experience of TAs and their background information, such as their gender, age, grade level taught, years of teaching experience, and qualification level.
A critical realist theoretical approach was adopted for this two-phased study, which involved the mixing of adaptive and grounded theories respectively. The multi-method project featured 13 case studies, each of which involved a trainee TA, his/her college tutor, and the classroom teacher who was supervising the trainee TA. The analysis was based on using semi-structured interviews, various questionnaires, and non-participant observation methods for each of these case studies during the TA’s one-year training period. The primary analysis of the research was completed by comparing the various kinds of data collected from the participants in the first and second data collection stages of each case. Further analysis involved cross-case analysis using a grounded theory approach, which made it possible to draw conclusions and put forth several core propositions. Compared with previous research, the findings of the current study reveal many implications for the training and deployment conditions of TAs, while they also challenge the prevailing approaches in many aspects, in addition to offering more diversified, enriched, and comprehensive explanations of the critical pedagogical issues
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The Epidemiology and Genetic Architecture of Vitamin D Deficiency in African Children
Vitamin D deficiency is a common public health problem worldwide. However, little is known about the epidemiology of vitamin D deficiency in Africa. In this thesis, I aimed to determine: 1) the prevalence of and risk factors associated with vitamin D deficiency in studies conducted in Africa; 2) the prevalence and predictors of vitamin D deficiency in African children; 3) the association between vitamin D and iron deficiency in African children; and 4) genetic variants that influence vitamin D status in Africans.
In a systematic review and meta-analyses of previous vitamin D studies in Africa, the average prevalence of low vitamin D status was 18.5%, 34.2% and 59.5% using cut-offs of 25-hydroxyvitamin D (25(OH)D) levels of <30 nmol/L, <50 nmol/L and <75 nmol/L, respectively. Populations at risk of vitamin D deficiency included newborns, women, and people living in high latitudes or urban areas.
In an epidemiological study of young children living in Africa, the prevalence of low vitamin D status was 0.6%, 7.8% and 44.5% using cut-offs of 25(OH)D levels of GC2 variant of the group-specific component (GC) gene, which encodes vitamin D binding protein.
Vitamin D deficiency was also associated with 80% higher odds of iron deficiency in these children. Adjusted regression models revealed that vitamin D deficiency was associated with higher ferritin and hepcidin levels suggesting lower iron status, and reduced sTfR and transferrin levels and increased TSAT and serum iron levels suggesting improved iron status.
Genome-wide association study (GWAS) in Africans revealed genetic variants that influence vitamin D status in vitamin D metabolism genes: DHCR7/NADSYN1, CYP2R1 and GC. However, the majority of SNPs from previous European GWASs did not replicate in the current GWAS.
Findings from this thesis indicate that vitamin D deficiency is prevalent in many African populations and should be considered in public health strategies in Africa
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Co-design As Healing: Exploring The Experiences Of Participants Facing Mental Health Problems
This thesis is an exploration of the healing role of co-design in mental health. Although co-design projects conducted within mental health settings are rising, existing literature tends to focus on the object of design and its outcomes while the experiences of participants per se remain largely unexplored. The guiding research question of this study is not how we design things that improve mental health, but how co-designing, as an act, might do so.
The thesis presents two projects that were organized in collaboration with the mental health charity Islington Mind and the Psychosis Therapy Project (PTP) in London.
The project at Islington Mind used a structured design process inviting participants to design for wellbeing. A case study analysis provides insights on how participants were impacted, summarizing key challenges and opportunities.
The design at PTP worked towards creating a collective brief in an emergent fashion, finally culminating in a board game. The experiences of participants were explored through Interpretative Phenomenological Analysis (IPA), using semi-structured interview data. The analysis served to identify key themes characterising the experience of co-design such as contributing, connecting, thinking and intentioning. In addition, a mixed-methods analysis of questionnaires and interview data exploring participants' wellbeing, showed that all participants who engaged fairly consistently in the project improved after the project ended, although some participants' scores returned to baseline six months later.
Reflecting on both projects, an approach to facilitation within mental health is outlined, detailing how the dimensions of weaving and layered participation, nurturing mattering and facilitating attitudes interlace. This contribution raises awareness of tacit dimensions in the practice of facilitation, articulating the nuances of how to encourage and sustain meaningful and ethical engagement and offering insights into a range of tools. It highlights the importance of remaining reflexive in relation to attitudes and emotions and discusses practical methodological and ethical challenges and ways to resolve them which can be of benefit to researchers embarking on a similar journey.
The thesis also offers detailed insights on how methodologies from different fields were integrated into a whole, arguing for transparency and reflexivity about epistemological assumptions, and how underlying paradigms shift in an interdisciplinary context.
Based on the overall findings, the thesis makes a case for considering design as healing (or a designerly way of healing), highlighting implications at a systems, social and individual level. It makes an original contribution to our understanding of design, highlighting its healing character, and proposes a new way to support mental health. The participants in this study not only had increased their own wellbeing through co-designing, but were also empowered and contributed towards healing the world. Hence, the thesis argues for a unique, holistic perspective of design and mental health, recognizing the interconnectedness of the individual, social and systemic dimensions of the healing processes that are ignited
Data-to-text generation with neural planning
In this thesis, we consider the task of data-to-text generation, which takes non-linguistic
structures as input and produces textual output. The inputs can take the form of
database tables, spreadsheets, charts, and so on. The main application of data-to-text
generation is to present information in a textual format which makes it accessible to
a layperson who may otherwise find it problematic to understand numerical figures.
The task can also automate routine document generation jobs, thus improving human
efficiency. We focus on generating long-form text, i.e., documents with multiple paragraphs. Recent approaches to data-to-text generation have adopted the very successful
encoder-decoder architecture or its variants. These models generate fluent (but often
imprecise) text and perform quite poorly at selecting appropriate content and ordering
it coherently. This thesis focuses on overcoming these issues by integrating content
planning with neural models. We hypothesize data-to-text generation will benefit from
explicit planning, which manifests itself in (a) micro planning, (b) latent entity planning, and (c) macro planning. Throughout this thesis, we assume the input to our
generator are tables (with records) in the sports domain. And the output are summaries
describing what happened in the game (e.g., who won/lost, ..., scored, etc.).
We first describe our work on integrating fine-grained or micro plans with data-to-text generation. As part of this, we generate a micro plan highlighting which records
should be mentioned and in which order, and then generate the document while taking
the micro plan into account.
We then show how data-to-text generation can benefit from higher level latent entity planning. Here, we make use of entity-specific representations which are dynam ically updated. The text is generated conditioned on entity representations and the
records corresponding to the entities by using hierarchical attention at each time step.
We then combine planning with the high level organization of entities, events, and
their interactions. Such coarse-grained macro plans are learnt from data and given
as input to the generator. Finally, we present work on making macro plans latent
while incrementally generating a document paragraph by paragraph. We infer latent
plans sequentially with a structured variational model while interleaving the steps of
planning and generation. Text is generated by conditioning on previous variational
decisions and previously generated text.
Overall our results show that planning makes data-to-text generation more interpretable, improves the factuality and coherence of the generated documents and re duces redundancy in the output document
Annals [...].
Pedometrics: innovation in tropics; Legacy data: how turn it useful?; Advances in soil sensing; Pedometric guidelines to systematic soil surveys.Evento online. Coordenado por: Waldir de Carvalho Junior, Helena Saraiva Koenow Pinheiro, Ricardo Simão Diniz Dalmolin
Playing and Making History: How Game Design and Gameplay Afford Opportunities for a Critical Engagement with the Past
For decades there has been a call for educators to explore new possibilities for meeting educational goals defined broadly under a number of 'twenty-first century competencies' curricula (Dede, 2014; Voogt et al., 2013). These stress the need for students to combine critical skills development with an understanding of the processes and reach of technologies in daily life, in order to prepare them for a shifting cultural and economic landscape. In response, an extensive literature has grown up about game-based learning (Brown, 2008; de Castell, 2011; Gee, 2003; Gee and Hayes, 2011; Jenson, Taylor, de Castell, 2011; Jenson et al., 2016; Kafai, 1995; 2012; 2016; Prensky, 2001; Squire, 2004; 2011; Steinkuehler, 2006) that seeks to explore whether/how games can be used productively in education. History as a discipline lends itself particularly well to game-based learning. It is bound up in questions of interpretation, agency, and choice, considerations that gameplay and game design as processes highlight well. My research explores the uses of digital historical games in history education, and most especially in the acquisition of critical historical skills. These skills are defined as the capacity to view and engage with the constitutive parts of historical scholarship and objects: interpretation, argument, evidence, ideology, subject position, class, race, sex, etc. This thesis will present findings from two participant-based research studies that I organized and ran between 2018 and 2019. In the first, participants were tasked with playing a counterfactual historical game, Fallout 4, and talking about their experiences, as well as answering questions about history and historical understandings. The second study took the form of an interactive digital history course. In it, students, working in small groups, were tasked with creating their own historical games. Exploring both gameplay and game production answers the call issued by Kafai and Burke (2016) that researchers should view the potential for games in education holistically, rather than in either/or terms. Taken together, this thesis argues that playing and especially making historical games offers opportunities for learners to engage with epistemological concepts in history in meaningful ways that can advance their critical understanding of history as a subject
How to Be a God
When it comes to questions concerning the nature of Reality, Philosophers and Theologians have the answers.
Philosophers have the answers that can’t be proven right. Theologians have the answers that can’t be proven wrong.
Today’s designers of Massively-Multiplayer Online Role-Playing Games create realities for a living. They can’t spend centuries mulling over the issues: they have to face them head-on. Their practical experiences can indicate which theoretical proposals actually work in practice.
That’s today’s designers. Tomorrow’s will have a whole new set of questions to answer.
The designers of virtual worlds are the literal gods of those realities. Suppose Artificial Intelligence comes through and allows us to create non-player characters as smart as us. What are our responsibilities as gods? How should we, as gods, conduct ourselves?
How should we be gods
AIUCD 2022 - Proceedings
L’undicesima edizione del Convegno Nazionale dell’AIUCD-Associazione di Informatica Umanistica ha per titolo Culture digitali. Intersezioni: filosofia, arti, media. Nel titolo è presente, in maniera esplicita, la richiesta di una riflessione, metodologica e teorica, sull’interrelazione tra tecnologie digitali, scienze dell’informazione, discipline filosofiche, mondo delle arti e cultural studies
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