23,408 research outputs found

    Investigating the use of semantic technologies in spatial mapping applications

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    Semantic Web Technologies are ideally suited to build context-aware information retrieval applications. However, the geospatial aspect of context awareness presents unique challenges such as the semantic modelling of geographical references for efficient handling of spatial queries, the reconciliation of the heterogeneity at the semantic and geo-representation levels, maintaining the quality of service and scalability of communicating, and the efficient rendering of the spatial queries' results. In this paper, we describe the modelling decisions taken to solve these challenges by analysing our implementation of an intelligent planning and recommendation tool that provides location-aware advice for a specific application domain. This paper contributes to the methodology of integrating heterogeneous geo-referenced data into semantic knowledgebases, and also proposes mechanisms for efficient spatial interrogation of the semantic knowledgebase and optimising the rendering of the dynamically retrieved context-relevant information on a web frontend

    Labour Market Information Driven, Personalized, OER Recommendation System for Lifelong Learners

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    In this paper, we suggest a novel method to aid lifelong learners to access relevant OER based learning content to master skills demanded on the labour market. Our software prototype 1) applies Text Classification and Text Mining methods on vacancy announcements to decompose jobs into meaningful skills components, which lifelong learners should target; and 2) creates a hybrid OER Recommender System to suggest personalized learning content for learners to progress towards their skill targets. For the first evaluation of this prototype we focused on two job areas: Data Scientist, and Mechanical Engineer. We applied our skill extractor approach and provided OER recommendations for learners targeting these jobs. We conducted in-depth, semi-structured interviews with 12 subject matter experts to learn how our prototype performs in terms of its objectives, logic, and contribution to learning. More than 150 recommendations were generated, and 76.9% of these recommendations were treated as useful by the interviewees. Interviews revealed that a personalized OER recommender system, based on skills demanded by labour market, has the potential to improve the learning experience of lifelong learners.Comment: This paper has been accepted to be published in the proceedings of CSEDU 2020 by SciTePres

    Feasibility report: Delivering case-study based learning using artificial intelligence and gaming technologies

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    This document describes an investigation into the technical feasibility of a game to support learning based on case studies. Information systems students using the game will conduct fact-finding interviews with virtual characters. We survey relevant technologies in computational linguistics and games. We assess the applicability of the various approaches and propose an architecture for the game based on existing techniques. We propose a phased development plan for the development of the game

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Development of an ontology for the inclusion of app users with visual impairments

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    Approximately 15% of the world’s population have some form of disability and the majority use apps on their mobile devices to help them in their daily lives with communication, healthcare, or for entertainment purposes. It is not, however, easy for users with impairments to choose the most suitable apps since this will depend on their particular personal characteristics or circumstances in a specific context, and because such users require apps with certain accessibility features which are not always specified in the app description. In order to overcome such difficulties, it is necessary to obtain a user profile that gathers the user’s personal details, abilities, disabilities, skills, and interests to facilitate selection. The basis for our research work is to develop an app that recommends a set of apps to users with disabilities. In this respect, the focus of this paper is to obtain a semantic user profile model on which more precise search requests can be performed. The disability we have chosen to concentrate on is that of visual impairment. We propose an ontology-based user profile that matches users’ characteristics, disabilities, and interests, and which not only simplifies the classification process but also provides a mechanism for linking them with existing disability ontologies, assistive devices, accessibility concepts, etc. Moreover, thanks to the inclusion of semantic relations and rules, it is possible to reason and infer new information that can be used to make more personalized recommendations than a simple app store search.Spanish Ministry of Economy and Competitiveness (Agencia Estatal de Investigacion) PID2019-109644RB-I00/AEI/10.13039/50110001103

    ICEduTech 2013:International Conference on Educational Technologies, Kuala Lumpur, Malaysia 29 Nov - 1 Dec: proceedings

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    (MU-CTL-01-12) Towards Model Driven Game Engineering in SimSYS: Requirements for the Agile Software Development Process Game

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    Software Engineering (SE) and Systems Engineering (Sys) are knowledge intensive, specialized, rapidly changing disciplines; their educational infrastructure faces significant challenges including the need to rapidly, widely, and cost effectively introduce new or revised course material; encourage the broad participation of students; address changing student motivations and attitudes; support undergraduate, graduate and lifelong learning; and incorporate the skills needed by industry. Games have a reputation for being fun and engaging; more importantly immersive, requiring deep thinking and complex problem solving. We believe educational games are essential in the next generation of e-learning tools. An extensible, freely available, engaging, problem-based game platform that provides students with an interactive simulated experience closely resembling the activities performed in a (real) industry development project would transform the SE/Sys education infrastructure. Our goal is to extend the state-of-the-art research in SE/Sys education by investigating a game development platform (GDP) from an interdisciplinary perspective (education, game research, and software/systems engineering). A meta-model has been proposed to provide a rigourous foundation that integrates the three disciplines. The GDP is intended to support the semi-automated development of collections of scripted games and their execution, where each game embodies a specific set of learning objectives. The games are scripted using a template based approach. The templates integrate three approaches: use cases; storyboards; and state machines (timed, concurrent, hierarchical state machines). The specification templates capture the structure of the game (Game, Acts, Scenes, Screens, Challenges), storyline, characters (player, non-player, external), graphics, music/sound effects, rules, and so on. The instantiated templates are (manually) transformed into XML game scripts that can be loaded into the SimSYS Game Play Engine. As a game is played, the game play events are logged; they are analyzed to automatically assess a player’s accomplishments and automatically adapt the game play script. Currently, we are manually defining a collection of games. The games are being used to ensure the GDP is flexible and reliable (i.e., the prototype can load and correctly run a variety of game scripts), the ontology is comprehensive, and the templates assist in defining well-organized, modular game scripts. In this report, we present the initial part of an Agile Software Development Process game (Act I, Scenes 1 and 2) that embodies learning objectives related to SE fundamentals (requirements, architecture, testing, process); planning with Gantt charts; working with budgets; and selecting a team for an agile development project. A student player is rewarded in the game by getting hired, scoring points, or getting promoted to lead a project. The game has a variety of settings including a classroom, job fair, and a work environment with meeting rooms, cubicles, and a water cooler station. The main non-player characters include a teacher, boss, and an evil peer. In the future, semi-automated support for creating new game scripts will be explored using a wizard interface. The templates will be formally defined, supporting automated transformation into XML game scripts that can be loaded into the SimSYS Game Engine. We also plan to explore transforming the requirements into a notation that can be imported into a commercial tool that supports Statechart simulation

    Mathematical models of games of chance: Epistemological taxonomy and potential in problem-gambling research

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    Games of chance are developed in their physical consumer-ready form on the basis of mathematical models, which stand as the premises of their existence and represent their physical processes. There is a prevalence of statistical and probabilistic models in the interest of all parties involved in the study of gambling – researchers, game producers and operators, and players – while functional models are of interest more to math-inclined players than problem-gambling researchers. In this paper I present a structural analysis of the knowledge attached to mathematical models of games of chance and the act of modeling, arguing that such knowledge holds potential in the prevention and cognitive treatment of excessive gambling, and I propose further research in this direction
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