6,586 research outputs found
A Framework for Active Learning: Revisited
Over the past decade, algorithm visualization tools have been researched and developed to be used by Computer Science instructors to ease studentsâ learning curve for new concepts. However, limitations such as rigid animation frameworks, lack of user interaction with the visualization created, and learning a new language and environment, have severely reduced instructorsâ desire to use such a tool. The purpose of this project is to create a tool that overcomes these limitations. Instructors do not have to get familiar with a new framework and learn another language. The API used to create algorithm animation for this project is through Java, a programming language familiar to many instructors. Moreover, not only do the instructors have control over planning the animation, students using the animation will also have the ability to interact with it
Muscleless Motor synergies and actions without movements : From Motor neuroscience to cognitive robotics
Emerging trends in neurosciences are providing converging evidence that cortical networks in predominantly motor areas are activated in several contexts related to âactionâ that do not cause any overt movement. Indeed for any complex body, human or embodied robot inhabiting unstructured environments, the dual processes of shaping motor output during action execution and providing the self with information related to feasibility, consequence and understanding of potential actions (of oneself/others) must seamlessly alternate during goal-oriented behaviors, social interactions. While prominent approaches like Optimal Control, Active Inference converge on the role of forward models, they diverge on the underlying computational basis. In this context, revisiting older ideas from motor control like the Equilibrium Point Hypothesis and synergy formation, this article offers an alternative perspective emphasizing the functional role of a âplastic, configurableâ internal representation of the body (body-schema) as a critical link enabling the seamless continuum between motor control and imagery. With the central proposition that both âreal and imaginedâ actions are consequences of an internal simulation process achieved though passive goal-oriented animation of the body schema, the computational/neural basis of muscleless motor synergies (and ensuing simulated actions without movements) is explored. The rationale behind this perspective is articulated in the context of several interdisciplinary studies in motor neurosciences (for example, intracranial depth recordings from the parietal cortex, FMRI studies highlighting a shared cortical basis for action âexecution, imagination and understandingâ), animal cognition (in particular, tool-use and neuro-rehabilitation experiments, revealing how coordinated tools are incorporated as an extension to the body schema) and pertinent challenges towards building cognitive robots that can seamlessly âact, interact, anticipate and understandâ in unstructured natural living spaces
On Neuromechanical Approaches for the Study of Biological Grasp and Manipulation
Biological and robotic grasp and manipulation are undeniably similar at the
level of mechanical task performance. However, their underlying fundamental
biological vs. engineering mechanisms are, by definition, dramatically
different and can even be antithetical. Even our approach to each is
diametrically opposite: inductive science for the study of biological systems
vs. engineering synthesis for the design and construction of robotic systems.
The past 20 years have seen several conceptual advances in both fields and the
quest to unify them. Chief among them is the reluctant recognition that their
underlying fundamental mechanisms may actually share limited common ground,
while exhibiting many fundamental differences. This recognition is particularly
liberating because it allows us to resolve and move beyond multiple paradoxes
and contradictions that arose from the initial reasonable assumption of a large
common ground. Here, we begin by introducing the perspective of neuromechanics,
which emphasizes that real-world behavior emerges from the intimate
interactions among the physical structure of the system, the mechanical
requirements of a task, the feasible neural control actions to produce it, and
the ability of the neuromuscular system to adapt through interactions with the
environment. This allows us to articulate a succinct overview of a few salient
conceptual paradoxes and contradictions regarding under-determined vs.
over-determined mechanics, under- vs. over-actuated control, prescribed vs.
emergent function, learning vs. implementation vs. adaptation, prescriptive vs.
descriptive synergies, and optimal vs. habitual performance. We conclude by
presenting open questions and suggesting directions for future research. We
hope this frank assessment of the state-of-the-art will encourage and guide
these communities to continue to interact and make progress in these important
areas
Effective use of Interactive Learning Modules in Classroom Study for Computer Science Education
The National Science Foundation (NSF) is spending substantial resources to improve science, technology, engineering, and mathematics (STEM) education in the United States. The ultimate goal of these programs is to produce students with a better knowledge of math and science and who are more likely to pursue careers in STEM fields. Interactive learning modules can be used in the classroom environment for effective learning.
This study examines the learning preferences of Logan High School (located in Logan, Utah) students and evaluates the impacts of using interactive learning modules with classroom lectures compared to other traditional methods of teaching
A Methodology for Internet of Things Business Modeling and Analysis using Agent-Based Simulation
Internet of Things (IoT) is a new vision of an integrated network covering physical objects that are able to collect and exchange data. It enables previously unconnected devices and objects to become connected using equipping devices with communication technology such as sensors and radio frequency identification tags (RFID). As technology progresses towards new paradigm such as IoT, there is a need for an approach to identify the significance of these projects. Conventional simulation modeling and data analysis approaches are not able to capture the system complexity or suffer from a lack of data needed that can help to build a prediction. Agent-based Simulation (ABM) proposes an efficient simulation scheme to capture the structure of this dimension and offer a potential solution. Two case studies were proposed in this research. The first one introduces a conceptual case study addressing the use of agent-based simulations to verify the effectiveness of the business model of IoT. The objective of the study is to assess the feasibility of such application, of the market in the city of Orlando (Florida, United States). The second case study seeks to use ABM to simulate the operational behavior of refrigeration units (7,420) in one of largest retail organizations in Saudi Arabia and assess the economic feasibility of IoT implementation by estimating the return on investment (ROI)
Revisiting the Body-Schema Concept in the Context of Whole-Body Postural-Focal Dynamics
The body-schema concept is revisited in the context of embodied cognition, further developing the theory formulated by Marc Jeannerod that the motor system is part of a simulation network related to action, whose function is not only to shape the motor system for preparing an action (either overt or covert) but also to provide the self with information on the feasibility and the meaning of potential actions. The proposed computational formulation is based on a dynamical system approach, which is linked to an extension of the equilibrium-point hypothesis, called Passive Motor Paradigm: this dynamical system generates goal-oriented, spatio-temporal, sensorimotor patterns, integrating a direct and inverse internal model in a multi-referential framework. The purpose of such computational model is to operate at the same time as a general synergy formation machinery for planning whole-body actions in humanoid robots and/or for predicting coordinated sensoryâmotor patterns in human movements. In order to illustrate the computational approach, the integration of simultaneous, even partially conflicting tasks will be analyzed in some detail with regard to postural-focal dynamics, which can be defined as the fusion of a focal task, namely reaching a target with the whole-body, and a postural task, namely maintaining overall stability
Unsupervised Intuitive Physics from Visual Observations
While learning models of intuitive physics is an increasingly active area of
research, current approaches still fall short of natural intelligences in one
important regard: they require external supervision, such as explicit access to
physical states, at training and sometimes even at test times. Some authors
have relaxed such requirements by supplementing the model with an handcrafted
physical simulator. Still, the resulting methods are unable to automatically
learn new complex environments and to understand physical interactions within
them. In this work, we demonstrated for the first time learning such predictors
directly from raw visual observations and without relying on simulators. We do
so in two steps: first, we learn to track mechanically-salient objects in
videos using causality and equivariance, two unsupervised learning principles
that do not require auto-encoding. Second, we demonstrate that the extracted
positions are sufficient to successfully train visual motion predictors that
can take the underlying environment into account. We validate our predictors on
synthetic datasets; then, we introduce a new dataset, ROLL4REAL, consisting of
real objects rolling on complex terrains (pool table, elliptical bowl, and
random height-field). We show that in all such cases it is possible to learn
reliable extrapolators of the object trajectories from raw videos alone,
without any form of external supervision and with no more prior knowledge than
the choice of a convolutional neural network architecture
Applying science of learning in education: Infusing psychological science into the curriculum
The field of specialization known as the science of learning is not, in fact, one field. Science of learning is a term that serves as an umbrella for many lines of research, theory, and application. A term with an even wider reach is Learning Sciences (Sawyer, 2006). The present book represents a sliver, albeit a substantial one, of the scholarship on the science of learning and its application in educational settings (Science of Instruction, Mayer 2011). Although much, but not all, of what is presented in this book is focused on learning in college and university settings, teachers of all academic levels may find the recommendations made by chapter authors of service. The overarching theme of this book is on the interplay between the science of learning, the science of instruction, and the science of assessment (Mayer, 2011). The science of learning is a systematic and empirical approach to understanding how people learn. More formally, Mayer (2011) defined the science of learning as the âscientific study of how people learnâ (p. 3). The science of instruction (Mayer 2011), informed in part by the science of learning, is also on display throughout the book. Mayer defined the science of instruction as the âscientific study of how to help people learnâ (p. 3). Finally, the assessment of student learning (e.g., learning, remembering, transferring knowledge) during and after instruction helps us determine the effectiveness of our instructional methods. Mayer defined the science of assessment as the âscientific study of how to determine what people knowâ (p.3). Most of the research and applications presented in this book are completed within a science of learning framework. Researchers first conducted research to understand how people learn in certain controlled contexts (i.e., in the laboratory) and then they, or others, began to consider how these understandings could be applied in educational settings. Work on the cognitive load theory of learning, which is discussed in depth in several chapters of this book (e.g., Chew; Lee and Kalyuga; Mayer; Renkl), provides an excellent example that documents how science of learning has led to valuable work on the science of instruction. Most of the work described in this book is based on theory and research in cognitive psychology. We might have selected other topics (and, thus, other authors) that have their research base in behavior analysis, computational modeling and computer science, neuroscience, etc. We made the selections we did because the work of our authors ties together nicely and seemed to us to have direct applicability in academic settings
Social Cognition for Human-Robot SymbiosisâChallenges and Building Blocks
The next generation of robot companions or robot working partners will need to satisfy social requirements somehow similar to the famous laws of robotics envisaged by Isaac Asimov time ago (Asimov, 1942). The necessary technology has almost reached the required level, including sensors and actuators, but the cognitive organization is still in its infancy and is only partially supported by the current understanding of brain cognitive processes. The brain of symbiotic robots will certainly not be a âpositronicâ replica of the human brain: probably, the greatest part of it will be a set of interacting computational processes running in the cloud. In this article, we review the challenges that must be met in the design of a set of interacting computational processes as building blocks of a cognitive architecture that may give symbiotic capabilities to collaborative robots of the next decades: (1) an animated body-schema; (2) an imitation machinery; (3) a motor intentions machinery; (4) a set of physical interaction mechanisms; and (5) a shared memory system for incremental symbiotic development. We would like to stress that our approach is totally un-hierarchical: the five building blocks of the shared cognitive architecture are fully bi-directionally connected. For example, imitation and intentional processes require the âservicesâ of the animated body schema which, on the other hand, can run its simulations if appropriately prompted by imitation and/or intention, with or without physical interaction. Successful experiences can leave a trace in the shared memory system and chunks of memory fragment may compete to participate to novel cooperative actions. And so on and so forth. At the heart of the system is lifelong training and learning but, different from the conventional learning paradigms in neural networks, where learning is somehow passively imposed by an external agent, in symbiotic robots there is an element of free choice of what is worth learning, driven by the interaction between the robot and the human partner. The proposed set of building blocks is certainly a rough approximation of what is needed by symbiotic robots but we believe it is a useful starting point for building a computational framework
Promoting Programming Learning. Engagement, Automatic Assessment with Immediate Feedback in Visualizations
The skill of programming is a key asset for every computer science student. Many studies have shown that this is a hard skill to learn and the outcomes of programming courses have often been substandard. Thus, a range of methods and tools have been developed to assist studentsâ learning processes. One of the biggest fields in computer science education is the use of visualizations as a learning aid and many visualization based tools have been developed to aid the learning process during last few decades.
Studies conducted in this thesis focus on two different visualizationbased tools TRAKLA2 and ViLLE. This thesis includes results from multiple empirical studies about what kind of effects the introduction and usage of these tools have on studentsâ opinions and performance, and what kind of implications there are from a teacherâs point of view. The results from studies in this thesis show that students preferred to do web-based exercises, and felt that those exercises contributed to their learning. The usage of the tool motivated students to work harder during their course, which was shown in overall course performance and drop-out statistics.
We have also shown that visualization-based tools can be used to enhance the learning process, and one of the key factors is the higher and active level of engagement (see. Engagement Taxonomy by Naps et al., 2002). The automatic grading accompanied with immediate feedback helps students to overcome obstacles during the learning process, and to grasp the key element in the learning task. These kinds of tools can help us to cope with the fact that many programming courses are overcrowded with limited teaching resources. These tools allows us to tackle this problem by utilizing automatic assessment in exercises that are most suitable to be done in the web (like tracing and simulation) since its supports studentsâ independent learning regardless of time and place.
In summary, we can use our courseâs resources more efficiently to increase the quality of the learning experience of the students and the teaching experience of the teacher, and even increase performance of the students.
There are also methodological results from this thesis which contribute to developing insight into the conduct of empirical evaluations of new tools or techniques. When we evaluate a new tool, especially one accompanied with visualization, we need to give a proper introduction to it and to the graphical notation used by tool. The standard procedure should also include capturing the screen with audio to confirm that the participants of the experiment are doing what they are supposed to do. By taken such measures in the study of the learning impact of visualization support for learning, we can avoid drawing false conclusion from our experiments.
As computer science educators, we face two important challenges. Firstly, we need to start to deliver the message in our own institution and all over the world about the new â scientifically proven â innovations in teaching like TRAKLA2 and ViLLE. Secondly, we have the relevant experience of conducting teaching related experiment, and thus we can support our colleagues to learn essential know-how of the research based improvement of their teaching. This change can transform academic teaching into publications and by utilizing this approach we can significantly increase the adoption of the new tools and techniques, and overall increase the knowledge of best-practices.
In future, we need to combine our forces and tackle these universal and common problems together by creating multi-national and multiinstitutional research projects. We need to create a community and a platform in which we can share these best practices and at the same time conduct multi-national research projects easily.Siirretty Doriast
- âŠ