19,875 research outputs found
Board games as a teaching tool for technology classes in Compulsory Secondary Education
Aquest treball estudia la tĂšcnica coneguda com game-based learning, Ă©s a dir, lâĂșs dels jocs com a eina didĂ ctica.
Primer que res, es fa recerca sobre els treballs ja existents i es veu que, tot i haver-hi articles sobre game-based learning, Ă©s difĂcil trobar-ne de relacionats amb la tecnologia, mĂ©s enllĂ dâensenyar a programar.
A continuaciĂł, es revisen els continguts curriculars i les competĂšncies de secundĂ ria i es relacionen amb alguns jocs de taula ja existents, dels quals es detallen breument les regles de joc. Es veu que hi ha continguts curriculars, pels quals es difĂcil trobar un joc que hi encaixi.
A mĂ©s a mĂ©s, es desenvolupa la idea dâun nou joc de taula, basat en el ja existent Party & Co., per treballar alguns dels continguts curriculars pels quals no sâha trobat cap joc existent que sâhi escaigui.
Finalment, sâexplica una experiĂšncia duta a terme durant el perĂode de prĂ ctiques en el centre escolar al curs de 3r dâESO. Es disposava de tres grups i en tots tres es va seguir la mateixa programaciĂł: classe introductĂČria expositiva, una sessiĂł de muntatge de robots LEGO, 4 sessions de programaciĂł i un petit test. En un dels tres grups, perĂČ, es va fer una classe prĂšvia extra on es va jugar a un joc de taula anomenat RoboRally. Els objectius eren dobles: que aprenguessin la importĂ ncia de lâalgorĂsmica i que sâho passessin bĂ©. Els resultats mostren que aquest grup va treballar mĂ©s i millor. En el treball sâanalitzen els resultats obtinguts
Differences on social acceptance of humanoid robots between Japan and the UK
Held at AISB'15 ConventionTo validate a questionnaire for measuring people's acceptance of humanoid robots in cross-cultural research (the Frankenstein Syndrome Questionnaire: FSQ), an online survey was conducted in both the UK and Japan including items on perceptions of the relation to the family and commitment to religions, and negative attitudes toward robots (the NARS). The results suggested that 1) the correlations between the FSQ subscale scores and NARS were sufficient, 2) the UK people felt more negative toward humanoid robots than did the Japanese people, 3) young UK people had more expectation for humanoid robots, 4) relationships between social acceptance of humanoid robots and negative attitudes toward robots in general were different between the nations and generations, and 5) there were no correlations between the FSQ subscale scores, and perception of the relation to the family and commitment to religions.Final Accepted Versio
VirtualHome: Simulating Household Activities via Programs
In this paper, we are interested in modeling complex activities that occur in
a typical household. We propose to use programs, i.e., sequences of atomic
actions and interactions, as a high level representation of complex tasks.
Programs are interesting because they provide a non-ambiguous representation of
a task, and allow agents to execute them. However, nowadays, there is no
database providing this type of information. Towards this goal, we first
crowd-source programs for a variety of activities that happen in people's
homes, via a game-like interface used for teaching kids how to code. Using the
collected dataset, we show how we can learn to extract programs directly from
natural language descriptions or from videos. We then implement the most common
atomic (inter)actions in the Unity3D game engine, and use our programs to
"drive" an artificial agent to execute tasks in a simulated household
environment. Our VirtualHome simulator allows us to create a large activity
video dataset with rich ground-truth, enabling training and testing of video
understanding models. We further showcase examples of our agent performing
tasks in our VirtualHome based on language descriptions.Comment: CVPR 2018 (Oral
Averting Robot Eyes
Home robots will cause privacy harms. At the same time, they can provide beneficial servicesâas long as consumers trust them. This Essay evaluates potential technological solutions that could help home robots keep their promises, avert their eyes, and otherwise mitigate privacy harms. Our goals are to inform regulators of robot-related privacy harms and the available technological tools for mitigating them, and to spur technologists to employ existing tools and develop new ones by articulating principles for avoiding privacy harms.
We posit that home robots will raise privacy problems of three basic types: (1) data privacy problems; (2) boundary management problems; and (3) social/relational problems. Technological design can ward off, if not fully prevent, a number of these harms. We propose five principles for home robots and privacy design: data minimization, purpose specifications, use limitations, honest anthropomorphism, and dynamic feedback and participation. We review current research into privacy-sensitive robotics, evaluating what technological solutions are feasible and where the harder problems lie. We close by contemplating legal frameworks that might encourage the implementation of such design, while also recognizing the potential costs of regulation at these early stages of the technology
Face of the Future
Paul Oh, robotics visionary, believes Nevada is poised to become the nationâs premier destination for all manner of âunmanned systems,â those technological marvels that are rapidly redrawing the boundaries between man and machine
Spartan Daily November 6, 2012
Volume 139, Issue 38https://scholarworks.sjsu.edu/spartandaily/1354/thumbnail.jp
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