63,018 research outputs found

    Neuro-fuzzy knowledge processing in intelligent learning environments for improved student diagnosis

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    In this paper, a neural network implementation for a fuzzy logic-based model of the diagnostic process is proposed as a means to achieve accurate student diagnosis and updates of the student model in Intelligent Learning Environments. The neuro-fuzzy synergy allows the diagnostic model to some extent "imitate" teachers in diagnosing students' characteristics, and equips the intelligent learning environment with reasoning capabilities that can be further used to drive pedagogical decisions depending on the student learning style. The neuro-fuzzy implementation helps to encode both structured and non-structured teachers' knowledge: when teachers' reasoning is available and well defined, it can be encoded in the form of fuzzy rules; when teachers' reasoning is not well defined but is available through practical examples illustrating their experience, then the networks can be trained to represent this experience. The proposed approach has been tested in diagnosing aspects of student's learning style in a discovery-learning environment that aims to help students to construct the concepts of vectors in physics and mathematics. The diagnosis outcomes of the model have been compared against the recommendations of a group of five experienced teachers, and the results produced by two alternative soft computing methods. The results of our pilot study show that the neuro-fuzzy model successfully manages the inherent uncertainty of the diagnostic process; especially for marginal cases, i.e. where it is very difficult, even for human tutors, to diagnose and accurately evaluate students by directly synthesizing subjective and, some times, conflicting judgments

    Genuine lab experiences for students in resource constrained environments: The RealLab with integrated intelligent assessment.

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    Laboratory activities are indispensable for developing engineering skills. Computer Aided Learning (CAL) tools can be used to enhance laboratory learning in various ways, the latest approach being the virtual laboratory technique that emulates traditional laboratory processes. This new approach makes it possible to give students complete and genuine laboratory experiences in situations constrained by limited resources in the provision of laboratory facilities and infrastructure and/or where there is need for laboratory education, for large classes, with only one laboratory stand. This may especially be the case in countries in transition. Most existing virtual laboratories are not available for purchase. Where they are, they may not be cost friendly for resource constrained environments. Also, most do not integrate any form of assessment structure. In this paper, we present a very cost friendly virtual laboratory solution for genuine laboratory experiences in resource constrained environments, with integrated intelligent assessment

    FollowMe: A Bigraphical Approach

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    In this paper we illustrate the use of modelling techniques using bigraphs to specify and refine elementary aspects of the FollowMe framework. This framework provides the seamless migration of bi-directional user interfaces for users as they navigate between zones within an intelligent environment

    Modelling of Multi-Agent Systems: Experiences with Membrane Computing and Future Challenges

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    Formal modelling of Multi-Agent Systems (MAS) is a challenging task due to high complexity, interaction, parallelism and continuous change of roles and organisation between agents. In this paper we record our research experience on formal modelling of MAS. We review our research throughout the last decade, by describing the problems we have encountered and the decisions we have made towards resolving them and providing solutions. Much of this work involved membrane computing and classes of P Systems, such as Tissue and Population P Systems, targeted to the modelling of MAS whose dynamic structure is a prominent characteristic. More particularly, social insects (such as colonies of ants, bees, etc.), biology inspired swarms and systems with emergent behaviour are indicative examples for which we developed formal MAS models. Here, we aim to review our work and disseminate our findings to fellow researchers who might face similar challenges and, furthermore, to discuss important issues for advancing research on the application of membrane computing in MAS modelling.Comment: In Proceedings AMCA-POP 2010, arXiv:1008.314

    Modelling Socially Intelligent Agents

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    The perspective of modelling agents rather than using them for a specificed purpose entails a difference in approach. In particular an emphasis on veracity as opposed to efficiency. An approach using evolving populations of mental models is described that goes some way to meet these concerns. It is then argued that social intelligence is not merely intelligence plus interaction but should allow for individual relationships to develop between agents. This means that, at least, agents must be able to distinguish, identify, model and address other agents, either individually or in groups. In other words that purely homogeneous interaction is insufficient. Two example models are described that illustrate these concerns, the second in detail where agents act and communicate socially, where this is determined by the evolution of their mental models. Finally some problems that arise in the interpretation of such simulations is discussed

    Monitoring and detection of agitation in dementia: towards real-time and big-data solutions

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    The changing demographic profile of the population has potentially challenging social, geopolitical, and financial consequences for individuals, families, the wider society, and governments globally. The demographic change will result in a rapidly growing elderly population with healthcare implications which importantly include Alzheimer type conditions (a leading cause of dementia). Dementia requires long term care to manage the negative behavioral symptoms which are primarily exhibited in terms of agitation and aggression as the condition develops. This paper considers the nature of dementia along with the issues and challenges implicit in its management. The Behavioral and Psychological Symptoms of Dementia (BPSD) are introduced with factors (precursors) to the onset of agitation and aggression. Independent living is considered, health monitoring and implementation in context-aware decision-support systems is discussed with consideration of data analytics. Implicit in health monitoring are technical and ethical constraints, we briefly consider these constraints with the ability to generalize to a range of medical conditions. We postulate that health monitoring offers exciting potential opportunities however the challenges lie in the effective realization of independent assisted living while meeting the ethical challenges, achieving this remains an open research question remains.Peer ReviewedPostprint (author's final draft

    Affect and believability in game characters:a review of the use of affective computing in games

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    Virtual agents are important in many digital environments. Designing a character that highly engages users in terms of interaction is an intricate task constrained by many requirements. One aspect that has gained more attention recently is the effective dimension of the agent. Several studies have addressed the possibility of developing an affect-aware system for a better user experience. Particularly in games, including emotional and social features in NPCs adds depth to the characters, enriches interaction possibilities, and combined with the basic level of competence, creates a more appealing game. Design requirements for emotionally intelligent NPCs differ from general autonomous agents with the main goal being a stronger player-agent relationship as opposed to problem solving and goal assessment. Nevertheless, deploying an affective module into NPCs adds to the complexity of the architecture and constraints. In addition, using such composite NPC in games seems beyond current technology, despite some brave attempts. However, a MARPO-type modular architecture would seem a useful starting point for adding emotions
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