9,622 research outputs found

    Supporting peer interaction in online learning environments

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    This paper reports two studies into the efficacy of sentence openers to foster online peer-to-peer interaction. Sentence openers are pre-defined ways to start an utterance that are implemented in communication facilities as menu’s or buttons. In the first study, typical opening phrases were derived from naturally occurring online dialogues. The resulting set of sentence openers was implemented in a semi-structured chat tool that allowed students to compose messages in a freetext area or via sentence openers. In the second study, this tool was used to explore the students’ appreciation and unprompted use of sentence openers. Results indicate that students hardly used sentence openers and were skeptical of their usefulness. Because both measures were negatively correlated with students’ prior chat experience, optional use of sentence openers may not be the best way to support students’ online interaction. Based on these findings, alternative ways of using sentence openers are discussed and topics for further research are advanced

    A collaborative assistant for email

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    Explorations in engagement for humans and robots

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    This paper explores the concept of engagement, the process by which individuals in an interaction start, maintain and end their perceived connection to one another. The paper reports on one aspect of engagement among human interactors--the effect of tracking faces during an interaction. It also describes the architecture of a robot that can participate in conversational, collaborative interactions with engagement gestures. Finally, the paper reports on findings of experiments with human participants who interacted with a robot when it either performed or did not perform engagement gestures. Results of the human-robot studies indicate that people become engaged with robots: they direct their attention to the robot more often in interactions where engagement gestures are present, and they find interactions more appropriate when engagement gestures are present than when they are not.Comment: 31 pages, 5 figures, 3 table

    Virtual reality in theatre education and design practice - new developments and applications

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    The global use of Information and Communication Technologies (ICTs) has already established new approaches to theatre education and research, shifting traditional methods of knowledge delivery towards a more visually enhanced experience, which is especially important for teaching scenography. In this paper, I examine the role of multimedia within the field of theatre studies, with particular focus on the theory and practice of theatre design and education. I discuss various IT applications that have transformed the way we experience, learn and co-create our cultural heritage. I explore a suite of rapidly developing communication and computer-visualization techniques that enable reciprocal exchange between students, theatre performances and artefacts. Eventually, I analyse novel technology-mediated teaching techniques that attempt to provide a new media platform for visually enhanced information transfer. My findings indicate that the recent developments in the personalization of knowledge delivery, and also in student-centred study and e-learning, necessitate the transformation of the learners from passive consumers of digital products to active and creative participants in the learning experience

    The RobotCub Approach to the Development of Cognition

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    This paper elaborates on the workplan of an initiative in embodied cognition: RobotCub. Our goal here is to provide background and to motivate our long-term plan of empirical research including brain and robotic sciences following the principles of epigenetic robotics

    A collaborative interface agent for Lotus eSuite mail

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    Thesis (S.B. and M.Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1998.Includes bibliographical references (leaves 79-80).by Ada Hoi-Fay Cheung.S.B.and M.Eng

    Symbol Emergence in Robotics: A Survey

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    Humans can learn the use of language through physical interaction with their environment and semiotic communication with other people. It is very important to obtain a computational understanding of how humans can form a symbol system and obtain semiotic skills through their autonomous mental development. Recently, many studies have been conducted on the construction of robotic systems and machine-learning methods that can learn the use of language through embodied multimodal interaction with their environment and other systems. Understanding human social interactions and developing a robot that can smoothly communicate with human users in the long term, requires an understanding of the dynamics of symbol systems and is crucially important. The embodied cognition and social interaction of participants gradually change a symbol system in a constructive manner. In this paper, we introduce a field of research called symbol emergence in robotics (SER). SER is a constructive approach towards an emergent symbol system. The emergent symbol system is socially self-organized through both semiotic communications and physical interactions with autonomous cognitive developmental agents, i.e., humans and developmental robots. Specifically, we describe some state-of-art research topics concerning SER, e.g., multimodal categorization, word discovery, and a double articulation analysis, that enable a robot to obtain words and their embodied meanings from raw sensory--motor information, including visual information, haptic information, auditory information, and acoustic speech signals, in a totally unsupervised manner. Finally, we suggest future directions of research in SER.Comment: submitted to Advanced Robotic

    CollabCoder: A GPT-Powered Workflow for Collaborative Qualitative Analysis

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    The Collaborative Qualitative Analysis (CQA) process can be time-consuming and resource-intensive, requiring multiple discussions among team members to refine codes and ideas before reaching a consensus. To address these challenges, we introduce CollabCoder, a system leveraging Large Language Models (LLMs) to support three CQA stages: independent open coding, iterative discussions, and the development of a final codebook. In the independent open coding phase, CollabCoder provides AI-generated code suggestions on demand, and allows users to record coding decision-making information (e.g. keywords and certainty) as support for the process. During the discussion phase, CollabCoder helps to build mutual understanding and productive discussion by sharing coding decision-making information with the team. It also helps to quickly identify agreements and disagreements through quantitative metrics, in order to build a final consensus. During the code grouping phase, CollabCoder employs a top-down approach for primary code group recommendations, reducing the cognitive burden of generating the final codebook. An evaluation involving 16 users confirmed the usability and effectiveness of CollabCoder and offered empirical insights into the LLMs' roles in CQA
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