1,310 research outputs found
Sensor-Driven, Spatially Explicit Agent-Based Models
Conventionally, agent-based models (ABMs) are specified from well-established theory about the systems under investigation. For such models, data is only introduced to ensure the validity of the specified models. In cases where the underlying mechanisms of the system of interest are unknown, rich datasets about the system can reveal patterns and processes of the systems. Sensors have become ubiquitous allowing researchers to capture precise characteristics of entities in both time and space. The combination of data from in situ sensors to geospatial outputs provides a rich resource for characterising geospatial environments and entities on earth. More importantly, the sensor data can capture behaviours and interactions of entities allowing us to visualise emerging patterns from the interactions. However, there is a paucity of standardised methods for the integration of dynamic sensor data streams into ABMs. Further, only few models have attempted to incorporate spatial and temporal data dynamically from sensors for model specification, calibration and validation. This chapter documents the state of the art of methods for bridging the gap between sensor data observations and specification of accurate spatially explicit agent-based models. In addition, this work proposes a conceptual framework for dynamic validation of sensor-driven spatial ABMs to address the risk of model overfitting
SHOW Deliverable 10.1: Simulation scenarios and tools
This document identifies all simulation tools which are used by all partners participating in Work Package 10 of the SHOW project. Their applications range from vehicle level of shared CCAVs up to mobility level, and they are used to enrich all field experiment results of the SHOW pilots. In addition, a relation of tools to application areas and to SHOW pilots is presented. Furthermore, multiple simulation scenarios are introduced,
which define the used tools to evaluate the scenario, their expected results as well as the addressed KPIs from A9.4. After a short presentation of the SHOW sites that are investigated in simulation in this WP, the simulation plans of all participating partners are presented and linked to at least one of the pilot sites. Additionally, data inputs that are required from the SHOW sites are stated
Practical, appropriate, empirically-validated guidelines for designing educational games
There has recently been a great deal of interest in the
potential of computer games to function as innovative
educational tools. However, there is very little evidence of
games fulfilling that potential. Indeed, the process of
merging the disparate goals of education and games design
appears problematic, and there are currently no practical
guidelines for how to do so in a coherent manner. In this
paper, we describe the successful, empirically validated
teaching methods developed by behavioural psychologists
and point out how they are uniquely suited to take
advantage of the benefits that games offer to education. We
conclude by proposing some practical steps for designing
educational games, based on the techniques of Applied
Behaviour Analysis. It is intended that this paper can both
focus educational games designers on the features of games
that are genuinely useful for education, and also introduce a
successful form of teaching that this audience may not yet
be familiar with
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Developing sustainable business models for institutions’ provision of open educational resources: Learning from OpenLearn users’ motivations and experiences
Universities across the globe have, for some time, been exploring the possibilities for achieving public benefit and generating business and visibility through releasing and sharing open educational resources (OER). Many have written about the need to develop sustainable and profitable business models around the production and release of OER. Downes (2006), for example, has questioned the financial sustainability of OER production at scale. Many of the proposed business models focus on OER’s value in generating revenue and detractors of OER have questioned whether they are in competition with formal education.
This paper reports on a study intended to broaden the conversation about OER business models to consider the motivations and experiences of OER users as the basis for making a better informed decision about whether OER and formal learning are competitive or complementary with each other. The study focused on OpenLearn - the Open University’s (OU) web-based platform for OER, which hosts hundreds of online courses and videos and is accessed by over 3,000,000 users a year. A large scale survey and follow-up interviews with OpenLearn users worldwide revealed that university provided OER can offer learners a bridge to formal education, allowing them to try out a subject before registering on a formal course and to build confidence in their abilities as learners. In addition, it was found that using OER during formal paid-for study can improve learners’ performance and self-reliance, leading to increased retention and satisfaction with the learning experience
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Open educational resources for all? Comparing user motivations and characteristics across The Open University’s iTunes U channel and OpenLearn platform.
With the rise in access to mobile multimedia devices, educational institutions have exploited the iTunes U platform as an additional channel to provide free educational resources with the aim of profile-raising and breaking down barriers to education. For those prepared to invest in content preparation, it is possible to produce interactive, portable material that can be made available globally. Commentators have questioned both the financial implications for platform-specific content production, and the availability of devices for learners to access it (Osborne, 2012).
The Open University (OU) makes its free educational resources available on iTunes U and via its web-based open educational resources (OER) platform, OpenLearn. The OU’s OER on iTunes U reached the 60 million download mark in 2013; its OpenLearn platform boasts 27 million unique visitors since 2006. This paper reports the results of a large-scale study of users of the OU’s iTunes U channel and OpenLearn platform. A survey of several thousand users revealed key differences in demographics between those accessing OER via the web and via iTunes U. In addition, the data allowed comparison between three groups: formal learners, informal learners and educators.
The study raises questions about whether university-provided OER meet the needs of users and makes recommendations for how content can be modified to suit their needs. As the publishing of OER becomes core to business, we reflect on reasons why understanding users’ motivations and demographics is vital, allowing for needs-led resource provision and content that is adapted to best achieve learner satisfaction, and to deliver institutions’ social mission
THE ROLE OF SIMULATION IN SUPPORTING LONGER-TERM LEARNING AND MENTORING WITH TECHNOLOGY
Mentoring is an important part of professional development and longer-term learning. The nature of longer-term mentoring contexts means that designing, developing, and testing adaptive learning sys-tems for use in this kind of context would be very costly as it would require substantial amounts of fi-nancial, human, and time resources. Simulation is a cheaper and quicker approach for evaluating the impact of various design and development decisions. Within the Artificial Intelligence in Education (AIED) research community, however, surprisingly little attention has been paid to how to design, de-velop, and use simulations in longer-term learning contexts. The central challenge is that adaptive learning system designers and educational practitioners have limited guidance on what steps to consider when designing simulations for supporting longer-term mentoring system design and development deci-sions.
My research work takes as a starting point VanLehn et al.’s [1] introduction to applications of simulated students and Erickson et al.’s [2] suggested approach to creating simulated learning envi-ronments. My dissertation presents four research directions using a real-world longer-term mentoring context, a doctoral program, for illustrative purposes. The first direction outlines a framework for guid-ing system designers as to what factors to consider when building pedagogical simulations, fundamen-tally to answer the question: how can a system designer capture a representation of a target learning context in a pedagogical simulation model? To illustrate the feasibility of this framework, this disserta-tion describes how to build, the SimDoc model, a pedagogical model of a longer-term mentoring learn-ing environment – a doctoral program. The second direction builds on the first, and considers the issue of model fidelity, essentially to answer the question: how can a system designer determine a simulation model’s fidelity to the desired granularity level? This dissertation shows how data from a target learning environment, the research literature, and common sense are combined to achieve SimDoc’s medium fidelity model. The third research direction explores calibration and validation issues to answer the question: how many simulation runs does it take for a practitioner to have confidence in the simulation model’s output? This dissertation describes the steps taken to calibrate and validate the SimDoc model, so its output statistically matches data from the target doctoral program, the one at the university of Saskatchewan. The fourth direction is to demonstrate the applicability of the resulting pedagogical model. This dissertation presents two experiments using SimDoc to illustrate how to explore pedagogi-cal questions concerning personalization strategies and to determine the effectiveness of different men-toring strategies in a target learning context.
Overall, this dissertation shows that simulation is an important tool in the AIED system design-ers’ toolkit as AIED moves towards designing, building, and evaluating AIED systems meant to support learners in longer-term learning and mentoring contexts. Simulation allows a system designer to exper-iment with various design and implementation decisions in a cost-effective and timely manner before committing to these decisions in the real world
The Effectiveness Of Virtual Humans Vs. Pre-recorded Humans In A Standardized Patient Performance Assessment
A Standardized Patient (SP) is a trained actor who portrays a particular illness to provide training to medical students and professionals. SPs primarily use written scripts and additional paper-based training for preparation of practical and board exams. Many institutions use various methods for training such as hiring preceptors for reenactment of scenarios, viewing archived videos, and computer based training. Currently, the training that is available can be enhanced to improve the level of quality of standardized patients. The following research is examining current processes in standardized patient training and investigating new methods for clinical skills education in SPs. The modality that is selected for training can possibly affect the performance of the actual SP case. This paper explains the results of a study that investigates if there is a difference in the results of an SP performance assessment. This difference can be seen when comparing a virtual human modality to that of a pre-recorded human modality for standardized patient training. The sample population navigates through an interactive computer based training module which provides informational content on what the roles of an SP are, training objectives, a practice session, and an interactive performance assessment with a simulated Virtual Human medical student. Half of the subjects interact with an animated virtual human medical student while the other half interacts with a pre-recorded human. The interactions from this assessment are audio-recorded, transcribed, and then graded to see how the two modalities compare. If the performance when using virtual humans for standardized patients is equal to or superior to pre-recorded humans, this can be utilized as a part task trainer that brings standardized patients to a higher level of effectiveness and standardization. In addition, if executed properly, this tool could potentially be used as a part task trainer which could provide savings in training time, resources, budget, and staff to military and civilian healthcare facilities
The OpenModelica integrated environment for modeling, simulation, and model-based development
OpenModelica is a unique large-scale integrated open-source Modelica- and FMI-based modeling, simulation, optimization, model-based analysis and development environment. Moreover, the OpenModelica environment provides a number of facilities such as debugging; optimization; visualization and 3D animation; web-based model editing and simulation; scripting from Modelica, Python, Julia, and Matlab; efficient simulation and co-simulation of FMI-based models; compilation for embedded systems; Modelica- UML integration; requirement verification; and generation of parallel code for multi-core architectures. The environment is based on the equation-based object-oriented Modelica language and currently uses the MetaModelica extended version of Modelica for its model compiler implementation. This overview paper gives an up-to-date description of the capabilities of the system, short overviews of used open source symbolic and numeric algorithms with pointers to published literature, tool integration aspects, some lessons learned, and the main vision behind its development.Fil: Fritzson, Peter. Linköping University; SueciaFil: Pop, Adrian. Linköping University; SueciaFil: Abdelhak, Karim. Fachhochschule Bielefeld; AlemaniaFil: Asghar, Adeel. Linköping University; SueciaFil: Bachmann, Bernhard. Fachhochschule Bielefeld; AlemaniaFil: Braun, Willi. Fachhochschule Bielefeld; AlemaniaFil: Bouskela, Daniel. Electricité de France; FranciaFil: Braun, Robert. Linköping University; SueciaFil: Buffoni, Lena. Linköping University; SueciaFil: Casella, Francesco. Politecnico di Milano; ItaliaFil: Castro, Rodrigo Daniel. Consejo Nacional de Investigaciones Científicas y Técnicas. Oficina de Coordinación Administrativa Ciudad Universitaria. Instituto de Investigación en Ciencias de la Computación. Universidad de Buenos Aires. Facultad de Ciencias Exactas y Naturales. Instituto de Investigación en Ciencias de la Computación; ArgentinaFil: Franke, Rüdiger. Abb Group; AlemaniaFil: Fritzson, Dag. Linköping University; SueciaFil: Gebremedhin, Mahder. Linköping University; SueciaFil: Heuermann, Andreas. Linköping University; SueciaFil: Lie, Bernt. University of South-Eastern Norway; NoruegaFil: Mengist, Alachew. Linköping University; SueciaFil: Mikelsons, Lars. Linköping University; SueciaFil: Moudgalya, Kannan. Indian Institute Of Technology Bombay; IndiaFil: Ochel, Lennart. Linköping University; SueciaFil: Palanisamy, Arunkumar. Linköping University; SueciaFil: Ruge, Vitalij. Fachhochschule Bielefeld; AlemaniaFil: Schamai, Wladimir. Danfoss Power Solutions GmbH & Co; AlemaniaFil: Sjolund, Martin. Linköping University; SueciaFil: Thiele, Bernhard. Linköping University; SueciaFil: Tinnerholm, John. Linköping University; SueciaFil: Ostlund, Per. Linköping University; Sueci
Smart territories
The concept of smart cities is relatively new in research. Thanks to the colossal advances in Artificial Intelligence that took place over the last decade we are able to do all that that we once thought impossible; we build cities driven by information and technologies. In this keynote, we are going to look at the success stories of smart city-related projects and analyse the factors that led them to success.
The development of interactive, reliable and secure systems, both connectionist and symbolic, is often a time-consuming process in which numerous experts are involved. However, intuitive and automated tools like “Deep Intelligence” developed by DCSc and BISITE, facilitate this process.
Furthermore, in this talk we will analyse the importance of complementary technologies such as IoT and Blockchain in the development of intelligent systems, as well as the use of edge platforms or fog computing
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