1,641 research outputs found

    Agents for educational games and simulations

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    This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications

    DESIGN KNOWLEDGE FOR VIRTUAL LEARNING COMPANIONS

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    Conversational agents (CAs) are getting smarter thanks to advances in artificial intelligence, which opens the potential to use them in educational contexts to support (working) students. In addition, CAs are turning toward relationship-oriented virtual companions (e.g., Replika). Synthesizing these trends, we derive the virtual learning companion (VLC), which aims to support working students in their time management and motivation. In addition, we propose design knowledge, which was developed as part of a design science research project. We derive nine design principles, 28 meta-requirements, and 33 categories of design features based on interviews with students and experts, the results of an interdisciplinary workshop, and a user test. We aim to demonstrate how to design VLCs to unfold their potential for individual student support

    Learning to self-manage by intelligent monitoring, prediction and intervention

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    Despite the growing prevalence of multimorbidities, current digital self-management approaches still prioritise single conditions. The future of outof- hospital care requires researchers to expand their horizons; integrated assistive technologies should enable people to live their life well regardless of their chronic conditions. Yet, many of the current digital self-management technologies are not equipped to handle this problem. In this position paper, we suggest the solution for these issues is a model-aware and data-agnostic platform formed on the basis of a tailored self-management plan and three integral concepts - Monitoring (M) multiple information sources to empower Predictions (P) and trigger intelligent Interventions (I). Here we present our ideas for the formation of such a platform, and its potential impact on quality of life for sufferers of chronic conditions

    Learning to Self-Manage by Intelligent Monitoring, Prediction and Intervention

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    Despite the growing prevalence of multimorbidities, current digital self-management approaches still prioritise single conditions. The future of out-of-hospital care requires researchers to expand their horizons; integrated assistive technologies should enable people to live their life well regardless of their chronic conditions. Yet, many of the current digital self-management technologies are not equipped to handle this problem. In this position paper, we suggest the solution for these issues is a model-aware and data-agnostic platform formed on the basis of a tailored self-management plan and three integral concepts - Monitoring (M) multiple information sources to empower Predictions (P) and trigger intelligent Interventions (I). Here we present our ideas for the formation of such a platform, and its potential impact on quality of life for sufferers of chronic conditions

    Designing Embodied Interactive Software Agents for E-Learning: Principles, Components, and Roles

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    Embodied interactive software agents are complex autonomous, adaptive, and social software systems with a digital embodiment that enables them to act on and react to other entities (users, objects, and other agents) in their environment through bodily actions, which include the use of verbal and non-verbal communicative behaviors in face-to-face interactions with the user. These agents have been developed for various roles in different application domains, in which they perform tasks that have been assigned to them by their developers or delegated to them by their users or by other agents. In computer-assisted learning, embodied interactive pedagogical software agents have the general task to promote human learning by working with students (and other agents) in computer-based learning environments, among them e-learning platforms based on Internet technologies, such as the Virtual Linguistics Campus (www.linguistics-online.com). In these environments, pedagogical agents provide contextualized, qualified, personalized, and timely assistance, cooperation, instruction, motivation, and services for both individual learners and groups of learners. This thesis develops a comprehensive, multidisciplinary, and user-oriented view of the design of embodied interactive pedagogical software agents, which integrates theoretical and practical insights from various academic and other fields. The research intends to contribute to the scientific understanding of issues, methods, theories, and technologies that are involved in the design, implementation, and evaluation of embodied interactive software agents for different roles in e-learning and other areas. For developers, the thesis provides sixteen basic principles (Added Value, Perceptible Qualities, Balanced Design, Coherence, Consistency, Completeness, Comprehensibility, Individuality, Variability, Communicative Ability, Modularity, Teamwork, Participatory Design, Role Awareness, Cultural Awareness, and Relationship Building) plus a large number of specific guidelines for the design of embodied interactive software agents and their components. Furthermore, it offers critical reviews of theories, concepts, approaches, and technologies from different areas and disciplines that are relevant to agent design. Finally, it discusses three pedagogical agent roles (virtual native speaker, coach, and peer) in the scenario of the linguistic fieldwork classes on the Virtual Linguistics Campus and presents detailed considerations for the design of an agent for one of these roles (the virtual native speaker)

    Combining MAS and P2P Systems: The Agent Trees Multi-Agent System (ATMAS)

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    The seamless retrieval of information distributed across networks has been one of the key goals of many systems. Early solutions involved the use of single static agents which would retrieve the unfiltered data and then process it. However, this was deemed costly and inefficient in terms of the bandwidth since complete files need to be downloaded when only a single value is often all that is required. As a result, mobile agents were developed to filter the data in situ before returning it to the user. However, mobile agents have their own associated problems, namely security and control. The Agent Trees Multi-Agent System (AT-MAS) has been developed to provide the remote processing and filtering capabilities but without the need for mobile code. It is implemented as a Peer to Peer (P2P) network of static intelligent cooperating agents, each of which control one or more data sources. This dissertation describes the two key technologies have directly influenced the design of ATMAS, Peer-to-Peer (P2P) systems and Multi-Agent Systems (MAS). P2P systems are conceptually simple, but limited in power, whereas MAS are significantly more complex but correspondingly more powerful. The resulting system exhibits the power of traditional MAS systems while retaining the simplicity of P2P systems. The dissertation describes the system in detail and analyses its performance

    Social Intelligence Design 2007. Proceedings Sixth Workshop on Social Intelligence Design

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