1,249 research outputs found

    Developing sustainability pathways for social simulation tools and services

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    The use of cloud technologies to teach agent-based modelling and simulation (ABMS) is an interesting application of a nascent technological paradigm that has received very little attention in the literature. This report fills that gap and aims to help instructors, teachers and demonstrators to understand why and how cloud services are appropriate solutions to common problems they face delivering their study programmes, as well as outlining the many cloud options available. The report first introduces social simulation and considers how social simulation is taught. Following this factors affecting the implementation of agent-based models are explored, with attention focused primarily on the modelling and execution platforms currently available, the challenges associated with implementing agent-based models, and the technical architectures that can be used to support the modelling, simulation and teaching process. This sets the context for an extended discussion on cloud computing including service and deployment models, accessing cloud resources, the financial implications of adopting the cloud, and an introduction to the evaluation of cloud services within the context of developing, executing and teaching agent-based models

    Interacting with educational chatbots: A systematic review

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    Chatbots hold the promise of revolutionizing education by engaging learners, personalizing learning activities, supporting educators, and developing deep insight into learners’ behavior. However, there is a lack of studies that analyze the recent evidence-based chatbot-learner interaction design techniques applied in education. This study presents a systematic review of 36 papers to understand, compare, and reflect on recent attempts to utilize chatbots in education using seven dimensions: educational field, platform, design principles, the role of chatbots, interaction styles, evidence, and limitations. The results show that the chatbots were mainly designed on a web platform to teach computer science, language, general education, and a few other fields such as engineering and mathematics. Further, more than half of the chatbots were used as teaching agents, while more than a third were peer agents. Most of the chatbots used a predetermined conversational path, and more than a quarter utilized a personalized learning approach that catered to students’ learning needs, while other chatbots used experiential and collaborative learning besides other design principles. Moreover, more than a third of the chatbots were evaluated with experiments, and the results primarily point to improved learning and subjective satisfaction. Challenges and limitations include inadequate or insufficient dataset training and a lack of reliance on usability heuristics. Future studies should explore the effect of chatbot personality and localization on subjective satisfaction and learning effectiveness

    Virtual library:a technical implementation for a virtual reality library interface

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    Abstract. Libraries, as traditional information storages, serve an important role in providing free access to civilization’s knowledge to the public. In the advent of the information society, conventional means of knowledge seeking slowly become obsolete. As technologies advance, libraries shall discover how available inventions could be utilized in enhancing library services and raising public awareness. The offer to discover Virtual Library project was given to the author by the Center for Ubiquitous Computing in the University of Oulu, with the idea originating from Oulu City Library. The goal of the project was to implement an interactive application that would provide a unique experience for library users and show off capabilities of modern virtual technologies. The requirements for it were elicited and refined in a series of participatory design workshops held in Oulu City Library, and as a result, the content of initial web prototype was utilized in the creation of standalone virtual reality application on Unreal Engine 4. The application works with Oculus Rift headset and Oculus Touch motion controllers and lets the user explore the virtual model of Oulu City Library premises as well as some fictional places, added for diverse experience, and experience several activities. Virtual Library was evaluated in a series of testing sessions held in the Oulu City Library with a total of 12 participants, which were primarily the library’s staff members. Overall, the application was positively acclaimed, providing an interesting and unusual library experience, and presenting capabilities of modern virtual reality technologies.Virtuaalikirjasto : tekninen kuvaus virtuaalitodellisuutta hyödyntävälle kirjastopalvelulle. Tiivistelmä. Kirjastoilla on perinteisesti tärkeä rooli tiedon välittäjinä ja tallentajina. Kirjastojen tulee myös mahdollistaa pääsy tiedon ääreen. Siirryttäessä lähemmäksi tietoyhteiskuntaa, perinteiset tavat käsitellä ja havainnoida tietoa ovat jäämässä historiaan. Myös kirjastot kehittyvät ja oppivat kuinka uusia teknologioita on mahdollista hyödyntää tiedon välittämisessä yhteisöille. Virtuaalikirjasto-projekti lähti Oulun kaupungin kirjaston pyynnöstä Oulun yliopiston Jokapaikan tietotekniikan tutkimusryhmälle. Projektin päämääränä oli toteuttaa interaktiivinen sovellus, joka tarjoaisi kirjaston asiakkaille elämyksellistä sisältöä samalla havainnollistaen virtuaalitodellisuuden ja siihen liittyvien teknologioiden mahdollisuuksia. Sovelluksen toteutusta hiottiin Oulun kaupunginkirjastossa sarjalla osallistavan suunnittelun mukaisia työpajoja. Virtuaalitodellisuussovellus toteutettiin Unreal Engine 4 -pelimoottorilla. Se toimii Oculus Rift -virtuaalilaseilla ja Oculus Touch -ohjaimilla. Sovelluksessa on mahdollista kulkea vapaasti virtuaalisessa Oulun kaupunginkirjastossa, sekä tilaan liitetyissä mielikuvituksellisemmissa maailmoissa. Virtuaalikirjasto-sovellus evaluoitiin Oulun kaupunginkirjastossa sarjalla käyttäjätestejä. Testikäyttäjiä oli kaikkiaan 12 ja he olivat pääosin kirjaston työntekijöitä. Sovelluksen vastaanotto oli positiivinen. Käyttäjät totesivat sen havainnollistavan käytettävissä olevan tekniikan mahdollisuuksia samalla tarjoten mielenkiintoisen ja epätavallisen kirjastokokemuksen

    The Internet of Things: the future or the end of mechatronics.

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    The advent and increasing implementation of user configured and user oriented systems structured around the use of cloud configured information and the Internet of Things is presenting a new range and class of challenges to the underlying concepts of integration and transfer of functionality around which mechatronics is structured. It is suggested that the ways in which system designers and educators in particular respond to and manage these changes and challenges is going to have a significant impact on the way in which both the Internet of Things and mechatronics develop over time. The paper places the relationship between the Internet of Things and mechatronics into perspective and considers the issues and challenges facing systems designers and implementers in relation to managing the dynamics of the changes required

    A Virtual PV Systems Lab for Engineering Undergraduate Curriculum

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    Design and utilization of a Virtual Photovoltaic Systems Laboratory for undergraduate curriculum are introduced in this paper. The laboratory introduced in this study is developed to teach students the basics and design steps of photovoltaic solar energy systems in a virtual environment before entering the field. The users of the proposed virtual lab will be able to determine the sizing by selecting related parameters of the photovoltaic system to meet DC and AC loading conditions. Besides, the user will be able to analyze the effect of changing solar irradiation and temperature levels on the operating characteristics of the photovoltaic systems. Common DC bus concept and AC loading conditions are also included in the system by utilizing a permanent magnet DC motor and an RLC load as DC and AC loading examples, respectively. The proposed Virtual Photovoltaic Systems Laboratory is developed in Matlab/Simulink GUI environment. The proposed virtual lab has been used in Power Systems Lab in the Department of Electrical and Electronics Engineering at Karadeniz Technical University as a part of undergraduate curriculum. A survey on the students who took the lab has been carried out and responses are included in this paper

    Technology enabled science teaching : software framework for electromagnetism

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    Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Civil and Environmental Engineering, 2002.Includes bibliographical references (leaves 85-87).by Ralph R. Rabbat.S.M

    E-Learning

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    E-learning enables students to pace their studies according to their needs, making learning accessible to (1) people who do not have enough free time for studying - they can program their lessons according to their available schedule; (2) those far from a school (geographical issues), or the ones unable to attend classes due to some physical or medical restriction. Therefore, cultural, geographical and physical obstructions can be removed, making it possible for students to select their path and time for the learning course. Students are then allowed to choose the main objectives they are suitable to fulfill. This book regards E-learning challenges, opening a way to understand and discuss questions related to long-distance and lifelong learning, E-learning for people with special needs and, lastly, presenting case study about the relationship between the quality of interaction and the quality of learning achieved in experiences of E-learning formation
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