3,062 research outputs found
The Challenge of Believability in Video Games: Definitions, Agents Models and Imitation Learning
In this paper, we address the problem of creating believable agents (virtual
characters) in video games. We consider only one meaning of believability,
``giving the feeling of being controlled by a player'', and outline the problem
of its evaluation. We present several models for agents in games which can
produce believable behaviours, both from industry and research. For high level
of believability, learning and especially imitation learning seems to be the
way to go. We make a quick overview of different approaches to make video
games' agents learn from players. To conclude we propose a two-step method to
develop new models for believable agents. First we must find the criteria for
believability for our application and define an evaluation method. Then the
model and the learning algorithm can be designed
Supporting active and healthy aging with advanced robotics integrated in smart environment
The technological advances in the robotic and ICT fields represent an effective solution to address specific societal problems to support ageing and independent life. One of the key factors for these technologies is the integration of service robotics for optimising social services and improving quality of life of the elderly population. This chapter aims to underline the barriers of the state of the art, furthermore the authors present their concrete experiences to overcome these barriers gained at the RoboTown Living Lab of Scuola Superiore Sant'Anna within past and current projects. They analyse and discuss the results in order to give recommendations based on their experiences. Furthermore, this work highlights the trend of development from stand-alone solutions to cloud computing architecture, describing the future research directions
Impacto de la inteligencia artificial en los métodos de evaluación en la educación primaria y secundaria: revisión sistemática de la literatura
The educational sector can be enriched by the incorporation of artificial intelligence (AI) in various aspects. The field of artificial intelligence and its applications in the education sector give rise to a multidisciplinary field that brings together computer science, statistics, psychology and, of course, education. Within this context, this review aimed to synthesise existing research focused on provide improvements on primary/secondary student assessment using some AI tool. Thus, nine original research studies (641 participants), published between 2010 and 2023, met the inclusion criteria defined in this systematic literature review. The main contributions of the application of AI in the assessment of students at these lower educational levels focus on predicting their performance, automating and making evaluations more objective by means of neural networks or natural language processing, the use of educational robots to analyse their learning process, and the detection of specific factors that make classes more attractive. This review shows the possibilities and already existing uses that AI can bring to education, specifically in the evaluation of student performance at the primary and secondary levels.El sector educativo puede enriquecerse con la incorporación de la inteligencia artificial (IA) en diversos aspectos. El campo de la inteligencia artificial y sus aplicaciones en el sector educativo dan lugar a un campo multidisciplinar en el que confluyen la informática, la estadística, la psicología y, por supuesto, la educación. Dentro de este contexto, esta revisión pretende sintetizar las investigaciones existentes centradas en proporcionar mejoras en la evaluación del alumnado de primaria/secundaria utilizando alguna herramienta de IA. Así, nueve estudios de investigación originales (641 participantes), publicados entre 2010 y 2023, cumplen los criterios de inclusión definidos en esta revisión bibliográfica sistemática. Las principales aportaciones de la aplicación de la IA en la evaluación del alumnado de estos niveles educativos inferiores se centran en la predicción de su rendimiento, evaluaciones más objetivas y automatizadas mediante redes neuronales o procesamiento del lenguaje natural, el uso de robots educativos para analizar su proceso de aprendizaje y la detección de factores específicos que hacen más atractivas las clases. Esta revisión muestra las posibilidades y los usos ya existentes que la IA puede aportar a la educación, concretamente en la evaluación del rendimiento del alumnado de primaria y secundaria.Universidade de Vigo/CISUGMinisterio de Universidades | Ref. FPU19/0118
On Intelligence Augmentation and Visual Analytics to Enhance Clinical Decision Support Systems
Human-in-the-loop intelligence augmentation (IA) methods combined with visual analytics (VA) have the potential to provide additional functional capability and cognitively driven interpretability to Decision Support Systems (DSS) for health risk assessment and patient-clinician shared decision making. This paper presents some key ideas underlying the synthesis of IA with VA (IA/VA) and the challenges in the design, implementation, and use of IA/VA-enabled clinical decision support systems (CDSS) in the practice of medicine through data driven analytical models. An illustrative IA/VA solution provides a visualization of the distribution of health risk, and the impact of various parameters on the assessment, at the population and individual levels. It also allows the clinician to ask “what-if” questions using interactive visualizations that change actionable risk factors of the patient and visually assess their impact. This approach holds promise in enhancing decision support systems design, deployment and use outside the medical sphere as well
Revisión tecnológica del aprendizaje de idiomas asistido por ordenador: una perspectiva cronológica
El presente artículo aborda la evolución y el
avance de las tecnologías del aprendizaje de
lenguas asistido por ordenador (CALL por sus
siglas en inglés, que corresponden a Computer-
Assisted Language Learning) desde una perspectiva
histórica. Esta revisión de la literatura sobre
tecnologías del aprendizaje de lenguas asistido
por ordenador comienza con la definición del
concepto de CALL y otros términos relacionados,
entre los que podemos destacar CAI, CAL,
CALI, CALICO, CALT, CAT, CBT, CMC o
CMI, para posteriormente analizar las primeras
iniciativas de implementación del aprendizaje
de lenguas asistido por ordenador en las décadas
de 1950 y 1960, avanzando posteriormente a
las décadas de las computadoras centrales y las
microcomputadoras. En última instancia, se
revisan las tecnologías emergentes en el siglo XXI,
especialmente tras la irrupción de Internet, donde
se presentan el impacto del e-learning, b-learning,
las tecnologías de la Web 2.0, las redes sociales
e incluso el aprendizaje de lenguas asistido por
robots.The main focus of this paper is on the advancement
of technologies in Computer-Assisted Language
Learning (CALL) from a historical perspective.
The review starts by defining CALL and its related
terminology, highlighting the first CALL attempts
in 1950s and 1960s, and then moving to other
decades of mainframes and microcomputers.
At the final step, emerging technologies in 21st
century will be reviewed
AI in Museums: Reflections, Perspectives and Applications
Artificial intelligence is becoming an increasingly important topic in the cultural sector. While museums have long focused on building digital object databases, the existing data can now become a field of application for machine learning, deep learning and foundation model approaches. This goes hand in hand with new artistic practices, curation tools, visitor analytics, chatbots, automatic translations and tailor-made text generation. With a decidedly interdisciplinary approach, the volume brings together a wide range of critical reflections, practical perspectives and concrete applications of artificial intelligence in museums, and provides an overview of the current state of the debate
- …