7,575 research outputs found

    Genisa: A web-based interactive learning environment for teaching simulation modelling

    Get PDF
    Intelligent Tutoring Systems (ITS) provide students with adaptive instruction and can facilitate the acquisition of problem solving skills in an interactive environment. This paper discusses the role of pedagogical strategies that have been implemented to facilitate the development of simulation modelling knowledge. The learning environment integrates case-based reasoning with interactive tools to guide tutorial remediation. The evaluation of the system shows that the model for pedagogical activities is a useful method for providing efficient simulation modelling instruction

    An Integrated Electric Vehicle Curriculum

    Get PDF

    The OpenModelica integrated environment for modeling, simulation, and model-based development

    Get PDF
    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

    Modeling economic systems as locally-constructive sequential games

    Get PDF
    Real-world economies are open-ended dynamic systems consisting of heterogeneous interacting participants. Human participants are decision-makers who strategically take into account the past actions and potential future actions of other participants. All participants are forced to be locally constructive, meaning their actions at any given time must be based on their local states; and participant actions at any given time affect future local states. Taken together, these essential properties imply real-world economies are locally-constructive sequential games. This paper discusses a modeling approach, Agent-based Computational Economics, that permits researchers to study economic systems from this point of view. ACE modeling principles and objectives are first concisely presented and explained. The remainder of the paper then highlights challenging issues and edgier explorations that ACE researchers are currently pursuing

    Virtual Reality Games for Motor Rehabilitation

    Get PDF
    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Learning Robot Activities from First-Person Human Videos Using Convolutional Future Regression

    Full text link
    We design a new approach that allows robot learning of new activities from unlabeled human example videos. Given videos of humans executing the same activity from a human's viewpoint (i.e., first-person videos), our objective is to make the robot learn the temporal structure of the activity as its future regression network, and learn to transfer such model for its own motor execution. We present a new deep learning model: We extend the state-of-the-art convolutional object detection network for the representation/estimation of human hands in training videos, and newly introduce the concept of using a fully convolutional network to regress (i.e., predict) the intermediate scene representation corresponding to the future frame (e.g., 1-2 seconds later). Combining these allows direct prediction of future locations of human hands and objects, which enables the robot to infer the motor control plan using our manipulation network. We experimentally confirm that our approach makes learning of robot activities from unlabeled human interaction videos possible, and demonstrate that our robot is able to execute the learned collaborative activities in real-time directly based on its camera input

    mFakih: Modelling mobile learning game to recite Quran for deaf children

    Get PDF
    Quran learning is compulsory for every Muslim because there is a code of ethics in Quran for every field of life.However, the Quran educations among deaf students are far behind compared to blind students.They are unable to hear and difficult for teachers to teach deaf students. Fakih is an innovative approach to teach Arabic for children with hearing impairment.This technique assists educators to teach deaf students to recite the Quran in more practical way by using number and color.However, some children were getting tired when they have to pay attentions on the same entity every day.Thus, this study designed a model consisting of requirements and architecture of mobile game that can be used to develop an application on mobile devices.The model was validated through prototype development.The result shows that the prototype can be developed by using the model created called mFaki

    Open Source 3D Game Engines for Serious Games Modeling

    Get PDF
    In this chapter we will review some tools and open source Game Engines used for modeling of real scenarios in serious games for training. One of the typical uses of serious games (3D serious games) is specialized training in dangerous tasks or when the training is quite expensive. However, typical games use artificial scenarios, created by artists and created according to the restrictions imposed by the Game engine used. In our experience, some tasks require the use of a real scenario like a city, forest area, etc, and most of this information is available as Digital Terrain Models in Geographic Information Systems (GIS). The problem here is that GIS formats are not compatible with 3D formats used in Game engines. Then we have to solve the problem of convert the GIS format to a 3D format supported by the Game Engine
    corecore