4,591 research outputs found
Designing a training tool for imaging mental models
The training process can be conceptualized as the student acquiring an evolutionary sequence of classification-problem solving mental models. For example a physician learns (1) classification systems for patient symptoms, diagnostic procedures, diseases, and therapeutic interventions and (2) interrelationships among these classifications (e.g., how to use diagnostic procedures to collect data about a patient's symptoms in order to identify the disease so that therapeutic measures can be taken. This project developed functional specifications for a computer-based tool, Mental Link, that allows the evaluative imaging of such mental models. The fundamental design approach underlying this representational medium is traversal of virtual cognition space. Typically intangible cognitive entities and links among them are visible as a three-dimensional web that represents a knowledge structure. The tool has a high degree of flexibility and customizability to allow extension to other types of uses, such a front-end to an intelligent tutoring system, knowledge base, hypermedia system, or semantic network
Teaching robots parametrized executable plans through spoken interaction
While operating in domestic environments, robots will necessarily
face difficulties not envisioned by their developers at programming
time. Moreover, the tasks to be performed by a robot will often
have to be specialized and/or adapted to the needs of specific users
and specific environments. Hence, learning how to operate by interacting
with the user seems a key enabling feature to support the
introduction of robots in everyday environments.
In this paper we contribute a novel approach for learning, through
the interaction with the user, task descriptions that are defined as a
combination of primitive actions. The proposed approach makes
a significant step forward by making task descriptions parametric
with respect to domain specific semantic categories. Moreover, by
mapping the task representation into a task representation language,
we are able to express complex execution paradigms and to revise
the learned tasks in a high-level fashion. The approach is evaluated
in multiple practical applications with a service robot
Narrative Generation in Entertainment: Using Artificial Intelligence Planning
From the field of artificial intelligence (AI) there is a growing stream of technology capable of being embedded in software that will reshape the way we interact with our environment in our everyday lives. This ‘AI software’ is often used to tackle more mundane tasks that are otherwise dangerous or meticulous for a human to accomplish. One particular area, explored in this paper, is for AI software to assist in supporting the enjoyable aspects of the lives of humans. Entertainment is one of these aspects, and often includes storytelling in some form no matter what the type of media, including television, films, video games, etc. This paper aims to explore the ability of AI software to automate the story-creation and story-telling process. This is part of the field of Automatic Narrative Generator (ANG), which aims to produce intuitive interfaces to support people (without any previous programming experience) to use tools to generate stories, based on their ideas of the kind of characters, intentions, events and spaces they want to be in the story. The paper includes details of such AI software created by the author that can be downloaded and used by the reader for this purpose. Applications of this kind of technology include the automatic generation of story lines for ‘soap operas’
Second CLIPS Conference Proceedings, volume 1
Topics covered at the 2nd CLIPS Conference held at the Johnson Space Center, September 23-25, 1991 are given. Topics include rule groupings, fault detection using expert systems, decision making using expert systems, knowledge representation, computer aided design and debugging expert systems
Collaborative Learning of Hierarchical Task Networks from Demonstration and Instruction
This thesis presents learning and interaction algorithms to support a human teaching hierarchical task models to a robot using a single or multiple examples in the context of a mixed-initiative interaction with bi-directional communication. Our first contribution is an approach for learning a high level task from a single example using the bottom-up style. In particular, we have identified and implemented two important heuristics for suggesting task groupings and repetitions based on the data flow between tasks and on the physical structure of the manipulated artifact. We have evaluated our heuristics with users in a simulated environment and shown that the suggestions significantly improve the learning and interaction. For our second contribution, we extended this interaction by enabling users to teaching tasks using the top-down teaching style in addition to the bottom-up teaching style. Results obtained in a pilot study show that users utilize both the bottom-up and the top-down teaching styles to teach tasks. Our third contribution is an algorithm that merges multiple examples when there are alternative ways of doing a task. The merging algorithm is still under evaluation
Classtalk: A Classroom Communication System for Active Learning
This pdf file is an article describing the advantages of using Classtalk technology in the classroom to enhance classroom communication. Classtalk technology cab facilitate the presentation of questions for small group work, collec the student answers and then display histograms showing how the class answered. This new communication technology can help instructors create a more interactive, student centered classroom, especially when teaching large courses. The article describes Classtalk as a very useful tool not only for engaging students in active learning, but also for enhancing the overall communication within the classroom. This article is a selection from the electronic Journal for Computing in Higher Education. Educational levels: Graduate or professional
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Models for Learning (Mod4L) Final Report: Representing Learning Designs
The Mod4L Models of Practice project is part of the JISC-funded Design for Learning Programme. It ran from 1 May – 31 December 2006. The philosophy underlying the project was that a general split is evident in the e-learning community between development of e-learning tools, services and standards, and research into how teachers can use these most effectively, and is impeding uptake of new tools and methods by teachers. To help overcome this barrier and bridge the gap, a need is felt for practitioner-focused resources which describe a range of learning designs and offer guidance on how these may be chosen and applied, how they can support effective practice in design for learning, and how they can support the development of effective tools, standards and systems with a learning design capability (see, for example, Griffiths and Blat 2005, JISC 2006). Practice models, it was suggested, were such a resource.
The aim of the project was to: develop a range of practice models that could be used by practitioners in real life contexts and have a high impact on improving teaching and learning practice.
We worked with two definitions of practice models. Practice models are:
1. generic approaches to the structuring and orchestration of learning activities. They express elements of pedagogic principle and allow practitioners to make informed choices (JISC 2006)
However, however effective a learning design may be, it can only be shared with others through a representation. The issue of representation of learning designs is, then, central to the concept of sharing and reuse at the heart of JISC’s Design for Learning programme. Thus practice models should be both representations of effective practice, and effective representations of practice. Hence we arrived at the project working definition of practice models as:
2. Common, but decontextualised, learning designs that are represented in a way that is usable by practitioners (teachers, managers, etc).(Mod4L working definition, Falconer & Littlejohn 2006).
A learning design is defined as the outcome of the process of designing, planning and orchestrating learning activities as part of a learning session or programme (JISC 2006).
Practice models have many potential uses: they describe a range of learning designs that are found to be effective, and offer guidance on their use; they support sharing, reuse and adaptation of learning designs by teachers, and also the development of tools, standards and systems for planning, editing and running the designs.
The project took a practitioner-centred approach, working in close collaboration with a focus group of 12 teachers recruited across a range of disciplines and from both FE and HE. Focus group members are listed in Appendix 1. Information was gathered from the focus group through two face to face workshops, and through their contributions to discussions on the project wiki. This was supplemented by an activity at a JISC pedagogy experts meeting in October 2006, and a part workshop at ALT-C in September 2006. The project interim report of August 2006 contained the outcomes of the first workshop (Falconer and Littlejohn, 2006).
The current report refines the discussion of issues of representing learning designs for sharing and reuse evidenced in the interim report and highlights problems with the concept of practice models (section 2), characterises the requirements teachers have of effective representations (section 3), evaluates a number of types of representation against these requirements (section 4), explores the more technically focused role of sequencing representations and controlled vocabularies (sections 5 & 6), documents some generic learning designs (section 8.2) and suggests ways forward for bridging the gap between teachers and developers (section 2.6).
All quotations are taken from the Mod4L wiki unless otherwise stated
Expanding Task Diversity in Explanation-Based Interactive Task Learning
The possibility of having artificial agents that can interact with humans and learn completely new tasks through instruction and demonstration is an exciting prospect. This is the goal of the emerging research area of Interactive Task Learning. Solving this problem requires integrating many capabilities across AI to create general robot learns that can operate in a variety of environments. One particular challenge is that the space of possible tasks is extremely large and varied. Developing approaches that cover this space is a difficult challenge, made more so by having to learn from a limited, though high-quality, number of examples given through interaction with a teacher.
In this dissertation, we identify three major dimensions of task complexity (diverse types of actions, task formulations, and task modifiers), and describe extensions that demonstrate greater learning capabilities for each dimension than previous work. First, we extend the representations and learning mechanism for innate tasks so the agent can learn tasks that utilize many different types of actions beyond physical object manipulation, such as communication and mental operations. Second, we implement a novel goal-graph representation that supports both goal-based and procedural tasks. Thus the instructor can formulate a task as achieving a goal and let the agent use planning to execute it, or can formulate the task as executing a procedure, or sequence of steps, when it is not easy to define a goal. This also allows interesting cases of a task that blends elements of a procedure and goal. Third, we added support for learning subtasks with various modifying clauses, such as temporal constraints, conditions, or looping structures. Crucially, we show that the agent can learn and generalize a canonical version of a task and then combine it with these various modifiers within a task hierarchy without requiring additional instruction.
This is done in the context of Rosie -- an agent implemented within the Soar cognitive architecture that can learn completely new tasks in one shot through situated interactive instruction. By leveraging explanation-based generalization and domain knowledge, the agent quickly learns new hierarchical tasks, including their structure, arguments, goals, execution policies, and task decompositions, through natural language instruction. It has been used with various robotic platforms, though most of the learning demonstrations and evaluations in this work use a simulated mobile robot in a multi-room, partially-observable environment. In the end, we show that the agent can combine all of these extensions while learning complex hierarchical tasks that cover extended periods of time and demonstrate significant flexibility.PHDComputer Science & EngineeringUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttp://deepblue.lib.umich.edu/bitstream/2027.42/168026/1/mininger_1.pd
Using Learning Theory in a Hypermedia-Based Petri Net Modeling Tutorial
The primary aim of this paper is to examine the dominant schools of thought in relation to educational theories and learning styles and in what manner various hypermedia technologies can be integrated into educational theories to enhance the design and delivery of educational content. The specific focus of this paper is to create teaching material for Petri net modeling fundamentals.
Guided by the principles of Bloom?s revised taxonomy, a tutorial on Petri net Modeling Fundamentals is developed and implemented. The material in the tutorial is designed specifically to accommodate the lower-order thinking levels of Bloom?s revised taxonomy and the various learning styles proposed in the Felder-Silverman learning style model
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