27,063 research outputs found

    Machine Understanding of Human Behavior

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    A widely accepted prediction is that computing will move to the background, weaving itself into the fabric of our everyday living spaces and projecting the human user into the foreground. If this prediction is to come true, then next generation computing, which we will call human computing, should be about anticipatory user interfaces that should be human-centered, built for humans based on human models. They should transcend the traditional keyboard and mouse to include natural, human-like interactive functions including understanding and emulating certain human behaviors such as affective and social signaling. This article discusses a number of components of human behavior, how they might be integrated into computers, and how far we are from realizing the front end of human computing, that is, how far are we from enabling computers to understand human behavior

    An examination of the employment of the pair programming methodology as a collaborative instructional scaffold on college student procedural learning and programming self-beliefs

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    Using a concurrent mixed methods case study approach, this study investigated the impact of employing the pair programming methodology as a collaborative instructional scaffold on student programming procedural knowledge and programming-related self-beliefs in an introductory computer programming course offered at a large university located in the Midwestern United States. Employing a design research theoretical perspective in a natural educational setting, the study used course performance data, survey data, and researcher observations to educe that employment of the pair programming methodology as a collaborative instructional scaffold facilitated a more efficient learning process as well as a learning process less reliant on instructors. However, employment of the scaffold did not facilitate any significant difference in amount of procedural knowledge ultimately learned by students. In essence: students learned faster and with less instructor assistance, but not more. Data was collected during a single semester of the course which had a final enrollment of 76 undergraduate students from science and technology disciplines. Analysis was primarily quantitative in nature, with qualitative data being quantified where possible. Findings were based on a cooperative learning theoretical framework, and results were analyzed to identify differential impact of the instructional scaffold by factors of interest to classroom practitioners

    Youth and Digital Media: From Credibility to Information Quality

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    Building upon a process-and context-oriented information quality framework, this paper seeks to map and explore what we know about the ways in which young users of age 18 and under search for information online, how they evaluate information, and how their related practices of content creation, levels of new literacies, general digital media usage, and social patterns affect these activities. A review of selected literature at the intersection of digital media, youth, and information quality -- primarily works from library and information science, sociology, education, and selected ethnographic studies -- reveals patterns in youth's information-seeking behavior, but also highlights the importance of contextual and demographic factors both for search and evaluation. Looking at the phenomenon from an information-learning and educational perspective, the literature shows that youth develop competencies for personal goals that sometimes do not transfer to school, and are sometimes not appropriate for school. Thus far, educational initiatives to educate youth about search, evaluation, or creation have depended greatly on the local circumstances for their success or failure

    Machine Analysis of Facial Expressions

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    How Ordinary Elimination Became Gaussian Elimination

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    Newton, in notes that he would rather not have seen published, described a process for solving simultaneous equations that later authors applied specifically to linear equations. This method that Euler did not recommend, that Legendre called "ordinary," and that Gauss called "common" - is now named after Gauss: "Gaussian" elimination. Gauss's name became associated with elimination through the adoption, by professional computers, of a specialized notation that Gauss devised for his own least squares calculations. The notation allowed elimination to be viewed as a sequence of arithmetic operations that were repeatedly optimized for hand computing and eventually were described by matrices.Comment: 56 pages, 21 figures, 1 tabl

    Effective and Promising Summer Learning Programs and Approaches for Economically-Disadvantaged Children and Youth

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    Reviews research on summer learning program outcomes for low-income children and identifies the characteristics of effective programs such as experienced teachers, small groups, and fun activities. Finds reading and math achievement gains are possible

    Reframing the L2 learning experience as narrative reconstructions of classroom learning

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    In this study we investigate the situated and dynamic nature of the L2 learning experience through a newly-purposed instrument called the Language Learning Story Interview, adapted from McAdams’ life story interview (2007). Using critical case sampling, data were collected from an equal number of learners of various L2s (e.g., Arabic, English, Mandarin, Spanish) and analyzed using qualitative comparative analysis (Rihoux & Ragin, 2009). Through our data analysis, we demonstrate how language learners construct overarching narratives of the L2 learning experience and what the characteristic features and components that make up these narratives are. Our results provide evidence for prototypical nuclear scenes (McAdams et al., 2004) as well as core specifications and parameters of learners’ narrative accounts of the L2 learning experience. We discuss how these shape motivation and language learning behavior
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