207,913 research outputs found

    Event-triggered Learning for Resource-efficient Networked Control

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    Common event-triggered state estimation (ETSE) algorithms save communication in networked control systems by predicting agents' behavior, and transmitting updates only when the predictions deviate significantly. The effectiveness in reducing communication thus heavily depends on the quality of the dynamics models used to predict the agents' states or measurements. Event-triggered learning is proposed herein as a novel concept to further reduce communication: whenever poor communication performance is detected, an identification experiment is triggered and an improved prediction model learned from data. Effective learning triggers are obtained by comparing the actual communication rate with the one that is expected based on the current model. By analyzing statistical properties of the inter-communication times and leveraging powerful convergence results, the proposed trigger is proven to limit learning experiments to the necessary instants. Numerical and physical experiments demonstrate that event-triggered learning improves robustness toward changing environments and yields lower communication rates than common ETSE.Comment: 7 pages, 4 figures, to appear in the 2018 American Control Conference (ACC

    Models of technology and change in higher education: an international comparative survey on the current and future use of ICT in higher education

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    The aim of this study is to investigate which scenarios are emerging with respect to the use of ICT in higher education and how future developments can be predicted and strategic choices can be based on that. It seeks to answer the following questions:\ud What strategic responses do institutions make with respect to the use of ICT; Which external conditions and developments influence these choices; Which external and internal conditions and measures are taken in order to achievestrategic targets; What are the implications for technology use, teaching and learning processes and staff? \ud The study applies an international comparative methodology and is carried out in the Netherlands, Germany, Norway, the United Kingdom, Australia, Finland and the USA. Data were collected through Web-based questionnaires tailored to three different response groups: decision makers, support staff and instructors. In total 693 persons responded to the questionnaire. This implies that between 20 and 50 percent of the institutions in the various countries responded (institutional data were also gathered), with the exception of the USA where the response was much lower

    Exploring personality-targeted UI design in online social participation systems

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    We present a theoretical foundation and empirical findings demonstrating the effectiveness of personality-targeted design. Much like a medical treatment applied to a person based on his specific genetic profile, we argue that theory-driven, personality-targeted UI design can be more effective than design applied to the entire population. The empirical exploration focused on two settings, two populations and two personality traits: Study 1 shows that users' extroversion level moderates the relationship between the UI cue of audience size and users' contribution. Study 2 demonstrates that the effectiveness of social anchors in encouraging online contributions depends on users' level of emotional stability. Taken together, the findings demonstrate the potential and robustness of the interactionist approach to UI design. The findings contribute to the HCI community, and in particular to designers of social systems, by providing guidelines to targeted design that can increase online participation. Copyright © 2013 ACM

    Examining the Scope of Channel Expansion: A Test of Channel Expansion Theory with New and Traditional Communication Media

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    This article draws on channel expansion theory to explore the selection and use of communication media by organizational members. Channel expansion theory scholars posit that media richness perceptions are dependent on experiences with communication partners, the message topic, and the communication media utilized. This study tests channel expansion theory in the context of new and traditional communication media. Respondents (N = 269) completed questionnaires regarding their use and perceptions of face-to-face, telephone, e-mail, or instant-messaging interactions. Results indicate that experience with channel, topic, partner, and social influence are all significant predictors of richness perceptions, when controlling for age and media characteristics. Findings also suggest that the richness of a medium is not fixed and may be shaped by interpersonal factors, including one’s relevant experiences

    Examining the Relationship Between the Therapeutic Bond and the Phases of Treatment Outcome

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    Examined the association between the therapeutic bond—an element of the therapeutic alliance—and treatment effectiveness. 114 psychotherapy clients completed self-report questionnaires at intake and throughout open-ended, psychodynamically oriented psychotherapy. Three bond scales, role investment (RI), empathic resonance (ER), and mutual affirmation (MA), were contrasted to session quality and the three phases of outcome (remoralization, remediation, and rehabilitation). Results indicated that different aspects of the bond predicted session quality and treatment outcome. Clients who felt motivated and invested in therapy (relatively high RI) and who reported that the therapeutic environment was friendly and affirmative (relatively high MA) were likely to rate the session as being helpful and productive. Clients who had a relatively high sense of understanding and of being understood (ER) experienced greater remoralization and remediation (but not rehabilitation). The results are placed within the context of recent research into the therapeutic alliance

    A Bibliography of Community Analyses for Libraries

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    published or submitted for publicatio

    Video games as meaningful entertainment experiences

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    We conducted an experiment to examine individuals’ perceptions of enjoyable and meaningful video games and the game characteristics and dimensions of need satisfaction associated with enjoyment and appreciation. Participants (N = 512) were randomly assigned to 1 of 2 groups that asked them to recall a game that they found either particularly fun or particularly meaningful, and to then rate their perceptions of the game that they recalled. Enjoyment was high for both groups, though appreciation was higher in the meaningful- than fun-game condition. Further, enjoyment was most strongly associated with gameplay characteristics and satisfaction of needs related to competency and autonomy, whereas appreciation was most strongly associated with story characteristics and satisfaction of needs related to insight and relatedness
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