1,242 research outputs found

    UML and Object Oriented Drama.

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    Rich Socio-Cognitive Agents for Immersive Training Environments: Case of NonKin Village

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    Demand is on the rise for scientifically based human-behavior models that can be quickly customized and inserted into immersive training environments to recreate a given society or culture. At the same time, there are no readily available science model-driven environments for this purpose (see survey in Sect. 2). In researching how to overcome this obstacle, we have created rich (complex) socio-cognitive agents that include a large number of social science models (cognitive, sociologic, economic, political, etc) needed to enhance the realism of immersive, artificial agent societies. We describe current efforts to apply model-driven development concepts and how to permit other models to be plugged in should a developer prefer them instead. The current, default library of behavioral models is a metamodel, or authoring language, capable of generating immersive social worlds. Section 3 explores the specific metamodels currently in this library (cognitive, socio-political, economic, conversational, etc.) and Sect. 4 illustrates them with an implementation that results in a virtual Afghan village as a platform-independent model. This is instantiated into a server that then works across a bridge to control the agents in an immersive, platform-specific 3D gameworld (client). Section 4 also provides examples of interacting in the resulting gameworld and some of the training a player receives. We end with lessons learned and next steps for improving both the process and the gameworld. The seeming paradox of this research is that as agent complexity increases, the easier it becomes for the agents to explain their world, their dilemmas, and their social networks to a player or trainee

    Model-Driven Software Development

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    Model-Driven Software Development (MDSD) is an emerging technology approach that has potential to revolutionize the software industry. MDSD has the ability to both increase software delivery velocity, while at the same time reduce complexity and reuse software assets. Experts in the field believe that the MDSD approach helps to abstract away the growing interdependencies of enterprise software development by use of sophisticated tools, models, and automatic code generation. Through the use of Unified Modeling Language (UML/UML2) and other related technologies, the models are intricate enough to fully represent a system domain and then generate system code to represent that system. The case study evaluates the key factors of velocity, modeling complexity, code generation, and code completeness. Using both Model-Driven Software Development and so-called traditional methods of development, both techniques were applied against a real-world system for First United Methodist Church Children\u27s Ministry. The two techniques were measured and critiqued for their effect on the software development. Future direction of MDSD and potential impacts are presented

    The Semantic Student: Using Knowledge Modeling Activities to Enhance Enquiry-Based Group Learning in Engineering Education

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    This paper argues that training engineering students in basic knowledge modeling techniques, using linked data principles, and semantic Web tools – within an enquiry-based group learning environment – enables them to enhance their domain knowledge, and their meta-cognitive skills. Knowledge modeling skills are in keeping with the principles of Universal Design for instruction. Learners are empowered with the regulation of cognition as they become more aware of their own development. This semantic student approach was trialed with a group of 3rd year Computer Engineering Students taking a module on computer architecture. An enquiry-based group learning activity was developed to help learners meet selected module learning outcomes. Learners were required to use semantic feature analysis and linked data principles to create a visual model of their knowledge structure. Results show that overall student attainment was increased when knowledge modeling activities were included as part of the learning process. A recommendation for practice to incorporate knowledge modeling as a learning strategy within an overall engineering curriculum framework is described. This can be achieved using semantic Web technologies such as semantic wikis and linked data tools

    COSMOS-7: Video-oriented MPEG-7 scheme for modelling and filtering of semantic content

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    MPEG-7 prescribes a format for semantic content models for multimedia to ensure interoperability across a multitude of platforms and application domains. However, the standard leaves it open as to how the models should be used and how their content should be filtered. Filtering is a technique used to retrieve only content relevant to user requirements, thereby reducing the necessary content-sifting effort of the user. This paper proposes an MPEG-7 scheme that can be deployed for semantic content modelling and filtering of digital video. The proposed scheme, COSMOS-7, produces rich and multi-faceted semantic content models and supports a content-based filtering approach that only analyses content relating directly to the preferred content requirements of the user

    Integrating serious games in adaptive hypermedia applications for personalised learning experiences

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    Game-based approaches to learning are increasingly recognized for their potential to stimulate intrinsic motivation amongst learners. While a range of examples of effective serious games exist, creating high-fidelity content with which to populate games is resource-intensive task. To reduce this resource requirement, research is increasingly exploring means to reuse and repurpose existing games. Education has proven a popular application area for Adaptive Hypermedia (AH), as adaptation can offer enriched learning experiences. Whilst content has mainly been in the form of rich text, various efforts have been made to integrate serious games into AH. However, there is little in the way of effective integrated authoring and user modeling support. This paper explores avenues for effectively integrating serious games into AH. In particular, we consider authoring and user modeling aspects in addition to integration into run-time adaptation engines, thereby enabling authors to create AH that includes an adaptive game, thus going beyond mere selection of a suitable game and towards an approach with the capability to adapt and respond to the needs of learners and educators

    Take Note: An Investigation of the Impact of Human Computer Interaction on the Line Note Taking Process in Theatre

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    Most technology used in the theatre was not originally designed for use in a theatrical setting. A majority of technology that we see on the state has been adapted from another field -- be it music, lighting, or construction -- to fit the production\u27s specifics needs. The very nature of the theatre is that every performance is unique, which established one of the main challenges when creating technology to be used in the theatrical setting. This paper discusses the design, creation, and testing of a program to help stage managers take line notes during rehearsal for a theatrical production. We will begin with an outline of the problem as well as providing background information about theatre productions. We will then discuss related works followed by a discussion of the design of the system, testing and evaluation of the system, and the final results of the study

    GraphQL schema generation for data-intensive web APIs

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    Sharing data as a (non-)commercial asset on the web is typically performed using an Application Programming Interface (API). Although Linked Data technologies such as RDF and SPARQL enable publishing and accessing data on the web, they do not focus on mediated and controlled web access that data providers are willing to allow. Thus, recent approaches aim at providing traditional REST API layer on top of semantic data sources. In this paper, we propose to take advantage of the new GraphQL framework that, in contrast to the dominant REST API approach, exposes an explicit data model, described in terms of the so-called GraphQL schema, to enable precise retrieving of only required data. We propose a semantic metamodel of the GraphQL Schema. The metamodel is used to enrich the schema of semantic data and enable automatic generation of GraphQL schema. In this context, we present a prototype implementation of our approach and a use case with a real-world dataset, showing how lightly augmenting its ontology to instantiate our metamodel enables automatic GraphQL schema generation.Peer ReviewedPostprint (author's final draft
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