36,909 research outputs found
No Grice: Computers that Lie, Deceive and Conceal
In the future our daily life interactions with other people, with computers, robots and smart environments will be recorded and interpreted by computers or embedded intelligence in environments, furniture, robots, displays, and wearables. These sensors record our activities, our behavior, and our interactions. Fusion of such information and reasoning about such information makes it possible, using computational models of human behavior and activities, to provide context- and person-aware interpretations of human behavior and activities, including determination of attitudes, moods, and emotions. Sensors include cameras, microphones, eye trackers, position and proximity sensors, tactile or smell sensors, et cetera. Sensors can be embedded in an environment, but they can also move around, for example, if they are part of a mobile social robot or if they are part of devices we carry around or are embedded in our clothes or body. \ud
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Our daily life behavior and daily life interactions are recorded and interpreted. How can we use such environments and how can such environments use us? Do we always want to cooperate with these environments; do these environments always want to cooperate with us? In this paper we argue that there are many reasons that users or rather human partners of these environments do want to keep information about their intentions and their emotions hidden from these smart environments. On the other hand, their artificial interaction partner may have similar reasons to not give away all information they have or to treat their human partner as an opponent rather than someone that has to be supported by smart technology.\ud
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This will be elaborated in this paper. We will survey examples of human-computer interactions where there is not necessarily a goal to be explicit about intentions and feelings. In subsequent sections we will look at (1) the computer as a conversational partner, (2) the computer as a butler or diary companion, (3) the computer as a teacher or a trainer, acting in a virtual training environment (a serious game), (4) sports applications (that are not necessarily different from serious game or education environments), and games and entertainment applications
Game Changer: Investing in Digital Play to Advance Children's Learning and Health
Based on a literature review and interviews with digital learning experts, explores how digital games can foster skills and knowledge for better academic performance and health. Makes recommendations for government research, partnerships, and media
Natural User Interface for Education in Virtual Environments
Education and self-improvement are key features of human behavior. However, learning in the physical world is not always desirable or achievable. That is how simulators came to be. There are domains where purely virtual simulators can be created in contrast to physical ones. In this research we present a novel environment for learning, using a natural user interface. We, humans, are not designed to operate and manipulate objects via keyboard, mouse or a controller. The natural way of interaction and communication is achieved through our actuators (hands and feet) and our sensors (hearing, vision, touch, smell and taste). That is the reason why it makes more sense to use sensors that can track our skeletal movements, are able to estimate our pose, and interpret our gestures. After acquiring and processing the desired – natural input, a system can analyze and translate those gestures into movement signals
Blue Skies: Education in Second Life
This article examines the educational possibilities of the online environment of Second Life, by Linden Labs. Second Life’s economic growth has attracted the attention of corporations, non-profit organizations and government entities. Unlike traditional web-based instruction, Second Life provides a three-dimensional interface through which teachers and students can enjoy a limited form of eye-contact and body language. It also permits collaboration and learning in groups. The article goes on to discuss some of the advantages and disadvantages of using the interface for online learning. It goes on to examine current educational applications and possible future enhancements
Cognitive and affective perspectives on immersive technology in education
This research explains the rationale behind the utilization of mobile learning technologies. It involves a qualitative study among children to better understand their opinions and perceptions toward the use of educational applications (apps) that are available on their mobile devices, including smartphones and tablets. The researchers organized semi-structured, face-to-face interview sessions with primary school students who were using mobile technologies at their primary school. The students reported that their engagement with the educational apps has improved their competencies. They acquired relational and communicative skills as they collaborated in teams. On the other hand, there were a few students who were not perceiving the usefulness and the ease of use of the educational apps on their mobile device. This study indicates that the research participants had different skillsets as they exhibited different learning abilities. In conclusion, this contribution opens-up avenues for future research in this promising field of study.peer-reviewe
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Researching and enhancing athlete welfare: Proceedings of the Second International Symposium of the Brunel International Research Network for Athlete Welfare (BIRNAW) 2013
Copyright @ 2014 Brunel University. All rights reserved by the authors who assert their rights under the Berne Convention. Copyright rests with Brunel University London. All research designs, concepts, models and theories herein are the intellectual property of the contributing authors. No part of this document may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording or otherwise without the prior written permission of Dr Daniel Rhind via Brunel University London.The chapters within this book are based on presentations delivered at the 2nd BIRNAW Symposium which was held at Brunel University London in November 2013.Sport is a cultural phenomenon that touches the lives and captures the imagination of many people. Most people assume that sport is “a good thing” and that participation in sport will bring physical, psychological and social benefits to participants and societies. However, as this body of work shows, this is not necessarily or always the case. Abuse and exploitation can and does occur in sport – a fact that sports enthusiasts and sports organisations have been slow to acknowledge. The Brunel International Research Network for Athlete Welfare (BIRNAW) is a remarkable initiative that brings together researchers and policy makers from a variety of disciplines, organisations and countries. The activities and publications of this group have successfully provided an evidence base that has drawn attention to the issues in a powerful and convincing way. Its impact on the world of sport has been significant and is an excellent example of research informing sport policy and improving the practice of sport. Through the work of those involved in BIRNAW, inspired by the vision of Celia Brackenridge and her colleagues at Brunel University London, awareness has been raised, and safeguarding measures are being put in place to ensure the welfare of athletes. There is still much to be done, but the world of sport, and those athletes whose welfare is now safeguarded, already have much to thank them for
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