1,833 research outputs found

    BIM-to-BRICK: Using graph modeling for IoT/BMS and spatial semantic data interoperability within digital data models of buildings

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    The holistic management of a building requires data from heterogeneous sources such as building management systems (BMS), Internet-of-Things (IoT) sensor networks, and building information models. Data interoperability is a key component to eliminate silos of information, and using semantic web technologies like the BRICK schema, an effort to standardize semantic descriptions of the physical, logical, and virtual assets in buildings and the relationships between them, is a suitable approach. However, current data integration processes can involve significant manual interventions. This paper presents a methodology to automatically collect, assemble, and integrate information from a building information model to a knowledge graph. The resulting application, called BIM-to-BRICK, is run on the SDE4 building located in Singapore. BIM-to-BRICK generated a bidirectional link between a BIM model of 932 instances and experimental data collected for 17 subjects into 458 BRICK objects and 1219 relationships in 17 seconds. The automation of this approach can be compared to traditional manual mapping of data types. This scientific innovation incentivizes the convergence of disparate data types and structures in built-environment applications

    Moulding student emotions through computational psychology: affective learning technologies and algorithmic governance

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    Recently psychology has begun to amalgamate with computer science approaches to big data analysis as a new field of ‘computational psychology’ or ‘psycho-informatics,’ as well as with new ‘psycho-policy’ approaches associated with behaviour change science, in ways that propose new ways of measuring, administering and managing individuals and populations. In particular, ‘social-emotional learning’ has become a new focus within education. Supporters of social-emotional learning foresee technical systems being employed to quantify and govern learners’ affective lives, and to modify their behaviours in the direction of ‘positive’ feelings. In this article I identify the core aspirations of computational psychology in education, along with the technical systems it proposes to enact its vision, and argue that a new form of ‘psycho-informatic power’ is emerging as a source of authority and control over education

    Design in education : systemic analysis of AI-based Educational Technologies (EdTech), to design supportive tools for teachers

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    Las Tecnologías Educativas (EdTech) representan un cambio respecto a las metodologías de enseñanza-aprendizaje, desafiando a los actores involucrados en los sistemas educativos (gobierno, entidades privadas, padres, líderes de instituciones) pero especialmente las habilidades de los estudiantes y maestros. Durante las últimas décadas, el mayor impacto ha sido la implementación de Inteligencia Artificial (IA) como herramienta de innovación en un amplio rango de industrias, sin embargo desde el punto de vista de la educación todavía es un concepto con opiniones controversiales. Por lo tanto, los diseñadores de EdTech tienen la responsabilidad de comprender la tecnología, los propósitos del sistema y, especialmente, la participación del usuario a lo largo del desarrollo de la misma. El enfoque de esta investigación se inspiró en la experiencia obtenida a través del proyecto CHECK, un trabajo experimental con sistemas de Inteligencia Aritifical patrocinado por la Alta Scuola Politecnica y IBM Italia. La dirección del proyecto fue principalmente una exploración desde el aspecto informático, que llevó al reconocimiento de algunos elementos clave ausentes en la investigación desde la perspectiva del diseño. Por lo tanto, la guía de investigación de la presente tesis fue el análisis sistémico de los componentes dentro de los sistemas educativos, las características de las metodologías pedagógicas y la implementación de nuevos métodos tecnológicos, a fin de estructurar una investigación basada en información teórica, práctica y bajo el análisis del usuario involucrado. De este modo, el objetivo del proyecto es identificar las conexiones entre todos los elementos de la investigación para establecer jerárquicamente los componentes y los requisitos que deben considerar los diseñadores y/o desarrolladores de Tecnologías Educativas (EdTech) para maestros, especialmente instrumentos basados ​​en IA. Como consecuencia, los maestros recibirán herramientas de apoyo capaces de facilitar su trabajo y, paralelamente, serán tecnologias dispuestas a preparar a los educadores para enfrentar los desafíos laborales que la inteligencia artificial propone actualmente, al motivarlos a reforzar aquellas habilidades que caracterizan la inteligencia humana sobre cualquier tecnología desarrollada. Por consiguiente, es importante reconocer la responsabilidad social y ética de los diseñadores en la introducción de nuevas tecnologías en el mercado, ya que la idea es encontrar soluciones que respondan a los deseos de los inversionistas, pero buscando de igual manera generar un impacto positivo en la sociedad presente y la del futuro.Educational Technologies (EdTech) have changed teaching-learning methodologies, challenging the actors involved in education systems (government, private entities, parents, institution leaders) but especially students and teacher’s skills. During the last decades, the biggest impact has been the implementation of artificial intelligence (AI) in most of the industries innovation, but in education is still a concept with mixed opinions. Then, EdTech designers have the liability to understand the technology, the system purposes of the system, and especially the user involve on the project. The research approach was inspired by the experience obtained on CHECK project, an AI technology experimental work sponsored by the Alta Scuola Politecnica and IBM. The direction of the project was mainly an exploration from the computer science aspect, leading to the recognition of some key elements missing on the research by a designer’s perspective. Therefore, the guideline of the research on this thesis was a systemic analysis of the components inside education systems, the characteristics around pedagogic methodologies, and the implementation of new technological methods, in order to structure a research based on theoretical information and user analysis. As a result, the aim of the project is to identify the connections between all the elements of the research to hierarchically establish the components and the requirements that designers of Educational Technologies (EdTech) for teachers, specially AI-Based instruments, need to considerate. Thus, teachers will be provided with supportive tools capable of facilitating their work and parallelly willing to prepare educators to confront the challenges of AI technology, by motivating them to reinforce those skills that characterize human intelligence over any technology developed. Consequently, it is important to recognize the social and ethical responsibility of designers on the introduction of new technologies to the market, since the idea is to find solutions that answer investors desires but without forgetting to generate a positive impact on the present a future society.Diseñador (a) IndustrialPregrad

    Gathering Momentum: Evaluation of a Mobile Learning Initiative

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    Building Services Engineering May/June 2022

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    Human Machine Interaction

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    In this book, the reader will find a set of papers divided into two sections. The first section presents different proposals focused on the human-machine interaction development process. The second section is devoted to different aspects of interaction, with a special emphasis on the physical interaction

    A Survey on Federated Learning for the Healthcare Metaverse: Concepts, Applications, Challenges, and Future Directions

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    Recent technological advancements have considerately improved healthcare systems to provide various intelligent healthcare services and improve the quality of life. Federated learning (FL), a new branch of artificial intelligence (AI), opens opportunities to deal with privacy issues in healthcare systems and exploit data and computing resources available at distributed devices. Additionally, the Metaverse, through integrating emerging technologies, such as AI, cloud edge computing, Internet of Things (IoT), blockchain, and semantic communications, has transformed many vertical domains in general and the healthcare sector in particular. Obviously, FL shows many benefits and provides new opportunities for conventional and Metaverse healthcare, motivating us to provide a survey on the usage of FL for Metaverse healthcare systems. First, we present preliminaries to IoT-based healthcare systems, FL in conventional healthcare, and Metaverse healthcare. The benefits of FL in Metaverse healthcare are then discussed, from improved privacy and scalability, better interoperability, better data management, and extra security to automation and low-latency healthcare services. Subsequently, we discuss several applications pertaining to FL-enabled Metaverse healthcare, including medical diagnosis, patient monitoring, medical education, infectious disease, and drug discovery. Finally, we highlight significant challenges and potential solutions toward the realization of FL in Metaverse healthcare.Comment: Submitted to peer revie
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