554 research outputs found
Using software visualization technology to help genetic algorithm designers
This work is part of a three year PhD project to examine how Software Visualization(SV) can be applied to support the design and construction of Genetic Algorithms (GAs). A user survey carried out at the start of this project identified a set of key system features required by GA users. A visualization system embodying these features was then designed and a prototype built. This paper describes what genetic algorithms are and how they can be applied. It then reviews some of the survey results and their impact on the design of the visualization system. The paper concludes with an exploration of how the resulting prototype may be evaluated
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Evaluating Hank, a cognitive modelling language for psychologists
Hank is a visual programming language devised specically for the use of cognitive psychologists rather than computer programmers. This paper introduces an eighteen month evaluation project on the use of Hank. This project began on November the 1st 1998, the initial findings and planned
evaluation programme will be presented at the workshop in January
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Remote fieldwork: using portable wireless networks and backhaul links to participate remotely in fieldwork
Fieldwork is an important means of contextualising knowledge and developing subject-specific and generic transferable skills. However, field locations are not always accessible. To address this problem we present a remote fieldwork approach that makes use of a portable wireless network and other mobile technologies to support fieldwork at a distance. As well as improving access to fieldwork, this approach can also be used to provide communication tools to fieldworkers, enabling them to share their findings and talk to their colleagues while in the field. This paper presents the portable communications toolkit we have developed and reports on three recent trials
Investigating the Effects of Exploratory Semantic Search on the Use of a Museum Archive
Recently, there has been a great deal of interest in how new technologies can support the more effective use of online museum content. Two particularly relevant developments are exploratory search and semantic web technologies. Exploratory search tools support a more undirected and serendipitous interaction with the content. Semantic web technology, when applied in this context, allows the exploitation of metadata and ontologies to provide more intelligent support for user
interaction.
Bletchley Park Text is a museum web application supporting a semantic driven, exploratory approach to the search and navigation of digital museum resources. Bletchley Park Text uses semantics to organise selected content (i.e. stories) into a number of composite pages that illustrate conceptual patterns in the content, and from which the content itself can be accessed.
The use made of Bletchley Park Text over an eight month period was analysed in order to understand the kinds of trajectories across the available resources that users could make with such a system. The results identified two distinct strategies of exploratory search. A risky strategy was characterised as incorporating: conceptual jumps between successive queries, a larger number of shorter queries and the use of the stories themselves to acclimatise to a new set of search results. A cautious strategy was characterised as incorporating: small conceptual shifts between queries, a smaller number of longer queries and the use of composite pages to acclimatise to a set of new search results. These findings have implications for the intelligent scaffolding of exploratory search
Bletchley Park text: using mobile and semantic web technologies to support the post-visit use of online museum resources
A number of technologies have been developed to support the museum visitor, with the aim of making their visit more educationally rewarding and/or entertaining. Examples include PDA-based personalized tour guides and virtual reality representations of cultural objects or scenes. Rather than supporting the actual visit, we decided to employ technology to support the post-visitor, that is, encourage follow-up activities among recent visitors to a museum. This allowed us to use the technology in a way that would not detract from the existing curated experience and allow the museum to provide access to additional heritage resources that cannot be presented during the physical visit. Within our application, called Bletchley Park Text, visitors express their interests by sending text (SMS) messages containing suggested keywords using their own mobile phone. The semantic description of the archive of resources is then used to retrieve and organize a collection of content into a personalized web site for use when they get home. Organization of the collection occurs both bottom-up from the semantic description of each item in the collection, and also top-down according to a formal representation of the overall museum story. In designing the interface we aimed to support exploration across the content archive rather than just the search and retrieval of specific resources. The service was developed for the Bletchley Park museum and has since been launched for use by all visitors
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Out there and in here: design for blended scientific inquiry learning
One of the beneļ¬ts of mobile technologies is to combine āthe digitalā (e.g., data, information, photos) with āļ¬eldā experiences in novel ways that are contextualized by peopleās current located activities. However, often cost, mobility disabilities and time exclude students from engaging in such peripatetic experiences. The Out There and In Here project, is exploring a combination of mobile and tabletop technologies in support for collaborative learning. A system is being developed for synchronous collaboration between geology students in the ļ¬eld and peers at an indoor location. The overarching goal of this research is to develop technologies that support people working together in a suitable manner for their locations. There are two OTIH project research threads. The ļ¬rst deals with disabled learner access issues: these complex issues are being reviewed in subsequent evaluations and publications. This paper will deal with issues of technology supported learning design for remote and co-located science learners. Several stakeholder evaluations and two ļ¬eld trials have reviewed two research questions:
1. What will enhance the learning experience for those in the ļ¬eld and laboratory?
2. How can learning trajectories and appropriate technologies be designed to support equitable co-located and remote learning collaboration?
This paper focuses on describing the iterative linked development of technologies and scientiļ¬c inquiry pedagogy. Two stages within the research project are presented. The 1st stage details several pilot studies over 3 years with 21 student participants in synchronous collaborations with traditional technology and pedagogical models. Findings revealed that this was an engaging and useful experience although issues of equity in collaboration needed further research. The 2nd stage, in this project, has been to evaluate data from over 25 stakeholders (academics, learning and technology designers) to develop pervasive ambient technological solutions supporting orchestration of mixed levels of pedagogy (i.e. abstract synthesis to speciļ¬c investigation). Middleware between tabletop āsurfaceā technologies and mobile devices are being designed with Microsoft and OOKL (a mobile software company) to support these developments. Initial ļ¬ndings reveal issues around equity, ownership and professional identity
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"We muddle our way through": shared and distributed expertise in digital engagement with research
The use and availability of digital media is changing researchers' roles and simultaneously providing a route for a more engaging relationship with stakeholders throughout the research process. Although the digital realm has a profound influence on people's day-to-day lives, some researchers have not yet professionally embraced digital technologies. This paper arises from one aspect of a project exploring how university research and professional practices are evolving as researchers engage with stakeholders via digital media to create, share and represent knowledge together. Using researchers from the Open University (U.K.) as a case study, this paper reviews the extent to which they are developing multiple identities and functions in their engaged research through digital media
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The application of software visualization technology to evolutionary computation: a case study in Genetic Algorithms
Evolutionary computation is an area within the field of artificial intelligence that is founded upon the principles of biological evolution. Evolution can be defined as the process of gradual development. Evolutionary algorithms are typically applied as a generic problem solving method, searching a problem space in order to locate good solutions. These solutions are found through an iterative evolutionary search that progresses by means of gradual developments.
In the majority of cases of evolutionary computation the user is not aware of their algorithm's search behaviour. This causes two problems. First, the user has no way of assuring the quality of any solutions found other than to compare the solutions found by the algorithm with any available benchmark solutions or to re-run the algorithm and check if the results can be repeated or improved upon. Second, because the user is unaware of the algorithm's behaviour they have no way of identifying the contribution of the different components of the algorithm and therefore, no direct way of analyzing the algorithm's design and assigning credit to good algorithm components, or locating and improving ineffective algorithm components.
The artificial intelligence and engineering communities have been slow to accept evolutionary computation as a robust problem-solving method because, unlike cased-based systems, rule-based systems or belief networks, they are unable to follow the algorithm's reasoning when locating a set of solutions in the problem space. During an evolutionary algorithm's execution the user may be able to see the results of the search but the search process itself like is a "black box" to the user. It is the search behaviour of evolutionary algorithms that needs to be understood by the user, in order for evolutionary computation to become more accepted within these communities.
The aim of software visualization is to help people understand and use computer software. Software visualization technology has been applied successfully to illustrate a variety of heuristic search algorithms, programming languages and data structures. This thesis adopts software visualization as an approach for illustrating the search behaviour of evolutionary algorithms.
Genetic Algorithms ("GAs") are used here as a specific case study to illustrate how software visualization may be applied to evolutionary computation. A set of visualization requirements are derived from the findings of a GA user study. A number of search space visualization techniques are examined for illustrating the search behaviour of a GA. "Henson," an extendable framework for developing visualization tools for genetic algorithms is presented. Finally, the application of the Henson framework is illustrated by the development of "Gonzo," a visualization tool designed to enable GA users to explore their algorithm's search behaviour.
The contributions made in this thesis extend into the areas of software visualization, evolutionary computation and the psychology of programming. The GA user study presented here is the first and only known study of the working practices of GA users. The search space visualization techniques proposed here have never been applied in this domain before, and the resulting interactive visualizations provide the GA user with a previously unavailable insight into their algorithm's operation
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More notspots than hotspots: strategies for undertaking networked learning in the real world
Much of the mobile learning literature implies that connectivity between devices can be taken for granted. This is not clearly not true with patchy network coverage and variable signal strength even in well developed urban areas. In this paper, we describe strategies devised for overcoming the challenges of variable connectivity quality to ensure mobile learning in authentic field locations and also bridging contexts (home, school, work). We consider three approaches: the use of Wi-Fi, 3G phone networks, and working locally with post-activity synchronisation. We conclude with recommendations for practitioners and researchers
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