SNACKs are succinct non-interactive arguments of chain knowledge. They allow for efficient and generic solutions to blockchain light-client bootstrapping. Abusalah et al. construct SNACKs in the random oracle model fo...
ISBN:
(纸本)9783031477508;9783031477515
SNACKs are succinct non-interactive arguments of chain knowledge. They allow for efficient and generic solutions to blockchain light-client bootstrapping. Abusalah et al. construct SNACKs in the random oracle model for any single-chain blockchain from any graph-labeling proof of sequential work (PoSW) scheme. Their SNACK construction is a PoSW-like protocol over the augmented blockchain. Unlike single-chain blockchains, such as proof-of-work and proof-of-stake blockchains, proof-of-space (PoSpace) blockchains are composed of two chains: a canonical proof chain and a data chain. These two chains are related using a signature scheme. In this work, we construct PoSW-enabled SNACKs for any PoSpace blockchain. Combined with the results of Abusalah et al., this gives the first solution to light-client bootstrapping in PoSpace blockchains. The space cost of our construction is two hash values in each augmented PoSpace block. Generating SNACK proofs for a PoSpace blockchain is identical to generating SNACK proofs for single-chain blockchains and amounts to looking up a succinct number of augmented blocks.
Artificial Intelligence (AI)'s rise in education brings benefits and challenges. Tools likeGrammarly and ChatGPT have been part of our lives, particularly in the education sector. Consequently, it is important to ...
ISBN:
(纸本)9783031630309;9783031630316
Artificial Intelligence (AI)'s rise in education brings benefits and challenges. Tools likeGrammarly and ChatGPT have been part of our lives, particularly in the education sector. Consequently, it is important to explore how inclusive and adaptable these tools are for students from diverse cultures and languages. This study analyzes survey data from 87 undergraduate students in Canada to identify key themes such as the need for better language translation capabilities, cultural and linguistic inclusivity, and reducing bias and Eurocentrism in AI technologies. These findings form the basis of the Adaptive and Inclusive AI Learning (AIAL) theory, which emphasizes the importance of adaptability, inclusivity, and responsiveness in AI educational technologies to meet the diverse needs for students. The research highlights the need for AI educational tools to advance technologically while remaining culturally sensitive and accessible, in order to promote educational equity and for diverse learners. It suggests a collaborative approach involving cross-cultural developers, educators, and policymakers in creating AI technologies that not only enhance educational outcomes but also respect the diversity of the global student community.
In this paper we present techniques to generate melodies which follow the contours coming from segments of audio signal graphs. We refer to these segments as cycles, which we model with cubic splines, focusing on the ...
ISBN:
(纸本)9783031606373;9783031606380
In this paper we present techniques to generate melodies which follow the contours coming from segments of audio signal graphs. We refer to these segments as cycles, which we model with cubic splines, focusing on the case where the audio signal has recognizable fundamental frequency. These spline models of cycles are sampled in various ways to give a sequence of values which are used to define logarithmic pitch deviations from some chosen central pitch. Melodic fragments are constructed using cycles extacted from recorded wave forms, and these same cycles are also used to construct the tones of the melodic fragments as audio segments with given pitch and duration. In this way, the musical elements of pitch, duration, and timbre are captured in the context of spline modeling of cycles.
This study examines the survival and evolution of 443K bidirectional mention ties on Twitter by merging datasets collected before 2015 and in the first few months of the COVID-19 pandemic (February to June, 2020). We ...
ISBN:
(纸本)9783031722400;9783031722417
This study examines the survival and evolution of 443K bidirectional mention ties on Twitter by merging datasets collected before 2015 and in the first few months of the COVID-19 pandemic (February to June, 2020). We hypothesize that strong pre-existing ties, marked by frequent communication and shared identities, endure and tolerate cognitive and stance differences over time. Our findings show that surviving ties are stronger than average pre-2015 ties but exhibit greater cognitive distance in COVID-19 discussions, suggesting that strong ties can tolerate different and even opposing opinions on contentious topics. This challenges traditional models of social influence and homophily, which predict increased cognitive similarity within strong ties. The findings imply the potential for old ties to function as network bridges, reducing political divides by connecting dissimilar social groups.
作者:
Leonor, SusanaPalma, DavidISMAT
Rua Dr Estevao de Vasconcelos 33 P-8500656 Portimao Portugal FAUL
Rua Sa Nogueira P-1349063 Lisbon Portugal
Exploring concepts such as speculation, fiction, and critical design in disciplines where creativity overcomes is an approach to identifying potential development, innovation, and future possibilities in contemporary ...
ISBN:
(纸本)9783031613524;9783031613531
Exploring concepts such as speculation, fiction, and critical design in disciplines where creativity overcomes is an approach to identifying potential development, innovation, and future possibilities in contemporary societies according to a set of rational, evolutionary, and sequential data. We presented a framework that guides the students through steps throughout the creative process, allowing them to substantiate concepts, proposals, and utopian and dystopian visions of possible futures. The different dimensions used in this framework can potentially overcome students' creative limitations regarding what they consider factual truth toward more holistic, altruistic, and transformational visions. The exploration and creation of future scenarios are driven by the possibility of conceiving new potential forms of interaction and behaviors between humans and machines, which also requires critical reflection on their purpose and possible consequences. This approach enables a renewed vision regarding Human-computer Interaction (HCI) - how we engage with it and integrate technology positively within an artifact, system, experience, or service. Above all, underlying the pedagogical practice, the project methodology identified here through this proposed framework is the learning of the global contexts with which the designer has to work, aware of the impact of his projects in the short and long term, and that he also has the transformational role with society, the environment, and ethics. With this paper, we aim to contribute to a framework that enables the introduction of speculative and factional approaches to design students in higher education.
We focus on the communication tools (CT) as a means of supporting the psychological well-being of an increasing number of isolated older individuals. We conducted an analysis of the psychological effects of current CT...
ISBN:
(纸本)9783031615429;9783031615436
We focus on the communication tools (CT) as a means of supporting the psychological well-being of an increasing number of isolated older individuals. We conducted an analysis of the psychological effects of current CT usage using the psychosocial impact of assistive devices scale. Our findings led to the development of the Communication Mediator Bot (CMBot), which was designed to facilitate communication between older individuals and their families. This system, operating on LINE and LLM, includes features to encourage communication and regulate self-disclosure levels. While there is room for improvement in usability, our verification results indicate the potential for enhanced psychological well-being through the control of self-disclosure levels.
The problem addressed in this research is that not all nursing knowledge is captured in a way that is easy to access outside the border of a community of practice (CoP) or beyond geography or time. As nursing accounts...
ISBN:
(纸本)9783031490644;9783031490651
The problem addressed in this research is that not all nursing knowledge is captured in a way that is easy to access outside the border of a community of practice (CoP) or beyond geography or time. As nursing accounts for over half the healthcare professionals globally, the role is broad in scope, performed in various healthcare settings and across the human lifespan;managing this knowledge is important. To address this problem, this research explores to what extent a serious game could elicit and evaluate specialist nursing knowledge so that it can be preserved beyond its initial use. However, no suitable game was found. Using an elaborated action design research (eADR) approach, this research designed, implemented, and evaluated a serious knowledge elicitation and evaluation game - The Nurse's Knowledge Bank. In total, three cycles of the game were played by nurses (n = 18) based in an oncology setting. From the three cycles n = 112 evaluated knowledge submissions were captured. These submissions included concepts such as 'Check patients' temperature on discharge' or 'Ensure patient has their prescription before discharge'. These submissions were mapped into two clinical terminologies, providing a means of sharing this knowledge beyond the clinic border and demonstrating that serious games could potentially have a role in knowledge management. This paper presents an overview of the development and design of the game.
Game mechanics can be viewed in terms of affordances: possible actions offered by the environment-depending on the agent (e.g., in a fantasy role-playing game, a sword can be wielded by a knight, but probably not by a...
ISBN:
(纸本)9783031490644;9783031490651
Game mechanics can be viewed in terms of affordances: possible actions offered by the environment-depending on the agent (e.g., in a fantasy role-playing game, a sword can be wielded by a knight, but probably not by a dragon). Recently, text generated by large language models (LLMs) has been used to create open-ended text-based game content. However, LLMs have been shown to generate sexist text when trained on gender-biased data. If bias manifests in educational text game affordances it could harm goal achievement. We examine binary gender biases in LIGHT, an English-language persona-based dataset for researching language grounded in a fantasy adventure world, training LLMs on LIGHT and analyzing the diversity of affordances in quests. We find male characters have a more diverse space of affordances yet are less diverse in practice (e.g., mostly wielding a sword) in original and generated quests. To gauge impact on gameplay, we create games from LIGHT quests which can be played in the TextWorld research framework. Artificial agents trained only on male games significantly outperform female, suggesting an impact of affordance biases. These findings illustrate risks in AI- or data-driven generation of serious game content where gender is involved: overlooked biases in affordances can propagate, autonomously enforcing harmful, stereotypical behaviors.
Heuristic evaluation has become one of the methods most used by specialists to measure the level of usability of software products. However, there are many differences between authors on how to execute this inspection...
ISBN:
(纸本)9783031613500;9783031613517
Heuristic evaluation has become one of the methods most used by specialists to measure the level of usability of software products. However, there are many differences between authors on how to execute this inspection process. From a systematic review of the literature carried out in a previous study, it was possible to identify the two most relevant approaches to carry out this evaluation process: the qualitative approach proposed by Nielsen and the quantitative approach established by Granollers. Although both proposals aim to identify design problems to be corrected subsequently to improve the level of usability, the quantitative proposal also establishes a mechanism to obtain a value between 0 and 100 on the level of usability of the product, system, or service. In this way, it is possible to make comparisons and identify the remaining percentage of a proposal to achieve an appropriate level of usability. In this study, the differences in the results obtained from applying both approaches for the usability evaluation of a publicly accessible website in Peru are analyzed. The purpose is for this research to serve as a guide for executing heuristic evaluations and used for specialists and development teams to choose the most appropriate approach in their business scenarios. The results show that although many findings are similar, both approaches have differences and specific advantages that are discussed in depth.
Classroom instruction behavior analysis is one of the effective methods to optimize methods and designs of classroom teaching, improving the quality and efficiency of classroom instruction, and enriching the practical...
ISBN:
(纸本)9789819742424;9789819742431
Classroom instruction behavior analysis is one of the effective methods to optimize methods and designs of classroom teaching, improving the quality and efficiency of classroom instruction, and enriching the practical knowledge of teachers. With the continuous breakthroughs in artificial intelligence technology, there is a growing body of research on instructional behavior analysis. Instruction behavior recognition algorithms face great challenges due to the lack of appropriate datasets as data support. Therefore, in this paper, we propose a dataset CIBR for classroom instructional behavior recognition. The dataset is based on real classroom teaching videos from primary and secondary schools, covering 14 instructional behaviors, with a total of 2, 380 video samples. We evaluated our CIBR dataset on five commonly used behavior recognition models, namely 3D-RESnet 50, I3D, R (2 + 1) D-RGB, S3D and Timesformer, and compared it with the mainstream behavior recognition datasets UCF101 and HMDB51. The results show that the CIBR dataset is reliable, feasible, and effective. The creation of the CIBR dataset provides a data base for AI techniques to automatically identify and analyze the behavior of teachers and students in primary and secondary schools.
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