The rate of adoption of information and communication technologies such as those necessary to provide e-government services by African countries is slow due to several factors such as infrastructure, literacy, economi...
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Lensfield is a desktop and filesystem-based tool designed as a ¿personal data management assistant¿ for the scientist. It combines distributed version control (DVCS), software transaction memory (STM) and li...
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Lensfield is a desktop and filesystem-based tool designed as a ¿personal data management assistant¿ for the scientist. It combines distributed version control (DVCS), software transaction memory (STM) and linked open data (LOD) publishing to create a novel data management, processing and publication tool. The application ¿just looks after¿ these technologies for the scientist, providing simple interfaces for typical uses. It is built with Clojure and includes macros which define steps in a common workflow. Functions and Java libraries provide facilities for automatic processing of data which is ultimately published as RDF in a Web application. The progress of data processing is tracked by a fine-grained data structure that can be serialized to disk, with the potential to include manual steps and programmatic interrupts in largely automated processes through seamless resumption. Flexibility in operation and minimizing barriers to adoption are major design features.
It is proposed in this session that the interactivity necessary in ubiquitous learning can be enhanced by the virtual tutor who mediates between the learner and the e-Learning contents. Arousing students' intellec...
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Achievement of human level machine intelligence has long been one of the basic objectives of AI. Officially, AI was born in 1956. Since then, very impressive progress has been made in many areas - but not in the realm...
Achievement of human level machine intelligence has long been one of the basic objectives of AI. Officially, AI was born in 1956. Since then, very impressive progress has been made in many areas - but not in the realm of human level machine intelligence. Anyone who has been forced to use a dumb automated customer service system will readily agree. The Turing test lies far beyond. Today, no machine can pass the Turing test and none is likely to do so in the foreseeable *** make progress toward achievement of human level machine intelligence, AI must add to its armamentarium concepts and techniques drawn from other methodologies, especially evolutionary computing, neurocomputing and fuzzy logic. A key contribution of fuzzy logic is the machinery of computing with Words (CW) and, more generally, NL-Computation. This machinery opens the door to mechanization of natural language understanding and computation with information described in natural language. Addition of this machinery to the armamentarium of AI would be an important step toward the achievement of human level machine intelligence and its applications in decision making, pattern recognition, analysis of evidence, diagnosis and assessment of causality. Such applications have a position of centrality in our info-centric society.
It is proposed in this session that the interactivity necessary in ubiquitous learning can be enhanced by the virtual tutor who mediates between the learner and the e-learning contents. Arousing students' intellec...
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ISBN:
(纸本)9780769531588;9780769534114
It is proposed in this session that the interactivity necessary in ubiquitous learning can be enhanced by the virtual tutor who mediates between the learner and the e-learning contents. Arousing students' intellectual curiosity and raising their motivation to learn are the two great goals for e-learning contents developers. It is supposed that the interaction in the communication between the teacher and his/her students in a regular classroom can be maintained in e-learning with the help of virtual tutor, which appears on the learning contents in a timely fashion to give learners advice, encouragement, reminders, and such. The session includes discussions to develop such a system making use of the most updated technology as well as demonstrations of such a system which has been experimented at Department of Media informatics. It is proved that the learning environment where human interactivity is essential can be reconstructed in terms of the proposed virtual tutor. This paper presentation includes demonstrations of QED as well as a discussion of the importance of interactivity in ubiquitous e-learning.
This paper presents the use of a mobile robot platform as an innovative educational tool in order to promote and integrate different curriculum knowledge. Hence, it is presented the acquired experience within a summer...
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This paper presents the use of a mobile robot platform as an innovative educational tool in order to promote and integrate different curriculum knowledge. Hence, it is presented the acquired experience within a summer course named ldquoapplied mobile roboticsrdquo. The main aim of the course is to integrate different subjects as electronics, programming, architecture, perception systems, communications, control and trajectory planning by using the educational open mobile robot platform PRIM. The summer course is addressed to a wide range of student profiles. However, it is of special interests to the students of electrical and computer engineering around their final academic year. The summer course consists of the theoretical and laboratory sessions, related to the following topics: design & programming of electronic devices, modelling and control systems, trajectory planning and control, and computer vision systems. Therefore, the clues for achieving a renewed path of progress in robotics are the integration of several knowledgeable fields, such as computing, communications, and control sciences, in order to perform a higher level reasoning and use decision tools with strong theoretical base.
With the ever-increasing large amount of digital information available, the need for advanced information retrieval (IR) systems increases. this wealth of digital information presents a major data-analysis challenge f...
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With the ever-increasing large amount of digital information available, the need for advanced information retrieval (IR) systems increases. this wealth of digital information presents a major data-analysis challenge for us. How to manipulate, analyze and understand large quantities of complex data becomes extremely important. Over the past decades, significant progress has been made in IR. However, many challenges remain. First, most Web search engines take a short text query as input and output a ranked list of documents. The retrieval decision is made primarily based on the current query and document collection. Web search engines generally treat search requests in isolation. The results for a given query are identical, independent of the user or the context in which the user makes the request. However, it is unlikely that different users are so similar in their interests that one standardized way of retrieving information fits all needs. Different users may have different information needs. They may use the same query to search for different kinds of information. Moreover, even the same user may use identical queries to express different information needs. For example, a person may use ldquoIRIXrdquo to mean information retrieval in context at one time, but IRIX operating systems at another time. It is impossible for the current Web search engines to distinguish these two cases because the userpsilas search context is not considered. Second, IR is, in general, an interactive process. A userpsilas information need is rarely satisfied with just one iteration of search. With the current document-centered retrieval paradigm, interactive retrieval is treated as a sequence of independent simple retrieval decision-making steps. The information about search history is ignored, which makes the retrieval performance of existing IR systems inherently non-optimal. However, it has been brought into attention that analysis of task-oriented user sessions provides useful insight
We propose a new knowledge sharing scheme to effectively support networked cooperative works in this paper. Our scheme controls information flow from Real Space (RS) to Digital Space (DS) and reverse direction, based ...
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ISBN:
(纸本)9781424413270
We propose a new knowledge sharing scheme to effectively support networked cooperative works in this paper. Our scheme controls information flow from Real Space (RS) to Digital Space (DS) and reverse direction, based on the concept of "Symbiotic computing". In practice, our scheme controls the availability of shared workspace in DS for cooperative works, according to the situation of tasks and users in RS, in order to accelerate the progress of the works. Using this scheme, advanced support to improve quality of intellectual cooperative works can be realized. In this paper, we apply our proposed scheme to a group learning domain. This is an educational activity domain where group members, including a teacher and several students cooperatively solve given problems. From experimental results, we found that the cooperative problem solving by the teacher and students were accelerated. We also confirmed that the learning outcomes were improved. Finally, we verified that our system can enhance the group learning effects by controlling the availability of the shared workspace based on the progress of the group learning process.
This work in progress paper presents a particular view for future networked multiplayer games. In our point of view, these applications will include features from pervasive computing, allowing players to enjoy them us...
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This work in progress paper presents a particular view for future networked multiplayer games. In our point of view, these applications will include features from pervasive computing, allowing players to enjoy them using different devices, such as PDAs and mobile phones, almost anywhere, anytime. These games demand that the way each player interacts with the game must be adapted according to their context information, such as players location and device. In this document, we call these applications pervasive multiplayer multiplatform games (PM2G). We present scenarios that show intended characteristics for these games. Based on requirements extracted from our scenarios, we also propose five services that aims at allowing PM2G's development and deployment
We propose a new knowledge sharing scheme to effectively support networked cooperative works in this paper. Our scheme controls information flow from real space (RS) to digital space (DS) and reverse direction, based ...
详细信息
We propose a new knowledge sharing scheme to effectively support networked cooperative works in this paper. Our scheme controls information flow from real space (RS) to digital space (DS) and reverse direction, based on the concept of "symbiotic computing". In practice, our scheme controls the availability of shared workspace in DS for cooperative works, according to the situation of tasks and users in RS, in order to accelerate the progress of the works. Using this scheme, advanced support to improve quality of intellectual cooperative works can be realized. In this paper, we apply our proposed scheme to a group learning domain. This is an educational activity domain where group members, including a teacher and several students cooperatively solve given problems. From experimental results, we found that the cooperative problem solving by the teacher and students were accelerated. We also confirmed that the learning outcomes were improved. Finally, we verified that our system can enhance the group learning effects by controlling the availability of the shared workspace based on the progress of the group learning process.
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