The present research focuses on the development of an intelligent, computer-based tutoring model for selecting problems in domains where multiple skills are needed to solve a problem and the reasons for errors are not...
The present research focuses on the development of an intelligent, computer-based tutoring model for selecting problems in domains where multiple skills are needed to solve a problem and the reasons for errors are not easily diagnosed. In this paper we report on the development and evaluation of the Mental Rotation Tutors and the intelligent models driving the problem selection engine or “domain reasoner”. The domain reasoner evaluated each student based upon seven different core skills and chose the next problem based upon the student's level of proficiency in all seven areas. Two versions of the tutor were developed. The first versions targeted improving the student's ability to infer what combination of rotations were required to go from one view to another. The second version targeted improving the student's ability to apply a provided set of rotations to an object and report the final orientation. The results of two successive experiments demonstrated that students with low spatial ability derived the most measurable benefit from interacting with the tutors. The tutors also successfully diagnosed students' skill levels and provided problems that were appropriate to each student's current level of proficiency.
The goal of this panel is to discuss theoretical and methodological approaches that may inform and support the design of temporal aspects of interactive systems. Time Design is an emerging research and development dom...
The goal of this panel is to discuss theoretical and methodological approaches that may inform and support the design of temporal aspects of interactive systems. Time Design is an emerging research and development domain that emphasizes the functional, causal role of time in human control behavior. It draws on a diverse literature on time in cognitive psychology, psychophysics, sociology, computerscience, engineering, human Factors and HCI. Relevant research domains include heuristics and biases in temporal decisions, temporal aspects of human-automation interaction, planning and scheduling, visualisation of temporal information, and the timing of alarms and interruptions.
In this paper, we propose a new method to generate modular structures. In the method, the number of elements, that is, the number of competitive units is gradually increased. To control a process of module generation,...
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In this paper, we propose a new method to generate modular structures. In the method, the number of elements, that is, the number of competitive units is gradually increased. To control a process of module generation, we introduce two kinds of information, that is, unit and modular information. Unit information represents information content obtained by individual elements in all modules. On the other hand, modular information is information content obtained by each module. We try to increase both types of information simultaneously. We applied our method to two classification problems: random data classification and Web data classification. In both cases, we observed that modular structures were automatically generated.
In this paper, we propose a new computational method for a network-growing method called greedy network-growing [R. Kamimura, et al., (2002)]. We have so far introduced a network-growing algorithm called greedy networ...
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In this paper, we propose a new computational method for a network-growing method called greedy network-growing [R. Kamimura, et al., (2002)]. We have so far introduced a network-growing algorithm called greedy network-growing based upon information theoretic competitive learning. For competitive unit outputs, we have used the inverse of the squares of Euclidean distance between input patterns and connections. The algorithm has extracted very faithful representations of input patterns. However, one problem is that learning is very slow, and sometimes ambiguous final representations are obtained. To remedy these shortcomings, we introduce a new activation function, that is, Gaussian activation functions for competitive units. By changing a parameter for the Gaussian activation functions, we can build a network that does not focus on faithful representations of input patterns, but try to extract the main characteristics of input patterns. Because this method are not concerned with detailed parts of input patterns, learning is significantly accelerated and salient features should be extracted. We applied the method to a road classification problem. Experimental results confirmed that learning was significantly accelerated and salient features could be extracted.
We describe the design of a modular system for untethered real-time kinematic motion capture using sensors with inertial measuring units (IMU). Our system is comprised of a set of small and lightweight sensors. Each s...
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We describe the design of a modular system for untethered real-time kinematic motion capture using sensors with inertial measuring units (IMU). Our system is comprised of a set of small and lightweight sensors. Each sensor provides its own global orientation (3 degrees of freedom) and is physically and computationally independent, requiring only external communication. Orientation information from sensors is communicated via wireless to host computer for processing. We present results of the real-time usage of our untethered motion capture system for teleoperating the NASA Robonaut. We also discuss potential applications for untethered motion capture with respect to humanoid robotics.
After a basic theory on the passivity condition for the sampled-data system has been reviewed, passivity conditions on each subsystem of haptic simulation have been investigated. In addition, the virtual wall simulati...
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ISBN:
(纸本)0769521126
After a basic theory on the passivity condition for the sampled-data system has been reviewed, passivity conditions on each subsystem of haptic simulation have been investigated. In addition, the virtual wall simulation is analytically analyzed with the passivity conditions and derived the previously well known stability condition (b > KT/2 + B). Based on this, we propose a novel energy bounding algorithm for stable haptic interaction control. The proposed energy bounding algorithm restricts the energy that is generated by the zero-order hold within the energy consumable by the physical damping in a haptic device and makes the virtual environment and controller passive. This algorithm, therefore, guarantees the passivity condition of the haptic simulation. While the virtual coupling algorithm restricts the actuator force with respect to the penetration depth, the proposed energy bounding algorithm restricts the change of actuator force and eventually restricts generated energy by the zero-order hold. Therefore, much stiffer contact simulation can be implemented.
A novel heat kernel based Monte Carlo localization (HK-MCL) algorithm is presented to solve the degeneracy problem of conventional Monte Carlo localization: real-time global localization requires the number of initial...
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A novel heat kernel based Monte Carlo localization (HK-MCL) algorithm is presented to solve the degeneracy problem of conventional Monte Carlo localization: real-time global localization requires the number of initial samples to be small, whereas global localization may fail if the number of initial samples is small. The degeneracy problem is solved by an optimization approach called heat kernel based perturbation (HK-perturbation), which moves the samples towards the high likelihood area. HK-perturbation integrates the average local density and importance weight of samples to determine each sample's perturbation probability. The strategy improves simulated annealing algorithm via an obvious form of temperature, both in time and space, with respect to average local density and importance weight of samples. Systematic empirical results in global localization based on sonar illustrate superior performance, when compared to other state-of-the-art updating of Monte Carlo localization.
Software architects have techniques to deal with many quality attributes such as performance, reliability, and maintainability. Usability, however, has traditionally been concerned primarily with presentation and not ...
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ISBN:
(纸本)9780769521633
Software architects have techniques to deal with many quality attributes such as performance, reliability, and maintainability. Usability, however, has traditionally been concerned primarily with presentation and not been a concern of software architects beyond separating the user interface from the remainder of the application. In this paper, we present usability-supporting architectural patterns. Each pattern describes a usability concern that is not supported by separation alone. For each concern, a usability-supporting architectural pattern provides the forces from the characteristics of the task and environment, the human, and the state of the software to motivate an implementation independent solution cast in terms of the responsibilities that must be fulfilled to satisfy the forces. Furthermore, each pattern includes a sample solution implemented in the context of an overriding separation based pattern such as J2EE Model View Controller.
This paper presents a prototype implementation of a physically interactive fitness game called Shadow Boxer. The game is controlled by body movements and it utilizes a web camera to detect the player's movements. ...
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ISBN:
(纸本)1581138571
This paper presents a prototype implementation of a physically interactive fitness game called Shadow Boxer. The game is controlled by body movements and it utilizes a web camera to detect the player's movements. A user study was conducted to study the playability and the effectiveness of the game as an exercising method. The results showed that playing the game significantly increased the participants' heart rate and for most of the participants, the heart rate was at the optimal exercise level after playing the game. Thus, the game can be effectively used as an exercise method. Generally, the participants enjoyed playing the game and thought of it as a possible method for training. Additionally, the study revealed ideas for improving the game experience and the usability of the interface. Copyright 2004 ACM.
In this paper, low-complexity block-constrained trellis coded quantization (BC-TCQ) structures are introduced, and a predictive BC-TCQ encoding method is developed for quantization of line spectrum frequencies (LSF) p...
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In this paper, low-complexity block-constrained trellis coded quantization (BC-TCQ) structures are introduced, and a predictive BC-TCQ encoding method is developed for quantization of line spectrum frequencies (LSF) parameters for wideband speech coding applications. The performance is compared to the linear predictive coding (LPC) vector quantizers used in the AMR-WB (ITU-G.722.2) speech coding standard, demonstrating reduction in spectral distortion and significant reduction in encoding complexity.
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