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"This book presents a modern view of intelligent tutoring, focusing mainly on the conception of these systems according to a multi-agent approach and on the affective and cognitive modeling of the student in this kind of educational environment"--Provided by publisher.
"This book focuses on the integration of emotions into artificial environments such as computers and robotics"--Provided by publisher.
Brain Inspired Cognitive Systems 2008 (June 24-27, 2008; São Luís, Brazil) brought together leading scientists and engineers who use analytic, syntactic and computational methods both to understand the prodigious processing properties of biological systems and, specifically, of the brain, and to exploit such knowledge to advance computational methods towards ever higher levels of cognitive competence. This book includes the papers presented at four major symposia: Part I - Cognitive Neuroscience Part II - Biologically Inspired Systems Part III - Neural Computation Part IV - Models of Consciousness.
Design Recommendations for Intelligent Tutoring Systems explores the impact of computer-based tutoring system design on education and training. Specifically, this volume, “Learner Modeling” examines the fundamentals of learner modeling and identifies best practices, emerging concepts and future needs to promote efficient and effective tutoring. Part of our design recommendations include current, projected, and needed capabilities within the Generalized Intelligent Framework for Tutoring (GIFT), an open source, modular, service-oriented architecture developed to promote simplified authoring, reuse, standardization, automated instruction and evaluation of tutoring technologies.
This book presents cutting-edge research focused on current challenges towards the realization of Biologically Inspired intelligent agents, or Cognitive Architectures (BICA). The chapters are written by both world-recognized experts (including Antonio Chella, Olivier Georgeon, Oliver Kutz, Antonio Lieto, David Vernon, Paul Verschure, and others) and young researchers. Together, they constitute a good mixture of new findings with tutorial-based reviews and position papers, all presented at the First International Early Research Career Enhancement School on Biologically Inspired Cognitive Architectures (FIERCES on BICA 2016), held April 21-24 in Moscow, Russia. Most works included here cross boundaries between disciplines: from neuroscience to social science, from cognitive science to robotics, and from bioengineering to artificial intelligence. A special emphasis is given to novel solutions to urgent problems that have been resisting traditional approaches for decades. Intended for providing readers with an update on biologically inspired approaches towards the computational replication of all the essential aspects of the human mind (the BICA Challenge), this book is expected to foster lively discussions on the topic and stimulate cross-disciplinary, cross-generation and cross-cultural collaboration.
This book aims to provide important information about adaptivity in computer-based and/or web-based educational systems. In order to make the student modeling process clear, a literature review concerning student modeling techniques and approaches during the past decade is presented in a special chapter. A novel student modeling approach including fuzzy logic techniques is presented. Fuzzy logic is used to automatically model the learning or forgetting process of a student. The presented novel student model is responsible for tracking cognitive state transitions of learners with respect to their progress or non-progress. It maximizes the effectiveness of learning and contributes, significantly, to the adaptation of the learning process to the learning pace of each individual learner. Therefore the book provides important information to researchers, educators and software developers of computer-based educational software ranging from e-learning and mobile learning systems to educational games including stand alone educational applications and intelligent tutoring systems.
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. This volume contains a selection of 12 outstanding contributions from Edutainment 2010, the 5th Int. Conference on E-Learning and Games, held in China in August 2009. The main focus of these papers is on e-learning system and applications, game techniques for learning, and virtual reality techniques for entertainment. In addition, 10 regular papers are included, which focus on virtual reality and game systems for learning and animation and interaction for entertainment.
This book constitutes the refereed proceedings of the First International Workshop, SOCIALEDU 2015, held in Stanford, CA, USA, in August 2015. The workshop aimed to discuss computational models of social computing applied to Digital Education. The 9 revised full papers presented were carefully reviewed and selected from 12 submissions. The papers address issues such as novel data mining and machine learning for social intelligence in digital education.- Social modelling and simulation to investigate social behaviours, emotional intelligence, influence processes and other social aspects that may influence learning performance in an educational environment.- Smart environments and interactive systems of social computing in digital education.- Analysis of social media and media intelligence in digital education.- Mobile social gaming in digital education.- The utilization of mobile and wearable technology in social systems in digital education, and others.
As humans interact more often and more intimately with computers, and as computational systems become an ever more important element of our society, playing roles in education, the production of culture and goods, and management, it is inevitable that we should seek to interact with these systems in ways that take advantage of our powerful emotional capabilities. Creating Synthetic Emotions through Technological and Robotic Advancements compiles progressive research in the emerging and groundbreaking fields of artificial emotions, affective computing, and sociable robotics that allow humans to begin the once impossible-seeming task of interacting with robots, systems, devices, and agents. This landmark volume brings together expert international researchers to expound upon these topics as synthetic emotions move toward becoming a daily reality.
Mathematics is, by its very nature, an abstract discipline. However, many students learn best by thinking in terms of tangible constructs. Enhancing Mathematics Understanding through Visualization: The Role of Dynamical Software brings these conflicting viewpoints together by offering visual representations as a method of mathematics instruction. The book explores the role of technology in providing access to multiple representations of concepts, using software applications to create a rich environment in which a student’s understanding of mathematical concepts can flourish. Both students and instructors of mathematics at the university level will use this book to implement various novel techniques for the delivery of mathematical concepts in their classrooms. This book is part of the Research Essential collection.