944 resultados para Game learning analytics
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In this paper we discuss the early stage design of MIXER, a technology enhance educational application focused at supporting children in learning about cultural conflict, achieved through the use of a game with an effective embodied AI agent. MIXER is being developed re-using existing technology applied to a different context and purpose with the aim of creating an educational and enjoyable experience for 9-11 year olds. This paper outlines MIXER’s underpinning technology and theory. It presents early stage design and development, highlighting current research directions.
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Abstract This work is focused on the problem of performing multi‐robot patrolling for infrastructure security applications in order to protect a known environment at critical facilities. Thus, given a set of robots and a set of points of interest, the patrolling task consists of constantly visiting these points at irregular time intervals for security purposes. Current existing solutions for these types of applications are predictable and inflexible. Moreover, most of the previous centralized and deterministic solutions and only few efforts have been made to integrate dynamic methods. Therefore, the development of new dynamic and decentralized collaborative approaches in order to solve the aforementioned problem by implementing learning models from Game Theory. The model selected in this work that includes belief‐based and reinforcement models as special cases is called Experience‐Weighted Attraction. The problem has been defined using concepts of Graph Theory to represent the environment in order to work with such Game Theory techniques. Finally, the proposed methods have been evaluated experimentally by using a patrolling simulator. The results obtained have been compared with previous available
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The objective of this thesis is model some processes from the nature as evolution and co-evolution, and proposing some techniques that can ensure that these learning process really happens and useful to solve some complex problems as Go game. The Go game is ancient and very complex game with simple rules which still is a challenge for the Artificial Intelligence. This dissertation cover some approaches that were applied to solve this problem, proposing solve this problem using competitive and cooperative co-evolutionary learning methods and other techniques proposed by the author. To study, implement and prove these methods were used some neural networks structures, a framework free available and coded many programs. The techniques proposed were coded by the author, performed many experiments to find the best configuration to ensure that co-evolution is progressing and discussed the results. Using co-evolutionary learning processes can be observed some pathologies which could impact co-evolution progress. In this dissertation is introduced some techniques to solve pathologies as loss of gradients, cycling dynamics and forgetting. According to some authors, one solution to solve these co-evolution pathologies is introduce more diversity in populations that are evolving. In this thesis is proposed some techniques to introduce more diversity and some diversity measurements for neural networks structures to monitor diversity during co-evolution. The genotype diversity evolved were analyzed in terms of its impact to global fitness of the strategies evolved and their generalization. Additionally, it was introduced a memory mechanism in the network neural structures to reinforce some strategies in the genes of the neurons evolved with the intention that some good strategies learned are not forgotten. In this dissertation is presented some works from other authors in which cooperative and competitive co-evolution has been applied. The Go board size used in this thesis was 9x9, but can be easily escalated to more bigger boards.The author believe that programs coded and techniques introduced in this dissertation can be used for other domains.
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El principio de Teoría de Juegos permite desarrollar modelos estocásticos de patrullaje multi-robot para proteger infraestructuras criticas. La protección de infraestructuras criticas representa un gran reto para los países al rededor del mundo, principalmente después de los ataques terroristas llevados a cabo la década pasada. En este documento el termino infraestructura hace referencia a aeropuertos, plantas nucleares u otros instalaciones. El problema de patrullaje se define como la actividad de patrullar un entorno determinado para monitorear cualquier actividad o sensar algunas variables ambientales. En esta actividad, un grupo de robots debe visitar un conjunto de puntos de interés definidos en un entorno en intervalos de tiempo irregulares con propósitos de seguridad. Los modelos de partullaje multi-robot son utilizados para resolver este problema. Hasta el momento existen trabajos que resuelven este problema utilizando diversos principios matemáticos. Los modelos de patrullaje multi-robot desarrollados en esos trabajos representan un gran avance en este campo de investigación. Sin embargo, los modelos con los mejores resultados no son viables para aplicaciones de seguridad debido a su naturaleza centralizada y determinista. Esta tesis presenta cinco modelos de patrullaje multi-robot distribuidos e impredecibles basados en modelos matemáticos de aprendizaje de Teoría de Juegos. El objetivo del desarrollo de estos modelos está en resolver los inconvenientes presentes en trabajos preliminares. Con esta finalidad, el problema de patrullaje multi-robot se formuló utilizando conceptos de Teoría de Grafos, en la cual se definieron varios juegos en cada vértice de un grafo. Los modelos de patrullaje multi-robot desarrollados en este trabajo de investigación se han validado y comparado con los mejores modelos disponibles en la literatura. Para llevar a cabo tanto la validación como la comparación se ha utilizado un simulador de patrullaje y un grupo de robots reales. Los resultados experimentales muestran que los modelos de patrullaje desarrollados en este trabajo de investigación trabajan mejor que modelos de trabajos previos en el 80% de 150 casos de estudio. Además de esto, estos modelos cuentan con varias características importantes tales como distribución, robustez, escalabilidad y dinamismo. Los avances logrados con este trabajo de investigación dan evidencia del potencial de Teoría de Juegos para desarrollar modelos de patrullaje útiles para proteger infraestructuras. ABSTRACT Game theory principle allows to developing stochastic multi-robot patrolling models to protect critical infrastructures. Critical infrastructures protection is a great concern for countries around the world, mainly due to terrorist attacks in the last decade. In this document, the term infrastructures includes airports, nuclear power plants, and many other facilities. The patrolling problem is defined as the activity of traversing a given environment to monitoring any activity or sensing some environmental variables If this activity were performed by a fleet of robots, they would have to visit some places of interest of an environment at irregular intervals of time for security purposes. This problem is solved using multi-robot patrolling models. To date, literature works have been solved this problem applying various mathematical principles.The multi-robot patrolling models developed in those works represent great advances in this field. However, the models that obtain the best results are unfeasible for security applications due to their centralized and predictable nature. This thesis presents five distributed and unpredictable multi-robot patrolling models based on mathematical learning models derived from Game Theory. These multi-robot patrolling models aim at overcoming the disadvantages of previous work. To this end, the multi-robot patrolling problem was formulated using concepts of Graph Theory to represent the environment. Several normal-form games were defined at each vertex of a graph in this formulation. The multi-robot patrolling models developed in this research work have been validated and compared with best ranked multi-robot patrolling models in the literature. Both validation and comparison were preformed by using both a patrolling simulator and real robots. Experimental results show that the multirobot patrolling models developed in this research work improve previous ones in as many as 80% of 150 cases of study. Moreover, these multi-robot patrolling models rely on several features to highlight in security applications such as distribution, robustness, scalability, and dynamism. The achievements obtained in this research work validate the potential of Game Theory to develop patrolling models to protect infrastructures.
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Since the beginning of Internet, Internet Service Providers (ISP) have seen the need of giving to users? traffic different treatments defined by agree- ments between ISP and customers. This procedure, known as Quality of Service Management, has not much changed in the last years (DiffServ and Deep Pack-et Inspection have been the most chosen mechanisms). However, the incremen-tal growth of Internet users and services jointly with the application of recent Ma- chine Learning techniques, open up the possibility of going one step for-ward in the smart management of network traffic. In this paper, we first make a survey of current tools and techniques for QoS Management. Then we intro-duce clustering and classifying Machine Learning techniques for traffic charac-terization and the concept of Quality of Experience. Finally, with all these com-ponents, we present a brand new framework that will manage in a smart way Quality of Service in a telecom Big Data based scenario, both for mobile and fixed communications.
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La última década ha sido testigo de importantes avances en el campo de la tecnología de reconocimiento de voz. Los sistemas comerciales existentes actualmente poseen la capacidad de reconocer habla continua de múltiples locutores, consiguiendo valores aceptables de error, y sin la necesidad de realizar procedimientos explícitos de adaptación. A pesar del buen momento que vive esta tecnología, el reconocimiento de voz dista de ser un problema resuelto. La mayoría de estos sistemas de reconocimiento se ajustan a dominios particulares y su eficacia depende de manera significativa, entre otros muchos aspectos, de la similitud que exista entre el modelo de lenguaje utilizado y la tarea específica para la cual se está empleando. Esta dependencia cobra aún más importancia en aquellos escenarios en los cuales las propiedades estadísticas del lenguaje varían a lo largo del tiempo, como por ejemplo, en dominios de aplicación que involucren habla espontánea y múltiples temáticas. En los últimos años se ha evidenciado un constante esfuerzo por mejorar los sistemas de reconocimiento para tales dominios. Esto se ha hecho, entre otros muchos enfoques, a través de técnicas automáticas de adaptación. Estas técnicas son aplicadas a sistemas ya existentes, dado que exportar el sistema a una nueva tarea o dominio puede requerir tiempo a la vez que resultar costoso. Las técnicas de adaptación requieren fuentes adicionales de información, y en este sentido, el lenguaje hablado puede aportar algunas de ellas. El habla no sólo transmite un mensaje, también transmite información acerca del contexto en el cual se desarrolla la comunicación hablada (e.g. acerca del tema sobre el cual se está hablando). Por tanto, cuando nos comunicamos a través del habla, es posible identificar los elementos del lenguaje que caracterizan el contexto, y al mismo tiempo, rastrear los cambios que ocurren en estos elementos a lo largo del tiempo. Esta información podría ser capturada y aprovechada por medio de técnicas de recuperación de información (information retrieval) y de aprendizaje de máquina (machine learning). Esto podría permitirnos, dentro del desarrollo de mejores sistemas automáticos de reconocimiento de voz, mejorar la adaptación de modelos del lenguaje a las condiciones del contexto, y por tanto, robustecer al sistema de reconocimiento en dominios con condiciones variables (tales como variaciones potenciales en el vocabulario, el estilo y la temática). En este sentido, la principal contribución de esta Tesis es la propuesta y evaluación de un marco de contextualización motivado por el análisis temático y basado en la adaptación dinámica y no supervisada de modelos de lenguaje para el robustecimiento de un sistema automático de reconocimiento de voz. Esta adaptación toma como base distintos enfoque de los sistemas mencionados (de recuperación de información y aprendizaje de máquina) mediante los cuales buscamos identificar las temáticas sobre las cuales se está hablando en una grabación de audio. Dicha identificación, por lo tanto, permite realizar una adaptación del modelo de lenguaje de acuerdo a las condiciones del contexto. El marco de contextualización propuesto se puede dividir en dos sistemas principales: un sistema de identificación de temática y un sistema de adaptación dinámica de modelos de lenguaje. Esta Tesis puede describirse en detalle desde la perspectiva de las contribuciones particulares realizadas en cada uno de los campos que componen el marco propuesto: _ En lo referente al sistema de identificación de temática, nos hemos enfocado en aportar mejoras a las técnicas de pre-procesamiento de documentos, asimismo en contribuir a la definición de criterios más robustos para la selección de index-terms. – La eficiencia de los sistemas basados tanto en técnicas de recuperación de información como en técnicas de aprendizaje de máquina, y específicamente de aquellos sistemas que particularizan en la tarea de identificación de temática, depende, en gran medida, de los mecanismos de preprocesamiento que se aplican a los documentos. Entre las múltiples operaciones que hacen parte de un esquema de preprocesamiento, la selección adecuada de los términos de indexado (index-terms) es crucial para establecer relaciones semánticas y conceptuales entre los términos y los documentos. Este proceso también puede verse afectado, o bien por una mala elección de stopwords, o bien por la falta de precisión en la definición de reglas de lematización. En este sentido, en este trabajo comparamos y evaluamos diferentes criterios para el preprocesamiento de los documentos, así como también distintas estrategias para la selección de los index-terms. Esto nos permite no sólo reducir el tamaño de la estructura de indexación, sino también mejorar el proceso de identificación de temática. – Uno de los aspectos más importantes en cuanto al rendimiento de los sistemas de identificación de temática es la asignación de diferentes pesos a los términos de acuerdo a su contribución al contenido del documento. En este trabajo evaluamos y proponemos enfoques alternativos a los esquemas tradicionales de ponderado de términos (tales como tf-idf ) que nos permitan mejorar la especificidad de los términos, así como también discriminar mejor las temáticas de los documentos. _ Respecto a la adaptación dinámica de modelos de lenguaje, hemos dividimos el proceso de contextualización en varios pasos. – Para la generación de modelos de lenguaje basados en temática, proponemos dos tipos de enfoques: un enfoque supervisado y un enfoque no supervisado. En el primero de ellos nos basamos en las etiquetas de temática que originalmente acompañan a los documentos del corpus que empleamos. A partir de estas, agrupamos los documentos que forman parte de la misma temática y generamos modelos de lenguaje a partir de dichos grupos. Sin embargo, uno de los objetivos que se persigue en esta Tesis es evaluar si el uso de estas etiquetas para la generación de modelos es óptimo en términos del rendimiento del reconocedor. Por esta razón, nosotros proponemos un segundo enfoque, un enfoque no supervisado, en el cual el objetivo es agrupar, automáticamente, los documentos en clusters temáticos, basándonos en la similaridad semántica existente entre los documentos. Por medio de enfoques de agrupamiento conseguimos mejorar la cohesión conceptual y semántica en cada uno de los clusters, lo que a su vez nos permitió refinar los modelos de lenguaje basados en temática y mejorar el rendimiento del sistema de reconocimiento. – Desarrollamos diversas estrategias para generar un modelo de lenguaje dependiente del contexto. Nuestro objetivo es que este modelo refleje el contexto semántico del habla, i.e. las temáticas más relevantes que se están discutiendo. Este modelo es generado por medio de la interpolación lineal entre aquellos modelos de lenguaje basados en temática que estén relacionados con las temáticas más relevantes. La estimación de los pesos de interpolación está basada principalmente en el resultado del proceso de identificación de temática. – Finalmente, proponemos una metodología para la adaptación dinámica de un modelo de lenguaje general. El proceso de adaptación tiene en cuenta no sólo al modelo dependiente del contexto sino también a la información entregada por el proceso de identificación de temática. El esquema usado para la adaptación es una interpolación lineal entre el modelo general y el modelo dependiente de contexto. Estudiamos también diferentes enfoques para determinar los pesos de interpolación entre ambos modelos. Una vez definida la base teórica de nuestro marco de contextualización, proponemos su aplicación dentro de un sistema automático de reconocimiento de voz. Para esto, nos enfocamos en dos aspectos: la contextualización de los modelos de lenguaje empleados por el sistema y la incorporación de información semántica en el proceso de adaptación basado en temática. En esta Tesis proponemos un marco experimental basado en una arquitectura de reconocimiento en ‘dos etapas’. En la primera etapa, empleamos sistemas basados en técnicas de recuperación de información y aprendizaje de máquina para identificar las temáticas sobre las cuales se habla en una transcripción de un segmento de audio. Esta transcripción es generada por el sistema de reconocimiento empleando un modelo de lenguaje general. De acuerdo con la relevancia de las temáticas que han sido identificadas, se lleva a cabo la adaptación dinámica del modelo de lenguaje. En la segunda etapa de la arquitectura de reconocimiento, usamos este modelo adaptado para realizar de nuevo el reconocimiento del segmento de audio. Para determinar los beneficios del marco de trabajo propuesto, llevamos a cabo la evaluación de cada uno de los sistemas principales previamente mencionados. Esta evaluación es realizada sobre discursos en el dominio de la política usando la base de datos EPPS (European Parliamentary Plenary Sessions - Sesiones Plenarias del Parlamento Europeo) del proyecto europeo TC-STAR. Analizamos distintas métricas acerca del rendimiento de los sistemas y evaluamos las mejoras propuestas con respecto a los sistemas de referencia. ABSTRACT The last decade has witnessed major advances in speech recognition technology. Today’s commercial systems are able to recognize continuous speech from numerous speakers, with acceptable levels of error and without the need for an explicit adaptation procedure. Despite this progress, speech recognition is far from being a solved problem. Most of these systems are adjusted to a particular domain and their efficacy depends significantly, among many other aspects, on the similarity between the language model used and the task that is being addressed. This dependence is even more important in scenarios where the statistical properties of the language fluctuates throughout the time, for example, in application domains involving spontaneous and multitopic speech. Over the last years there has been an increasing effort in enhancing the speech recognition systems for such domains. This has been done, among other approaches, by means of techniques of automatic adaptation. These techniques are applied to the existing systems, specially since exporting the system to a new task or domain may be both time-consuming and expensive. Adaptation techniques require additional sources of information, and the spoken language could provide some of them. It must be considered that speech not only conveys a message, it also provides information on the context in which the spoken communication takes place (e.g. on the subject on which it is being talked about). Therefore, when we communicate through speech, it could be feasible to identify the elements of the language that characterize the context, and at the same time, to track the changes that occur in those elements over time. This information can be extracted and exploited through techniques of information retrieval and machine learning. This allows us, within the development of more robust speech recognition systems, to enhance the adaptation of language models to the conditions of the context, thus strengthening the recognition system for domains under changing conditions (such as potential variations in vocabulary, style and topic). In this sense, the main contribution of this Thesis is the proposal and evaluation of a framework of topic-motivated contextualization based on the dynamic and non-supervised adaptation of language models for the enhancement of an automatic speech recognition system. This adaptation is based on an combined approach (from the perspective of both information retrieval and machine learning fields) whereby we identify the topics that are being discussed in an audio recording. The topic identification, therefore, enables the system to perform an adaptation of the language model according to the contextual conditions. The proposed framework can be divided in two major systems: a topic identification system and a dynamic language model adaptation system. This Thesis can be outlined from the perspective of the particular contributions made in each of the fields that composes the proposed framework: _ Regarding the topic identification system, we have focused on the enhancement of the document preprocessing techniques in addition to contributing in the definition of more robust criteria for the selection of index-terms. – Within both information retrieval and machine learning based approaches, the efficiency of topic identification systems, depends, to a large extent, on the mechanisms of preprocessing applied to the documents. Among the many operations that encloses the preprocessing procedures, an adequate selection of index-terms is critical to establish conceptual and semantic relationships between terms and documents. This process might also be weakened by a poor choice of stopwords or lack of precision in defining stemming rules. In this regard we compare and evaluate different criteria for preprocessing the documents, as well as for improving the selection of the index-terms. This allows us to not only reduce the size of the indexing structure but also to strengthen the topic identification process. – One of the most crucial aspects, in relation to the performance of topic identification systems, is to assign different weights to different terms depending on their contribution to the content of the document. In this sense we evaluate and propose alternative approaches to traditional weighting schemes (such as tf-idf ) that allow us to improve the specificity of terms, and to better identify the topics that are related to documents. _ Regarding the dynamic language model adaptation, we divide the contextualization process into different steps. – We propose supervised and unsupervised approaches for the generation of topic-based language models. The first of them is intended to generate topic-based language models by grouping the documents, in the training set, according to the original topic labels of the corpus. Nevertheless, a goal of this Thesis is to evaluate whether or not the use of these labels to generate language models is optimal in terms of recognition accuracy. For this reason, we propose a second approach, an unsupervised one, in which the objective is to group the data in the training set into automatic topic clusters based on the semantic similarity between the documents. By means of clustering approaches we expect to obtain a more cohesive association of the documents that are related by similar concepts, thus improving the coverage of the topic-based language models and enhancing the performance of the recognition system. – We develop various strategies in order to create a context-dependent language model. Our aim is that this model reflects the semantic context of the current utterance, i.e. the most relevant topics that are being discussed. This model is generated by means of a linear interpolation between the topic-based language models related to the most relevant topics. The estimation of the interpolation weights is based mainly on the outcome of the topic identification process. – Finally, we propose a methodology for the dynamic adaptation of a background language model. The adaptation process takes into account the context-dependent model as well as the information provided by the topic identification process. The scheme used for the adaptation is a linear interpolation between the background model and the context-dependent one. We also study different approaches to determine the interpolation weights used in this adaptation scheme. Once we defined the basis of our topic-motivated contextualization framework, we propose its application into an automatic speech recognition system. We focus on two aspects: the contextualization of the language models used by the system, and the incorporation of semantic-related information into a topic-based adaptation process. To achieve this, we propose an experimental framework based in ‘a two stages’ recognition architecture. In the first stage of the architecture, Information Retrieval and Machine Learning techniques are used to identify the topics in a transcription of an audio segment. This transcription is generated by the recognition system using a background language model. According to the confidence on the topics that have been identified, the dynamic language model adaptation is carried out. In the second stage of the recognition architecture, an adapted language model is used to re-decode the utterance. To test the benefits of the proposed framework, we carry out the evaluation of each of the major systems aforementioned. The evaluation is conducted on speeches of political domain using the EPPS (European Parliamentary Plenary Sessions) database from the European TC-STAR project. We analyse several performance metrics that allow us to compare the improvements of the proposed systems against the baseline ones.
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El creciente uso de las Tecnologías de la Información y las Comunicaciones en el ámbito educativo ha hecho posible que existan nuevas formas de enseñanza que facilitan el aprendizaje y la mejora de éste. Una de las ramas educativas que más influenciada se ha visto por esto es la de los idiomas, debido en gran parte a la necesidad global de aprender nuevas lenguas y mejorar sus conocimientos de ellas. Entre todos los idiomas que la gente desea aprender destaca uno por encima de todos, el inglés. Esto viene dado no solo por la presencia de éste a nivel mundial, sino por la gran repercusión en el ámbito educativo, comenzando a ser un requisito indispensable en la realización de estudios superiores. El presente proyecto Fin de Grado pretende contribuir a la mejora del conocimiento del inglés para estudiantes que no han alcanzado un nivel B2 de éste. En éste se desarrolla una plataforma educativa accesible por el mayor número de alumnos posibles, no solo solo a través de ordenadores personales, sino principalmente a través de dispositivos móviles tales como smartphones y tablets. Para que fuese posible una mayor utilización de esta por parte de los estudiantes era necesario la creación de una aplicación que pudiese ser utilizada desde cualquier dispositivo sin importar el sistema operativo empleado. Dicha plataforma educativa está formada por un juego de preguntas en la que los estudiantes deberán contestar correctamente para obtener una puntuación final con la que accederán a una clasificación con el resto de miembros de dicha plataforma. Con éste sistema de puntos se pretende dar una componente de gamificación al juego para motivar a los estudiantes a que sigan compitiendo y realizando test de preguntas. Además a dicha plataforma podrán acceder los profesores administradores de ella para monitorizar y ver resultados de los estudiantes participantes. ABSTRACT. The growing use of Information and Communication Technologies in the educational field has made possible for new teaching ways to exist, thus making learning easier and better. One of the more influenced educational branches by this fact is languages, largely due to a global need to learn them and improve knowledge. Among all the languages that people wish to learn, one stands out above them, English. It is given, not only by its worldwide presence, but by its big scholar repercussion; that English is an essential requirement for higher education. This final degree project aims to improve the english level for those who have a hard time doing it. This project develops an educational accesible platform to the greatest number of students, not only through personal computers, but mainly through mobile devices like smartphones or tablets. To make a great use of it by students possible, it was necessary an application which could be used from any device regardless of the operative system. This teaching platform is formed by a quiz game in which students must answer correctly in order to get a final score which will place them in a ranking composed by other platform members. With this score system it is intended to give a gamification component in order to motivate students to keep playing and answering question tests. Also, in this platform, administration teachers will be able to monitor the students and watch their results.
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as tecnologías emergentes como el cloud computing y los dispositivos móviles están creando una oportunidad sin precedentes para mejorar el sistema educativo, permitiendo tanto a los educadores personalizar y mejorar la experiencia de aprendizaje, como facilitar a los estudiantes que adquieran conocimientos sin importar dónde estén. Por otra parte, a través de técnicas de gamificacion será posible promover y motivar a los estudiantes a que aprendan materias arduas haciendo que la experiencia sea más motivadora. Los juegos móviles pueden ser el camino correcto para dar soporte a esta experiencia de aprendizaje mejorada. Este proyecto integra el diseño y desarrollo de una arquitectura en la nube altamente escalable y con alto rendimiento, así como el propio cliente de iOS, para dar soporte a una nueva version de Temporis, un juego móvil multijugador orientado a reordenar eventos históricos en una línea temporal (e.j. historia, arte, deportes, entretenimiento y literatura). Temporis actualmente está disponible en Google Play. Esta memoria describe el desarrollo de la nueva versión de Temporis (Temporis v.2.0) proporcionando detalles acerca de la mejora y adaptación basados en el Temporis original. En particular se describe el nuevo backend hecho en Go sobre Google App Engine creado para soportar miles de usuarios, asó como otras características por ejemplo como conseguir enviar noticaciones push desde la propia plataforma. Por último, el cliente de iOS en Temporis v.2.0 se ha desarrollado utilizando las últimas y más relevantes tecnologías, prestando especial atención a Swift (el lenguaje de programación nuevo de Apple, que es seguro y rápido), el Paradigma Funcional Reactivo (que ayuda a construir aplicaciones altamente interactivas además de a minimizar errores) y la arquitectura VIPER (una arquitectura que sigue los principios SOLID, se centra en la separación de asuntos y favorece la reutilización de código en otras plataformas). ABSTRACT Emerging technologies such as cloud computing and mobile devices are creating an unprecedented opportunity for enhancing the educational system, letting both educators customize and improve the learning experience, and students acquire knowledge regardless of where they are. Moreover, through gamification techniques it would be possible to encourage and motivate students to learn arduous subjects by making the experience more motivating. Mobile games can be a perfect vehicle to support this enhanced learning experience. This project integrates the design and development of a highly scalable and performant cloud architecture, as well as the iOS client that uses it, in order to provide support to a new version of Temporis, a mobile multiplayer game focused on ordering time-based (e.g. history, art, sports, entertainment and literature) in a timeline that currently is available on Google Play. This work describes the development of the new Temporis version (Temporis v.2.0), providing details about improvements and details on the adaptation of the original Temporis. In particular, the new Google App Engine backend is described, which was created to support thousand of users developed in Go language are provided, in addition to other features like how to achieve push notications in this platform. Finally, the mobile iOS client developed using the latest and more relevant technologies is explained paying special attention to Swift (Apple's new programming language, that is safe and fast), the Functional Reactive Paradigm (that helps building highly interactive apps while minimizing bugs) and the VIPER architecture (a SOLID architecture that enforces separation of concerns and makes it easy to reuse code for other platforms).
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Recent theoretical advances have dramatically increased the relevance of game theory for predicting human behavior in interactive situations. By relaxing the classical assumptions of perfect rationality and perfect foresight, we obtain much improved explanations of initial decisions, dynamic patterns of learning and adjustment, and equilibrium steady-state distributions.
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One of the most relevant subjects for the intellectual formation of elementary school students is Mathematics where its importance goes back to ancient civilizations and which its importance is underestimated nowadays. This phenomenon occurs in Mexico, where 63.1% of the total population of elementary school students between the third and sixth grade have insufficient/elemental level of mathematics knowledge. This has resulted in the need to use a new mechanism to complement student’s classroom learning. With the rapid growth of wireless and mobile technologies, the mobile learning has been gradually considered as a novel and effective form of learning due to it inherits all the advantages of e-learning as well as breaks the limitations of learning time and space occurring in the traditional classroom teaching. This project proposes the use of a Mathematics Game e-Library integrated by a set of games for mobile devices and a distribution/management tool. The games are developed for running on mobile devices and for cover the six competencies related with the mathematics learning approach established in Mexico. The distribution/management tool allows students to reach contents according to their needs; this is achieved through a core engine that infers, from an initial profile, the games that cover the user’s knowledge gaps.
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Thesis (Ph.D.)--University of Washington, 2016-06
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There is still a great deal of opportunity for research on contextual interactive immersion in virtual heritage environments. The general failure of virtual environment technology to create engaging and educational experiences may be attributable not just to deficiencies in technology or in visual fidelity, but also to a lack of contextual and performative-based interaction, such as that found in games. However, there is little written so far on exactly how game-style interaction can help improve virtual learning environments.
Resumo:
This paper challenges current practices in the use of digital media to communicate Australian Aboriginal knowledge practices in a learning context. It proposes that any digital representation of Aboriginal knowledge practices needs to examine the epistemology and ontology of these practices in order to design digital environments that effectively support and enable existing Aboriginal knowledge practices in the real world. Central to this is the essential task of any new digital representation of Aboriginal knowledge to resolve the conflict between database and narrative views of knowledge (L. Manovich, 2001). This is in order to provide a tool that complements rather than supplants direct experience of traditional knowledge practices (V. Hart, 2001). This paper concludes by reporting on the recent development of an advanced learning technology that addresses this.
Resumo:
Pac-Man is a well-known, real-time computer game that provides an interesting platform for research. We describe an initial approach to developing an artificial agent that replaces the human to play a simplified version of Pac-Man. The agent is specified as a simple finite state machine and ruleset. with parameters that control the probability of movement by the agent given the constraints of the maze at some instant of time. In contrast to previous approaches, the agent represents a dynamic strategy for playing Pac-Man, rather than a pre-programmed maze-solving method. The agent adaptively "learns" through the application of population-based incremental learning (PBIL) to adjust the agents' parameters. Experimental results are presented that give insight into some of the complexities of the game, as well as highlighting the limitations and difficulties of the representation of the agent.