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In this paper a methodology for disambiguating the word senses of polysemous words using Lexical Categories present in WordNet is presented. WordNet is a commonly used English lexical database. The algorithm is applied to the data scraped from Wikipedia articles. The representative context used in the algorithm is extracted from the Wikipedia pages of the words belonging to the category. The lexical...
An event occurs when an object changes its state. Event based models of the world and their descriptions are useful in understanding and performing actions to produce desired changes in the world. In this paper, we identify the challenges in modelling policy descriptions using events and show how policies can be interpreted in terms of the underlying events. We demonstrate that event based models...
Computing as a whole suffers from a crisis of reproducibility. Programs executed in one context are astonishingly hard to reproduce in another context, resulting in wasted effort by people and general distrust of results produced by computer. The root of the problem lies in the fact that every program has implicit dependencies on data and execution environment which are rarely understood by the end...
Archaeology is a broad church and its role as a “two culture” discipline is frequently cited. This position at the interface of the arts and sciences remains central to archaeological activity but there have been significant changes in the structure of archaeology and its relationship to society overall. The growth of heritage science, in particular, is driving change and development within archaeology...
Passive brain-computer interfacing allows computer systems direct access to aspects of their user's cognition. In essence, a computer system can gain information about its user without this user needing to explicitly communicate it. Based on this information, human-computer interaction can be made more symmetrical, solving an age-old but still fundamental problem of present-day interaction techniques...
This paper presents a data-driven approach towards the modeling of agent behaviors in a full-fledged, commercial off-the-shelf simulation milieu for tactical military training. The modeling approach employs machine learning to identify behavioral rules and patterns in data. Potential advantages of this approach are that it may improve modeling efficiency and, perhaps more importantly, increase the...
Wearable activity tracking devices associated with the Quantified Self movement have potential benefit for educational settings because they produce authentic and granular data about activities and experiences already familiar to youth. This article explores how that potential could be realized through explicit acknowledgment of and response to tacit design assumptions about how such technologies...
In the context of games for learning, it is argued that taking individual differences among players into consideration during game design can be beneficial for the game and/or learning experience. Researchers have studied a variety of factors that can be used for taking individual differences among players into consideration. Although research work indicates that the intelligence levels according...
In digital game based learning (DGBL), game mechanics and learning mechanics define the interactivity possibilities between the player and the game. While game and learning mechanics can facilitate the design and development of DGBL activities, they have not yet been analyzed from the perspective of the learning theories underlying the type of interactions between the player and the game. This study...
For more than 30 years, research and applied work has been reported on the huge potential of games for learning. This paper presents Bridging Design Prototypes (BDPs) as an approach that could address the remaining challenge of the successful uptake of games in formal learning environments. BDPs are functional prototypes that bring teachers and learners into a development process early: teachers adapt,...
Mobile and ubiquitous technologies offer unique potentialities to develop environmental education activities. This paper presents the preliminary results of a project developed with children aged between 6 and 12, which explored the vine cycle over one year, visiting farms in the Dão vineyard area. Mobilizing a framework that integrates authentic and meaningful learning with situated cognition, it...
Information and communication technologies play an increasingly important role in society, in the sense that all areas and professions make use of digital resources. The school can not be brushed off this reality, aim to create full subjects and integrated in society today. Educational software can be used very early in the education of children, but they must be carefully and monitoring. This article...
In recent years, it has been a growing interest in the phenomenon of Learning Analytics. Most efforts have been focused on learning platforms, due to the huge amount of information they provide about student activity. However, as other authors also state, it is important to point out that much of this activity occurs beyond such platforms. This work aims at presenting a set of guidelines to select...
This article aims to reflect on the impact of Information and Communication Technologies (ICT) in the educational context, focusing on the potential contributions of the use of Digital Educational Resources (RED) in the process of teaching and learning. For this purpose, the results of the use of the RED will be presented:. Digital Classroom — The World's 1st Year Carochinha The study was accomplished...
How diverse are the ways that programming is done? While a variety of accounts exist, each appears in isolation, neither framed in terms of a distinct practice, nor as one of many such practices. In this work we explore accounts spanning software engineering, bricolage/tinkering, sketching, live coding, code-bending, and hacking. These practices of programming are analyzed in relation to ongoing research,...
The emergence of social media platforms has provided voluminous amounts of opinionated data. As businesses look to understand and exploit these variegated means of online expression, it has become necessary to automate the process of detecting the panorama of underlying themes. A challenging task is to detect the gradual transitions of context that occur within a text. In this work, we introduce an...
Twitter is a source of sharing and communicate recent information, ensuing into huge size of records produces every day. Even though, a various applications of Natural Language Processing and Information Retrieval go through rigorously from an erroneous and tiny nature of tweets. We thought to implement a framework in support of segmentation of tweet by collection form, called as HybridSeg. During...
Virtual agents are artificial intelligent artifacts that mimic natural conversations with users. The media equation posits that human-agent interaction mirrors the social cues prevalent in human-to-human relationship. As such, personality adaptation-convergence (similarity-attraction) and divergence (complementary-attraction) in human-agent interaction have been explored, particularly in the context...
Satisfiability Checking is a relatively young research area, aiming at the development of efficient software technologies for checking the satisfiability of existentially quantified logical formulas. Besides the success story of SAT solving for propositional logic, SAT-modulo-theories (SMT) solvers offer sophisticated solutions for different theories. When targeting arithmetic theories, SMT solvers...
Service-dominant logic, called S-D logic, proposed a new thought oftheoretical foundation for service economy from a service centricviewpoint, but basic terms and their relationship are not representedin technical form. We first formalize S-D logic in a mathematical form. In addition to the terms that have already been introduced in S-D logic, we define terms of 'capability' and 'potential'. These...
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