Abstract: Computational models have played an important role in the discovery and understanding of the complexities during the learning process. One complexity is the distraction factor on educator-learner interaction affecting the quality of the learning process.
We model an adaptive system model able to dynamically adapt considering user’s performance, simulating the learner as a museum user and the educator as an exhibition module using BDI agents; we adapt the BDI architecture using Type-2 fuzzy inference system to add perceptual human-like capability on agents in order to describe the interaction on user's experience. The resulting model allows content adaptation by creating a personalized interaction environment.Keywords:Learning Process, Adaptive System, Interaction, BDI Agents, Type-2 Fuzzy System.
Title:Learning Process Interaction Aided by an Adapter Agent
Author:Ricardo Rosales, Dora-Luz Flores, Luis Palafox, Manuel Castanon-Puga, Donald Rodriguez, Carelia Gaxiola-Pacheco
International Journal of Recent Research in Mathematics Computer Science and Information Technology (IJRRMCSIT)
ISSN: 2350-1022
Paper Publications
Following the user’s interests in mobile context aware recommender systemsBouneffouf Djallel
The wide development of mobile applications provides a considerable amount of data of all types (images, texts, sounds, videos, etc.). In this sense, Mobile Context-aware Recommender Systems (MCRS) suggest the user suitable information depending on her/his situation and interests. Two key questions have to be considered 1) how to recommend the user information that follows his/her interests evolution? 2) how to model the user’s situation and its related interests? To the best of our knowledge, no existing work proposing a MCRS tries to answer both questions as we do. This paper describes an ongoing work on the implementation of a MCRS based on the hybrid-ε-greedy algorithm we propose, which combines the standard ε-greedy algorithm and both content-based filtering and case-based reasoning techniques.
Understanding interaction context for development interactive modelspaperpublications3
Abstract: We present ongoing research concerning to understand interaction context, its elements and factors emerging during HCI. This paper describes the components during HCI; we analyzed a case study an interactive exhibition in a museum where children are immersed on interaction context. Therefore, in this paper we studied the process of users’ interaction based on user-exhibition interactivity. It gives a general idea, in order to understand how immersed elements can change people’s way interaction negatively or positively.
DYNAMIC AND REALTIME MODELLING OF UBIQUITOUS INTERACTIONcscpconf
This document discusses modeling real-time interaction between a user and a ubiquitous system using dynamic Petri net models. It proposes using Petri nets to model a user's activity as a set of elementary actions. Elementary actions are modeled as Petri net structures that are then composed together through techniques like sequence, parallelism, etc. to form an overall model of user-system interaction. The models can be dynamically adapted based on changes to the user's context. OWL-S ontology is used to describe the dynamic aspects of the Petri net models, especially real-time composition of models. Simulation results validate the approach of dynamically modeling user-system interaction through mutation of Petri net models.
Proactive Intelligent Home System Using Contextual Information and Neural Net...IJERA Editor
Nowadays, cities around the world intend to use information technology to improve the lives of their citizens.
Future smart cities will incorporate digital data and technology to interact differently with their human
inhabitants.
Among the key component of a smart city, we find the smart home component. It is an autonomic environment
that can provide various smart services by considering the user’s context information. Several methods are used
in context-aware system to provide such services. In this paper, we propose an approach to offer the most
relevant services to the user according to any significant change of his context environment. The proposed
approach is based on the use of context history information together with user profiling and machine learning
techniques. Experimentations show that the proposed solution can efficiently provide the most useful services to
the user in an intelligent home environment.
Development of Intelligent Multi-agents System for Collaborative e-learning S...journalBEEI
The aim of this paper is the introduction of intelligence in e-learning collaborative system. In such system, the tutor plays an important role to facilitate collaboration between users and boost less active among them to get more involved for good pedagogical action. However, the problem lies in the large number of platform users, and the tutor tasks become difficult if not impossible. Therefore, we used fuzzy logic technics in order to solve this problem by automating tutor tasks and creating an artificial agent. This agent is elaborate in basing on the learners activities, especially the assessment of their collaborative behaviors. After the implementation of intelligent collaborative system by using Moodle platform, we have tested it. The reader will discover our approach and relevant results.
Review and analysis of machine learning and soft computing approaches for use...IJwest
The adequacy of user models depends mainly on the accuracy and precision of information that is retrieved to the user. The real challenge in user modelling studies is due to the inadequacy of data, improper use of techniques, noise within the data and imprecise nature of human behavior. For the best results of user modelling, one should choose an appropriate way to do it i.e. by selecting the best suitable approach for the desired domain. Machine learning and Soft computing Techniques have the ability to handle the uncertainty and are extensively being used for user modeling purpose. This paper reviews various approaches of user modeling and critically analyzes the machine learning and soft computing techniques that have successfully captured and formally modelled the human behavior.
The document describes the Empathic Companion, an animated interface agent that recognizes a user's affective states in real-time through physiological sensors and addresses the user's emotions through empathetic feedback. An exploratory study found that the Empathic Companion had a positive effect on reducing a user's stress levels when answering interview questions, though an overall positive impact was not clearly shown. The paper discusses related work on using physiological data to track interface impact, reflect user affect, adapt interfaces based on affect, address user affect with agents, learn predictive user models, and disambiguate dialogue acts.
Predicting depression using deep learning and ensemble algorithms on raw twit...IJECEIAES
Social network and microblogging sites such as Twitter are widespread amongst all generations nowadays where people connect and share their feelings, emotions, pursuits etc. Depression, one of the most common mental disorder, is an acute state of sadness where person loses interest in all activities. If not treated immediately this can result in dire consequences such as death. In this era of virtual world, people are more comfortable in expressing their emotions in such sites as they have become a part and parcel of everyday lives. The research put forth thus, employs machine learning classifiers on the twitter data set to detect if a person’s tweet indicates any sign of depression or not.
Following the user’s interests in mobile context aware recommender systemsBouneffouf Djallel
The wide development of mobile applications provides a considerable amount of data of all types (images, texts, sounds, videos, etc.). In this sense, Mobile Context-aware Recommender Systems (MCRS) suggest the user suitable information depending on her/his situation and interests. Two key questions have to be considered 1) how to recommend the user information that follows his/her interests evolution? 2) how to model the user’s situation and its related interests? To the best of our knowledge, no existing work proposing a MCRS tries to answer both questions as we do. This paper describes an ongoing work on the implementation of a MCRS based on the hybrid-ε-greedy algorithm we propose, which combines the standard ε-greedy algorithm and both content-based filtering and case-based reasoning techniques.
Understanding interaction context for development interactive modelspaperpublications3
Abstract: We present ongoing research concerning to understand interaction context, its elements and factors emerging during HCI. This paper describes the components during HCI; we analyzed a case study an interactive exhibition in a museum where children are immersed on interaction context. Therefore, in this paper we studied the process of users’ interaction based on user-exhibition interactivity. It gives a general idea, in order to understand how immersed elements can change people’s way interaction negatively or positively.
DYNAMIC AND REALTIME MODELLING OF UBIQUITOUS INTERACTIONcscpconf
This document discusses modeling real-time interaction between a user and a ubiquitous system using dynamic Petri net models. It proposes using Petri nets to model a user's activity as a set of elementary actions. Elementary actions are modeled as Petri net structures that are then composed together through techniques like sequence, parallelism, etc. to form an overall model of user-system interaction. The models can be dynamically adapted based on changes to the user's context. OWL-S ontology is used to describe the dynamic aspects of the Petri net models, especially real-time composition of models. Simulation results validate the approach of dynamically modeling user-system interaction through mutation of Petri net models.
Proactive Intelligent Home System Using Contextual Information and Neural Net...IJERA Editor
Nowadays, cities around the world intend to use information technology to improve the lives of their citizens.
Future smart cities will incorporate digital data and technology to interact differently with their human
inhabitants.
Among the key component of a smart city, we find the smart home component. It is an autonomic environment
that can provide various smart services by considering the user’s context information. Several methods are used
in context-aware system to provide such services. In this paper, we propose an approach to offer the most
relevant services to the user according to any significant change of his context environment. The proposed
approach is based on the use of context history information together with user profiling and machine learning
techniques. Experimentations show that the proposed solution can efficiently provide the most useful services to
the user in an intelligent home environment.
Development of Intelligent Multi-agents System for Collaborative e-learning S...journalBEEI
The aim of this paper is the introduction of intelligence in e-learning collaborative system. In such system, the tutor plays an important role to facilitate collaboration between users and boost less active among them to get more involved for good pedagogical action. However, the problem lies in the large number of platform users, and the tutor tasks become difficult if not impossible. Therefore, we used fuzzy logic technics in order to solve this problem by automating tutor tasks and creating an artificial agent. This agent is elaborate in basing on the learners activities, especially the assessment of their collaborative behaviors. After the implementation of intelligent collaborative system by using Moodle platform, we have tested it. The reader will discover our approach and relevant results.
Review and analysis of machine learning and soft computing approaches for use...IJwest
The adequacy of user models depends mainly on the accuracy and precision of information that is retrieved to the user. The real challenge in user modelling studies is due to the inadequacy of data, improper use of techniques, noise within the data and imprecise nature of human behavior. For the best results of user modelling, one should choose an appropriate way to do it i.e. by selecting the best suitable approach for the desired domain. Machine learning and Soft computing Techniques have the ability to handle the uncertainty and are extensively being used for user modeling purpose. This paper reviews various approaches of user modeling and critically analyzes the machine learning and soft computing techniques that have successfully captured and formally modelled the human behavior.
The document describes the Empathic Companion, an animated interface agent that recognizes a user's affective states in real-time through physiological sensors and addresses the user's emotions through empathetic feedback. An exploratory study found that the Empathic Companion had a positive effect on reducing a user's stress levels when answering interview questions, though an overall positive impact was not clearly shown. The paper discusses related work on using physiological data to track interface impact, reflect user affect, adapt interfaces based on affect, address user affect with agents, learn predictive user models, and disambiguate dialogue acts.
Predicting depression using deep learning and ensemble algorithms on raw twit...IJECEIAES
Social network and microblogging sites such as Twitter are widespread amongst all generations nowadays where people connect and share their feelings, emotions, pursuits etc. Depression, one of the most common mental disorder, is an acute state of sadness where person loses interest in all activities. If not treated immediately this can result in dire consequences such as death. In this era of virtual world, people are more comfortable in expressing their emotions in such sites as they have become a part and parcel of everyday lives. The research put forth thus, employs machine learning classifiers on the twitter data set to detect if a person’s tweet indicates any sign of depression or not.
An ontology for semantic modelling of virtual worldijaia
This article presents a new representation of semantic virtual environments. We propose to use the ontology as a tool for implementation. Our model, called SVHsIEVs1 provides a consistent representation of the following aspects: the simulated environment, its structure, and the knowledge items using ontology, interactions and tasks that virtual humans can perform in the environment. In SVHsIEVs, we find two type of ontology: the global ontology and the local ontology for Virtual Human. Our architecture has been successfully tested in 3D dynamic environments.
DESIGNING A WORKING MEMORY CAPACITY TEST FOR COGNITIVE-FRIENDLY TANGIBLE MULT...ijma
This document describes the design of a working memory capacity test called "objects-span tri-tasks" for preschoolers using a new genre of multimedia called tangible multimedia. Tangible multimedia augments traditional digital multimedia with physical tangible objects. The test assesses both the storage and manipulation functions of working memory, which are important for academic skills. It includes three tasks - the third engages long-term memory to support working memory operations. Tangible multimedia may enhance preschoolers' working memory capacity by using cognitively appropriate tangible objects and stimulating three sensory channels simultaneously as prescribed by human memory theories. The test and tangible multimedia are grounded in theories of working memory including the unified theory presented, which integrates aspects of Atkinson and
DESIGNING A WORKING MEMORY CAPACITY TEST FOR COGNITIVE-FRIENDLY TANGIBLE MULT...ijma
A working memory capacity (WMC) test called “objects-span tri-tasks” is designed for preschoolers
undergoing treatment using a new genre of multimedia, tangible multimedia, created by the authors. It tests
the dual-functions of the preschoolers’ working memory (WM), namely storage and manipulation capacity,
essential in supporting academic skills. The third task in the test is the overt setting of task engaging the
long-term memory that supports the operation of WM. Tangible multimedia potentially enhances the WMC
of preschoolers to a considerable extent because firstly, it uses tangible objects that are cognitively
appropriate to the “preoperational” stage of preschoolers, and secondly, it simultaneously stimulates three
main sensory channels, prescribed as equally crucial in knowledge acquisition in human memory theories.
A pragmatic significance of the research is that it deepens the scope of multimedia research by looking into
the aspect of cognitive structure which is rarely conducted in the multimedia realm. It also demonstrates an
important step forward in multimedia research by relating WMC to the newly explored tangible
multimedia, which could determine the real capability and value of such system. This paper starts off by
discussing the underlying theories that contribute to the formation of the system and test, followed by its
procedure, and a brief report of a case study
NLP-based personal learning assistant for school education IJECEIAES
Computer-based knowledge and computation systems are becoming major sources of leverage for multiple industry segments. Hence, educational systems and learning processes across the world are on the cusp of a major digital transformation. This paper seeks to explore the concept of an artificial intelligence and natural language processing (NLP) based intelligent tutoring system (ITS) in the context of computer education in primary and secondary schools. One of the components of an ITS is a learning assistant, which can enable students to seek assistance as and when they need, wherever they are. As part of this research, a pilot prototype chatbot was developed, to serve as a learning assistant for the subject Scratch (Scratch is a graphical utility used to teach school children the concepts of programming). By the use of an open source natural language understanding (NLU) or NLP library, and a slackbased UI, student queries were input to the chatbot, to get the sought explanation as the answer. Through a two-stage testing process, the chatbot’s NLP extraction and information retrieval performance were evaluated. The testing results showed that the ontology modelling for such a learning assistant was done relatively accurately, and shows its potential to be pursued as a cloud-based solution in future.
This document provides an introduction to autonomous mobile agents. It outlines the basics of software agents and defines autonomous mobile agents as components that can operate without direct human intervention, control their own actions based on their internal state and knowledge, and migrate between machines. The document discusses advantages of mobile agents and outlines some example agent technologies like Aglets, JumpingBeans, Voyager, and D'Agents, focusing on their features and architectures. It also addresses factors that impact agent performance and security considerations for mobile agents.
Leveraging social media for training object detectorsManish Kumar
The document discusses using collective intelligence from social media to enhance object detectors. It describes how social media has generated tremendous user-contributed data with tags indicating meaning. This motivates investigating whether collective intelligence from social media can remove the need for dedicated human supervision during machine learning. Specifically, the author examines whether tags from social media can guide a learning process to teach machines object recognition from visual content like humans.
This document discusses improving the usability of GIS (geographic information system) services by applying semantic ontology. It aims to develop a more user-friendly system that can understand user questions in natural language and provide accurate answers. The key aspects discussed are preprocessing user questions, using an ontology tool like Protégé to map questions to concepts and relationships in an OWL file, and then extracting answers from GIS data and services. The goal is to allow users to easily access and understand geographic information without extensive technical knowledge of GIS systems.
NLP (Natural Language Processing) is a mechanism that helps computers to know natural languages like English. In general, computers can understand data, tables etc. which are well formed. But when it involves natural languages, it's unacceptable for computers to spot them. NLP helps to translate the tongue in such a fashion which will be easily processed by modern computers. Financial Tracker is an approach which will use NLP as a tool and can differentiate the user messages in various categories. the appliance of the approach will be seen at multiple levels. At a personal level, this permits users to filtrate useful financial messages from an large junk of text messages. On the opposite hand, from an industrial point of view, this can be useful in services like online loan disbursal, which are hitting the market nowadays. These services attempt to provide online loans to individuals in an exceedingly faster and quicker manner. But when it involves business view, loan recovery from customers becomes a really important & crucial aspect. As most such services can’t take strict legal actions against the fraud customers, it becomes a requirement that loan should be provided only to those customers who deserve it. At that time, this model can come under the image. As a business we will find the user’s messages from their inbox (after taking permission from the users). These messages are often filtered using NLP which might help to differentiate various types of messages within the user's inbox which might further be used as a content for further prediction and analysis on user’s behaviour in terms of cash related transactions.
How women think robots perceive them – as if robots were men Matthijs Pontier
In previous studies, we developed an empirical account of user engagement with software agents. We
formalized this model, tested it for internal consistency, and implemented it into a series of software agents to
have them build up an affective relationship with their users. In addition, we equipped the agents with a module
for affective decision-making, as well as the capability to generate a series of emotions (e.g., joy and anger). As
follow-up of a successful pilot study with real users, the current paper employs a non-naïve version of a Turing
Test to compare an agent’s affective performance with that of a human. We compared the performance of an
agent equipped with our cognitive model to the performance of a human that controlled the agent in a Wizard
of Oz condition during a speed-dating experiment in which participants were told they were dealing with a
robot in bot h conditions. Participants did not detect any differences between the two conditions in the
emotions the agent experienced and in the way he supposedly perceived the participants. As is, our model can
be used for designing believable virtual agents or humanoid robots on the surface level of emotion expression.
Symbolic-Connectionist Representational Model for Optimizing Decision Making ...IJECEIAES
Modeling higher order cognitive processes like human decision making come in three representational approaches namely symbolic, connectionist and symbolic-connectionist. Many connectionist neural network models are evolved over the decades for optimizing decision making behaviors and their agents are also in place. There had been attempts to implement symbolic structures within connectionist architectures with distributed representations. Our work was aimed at proposing an enhanced connectionist approach of optimizing the decisions within the framework of a symbolic cognitive model. The action selection module of this framework is forefront in evolving intelligent agents through a variety of soft computing models. As a continous effort, a Connectionist Cognitive Model (CCN) had been evolved by bringing a traditional symbolic cognitive process model proposed by LIDA as an inspiration to a feed forward neural network model for optimizing decion making behaviours in intelligent agents. Significanct progress was observed while comparing its performance with other varients.
Autonomous agents running at each router can determine link utilization and delay. This information is used to reconfigure routing tables to distribute traffic across multiple equivalent disjoint paths, maximizing network throughput. The goal is to balance network traffic load by utilizing minimal equivalent disjoint paths between source and destination pairs. Autonomous agents communicate to monitor network conditions and trigger routing table updates when utilization thresholds are passed.
Human-Computer Interaction with the traditional User Interface is done using a specified in advance script
dialog “menu”, mainly based on human intellect and unproductive use of navigation. This approach
doesn’t lead to making qualitative decision in control systems, where the situations and processes cannot
be structured in advance. Any dynamic changes in the controlled business process (as example, in
organizational unit of the information fuzzy control system) make it necessary to modify the script dialogue
in User Interface. This circumstance leads to a redesign of the components of the User Interface and of the
entire control system. In the Intelligent User Interface, where the dialog situations are unknown in
advance, fuzzy structured and artificial intelligence is crucial, the redesign described above is impossible.
To solve this and other problems, we propose the data, information and knowledge based technology of
Smart/ Intelligent User Interface (IUI) design, which interacts with users and systems in natural and other
languages, utilizing the principles of Situational Control and Fuzzy Logic theories, Artificial Intelligence,
Linguistics, Knowledge Base technologies and others. The proposed technology of IUI design is defined by
multi-agents of a) Situational Control and of data, information and knowledge, b) modelling of Fuzzy Logic
Inference, c) Generalization, Representation and Explanation of knowledge, c) Planning and Decisionmaking,
d) Dialog Control, e) Reasoning and Systems Thinking, f) Fuzzy Control of organizational unit in
real-time, fuzzy conditions, heterogeneous domains, and g) multi-lingual communication under uncertainty
and in Fuzzy Environment.
Both the recent adoption of ‘smart’ mobile devices and the advances in network communications have opened up new opportunities for learning. With our mobile devices we can connect anytime and anywhere to our global identity in the cloud extending our experience with our environment. We are constantly learning in an informal process through our devices in interaction with our physical context
and with people. As Sharples (2010) states, “learning flows across locations, time, topics and technologies rather than occurring within a fixed location”. Novel applications appear everyday, which propose new forms of interactions that superimpose layers of ‘digital’ contextualized information over ‘physical’ environments opening up a new range of learning experiences. In this session, we will discuss recent theory of mobile learning and how this has changed the way we learn. We will review some of the applications developed for supporting learning in several contexts, indoors and outdoors, and how all this
is evolving toward applications for learning in the Smart City. Finally we will discuss the challenges of current and future mobile learning scenarios.
M. Sharples,J. Taylor, and G. Vavoula. Bachmair, B. (Ed.) Medienbildung in neuen Kulturr¨aumen, chapter A Theory of Learning
for the Mobile Age. Learning through Conversation and Exploration Across Contexts, pp. 87–99. Verlag: Springer, 2010.
A contextual bandit algorithm for mobile context-aware recommender systemBouneffouf Djallel
Most existing approaches in Mobile Context-Aware Recommender Systems focus on recommending relevant items to users taking into account contextual information, such as time, location, or social aspects. However, none of them has considered the problem of user’s content evolution. We introduce in this paper an algorithm that tackles this dynamicity. It is based on dynamic exploration/exploitation and can adaptively balance the two aspects by deciding which user’s situation is most relevant for exploration or exploitation. Within a deliberately designed offline simulation framework we conduct evaluations with real online event log data. The experimental results demonstrate that our algorithm outperforms surveyed algorithms.
Exploration exploitation trade off in mobile context-aware recommender systemsBouneffouf Djallel
Most existing approaches in Context-Aware Recommender Systems (CRS) focus on recommending relevant items to users taking into account contextual information, such as time, loca-tion, or social aspects. However, none of them have considered the problem of user’s content dynamicity. This problem has been studied in the reinforcement learning community, but without paying much attention to the contextual aspect of the recommendation. We introduce in this paper an algorithm that tackles the user’s content dynamicity by modeling the CRS as a contextual bandit algorithm. It is based on dynamic explora-tion/exploitation and it includes a metric to decide which user’s situation is the most relevant to exploration or exploitation. Within a deliberately designed offline simulation framework, we conduct extensive evaluations with real online event log data. The experimental results and detailed analysis demon-strate that our algorithm outperforms surveyed algorithms.
Distributed cognition is an approach that views cognition as extending beyond individuals to include interactions between people and tools or objects in their environment. It recognizes that cognitive processes involve interactions between internal and external representations. Analyzing a distributed cognitive system involves examining how information is propagated through communicative pathways between internal human representations and external artifacts. The DiCoT framework provides dimensions for analyzing physical layout, information flow, and artifacts to understand how a distributed system supports its goals.
SVHsIEVs for Navigation in Virtual Urban Environmentcsandit
Many virtual reality applications, such as training, urban design or gaming are based on a rich
semantic description of the environment. This paper describes a new representation of semantic
virtual worlds. Our model, called SVHsIEVs1
should provide a consistent representation of the
following aspects: the simulated environment, its structure, and the knowledge items using
ontology, interactions and tasks that virtual humans can perform in the environment. Our first
main contribution is to show the influence of semantic virtual objects on the environment. Our
second main contribution is to use these semantic informations to manage he tasks of each
virtual object. We propose to define each task by a set of attributes and relationships, which
determines the links between attributes in tasks, and links between other tasks. The architecture
has been successfully tested in 3D dynamic environments for navigation in virtual urban
environments.
USER EXPERIENCE AND DIGITALLY TRANSFORMED/CONVERTED EMOTIONSIJMIT JOURNAL
The document describes a new model called Measuring User Experience using Digitally Transformed/Converted Emotions (MUDE) which measures two metrics of user experience (satisfaction and errors) using facial expressions and gestures captured by an Intel interactive camera. An experiment was conducted with 70 participants who used a software application while their facial expressions and gestures were recorded. The results from the camera were then compared to responses from a System Usability Scale questionnaire to determine if attitudes towards usability matched between the two methods. The study found consistency between the camera-captured emotions and questionnaire responses regarding usability. The MUDE model provides a new approach to evaluating user experience based on digitally measuring emotions expressed during interaction.
Indiopedia: a System to Acquire Legal Knowledge from the Crowd Using Games Te...Instituto i3G
This document describes a system called Indiopedia that uses crowdsourcing games to acquire legal knowledge from non-experts to expand lightweight ontologies in specific domains. Indiopedia builds on an existing legal knowledge system called Ontojuris that uses ontologies to improve legal search, but ontology building is time-consuming. Indiopedia addresses this by developing crowdsourcing games that turn the ontology expansion process into fun games for non-experts to play and contribute knowledge. The games aim to efficiently acquire semantic structures from many users to develop the legal ontologies in a scalable way. Initial experiments involved users playing games to help expand ontologies related to indigenous legislation.
Abstract: In an online security, authentication plays a crucial role in shielding resources against unauthorized and illegal use of information. Authentication processes may differ from simple password based authentication system to complex, costly and computation strengthened authentication systems. In recent days, increasing security has always been an important issue since Internet and Web Development came into actuality. Text based password is not enough to counter such problems, which is also an obsolete approach now. Consequently, this demands the need for something more secure along with being more user-friendly. Therefore, we have strained to rise the security by involving a multiple level security tactic, involving Text based using Cryptography, Grid Authentication and Image Based Password. The cryptography technique is very essential for the text based password while encrypting it with the principle of substitution method like Caesar Cipher. Session passwords are also necessary for eliminating the time factor attacks such as Brute Force attack. Grid Authentication makes the system more dynamic due ever changing nature. Image based authentication makes the system more user friendly, reliable and secure.Keywords: Cryptography, Grid Authentication, Image Based Password, Shoulder Attack.
Title: Multilevel Security and Authentication System
Author: Pratik Anap, Sanjay Gholap, Prasad Anpat, Abhijit Bhapkar
International Journal of Recent Research in Mathematics Computer Science and Information Technology
ISSN 2350-1022
Paper Publications
Abstract: This paper presents a new face parts information analyzer, as a promising model for detecting faces and locating the facial features in images. The main objective is to build fully automated human facial measurements systems from images with complex backgrounds. Detection of facial features such as eye, nose, and mouth is an important step for many subsequent facial image analysis tasks. The main study of face detection is detect the portion of part and mention the circle or rectangular of the every portion of body. In this paper face detection is depend upon the face pattern which is match the face from the pattern reorganization. The study present a novel and simple model approach based on a mixture of techniques and algorithms in a shared pool based on viola jones object detection framework algorithm combined with geometric and symmetric information of the face parts from the image in a smart algorithm.Keywords: Face detection, Video frames, Viola-Jones, Skin detection, Skin color classification, Face reorganization, Pattern reorganization. Skin Color.
Title: Face Detection Using Modified Viola Jones Algorithm
Author: Alpika Gupta, Dr. Rajdev Tiwari
International Journal of Recent Research in Mathematics Computer Science and Information Technology
ISSN 2350-1022
Paper Publications
Abstract: Privacy is one of the friction points that emerge when communications get mediated in Online Social Networks (OSNs). Different communities of computer science researchers have framed the ‘OSN privacy problem’ as one of surveillance, institutional or social privacy. In this article, first we provide an introduction to the surveillance and social privacy perspectives emphasizing the narratives that inform them, as well as their assumptions and goals. This paper mainly addresses visitors events (population) on an users account and updates the account holders log information. And thus the evolutionary aspects of Surveillance are reflected in User's Log, this needs the implementation of Genetic Algorithm. Further, this requires a bridge module between every interaction between the user and social network server. This paper implements mutation aspects through Genetic Algorithm by differing users into Guests and Friends, and identifies and Cross Over issues of a guest Clicking Friend of a friend.Title: MUTATION AND CROSSOVER ISSUES FOR OSN PRIVACY
Author: C. Narasimham, Jacob
International Journal of Recent Research in Mathematics Computer Science and Information Technology
ISSN: 2350-1022
Paper Publications
An ontology for semantic modelling of virtual worldijaia
This article presents a new representation of semantic virtual environments. We propose to use the ontology as a tool for implementation. Our model, called SVHsIEVs1 provides a consistent representation of the following aspects: the simulated environment, its structure, and the knowledge items using ontology, interactions and tasks that virtual humans can perform in the environment. In SVHsIEVs, we find two type of ontology: the global ontology and the local ontology for Virtual Human. Our architecture has been successfully tested in 3D dynamic environments.
DESIGNING A WORKING MEMORY CAPACITY TEST FOR COGNITIVE-FRIENDLY TANGIBLE MULT...ijma
This document describes the design of a working memory capacity test called "objects-span tri-tasks" for preschoolers using a new genre of multimedia called tangible multimedia. Tangible multimedia augments traditional digital multimedia with physical tangible objects. The test assesses both the storage and manipulation functions of working memory, which are important for academic skills. It includes three tasks - the third engages long-term memory to support working memory operations. Tangible multimedia may enhance preschoolers' working memory capacity by using cognitively appropriate tangible objects and stimulating three sensory channels simultaneously as prescribed by human memory theories. The test and tangible multimedia are grounded in theories of working memory including the unified theory presented, which integrates aspects of Atkinson and
DESIGNING A WORKING MEMORY CAPACITY TEST FOR COGNITIVE-FRIENDLY TANGIBLE MULT...ijma
A working memory capacity (WMC) test called “objects-span tri-tasks” is designed for preschoolers
undergoing treatment using a new genre of multimedia, tangible multimedia, created by the authors. It tests
the dual-functions of the preschoolers’ working memory (WM), namely storage and manipulation capacity,
essential in supporting academic skills. The third task in the test is the overt setting of task engaging the
long-term memory that supports the operation of WM. Tangible multimedia potentially enhances the WMC
of preschoolers to a considerable extent because firstly, it uses tangible objects that are cognitively
appropriate to the “preoperational” stage of preschoolers, and secondly, it simultaneously stimulates three
main sensory channels, prescribed as equally crucial in knowledge acquisition in human memory theories.
A pragmatic significance of the research is that it deepens the scope of multimedia research by looking into
the aspect of cognitive structure which is rarely conducted in the multimedia realm. It also demonstrates an
important step forward in multimedia research by relating WMC to the newly explored tangible
multimedia, which could determine the real capability and value of such system. This paper starts off by
discussing the underlying theories that contribute to the formation of the system and test, followed by its
procedure, and a brief report of a case study
NLP-based personal learning assistant for school education IJECEIAES
Computer-based knowledge and computation systems are becoming major sources of leverage for multiple industry segments. Hence, educational systems and learning processes across the world are on the cusp of a major digital transformation. This paper seeks to explore the concept of an artificial intelligence and natural language processing (NLP) based intelligent tutoring system (ITS) in the context of computer education in primary and secondary schools. One of the components of an ITS is a learning assistant, which can enable students to seek assistance as and when they need, wherever they are. As part of this research, a pilot prototype chatbot was developed, to serve as a learning assistant for the subject Scratch (Scratch is a graphical utility used to teach school children the concepts of programming). By the use of an open source natural language understanding (NLU) or NLP library, and a slackbased UI, student queries were input to the chatbot, to get the sought explanation as the answer. Through a two-stage testing process, the chatbot’s NLP extraction and information retrieval performance were evaluated. The testing results showed that the ontology modelling for such a learning assistant was done relatively accurately, and shows its potential to be pursued as a cloud-based solution in future.
This document provides an introduction to autonomous mobile agents. It outlines the basics of software agents and defines autonomous mobile agents as components that can operate without direct human intervention, control their own actions based on their internal state and knowledge, and migrate between machines. The document discusses advantages of mobile agents and outlines some example agent technologies like Aglets, JumpingBeans, Voyager, and D'Agents, focusing on their features and architectures. It also addresses factors that impact agent performance and security considerations for mobile agents.
Leveraging social media for training object detectorsManish Kumar
The document discusses using collective intelligence from social media to enhance object detectors. It describes how social media has generated tremendous user-contributed data with tags indicating meaning. This motivates investigating whether collective intelligence from social media can remove the need for dedicated human supervision during machine learning. Specifically, the author examines whether tags from social media can guide a learning process to teach machines object recognition from visual content like humans.
This document discusses improving the usability of GIS (geographic information system) services by applying semantic ontology. It aims to develop a more user-friendly system that can understand user questions in natural language and provide accurate answers. The key aspects discussed are preprocessing user questions, using an ontology tool like Protégé to map questions to concepts and relationships in an OWL file, and then extracting answers from GIS data and services. The goal is to allow users to easily access and understand geographic information without extensive technical knowledge of GIS systems.
NLP (Natural Language Processing) is a mechanism that helps computers to know natural languages like English. In general, computers can understand data, tables etc. which are well formed. But when it involves natural languages, it's unacceptable for computers to spot them. NLP helps to translate the tongue in such a fashion which will be easily processed by modern computers. Financial Tracker is an approach which will use NLP as a tool and can differentiate the user messages in various categories. the appliance of the approach will be seen at multiple levels. At a personal level, this permits users to filtrate useful financial messages from an large junk of text messages. On the opposite hand, from an industrial point of view, this can be useful in services like online loan disbursal, which are hitting the market nowadays. These services attempt to provide online loans to individuals in an exceedingly faster and quicker manner. But when it involves business view, loan recovery from customers becomes a really important & crucial aspect. As most such services can’t take strict legal actions against the fraud customers, it becomes a requirement that loan should be provided only to those customers who deserve it. At that time, this model can come under the image. As a business we will find the user’s messages from their inbox (after taking permission from the users). These messages are often filtered using NLP which might help to differentiate various types of messages within the user's inbox which might further be used as a content for further prediction and analysis on user’s behaviour in terms of cash related transactions.
How women think robots perceive them – as if robots were men Matthijs Pontier
In previous studies, we developed an empirical account of user engagement with software agents. We
formalized this model, tested it for internal consistency, and implemented it into a series of software agents to
have them build up an affective relationship with their users. In addition, we equipped the agents with a module
for affective decision-making, as well as the capability to generate a series of emotions (e.g., joy and anger). As
follow-up of a successful pilot study with real users, the current paper employs a non-naïve version of a Turing
Test to compare an agent’s affective performance with that of a human. We compared the performance of an
agent equipped with our cognitive model to the performance of a human that controlled the agent in a Wizard
of Oz condition during a speed-dating experiment in which participants were told they were dealing with a
robot in bot h conditions. Participants did not detect any differences between the two conditions in the
emotions the agent experienced and in the way he supposedly perceived the participants. As is, our model can
be used for designing believable virtual agents or humanoid robots on the surface level of emotion expression.
Symbolic-Connectionist Representational Model for Optimizing Decision Making ...IJECEIAES
Modeling higher order cognitive processes like human decision making come in three representational approaches namely symbolic, connectionist and symbolic-connectionist. Many connectionist neural network models are evolved over the decades for optimizing decision making behaviors and their agents are also in place. There had been attempts to implement symbolic structures within connectionist architectures with distributed representations. Our work was aimed at proposing an enhanced connectionist approach of optimizing the decisions within the framework of a symbolic cognitive model. The action selection module of this framework is forefront in evolving intelligent agents through a variety of soft computing models. As a continous effort, a Connectionist Cognitive Model (CCN) had been evolved by bringing a traditional symbolic cognitive process model proposed by LIDA as an inspiration to a feed forward neural network model for optimizing decion making behaviours in intelligent agents. Significanct progress was observed while comparing its performance with other varients.
Autonomous agents running at each router can determine link utilization and delay. This information is used to reconfigure routing tables to distribute traffic across multiple equivalent disjoint paths, maximizing network throughput. The goal is to balance network traffic load by utilizing minimal equivalent disjoint paths between source and destination pairs. Autonomous agents communicate to monitor network conditions and trigger routing table updates when utilization thresholds are passed.
Human-Computer Interaction with the traditional User Interface is done using a specified in advance script
dialog “menu”, mainly based on human intellect and unproductive use of navigation. This approach
doesn’t lead to making qualitative decision in control systems, where the situations and processes cannot
be structured in advance. Any dynamic changes in the controlled business process (as example, in
organizational unit of the information fuzzy control system) make it necessary to modify the script dialogue
in User Interface. This circumstance leads to a redesign of the components of the User Interface and of the
entire control system. In the Intelligent User Interface, where the dialog situations are unknown in
advance, fuzzy structured and artificial intelligence is crucial, the redesign described above is impossible.
To solve this and other problems, we propose the data, information and knowledge based technology of
Smart/ Intelligent User Interface (IUI) design, which interacts with users and systems in natural and other
languages, utilizing the principles of Situational Control and Fuzzy Logic theories, Artificial Intelligence,
Linguistics, Knowledge Base technologies and others. The proposed technology of IUI design is defined by
multi-agents of a) Situational Control and of data, information and knowledge, b) modelling of Fuzzy Logic
Inference, c) Generalization, Representation and Explanation of knowledge, c) Planning and Decisionmaking,
d) Dialog Control, e) Reasoning and Systems Thinking, f) Fuzzy Control of organizational unit in
real-time, fuzzy conditions, heterogeneous domains, and g) multi-lingual communication under uncertainty
and in Fuzzy Environment.
Both the recent adoption of ‘smart’ mobile devices and the advances in network communications have opened up new opportunities for learning. With our mobile devices we can connect anytime and anywhere to our global identity in the cloud extending our experience with our environment. We are constantly learning in an informal process through our devices in interaction with our physical context
and with people. As Sharples (2010) states, “learning flows across locations, time, topics and technologies rather than occurring within a fixed location”. Novel applications appear everyday, which propose new forms of interactions that superimpose layers of ‘digital’ contextualized information over ‘physical’ environments opening up a new range of learning experiences. In this session, we will discuss recent theory of mobile learning and how this has changed the way we learn. We will review some of the applications developed for supporting learning in several contexts, indoors and outdoors, and how all this
is evolving toward applications for learning in the Smart City. Finally we will discuss the challenges of current and future mobile learning scenarios.
M. Sharples,J. Taylor, and G. Vavoula. Bachmair, B. (Ed.) Medienbildung in neuen Kulturr¨aumen, chapter A Theory of Learning
for the Mobile Age. Learning through Conversation and Exploration Across Contexts, pp. 87–99. Verlag: Springer, 2010.
A contextual bandit algorithm for mobile context-aware recommender systemBouneffouf Djallel
Most existing approaches in Mobile Context-Aware Recommender Systems focus on recommending relevant items to users taking into account contextual information, such as time, location, or social aspects. However, none of them has considered the problem of user’s content evolution. We introduce in this paper an algorithm that tackles this dynamicity. It is based on dynamic exploration/exploitation and can adaptively balance the two aspects by deciding which user’s situation is most relevant for exploration or exploitation. Within a deliberately designed offline simulation framework we conduct evaluations with real online event log data. The experimental results demonstrate that our algorithm outperforms surveyed algorithms.
Exploration exploitation trade off in mobile context-aware recommender systemsBouneffouf Djallel
Most existing approaches in Context-Aware Recommender Systems (CRS) focus on recommending relevant items to users taking into account contextual information, such as time, loca-tion, or social aspects. However, none of them have considered the problem of user’s content dynamicity. This problem has been studied in the reinforcement learning community, but without paying much attention to the contextual aspect of the recommendation. We introduce in this paper an algorithm that tackles the user’s content dynamicity by modeling the CRS as a contextual bandit algorithm. It is based on dynamic explora-tion/exploitation and it includes a metric to decide which user’s situation is the most relevant to exploration or exploitation. Within a deliberately designed offline simulation framework, we conduct extensive evaluations with real online event log data. The experimental results and detailed analysis demon-strate that our algorithm outperforms surveyed algorithms.
Distributed cognition is an approach that views cognition as extending beyond individuals to include interactions between people and tools or objects in their environment. It recognizes that cognitive processes involve interactions between internal and external representations. Analyzing a distributed cognitive system involves examining how information is propagated through communicative pathways between internal human representations and external artifacts. The DiCoT framework provides dimensions for analyzing physical layout, information flow, and artifacts to understand how a distributed system supports its goals.
SVHsIEVs for Navigation in Virtual Urban Environmentcsandit
Many virtual reality applications, such as training, urban design or gaming are based on a rich
semantic description of the environment. This paper describes a new representation of semantic
virtual worlds. Our model, called SVHsIEVs1
should provide a consistent representation of the
following aspects: the simulated environment, its structure, and the knowledge items using
ontology, interactions and tasks that virtual humans can perform in the environment. Our first
main contribution is to show the influence of semantic virtual objects on the environment. Our
second main contribution is to use these semantic informations to manage he tasks of each
virtual object. We propose to define each task by a set of attributes and relationships, which
determines the links between attributes in tasks, and links between other tasks. The architecture
has been successfully tested in 3D dynamic environments for navigation in virtual urban
environments.
USER EXPERIENCE AND DIGITALLY TRANSFORMED/CONVERTED EMOTIONSIJMIT JOURNAL
The document describes a new model called Measuring User Experience using Digitally Transformed/Converted Emotions (MUDE) which measures two metrics of user experience (satisfaction and errors) using facial expressions and gestures captured by an Intel interactive camera. An experiment was conducted with 70 participants who used a software application while their facial expressions and gestures were recorded. The results from the camera were then compared to responses from a System Usability Scale questionnaire to determine if attitudes towards usability matched between the two methods. The study found consistency between the camera-captured emotions and questionnaire responses regarding usability. The MUDE model provides a new approach to evaluating user experience based on digitally measuring emotions expressed during interaction.
Indiopedia: a System to Acquire Legal Knowledge from the Crowd Using Games Te...Instituto i3G
This document describes a system called Indiopedia that uses crowdsourcing games to acquire legal knowledge from non-experts to expand lightweight ontologies in specific domains. Indiopedia builds on an existing legal knowledge system called Ontojuris that uses ontologies to improve legal search, but ontology building is time-consuming. Indiopedia addresses this by developing crowdsourcing games that turn the ontology expansion process into fun games for non-experts to play and contribute knowledge. The games aim to efficiently acquire semantic structures from many users to develop the legal ontologies in a scalable way. Initial experiments involved users playing games to help expand ontologies related to indigenous legislation.
Abstract: In an online security, authentication plays a crucial role in shielding resources against unauthorized and illegal use of information. Authentication processes may differ from simple password based authentication system to complex, costly and computation strengthened authentication systems. In recent days, increasing security has always been an important issue since Internet and Web Development came into actuality. Text based password is not enough to counter such problems, which is also an obsolete approach now. Consequently, this demands the need for something more secure along with being more user-friendly. Therefore, we have strained to rise the security by involving a multiple level security tactic, involving Text based using Cryptography, Grid Authentication and Image Based Password. The cryptography technique is very essential for the text based password while encrypting it with the principle of substitution method like Caesar Cipher. Session passwords are also necessary for eliminating the time factor attacks such as Brute Force attack. Grid Authentication makes the system more dynamic due ever changing nature. Image based authentication makes the system more user friendly, reliable and secure.Keywords: Cryptography, Grid Authentication, Image Based Password, Shoulder Attack.
Title: Multilevel Security and Authentication System
Author: Pratik Anap, Sanjay Gholap, Prasad Anpat, Abhijit Bhapkar
International Journal of Recent Research in Mathematics Computer Science and Information Technology
ISSN 2350-1022
Paper Publications
Abstract: This paper presents a new face parts information analyzer, as a promising model for detecting faces and locating the facial features in images. The main objective is to build fully automated human facial measurements systems from images with complex backgrounds. Detection of facial features such as eye, nose, and mouth is an important step for many subsequent facial image analysis tasks. The main study of face detection is detect the portion of part and mention the circle or rectangular of the every portion of body. In this paper face detection is depend upon the face pattern which is match the face from the pattern reorganization. The study present a novel and simple model approach based on a mixture of techniques and algorithms in a shared pool based on viola jones object detection framework algorithm combined with geometric and symmetric information of the face parts from the image in a smart algorithm.Keywords: Face detection, Video frames, Viola-Jones, Skin detection, Skin color classification, Face reorganization, Pattern reorganization. Skin Color.
Title: Face Detection Using Modified Viola Jones Algorithm
Author: Alpika Gupta, Dr. Rajdev Tiwari
International Journal of Recent Research in Mathematics Computer Science and Information Technology
ISSN 2350-1022
Paper Publications
Abstract: Privacy is one of the friction points that emerge when communications get mediated in Online Social Networks (OSNs). Different communities of computer science researchers have framed the ‘OSN privacy problem’ as one of surveillance, institutional or social privacy. In this article, first we provide an introduction to the surveillance and social privacy perspectives emphasizing the narratives that inform them, as well as their assumptions and goals. This paper mainly addresses visitors events (population) on an users account and updates the account holders log information. And thus the evolutionary aspects of Surveillance are reflected in User's Log, this needs the implementation of Genetic Algorithm. Further, this requires a bridge module between every interaction between the user and social network server. This paper implements mutation aspects through Genetic Algorithm by differing users into Guests and Friends, and identifies and Cross Over issues of a guest Clicking Friend of a friend.Title: MUTATION AND CROSSOVER ISSUES FOR OSN PRIVACY
Author: C. Narasimham, Jacob
International Journal of Recent Research in Mathematics Computer Science and Information Technology
ISSN: 2350-1022
Paper Publications
Abstract: Every program whether in c, java or any other language consists of a set of commands which are based on the logic behind the program as well as the syntax of the language and does the task of either fetching or storing the data to the computer, now here comes the role of the word known as “data structure”. In computer science, a data structure is a particular way of organizing data in a computer so that it can be used efficiently. Data structures provide a means to manage large amounts of data efficiently, such as large databases and internet indexing services. Usually, efficient data structures are a key in designing efficient algorithms. Some formal design methods and programming languages emphasize data structures, rather than algorithms, as the key organizing factor in software design. Storing and retrieving can be carried out on data stored in both main memory and in secondary memory. Now as different data structures are having their different usage and benefits, hence selection of the same is a task of importance. “Therefore the paper consists of the basic terms and information regarding data structures in detail later on will be followed by the practical usage of different data structures that will be helpful for the programmer for selection of a perfect data structure that would make the programme much more easy and flexible.Keywords: Data structures, Arrays, Lists, Trees.
Title: Data Structure the Basic Structure for Programming
Author: Shubhangi Johri, Siddhi Garg, Sonali Rawat
International Journal of Recent Research in Mathematics Computer Science and Information Technology
ISSN: 2350-1022
Paper Publications
A Study on Isolation, Partial Characterisation and antifungal activity of Pse...paperpublications3
Abstract: Pseudomonas fluorescens are organisms which are abundant in soil and influence plant by growth promotion and disease control. Of 50 samples, thirty isolated samples obtained from soil was partially characterized as Pseudomonas fluorescens. They were classified into 5 biovars BV1,II,III,IV and V . Among the Biovars BV II is the most abundant (26.6%)followed by BV IV(23.3%),BV I(20%),BV V(16.6%) and BV III (13.3%)All of them produced siderophores in CAS medium.Minimal Inhibitory Concentrations(MIC) of the two heavy metals) and two antibiotics (Penicillin and Streptomycin) were observed as shown in table 3.All biovars showed resistance to 2 heavy metals(Lead and mercury and 2 antibiotics(Penicillin and Streptomycin). So they can be used in soil contaminated with heavy metals and also in the presence of antibiotics. Strain BV V was found to be the most resistant strain and was used for further studies. Four basal media supplemented with different concentration of iron, were employed to study the effect of iron and different organic carbon sources on siderophore production in Pseudomonas fluorescens. The highest siderophore production was obtained in KB medium(24.3 µM) and the lowest production was in glycerol medium(2.45 µM) with no Iron added. The standard KB medium without added iron permitted the synthesis of greater amount of siderophores. Fusarium. All the isolates of Pseudomonas fluorescens inhibited the pathogenic fungi Fusarium isolated from soil. Both the culture containing cells and cell free extract shown inhibition of Fusarium. Among broth cultures Pseudomonas fluorescens BV III showed more inhibition (63.3%) on third day of inoculation.Cell free extract of Pseudomonas fluorescens BV V on third day of incubation showed more inhibition (67.7%)than culture containing cells(46.6%). Special analysis of crude extract of culture filtrate, revealed the production of siderophores by fluorescent Pseudomonas. The maximum absorption was found it to be at 373nm. Further studies are needed to confirm the specific molecule which causes inhibition in Pseudomonas fluorescens.Keywords: Antibiotics, Biovars, CAS medium, Cell free extract Fusarium, Heavy metals, MIC, Pseudomonas fluorescens ,Siderophore.
Title: A Study on Isolation, Partial Characterisation and antifungal activity of Pseudomonas fluorescens from soil
Author: Smitha Mathews
International Journal of Recent Research in Life Sciences (IJRRLS)
ISSN 2349-7823
Paper Publications
LANGUAGE ASSIMILATION THROUGH TYPE-2 FUZZY GRAMMARS: AN APPLICATION IN COMPUT...paperpublications3
Abstract:In computer entertainment and video games users interact with machine controlled agents often referred to as Non-Player Characters (NPC). An NPC is generally intended as an antagonist for the user, but frequently helpful NPCs designed to aid the player are employed. These types of NPCs are referred to as companions. This paper presents a novel method for improving companion NPC by way of Language Acquisition through the use of Fuzzy Set theory in the form of Type-2 Fuzzy Grammar, which is an extension of the canonical Fuzzy Grammar by Lee and Zadeh. Type-2 Fuzzy Grammar captures the ambiguity of natural language and can easily model the level of expertise with said language. A case study is presented where humans participate in a multi player Predator-Prey pursuit game. The text messages that players exchange during the game are used to teach the language to a companion NPC so that it may directly interact with the players to test its communication capability. Results show how the companion NPC acquired language and its impact on the game.Keyword:Fuzzy Grammar, Fuzzy Language, Fuzzy Sets, Intelligent Agents, Language Acquisition, Natural Language Processing, Video Games.
Title:LANGUAGE ASSIMILATION THROUGH TYPE-2 FUZZY GRAMMARS: AN APPLICATION IN COMPUTER ENTERTAINMENT
Author:Juan Paulo Alvarado-Magaña, Antonio Rodriguez-Diaz, Juan R. Castro, Olivia Mendoza, Oscar Castillo, Guillermo Licea
International Journal of Recent Research in Mathematics Computer Science and Information Technology
ISSN: 2350-1022
Paper Publications
Abstract: multi-agent systems and particularly bdi agents are mostly used in a wide range of projects, from agent-based simulations to air-traffic control. They all benefit from the autonomy and proactive behavior that provides agent-based architectures, as well as the characteristics of reasoning that are outlined by the bdi architecture. Thereforethe belief desire intention agent model and agentspeak language have becomea state-of-the-art and one of the challenging research subjects in the agent modeling and programming area.
In particular the bdi architecture is frequently used in the development of agents that try to simulate certainaspects of human behavior, and precisely perception and formulation of beliefs are two of the elements of bdiagents that require special attention in the development of such agents. Thiswork propose a way to extend the reasoning cycle algorithm on bdi agents, in a way that it allows to process inaccurate perceptions in the formulation of beliefs in such agents; it also shows an example implemented in agentspeak as well as the results of its execution within the jason interpreter.Keywords: Agent, Agent Speak, Beliefs, BDI, Fuzzy-BDI, Fuzzy Perceptions, Simulation.
Title :An Extended Reasoning Cycle Algorithm for BDI Agents
Author: Donald Rodriguez-Ubeda, Dora-Luz Flores, Luis Palafox, Manuel Castanon-Puga, Carelia Gaxiola-Pacheco, Ricardo Rosales
International Journal of Recent Research in Mathematics Computer Science and Information Technology
ISSN: 2350- 1022
Paper Publications
This document provides a summary of qualifications for Joseph Sedirsu, including degrees in environmental studies and biochemistry. It outlines over 3 years of work experience in supervisory roles related to environmental monitoring, assessment, and management. Core competencies include safety, leadership, client relations, and environmental monitoring. Relevant work experience is described for roles in production, research, and environmental technician positions. Community involvement includes projects in energy efficiency and renewable energy.
V. Sripadu has over 20 years of experience in indirect taxation for large manufacturing businesses. He is currently the Manager of Commercial Tax at Molex India, where he manages all matters related to central excise, service tax, customs, and GST. Previously, he worked at Toyota Kirloskar Motors as Senior Officer of Taxation and GE Fanuc Systems as Excise in Charge. He has in-depth knowledge of GST law and procedures and experience ensuring statutory compliance and representing companies in disputes.
This letter introduces Imelda Pacheco-Pérez's art portfolio, which demonstrates her 16 years of experience planning and decorating events for the library. She has coordinated a variety of literacy and fundraising projects and events. The portfolio includes photos of her work decorating for parades, author events, and holidays. She is well-versed in promotion techniques and online platforms. A personal interview would allow her to further discuss her expertise in library event planning and decoration.
MOOC, debate abierto / Miguel Zapata Ros ... [et al.] ; compilado por Walter Campi;
María Ximena Pérez. - 1a ed . - Bernal : Universidad Virtual de Quilmes, 2016
A.R. Educational Consultants is an overseas educational consulting firm that assists students with pursuing higher education in Singapore, New Zealand, Australia, and the UK. The company provides counseling, application processing, assistance with financial documents, student visa processing, pre-departure briefings, accommodation arrangements, and airport pickups. They work with reputable educational institutions abroad and boast a high student visa success rate. Countries featured for study include Singapore for its quality education and career opportunities, the UK for recognized qualifications and work opportunities, Australia for its recognized degrees and safe environment, and New Zealand for its recognized degrees and multicultural society.
Sohail Khan is seeking a management position utilizing his engineering and business experience in the compressed natural gas (CNG) industry. He has over 30 years of experience in CNG engineering management roles, currently managing the Control Engineering Department at ANGI Energy Systems in Wisconsin. His career includes experience in engineering, management, sales, and business development for CNG companies in Pakistan, Saudi Arabia, and the United States.
Las plantas son seres vivos capaces de fabricar su propio alimento a través de la fotosíntesis. Tienen partes como la raíz, el tallo, las hojas, las flores y los frutos, cada una con funciones específicas como la absorción de nutrientes, el transporte de agua y alimento, y la reproducción. Las plantas proporcionan alimento y oxígeno a otros seres vivos.
According to Robert Dubin, motivation is the complex forces that start and keep a person working in an organization, moving them to action and continuing them in their course of action. The major objectives of motivation in an organization are to increase willingness to work, performance, retention, job satisfaction, and loyalty while helping attain goals and build a good image. There are several types of motivation including achievement, affiliation, competence, power, attitude, incentive, and fear motivation.
Este documento presenta una breve autobiografía de Génesis Alexandra Bagua Rivera. Incluye información sobre su niñez, escuelas, amigos, gastos, pasatiempos y una reflexión sobre su vida. En su ensayo, Génesis destaca que lo mejor de la vida es disfrutar cada momento y nunca rendirse a pesar de las dificultades, con el fin de cumplir los sueños planeados.
Karaline Loiterton started The Wedding List Company after experiencing poor customer service during her own wedding registry process. She saw an opportunity to improve customer service in the wedding registry market. The Wedding List Company provides personalized service and a wide selection of gifts tailored to couples' tastes. Loiterton extensively researched the market and focuses on customer satisfaction. She ensures customers have a pleasant experience through small details like food and drink during consultations. Loiterton believes high quality customer service differentiates her business and is key to its success.
Designing and modeling of a multi-agent adaptive learning system (MAALS) usin...IJECEIAES
Several researches in the field of adaptive learning systems has developed systems and techniques to guide the learner and reduce cognitive overload, making learning adaptation essential to better understand preferences, the constraints and learning habits of the learner. Thus, it is particularly advisable to propose online learning systems that are able to collect and detect information describing the learning process in an automatic and deductive way, and to rely on this information to follow the learner in real time and offer him training according to his dynamic learning pace. This article proposes a multi-agent adaptive learning system to make a real decision based on a current learning situation. This decision will be made by performing a hypride cycle of the Case-Based Reasonning approach in order to follow the learner and provide him with an individualized learning path according to Felder Silverman learning style model and his learning traces to predict his future learning status.To ensure this decision, we assign at each stage of the Incremental Hybrid Case-Based Reasoning at least one active agent performing a particular task and a broker agent that collaborates between the different agents in the system.
Chapter 13 online communities and interactionsgrainne
The document discusses online communities and interactions. It explores how tools and user practices co-evolve over time as users gain experience with tools and discover new ways to use them. The document also describes different modes of online interaction, from individual to networked. It presents frameworks for understanding online pedagogies and evaluating online communities, including how they support reflection, experience, and conversation.
Abstract: Privacy is one of the friction points that emerge when communications get mediated in Online Social Networks (OSNs). Different communities of computer science researchers have framed the ‘OSN privacy problem’ as one of surveillance, institutional or social privacy. In this article, first we provide an introduction to the surveillance and social privacy perspectives emphasizing the narratives that inform them, as well as their assumptions and goals. This paper mainly addresses visitors events (population) on an users account and updates the account holders log information. And thus the evolutionary aspects of Surveillance are reflected in User's Log, this needs the implementation of Genetic Algorithm. Further, this requires a bridge module between every interaction between the user and social network server. This paper implements mutation aspects through Genetic Algorithm by differing users into Guests and Friends, and identifies and Cross Over issues of a guest Clicking Friend of a friend.
AN ADAPTIVE AND INTELLIGENT TUTOR BY EXPERT SYSTEMS FOR MOBILE DEVICESijmpict
Mobile Learning (M-Learning) is an emerging discipline in the area of education and educational technology. So researchers are trying to optimize and expanding its application in the field of education. The aim of this paper is to investigate the role of mobile devices and expert systems in disseminating and supporting the knowledge gained by intelligent tutors and to propose a system based on integration of intelligent M-Learning with expert systems. It acts as an intelligent tutor which can perform three processes - pre-test, learning concept and post-test - according to characteristic of the learner. The proposed system can improves the education efficiency highly as well as decreases costs. As a result, every time and everywhere (ETEW) simple and cheap learning would be provided via SMS, MMS and so on in this system. The global intention of M-Learning is to make learning “a way of being”.
This document describes a learner modeling approach built upon an ontology for computing environments for human learning (CEHL). The proposed learner ontology includes concepts for the learner, learner profile, pedagogical activity, and pedagogical assistance. The learner concept includes personal data, type of learner, cognitive level, and degree setting. The learner profile concept includes behavior, knowledge, skills, interactions, and conception. The pedagogical activity concept includes pre-tests to assess learner level and appropriate learning methods. Pedagogical assistance is then provided related to the chosen pedagogical content and activity.
A Review On Persuasive Technology (PT) Strategy In Awareness StudyJeff Brooks
This document reviews 25 studies on the use of persuasive technology to increase user awareness. The review found that persuasive technology can effectively increase user awareness on various topics. Most studies showed that using computers as a media or social actor, such as through interactive applications, was more impactful for increasing awareness than using computers solely as a tool. The most common persuasive strategies employed in the applications were suggestion, demonstrating cause and effect relationships, and making the technology attractive. The review suggests understanding appropriate persuasive strategies is important for developing effective applications to achieve intended awareness outcomes.
Learner Model's Utilization in the e-Learning Environments
Vija VAGALE and Laila NIEDRITE
Faculty of Computing, University of Latvia, Raina boulv. 19, Riga, Latvia
Abstract. In the field of personalized systems big role is granted to the adaptive elearning environments. The task of these systems is very important and complicated. With their participation the learner gains exactly the knowledge he
needs most, and the system adapts to user needs, expectations and his individual features. In this kind of systems information about learner is saved in the learner model also known as the user model and student model. For the system to be able to perceive and analyze user activities correctly, is necessary to define what kind of information about the learner has to be saved. The article gives an overview about already existing learner models, their utilization methods and also it offers their comparison according to various criteria.
This document provides an overview of Intelligent Tutoring Systems (ITS). ITS are computerized learning environments that incorporate models from cognitive science to closely mimic individualized human tutoring. The document discusses that ITS track students' knowledge and skills in detail through student modeling. It also describes the typical architecture of an ITS which includes domain models to represent expert knowledge, student models to track individual learners, tutoring models to determine instructional interactions, and interfaces to interact with students. Examples of ITS like Cognitive Tutors and Andes physics tutor are also briefly mentioned.
Hybrid-e-greedy for mobile context-aware recommender systemBouneffouf Djallel
This document proposes a hybrid-ε-greedy algorithm for mobile context-aware recommender systems that combines bandit algorithms and case-based reasoning. It summarizes related works that aim to follow the evolution of user interests or manage the user's context, but not both. The proposed approach uses case-based reasoning to consider the user's context in the bandit algorithm's exploration-exploitation strategy. It also uses content-based filtering with the ε-greedy algorithm.
Collaborative Learning of Organisational KnolwedgeWaqas Tariq
This paper presents recent research into methods used in Australian Indigenous Knowledge sharing and looks at how these can support the creation of suitable collaborative envi- ronments for timely organisational learning. The protocols and practices as used today and in the past by Indigenous communities are presented and discussed in relation to their relevance to a personalised system of knowledge sharing in modern organisational cultures. This research focuses on user models, knowledge acquisition and integration of data for constructivist learning in a networked repository of or- ganisational knowledge. The data collected in the repository is searched to provide collections of up-to-date and relevant material for training in a work environment. The aim is to improve knowledge collection and sharing in a team envi- ronment. This knowledge can then be collated into a story or workflow that represents the present knowledge in the organisation.
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Running head Multi-actor modelling system 1Multi-actor mod.docxtodd581
Running head: Multi-actor modelling system 1
Multi-actor modelling system3
Multi-actor modelling system
Yogesh Dagwale
University of the Cumberland’s
Ligtenberg, A., Wachowicz, M., Bregt, A. K., Beulens, A., & Kettenis, D. L. (2004). A design and application of a multi-agent system for simulation of multi-actor spatial planning. Journal of environmental management, 72(1-2), 43-55.
They talk about the potential and restrictions of the MAS to manufacture models that empower spatial organizers to incorporate the 'actor factor' in their examination. Their structure system contemplates actors who assume a functioning job in the spatial planning. They included actors who can watch and see a spatial domain. Using these perceptions and discernment they produce an inclination for a preferred spatial situation. Actors at that point present and discuss their inclinations amid their exchanges with different actors.
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Parker, D. C., Manson, S. M., Janssen, M. A., Hoffmann, M. J., & Deadman, P. (2003). Multi-agent systems for the simulation of land-use and land-cover change: a review. Annals of the association of American Geographers, 93(2), 314-337.
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Faber, N. R., & Jorna, R. J. (2011, June). The use of multi-actor systems for studying social sustainability: Theoretical backgrounds and pseudo-specifications. In Com.
Running head Multi-actor modelling system 1Multi-actor mod.docxglendar3
Running head: Multi-actor modelling system 1
Multi-actor modelling system3
Multi-actor modelling system
Yogesh Dagwale
University of the Cumberland’s
Ligtenberg, A., Wachowicz, M., Bregt, A. K., Beulens, A., & Kettenis, D. L. (2004). A design and application of a multi-agent system for simulation of multi-actor spatial planning. Journal of environmental management, 72(1-2), 43-55.
They talk about the potential and restrictions of the MAS to manufacture models that empower spatial organizers to incorporate the 'actor factor' in their examination. Their structure system contemplates actors who assume a functioning job in the spatial planning. They included actors who can watch and see a spatial domain. Using these perceptions and discernment they produce an inclination for a preferred spatial situation. Actors at that point present and discuss their inclinations amid their exchanges with different actors.
The inclinations of the actor fill in as inputs for an official choice making. Finally, ultimate conclusions are actualized in the spatial framework. They found that MAS can produce space utilization designs in light of a portrayal of a multi-actor planning process. It additionally can clear up the impacts of actors under the administration of various planning styles on the space utilization and prove how the relations between actors change amid a planning process and under different orders of coming up with decisions. Unlike the work by Parker, Manson, Janssen, Hoffman & Deadman,2003, cited below, this paper did not include the various challenges associated with the use of MAS.
Parker, D. C., Manson, S. M., Janssen, M. A., Hoffmann, M. J., & Deadman, P. (2003). Multi-agent systems for the simulation of land-use and land-cover change: a review. Annals of the association of American Geographers, 93(2), 314-337.
In this paper, they studied different models. These models, however, were not thorough enough and therefore they took into account the multi-actor system, dynamic spatial Simulation, which has two components, that is, a cellular model that speaks to biogeophysical and biological parts of a demonstrated framework and an actor-based model to speak to human conclusion making. Because of its nature and ability to model complex situations, they highlighted some of the areas that MAS can be applied where other models cannot be able to deliver. Such areas are modeling of emergent phenomena whereby MAS can model landscape plans, due to its flexibility, MAS can represent complex land use/ cover systems, and they can be used to model dynamic paths. They also outlined the various challenges to Multi-actor systems. Such challenges include an understanding of complexity, individual decision making, empirical parameterization and model validation, and communication.
Faber, N. R., & Jorna, R. J. (2011, June). The use of multi-actor systems for studying social sustainability: Theoretical backgrounds and pseudo-specifications. In Com.
This document proposes optimizing service oriented architecture to support e-learning with adaptive and intelligent features. It discusses how adaptive learning refers to technologies that can dynamically recognize the role and profile of each learner and respond accordingly. It also discusses different adaptive learning approaches like macro, micro, and constructivist-collaborative approaches. Intelligent tutoring systems that utilize artificial intelligence techniques are also discussed. The proposal aims to make adaptive and intelligent e-learning features available as standard reusable services via an optimized service oriented architecture to enhance the overall system.
A USER PROFILE BASED ACCESS CONTROL MODEL AND ARCHITECTUREIJCNC
Personalization and adaptation to the user profile capability are the hottest issues to ensure ambient
assisted living and context awareness in nowadays environments. With the growing healthcare and
wellbeing context aware applications, modeling security policies becomes an important issue in the
design of future access control models. This requires rich semantics using ontology modeling for the
management of services provided to dependant people. However, current access control models remain
unsuitable due to lack of personalization, adaptability and smartness to the handicap situation.
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Learning Process Interaction Aided by an Adapter Agent
1. ISSN 2350-1022
International Journal of Recent Research in Mathematics Computer Science and Information Technology
Vol. 1, Issue 2, pp: (36-43), Month: October 2014 – March 2015, Available at: www.paperpublications.org
Page | 36
Paper Publications
Learning Process Interaction Aided by an
Adapter Agent
Ricardo Rosales1
, Dora-Luz Flores2
, Luis Palafox3
, Manuel Castanon-Puga4
,
Donald Rodriguez5
, Carelia Gaxiola-Pacheco6
1,2,3,4,5,6
Autonomous University of Baja California, Faculty of Chemical Sciences and Engineering, Tijuana, Baja
California, Mexico
Abstract: Computational models have played an important role in the discovery and understanding of the
complexities during the learning process. One complexity is the distraction factor on educator-learner interaction
affecting the quality of the learning process.
We model an adaptive system model able to dynamically adapt considering user’s performance, simulating the
learner as a museum user and the educator as an exhibition module using BDI agents; we adapt the BDI
architecture using Type-2 fuzzy inference system to add perceptual human-like capability on agents in order to
describe the interaction on user's experience. The resulting model allows content adaptation by creating a
personalized interaction environment.
Keywords: Learning Process, Adaptive System, Interaction, BDI Agents, Type-2 Fuzzy System.
I. INTRODUCTION
We are living in the information revolution where technology facilitates tasks and activities of people making them
productive, moreover, is important to evaluate in terms of technology truly helps people. How the technology can help
educators and learners during the learning process? This research present a novel approach to improve the capacity of
offer adapted content, and information considering the learner’s performance in order to increase educator-learner
interaction.
1.1 Learning Process
The learning process is a relatively constant change on individual’s behaviour (knowledge, attitude and skill) that can
occur at any place or time consciously or unconsciously. The success of the learning process depends on collaboration
among educators and learners.
1.1.1 Distraction Factor on Learning Process
Is important to consider the distraction factor in the learning process. Distractions are manifestations in the real-world
context where there are often involved multiple tasks that are happening in parallel to the educator- learner interaction.
The distraction concept is a complex process, and researching human distraction could be difficult.
1.2 Agent Model Representation
In order to simulate the learner and educator into the adaptive system model, we use BDI agents; the User BDI Agent
(UA) represents “Learner”, the Exhibition-module Adapter BDI Agent (AA) represents “Educator” and the Content
Domain BDI Agent (DA) represents “Information and content”. The UA simulates the learner’s performance caused by
various factors (interaction level and distance).
2. ISSN 2350-1022
International Journal of Recent Research in Mathematics Computer Science and Information Technology
Vol. 1, Issue 2, pp: (36-43), Month: October 2014 – March 2015, Available at: www.paperpublications.org
Page | 37
Paper Publications
The AA monitors the learner’s performance using type-2 fuzzy logic to develop fuzzy perception to deliver adapted
content type avoiding distractions and keeping the learner's interest in the learning process interaction.
II. RELATED WORK
In situational perceptions research, fuzzy logic has been playing an important role, there is an interesting research on the
reduction of distraction factors on HCI, [1] introduces a fuzzy perception model for BDI agents, to support the simulation
of the decision-making processes in environments with imperfect information;
2.1 Computational intelligence
Computational Intelligence involves adaptive mechanisms to perceive and learn intelligent behaviours presented in
complex and chaotic environments also possess attributes of abstraction, discovery and association [2].
Nowadays, CI has attracted more attention over the traditional artificial intelligence because the CI is tolerant of
imprecise information, partial truth and uncertainty [3].
2.1.1 Adaptive system
An adaptive system is knowledge-based; it can alter functionality and interaction aspects automatically in order to achieve
adequately different preferences and requirements of different users. The adaptive system must be able to adapt
dynamically considering user’s needs based on three elements: user, domain and adapter [4].
2.2 Fuzzy Inference Systems
The Computing using inference based on fuzzy logic is a popular method of computing. The Fuzzy Inference System
(FIS) represents the primary unit of a logic system. The FIS can formulate adequate rules upon the rules the decision is
made. Exists FL type-1 [5] with certain values and FL type-2 [6] with subjective values.
2.3 Agent-Based Modelling
The ABM considers behaviours that emerge from interactions of numerous autonomous agents [7]. The ABM has
capabilities to address the uncertainty of the real world actions using fuzzy logic techniques [8].
2.3.1 BDI agent architecture
BDI model is an abstraction of human deliberation based on rational actions theory in the human cognition process [9]. In
the BDI paradigm, agent’s states are represented through three types of components: Beliefs, Desires and Intentions.
III. CHILDREN'S MUSEUM CASE STUDY
We validate our agent’s model by analysing and observing in order to identify the involved elements during the learning
process among learner (museum user) and educator (exhibition-module); the case study was carried out modelling scenes
on interactive environments.
The Children's Museum "El Trompo" located in Tijuana, Mexico, is an excellent place for our case study, it is an
interactive educational museum dedicated to children, and its primary goal is to be a place to interact and play while
learning. We analysed the behaviour, actions, performance, distraction factors, interaction distance and interaction level of
500 users from 6 to 12 years old; we also analysed the interactive content type, information or services provided by the
exhibitions, all this in order to create a model with agents as close to a real environment.
3.1 Exhibition module selection
After analysing different exhibition modules, we chose an interesting one with features that allow us to get the majority of
the parameters to analyse in the research; the exhibition module’s name is "move domain". The exhibition module
simulates a virtual world to use different means of transport. The interface exhibition consists of four sub-modules:
joystick sub-module to handle the plane, steering wheel and pedals sub-module to drive a car, handlebars sub-module to
ride a bike and a rope sub-module to fly a balloon. Fig. 1 depicts the analysed exhibition module.
3. ISSN 2350-1022
International Journal of Recent Research in Mathematics Computer Science and Information Technology
Vol. 1, Issue 2, pp: (36-43), Month: October 2014 – March 2015, Available at: www.paperpublications.org
Page | 38
Paper Publications
Fig. 1: Analysed Interactive Exhibition Module
IV. MODELLING INTERACTION ON CHILDREN'S MUSEUM
We model our case study as an adaptive system, efficient and adequate to support human interaction in order to avoid
distraction factors. The learner as a museum user is surrounded and helped by a context-aware environment. The model
aspects are referred to operations associated to contextual sensing, contextual adaptation, contextual resources, controlling
information and services considered in an automatic museum user's performance, in order to deliver adapted interactive
content. Our Adaptive System Model (ASM) is composed by three different models: User Model (UM), Domain Model
(DM) and Adapter Model (AM).
User Model (UM). The UM allows the Adaptive System Model the ability to represent and distinguish between
different users and act accordingly to this identification. The UM provides an effective experience interaction related to
the user's context. In UM, the user's profiles are based on its interactions. The UM is composed by the User Agent (UA);
this agent contains information about the user's preferences, performances, context, communication and interaction type.
The UA allows user's identification relating it directly to its profile, the profile is managed and controlled considering the
different user's interactions building and updating the user’s profile, getting a record of user's behaviour and performance.
The UA is constituted by descriptions that are considered relevant to the user, providing information (to Adapter Agent)
in order to suit the environment for each user individually.
Domain Model (DM). The DM has all information, resources and contents of the entities that compose
interaction's environment. The DM allows interaction scenes among different entities as users with its context. The DM
uses data of the user and aided by AA to offer content and services according to user's profiles and user's performance.
The DM is composed by the Domain Agent (DA); the DA has contents, descriptions, interaction time-line, interaction
type, interaction media of all the entities involved on the interaction environment. The DA is directly related with
environment's resources. The DA is responsible for managing all resources and content that a user needs, result of
interactions. The DA has the ability, aided by the AA, to offer multiple resources with adapted content according to the
user's performance.
Adapter Model (AM). The AM runs, adapts and controls services and contents of the interaction environment,
the AM permits context awareness in different situations based on user's performance. AM is composed by Adapter Agent
(AA); this entity is able to collaborate, interchange information and services with other agents (DA, UA) solving complex
interactions. The AA is directly related to interaction process, and is responsible for processing all applications for users,
processes services and contents based on user performance, the results of this relationship are adapted processes,
offering to users all adapted processes based on the user's profile and performance. The AA applies fuzzy logic inferring
rules, in order to compare situational requirements with user's properties. The AA has fuzzy perceptions in order to
analyse user's performance offering the adapted data avoiding the distraction factor. Fig. 2 depict in details the adaptive
model.
4. ISSN 2350-1022
International Journal of Recent Research in Mathematics Computer Science and Information Technology
Vol. 1, Issue 2, pp: (36-43), Month: October 2014 – March 2015, Available at: www.paperpublications.org
Page | 39
Paper Publications
Fig. 2: Adaptive System Model
4.1 Agents Modelling
One of the reasons that motivate agent's use is because the agents are seen as entities that emulate or simulate mental
processes rational behaviour, like personal assistants, where agents are entities that help users accomplish a task such as
finding ways to improve the interaction through an interactive museum. The agents represent systems that interact with
their environment cognitively.
In our research, we define the agents based by interactive museum elements; composed by three principal actors: museum
user as User Agent (UA) “Learner”, Exhibition-module Adapter Agent (AA) “Educator” and Content Domain Agent
(DA) “Information and content”.
The User Agent (UA) representing the user’s performance (distance and interaction level) is evaluated by fuzzy
perceptions of Exhibition-module Adapter (AA) obtaining the adapted interactive content type, keeping the user’s interest
by avoiding distraction; these agents have direct communication all the time, requesting and receiving information. Fig. 3
represents the three agents involved in learning process interaction.
Fig. 3: Involved agents on learning process interaction
5. ISSN 2350-1022
International Journal of Recent Research in Mathematics Computer Science and Information Technology
Vol. 1, Issue 2, pp: (36-43), Month: October 2014 – March 2015, Available at: www.paperpublications.org
Page | 40
Paper Publications
4.1.1 Formalization of BDI Agent
Formal methods are frequently used in computer science in order to verify the correctness and attended properties of the
model. There are different approaches i.e., formal methods as internal specification languages to be used by the agent to
reason and act and the formal methods as external meta-languages to be used by the designer to specify, design, and
verify certain properties of agents.
The formalism should be used for both of these purposes; the properties of agency, an agent architecture, requires a
computationally efficient internal language, while the variety of complex behaviours that an agent can exhibit, demands
the language to be more expressive. In this research, we followed the BDI logic a mix of internal and external meta-
language to axiomatising properties of agents, particularly in the interactions among user agent (UA) and exhibition
module agent (AA).
Our formalization based in [10], this research offers an alternative, and a restricted, first order characterization of BDI
agents. Firstly we defined an important element of the agent, the κ is a predicate symbol, and (τ 1 ,τ 2 ,...τ n ) are
terms then κ (τ 1 ,τ 2 ,...τ n ) or κ(τ ) or -κ(τ ) are belief atoms. A belief atom and its negation are described as belief
literal. A ground belief atom is named a base belief atom. For example, an user’s library simulation, where there are
three book stands adjacent, here the user can be in any stand, then available books appear on any book stand, and
the user can choose any to take it to his study table and read it. While doing this, the user must not be in the same
bookstand as the librarian because the librarian is arranging the books.
The beliefs such an agent represents the configuration of the book stand, the location of the user, the location of the
librarian, book, and the study table. (i.e., adjacent (X, Y), location (user, X), location (librarian, Y), etc.).
The agent's base beliefs are instances of belief atoms (adjacent (a,b), location (user,a), location (librarian,b), etc.).
One of the activities of the agents is to be aware of the environment, and based on its observation execute some actions.
The actions represent changes of the state of the environment i.e., if move is an action, the user moving from a book
stand A to book stand B, written as move (A,B) this represent an action, resulting, in an environmental state where the
user is in the book stand B and is no longer in book stand A.
The following is a formalism, which is defined by a representation for BDI agent.
A BDI agent is a tuple of 8 elements:
(1)
where:
1. s the finite set of base beliefs. Each belief is a tuple of belief atoms κ τ τ τ
κ τ τ τ (2)
2. is the finite set of base desires;
3. is the finite set of intentions. Each intention is a stack of plans to execute where is the bottom of the stack; is
the top of the stack.
(3)
4. is the finite set of Event, each event is a tuple , where is a triggering event and is an intention. Each
event can be external or internal.
5. is the finite set of Actions to be executed in the environment.
(4)
These actions may change the state of the environment.
6. is the finite set of selection function, selects an event to process from the set of . The event is removed from
the stack; if exists a relevant unifier unifies triggering events and plans to execute and the
plans are call applicable plans or options
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7. is the finite set of selection function, selects an option or an applicable plan, from a set of applicable plans
.
8. is the finite set of selection function, selects an intention to execute from the set .
When the exhibition agent executes an intention, it executes the first goal or action of the top of the stack intention.
4.2 Fuzzy perceptions in BDI Agents
The idea to use in museum elements the paradigm BDI and fuzzy logic is to help treat uncertainty information in order to
present adapted interactive content. Some utility programs have specific modules to facilitate the accomplishment of this
task and provide necessary tools to conduct effective fuzzification, such as, utility JT2FIS [11], used in this research.
4.2.1 Fuzzy perceptions process
The fuzzy perceptions process impacts all museum elements, the interaction environment aided by an exhibition-
module adapter agent (AA) obtains fuzzy perceptions from user’s performance, this general process begins with
the perceiver (χ) observation of changes in the surrounding environment; this changes can be represented as a set of
indicators (ζ ), every indicator can be described by set membership function values (π), the indicators (ζ ) can be
perceived by perceivers χ, these perceivers can sense these values and consider as inputs (interaction level and
distance) of the FIS, the FIS through its inference generate the output (interactive content type), the fuzzy value resulting
will be considered a belief atom κ(τ ) where κ(τ ) belief set. Fig. 4 depicts in details the fuzzy perception process of
exhibition-module adapter agent (AA), representing the educator in the learning process.
Fig. 4: Fuzzy perception process.
4.2.2 Formalization of BDI agent with fuzzy perceptions
This research seeks to advance modelling interaction on pervasive environments using fuzzy perceptions in BDI
agents. The exhibition-module adapter agent (AA) has a fuzzy perception mechanism suitable to the environment. This
mechanism requires fuzzy perceptions to define a fuzzy evaluation module in order to evaluate the values generated by
the user. This evaluation module or fuzzy perception mechanisms must be adapted to consider the method of Mamdani
fuzzy inference [12] and Jason agent-speak [13] to enable the generation of fuzzy belief relative to interaction level
and distance. Otherwise, we developed a fuzzy perception for the agent based in the concept of the perception as the
ability to collect data that describe a fact with some degree of truth. Then the data can be evaluated and transformed on
some belief.
We developed agents for real application that often operate in complex, dynamic, and non-determinism environments.
Complex environments make it hard for an agent to build or maintain a faithful model environment. The dynamic nature
of environments does not allow an agent to fully control the changes in the environment, since changes can occur as a
result of the actions of other agents, and exogenous influences make it impossible to predict with certainty the result of
actions and future situations. Agent systems for real application using fuzzy perception thus need the capability to
work in worlds with exogenous events, with other agents, and uncertain effects.
The following is a formalism, which is, defined a representation for BDI agent with fuzzy perceptions.
A BDI agent with fuzzy perceptions is a tuple of 3 elements:
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(5)
Where:
1. χ is the finite set of sensor from every set of sensors χ can perceive ζ signals.
2. ζ is the finite set of signals where every signals can be described as set of fuzzy membership functions π
3. π is the finite set of fuzzy membership functions. therefore:
χ χ χ (6)
χ ζ ζ ζ (7)
ζ π (8)
The formalizations described helps us define the agent’s base in our environment; therefore, our fuzzy perceptions are
given by the following formalism.
π ζ χ κ τ (9)
Using these formalisms our agents (user and exhibition-domain), can be represented in an appropriate way, in order to be
ready to work in such complex, unpredictable and no deterministic environment is to regard agent as reactive systems.
V. RESULTS
We present results from the sample of 500 museum's users analysed and observed during the learning process interaction
represented by the museum users (learner) and exhibition modules (educator). The users were evaluated and processed
using a custom fuzzy c-means method of data mining named Data Mined Type-2 (DMT2F) [14] included in the AA. The
model's FIS is configured with 2 inputs (interaction level and distance), these inputs are composed with exact parameters
considering the 500 users' performance, also is configured with 1 output (Interactive Content Type), this output is very
important because it delivers the adapted interactive content type in order to avoid distractions. The table 1 depicts in
details analysed users.
Table I: Results of Interactive Content Type Using the Dmt2f
Subject Interaction Level Distance DMT2F Interactive
Content Type
1 1.6738 0.4168 0.5553 (audio)
2 2.0087 0.3130 0.0.5451 (audio)
3 3.0073 0.6225 0.5921 (graphics)
4 4.1161 0.8769 0.7665 (video)
5 4.3935 0.3055 0.7370 (video)
6 3.8101 0.3505 0.7166 (text)
… … ……
500 4.3870 0.6969 0.7679 (video)
The sample results obtained were the 20% of users content type video was delivered, the 21% of users was content type
audio, the 32% of users was content type text, and the 27% of users was content type graphics. We consider that audio
content requires low interaction, graphics content requires medium interaction, text content requires high interaction and
video content requires extremely high interaction. We conclude with this results that interactive content type text is the
most adapted to interact in this kind of interactive environment, helping to avoid possible distractions factors originated
by inadequate content.
VI. DISCUSSION
The user's low performance is a consequence by distraction factors during interaction, taking time to recover from it,
affecting in a full distraction of interaction or abandonment by the user in the interaction. When a user is interrupted it is
necessary to recall a progress made before the interrupt occurrence, but if we recall this progress with the adapted content
the distraction’s recovery is faster, otherwise the distraction’s recovery can be slower.
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VII. CONCLUSIONS
In this research, we model and simulate with agents the learner (UA) – Educator (AA) interaction; both agents are
provided with BDI approach that permits build BDI allowing mental states for reasoning. The AA uses a fuzzy logic
approach to have fuzzy perception of user's performance improving interaction and avoiding distractions. We have
demonstrated that we offer the adapted content type; we can complete the interaction inclusive with some distractions.
This research can be an alternative, in order to approach successful interaction during learning process representing an
option to minimize or avoid distraction factors during interactions.
ACKNOWLEDGEMENT
We would like to thank to the National Council for Science and Technology of Mexico, the Autonomous University of
Baja California and the Interactive Museum "El Trompo" A.C. for the support granted for this research.
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