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The IJCAI-09 Workshop on Learning Structural Knowledge From Observations (STRUCK-09)

AI Magazine

These formalisms have in common the use of certain kinds of constructs (for example, objects, goals, skills, and tasks) that represent knowledge of varying degrees of complexity and that are connected through structural relations. In recent years, we have observed increasing interest toward the problem of learning such structural knowledge from observations. These observations range from traces generated by an automated planner to video feeds from a robot performing some actions. The goal of the workshop was to bring researchers together from machine learning, automated planning, case-based reasoning, cognitive science, and other communities that are looking into instances of this problem and to share ideas and perspectives in a common forum.


Semantics for Digital Engineering Archives Supporting Engineering Design Education

AI Magazine

This article introduces the challenge of digital preservation in the area of engineering design and manufacturing and presents a methodology to apply knowledge representation and semantic techniques to develop Digital Engineering Archives. This work is part of an ongoing, multiuniversity, effort to create cyber infrastructure-based engineering repositories for undergraduates (CIBER-U) to support engineering design education. The technical approach is to use knowledge representation techniques to create formal models of engineering data elements, work๏ฌ‚ows and processes. With these formal engineering knowledge and processes can be captured and preserved with some guarantee of long-term interpretability. The article presents examples of how the techniques can be used to encode speci๏ฌc engineering information packages and work๏ฌ‚ows. These techniques are being integrated into a semantic wiki that supports the CIBER-U engineering education activities across nine universities and involving over 3500 students since 2006.


Lessons Learned from Virtual Humans

AI Magazine

Over the past decade, we have been engaged in an extensive research effort to build virtual humans and applications that use them.ย  Building a virtual human might be considered the quintessential AI problem, because it brings together many of the key features, such as autonomy, natural communication, sophisticated reasoning and behavior, that distinguish AI systems.ย  This paper describes major virtual human systems we have built and important lessons we have learned along the way.


Electronic Geometry Textbook: A Geometric Textbook Knowledge Management System

arXiv.org Artificial Intelligence

Electronic Geometry Textbook is a knowledge management system that manages geometric textbook knowledge to enable users to construct and share dynamic geometry textbooks interactively and efficiently. Based on a knowledge base organizing and storing the knowledge represented in specific languages, the system implements interfaces for maintaining the data representing that knowledge as well as relations among those data, for automatically generating readable documents for viewing or printing, and for automatically discovering the relations among knowledge data. An interface has been developed for users to create geometry textbooks with automatic checking, in real time, of the consistency of the structure of each resulting textbook. By integrating an external geometric theorem prover and an external dynamic geometry software package, the system offers the facilities for automatically proving theorems and generating dynamic figures in the created textbooks. This paper provides a comprehensive account of the current version of Electronic Geometry Textbook.



Publishing Math Lecture Notes as Linked Data

arXiv.org Artificial Intelligence

We mark up a corpus of LaTeX lecture notes semantically and expose them as Linked Data in XHTML+MathML+RDFa. Our application makes the resulting documents interactively browsable for students. Our ontology helps to answer queries from students and lecturers, and paves the path towards an integration of our corpus with external sites.


Beyond First Impressions and Fine Farewells: Electronic Tangibles Throughout the Curriculum โ€” Panel Discussion

AAAI Conferences

As educators, we have high hopes for Electronic Tangibles (ETs), we expect ETs to: Interest more students in the study of computing Broaden students' views of computing Invite non-majors to learn something about the computing Attract students to computer science as a major Help students learn about particular ETs Attract students to our classes by incorporating a flashy ET in the course material Improve student understanding of some difficult topics Maintain student interest throughout the class However some important questions arise: Can we and should we extend these benefits throughout the K-20 curriculum? And if we can't, are we guilty of bait-and-switch?


Development of a Laboratory Kit for Robotics Engineering Education

AAAI Conferences

This paper discusses the development of a sequence of undergraduate courses forming the core curriculum in the Robotics Engineering (RBE) B.S. program at Worcester Polytechnic Institute (WPI). The laboratory robotics kit developed for the junior-level courses is presented in detail. The platform is designed to be modular and cost-effective and it is suitable for laboratory based robotics education. The system is ideal not only for undergraduate coursework but also may be adapted for graduate and undergraduate research as well as for exposing K-12 students to STEM.


Robots as Recruitment Tools in Computer Science: The New Frontier or Simply Bait and Switch?

AAAI Conferences

There is little doubt that the use of robots in introductory classes is an effective way to spark an initial interest in Computer Science and recruit students into our classes, and subsequently recruit some of them as Computer Science majors. But when the semester is over, the vast majority of our students are unlikely to see robots in the classroom again until they take advanced courses in AI or Robotics. It is time for those of us who are proponents of the use of robots in Introductory Computer Science to start thinking seriously about how we are using robots in our classes, and how to sustain the interest and enthusiasm of our students as they move on to more traditional courses. While the focus of this paper is on the use of robots in Introductory Computer Science courses, my goal is to initiate a more general discussion on the use of any sort of cool new technology (tangible or not) into both undergraduate and K-12 education. These technologies successfully attract students to study subjects that we ourselves are deeply engaged in. But we need to discuss as a community what happens when our individual classes conclude and the rest of their studies commence.


The Design Compass: A Computer Tool for Scaffolding Students' Metacognition and Discussion about their Engineering Design Process

AAAI Conferences

This paper reports on the Design Compass, a classroom tool for helping students record and reflect on their design process as they work on and complete a design challenge. The Design Compass software provides an interface where students can identify and record the various design steps they used while performing them, and add digital notes and pictures to document their work. In the Design Log view, students can review steps taken, and print the record of work done, which can be shared and discussed with their instructor or classmates. The paper describes the concepts underlying the creation of the Design Compass, its features as a metacognitive tool and how it works, and provides scenarios of its use as a teaching and assessment tool with eighth-grade technology education students, and in teacher professional development workshops.