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Spike up Prime Interest in Science and Technology through Constructionist Games

arXiv.org Artificial Intelligence

Robotics sets have been successfully used in elementary and secondary schools in conformance with the 'learning through play' philosophy fostered by LEGO Education, while utilizing the Constructionism didactic approach. Learners discover and acquire knowledge through first-hand tangible experiences, building their own representations in a constructivist learning process. Usual pedagogical goals of the activities include introduction to the principles of control, mechanics, programming, and robotics [1]. They are organized as hands-on learning situations with teamwork cooperation of learners, project-based learning, sharing and presentations of the learners group experiences. Arriving from this tradition, we focus on a slightly different scenarios: employing the robotics sets and the named approaches when learning Physics, Mathematics, Art, Science, and other subjects. In carefully designed projects, learners build interactive models that demonstrate concepts, principles, and phenomena, perform experiments, and modify them in elaboration phases with the aim to connect, create associations and links to the actual underlying theoretical curriculum. In this way, they are collecting practical experiences which are prerequisite to successful learning process. Based on feedback from children, we continue upon two previous sets of activities that focused on Physics and Mathematics, this time with projects built around games. Learners play various games with physical artifacts in the real-world - with the models they build. They acquire skills while playing the games, analyze them, and learn about the underlying principles. They modify the game rules, strategies, create extensions, and interact with each other in an entertaining and engaging settings. This time we have designed the activities together with the children, students of applied robotics seminar, and a student of Applied Informatics.


A Review of Data Mining in Personalized Education: Current Trends and Future Prospects

arXiv.org Artificial Intelligence

Personalized education, tailored to individual student needs, leverages educational technology and artificial intelligence (AI) in the digital age to enhance learning effectiveness. The integration of AI in educational platforms provides insights into academic performance, learning preferences, and behaviors, optimizing the personal learning process. Driven by data mining techniques, it not only benefits students but also provides educators and institutions with tools to craft customized learning experiences. To offer a comprehensive review of recent advancements in personalized educational data mining, this paper focuses on four primary scenarios: educational recommendation, cognitive diagnosis, knowledge tracing, and learning analysis. This paper presents a structured taxonomy for each area, compiles commonly used datasets, and identifies future research directions, emphasizing the role of data mining in enhancing personalized education and paving the way for future exploration and innovation.


GeoBotsVR: A Robotics Learning Game for Beginners with Hands-on Learning Simulation

arXiv.org Artificial Intelligence

This article introduces GeoBotsVR, an easily accessible virtual reality game that combines elements of puzzle-solving with robotics learning and aims to cultivate interest and motivation in robotics, programming, and electronics among individuals with limited experience in these domains. The game allows players to build and customize a two-wheeled mobile robot using various robotic components and use their robot to solve various procedurally-generated puzzles in a diverse range of environments. An innovative aspect is the inclusion of a repair feature, requiring players to address randomly generated electronics and programming issues with their robot through hands-on manipulation. GeoBotsVR is designed to be immersive, replayable, and practical application-based, offering an enjoyable and accessible tool for beginners to acquaint themselves with robotics. The game simulates a hands-on learning experience and does not require prior technical knowledge, making it a potentially valuable resource for beginners to get an engaging introduction to the field of robotics.


Datasets for Large Language Models: A Comprehensive Survey

arXiv.org Artificial Intelligence

This paper embarks on an exploration into the Large Language Model (LLM) datasets, which play a crucial role in the remarkable advancements of LLMs. The datasets serve as the foundational infrastructure analogous to a root system that sustains and nurtures the development of LLMs. Consequently, examination of these datasets emerges as a critical topic in research. In order to address the current lack of a comprehensive overview and thorough analysis of LLM datasets, and to gain insights into their current status and future trends, this survey consolidates and categorizes the fundamental aspects of LLM datasets from five perspectives: (1) Pre-training Corpora; (2) Instruction Fine-tuning Datasets; (3) Preference Datasets; (4) Evaluation Datasets; (5) Traditional Natural Language Processing (NLP) Datasets. The survey sheds light on the prevailing challenges and points out potential avenues for future investigation. Additionally, a comprehensive review of the existing available dataset resources is also provided, including statistics from 444 datasets, covering 8 language categories and spanning 32 domains. Information from 20 dimensions is incorporated into the dataset statistics. The total data size surveyed surpasses 774.5 TB for pre-training corpora and 700M instances for other datasets. We aim to present the entire landscape of LLM text datasets, serving as a comprehensive reference for researchers in this field and contributing to future studies. Related resources are available at: https://github.com/lmmlzn/Awesome-LLMs-Datasets.


Deconstructing the Veneer of Simplicity: Co-Designing Introductory Generative AI Workshops with Local Entrepreneurs

arXiv.org Artificial Intelligence

Generative AI platforms and features are permeating many aspects of work. Entrepreneurs from lean economies in particular are well positioned to outsource tasks to generative AI given limited resources. In this paper, we work to address a growing disparity in use of these technologies by building on a four-year partnership with a local entrepreneurial hub dedicated to equity in tech and entrepreneurship. Together, we co-designed an interactive workshops series aimed to onboard local entrepreneurs to generative AI platforms. Alongside four community-driven and iterative workshops with entrepreneurs across five months, we conducted interviews with 15 local entrepreneurs and community providers. We detail the importance of communal and supportive exposure to generative AI tools for local entrepreneurs, scaffolding actionable use (and supporting non-use), demystifying generative AI technologies by Figure 1: We designed an introductory generative AI workshop emphasizing entrepreneurial power, while simultaneously deconstructing series with entrepreneurs and tech providers which centered the veneer of simplicity to address the many operational communal experience, supportive exposure, tangible skills needed for successful application.


Investigating the Robustness of Vision Transformers against Label Noise in Medical Image Classification

arXiv.org Artificial Intelligence

Label noise in medical image classification datasets significantly hampers the training of supervised deep learning methods, undermining their generalizability. The test performance of a model tends to decrease as the label noise rate increases. Over recent years, several methods have been proposed to mitigate the impact of label noise in medical image classification and enhance the robustness of the model. Predominantly, these works have employed CNN-based architectures as the backbone of their classifiers for feature extraction. However, in recent years, Vision Transformer (ViT)-based backbones have replaced CNNs, demonstrating improved performance and a greater ability to learn more generalizable features, especially when the dataset is large. Nevertheless, no prior work has rigorously investigated how transformer-based backbones handle the impact of label noise in medical image classification. In this paper, we investigate the architectural robustness of ViT against label noise and compare it to that of CNNs. We use two medical image classification datasets -- COVID-DU-Ex, and NCT-CRC-HE-100K -- both corrupted by injecting label noise at various rates. Additionally, we show that pretraining is crucial for ensuring ViT's improved robustness against label noise in supervised training.


Learning to Schedule Online Tasks with Bandit Feedback

arXiv.org Artificial Intelligence

Online task scheduling serves an integral role for task-intensive applications in cloud computing and crowdsourcing. Optimal scheduling can enhance system performance, typically measured by the reward-to-cost ratio, under some task arrival distribution. On one hand, both reward and cost are dependent on task context (e.g., evaluation metric) and remain black-box in practice. These render reward and cost hard to model thus unknown before decision making. On the other hand, task arrival behaviors remain sensitive to factors like unpredictable system fluctuation whereby a prior estimation or the conventional assumption of arrival distribution (e.g., Poisson) may fail. This implies another practical yet often neglected challenge, i.e., uncertain task arrival distribution. Towards effective scheduling under a stationary environment with various uncertainties, we propose a double-optimistic learning based Robbins-Monro (DOL-RM) algorithm. Specifically, DOL-RM integrates a learning module that incorporates optimistic estimation for reward-to-cost ratio and a decision module that utilizes the Robbins-Monro method to implicitly learn task arrival distribution while making scheduling decisions. Theoretically, DOL-RM achieves convergence gap and no regret learning with a sub-linear regret of $O(T^{3/4})$, which is the first result for online task scheduling under uncertain task arrival distribution and unknown reward and cost. Our numerical results in a synthetic experiment and a real-world application demonstrate the effectiveness of DOL-RM in achieving the best cumulative reward-to-cost ratio compared with other state-of-the-art baselines.


Video as the New Language for Real-World Decision Making

arXiv.org Artificial Intelligence

Both text and video data are abundant on the internet and support large-scale self-supervised learning through next token or frame prediction. However, they have not been equally leveraged: language models have had significant real-world impact, whereas video generation has remained largely limited to media entertainment. Yet video data captures important information about the physical world that is difficult to express in language. To address this gap, we discuss an under-appreciated opportunity to extend video generation to solve tasks in the real world. We observe how, akin to language, video can serve as a unified interface that can absorb internet knowledge and represent diverse tasks. Moreover, we demonstrate how, like language models, video generation can serve as planners, agents, compute engines, and environment simulators through techniques such as in-context learning, planning and reinforcement learning. We identify major impact opportunities in domains such as robotics, self-driving, and science, supported by recent work that demonstrates how such advanced capabilities in video generation are plausibly within reach. Lastly, we identify key challenges in video generation that mitigate progress. Addressing these challenges will enable video generation models to demonstrate unique value alongside language models in a wider array of AI applications.


Statistical Games

arXiv.org Machine Learning

This work contains the mathematical exploration of a few prototypical games in which central concepts from statistics and probability theory naturally emerge. The first two kinds of games are termed Fisher and Bayesian games, which are connected to Frequentist and Bayesian statistics, respectively. Later, a more general type of game is introduced, termed Statistical game, in which a further parameter, the players' relative risk aversion, can be set. In this work, we show that Fisher and Bayesian games can be viewed as limiting cases of Statistical games. Therefore, Statistical games can be viewed as a unified framework, incorporating both Frequentist and Bayesian statistics. Furthermore, a philosophical framework is (re-)presented -- often referred to as minimax regret criterion -- as a general approach to decision making. The main motivation for this work was to embed Bayesian statistics into a broader decision-making framework, where, based on collected data, actions with consequences have to be made, which can be translated to utilities (or rewards/losses) of the decision-maker. The work starts with the simplest possible toy model, related to hypothesis testing and statistical inference. This choice has two main benefits: i.) it allows us to determine (conjecture) the behaviour of the equilibrium strategies in various limiting cases ii.) this way, we can introduce Statistical games without requiring additional stochastic parameters. The work contains game theoretical methods related to two-player, non-cooperative games to determine and prove equilibrium strategies of Fisher, Bayesian and Statistical games. It also relies on analytical tools for derivations concerning various limiting cases.


#AAAI2024 in tweets: part one

AIHub

The 38th AAAI Conference on Artificial Intelligence (AAAI-24) kicked off on Tuesday 20 February. The in-person event is being held in the Vancouver Convention Centre. We take a look at what the participants have been getting up to over the past few days. We are excited to welcome everyone to #AAAI24! pic.twitter.com/UN8RUzrq1C We will present a tutorial on "Knowledge Editing for Large Language Models" at #AAAI2024 from 2-6PM PST on Feb 20.