IPSV
Natural Language Access to Enterprise Data
Waltinger, Ulli (Siemens AG) | Tecuci, Dan (Siemens Corporation) | Olteanu, Mihaela (Siemens AG) | Mocanu, Vlad (Siemens AG) | Sullivan, Sean (Siemens Energy Inc.)
This paper describes USI Answers -- a natural language question answering system for enterprise data. We report on the progress towards the goal of offering easy access to enterprise data to a large number of business users, most of whom are not familiar with the specific syntax or semantics of the underlying data sources. Additional complications come from the nature of the data, which comes both as structured and unstructured. The proposed solution allows users to express questions in natural language, makes apparent the system's interpretation of the query, and allows easy query adjustment and reformulation.
Using Analogy to Cluster Hand-Drawn Sketches for Sketch-Based Educational Software
Chang, Maria D. (Northwestern University) | Forbus, Kenneth D. (Northwestern University)
Useful feedback makes use of models of domain-specific knowledge, especially models that are commonly held by potential students. To empirically determine what these models are, student data can be clustered to reveal common misconceptions or common problem-solving strategies. We use this approach to cluster a corpus of hand-drawn student sketches to discover common answers.
An Antimicrobial Prescription Surveillance System that Learns from Experience
Beaudoin, Mathieu (Université de Sherbrooke) | Kabanza, Froduald (Université de Sherbrooke) | Nault, Vincent (Université de Sherbrooke) | Valiquette, Louis (Université de Sherbrooke)
Inappropriate prescribing of antimicrobials is a major clinical concern that affects as many as 50 percent of prescriptions. To solve this problem, we have developed and deployed an automated antimicrobial prescription surveillance system that assists hospital pharmacists in identifying and reporting inappropriate prescriptions. Since its deployment, the system has improved antimicrobial prescribing and decreased antimicrobial use. As a remedy, we are developing a machine learning algorithm that combines instance-based learning and rule induction techniques to discover new rules for detecting inappropriate prescriptions from previous false alerts.
GRADE: Machine Learning Support for Graduate Admissions
Waters, Austin (University of Texas at Austin) | Miikkulainen, Risto (University of Texas at Austin)
This article describes GRADE, a statistical machine learning system developed to support the work of the graduate admissions committee at the University of Texas at Austin Department of Computer Science (UTCS). In recent years, the number of applications to the UTCS PhD program has become too large to manage with a traditional review process. GRADE makes the review process more efficient by enabling reviewers to spend most of their time on applicants near the decision boundary and by focusing their attention on parts of each applicant's file that matter the most. An evaluation over two seasons of PhD admissions indicates that the system leads to dramatic time savings, reducing the total time spent on reviews by at least 74 percent.
AI Grand Challenges for Education
Woolf, Beverly Park (University of Massachusetts, Amherst) | Lane, H. Chad (University of Southern California) | Chaudhri, Vinay K. (SRI International) | Kolodner, Janet L. (Georgia Institute of Technology)
This article focuses on contributions that AI can make to address long-term educational goals. It describes five challenges that would support: (1) mentors for every learner; (2) learning twenty-first century skills; (3) interaction data to support learning; (4) universal access to global classrooms; and (5) lifelong and life-wide learning. A vision and brief research agenda are described for each challenge along with goals that lead to access to global educational resources and the reuse and sharing of digital educational resources. Instructional systems with AI technology are described that currently support richer experiences for learners and supply researchers with new opportunities to analyze vast data sets of instructional behavior from big databases, containing elements of learning, affect, motivation, and social interaction.
DynaLearn – An Intelligent Learning Environment for Learning Conceptual Knowledge
Bredeweg, Bert (University of Amsterdam) | Liem, Jochem (University of Amsterdam) | Beek, Wouter (University of Amsterdam) | Linnebank, Floris (University of Amsterdam) | Gracia, Jorge (Universidad Politécnica de Madrid) | Lozano, Esther (Universidad Politécnica de Madrid) | Wißner, Michael (University of Augsburg) | Bühling, René (University of Augsburg) | Salles, Paulo (University of Brasília) | Noble, Richard (University of Hull) | Zitek, Andreas (University of Natural Resources and Applied Life Sciences) | Borisova, Petya (Institute of Biodiversity and Ecosystem Research) | Mioduser, David (Tel Aviv University)
Articulating thought in computer-based media is a powerful means for humans to develop their understanding of phenomena. We have created DynaLearn, an Intelligent Learning Environment that allows learners to acquire conceptual knowledge by constructing and simulating qualitative models of how systems behave. DynaLearn uses diagrammatic representations for learners to express their ideas. This article presents an overview of the DynaLearn system.
Virtual Humans for Learning
Swartout, William (University of Southern California) | Artstein, Ron (University of Southern California) | Forbell, Eric (University of Southern California) | Foutz, Susan (Independent Consultant) | Lane, H. Chad (University of Southern California) | Lange, Belinda (University of Southern California) | Morie, Jacquelyn Ford (All These Worlds, LLC) | Rizzo, Albert Skip (University of Southern California) | Traum, David (University of Southern California)
Virtual humans are computer-generated characters designed to look and behave like real people. Studies have shown that virtual humans can mimic many of the social effects that one finds in human-human interactions such as creating rapport, and people respond to virtual humans in ways that are similar to how they respond to real people. We believe that virtual humans represent a new metaphor for interacting with computers, one in which working with a computer becomes much like interacting with a person and this can bring social elements to the interaction that are not easily supported with conventional interfaces. The second SimCoach, uses an empathetic virtual human to provide veterans and their families with information about PTSD and depression.
The AAAI-13 Conference Workshops
Agrawal, Vikas (IBM Research-India) | Archibald, Christopher (Mississippi State University) | Bhatt, Mehul (University of Bremen) | Bui, Hung (Nuance) | Cook, Diane J. (Washington State University) | Cortés, Juan (University of Toulouse) | Geib, Christopher (Drexel University) | Gogate, Vibhav (University of Texas at Dallas) | Guesgen, Hans W. (Massey University) | Jannach, Dietmar (TU Dortmund) | Johanson, Michael (University of Alberta) | Kersting, Kristian (University of Bonn) | Konidaris, George (Massachusetts Institute of Technology) | Kotthoff, Lars (University College Cork) | Michalowski, Martin (Adventium Labs) | Natarajan, Sriraam (Indiana University) | O'Sullivan, Barry (University College Cork) | Pickett, Marc (Naval Research Laboratory) | Podobnik, Vedran (University of Zagreb) | Poole, David (University of British Columbia) | Shastri, Lokendra (GM Research, India) | Shehu, Amarda (George Mason University) | Sukthankar, Gita (University of Central Florida)
Serious Games Get Smart: Intelligent Game-Based Learning Environments
Lester, James C. (North Carolina State University) | Ha, Eun Y. (North Carolina State University) | Lee, Seung Y. (North Carolina State University) | Mott, Bradford W. (North Carolina State University) | Rowe, Jonathan P. (North Carolina State University) | Sabourin, Jennifer L. (North Carolina State University)
Intelligent game-based learning environments integrate commercial game technologies with AI methods from intelligent tutoring systems and intelligent narrative technologies. This article introduces the CRYSTAL ISLAND intelligent game-based learning environment, which has been under development in the authors' laboratory for the past seven years. After presenting CRYSTAL ISLAND, the principal technical problems of intelligent game-based learning environments are discussed: narrative-centered tutorial planning, student affect recognition, student knowledge modeling, and student goal recognition. Solutions to these problems are illustrated with research conducted with the CRYSTAL ISLAND learning environment.
Educational Advances in Artificial Intelligence
Brown, Laura E. (Michigan Technological University) | Kauchak, David (University of California, San Diego)
The emergence of massive open online courses has initiated a broad national-wide discussion on higher education practices, models, and pedagogy. Artificial intelligence and machine learning courses were at the forefront of this trend and are also being used to serve personalized, managed content in the back-end systems. Massive open online courses are just one example of the sorts of pedagogical innovations being developed to better teach AI. This column will discuss and share innovative educational approaches that teach or leverage AI and its many subfields, including robotics, machine learning, natural language processing, computer vision, and others at all levels of education (K-12, undergraduate, and graduate levels).