M. Szabó, K. Pomázi, Bertalan Radostyán, Luca Szegletes, B. Forstner
{"title":"Estimating task difficulty in educational games","authors":"M. Szabó, K. Pomázi, Bertalan Radostyán, Luca Szegletes, B. Forstner","doi":"10.1109/COGINFOCOM.2016.7804582","DOIUrl":"https://doi.org/10.1109/COGINFOCOM.2016.7804582","url":null,"abstract":"This paper presents a method for estimating difficulty of game tasks found in educational games. The method uses techniques from the field of socio-cognitive ICT, a branch of cognitive infocommunications. Our aim was to create an adaptive gaming experience for users of educational games. Adjusting the difficulty of game tasks according to the mental state of users is required for this approach. For some game tasks, however, difficulty is not known in advance. Our paper proposes a solution to this problem by presenting a model of an algorithm for game task difficulty estimation based on Bayesian probability theory and existing research on human intelligence. The paper also presents a simulation algorithm which is used to analyze the validity and efficiency of the estimation algorithm. An example of a real-world application of our method-an educational game made for university students of architecture and civil engineering-is also part of the paper.","PeriodicalId":440408,"journal":{"name":"2016 7th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132534594","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"How cognitive infocommunications play a critical role in shaping the future of forensic sciences defining forensic cognitive infocommunications","authors":"András Czebe, Gabor Kovacs","doi":"10.1109/COGINFOCOM.2016.7804562","DOIUrl":"https://doi.org/10.1109/COGINFOCOM.2016.7804562","url":null,"abstract":"Forensic sciences are facing radical changes. Cognitive technologies are one of the main efforts in forming these changes which can fulfill cognitive procedures that were once exclusively the scope of forensic experts. However, the acquisition of a cognitive structure that makes experts more effectual, can also lead them to erroneous identifications. Therefore, one must fully examine and interpret how information transfer occurs between two cognitive beings. Our focus in this paper is to lay the basis and to inspire further research on the development of Forensic Cognitive Infocommunications.","PeriodicalId":440408,"journal":{"name":"2016 7th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114194948","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Eye-tracking analysis of computer networks exam question besides different skilled groups","authors":"T. Ujbanyi, J. Katona, Gergely Sziladi, A. Kovari","doi":"10.1109/COGINFOCOM.2016.7804561","DOIUrl":"https://doi.org/10.1109/COGINFOCOM.2016.7804561","url":null,"abstract":"The article presents an eye tracking analysis based study in context of learning IT skills. The goal of eye tracking analysis is to determine the gaze movement differences between students with different prior knowledge during answering a question in the topic of computer networks. The gaze movement was tracked by cost-effective Eye Tribe tracker, and the eye movement data was evaluated by Ogama software. Examinations were organized as a student's project using the methodology of project-based learning. The study shows that differences can be detected in eye movement parameters of students with different prior knowledge, in the number and duration of fixations and length of saccades.","PeriodicalId":440408,"journal":{"name":"2016 7th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121611199","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Aline Dobrovsky, Uwe M. Borghoff, Marko A. Hofmann
{"title":"An approach to interactive deep reinforcement learning for serious games","authors":"Aline Dobrovsky, Uwe M. Borghoff, Marko A. Hofmann","doi":"10.1109/COGINFOCOM.2016.7804530","DOIUrl":"https://doi.org/10.1109/COGINFOCOM.2016.7804530","url":null,"abstract":"Serious games receive increasing interest in the area of e-learning. Their development, however, is often still a demanding, specialized and arduous process, especially when regarding reasonable non-player character behaviour. Reinforcement learning and, since recently, also deep reinforcement learning have proven to automatically generate successful AI behaviour to a certain degree. These methods are computationally expensive and hardly scalable to various complex serious game scenarios. For this reason, we introduce a new approach of augmenting the application of deep reinforcement learning methods by interactively making use of domain experts' knowledge to guide the learning process. Thereby, we aim to create a synergistic combination of experts and emergent cognitive systems. We call this approach interactive deep reinforcement learning and point out important aspects regarding realization within a framework.","PeriodicalId":440408,"journal":{"name":"2016 7th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)","volume":"52 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122877721","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Evaluation of human-Myo gesture control capabilities in continuous search and select operations","authors":"Á. Csapó, H. Nagy, Á. Kristjánsson, G. Wersényi","doi":"10.1109/COGINFOCOM.2016.7804585","DOIUrl":"https://doi.org/10.1109/COGINFOCOM.2016.7804585","url":null,"abstract":"Tactile and haptic devices can be used to control and interact with a wide range of systems, including games, virtual environments and assistive technologies. Although many psychophysical studies have measured thresholds of human sensory capabilities for interpreting haptic and tactile feedback, relatively little is known about the precision with which we are able to guide the behavior of a system based on kinesthetic and myoelectric gestures. A broad study of the latter problem is important, especially now that a number of devices have appeared - such as the Leap Motion Controller and the Myo armband - which enable humans to use finger, hand and arm gestures to interact with the digital world. This paper provides a broad overview on the topic, and reports a set of preliminary experiments on the extent to which the Myo armband can be used to control auditory feedback in real time. Test results are evaluated based on a Bayesian statistical model of an empirical (but for the most part, unambiguous) performance scale. The goal is to investigate ways in which visually impaired users could use the Myo to control the output of an assistive technology.","PeriodicalId":440408,"journal":{"name":"2016 7th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128854472","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Novel speech features of disturbances in laryngeal muscle coordination","authors":"Branimir Dropuljić, D. Petrinović, K. Ćosić","doi":"10.1109/COGINFOCOM.2016.7804545","DOIUrl":"https://doi.org/10.1109/COGINFOCOM.2016.7804545","url":null,"abstract":"The present paper proposes speech features derived from the fundamental frequency (Fo) contour decomposition. The decomposition method is designed in order to differentiate, as much as possible, simultaneous neurobiological effects on vocal fold vibration. The focus of this paper is placed on involuntary disturbances of such vibrations, which are analyzed in the context of emotional stress. The proposed features are compared with conventional perturbation measures, i.e. jitter and shimmer, using two datasets: Synthetic perturbations and SUSAS (Speech Under Simulated and Actual Stress) subset - Roller-coaster. Features are additionally analyzed in the context of elimination potential of voluntary effects like Fo contour changes during natural pronunciation. Results of the initial synthetic perturbation analysis indicate that the proposed features could be less affected by the voluntary control and, on the other hand, more related to disturbances in laryngeal muscle coordination. The proposed features generally outperform conventional perturbation features in speech under stress analysis.","PeriodicalId":440408,"journal":{"name":"2016 7th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128591468","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
D. Hendrawan, C. Carolina, F. Fauzani, Hanifah Nurul Fatimah, F. Kurniawati, Muhammad Azmi Malik Ariefa
{"title":"The construction of android computer-based application on neurocognitive executive function for early age children inhibitory control measurement","authors":"D. Hendrawan, C. Carolina, F. Fauzani, Hanifah Nurul Fatimah, F. Kurniawati, Muhammad Azmi Malik Ariefa","doi":"10.1109/COGINFOCOM.2016.7804584","DOIUrl":"https://doi.org/10.1109/COGINFOCOM.2016.7804584","url":null,"abstract":"Present study constructed a set of computer tests to measure inhibitory control, a core component of executive function, which is responsible for suppressing irrelevant automatic responses to promote consciously goal-directed behaviour. In accordance with our previous study, the battery test was adapted to an artificially cognitive system in form of computer-based application compatible to android system. Unity engine 5.3 was employed to convert the tasks from conventional administration method to the computer-based application. Conventional tasks employed in this study were Rabbit/Crocodile and Sun-Grass, whereas the computerized version consisted of Rabbit/Crocodile, Moon/Star, and Day-Night tasks. The Spearman's correlation was applied to validate between conventional and computer-based application. Result showed that in Stroop task, the computerized Day-Night task correlated to conventional Sun-Grass task, while both computerized Go/NoGo tasks correlated each other. This result suggests an implementation of assessment method, which involves the principles of both cognitive-infocommunication and augmented cognition in case of intervention to optimize the ability to control behaviour since early ages.","PeriodicalId":440408,"journal":{"name":"2016 7th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125620725","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Emotion analysis in DiaCoSk dialog corpus","authors":"S. Ondáš, Lenka Máčková, D. Hládek","doi":"10.1109/COGINFOCOM.2016.7804541","DOIUrl":"https://doi.org/10.1109/COGINFOCOM.2016.7804541","url":null,"abstract":"The proposed paper describes our experimental work with the dialogue corpus DiaCoSk, which is a small corpus of dialogue interactions in the Slovak language. The original corpus consists of recordings, transcriptions and dialogue act labels that can be used for training dialogue act labeling machine. Emotions in DiaCoSK utterances were labeled additionally to observe their frequency and relation to dialogue acts. Obtained results indicate interesting relations between dialogue acts and emotions. Moreover, influence of emotions on automatic DA labeling has been proven.","PeriodicalId":440408,"journal":{"name":"2016 7th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)","volume":"62 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132672556","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Synchronistic historical background for Jung-Pauli's modelling of psyche and nature concerning the aquarius myth part II: The aquarius mythologem and representations of St. Andrew in the Hortus Deliciarum","authors":"P. Várlaki, P. Baranyi","doi":"10.1109/COGINFOCOM.2016.7804590","DOIUrl":"https://doi.org/10.1109/COGINFOCOM.2016.7804590","url":null,"abstract":"In the paper we attempt to present the same in a very beautiful and uniquely interesting picture of the Hortus Deliciarum, with St. Andrew in the leading role, representing St. John the Baptist. We compare the meaning system and the numerical structure of this the Hortus Deliciarum image to the Pala d'Oro's beautiful and unique enamel of hidden meaning, depicting the presentation of the child Christ in the \"Temple.\". On tha basis of this interpretation and comparison it can be considered as a historical background of the Aquarius mythologem and its Jung-Pauli kinds of imagination and interpretation.","PeriodicalId":440408,"journal":{"name":"2016 7th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)","volume":"83 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131853479","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Establish innovative learning environment by virtual lab concept: An exploratory research in higher education","authors":"Mariann Váraljai","doi":"10.1109/COGINFOCOM.2016.7804578","DOIUrl":"https://doi.org/10.1109/COGINFOCOM.2016.7804578","url":null,"abstract":"In the innovative learning environment, during the learning process supported by LMS systems has already evolved new learning and communication forms, which has led to different forms of collaboration. The inclusion of virtuality into the education also requires special education methodology and planning, there is a great emphasis on cooperative work, and also on the dynamic application of connectivism in pedagogy. Our exploratory research focuses on the information gathering habits of new generation. First, what are the characteristics of the new generation in the information gathering, learning, learning environment and community dimensions. On the other hand, the aim is to explore that how receptive are today's students about the new learning space and what kind of expectations they have about the activities in the virtual space, and how well-informed are they of the pros and cons related with the virtual learning space.","PeriodicalId":440408,"journal":{"name":"2016 7th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)","volume":"65 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131604421","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}