The Infona portal uses cookies, i.e. strings of text saved by a browser on the user's device. The portal can access those files and use them to remember the user's data, such as their chosen settings (screen view, interface language, etc.), or their login data. By using the Infona portal the user accepts automatic saving and using this information for portal operation purposes. More information on the subject can be found in the Privacy Policy and Terms of Service. By closing this window the user confirms that they have read the information on cookie usage, and they accept the privacy policy and the way cookies are used by the portal. You can change the cookie settings in your browser.
In late years, the effective application of IT for the efficiency of works is required further by the development of IT. The ability of users to carry out works effectively with IT is essential to implement it. This paper considers the work efficiency in people"fs work style today, and focuses on the task of document producing. The efficiency of document producing is the essential element in...
Preliminary analyses were performed on the current sample of forty-five participants. Inspection of strategies in the Starmaze task showed that 50% of participants who completed the egocentric training changed navigation strategy in the post-training trial. 22.22% of participants who received the allocentric training shifted strategy in the post-training trial. 18.75% and 16.67% of participants adopted...
Captology is an acronym, derived from Computer As Persuasive TechnOLOGY, where the instance persuasive, (lat. persuasibilibus - enticing), refers to the convincing persuasion caused by computer technology. Transitive and interactive technologies as intelligent systems, have imposed, by their persuasivity, “the cult of information”, after which the information became type of goods that as utilitarian...
We present the Z3strBV solver for a many-sorted first-order quantifier-free theory Tw, bv of string equations, string length represented as bit-vectors, and bit-vector arithmetic aimed at formal verification, automated testing, and security analysis of C/C++ applications. Our key motivation for building such a solver is the observation that existing string solvers are not efficient at modeling the...
Fraud has existed long before the advent of modern technology; however, we can increasingly observe how this profit-driven enterprise is entering the cyberspace. Our paper focuses on a case study of two scam schemes targeting international students at Penn State. The scams have been perpetrated in either a physical (i.e., phone scam) or online (i.e., Craigslist scam) form. However, this dichotomy...
Millions of people play online computer games every day. Massive Multiplay Online (MMO) Games suffer a great problem: Developing new content for games (especially for Role Play Games-RPG) is an highly expensive and time consuming task. On the other hand, Players usually complain of static and repetitive contents of games and a rapid decrease of their interest in the games is evident after main patches...
In order to answer effectively on behalf of humans in a DeepQA environment, such as the American quiz show Jeopardy (http://www.jeopardy.com), the computer is required to have the capability of fast temporal and spatial reasoning on a large-scale commonsense knowledge base. Many existing spatial reasoners share a common limitation in that they do not contain conversion rules between the directional...
With AI celebrating its 60th anniversary, questions arise of when (not even if) a computational system will be able to understand humor. These questions open up interesting opportunities, but point out areas of research that yet are insufficient for informal human computer communication. This paper looks at computational humor as a way of verifying computational understanding of text (written or verbal)...
In blended learning, learners' interest is closely related to whether they can successfully finish their studies. In order to study on learners' interest, we adopt situated cognition theory as the theoretical basis, and carried out data mining for learners' online behaviors, as well as the analysis of brain cognitive experiment data. Then brain mechanism for context learning interest and online operation...
This paper shows a program that performs creative inference, with "creative" and "inference" defined according to the philosophy of C. S. Peirce. The results of the program are other programs which cannot be predicted by the programmer of the first program but nevertheless correctly perform vaguely defined actions. Further research may find a way to apply these results in order...
This paper presents a classroom research study that studied the effect of giving the students of a Digital Logic course the chance to retake all exams except the final. Each exam is designed to match a single learning outcome of the course. The theoretical background that the study is based upon is the Metacognitive Awareness Framework. We are reporting that the effort that the Faculty and teaching...
In this paper I discuss a goal-directed framework for reasoning in first-order logic based on conditions. It is proposed an interpretation of these conditions in terms of proof strategies that lead to the generation of automated advice based on a proof plan. The examined framework is compared with the well-known program Symlog.
The dream of the world as a global village is gradually fulfilling with technology playing a magnificent role. Technologies such as Semantic Web and ontologies have contributed immensely to the realization of this dream — the world as a global village. However, the dream is yet to be fully realized as complexities keep unfolding even in such areas and instances where successes have been recorded....
Despite the documented need to train and educate more cybersecurity professionals, we have little rigorous evidence to inform educators on effective ways to engage, educate, or retain cybersecurity students. To begin addressing this gap in our knowledge, we are conducting a series of think-aloud interviews with cybersecurity students to study how students reason about core cybersecurity concepts....
Social cognition is the study of how people interact with each other in a social situation. An effective interaction would require higher degree of cognitive involvement between the participants and consequently, an enhanced synchrony between their neural mechanisms. In this study, twelve pairs of subjects interacted with each other via a cognitively engaging experimental paradigm in which they either...
This paper describes an early step in approaching implicit meaning computationally. It outlines various types of implicit meanings and then presents a method of finding the so called defaults - omissions that are universally reconstructable and, of course, interpretible without much additional reasoning. The defaults are analyzed on the example of the 1000 instances of TerminateLife events, and a...
This contribution presents a brief review of experimental and theoretical approaches to brain dynamics, including concepts describing the unity of brain, mind, and body. We dedicate this essay to the memory of Walter J. Freeman, III, with a focus on his pioneering work in the past 60 years establishing the new field of computational neuroscience, including mass action in the nervous system, field...
In recent years virtual reality, augmented reality, wearables, and deep learning became more and more widely used. Thus emerged a new challenge for human-computer interface design: understanding the human user. In the current work, I describe four areas of understanding, which are human behavior, human limits, human needs and human cognition. These together form the basis of a new way of interaction...
In this paper, we consider some educational aspects related to mathability. Our main goal is to approach an answer to the question what are computer assisted ways to assimilate mathematical knowledge and possess mathematical abilities.
This paper aims to investigate computer engineering students' readiness and motivations for using dialog games for collaborative learning activities. Students' readiness and motivations are measured by applying a questionnaire and “intrinsic motivation inventory”. The intrinsic motivation inventory is used to assess students' subjective motivations related to a using dialog games in collaborative...
Set the date range to filter the displayed results. You can set a starting date, ending date or both. You can enter the dates manually or choose them from the calendar.