By Lars Bollen, Hannie Gijlers, Wouter van Joolingen (auth.), Valeria Herskovic, H. Ulrich Hoppe, Marc Jansen, Jürgen Ziegler (eds.)
This e-book constitutes the lawsuits of the 18th Collaboration Researchers' overseas operating staff convention on Collaboration and know-how, held in Raesfeld, Germany, in September 2012. The nine revised papers offered including 12 brief papers have been rigorously reviewed and chosen from a variety of submissions. they're grouped into 5 topics that signify collaborative studying, social media analytics, conceptual and layout types, formal modeling and technical ways and collaboration help in emergency scenarios.
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The 2 quantity set LNCS 7431 and 7432 constitutes the refereed lawsuits of the eighth foreign Symposium on visible Computing, ISVC 2012, held in Rethymnon, Crete, Greece, in July 2012. The sixty eight revised complete papers and 35 poster papers provided including forty five exact tune papers have been conscientiously reviewed and chosen from greater than 2 hundred submissions.
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Extra resources for Collaboration and Technology: 18th International Conference, CRIWG 2012 Raesfeld, Germany, September 16-19, 2012 Proceedings
Sharing Synchronous Collaborative Learning Structures using IMS Learning Design. In: International Conference on Information Technology Based Higher Education and Training, pp. 119–129. IEEE Press, New York (2006) 8. : Supporting Reflection in an Immersive 3D Learning Environment Based on Role-Play. In: EC-TEL 2010, pp. 542–547. ACM, New York (2010) 9. : The Use of Role-Playing in Learning. , Boyle, L. ) Games-based Learning Advancements for Multi-Sensory Human Computer Interfaces, pp. 158–173.
Our multi-agent architecture enables a prioritization for which information the bot should receive about the player input. This problem could also be worked around through a pattern matching hierarchy within the actual AIML syntax; however, such a feature does not yet exist. One very basic flaw of AIML is the lack of operators or variables of types other than string, which are common in most programming languages. The availability of such structures would make it much easier to implement the bot’s logic.
Furthermore, we were able to observe that players had the most trouble with the topic collection in phase 2, which required them to mention the right keywords in order for the bot to recognize a topic. The feedback was immediately used to make a few changes to the client code as well as the agents. We implemented an additional screen introducing players to the interface right before the actual mediation phase. The list of topic triggers for phase 2 was extended by a vast number of keywords and phrases.