No Arabic abstract
In the last decade, scenario-based serious-games have become a main tool for learning new skills and capabilities. An important factor in the development of such systems is the overhead in time, cost and human resources to manually create the content for these scenarios. We focus on how to create content for scenarios in medical, military, commerce and gaming applications where maintaining the integrity and coherence of the content is integral for the systems success. To do so, we present an automatic method for generating content about everyday activities through combining computer science techniques with the crowd. We use the crowd in three basic ways: to capture a database of scenarios of everyday activities, to generate a database of likely replacements for specific events within that scenario, and to evaluate the resulting scenarios. We found that the generated scenarios were rated as reliable and consistent by the crowd when compared to the scenarios that were originally captured. We also compared the generated scenarios to those created by traditional planning techniques. We found that both methods were equally effective in generated reliable and consistent scenarios, yet the main advantages of our approach is that the content we generate is more varied and much easier to create. We have begun integrating this approach within a scenario-based training application for novice investigators within the law enforcement departments to improve their questioning skills.
Enhancing evacuee safety is a key factor in reducing the number of injuries and deaths that result from earthquakes. One way this can be achieved is by training occupants. Virtual Reality (VR) and Serious Games (SGs), represent novel techniques that may overcome the limitations of traditional training approaches. VR and SGs have been examined in the fire emergency context, however, their application to earthquake preparedness has not yet been extensively examined. We provide a theoretical discussion of the advantages and limitations of using VR SGs to investigate how building occupants behave during earthquake evacuations and to train building occupants to cope with such emergencies. We explore key design components for developing a VR SG framework: (a) what features constitute an earthquake event, (b) which building types can be selected and represented within the VR environment, (c) how damage to the building can be determined and represented, (d) how non-player characters (NPC) can be designed, and (e) what level of interaction there can be between NPC and the human participants. We illustrate the above by presenting the Auckland City Hospital, New Zealand as a case study, and propose a possible VR SG training tool to enhance earthquake preparedness in public buildings.
Multiplayer Online Battle Arena (MOBA) games have received increasing popularity recently. In a match of such games, players compete in two teams of five, each controlling an in-game avatars, known as heroes, selected from a roster of more than 100. The selection of heroes, also known as pick or draft, takes place before the match starts and alternates between the two teams until each player has selected one hero. Heroes are designed with different strengths and weaknesses to promote team cooperation in a game. Intuitively, heroes in a strong team should complement each others strengths and suppressing those of opponents. Hero drafting is therefore a challenging problem due to the complex hero-to-hero relationships to consider. In this paper, we propose a novel hero recommendation system that suggests heroes to add to an existing team while maximizing the teams prospect for victory. To that end, we model the drafting between two teams as a combinatorial game and use Monte Carlo Tree Search (MCTS) for estimating the values of hero combinations. Our empirical evaluation shows that hero teams drafted by our recommendation algorithm have significantly higher win rate against teams constructed by other baseline and state-of-the-art strategies.
Reinforcement learning (RL) agents in human-computer interactions applications require repeated user interactions before they can perform well. To address this cold start problem, we propose a novel approach of using cognitive models to pre-train RL agents before they are applied to real users. After briefly reviewing relevant cognitive models, we present our general methodological approach, followed by two case studies from our previous and ongoing projects. We hope this position paper stimulates conversations between RL, HCI, and cognitive science researchers in order to explore the full potential of the approach.
Consensus Sequences of event logs are often used in process mining to quickly grasp the core sequence of events to be performed in a process, or to represent the backbone of the process for doing other analyses. However, it is still not clear how many traces are enough to properly represent the underlying process. In this paper, we propose a novel sampling strategy to determine the number of traces necessary to produce a representative consensus sequence. We show how to estimate the difference between the predefined Expert Model and the real processes carried out. This difference level can be used as reference for domain experts to adjust the Expert Model. In addition, we apply this strategy to several real-world workflow activity datasets as a case study. We show a sample curve fitting task to help readers better understand our proposed methodology.
Model efficiency is crucial for object detection. Mostprevious works rely on either hand-crafted design or auto-search methods to obtain a static architecture, regardless ofthe difference of inputs. In this paper, we introduce a newperspective of designing efficient detectors, which is automatically generating sample-adaptive model architectureon the fly. The proposed method is named content-aware dynamic detectors (CADDet). It first applies a multi-scale densely connected network with dynamic routing as the supernet. Furthermore, we introduce a course-to-fine strat-egy tailored for object detection to guide the learning of dynamic routing, which contains two metrics: 1) dynamic global budget constraint assigns data-dependent expectedbudgets for individual samples; 2) local path similarity regularization aims to generate more diverse routing paths. With these, our method achieves higher computational efficiency while maintaining good performance. To the best of our knowledge, our CADDet is the first work to introduce dynamic routing mechanism in object detection. Experiments on MS-COCO dataset demonstrate that CADDet achieves 1.8 higher mAP with 10% fewer FLOPs compared with vanilla routing strategy. Compared with the models based upon similar building blocks, CADDet achieves a 42% FLOPs reduction with a competitive mAP.