The Experts below are selected from a list of 1167 Experts worldwide ranked by ideXlab platform
Alain Mille - One of the best experts on this subject based on the ideXlab platform.
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Tailoring Serious Games with Adaptive Pedagogical Scenarios: A Serious Game for Persons with Cognitive Disabilities
2011 IEEE 11th International Conference on Advanced Learning Technologies, 2011Co-Authors: Aarij Mahmood Hussaan, Karim Sehaba, Alain MilleAbstract:This work addresses issues relevant to the project CLES (Cognitive and Linguistic Element Stimulation) which aims to develop a serious game for diagnosis and training of children with cognitive disabilities. In this context, our objective is to propose a system capable of generating adaptive scenarios taking into account the user's profile. A scenario here is a suite of pedagogical activities allowing the learner to achieve his/her pedagogical goal(s). The system is intended to be as generic as possible i.e. capable of being utilized with a variety serious games. Therefore, we've identified and separated different types of knowledge represented by the system namely, the domain concepts, the pedagogical resources and the serious game resources.
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ICALT - Tailoring Serious Games with Adaptive Pedagogical Scenarios: A Serious Game for Persons with Cognitive Disabilities
2011 IEEE 11th International Conference on Advanced Learning Technologies, 2011Co-Authors: Aarij Mahmood Hussaan, Karim Sehaba, Alain MilleAbstract:this work addresses issues relevant to the project CLES (Cognitive and Linguistic Element Stimulation) which aims to develop a serious game for diagnosis and training of children with cognitive disabilities. In this context, our objective is to propose a system capable of generating adaptive scenarios taking into account the user's profile. A scenario here is a suite of pedagogical activities allowing the learner to achieve his/her pedagogical goal(s). The system is intended to be as generic as possible i.e. capable of being utilized with a variety serious games. Therefore, we've identified and separated different types of knowledge represented by the system namely, the domain concepts, the pedagogical resources and the serious game resources.
Aarij Mahmood Hussaan - One of the best experts on this subject based on the ideXlab platform.
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Tailoring Serious Games with Adaptive Pedagogical Scenarios: A Serious Game for Persons with Cognitive Disabilities
2011 IEEE 11th International Conference on Advanced Learning Technologies, 2011Co-Authors: Aarij Mahmood Hussaan, Karim Sehaba, Alain MilleAbstract:This work addresses issues relevant to the project CLES (Cognitive and Linguistic Element Stimulation) which aims to develop a serious game for diagnosis and training of children with cognitive disabilities. In this context, our objective is to propose a system capable of generating adaptive scenarios taking into account the user's profile. A scenario here is a suite of pedagogical activities allowing the learner to achieve his/her pedagogical goal(s). The system is intended to be as generic as possible i.e. capable of being utilized with a variety serious games. Therefore, we've identified and separated different types of knowledge represented by the system namely, the domain concepts, the pedagogical resources and the serious game resources.
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ICALT - Tailoring Serious Games with Adaptive Pedagogical Scenarios: A Serious Game for Persons with Cognitive Disabilities
2011 IEEE 11th International Conference on Advanced Learning Technologies, 2011Co-Authors: Aarij Mahmood Hussaan, Karim Sehaba, Alain MilleAbstract:this work addresses issues relevant to the project CLES (Cognitive and Linguistic Element Stimulation) which aims to develop a serious game for diagnosis and training of children with cognitive disabilities. In this context, our objective is to propose a system capable of generating adaptive scenarios taking into account the user's profile. A scenario here is a suite of pedagogical activities allowing the learner to achieve his/her pedagogical goal(s). The system is intended to be as generic as possible i.e. capable of being utilized with a variety serious games. Therefore, we've identified and separated different types of knowledge represented by the system namely, the domain concepts, the pedagogical resources and the serious game resources.
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CSEDU (1) - A SYSTEM FOR GENERATING PEDAGOGICAL SCENARIOS FOR SERIOUS GAMES
Proceedings of the 3rd International Conference on Computer Supported Education, 2011Co-Authors: Aarij Mahmood Hussaan, Karim SehabaAbstract:Serious games are often used in education as they provide an excellent opportunity for learning. This paper presents our proposition of a system capable of generating adaptive learning scenarios for serious games. Thus, we have presented the architecture of this system. The domain knowledge is organized in three layers. These layers include the domain concepts, the pedagogical resources and the serious game resources. The approach we propose is capable to keep in account the specificities of serious games, the user profile and his/her goals while generating scenarios. Furthermore, it also uses the interaction traces as knowledge sources in the adaptation process. To test the applicability of our system we are working on the Project CLES (Cognitive and Linguistic Element Stimulation). This project targets producing serious games for users with cognitive disabilities. We’ve presented an example of how our system will generate a pedagogical scenario.
Karim Sehaba - One of the best experts on this subject based on the ideXlab platform.
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Tailoring Serious Games with Adaptive Pedagogical Scenarios: A Serious Game for Persons with Cognitive Disabilities
2011 IEEE 11th International Conference on Advanced Learning Technologies, 2011Co-Authors: Aarij Mahmood Hussaan, Karim Sehaba, Alain MilleAbstract:This work addresses issues relevant to the project CLES (Cognitive and Linguistic Element Stimulation) which aims to develop a serious game for diagnosis and training of children with cognitive disabilities. In this context, our objective is to propose a system capable of generating adaptive scenarios taking into account the user's profile. A scenario here is a suite of pedagogical activities allowing the learner to achieve his/her pedagogical goal(s). The system is intended to be as generic as possible i.e. capable of being utilized with a variety serious games. Therefore, we've identified and separated different types of knowledge represented by the system namely, the domain concepts, the pedagogical resources and the serious game resources.
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ICALT - Tailoring Serious Games with Adaptive Pedagogical Scenarios: A Serious Game for Persons with Cognitive Disabilities
2011 IEEE 11th International Conference on Advanced Learning Technologies, 2011Co-Authors: Aarij Mahmood Hussaan, Karim Sehaba, Alain MilleAbstract:this work addresses issues relevant to the project CLES (Cognitive and Linguistic Element Stimulation) which aims to develop a serious game for diagnosis and training of children with cognitive disabilities. In this context, our objective is to propose a system capable of generating adaptive scenarios taking into account the user's profile. A scenario here is a suite of pedagogical activities allowing the learner to achieve his/her pedagogical goal(s). The system is intended to be as generic as possible i.e. capable of being utilized with a variety serious games. Therefore, we've identified and separated different types of knowledge represented by the system namely, the domain concepts, the pedagogical resources and the serious game resources.
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CSEDU (1) - A SYSTEM FOR GENERATING PEDAGOGICAL SCENARIOS FOR SERIOUS GAMES
Proceedings of the 3rd International Conference on Computer Supported Education, 2011Co-Authors: Aarij Mahmood Hussaan, Karim SehabaAbstract:Serious games are often used in education as they provide an excellent opportunity for learning. This paper presents our proposition of a system capable of generating adaptive learning scenarios for serious games. Thus, we have presented the architecture of this system. The domain knowledge is organized in three layers. These layers include the domain concepts, the pedagogical resources and the serious game resources. The approach we propose is capable to keep in account the specificities of serious games, the user profile and his/her goals while generating scenarios. Furthermore, it also uses the interaction traces as knowledge sources in the adaptation process. To test the applicability of our system we are working on the Project CLES (Cognitive and Linguistic Element Stimulation). This project targets producing serious games for users with cognitive disabilities. We’ve presented an example of how our system will generate a pedagogical scenario.
Sonia Arribas Verdugo - One of the best experts on this subject based on the ideXlab platform.
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The Call of Metaphor: Richard Rorty's Politics of Language
2020Co-Authors: Sonia Arribas VerdugoAbstract:This article deals with Donald Davidson�s concept of metaphor and Richard Rorty�s use of it for his version of political liberalism. Rorty assumes that metaphor is a Linguistic Element that is impossible to understand. Metaphor is an unintelligible �call� that, from within the private sphere, provokes in individuals the desire to create alternative forms of life. Once metaphor has become literal, it �and the new form of life that it entails� can form part of public life. Metaphor is the guarantee of the constant renewal of political liberalism. As against Rorty, yet also relying on Davidson, I argue that both metaphor and literal meaning are comprehensible,... (Leer mas) and must therefore be said to exist in a relationship of mutuality. This allows me to subject to a thorough re-elaboration Rorty�s strict internal division of the political along the lines of the public and the private.
Jose M Merigo - One of the best experts on this subject based on the ideXlab platform.
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qualitative decision making with correlation coefficients of hesitant fuzzy Linguistic term sets
Knowledge Based Systems, 2015Co-Authors: Huchang Liao, Zeshui Xu, Xiaojun Zeng, Jose M MerigoAbstract:The hesitant fuzzy Linguistic term set (HFLTS) is a new and flexible tool in representing hesitant qualitative information in decision making. Correlation measures and correlation coefficients have been applied widely in many research domains and practical fields. This paper focuses on the correlation measures and correlation coefficients of HFLTSs. To start the investigation, the definition of HFLTS is improved and the concept of hesitant fuzzy Linguistic Element (HFLE) is introduced. Motivated by the idea of traditional correlation coefficients of fuzzy sets, intuitionistic fuzzy sets and hesitant fuzzy sets, several different types of correlation coefficients for HFLTSs are proposed. The prominent properties of these correlation coefficients are then investigated. In addition, considering that different HFLEs may have different weights, the weighted correlation coefficients and ordered weighted correlation coefficients are further investigated. Finally, an application example concerning the traditional Chinese medical diagnosis is given to illustrate the applicability and validation of the proposed correlation coefficients of HFLTSs in the process of qualitative decision making.