In this paper, we propose a game adaptation technique that seeks to improve the training outcomes of stroke patients during a therapeutic session. This technique involves the generation of customized game levels, which difficulty is dynamically adjusted to the patients' abilities and performance. Our goal was to evaluate the effect of this adaptation strategy on the training outcomes of post-stroke patients during a therapeutic session. We hypothesized that a dynamic difficulty adaptation strategy would have a more positive effect on the training outcomes of patients than two control strategies, incremental difficulty adaptation and random difficulty adaptation. To test these strategies, we developed three versions of PRehab, a serious game for upper-limb rehabilitation. Seven stroke patients and three therapists participated in the experiment, and played all three versions of the game on a graphics tablet. The results of the experiment show that our dynamic adaptation technique increases movement amplitude during a therapeutic session. This finding may serve as a basis to improve patient recovery.
This work is partially supported by the European Community under the Information Society Technologies (IST) programme of the 6th Framework Programme for RTD-project ELeGI, contract IST-002205. This document does not represent the opinion of the European Community, and the European Community is not responsible for any use that might be made of data appearing therein.
This article presents the STROBE model: both an agent representation and an agent communication model based on a social approach, that means interaction centred. This model represents how agents may realise the interactive, dynamic generation of services on the Grid. Dynamically generated services embody a new concept of service implying a collaborative creation of knowledge i.e. learning; services are constructed interactively between agents depending on a conversation. The approach consists of integrating selected features from Multi-Agent Systems and agent communication, language interpretation in applicative/functional programming and e-learning/human-learning into a unique, original and simple view that privileges interactions, yet including control. The main characteristic of STROBE agents is that they develop a language (environment + interpreter) for each of their interlocutors. The model is inscribed within a global approach, defending a shift from the classical algorithmic (control based) view to problem solving in computing to an interaction-based view of Social Informatics, where artificial as well as human agents operate by communicating as well as by computing. The paper shows how the model may not only account for the classical communicating agent approaches, but also represent a fundamental advance in modelling societies of agents in particular in Dynamic Service Generation scenarios such as those necessary today on the Web and proposed tomorrow for the Grid. Preliminary concrete experimentations illustrate the potential of the model; they are significant examples for a very wide class of computational and learning situations.
Abstract. This position paper addresses the question of integrating GRID and MAS (Multi-Agent Systems) models by means of a service oriented approach. Service Oriented Computing (SOC) tries to address many challenges in the world of computing with services. The concept of service is clearly at the intersection of GRID and MAS and their integration allows to address one of these key challenges: the implementation of dynamically generated services based on conversations. In our approach, services are exchanged (i.e., provided and used) by agents through GRID mechanisms and infrastructure. Integration goes beyond the simple interoperation of applications and standards, it has to be intrinsic to the underpinning model. We introduce here an (quite unique) integration model for GRID and MAS. This model is formalized and represented by a graphical description language called Agent-Grid Integration Language (AGIL). This integration is based on two main ideas: (i) the representation of agent capabilities as Grid services in service containers; (ii) the assimilation of the service instantiation mechanism (from GRID) with the creation of a new conversation context (from MAS). The integrated model may be seen as a formalization of agent interaction for service exchange.
Abstract. In the last few years, a growing interest has been devoted to improve rehabilitation strategies by including serious games in the therapy process. Adaptive serious games seek to provide the patients with an individualized rehabilitation environment that meets their training needs. In this paper, a dynamic difficulty adaptation (DDA) technique is suggested. This technique focuses on the online adaptation of the game difficulty by taking into account patients' abilities and motivation. The results of the experiment show that the adaptation technique increases the number of tasks, number of successful tasks as well as the movement amplitude during a game session. The technique positively effects the training outcomes of stroke patients, which can help them to recover their functions.
Formal data is supported by means of specific languages from which the syntax and semantics have to be mastered, which represents an obstacle for collective intelligence. In contrast, informal knowledge relies on weak/ambiguous contributions e.g., I like. Reconciling the two forms of knowledge is a big challenge. We propose a brain-inspired knowledge representation approach called ViewpointS where formal data and informal contributions are merged into an adaptive knowledge graph which is then topologically, rather than logically, explored and assessed. We firstly illustrate within a mock-up simulation, where the hypothesis of knowledge emerging from preference dissemination is positively tested. Then we use a real-life web dataset (MovieLens) that mixes formal data about movies with user ratings. Our results show that ViewpointS is a relevant, generic and powerful innovative approach to capture and reconcile formal and informal knowledge and enable collective intelligence.
The far-reaching impact of the Web on society is widely recognised. The interdisciplinary study of this impact has crystallised in the field of study known as Web Science. However, defining an agreed, shared understanding of what constitutes web science requires complex negotiation and translations of understandings across component disciplines, national cultures and educational traditions. Some individual institutions have already established particular curricula, and discussions in the Web Science Curriculum Workshop series have marked the territory to some extent. This paper reports on a process being adopted across a consortium of partners to systematically create a shared understanding of what constitutes web science. It records and critiques the processes instantiated to agree a common curriculum, and presents a framework for future discussion and development.
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