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Swarna Srinivasan's Library tagged learning   View Popular

27 Aug 09

NNRG Projects - Leveraging Human Creativity with Machine Discovery

  • NEAT is a learning system where the learned decision policy is represented in
    neural networks and learned through evolutionary optimization, i.e. genetic
    algorithms. NEAT evolves network structure as well as weights, which makes it
    possible in principle to incorporate human guidance in three ways: (1) building
    a gradually more complex network structure through shaping from simple to more
    complex tasks, (2) training networks with examples of human behavior, and (3)
    converting human-designed rules into network structures.
  • series of human subject experiments, the solutions designed through human-guided
    neuroevolution will be compared to those designed by human engineers and to
    those discovered by neuroevolution alone, verifying that (a) the human-guided
    approach results in better solutions, and (b) those solutions are more creative.
23 Jul 09

NSF Project Summary and Description

  • They are model-based reasoners/thinkers (e.g., they do recursion, diagnostic
    reasoning, cognitive assessment, cognitive appraisal). To provide for the
    development of SMET (science, math, engineering, technology) learners, teachers
    and mentors who are re flective of the educational system�s pedagogy must not
    model directive teaching, which develops rule-based thinkers, but they should
    model how to learn
  • Everyone understands that the methods of importance in education are those of
    teaching�these courses supply what is thought to be needed to become a skilled
    teacher. But what about methods of learning?
  • 12 more annotations...
07 Jul 09

Statistical Data Mining Tutorials

  • The following links point to a set of tutorials on many aspects of
    statistical data mining, including the foundations of probability, the
    foundations of statistical data analysis, and most of the classic machine
    learning and data mining algorithms.

    These include classification algorithms such as decision trees, neural nets,
    Bayesian classifiers, Support Vector Machines and cased-based (aka
    non-parametric) learning. They include regression algorithms such as
    multivariate polynomial regression, MARS, Locally Weighted Regression, GMDH and
    neural nets. And they include other data mining operations such as clustering
    (mixture models, k-means and hierarchical), Bayesian networks and Reinforcement
    Learning.

United States Patent: 7281219

  • Organizations are deploying new learning technologies to supplement conventional
    classroom or instructor led training (ILT). Technology enabled delivery modes
    including on-line learning and web-based learning allow learners to interact
    without being physically present in a classroom. These organizations, however,
    are struggling with the problem of integrating these new modes of learning to
    achieve their desired objectives while minimizing overall training costs. It is
    often the case that the desired learning outcome as measured by a return on
    investment spending on training is not optimized because training programs are
    designed around a classroom experience and do not take advantage of other
    technology based learning due to this lack of effective integration of these two
    modes.

  • These and other objects are attained in accordance with one embodiment of
    the invention wherein there is provided a method of displaying a blended
    learning experience, comprising the steps of defining degrees of elements in
    learning zones, defining a percentage of formal learning for each zone,
    constructing a circular display having wedges corresponding to the zones with
    each wedge having an inner sub-wedge, wherein the angular width of each wedge
    corresponds to the degrees and the radius of each sub-wedge corresponds to the
    percentage of formal learning, and displaying the circular display on a computer
    monitor or hardcopy printout.
  • 2 more annotations...

United States Patent: 7186116

  • Cognitive Medical Systems AB (Stockholm, SE)
  • presenting a first task of a first difficulty level to the user on presentation
    means; making a delay of a predetermined time, during which delay the task is
    not visible or audible, and during which delay it is not possible to enter an
    answer into the computer, changing the difficulty level of a subsequent task to
    be presented to the user, in accordance with predetermined adaptation rules and
    based on said evaluation, such that the difficulty level of the subsequent task
    is adapted to the capacity of the user; and presenting subsequent tasks adapted
    to the capacity of the user in accordance with the steps above until a
    predetermined time limit is exceeded or until a predetermined number of tasks
    has been performed, a user of the computer program within the system can perform
    training and improve his/her working memory capacity.
  • 5 more annotations...
24 Jun 09

How do you spark off an interest in maths when the curriculum seems dreary? | Education | The Guardian

ut then my mathematics teacher took me aside after one lesson and recommended a few books that he thought might interest me. He conspiratorially intimated that the maths we were doing in the classroom wasn't really what maths was about. It was something much more exciting, creative, imaginative. Those books provided me with a key to the secret garden of mathematics.\n\nIn that garden I discovered that mathematics also has great stories. Unsolved mysteries like the enigma of prime numbers. Magical mathematical machines that could help you see in four dimensions. Mathematicians who had journeyed to infinity and beyond, discovering that there are many sorts of infinity, some bigger than others. Like my son reading Shakespeare, I certainly didn't understand everything I read, but it inspired me to want to navigate this world, to put in the hard graft to master the language and grammar of maths so that I could read and one day create my own mathematical stories.\n\nOne of the books my teacher recommended was GH Hardy's A Mathematician's Apology. At the time, I was very interested in music, I was learning the trumpet, hanging out with the arty crowd, doing plays and singing in choirs. Science hadn't really captured my imagination. But I also had a desire for things that made logical sense, for solving puzzles, for a rational perspective on the world. A Mathematician's Apology suddenly opened up a bridge between these two competing desires, these two cultures.\n\nAs I read Hardy's book, there were sentences which revealed to me that mathematics shared a lot in common with the creative arts. It seemed to be compatible with things I loved doing: languages, music, literature. Here for example is Hardy writing about being a mathematician: "A mathematician, like a painter or a poet, is a maker of patterns. If his patterns are more permanent than theirs, it is because they are made with ideas." Later he writes: "The mathematician's patterns, like the painter's or the poet's, must be beautiful; the ideas, like the colours or t

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sutoy math education learning

23 Jun 09

Forbes.com - Magazine Article

  • It is no mystery that science and engineering encourage left-brain activity;
    logical, rational, analytical, pattern-seeking, solution-solving, sorting,
    organizing. Innovation, however, requires the attributes of the humanities found
    in right-brain thinking; creativity, artistry, intuition, symbology, fantasy,
    emotions.
  • An educational system (infrastructure in today's parlance) that merges
    humanities and sciences, creating whole-brain scientists and engineers, yields
    more than just innovation but more flexible individuals who are able to adapt to
    unanticipated changes in the economy and technology. They can take their
    technical skills on tangents to innovate in new areas.
  • 3 more annotations...
17 Jun 09

PLAYPOWER | learning games for radically affordable computers

eople need affordable learning games. Worldwide, 4.1 billion people earn under $3,000 per year, meaning that even a $100 computer is often out of reach for the world's emerging middle class. Playpower is targeting a $10 platform that makes learning games affordable for "the other 90%."\nEffective\n\nWe're going beyond designing high quality learning games-we're also conducting field trials to confirm that they work. That's why Playpower is fostering collaborations between game designers, cognitive scientists and NGOs-and promoting this network as an international center for excellence in learning game design.\nFun\n\nWe don't just believe that fun aids learning-we believe fun is learning. If learning games aren't fun, they won't work. Valuing fun is part of how we are approaching our developer tools, design practices, and testing methodologies.

playpower.org - Preview

playpower dml education learning games affordable development

29 May 09

book reviews

19 May 09

History of Canada: Time to Change the Game - Digital Media and Learning Competition Winners Hub

ne way to do so is to ride the current technological wave of gaming. Gaming is booming. Despite the recession, the games industry is still growing 10 per cent annually. Yet few recognize that gaming has recently become the entertainment vehicle of choice for most consumers.\nIn 2005, the games industry surpassed the movie industry in sales. In 2008, for the first time in recorded history, sales of games exceeded sales of DVD and Blu-ray discs.\n\nRecently, Pricewaterhouse-Coopers made the astounding prediction that by next year the size of the games market will exceed the music industry. Half of all Americans between the ages of 12 and 55 now play video games. Gaming will keep expanding, because it has jumped from traditional playing on consoles or computers to the latest applications for cellphones and electronic gadgets.\n\nThink of it-an entertainment medium that's a cultural force stronger than movies and music were in the 20th century. Gaming is thriving because it is interactive. Consumers control the experience and the outcome. It is the perfect medium for the individualism of the age. The power of this medium must be recognized and used by educators and in government institutions like Kenney's Department of Citizenship and Immigration, or they will be missing out on one of the drivers of our time.

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dml learning

24 Apr 09

Unesco Puts World's Major Works Online - NYTimes.com

  • The project, called the World Digital Library, aims to “promote international
    and intercultural understanding,” said James H. Billington, the U.S. librarian
    of Congress, speaking as the Web site (www.wdl.org) was introduced at Unesco headquarters
    in Paris
  • The library, which draws material from more than 30 national libraries and other
    institutions from around the world, joins a growing number of programs that have
    set out to digitally archive cultural material.
19 Apr 09

Content Listing By Folder - Digital Learning

Women Aloud: Videoblogging for Empowerment (WAVE)\n\n * Grant Amount: $107,000 (Innovation in Participatory Learning Award, 2009)\n * Principal Investigator: Sapna Shahani, Mumbai, India\n\nProject Summary\n\nOffering an unprecedented online presence for low-income women from across India, WAVE is a unique digital platform for Indian women aged 18-25. Through videoblogging, women who otherwise do not have a voice online are given an avenue for self-expression and a podium from which they can address such key issues as health, the environment, employment, access to basic necessities, education, democracy, and gender equality. Participants will attend an intensive video training camp, where experienced media professionals will provide the required technical and documentary journalistic skills necessary for empowering these young women to tell their stories and those of their communities.

digitallearning.macfound.org/...content2.aspx - Preview

women india learning digital

Practicing Your Way to a Higher I.Q. - Freakonomics Blog - NYTimes.com

Nisbett offers some suggestions to parents to raise their kids' I.Q.: "praise effort more than achievement, teach delayed gratification, limit reprimands, and use praise to stimulate curiosity.

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talent learning intelligence

A Star Is Made - New York Times

nders Ericsson, a 58-year-old psychology professor at Florida State University, says he believes strongly in "none of the above." He is the ringleader of what might be called the Expert Performance Movement, a loose coalition of scholars trying to answer an important and seemingly primordial question: When someone is very good at a given thing, what is it that actually makes him good?\n\nEricsson, who grew up in Sweden, studied nuclear engineering until he realized he would have more opportunity to conduct his own research if he switched to psychology. His first experiment, nearly 30 years ago, involved memory: training a person to hear and then repeat a random series of numbers. "With the first subject, after about 20 hours of training, his digit span had risen from 7 to 20," Ericsson recalls. "He kept improving, and after about 200 hours of training he had risen to over 80 numbers."

www.nytimes.com/...07wwln_freak.html - Preview

practice learning business talent memory expt

A Star Is Made - New York Times

But there is surprisingly little hard evidence that anyone could attain any kind of exceptional performance without spending a lot of time perfecting it."

www.nytimes.com/...07wwln_freak.html - Preview

expertise effort management learning

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