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Interested in various topics, most are related to CS but it is not a necessity. Not very good at advanced math, acceptable coder, quite good at loosing time over finding a way to gain some. Just started a new blog out of procrastination, https://siwsl.blogspot.com/
This presentation explore various promising path based on the Albiziapp experiment. It open questions about the role of citizen in "citizen science", and emphasis the benefit of open source ecosystem to represent actual botanic ecosystem.
Students and schools are increasingly equipped with smartphones and tablets. These mobile devices can enhance teaching in many ways. Mobile Learning Games (MLGs) for example, have shown great potential for increasing student’s motivation and improving the quality of situated learning. For the past few years, the research community has been working...
Identification and mapping of trees through a Geo Collaborative Inventory (GCI) platform is an important task for research in botany, citizen sciences and education. The quantity and veracity of the recorded data rely mainly on the motivation and engagement of each participant. However, for a non-botanist, tree mapping can be perceived as an unstru...
Mobile learning games (MLGs) have great potential in education, especially in fields requiring outdoors activities such as botany or cultural heritage education. However, the number of mobile learning games actually used for outdoor education remains very low. The absence of dedicated applications allowing to build MLGs, without technical expertise...
The early stages of Mobile Serious Game (MSG) design are very complex. That is why many MSG research projects start with a brainstorming session, involving pedagogical and game experts. However, brainstorming with large groups of participants, who come from very different backgrounds, can prove to be long and inefficient. In addition, classic brain...
Mobile Learning Games (MLGs) show great potential for education, especially in fields that deal with outdoor learning activities such as archaeology or botany. However, the number of MLGs currently used remains insignificant. This is partly due to the fact that the current authoring tools are based on modeling languages that only allow creating ver...
The development of mobile devices, such as smartphones and tablets, has led to a new kind of learning environments: ubiquitous learning environments. These environments are particularly interesting in the framework of school learning in museum, as they permit to provide learning content to students, adapted to their positions and interests. The stu...
We present in this paper CALM (ContextuAlized Learning through Mobility), an ubiquitous learning environment for museum visits. This environment uses semantic proximities over a semantic model of the domain (cultural heritage) and context (e.g. position in the museum, activity) to offer contextualized activities. Our proposal aims to provide learne...
The rise of mobile devices has led to a new paradigm of technology enhanced learning (TEL) environment : ubiquitous learning environment. Like many classics TEL environments,ubiquitous learning environments offer a computer based mediation between thelearner and the learning domain. However, in ubiquitous environments, this mediationtakes place in...
Notre travail vise à instrumenter, sur un dispositif mobile, des situations de visite de musée. Il s'agit d'adapter, de manière transparente pour le visiteur, les activités et interactions proposées en fonction de ses intérêts et de sa situation physique (lieu, oeuvres à proximité...). Cette adaptation implique une modélisa-tion fine du domaine d'a...
Our work focuses on the support of informal learning during museums visits. We consider the use of mobile devices to provide to visitors two categories of situated interactions within the museum : exploration (i.e. to suggest visitors other artworks, styles, themes or artist he may consider) and assessment (to allow visitors to assess their knowled...
Nous nous intéressons dans cet article à l'instrumentation de l'apprentissage informel en visite de musée et à la prise en compte du contexte dans ce type de situation. Nous proposons un modèle sémantique du contexte suivant trois espaces contextuels : historique de visite, localisation et profil du visiteur. Ces espaces évoluent en fonction des dé...
Slide of a presentation I gave at the Ecole du Louvre for the seminar "Digital heritage" of Christophe Leclerc for student aiming to be Museum conservators. It can be of interest to people interested in the field of semantic representation of digital heritage and museums.
Our research aims to instrument informal learning activities in the context of museum visits. Various work, based on semantic characterization of artworks, have been proposed to deliver cultural content in mobility. However, those systems take little account of the situated nature of museum visits. We thus propose an artwork and a context model all...
Our work aims to instrument exchanges between learners during mobile learning activities. To this extent, we propose the use of digital annotations associated with physical objects involved in the learning situation. We introduce the CALM model (Contextualized Annotation for Learning through Mobility), which allows contextualizing annotations with...
Social constructivism claims that learners best construct their understandings during peers exchanges. In order to instrument those exchanges during mobile learning activities, we propose the use of digital annotations associated with physical objects implicated in the learning situation. To this extent, we introduce the CALM model (Contextualized...
L'apprentissage ubiquitaire est devenu un domaine de recherche actif en EIAH ces dernières années. En s'appuyant sur quelques travaux dans ce domaine, cet article propose, à travers quatre axes d'analyse, de recenser les éléments à prendre en compte pour la conception de situations d'apprentissage utilisant des dispositifs ubiquitaires. Cette analy...
I have been working with ontologies (RDF/OWL) a lot of time, using mostly them as an engineer, because they permitted SPARQL and rules essencially.
It's only recently, this year, that I started to really pay attention to the theoretical grounding of OWL. This lead me to dive into the zoo of many Description Logic and their desirable or undesirable properties.
I think there is some serious issues in the multiplication of work on DL, which are almost never considered under the perspective of actual usefulness, of their ability to describe the specific structures that are at core of many domains (law, clinical science, computer science...).
Quite some of the theoretical work in DL and logic seems to formally study and prove property about language (DL are language) that nobody is speaking or will ever speak. This is quite salient when considering the very little number of working reasoners (which are covering only a small fragment of DL described formally).
It seems to me that, after the incredibly fecund periods that started with Frege, Russel, Tarski, Hilbert, Godel, Carnap... The theoretical work was somewhat considered to be done and less attention was focused on formal language for Domain Description.
On the other hand, questions related to problem solving (planner) became treated only as SAT problem needing optimisation. With almost no reference to first order logic and thus having poor link with DL.
Finally, on the third hand, modal logic, which has clearly deep link with first order logic (the square operator/diamond operator and the existential quantifier/universal quantifier in particular), has been abandoned by computer scientist and become, more or less explicitly, a field of philosophy.
I think this state of affairs isn't satisfying and that there is a work of conceptual clarification and of revision of the foundation of mathematics that would integrate these development.
To that end, something that does seem absolutely essential is to give each other an easy access to reasoners. By easy access, I don't mean a program written in some obscure language whose source must be compiled on a specific linux.
I mean an access to the reasoning service through a (loosely standardized) REST API. These service should be accompanied with websites giving relevant example of using the reaoner, with an "online playground".
I think this could be done for classic DL such as EL or SHOIQ but also for modal logic in it's various kind (epistemic, deontic), and that could also could be done for planification based on First Order Logic.
I'm currently cogitating about the engineering question that would raise from such a logical zoo, and about a grammar that would be usable for every reasoning problem description involving this kind of logic.
If you are interested by the question and/or have skills in modern full stack architecture and Dockerisation, I'd be interested to have your opinion about the current situtation and the feasability of such a logic zoo, which would be an useful tool for clarifying the domain.
The representation of ethical dilemma is admittedly a quite difficult topic. On the first hand, the very definition of what constitute a dilemma is subject to numerous vivid discussions and debates among philosophers (from Kant denying the existence of such things as ethical dilemma to Sartre and the famous example of the existential dilemma).
Nevertheless, it seems plausible that since ethical dilemma actually exists (at least according to persons subject to these dilemma) and therefore should be representable. Here comes another difficulty, more theoretical and grounded in the very essence of what constitute a dilemma. A dilemma, it would seem, is a contradiction, a conflict between two (or more) obligations that can't be mutually fulfilled.
Modal logic and particularly deontic logic studies the relations between Propositional Calculus and the deontic operators ( obligation and <> permission). I have not been able to find an interpretation of these operators in description logic. I would be interested in opinion concerning relations between deontic operators and the usual constructors of description logic (set intersections/existential and universal quantification).
ReVeRIES is a project that aims to create easy to use authoring tools for mobile serious games. The target audience is quite broad, since we would like to be learning domain agnostic, and our authoring tool should need no more than casual IT knowledge. For the moment we focus on the development of a reliable working prototype. This prototype can be divided in two part : an authoring tool allowing non IT persons to create mobile games, and a game runner to actually use these games through smartphone.