Browsing by Author "Nussbaum, M"
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- ItemA constructivist mobile learning environment supported by a wireless handheld network(WILEY, 2004) Zurita, G; Nussbaum, MThere is a need to incorporate constructivist environments in the pedagogical practice. A constructivist learning environment allows students to build up their own knowledge (based on previous one) while working jointly among them in a reflexive process directed by the teacher. Wireless interconnected handhelds can introduce a space that favours constructivism and collaboration in order to achieve creation of new knowledge. We have developed a constructivist learning environment supported by handhelds, for the teaching of reading for first graders. This environment was compared to an equivalent constructivist environment without technological support, obtaining significant different learning results.
- ItemA framework for the development of videogames(JOHN WILEY & SONS LTD, 2001) Santelices, RA; Nussbaum, MA framework is a high-level solution for the reuse of software pieces, a step forward in simple library-based reuse, that allows the sharing of not only common functions but also the generic logic of a domain application. It also ensures a better level of quality for the final product, given the fact that an important fraction of the application is already found within the framework and has therefore already been tested. This case study takes the systematic generation of hot-spot subsystems approach as a reference point to describe the underlying concepts in the design of a framework for the development of 2D action videogames for low-performance machines. The main goal of this paper is to show the applicability of framework-based reuse to videogames. Both standard and framework-based game implementations are compared and the results are analysed. Special attention is paid to the (potential) benefits that the use of frameworks brings to the fulfillment of maintenance tasks along the game's life cycle, a stage that normally consumes most resources in software projects. At the end of the paper, based on the implementation results, this study shows the predicted conditions under which building a framework is cost effective for the development of videogames similar to the ones from the studied domain. Copyright (C) 2001 John Wiley & Sons, Ltd.
- ItemA fuel distribution knowledge-based decision support system(PERGAMON-ELSEVIER SCIENCE LTD, 1997) Nussbaum, M; Sepulveda, M; Cobian, A; Gaete, J; Parra, E; Cruz, JThis paper reports the experience of solving the distribution problem for the biggest fuel company in Chile, A planning, execution and control system for fuel distribution was developed, It employs a knowledge-based approach that utilizes a graphical user interface which mimics the mental model of the user, An automatic scheduler solves the Capacity Vehicle Routing Problem, The solution ran be manually modified so verifying system consistency. The system is running throughout the country, 13 sites, having a positive impact on the three types of player, Plant managers have increased fleet efficiency and customers receive a higher quality service, Finally, the central administration obtains a report once a month from each of the plants that allows the strong and weak aspects of each site to be analyzed. (C) 1997 Elsevier Science Ltd.
- ItemAn architecture for solving sequencing and resource allocation problems using approximation methods(STOCKTON PRESS, 1998) Nussbaum, M; Sepulveda, M; Singer, M; Laval, EIn the search for better optimisation techniques, new methods that mix artificial intelligence and operations research have emerged. Search heuristics are integrated with optimisation algorithms. Approximation methods, like Hill Climbing, Simulated Annealing, and Tabu Search, that have been used with success in combinatorial optimisation problems, are one of such research lines. This paper presents the key elements of approximation methods and combines them in a tool appropriate for solving sequencing and resource allocation problems. The system permits a clear division between problem specification and problem solving, allowing a declarative representation and therefore minimising developing costs. The key issues discussed in this work are a model for representing this class of problems in a standard form, a set of strategies for applying the approximation methodology, and an expert system that dynamically manipulates the strategies' parameters.
- ItemBeyond Nintendo: design and assessment of educational video games for first and second grade students(PERGAMON-ELSEVIER SCIENCE LTD, 2003) Rosas, R; Nussbaum, M; Cumsille, P; Marianov, V; Correa, M; Flores, P; Grau, V; Lagos, F; Lopez, X; Lopez, V; Rodriguez, P; Salinas, MThe main objective of this study was to evaluate the effects of the introduction of educational videogames into the classroom, on, learning, motivation, and classroom dynamics. These effects were studied using a sample of 1274 students from economically disadvantaged schools in Chile. The videogames were specifically designed to address the educational goals of the first and second years of school, for basic mathematics and reading comprehension. The sample was divided into experimental groups (EG), internal control groups (IC) and external control groups (EC). Students in the EG groups, used the experimental video games during an average of 30 h over a 3-month period. They were evaluated on their acquisition of reading comprehension, spelling, and mathematical skills, and on their motivation to use video games. Teachers' expectations of change due to the use of video games, their technological transfer, and handling of classroom dynamics, were assessed through ad hoc tests and classroom observations. The results show significant differences between the EG and IC groups in relation to the EC group in Math, Reading Comprehension and Spelling, but no significant differences in these aspects were found between the EG and the IC groups. Teacher reports and classroom observations confirm an improvement in motivation to learn, and a positive technological transfer of the experimental tool. Although further studies regarding the effects of learning through videogame use are imperative, positive effects on motivation and classroom dynamics, indicate that the introduction of educational video games can be a useful tool in promoting learning within the classroom. (C) 2002 Elsevier Science Ltd. All rights reserved.
- ItemDecision support system for conflict diagnosis in personnel selection(ELSEVIER SCIENCE BV, 1999) Nussbaum, M; Singer, M; Rosas, R; Castillo, M; Flies, E; Lara, R; Sommers, RA decision support system (DSS) is discussed here. It was developed to analyze the interpersonal behavior of members of a work team; they are tested while interacting in a set of situations simulating a daily working session. By comparing the reactions of each member, it is possible to assess the members' working style compatibility. The system can, therefore, be configured to test specific features of interpersonal behavior, such as potential conflict factors; these can then be used to assess the effect of adding a member to a team during personnel selection, Field tests have showed that the system can satisfactorily predict potential conflicts within a group. (C) 1999 Elsevier Science B.V. All rights reserved.
- ItemDevelopment of intelligent tutoring systems using knowledge structures(PERGAMON-ELSEVIER SCIENCE LTD, 2001) Nussbaum, M; Rosas, R; Peirano, I; Cardenas, FThe aim of this work is to develop a tool for teachers, without necessarily software development experience, to elaborate tutoring applications on a given domain. The teacher makes use of stored knowledge to choose the required contents so that the system automatically generates exercises. These exercises are completed and evaluated in real time, according to the student's reality, being able to mediate with the pupil to achieve the maximum session utilization. Control of the learning process is distributed among the student, the teacher, and the system, The student may choose the activities he/she likes to carry out, within a sub-group specified by the teacher, whereas the system specifies the exercise complexity, on the basis of the pupils performance. This work is grounded on knowledge re-utilization that makes use of pre-defined knowledge structures. These structures can be edited by a teacher to generate activities. These are carried out by a simulator, controlled by an expert system, that interacts with the student adjusting to the pupil's needs. Elements From both the instructionist and constructivist model were used, It was implemented for the practice of certain skills related to math in pre-school children. (C) 2001 Elsevier Science Ltd. All rights reserved.
- ItemDynamic grouping in collaborative learning supported by wireless handhelds(NATL TAIWAN NORMAL UNIV, TAIWAN, 2005) Zurita, G; Nussbaum, M; Salinas, ROne of the most important decisions to be made in a face-to-face collaborative learning activity is how the participating groups are composed. These compositions produce different learning and social interaction results. The ability to change the group member composition in real time and dynamically enables the leveling up of learning results and improvements in the participants' social relationships. Changes in composition also facilitate the analysis of the best criteria to be used in a determined activity. We propose a face-to-face collaborative environment supported by wireless handhelds that allows for dynamic changes in the composition of groups while an activity is underway. Three different group composition changes were carried out in one environment and the outcomes were compared with another, similar environment where no such group composition changes were performed. The results obtained showed significant improvements, both qualitative and quantitative, in the environment where dynamic grouping was used. Moreover, the criteria for group composition that produce different social interaction outcomes were identified.
- ItemKnowledge-based language for modeling linear programming problems(PERGAMON-ELSEVIER SCIENCE LTD, 1998) Dombrovskaia, L; Rodriguez, P; Nussbaum, MThe innovative aspect of this research is to apply knowledge-based methodology to model linear programming problems. This article introduces a graphic and declarative language. and shows the modeling process from the knowledge acquisition to the automatic generation of the algebraic model to be used by a solver. (C) 1998 Elsevier Science Ltd. All rights reserved.
- ItemMaintenance-oriented design and development: A case study(IEEE COMPUTER SOC, 2002) Zagal, JP; Ahues, RS; Nussbaum, MMaintenance efforts are the most time and resource consuming of the entire software development process. the authors propose a different point of view that shifts the traditional perspective and thinks of the implementation stage as maintenance as well. They present a case study of the development of educational video games for children to determine the proposed method's benefits and drawbacks in this domain.
- ItemMethodology for evaluating a novel education technology: a case study of handheld video games in Chile(PERGAMON-ELSEVIER SCIENCE LTD, 2006) Margolis, JL; Nussbaum, M; Rodriguez, P; Rosas, RMany school systems, in both the developed and developing world, are implementing educational technology to assist in student learning. However, there is no clear consensus on how to evaluate these new technologies. This paper proposes a comprehensive methodology for estimating the value of a new educational technology in three steps: benefit analysis, through the administration of a well-designed experiment; cost analysis, which incorporates costs to weigh against the benefits; and feasibility analysis, which introduces real-world concerns that may affect the ability to actually implement the technology. To illustrate the methodology, a case study from Chile is used where portable educational video games were introduced into first and second grade classrooms with the aim of improving learning in mathematics and language. This paper demonstrates the importance of all three steps in the evaluation process and provides a framework for future analyses. (c) 2004 Elsevier Ltd. All rights reserved.
- ItemPlayability in action videogames: A qualitative design model(LAWRENCE ERLBAUM ASSOC INC, 2002) Fabricatore, C; Nussbaum, M; Rosas, RIn the 1990s, the videogame industry has managed to become the fastest growing segment of the entertainment industry in America. However, only a very low number of videogame products manage to cover the costs of production and generate earnings. According to traditional marketing wisdom, players' preferences are a core issue in creating successful products, and the game design process is crucial for guaranteeing players' satisfaction.
- ItemRobust mobile ad hoc space for collaboration to support disaster relief efforts involving critical physical infrastructure(ASCE-AMER SOC CIVIL ENGINEERS, 2006) Aldunate, R; Ochoa, SF; Pena Mora, F; Nussbaum, MWhen an extreme event hits an urban area, the efficiency and effectiveness of the first response have a profound effect on disaster relief efforts. The redefinition of the civil engineers' role and responsibilities as first response team members, along with an enhanced collaboration between disaster relief organizations, will greatly improve first response efforts and the securing of affected infrastructures. To improve collaboration efforts, the currently used radio systems-based interaction rnedium needs to be modified due to the impossibility of storing, retrieving, and transferring digital information, and limited support to implement information dissemination policies. This paper presents a reliable, transparent, and portable mobile ad hoc space for collaboration (MASC) based on a short range wireless communication platform to address these limitations in order to provide more consistent and efficient collaboration among first responders. The system was designed around a robust data redundancy core, and tested through software simulations and by conducting a search and rescue exercise involving civil engineers and firefighters. The simulation results highlight that the number of machines, the replication level, the size of the replication unit, and the wireless communication range are key design elements of the system in providing high availability. The search and rescue exercise allowed this research to confirm the high availability simulation results and to demonstrate that MASC is able to adequately manage and disseminate information in disaster scenarios. These encouraging results allow this research effort to conclude that MASC is able to address these new challenges.
- ItemStrategic and cognitive criteria for the selection of startups(ELSEVIER SCIENCE BV, 2006) Csaszar, F; Nussbaum, M; Sepulveda, MA decision aid is proposed that would enable venture capitalists to improve the accuracy of their decision-making processes. The methodology complements strategic criteria with cognitive ones. When questions on technical know-how and business expertise do not give enough clues, they are supplemented with a different viewpoint given by a cognitive model. The methodology is demonstrated using an e-Business case. (c) 2005 Elsevier Ltd. All rights reserved.
- ItemUsing global search heuristics for the capacity vehicle routing problem(PERGAMON-ELSEVIER SCIENCE LTD, 1998) Rodriguez, P; Nussbaum, M; Baeza, R; Leon, G; Sepulveda, M; Cobian, AIn this work, a Frame is posed which allows to define global search heuristics in an efficient and declarative way, which interacts with a specific computational implementation of a problem. An overview of different ways to solve problems by the use of global search is presented, followed by the specification of the language proposed. A real decision support system was developed through the use of the language. The problem faced was an extension of the capacity vehicle routing problem. The followed approach minimizes the development cost of a decision support system for logistic and productive environments, since the performance of different heuristics can be tested using the language in a straightforward way. Besides, when new requirements or additional knowledge about the problem appear, the solving engine can be easily modified through the heuristic language. (C) 1998 Elsevier Science Ltd All rights reserved.
- ItemVisiplan: A knowledge-based modelling tool(IEE-INST ELEC ENG, 1996) Sepulveda, M; Nussbaum, M; Levys, PThe paper presents Visiplan, a knowledge-based modelling language that is applied to resource allocation and sequencing problems. Expert knowledge is encapsulated throughout the whole modelling and problem solving process. This enables the user's effort to be targetted at defining what he or she wishes to solve (i.e. the problem) but not how to solve it (i.e. not the implementation details behind the optimisation technique). Approximation methods that mix artificial intelligence and operation research techniques are successfully used for solving combinatorial problems. The key elements of this approach are combined in a tool appropriate for solving resource allocation and sequencing problems.