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August 30, 2004: An apple for the computer - Machines are so sophisticated they can be used to grade essays. But in some ways, artificial intelligence still lacks common sense. By Faye Flam. Philadelphia Inquirer. "First, computers learned to beat people at chess, then they started answering 411 calls. Now, computers endowed with artificial intelligence are going where only teachers ventured before: They're grading essays. At least three companies are marketing computerized essay graders, and thousands of schools across the country are using them as teaching tools and to score standardized tests. ... Jill Burstein, [E-rater's] lead scientist and a computational linguist, said the computer is 'trained' by feeding it thousands of essays that have already been scored and then asking the system to look for patterns that distinguish the good from the bad. ... [E]ssay-scoring programs will work for students who make a good-faith effort, said Harry Barfoot, vice president for marketing and sales at Vantage Learning. 'It can't score poetry and creative writing,' he said, but that was never promised. ... [Henry] Lieberman and other artificial intelligence researchers say computers could become dramatically smarter and more humanlike in the future. The brain is just a physical machine, albeit a complicated one we don't yet understand, they argue. 'People have this illusion that what we do is magic and it will never be automated,' said University of Pennsylvania computer science professor Lyle Ungar. When he first started studying artificial intelligence, he said, no one thought a computer could play chess well enough to beat the masters. Today, computers can beat everyone at chess, he said, and we're no longer impressed."
>>> Education, Intelligent Tutoring Systems, Pattern Recognition, Commonsense, The AI Effect, Machine Learning, Applications

August 27, 2004: What awaits this year's GCSE generation? By Jenny Rees. The Western Mail / available from ic Wales. "Thousands of children in Wales picked up their GCSE [General Certificate of Secondary Education] results yesterday and started to make one of the biggest decisions of their lives - what do I do next? Here Jenny Rees takes a look at what life may be like when their children reach exam age. Ian Neild, of the BT research centre, looks at new and emerging technologies, and says that while the pace of change is rapid, in some cases very little has changed.... As the internet and technology becomes more sophisticated young people are unlikely to see the relevance of learning foreign languages. 'We use the language of the web, it's the Microsoft language,' said Mr Neild. And if we're ever stuck without a dictionary in our chosen language, 'there are all these lovely language translators on line,' he added. ... Teaching is set for possibly the biggest change, our crystal ball tells us. 'Teaching numbers will be in decline because no one will want to teach the children so there will be an increasing use of artificial intelligence to give personal teaching,' said Mr Neild. 'Just as you have typing tutors, these sorts of things will let you learn in different way.'"
>>> Education, Intelligent Tutoring Systems, Machine Translation, Applications, Ethical & Social Implications

August 22, 2004: The Making of an X Box Warrior - The military has quietly become an industry leader in video-game design, creating games to train and even recruit the soldiers of the PlayStation generation. Will virtual boot camp make combat more real or more surreal? By Clive Thompson. The New York Times Magazine (no fee reg. req'd.). "It was only a virtual Baghdad, baking under a virtual sun. As in real life, though, troops were dodging gunfire. I was at the Institute for Creative Technologies in Marina Del Rey, Calif., playing a new X box video game called Full Spectrum Warrior. ... For the past three years, the military has been entertaining the surprising idea that video games, even those that you play on a commerical system like Microsoft's Xbox, can be an effective way to train soldiers. In fact, the Army is now one of the industry's most innovative creators, hiring high-end programmers and designers from Silicon Valley and Hollywood to devise and refine its games. Some of these games are action-packed, like Full Spectrum Warrior. Others, like one that the military's Special Operations Command is currently designing to help recruits practice their Arabic, are less so. All the games, however, speak to the military's urgent need to train recruits for the new challenges of peacekeeping efforts in places like Iraq. ... Not everyone in the military is convinced that receiving training in a game is possible or even useful. ... One of the biggest concerns that skeptics voice is the danger of so-called negative training. If a game is programmed with unrealistic physics and behavior, it can teach soldiers incorrect techniques -- potentially deadly when they eventually enter combat. In a game like Full Spectrum Warrior, where the enemy is made up of computerized opponents with artificial intelligence, the obvious concern is that the preparation will not give a human-enough sense of how devious, or inept, a real enemy can be."
>>> Intelligent Tutoring Systems, Video Games, Military, Agents, Speech, Education, Natural Language Processing, Applications; also see the next article ->

August 20, 2004: The War Room. By Steve Silberman. Wired News (This article will appear in the September 2004 issue of Wired Magazine.) "The installation is the brainchild of the Institute for Creative Technologies, an Army-funded R&D group at the University of Southern California. ICT brings together videogame developers, f/x artists, research scientists, and Pentagon experts to create faster, cheaper, and more effective ways of preparing recruits for their jobs on the front lines. ... The backbone of military training for centuries was rote learning. The goal of the punishing routines and endless drills was to replace thinking with instinct so that at the sound of gunshots, a soldier would automatically return fire. But this kind of schooling, the Pentagon now believes, is inadequate to prepare soldiers for hot spots like the Sunni Triangle, where it's not enough to be a good marksman. These days, grunts fresh out of basic training must also be versed in the nuances of street-level diplomacy with an increasingly hostile citizenry in densely populated neighborhoods where allies can turn into opposing forces overnight. To teach recruits how to navigate complex situations, ICT's virtual training packages are built around the oldest form of immersive experience: storytelling. 'Instead of moving the classroom into the field, we're moving the field into the classroom,' says Randy Hill, the institute's deputy technology director. An ICT software package for desktop PCs called Think Like a Commander engages captains-in-training in conflict scenarios derived from interviews with senior officers who served in Bosnia or Afghanistan. In one story line, warlords descend on a food-distribution outpost, and the trainee must quickly determine who to trust and how to build alliances with the locals. The roles of the coalition soldiers, tribal leaders, and villagers are played by lifelike avatars programmed with megabytes of artificial intelligence, Army doctrine, and speech-and-text recognition software. ... Studies by academic researchers have shown that immersion in simulated environments increases learning speed and retention for a range of tasks, from making laparoscopic incisions to rescuing people from burning buildings. ... Virtual military training dates back to 1929, when Ed Link, the son of an organ manufacturer, invented the first flight simulator.... Impressed by Link's teaching tool, the Navy set about creating a simulator that relied on a computer instead of pumps and valves. The effort, dubbed Project Whirlwind and spearheaded at MIT, produced the first digital computer (manufactured by an upstart calculator maker called IBM) and many of the technical foundations of the modern networked age...."
>>> Intelligent Tutoring Systems, Video Games, Military, Agents, Speech, Education, Natural Language Processing, History, Applications

August 12, 2004: Computer Graded Writing. Written by Nancy Steinbach and reported by Steve Ember. VOA News broadcast. "Educators know that teaching students to write well is not easy. One problem is the amount of time needed to read through large amounts of work. So some companies have developed computer programs. These can grade student writing much more quickly than a human can. Writing tests can also cost less to administer by computer than by paper-and-pencil. These computer systems are known as e-raters. They use artificial intelligence to think in a way like teachers. In the state of Indiana, computer grading of a statewide writing test began with a test of the system itself. For two years, both a computer and humans graded the student writing. Officials say there was almost no difference between the computer grades and those given by the human readers. ... How do teachers feel about all this? ..."
>>> Education, Intelligent Tutoring Systems, Applications

August 1, 2004: Computers Weighing In On the Elements of Essay - Programs Critique Structure, Not Ideas. By Jay Mathews. The Washington Post / also available from MSNBC (Computers help grade essays; August 2, 2004). "[E]ssay-grading computers are quietly making significant gains in the booming U.S. testing industry. More than 2 million essays have been scored by e-rater since it was adopted for the GMAT in 1999, and the technology is being considered for use in the Graduate Record Examination, for graduate school admissions, and the Test of English as a Foreign Language, which assesses the English proficiency of immigrants entering U.S. schools. SAT and ACT may be next Testing experts predict that machines eventually will help grade the SAT and the ACT, which will add writing sections in their 2005 college admissions tests, because computers cost less money and work faster than humans. Before technology entered the picture, teams of people graded each GMAT essay. Now one person's judgment is compared with the machine's conclusion. ... The e-rater was developed in the 1990s by subjecting essays to a 'natural language processing technology' that identifies grammar, sentence structure and strength of vocabulary. The computer also is programmed to scan for the elements present in a well-supported essay, said Richard Swartz, an executive with Educational Testing Service, which developed e-rater. ... Swartz emphasized the modest goal of computerized scoring: to judge the structure and coherence of the writing, rather than the quality of the thoughts and originality of the prose. In college, he said, professors grade the development of ideas, while essay-rating computers 'are better suited to judgment about more basic-level writing.'"
>>> Natural Language Processing, Education, Applications

July 6, 2004: Virtual Camp Trains Soldiers in Arabic, and More. By Margaret Wertheim. The New York Times (no fee reg. req'd.). "Sergeant Smith is not a real soldier, but the leading character in a video game being developed at the University of Southern California's School of Engineering as a tool for teaching soldiers to speak Arabic. Both the game's environment and the characters who populate it have a high degree of realism, in an effort to simulate the kinds of situations troops will face in the Middle East. Talle is modeled on an actual Lebanese village, while the game's characters are driven by artificial-intelligence software that enables them to behave autonomously and react realistically to Sergeant Smith. The Tactical Language Project, as it is called, is being developed at U.S.C.'s Center for Research in Technology for Education, in cooperation with the Special Operations Command. ... One of the tools the Carte team has developed is a virtual tutor that uses artificial intelligence software to coach individual students through the minefield of pronunciation. To do this, the researchers have had to design speech recognition software tailored specifically for language learners. ... Developing so-called intelligent agents is currently a hot research topic and U.S.C.'s Information Sciences Institute, where Carte is based, is home to world leaders in this field. Two institute scientists, Dr. David Pynadath and Dr. Stacy Marsella, have developed a program called PsychSim to model individual and group behavior among agents."
>>> Multi-Agent Systems, Intelligent Tutoring Systems, Speech, Machine Translation, Natural Language Processing, Military, Video Games, Foreign Relations, Agents, Education, Applications

June 23, 2004: War, with a with a restart button - Cary studio builds military training from a game, 'America's Army.' By John Gaudiosi. The News & Observer. "Since its introduction two years ago, the realistic online video game designed by the U.S. Army as a recruiting and training tool has been an hit. The combat game has more than 3.4 million registered users who have played more than 600 million missions. It's available for free at recruiting stations and at www.americasarmy.com/. ... The primary purpose of 'America's Army' Government Applications Team is to use the video game technology for real-world training. The studio is working on a number of projects that improve the way personnel are trained and open new doors for the testing of advanced military weapons and robots. ... Computer-generated artificial intelligence can help create situations in which 'enemies' react in ways that closely resemble real life. ... The [Army's Armament Research, Development and Engineering Center's] team recently created the Talon robot system and was able to test it virtually before Congress ordered the titanium robots for combat in Iraq and Afghanistan. The game technology was then used to build training kits for soldiers, who received the software before the Talon robots arrived, and were already familiar with how to operate them."
>>> Military, Video Games, Intelligent Tutoring Systems, Applications, Education

June 15, 2004: State has a strange way with words. By Tracy Dell'Angela. Chicago Tribune (no fee reg. req'd.). "All children in Illinois public schools, and many elsewhere in the nation, write an essay for a standardized test at some point in their education. Next year, similar writing samples will become part of the ACT and SAT college entrance exams. That, in turn, is reshaping the way schools teach this essential skill -- for the worse, critics say. But [Ulises Gonzales'] essay illuminates the difficulty of trying to evaluate the infinitely variable craft of writing in an objective and mechanical way. ... They penalize pupils who struggle to finish in the prescribed 40 minutes, as Ulises did, without necessarily crediting his unconventional uses of dialogue and descriptive passages that have characters 'yelling with a surprising ferocity' and 'detention slips clenched in tight fists.' In the end, what these tests evaluate is so formulaic that in Indiana, a machine does the grading. In May, some 50,000 high school juniors there took an online essay test that was evaluated by computers using a form of artificial intelligence designed to mimic human readers. ... 'We didn't build this system to evaluate the Hemingways and Shakespeares,' said Richard Swartz, an executive director at Educational Testing Services, which designed Indiana's system and also uses computer programs to grade essays for the GMAT, the business graduate school entrance exam. 'The [artificial intelligence] is not going to be able to separate creative approaches from mundane approaches, but I would argue that doesn't happen with human readers either,' Swartz said. 'We're evaluating the kind of writing students are asked to produce, and 90 percent of that writing is pretty mundane.'"
>>> Education, Intelligent Tutoring Systems, Applications

June 14, 2004: Arabic: High-Tech Tutor. By Andrew Murr. Newsweek / available from MSNBC. "Army Special Operations soldiers may soon get a high-tech computer game to teach them Arabic. Now being designed at the University of Southern California, the Tactical Language Training System helps students learn 'situational Arabic' by inserting them into a realistic videogame as Special Forces operator Maj. John Smith (Maj. Kate Jones for women). ... It employs voice-recognition and artificial-intelligence technologies so that the mayor and others react to Smith's Arabic words and motions."

  • Also see: Experts Use AI to Help GIs Learn Arabic. By Eric Mankin. USC News (June 21, 2004). Available in both text and video versions.

>>>Intelligent Tutoring Systems, Speech, Vision, Education, Video Games, Military, Naturural Language Processing, Applications

June 6, 2004: A PhD in Mortal Kombat - A pioneering USC group tries to get into the heads of players to learn if the pastime harms or can help. By Mary McNamara. The Los Angeles Times (no fee reg. req'd.). "[T]hese three and others like them are using their knowledge of games like Mortal Kombat and the Sims to further their education. As members of USC's Computer Games project, they are the local vanguard of a new academic discipline: video game scholarship. ... The research at USC focuses on the gamer rather than game design or development, and much of what they are doing is groundbreaking. ... In the past years, it's developed or launched studies into areas as diverse as the effect of violent games on brain activity, the motivation of gamers, the benefits of interactive learning, and the role of narrative and character development in the games themselves. ... In one study planned for this summer, researchers will test the conventional wisdom that interactive learning is more productive than rote. 'Everyone assumes children will learn more if they are playing a game,' [Ute] Ritterfeld says. 'But we do not know that because it has never been tested.' ... Here is what is known about computer games: They are the fastest-growing area of the entertainment market; last year, when games sales reached $11.4 billion, which surpassed U.S. box office figures, studios all over town began opening or gearing up their interactive divisions. The median age of gamers has risen to 27, and almost half are women. Men prefer violent, combat-heavy games, women are more into role-playing. The Sims, in which players create virtual families and homes and lives, is the most popular computer game of all time with 6.3 million units sold."
>>> Video Games, Education, Intelligent Tutoring Systems, Storytelling, Ethical & Social Implications, Applications, Academic Departments (@ Resources for Students), Industry Statistics

June 3, 2004 [event date]: Interaction Design and Children Conference. Live Online / The Washington Post. "The University of Maryland Human-Computer Interaction Lab holds their third annual Interaction Design and Children conference on the importance and challenges of allowing children to be integrated at the early stage of the technology design process. ... Conference speakers and chair Alan Kay, Marvin Minsky, Seymour Papert and Allison Druin will be online Thursday, June 3 at 1 p.m. ET to discuss the conference highlights and their research."
>>> Education, Applications

May 26, 2004: New e-learning tools. By Chandra Devi. Computimes / The New Straits Times (Malaysia). "Local software provider Zeddel DotCom Sdn Bhd has entered into an international research collaboration agreement with two Canadian universities to develop new e-learning tools. ... The Aries Lab, in the department of computer science at the University of Saskatchewan, is playing a pivotal role for research projects in the areas of intelligent tutoring systems (ITS) and adaptive learning environment. ... AICML [Alberta Ingenuity Centre for Machine Learning], on the other hand, supports and promotes curiosity-driven machine learning research, and leading-edge scientific and commercial applications in the bio-informatics and interactive entertainment industries. ... Dr Randy Goebel, chairman of the computer science department at the University of Alberta, says AICML's partnership with Zeddel marks the first formal arrangement with a foreign commercial enterprise. He adds that AICML which has a mandate for fundamental scientific research on machine learning has been working to establish relationships with foreign scientific institutions with related interests, including the Centre for Automated Learning and Discovery at Carnegie Mellon University in the United States and the German Centre for Artificial Intelligence Research in Germany. According to Goebel, the partnership with Zeddel is motivated by the company's willingness to embrace leading-edge technologies and confront the task of making them work in the market. Such passion, he adds, is rare and important for the AICML scientists, as they need to collaborate in partnerships that span the industry-university boundary."
>>> Education, Machine Learning, Intelligent Tutoring Systems, Applications

May 22, 2004: Would You Trust a Computer to Grade Emerson? The New York Times (no fee reg. req'd.). 2 Letters to the Editor regarding the May 19th article, Indiana Essays Being Graded by Computers.

May 19, 2004: Indiana Essays Being Graded by Computers. By Sol Hurwitz. The New York Times (no fee reg. req'd.). "In the computer lab at Warren Central High School in mid-May, Craig Butler, a junior, squinted at the question on his screen, paused to ponder his answer and began typing. Craig was one of 48,500 Indiana juniors gathering in high schools across the state to take the end-of-year online English essay test. Unlike most essay tests, however, this one is being graded not by a teacher but by a computer. Craig has already decided he prefers computer grading. 'Teachers, you know, they're human, so they have to stumble around telling you what you need to do,' he said at a practice session. 'A computer can put it in fine print what you did wrong and how to fix it.' But his English teacher, Richard P. Dayment, wonders whether the computer is up to the task. 'For the computer to do the subjective grading that's necessary on an essay, I'll want to see it before I have faith in it,' he said. Indiana is the first state to use a computer-scored English essay test in a statewide assessment, and its experience could influence testing decisions in other states."
>>> Education, Intelligent Tutoring Systems, Applications; also see the two letters to the Editor

May 11, 2004: Sneaking education into entertainment - Group hopes to smarten up video games. By Stanley A. Miller II. Milwaukee Journal Sentinel Online (no fee reg. req'd.). "Major players in the electronic equipment industry say their video games can offer more than just sports, sex or violence. In the spirit of making kinder, gentler video games, a group of designers, publishers and educators called the Education Arcade announced Monday they are developing guidelines to help studios create fun yet educational games. They also plan a rating system for games with educational content. ... The goal of the new initiative is to raise the profile, promotion and production values of educational games to the level of today's modern bestsellers, which typically feature state-of-the-art graphics, sophisticated artificial intelligence and some way to play the game over the Internet. The Education Arcade selected the week of the Electronic Entertainment Expo, which opens Wednesday in Los Angeles and is the largest electronic gaming trade show in North America, to encourage game publishers that such titles are worth the investment. Sneaking in the broccoli. [Alex] Chisholm said the Education Arcade - which is run by the Comparative Media Studies department at the Massachusetts Institute of Technology - spent nearly three years examining ways to make fun games that also teach. ... Some mainstream games that have sold millions of copies already have educational elements, including the 'Civilization' series of nation-building games, which teach some history. ... 'Stealth education' is the concept behind Hidden Agenda, a game design contest sponsored by the non-profit Liemandt Foundation in Austin, Texas, challenging college students to create games that entertain while educating them as well."
>>> Education, Video Games, Intelligent Tutoring Systems, Applications, Competitions (@ Resources for Students)

May 5, 2004: United States Senate Committee on Appropriations, Defense Subcommittee Hearing with Public Witnesses - Testimony of Christopher Sager, American Psychological Association. "Although I am sure you are aware of the large number of psychologists providing clinical services to our military members here and abroad, you may be less familiar with the extraordinary range of research conducted by psychological scientists within the Department of Defense. ... Office of Naval Research (ONR) The Cognitive and Neural Sciences Division (CNS) of ONR supports research to increase the understanding of complex cognitive skills in humans; aid in the development and improvement of machine vision; improve human factors engineering in new technologies; and advance the design of robotics systems. An example of CNS-supported research is the division's long-term investment in artificial intelligence research. This research has led to many useful products, including software that enables the use of 'embedded training.' Many of the Navy's operational tasks, such as recognizing and responding to threats, require complex interactions with sophisticated, computer-based systems. Embedded training allows shipboard personnel to develop and refine critical skills by practicing simulated exercises on their own workstations. Once developed, embedded training software can be loaded onto specified computer systems and delivered wherever and however it is needed."
>>> Education, Intelligent Tutoring Systems, Military, Vision, Cognitive Science, Robots, Applications

March 9, 2004: Talking Up a Good Game - Computer Simulation to Stimulate Soldiers to Speak in Tongues. By Paul Eng. ABCNEWS.com. "Computer science professors at the University of Southern California, with funding from DARPA, have been working on a simulation program designed to help military personnel perform a more prevalent -- and difficult -- task in the international war on terrorism: communicating peacefully and correctly with foreigners in their own native tongues. ... And the idea, says Lewis Johnson, director of the Center for Advanced Research in Technology for Education (CARTE) at USC, was that computer games, programmed with artificially intelligent 'agents' could help soldiers develop those much needed linguistic abilities. ... The result: The Tactical Language Training System. ... The program is based on the graphics capabilities of Unreal Tournament, a consumer computer game that has been popular with game players for its team-based approach to virtual combat. But, Johnson and his team of researchers have tweaked the game by adding a 'speech recognition' engine and their own 'intelligent agents,' software code that 'reacts' to how a user speaks and what he says. ... The first part of the game, says Johnson, acts as basically an 'intelligent tutoring' program.' ... But what makes the program really 'intelligent' are the computer-generated and -controlled characters, such as a virtual village leader and a virtual 'team member' that acts as an in-game guide. These game characters are programmed to react in ways that are unique to each individual user."
>>> Intelligent Tutoring Systems, Military, Video Games, Agents, Machine Translation, Speech, Natural Language Processing, Education, Applications

March 8, 2004: City pushes computer tutor for struggling algebra students. By Maggi Newhouse. Tribune-Review / available from PittsburghLIVE.com. "About 40 percent of the city's ninth graders fail first-year algebra every year, and Pittsburgh Public Schools officials say it's time to expand an innovative math program used by some schools to the rest of the district. ... The centerpiece of the Carnegie Learning method, developed by Carnegie Mellon University researchers, is a computer program that combines traditional algebra problems with technology that can assess a student's progress and skill level. The Cognitive Tutor program can then use the student information to offer individualized instruction and provide instant feedback for a student and teacher. 'What you're seeing here is artificial intelligence,' said Jackie Smith, an instructional support director for mathematics. 'The computer is learning and building a profile of every single student as it diagnoses their strengths and weaknesses.'"
>>> Intelligent Tutoring Systems, Education, Applications

February 2004: Beneath the Tip of the Iceberg -Technology Plumbs the Affective Learning Domain. By Sam Adkins. T+D Magazine. "In the case of the classroom experience, the affective is a layer provided by a human teacher. In higher education and corporate classrooms, role play (human-to-human collaboration) is used to teach affective domain subjects such as sales techniques, patient interactions, and employee management methods. Now, new learning technologies have emerged that are automating learning designed for the affective domain. These new technologies are the equivalent of the railroads that opened new territories in the past. They're now providing access to the last domain of human learning, the Final Frontier. There's a broad category of products known as Affective Computing and a specific product category called Affective Learning Technology that are designed for the affective learning domain. MIT's Media Lab is developing a Learning Companion designed to mitigate belief systems that undermine learning accomplishments in children. The project is funded by the National Science Foundation. This isn't a tutor per se, but an affective companion that tries to alleviate frustration and self-doubt in young learners. It does that by first establishing a relationship with the child. It then attempts to ascertain the cognitive state of the child and interacts with the child depending on that cognitive state."
>>> Education, Intelligent Tutoring Systems, Applications, Emotions, Ontologies, Web-Searching Agents, Knowledge Management, Cognitive Science

February 12, 2004: Fast Learners - Tech entrepreneurs hit the ground running with online tutoring program. By Corilyn Shropshire. Pittsburgh Post-Gazette. "After a chance encounter at the 2002 Three Rivers Venture fair, [Louis Piconi Jr., and Stephan Mueller] launched Apangea Learning Inc. -- a tutoring software company that uses humans and computers to boost students' school assessment test scores. What sets Apangea apart in a crowded field stuffed with computer and Web-based tutoring options is its approach. 'The artificial intelligence behind their technology is something we did not find with anybody else,' said Michael Matesic, managing director at the Idea Foundry, one of Apangea's angel investors. Apangea's technology customizes each tutorial to the need of the student, so 'if a student is having trouble with one section, it continues to target that area,' Matesic said. 'And the questions are tailored around the student's interest.'"
>>> Intelligent Tutoring Systems, Education, Applications

February 5, 2004: Robots get friendly - Robots are acting more like people. Will our attachments eventually become too strong? By Gregory M. Lamb. The Christian Science Monitor. "Later this month Valerie will go on duty behind the reception desk at Carnegie Mellon University's School of Computer Sciences. Besides doling out information and directions, she'll chat about her ever-changing personal life. If you introduce yourself, she'll remember you. If you ask about the weather, when she meets you again she may bring up the subject. Valerie, in case you haven't guessed, is a robot - one in a long line of increasingly sophisticated machines. Of course, computers and their physical manifestations, robots, are already deeply embedded in our lives. In some sense, ATM machines, self-service gas pumps, and TiVo video recorders serve as rudimentary robots. Now, scientists are pushing to make these machines more sophisticated and humanlike, both in appearance [see related story] and intelligence. ... Some experts worry that attachments may become too strong [see the other related story], subjecting people to manipulation by clever programmers or unnatural reliance on machines for companionship. ... Studies have shown that expectations are higher for such virtual people than, say, a faceless search engine like Google. ... 'The traditional way of teaching is on the way out,' says Mr. [Peter] Plantec, whose book encourages people to create their own virtual people on the Internet using off-the-shelf software. ... [V]irtual teachers can be constantly updated with the latest information, he says. Not only do they not 'burn out' like longtime human teachers, they can be replicated to work one on one with students, creating a special bond with each one. They remember what students have learned and don't let them move on until they have mastered the material."
>>> Robots, Ethical & Social Implications, Interfaces, Customer Service, Intelligent Tutoring Systems, Education, Chatbots (@ Natural Language Processing), Assisitive Technologies, Applications

January 30, 2004: U of M starts new company for research inventions. By Scott Shepard. Memphis Business Journal. "As artificial intelligence goes from science fiction to an everyday tool, the scientists who are at the center of it aim to keep it closer to home. ... That's the intent of IIDSystems, a business being developed at the University of Memphis in conjunction with the Technology Resources Foundation to commercialize the university's technology and encourage small businesses to form in Memphis. ... Or, IIDSystems could own a suite of integrated products. One candidate for that is ePal, which will integrate several forms of artificial intelligence to create a personal teaching mentor, with a talking head on the computer screen. 'Maybe we can combine all of our intelligent systems, and not just those for learning,"'[Eric] Mathews says. ... The U of M is on the cusp of churning out a wide array of learning tools in the next few years. There are concepts that teach critical, creative thinking, and systems that can read and react to human emotion. Technology development is beginning to slip out of the hands of technocrats, [Art] Graesser says, and that's good."
>>> Applications, Education, Intelligent Tutoring Systems, Emotion, Cognitive Science

January 14, 2004: Takara develops handheld memory aid device. Mobile Commerce World. "Major toy manufacturer Takara has developed with Index Corp. a portable device that helps users memorise information. ... The first software available will aid in learning English vocabulary for college entrance examinations. Questions appear on the LCD (liquid crystal display) of the device in multiple-choice format accompanied by pictures and sound. Users can learn words while seemingly playing a game. The device's artificial intelligence analyses response time and percentage of correct answers, then changes the ways or order in which the questions are given, a method that makes it easier for users to memorize information."
>>> Intelligent Tutoring Systems, Applications, Education

December 29, 2003: No rest for the apostle of training. By Larry Werner. Star Tribune. "Michael Allen has spent a career tying to wipe out boredom in education. He felt so strongly about his crusade that he came out of a comfortable early retirement to start a company that attempts to make corporate training fun and effective. ... His programs use the techniques of video games to teach subjects that can be dry as rice cakes. ... 'Training can be very effective, if done right, and it's a competitive advantage,' he said. The persuasive tone in his voice is one of the things his latest product -- DialogCoach -- attempts to teach. Using voice-recognition and artificial-intelligence software, Allen Interactions has developed an interactive program that can role-play with a user who might be a sales person, a customer-service agent or anyone who could benefit from rehearsing a conversation. In sales training, for example, the fictitious sales prospect on the computer screen is programmed to cut off the sales pitch if the trainee doesn't use the right words to make a sale."
>>> Education, Natural Language Processing, Speech, Intelligent Tutoring Systems, Customer Relations, Video Games, Applications

December 16, 2003: AI think, therefore I am. Virtual agents feature - Computerised characters that look, sound, move and seemingly think like real people are emerging from the realms of science fiction into everyday life. Superguide by David Braue. apcmag.com. "Making computers human is an idea as old as computers themselves, and what was initially a wild science fiction fantasy is gradually turning into fact. From the chilling 2001: A Space Odyssey's HAL 9000 to robotic newsreader Ananova and Jar Jar Binks, virtual creatures have become part of our collective culture. Much more than entertainment is at stake, of course. The potential of computerised agents or entities that are autonomous, self-directed, reactive and social -- just like humans -- can be estimated only in the realm of the imagination. Already, such agents have been built to present the weather on mobile phones, drive trucks, monitor environments designed to support life on other planets and perform many other sophisticated tasks. Computers are good at doing what they're told, but in this field they're required to reach their own conclusions. The complex computer code beneath their 'skins' is designed to make them react to situations like real people do -- unpredictably. Just how far we have come was evident in Melbourne earlier this year when more than 450 researchers from 29 countries attended the second annual Autonomous Agents and Multi-Agent Systems conference. ... 'We have agents embedded in trucks, excavators and individuals [robots] in order to mine the right material at the right time,' says Hugh Durrant-Whyte, research director at CEAS [Centre of Excellence in Autonomous Systems]. 'We do not approach it at all from a human point of view -- robots are really physical embodiments of agents. They won't discuss Plato with you, but they can work 24 hours a day and have cooperation and negotiation strategies [to interact with each other].'"
>>> Agents, Multi-Agent Systems, Web-Searching Agents, Chatbots (@ Natural Language Processing), Turing Test, Customer Relations, Intelligent Tutoring Systems, Robots, Scheduling & Planning, Transportation, SciFi, Interfaces, Reasoning, Applications

December 11, 2003: Stock exchange simulator.The Budapest Sun (Volume XI, Issue 50). "AITIA Rt, a 100% Hungarian-owned software group, has launched a capital markets and stock exchange interactive simulator and education internet portal (IP) under the name vBroker. According to Róbert Markó, Director of Marketing at AITIA, the IP is based on the latest international internet technology and artificial intelligence research. ... One of the highlights of the unique site is that users obtain their information from a 3D 'chatterbot' (a computer animated or virtual person) who holds dialogs on several topics."
>>> Finance, Chatbots (@ Natural Language Processing), Education, Applications

December 2, 2003: Codebaby grows up with 'Laura' - Virtual tour guide earns software company its first major contract. By Paul Marck. The Edmonton Journal. "Laura is a lithe young twenty-something with a sunny personality and a central role in the fortunes of two companies. But as friendly and entertaining as she is, Laura is not real. She's an animated, interactive, virtual tour guide and tutor to help you navigate through a tax return. ... For Codebaby, a three-year-old Edmonton software development company that creates animated artificial intelligence applications to help e-commerce customers negotiate through corporate websites, this is its first significant sale using a virtual assistant. The inspiration for Laura came from the estimated 60 per cent of website visitors who start an order form and never complete it, says CEO Shaheel Hooda."
>>> Intelligent Tutoring Systems, E-Commerce, Applications, Education

December 1, 2003: Foundations back educational program based on Apangea technology. By Patty Tascarella. Pittsburgh Business Times. "Two of Pittsburgh's largest foundations are bankrolling Project StepUp, a remedial tutoring program for high school students. ... 'We call it hybrid tutoring,' said Mr. [Louis] Piconi, 35, a veteran of several area tech companies and former managing director of IT Networks at the Pittsburgh Technology Council. 'It combines artificial intelligence with human tutors at the cost of $5 per hour.' ... 'We intend to deliver human tutors on the Internet with our artificial intelligence system,' said Mr. Piconi. As an alternative to having a tutor in the classroom, a tutor could be at a central site, accessible to several classrooms via the Internet."
>>> Intelligent Tutoring Systems, Education, Applications

December 1, 2003: Software allows virtual veterinary lessons. By Ross Markman. The Augusta Chronicle (no fee reg. req'd.). "Toiling alone amid robotic laboratories and high-tech equipment in the University of Georgia's Artificial Intelligence Center, graduate student Jason Schlachter is developing software that will enable veterinary students to simulate clinical scenarios. Known as the Virtual Vet Emergency Room, Mr. Schlachter's software will be implemented next fall for first- and second-year students, according to faculty members of UGA's College of Vet erinary Medicine. ... Scott Brown, a physiology professor in UGA's vet school, said the software might have far-reaching effects on teaching and could be invaluable for vet students."
>>> Education, Expert Systems, Medicine, Applications

December 2003: The Love Machine - Building computers that care. By David Diamond. Wired Magazine. "I have seen the future of computing, and I'm pleased to report it's all about ... me! This insight has been furnished with the help of Tim Bickmore, a doctoral student at the MIT Media Lab. He's invited me to participate in a study aimed at pushing the limits of human-computer relations. What kinds of bonds can people form with their machines, Bickmore wants to know. ... Bickmore's area of study is called affective computing. Its proponents believe computers should be designed to recognize, express, and influence emotion in users. Rosalind Picard, a genial MIT professor, is the field's godmother; her 1997 book, Affective Computing, triggered an explosion of interest in the emotional side of computers and their users. ... And she developed an interest in the work of neuroscientist Antonio Damasio. In his 1994 book, Descartes' Error , Damasio argued that, thanks to the interplay of the brain's frontal lobe and limbic systems, our ability to reason depends in part on our ability to feel emotion. Too little, like too much, triggers bad decisions. The simplest example: It's an emotion - fear - that governs your decision not to dive into a pool of crocodiles."
>>> Emotion, Reasoning, Interfaces, Natural Language Processing, Cognitive Science, Image Understanding, Pattern Recognition, Intelligent Tutoring Systems, Customer Service, Education, Assistive Technologies, Robots, Applications

November 21, 2003: Professor selected to be Air Force adviser. By Steve Houchin. Daily Trojan. "The Air Force's Scientific Advisory Board has selected a USC professor of computer science for membership. Bill Swartout, director of technology for USC's Institute for Creative Technologies and a research associate professor of computer science, began his membership this fall. ... The SAB is a Federal Advisory Committee that provides a link between the Air Force and the nation's scientific community. ... Swartout's job for the SAB is to look at simulation and training. 'I'm interested in how the mind works and how we can make computers think intelligently,' Swartout said. ... At ICT, the use of artificial intelligence with speech recognition lets trainees communicate with characters inside a virtual world."
>>> Military, Education, Video Games, Natural Language Processing, Applications

November 3, 2003: Palm Beach County considering using computers to grade FCAT essay portion. By Marc Freeman. Sun-Sentinel. "Artificial intelligence may be coming soon to Palm Beach County classrooms -- computers, not people, would read, score and analyze student essays on standardized tests for the first time in Florida. Grades are promised to appear within seconds, rather than the months it now takes to get similar writing results from the Florida Comprehensive Assessment Test. It sounds futuristic, but the School District wants to try out the technology starting early next year in grades three through 10 at selected schools. ... Here's how it works: As many as 300 student essays, scored by people, are collected and processed by Vantage's computers. Based on that pool of essays, the system is designed to look at 50 features of an essay concerning content and structure. It is capable of analyzing natural language, syntax and semantics and looking at concepts. If the computer is unable to process a particularly creative passage, a human grader is brought in as a second opinion."
>>> Education, Applications

September 23, 2003: How their kids will learn - Schools have seen many changes in the past three decades, but what's next? We look 30 years into the future to see how the vast advances expected in ICT may affect learning. By Jack Schofield. EducationGuardian. "Children can already do things with digital camcorders and movie editing software that were beyond Hollywood only a few years ago. What could they do with artificial intelligence-based computer-aided design? How far computers will go is a matter of conjecture. ... The critical question revolves around the creation of ultra-intelligent machines - ones that are smarter than us - and what happens when that happens. If computer power keeps increasing, it must happen within the foreseeable future, probably in less than 20 years. And once computers are smarter than us, they should be able to design computers that are even smarter than themselves, leading to an almost vertical rate of progress. ... In a world of ultra-intelligent machines, knowledge-based skills won't be valuable because, for example, expert systems software and robot surgeons will outperform human medical experts. However, people with caring skills, such as nurses, will be more valuable. 'We see a complete inversion,' says [Ian] Pearson."
>>> Education, Robots, Expert Systems, Medicine, Ethical & Social Implications, Systems, Robotic Pets, Applications

September 4, 2003: For Student Essayists, an Automated Grader. By J. Greg Phelan. The New York Times (no fee reg. req'd.). "When Camden County College in southern New Jersey introduced standardized final exams for English composition four years ago, Anthony Spatola, the chairman of the English department, knew he had a problem: he and other teachers had to grade 1,500 essays in a few days. Hoping to alleviate the burden, he joined a pilot program that was testing an automated essay-scoring system developed by the Educational Testing Service. After achieving about 95 percent agreement between the automated system and a human reader, he was eager to bring the technology into the classroom. ... Impressed by the results, he became an early user of another offering from the testing service: the Criterion Online Essay Evaluation Service, a Web-based program for students seeking to practice writing. It combines automated essay scoring with instructional feedback in basic grammar, usage, style and organization. According to the Educational Testing Service, 104,000 students and 2,700 teachers are using Criterion in 535 schools, primarily in the United States; four-fifths are middle or high school students, and the remainder are at colleges or universities. Such schools hope that Criterion will help students improve their writing scores on standardized tests, although some educators are not convinced the technology will necessarily make them better writers."
>>> Education, Intelligent Tutoring Systems, Applications

September 2003: The Man Who Mistook His Girlfriend for a Robot. By Dan Ferber. Popular Science. "No one asks why, of all the roboticists in the world, only [David] Hanson appears to be attempting to build a robotic head that is indistinguishable in form and function from a human. No one points out that he is violating a decades-old taboo among robot designers. And no one asks him how he's going to do it -- how he plans to cross to the other side of the Uncanny Valley. ... In the late '70s, a Japanese roboticist named Masahiro Mori published what would become a highly influential insight into the interplay between robotic design and human psychology. Mori's central concept holds that if you plot similarity to humans on the x-axis against emotional reaction on the y, you'll find a funny thing happens on the way to the perfectly lifelike android. Predictably, the curve rises steadily, emotional embrace growing as robots become more human-like. But at a certain point, just shy of true verisimilitude, the curve plunges down, through the floor of neutrality and into real revulsion, before rising again to a second peak of acceptance that corresponds with 100 percent human-like. This chasm -- Mori's Uncanny Valley -- represents the notion that something that's like a human but slightly off will make people recoil. Here there be monsters. [Cynthia] Breazeal, creator of Kismet, has, like many of her colleagues, taken both inspiration and warning from the Uncanny Valley. ... As Hanson's work progressed, it became ever more clear that making lifelike robot heads meant more than building a convincing surface and creating realistic facial expressions. So late last year he began to consider K-Bot's brain. The Internet led him to a Los Angeles company, Eyematic, which makes state-of-the-art computer-vision software that recognizes human faces and expressions. ... [Javier] Movellan has asked Hanson to build him a head, and is hoping to give it social skills. He and Marian Bartlett, a cognitive scientist who co-directs the UCSD Machine Perception Lab, have collaborated in the development of software featuring an animated schoolteacher who helps teach children to read. ... The scientific question, Hanson says, is 'whether people respond more powerfully to a three-dimensional embodied face versus a computer-generated face.'"
>>> Robots, Education, Vision, Cognitive Science, Interfaces

August 30, 2003: Mind-Expanding Machines - Artificial intelligence meets good old-fashioned human thought. By Bruce Bower. Science News Online ( Vol. 164, No. 9). "When Kenneth M. Ford considers the future of artificial intelligence, he doesn't envision legions of cunning robots running the world. Nor does he have high hopes for other much-touted AI prospects -- among them, machines with the mental moxie to ponder their own existence and tiny computer-linked devices implanted in people's bodies. When Ford thinks of the future of artificial intelligence, two words come to his mind: cognitive prostheses. ... In short, a cognitive prosthesis is a computational tool that amplifies or extends a person's thought and perception, much as eyeglasses are prostheses that improve vision. ... Current IHMC projects include an airplane-cockpit display that shows critical information in a visually intuitive format rather than on standard gauges; software that enables people to construct maps of what's known about various topics, for use in teaching, business, and Web site design; and a computer system that identifies people's daily behavior patterns as they go about their jobs and simulates ways to organize those practices more effectively. Such efforts, part of a wider discipline called human-centered computing, attempt to mold computer systems to accommodate how humans behave rather than build computers to which people have to adapt. ... Just as it proved too difficult for early flight enthusiasts to discover the principles of aerodynamics by trying to build aircraft modeled on bird wings, Ford argues, it may be too hard to unravel the computational principles of intelligence by trying to build computers modeled on the processes of human thought. That's a controversial stand in the artificial intelligence community."
>>> Interfaces, Cognitive Science, Applications, AI Overview, Turing Test, Education

August 19, 2003: Educators eye high-tech solutions for writing woes. By Jondi Gumz. Santa Cruz Sentinel. "Computers can diagnose what's wrong with your car, play chess and map the human genome. But can a computer grade essays? Developers of two new software programs say yes. ... In less than a minute, with a high-speed Internet connection, students have a score and a report that highlights errors in various categories and how to improve. 'It's the most exciting use of technology I've ever seen,' said C.J. Foss, 47, an English teacher at Birmingham High School in Van Nuys and one of the first teachers in the state to add the software to her curriculum."
>>> Education, Intelligent Tutoring Systems

August 15, 2003: Can Grand Theft Auto Inspire Professors? Educators say the virtual worlds of video games help students think more broadly. By Scott Carlson. The Chronicle of Higher Education. "Research shows, Mr. [James] Gee says, that people learn best when they are entertained, when they can use creativity to work toward complex goals, when lesson plans incorporate both thinking and emotion, and when the consequences of actions can be observed. Those needs, he says, aren't met in college or school classrooms, where students are often given lists of facts, told to memorize them, and expected to regurgitate them on tests or in essays. Video games, on the other hand, immerse people in worlds and make them rely on problem-solving skills to reach defined goals. ... Curriculums dedicated to video-game criticism, game design, and education through games have been established at many colleges, including Southern Methodist University, the Rochester Institute of Technology, and Carnegie Mellon University. Students like Robin Hunicke, a doctoral candidate in computer science at Northwestern University, are becoming more common. Ms. Hunicke is developing artificial intelligence that will automatically adjust the difficulty of a game to match the ability of the player. Her work is grounded in educational theories that say that people learn best when they are in the 'flow' -- challenged and thinking but not overwhelmed."
>>> AI Courses (@ Resources for Students), Video Games, Education

August 2, 2003: Educators Turn to Games for Help. By Brad King. Wired News. "Video games have come under tremendous political pressure in recent years because of an increase in violent and sexual content. But schools soon may be using the technology that powers those games to help teach America's children. Earlier this year, Washington state Rep. Mary Lou Dickerson, a Democrat, tried to ban the sale of violent games. While the courts continually have struck down these types of initiatives, both state and national politicians continue looking for ways to regulate the video-game industry. Academics, though, want to use the underlying software that powers the games to create learning simulations. The Digital Media Collaboratory, one of several technology laboratories at the University of Texas at Austin's IC2 Institute , works with partners from the public and private sectors to develop computer games that can be used by schools, businesses and governments."
>>> Video Games, Education, Applications

July 29, 2003: Students seek the knowledge. By Steve Pain. ic Birmingham. "Students from the University of Birmingham's school of engineering are checking out a new mobile 'knowledge management' system developed by BT's research, technology and IT operations business, BT Exact, it has emerged. The trial allows students to access personalised information and to contact people based on their personal profiles. The project was set up to help students with their studies and is part of research at BT and Birmingham in mobile technology to transform learning. ... At the heart of the trial is the intelligent personal agent technology developed by BT Exact that can reliably and accurately select information from a range of sources to match a particular user’s profile of interests."
>>> Agents, Filtering, Intelligent Tutoring Systems, Education, Applications

July 24, 2003: Chatting with Online Characters. By Sebastian Ruple. PC Magazine News. "While today's intelligent online characters, or bots, have disappointed some people, two prominent partners have launched a new effort to find useful e-learning and customer service applications for virtual people. Oddcast, a company that makes conversational characters, and the ALICE AI Foundation, a nonprofit research organization focused on advancing AIML (Artificial Intelligence Markup Language) have announced a partnership to create smarter intelligent online characters. The technology allows for personal interaction with online agents that can function as customer service agents, tutors, and the like."
>>> Intelligent Tutoring Systems, Customer Service, Chatbots (@ Natural Language Processing), Applications, Education

July 14, 2003: Are intelligent tutoring systems the next wave in corporate training tech? By James Ong. Mass High Tech. "Artificial intelligence is making its way into intelligent tutoring systems (ITS), enabling automated instruction that produces measurable improvements in learning. ... Providing a personal training assistant for each learner is often beyond the training budgets of most organizations. However, a virtual training assistant that captures the subject matter and teaching expertise of experienced trainers provides a new option. This is the heart of the ITS concept, which has been pursued for more than three decades by researchers in education, psychology and artificial intelligence. Today, prototype and operational ITS systems provide practice-based instruction to support corporate, K-12, college and military training. The goal of ITS is to provide the benefits of one-on-one instruction automatically and cost effectively."
>>> Intelligent Tutoring Systems, Education

June 16, 2003: Washington fertile ground for brain research - How science and society can build brighter babies. By Marietta Nelson. The Sun. "At the heart of this effort is the Center for Mind, Brain & Learning at the University of Washington in Seattle. Led by Patricia Kuhl, a professor of speech and hearing sciences, and her husband, Andrew Meltzoff, a psychology professor, the center is becoming a place for innovative scientific research on learning and the brain. ... Other research includes: . Using human learning to design machines that learn more efficiently, and using artificial intelligence to improve human learning. ..."
>>> Education, Cognitive Science

June 12, 2003: Robo-thespians Help Mothers Of Kids With Cancer. ScienceDaily ("adapted from a news release issued by University Of Southern California"). "Cartoon figures animated by robotic artificial intelligence can help mothers cope with the stresses associated with caring for a child who has cancer. In the first clinical trial, 26 mothers of children being treated for malignancies gave 'uniformly positive reviews' of the system, called 'Carmen's Bright IDEAS,' (CBI) developed by the University of Southern California, according to a paper that will be presented at International Conference on Artificial Intelligence in Education, Sydney, Australia, July 21-24. ... CBI 'is an interactive animated health intervention designed to improve the social problem-solving skills of mothers of pediatric cancer patients' who must balance the needs of their sick child, their well children, their spouses, and their work, according to the paper. ... Complex and sophisticated software is used to orchestrate drama from the mother's choices. It is not a simple matter of creating canned incidents illustrating various outcomes. Instead, explained [Lewis] Johnson, the AI characters actually create their actions and dialog "on the fly," acting much as humans do, from goals and desires evoked by what occurs."
>>> Education, Intelligent Tutoring Systems, Drama

May 12, 2003: Computers That Cajole. By Matt Hamblen. Computerworld. "Web sites and applications use a growing variety of persuasive techniques to alter our attitudes and behaviors, and after the bursting of the dot-com bubble, there is increasing interest in 'stepping back to see what really works and persuades,' says B.J. Fogg, director of the Persuasive Technology Lab at Stanford University. He also coined the term captology, the science of using 'computers as persuasive technologies.' In the coming years, Fogg says, captology is likely to challenge IT managers and traditional business leaders, who will see persuasive techniques become an important part of business training, management coaching and marketing. ... In studies of human/computer reciprocity, users were discovered to be far more willing to do simple tasks for a computer, such as signing up for a newsletter or upgrading software, if the computer had provided them useful information and told them so."
>>> Interfaces, Education, Applications

May 7, 2003: Virtual war turns real - Quicksilver Software develops war game exclusively for U.S. Army use. By Tamara Chuang. The Orange County Register. "Major Brent Cummings, an instructor at Fort Benning, said the 'Full Spectrum Command' game is effective because Army trainees enjoy computer games. 'The students I'm getting, they're guys. They already play these games,' he said. '(Class) is usually from 8 a.m. to 5 p.m. But the guy, if he's having fun with the simulation, he takes it home and plays all night.' ... Players pick weapons for each unit, direct platoons to their targets and build attack plans. Only then does the animated portion of the game begin and users can watch their troops follow orders. With help from a massive dose of artificial intelligence, the game's virtual soldiers defend themselves when attacked and don't shoot innocent bystanders. ... For 'Full Spectrum Command,' Quicksilver enlisted five of its artists, seven programmers and project director Mancuso, who had produced 'MechWarrior 3.' ... The game developers visited Camp Pendleton to observe war games and training exercises. They interviewed experts such as Cummings to make sure their ideas about military strategy and doctrine were correct."
>>> Military, Education, Applications, Video Games, Expert Systems

May 2, 2003: Hollywood to Give U.S. War Games 'Razzmatazz.' By Stefan Lovgren. National Geographic News. "The Army hired [Dick]Lindheim to run [Institute for Creative Technologies]. The institute is housed in an office laid out by Herman Zimmerman, a Star Trek production designer, and it employs an army of 'techies' whose job it is to construct training scenarios that will deliver a visceral wallop. The greatest challenge is to give the games a kind of realism that doesn't exist in the Army's own training. The focus is on story and character, something the Army never paid much attention to. Each soldier and each enemy in the game must have his own personality and character development. "If you can make an emotional connection with your learning, the learning sticks," said Lindheim. ... In addition to using sophisticated modeling and graphics, many of the games incorporate artificial intelligence. The goal is to have a virtual human that can be easily reconfigured to play new roles in virtual worlds and carry on dialogue with human users."
>>> Military, Applications, Education, Video Games

April 2003: Cognitive Systems. ERCIM News. "The European Commission has identified Cognitive Systems as one of the priorities for the new generation of research projects to be developed from 2003 to 2008 (http://www.cordis.lu/ ist/workprogramme/fp6_workprogramme.htm ). The stated objective is to construct physically instantiated or embodied systems that can perceive, understand (the semantics of information conveyed through their perceptual input) and interact with their environment, and evolve in order to achieve human-like performance in activities requiring context-(situation and task) specific knowledge. ERCIM News has chosen to devote a special issue to this exciting research challenge in order to monitor what is under development in Europe (but not only in Europe), and what is the current status of research and development in this domain." - from the introduction
>>> AI Overview, Cognitive Science, Applications, Agents, Vision, Machine Learning, Robots, Education

April 2003: Robots and Girls - A Promising Alliance. By Monika Müllerburg and Ulrike Petersen. ERCIM News (No. 53). "It is evident that engineering and computer science are key professions for the European economy. It is necessary that women should participate in the creation of future technologies, and our society must seriously consider the question of whether it can afford not to utilise the potential talents of women. ... Our experience shows that edutainment robotics meets with great interest, and that learning by doing is a promising way of raising the appeal of technical subjects, especially to girls and women. This is one of the main aims of the project 'Roberta - Girls Discover Robots'."
>>> Education, Something for EVERYONE: Equality & Diversity (@ Resources for Students)

April 24, 2003: Humanizing the ATM - Companies try to strike balance between efficiency and personality. By Dennis Watkins. Columbia News Service / available from The Baltimore Sun. "The friendlier ATM is part of a recent trend in the field of human-computer interaction. Creating a machine that is simple and pleasant to use raises important questions. How much informality will people tolerate in a computer, particularly one that dispenses money? How well do people accept computers that display some amount of artificial intelligence? ... Scientists at dozens of human-computer interaction laboratories at universities and private companies worldwide have spent years trying to understand the complex dynamic between man and machine. An experiment recently conducted at the Virginia Polytechnic Institute revealed that some people may still be unable to accept a human-like computer. ... Ben Shneiderman, author of the upcoming book Leonardo's Laptop: Human Needs and New Computing Technologies, agreed that people are rarely charmed by a computer. 'People don't want friendly,' said Shneiderman, a professor of computer science at the University of Maryland, College Park, 'they want fast and gets the job done and gets them out of there.'"
>>> Interfaces, Intelligent Tutoring Systems, Banking, Applications, Education

April 22, 2003: War games Hollywood helps bring military training into the 21st century. By Beth Greenberg. Boston Globe. "This scenario, taken from 'Think Like a Commander,' a real-time, artificial intelligence 'immersive technology' simulation, was developed in Hollywood - for the Army. It is an example of a new era in training soldiers. ... One of the seemingly less-likely collaborations has been between the military and Hollywood. The Institute of Creative Technology, developer of 'Think Like a Commander,' is based in a beachfront office a few miles from Tinseltown. ICT, which operates under the umbrella of the University of Southern California, received a $45 million, five-year contract from the Army in 1999 - with the ceiling increased to $100 million in 2002. ICT, which employs film directors, special-effects gurus, and computer whiz kids, has a mandate to enlist experts from the entertainment and game development industries to work collaboratively with computer scientists and noncommissioned officers on improving the level of simulations and 'immersive' training available to the military. ...[O]ne might wonder whether artificial intelligence and immersive technology aren't turning war into a computer game. Or if simulation training might cause soldiers to react to real crises as if they were a game, and pull a trigger more easily, believing on some level that the outcome will not be real. Michael Macedonia of STRICOM [Simulation, Training and Instrumentation Command] is quite clear on this point: 'This seems to be a common concern of folks who are not in the military. It's unfounded. Soldiers know the difference between the 'game' and reality....'"
>>> Military, Education, Video Games, Ethical & Social Implications, Applications

April 15, 2003: Teacher's Break - Computer software scores student essays. By David Stevenson. Tech TV Live. "Teachers have long graded stacks of multiple-choice exams with the help of computers. Remember using a No. 2 pencil to fill in those bubbles? Now many school districts are trying to save time and money by using computers to grade student essays. But will teachers retire their red markers any time soon? Find out tonight on 'Tech Live.' Artificial intelligence software developed by companies such as Vantage Learning assess answers that require more thought than do simple true or false questions. The company's IntelliMetric software uses roughly 300 preprogrammed writing samples to 'learn' the elements of a good essay. Once IntelliMetric is trained to recognize a quality response, it applies its preprogrammed data to a student's essay. ... Vantage Learning Chief Operating Officer Scott Elliot says business is booming for IntelliMetric, which is in use in 400 schools nationwide. 'By using a computer-automated essay-scoring approach, you can produce scores that are more accurate, get feedback to students more quickly, and, in a sense, facilitate the learning process,' Elliott says."
>>> Education, Applications, Creativity
-> back to headlines

April 14, 2003: Springboard for female entrepreneurs. By Darcy Evon. Sun-Times. "Women entrepreneurs who have long bemoaned the lack of venture capital will take special delight when Springboard Midwest 2003 gets under way on April 23 in Chicago. The premier mentoring and national venture-capital forum has held a series of boot camps over the past year to prepare women to compete in their presentations for increasingly rare venture capital. ... Other presenting companies represent 'the best of the best throughout the region,' said Karen Andre, president of K Andre Consulting and a promoter of women's entrepreneurial initiatives. ... The other presenting companies are: ... Carnegie Speech, Pittsburgh, provides speech-tutoring software that uses artificial intelligence, speech recognition and language learning pedagogy to teach a non-native person to speak a foreign language more efficiently and effectively."
>>> Diversity & Equality in AI and the Computer Sciences (@ Resources for Students), Conferences (@ Resources for Students), Applications, Intelligent Tutoring Systems, Speech, Education

April 13, 2003: Digitally enabled - With only the use of his thumbs and his computer, Michael Phillips can create art. He can write reviews of games and chat with friends across the country. His latest endeavor: an online FCAT. By Leonora LaPeter. St. Petersburg Times. "Michael Phillips' mother pushed his stretcher-like wheelchair up to the desk of Gov. Jeb Bush. Bush's aide cleared an ink blotter and a menorah from the governor's desk and set up Phillips' laptop. Next to it, a space heater was plugged in to keep Phillips' thumb warm. Gov. Bush got behind Phillips and watched as the 22-year-old, who lives his life on his back and can move only his thumbs, pulled on a string with one of his only functioning digits to type letters on the screen. Five years ago, Phillips fought the state for the right to take his high school competency test on the computer. He was meeting with Bush to urge that the FCAT be given and graded on the computer, changing the way students in the state take the test. ... Bush said in an e-mail that his staff was considering seriously Phillips' pitch and hopes to bring online testing one day to all children taking the FCAT. Grading the exams via computer could prove the most controversial part of Phillips' idea. He advocates doing even the essay portion of the test online. Critics worry that the artificial intelligence that would be used to grade essay questions could be inaccurate and promote formulaic writing. ... Officials with Vantage Learning, the Pennsylvania company trying to get Florida's FCAT online business, say the artificial intelligence that grades the essay questions is just as accurate as humans and would save the state $15-million a year."
>>> Education, Assisitive Technologies, Applications

April 2003: Adding Excitement To E-learning - Simulation programs ease the cost, stress of training. By Jennie L. Phipps. Industry Week Magazine. "Fun and employee training aren't usually words that companies use in the same sentence. In fact, much of e-learning is e-boring, but several computer training companies are aiming to lighten up the learning process with games and simulations that are anything but dull. ... Simulations are also good for teaching the softer side of management. SimuLearn's 'Virtual Leader,' simulates a series of company meetings in which the player has to manage a complex network of workplace relationships. Players are scored based on how well they meet business goals while maintaining cordial relationships with customers and co-workers. Clark Aldrich, co-founder and vice president of SimuLearn, explains the software uses complex artificial intelligence routines to control the behavior of characters, including a library of almost 200 body gestures and facial responses."
>>> Education, Applications

March 31, 2003: Eureka! You've got it. Massey News. "A flicker of enlightenment or a frown of frustration, often the best indicators of a student's grasp of new learning, mean nothing to a computer tutor programme. But scientists from four New Zealand universities are fast coming up with the world's first intelligent computer tutor that assesses a student's state of learning using non-verbal cues. The Next Generation Intelligent Tutoring System (NGITS) is being developed by computer scientists, information systems developers and neuropsychologists from Massey University Auckland, The University of Auckland, Auckland University of Technology and The University of Canterbury. NGITS will interpret such non-verbal cues as facial expressions, change in heart rate, voice inflections and even eye and body movements that for human teachers are 'dead giveaways' as to a student's level of understanding. Using these cues NGITS will provide individualised instruction by adapting its teaching strategy to the knowledge, learning ability and needs of a student."
>>> Intelligent Tutoring Systems, Education, Applications, Interfaces

March 17, 2003: Pitch-perfect PC - Software that turns a computer into a smart, sensitive practice partner for music students. By Alex Markels. U.S. News & World Report. "From outside her bedroom, it sounds as if 16-year-old Carolina DePaulis is practicing trombone as an accompanist plays piano. They begin Guilmant's 'Morceau Symphonique' together, then DePaulis launches into a trombone solo. When she slows down, the pianist does too. But open the door and you'll find the junior from Minnesota's Mound Westonka High School all alone. DePaulis's mentor is a computer with a microphone and speakers, running a program called SmartMusic. Computer-aided music instruction isn't new; programs like Band in a Box and Music Minus One also provide accompaniment. But SmartMusic compares students' playing with a digital template, which lets it detect mistakes and mark them on a score. It also simulates the rapport between musicians by sensing and reacting to tempo changes. 'It makes me want to play more,' says DePaulis.'"
>>> Intelligent Tutoring Systems, Music, Applications, Education

March 14, 2003: Spell czech, for better or wurst? By Charles Sheehan. Associated Press / available from The Bakersfield Californian. "A study at the University of Pittsburgh indicates spell-check software may level the playing field between people with differing levels of language skills, hampering the work of writers and editors who place too much trust in the software. ... Dennis Galletta, a professor of information systems at the Katz Business School, said spell-checking software is so sophisticated that some have come to trust it too thoroughly. 'It's not a software problem, it's a behavior problem,' he said."
>>> Education, Applications, Ethical & Social Implications

March 9, 2003: Advances in training help revolutionize the military. [Part 5 of 6] By Kit Lavell. The San Diego Union-Tribune. "To make training more realistic the military has reached out to the business world, academia, think tanks, and non-traditional sources such as the entertainment industry for out-of-the-box thinking, technology and support. The result has been significant developments in constructing live, virtual and constructive, dubbed L-V-C, environments for military training. ... The University of Southern California's Institute for Creative Technologies began in 1999 with a $45 million grant from the Army with a mission to help make soldiers better decision makers. Some of Hollywood's best talent - men and women responsible for creating popular action and adventure films - have teamed with engineers, professionals from Silicon Valley and the computer game and amusement park industries, academicians, and the military. Their mandate is to develop artificial intelligence to allow digital characters to interact with real people. By engaging all the senses, ICT hopes to advance the state of the art in virtual reality. The navy has a counterpart at the Naval Postgraduate School, Monterey. It is called MOVES (Modeling, Virtual Environments and Simulation)."
>>> Military, Intelligent Tutoring Systems, Applications, Education

February 24, 2003 [issue date]: The Robot Ate My Homework. By Fran Stewart. TIME. " Kids who are hospitalized for long periods by trauma or chronic illness risk falling behind in school. Now robots are here to help. PEBBLES (Providing Education by Bringing Learning Environments to Students) have rolled into five U.S. pediatric centers...."
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February 20, 2003: IT way to teach English launched. By T. Thant. New Straits Times. "A pilot project to teach English using information technology modules designed by a local consultant has been launched at five primary schools here.