Best of MYX-news: close

Let's go to the Competition HUNINNO: 2014.X.15-17. Innovative stress-management and Virtual-Robot Farmer in Budapest
Special prize for the NGSTRESS-project in the finale!!!

Let's go to the Finale: Innovact Award 2014 (April 01-02, Reims)
Our prototype = Virtual Robot Farmer
based on similarity analyses

Special prizes from INNOREG-KMRIÜ (2013) for innovative Students
(Innovation Agency for Central-Hungary)
Dead heat for two tasks: quality management of studies and
new moduls for production plannig softwares
based on similarity analyses

National Innovation Prize of ITBN 2012 for SeaLog
a software for suspicion generating
based on similarity analyses

MY-X FREE, the online analytical tool
supported by INNOCSEKK programm in Hungary (2006-2009)
based on similarity analyses

'Ember-kísérletek': close2

avagy a prevenció robotizálása

Hová tart vajon egy-egy idősor?
avagy céginformációs rendszeradatok nagyító alatt

Milyen csoportok bújnak meg 2D-s pixel-halmazokban?
avagy mi az ideális klaszterszám?

Melyik honlap az ideális?
avagy komplex értékelési feladat éles szeműeknek

avagy egy kérdőív sok mindent elárulhat...

Last modified: 2015.07.19 * 14:08 - MIAÚ-RSS

The M-AI-SIC tool, or gamification possibilities for M-U-SIC learning based on Artificial Intelligence

Leading article: 2015. November (MIAU No. 207.)
(Previous article: MIAU No. 206.)

Keywords: robot, modelling, radio theatre, simulation, human-machine interaction

Abstract: The M-AI-SIC tool has 1+5 parts. The frame (1) module is always a radio theater story (RTS) including arbitrary simulator/game-modules (now 5). The first RTS-frame got created 2014 and within a year more than 4000 people used it successfully in an adult education targeting competencies for information society. The test-story shows which type of knowledge elements can be involved usefully into daily IT-hacker activities. The RTS-module has 1+10+1 submodules: the introduction (1), the lessons (10), and the finalizing (1). The first and final submodules (1-1) are obligatory, the lesson-modules (10) can be seen from point of view of the gamification both as motivation (accessing before the modules) and reward (after successful closing of modules). The dramatic layers in RTS play with sex-brutal-humor-effects and operate with real tasks and solutions approximating gamification logics. For music education it should be developed as appropriate new stories in the future - focusing on the main content-elements of the education objectives.
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