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Displaying Results 1 - 25 of 3054 on page 1 of 123
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Computer Science To Go (CS2Go): Developing a course to introduce and teach Computer Science and Computational Thinking to secondary school students
(2019)
Lockwood, James
Computer Science To Go (CS2Go): Developing a course to introduce and teach Computer Science and Computational Thinking to secondary school students
(2019)
Lockwood, James
Abstract:
Computer Science To Go (CS2Go) is a course designed to teach Transition Year Students about Computer Science and Computational Thinking. This project has been conducted over two years and this thesis charts the development of the course from the initial research stage, through the lesson creation sections to the testing and evaluation of the course material. Over 80 hours of engaging, informative and challenging material has been developed for use in the classroom. Alongside the lesson plans, assessment and monitoring tools have been created, including a novel tool to assess students Computational Thinking skills. The content was tested in two major studies after an initial pilot study. This initial pilot study proved useful in constructing the full CS2Go course. Overall the course has been well received with teachers and students engaging well with the content. A web portal has also been created to allow for easy dissemination of all the CS2Go material. The further development of t...
http://mural.maynoothuniversity.ie/11015/
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Discrete Structures Teaching: A Systematic Literature Review. Technical Report: NUIM-CS-TR-2010-01
(2010)
Whelan, Thomas; Bergin, Susan; Power, James F.
Discrete Structures Teaching: A Systematic Literature Review. Technical Report: NUIM-CS-TR-2010-01
(2010)
Whelan, Thomas; Bergin, Susan; Power, James F.
Abstract:
The ACM curriculum defines Discrete Structures as foundational material for computer science; material that the ability to work with is necessary for many other areas of computer science. However a significant amount of uncertainty remains on how exactly to teach the subject to computer science undergraduates in a tangible way. This technical report presents a systematic literature review of the literature relevant to the teaching of discrete structures and evaluates the findings of the process. A categorisation of the results is described followed by an analysis of each category.
http://mural.maynoothuniversity.ie/2742/
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Exploring use of the Bridge21 model as a 21st Century method of Continuing Professional Development (CPD) in Computer Science (CS) for Teachers in Ireland
(2019)
FISHER, LORRAINE
Exploring use of the Bridge21 model as a 21st Century method of Continuing Professional Development (CPD) in Computer Science (CS) for Teachers in Ireland
(2019)
FISHER, LORRAINE
Abstract:
Across Europe there is strong push to teach Computer Science (CS) in post-primary schools (Forbes & Messina, 2002). Sentance and Csizmadia (2017a) advise that CS is perceived as a difficult subject, and call for Continuing Professional Development (CPD) to empower teachers (both in terms of the subject content knowledge and pedagogical approaches) to teach CS. Students struggle with transferring computing concepts from one context to another (Pea, 1987), while teachers lack the specialist pedagogical content knowledge to teach the subject (M. Webb et al., 2017). Traditional CPD programmes are criticised for using didactic methods, which are perceived to limit the sharing of expertise and the development of content knowledge, which can be used in a practical context. Bridge21 is a collaborative, project-based, technology-mediated pedagogical model designed to facilitate 21st Century learning experiences which nurture student autonomy (Lawlor, Marshall, & Tangney, 2016). The ...
http://hdl.handle.net/2262/89500
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An Overview of the Integration of Problem Based Learning into an existing Computer Science Programming Module
(2004)
O'Kelly, Jackie; Mooney, Aidan; Bergin, Susan; Gaughran, Peter; Ghent, John
An Overview of the Integration of Problem Based Learning into an existing Computer Science Programming Module
(2004)
O'Kelly, Jackie; Mooney, Aidan; Bergin, Susan; Gaughran, Peter; Ghent, John
Abstract:
In this paper we present an overview of the use of Problem Based Learning (PBL) in a first year Computer Science programming module.PBL was not employed in any of the programmong modules within the Department of Computer Science and assessment and learning for this module was on an individual student basis. We outline the problems that we encountered with our previous approach for teaching this module and our rationale for enhancing our approach through PBL.
http://mural.maynoothuniversity.ie/726/
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Enhancing Skills Transfer through Problem-based Learning. Department of Computer Science, Technical Report Series. NUIM-CS-TR-2005-13
(2005)
O'Kelly, Jackie; Monahan, Rosemary; Gibson, J. Paul; Brown, Stephen
Enhancing Skills Transfer through Problem-based Learning. Department of Computer Science, Technical Report Series. NUIM-CS-TR-2005-13
(2005)
O'Kelly, Jackie; Monahan, Rosemary; Gibson, J. Paul; Brown, Stephen
Abstract:
Problem-based Learning (PBL) has proved itself as a successful teaching and learning environment in the medical field, and has slowly become the preferred teaching and learning method in other disciplines. In this report we look at the learning theories that have influenced PBL and investigate the use of PBL in computer science. We extend the boundaries of PBL and software engineering education with a proposal that fully integrates PBL into a computer science and software engineering degree structure. The objective of this proposal is to produce graduates who can successfully transfer their knowledge and skills into practical situations in new domains.
http://mural.maynoothuniversity.ie/3937/
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Mental Health in Computer Science. An Investigation of How Mental Health Affects Learning Computer Science
(2019)
Nolan, Keith
Mental Health in Computer Science. An Investigation of How Mental Health Affects Learning Computer Science
(2019)
Nolan, Keith
Abstract:
The mental health of third level students is potentially at an all-time low. Reports such as the My World Survey, the My World Survey 2 and the Union of students of Ireland Report indicate that third level students in Ireland are suffering from mental health issues. For students, mental well-being is associated with effective learning, and their ability to navigate through university, coping with the challenges and stresses of student life. As such, this project attempted to investigate the effects that mental health factors such as stress and anxiety have on programming performance within a first-year Computer Science population. This project had four objectives. First, was to examine the relationship between student anxiety and CS1 programming performance. Second, was to examine the relationship between student stress and CS1 programming performance. Third, was to examine the relationship between student anxiety and stress. Finally, was a review the data obtained throughout the pro...
http://mural.maynoothuniversity.ie/13581/
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An IoT and Wearable Technology Hackathon for Promoting Careers in Computer Science
(2017)
Byrne, Jake Rowan; O'Sullivan, Katriona; Sullivan, Kevin
An IoT and Wearable Technology Hackathon for Promoting Careers in Computer Science
(2017)
Byrne, Jake Rowan; O'Sullivan, Katriona; Sullivan, Kevin
Abstract:
This paper explores the use of a constructivist 21st-century learning model to implement a week-long workshop, delivered as a “hackathon,” to encourage preuniversity teenagers to pursue careers in STEM, with a particular emphasis on computer science. For Irish preuniversity students, their experience of computing can vary from word processing to foundational programming, and while many schools are looking to introduce more ICT into the classroom, many students are left with a narrow view of what computer science is all about. Twenty-one students participated in the workshop and completed pre- and post-surveys, and a free word association exercise in the areas of computing and careers in computing. Analysis revealed that students' motivation to learn about the design process, programming, inputs and outputs, and wearable technology (wearables)/Internet of Things (IoT) increased following participation. There were also increases in confidence in inputs and outputs and wearables/I...
http://mural.maynoothuniversity.ie/11740/
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A Pilot Study Investigating the Introduction of a Computer Science Course at Second Level Focusing on Computational Thinking
(2017)
Lockwood, James; Mooney, Aidan
A Pilot Study Investigating the Introduction of a Computer Science Course at Second Level Focusing on Computational Thinking
(2017)
Lockwood, James; Mooney, Aidan
Abstract:
Computational Thinking has been described by Jeanette Wing (2006) as a skill set everybody should be eager to learn and use in daily life. Based on a significant amount of recent research on Computational Thinking and how we can teach it, the PACT (Programming + Algorithms = Computational Thinking) team at the Department of Computer Science at Maynooth University has been working with teachers with a view to incorporating the subject into their classrooms. To that end, a year-long course is currently being designed to teach students about Computational Thinking and Computer Science. This paper presents a brief background and overview of the course along with the design and results from an initial pilot study conducted in one secondary school. The results of the study indicate that the course was generally well received although performance did not improve on a measure of problem solving and was significantly lower for students with no prior programming experience. The course will b...
http://mural.maynoothuniversity.ie/12676/
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Research Directions for AI in Computer Games
(2001)
Fairclough, Chris; Fagan, Michael; Cunningham, Padraig; Mac Namee, Brian
Research Directions for AI in Computer Games
(2001)
Fairclough, Chris; Fagan, Michael; Cunningham, Padraig; Mac Namee, Brian
Abstract:
TCD-CS-2001-29
The computer games industry is now bigger than the film industry. Until recently, technology in games was driven by a desire to achieve real-time, photo-realistic graphics. To a large extent, this has now been achieved. As game developers look for new and innovative technologies to drive games development, AI is coming to the fore. This paper will examine how sophisticated AI techniques, such as those being used in mainstream academic research, can be applied to computer games and introduce three projects doing just that.
http://hdl.handle.net/2262/13098
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Overview of Appearance Based Methods in Computer Vision
(1999)
Duffy, Nicola
Overview of Appearance Based Methods in Computer Vision
(1999)
Duffy, Nicola
Abstract:
TCD-CS-1999-51
Appearance based methods turned traditional computer vision approaches to object recognition upside down. Instead of going from image to 3D model and matching that model to models of know objects, appearance based methods stay in the 2D image domain. Objects are modelled based on how they can appear in images, and this is learned directly from images; it is not necessary to have any explicit knowledge of the shape or re ectance properties of the object. This technical report presents an overview of appearance based methods in computer vision.
http://hdl.handle.net/2262/13038
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MUSE : platform for mobile computer supported collaborative learning
(2011)
Byrne, Peter
MUSE : platform for mobile computer supported collaborative learning
(2011)
Byrne, Peter
Abstract:
THESIS 9063
Traditionally much research on computer supported collaborative learning, CSCL, focused on either learning through distant collaboration or face-to-face collaboration sharing a computer. A new and emergent area within CSCL is mobile learning. From a pedagogical perspective, classifications of mobile-CSCL (MCSCL) argue that leveraging off affordances of mobile devices allows the development of learning activities that significantly differ from desktop-based CSCL applications. In parallel there is emerging agreement in the mobile learning community that applications informed by the principles of constructionism, contextualisation, and collaboration are of particular value for exploiting the ready-at-hand nature of such devices. In the area of collaboration and creativity, there is agreement that digital video production supports collaborative learning, encourages creativity, self-expression and deeper thinking, and draws on students? out-of-school interest. However, to...
http://hdl.handle.net/2262/77603
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Case-Based Plan Recognition in Computer Games
(2003)
Fagan, Michael; Cunningham, Padraig
Case-Based Plan Recognition in Computer Games
(2003)
Fagan, Michael; Cunningham, Padraig
Abstract:
TCD-CS-2003-01
In this paper we explore the use of case-based plan recognition to predict a player?s actions in a computer game. The game we work with is the classic Space Invaders game and we show that case-based plan recognition can produce good prediction accuracy in real-time, working with a fairly simple game representation. Our evaluation suggests that a personalized plan library will produce better prediction accuracy but, for Space Invaders, good accuracy can be produced using a plan library derived from the game play of another player.
http://hdl.handle.net/2262/12498
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When Computer Science Met Austen and Edgeworth
(2017)
Kerr, Sara J.
When Computer Science Met Austen and Edgeworth
(2017)
Kerr, Sara J.
Abstract:
Jesse Rosenthal states in the introduction to the 2017 special issue of Genre : ‘data is a big deal right now. We cannot talk about data and the novel without recognizing the particular importance that the question of data has in literary studies’ (2017, p. 4). This paper is positioned at the intersection of Literary Studies and Computer Science. It explores the appli cation of computer based analysis to novels from the long eighteenth century (an historical period between approximately 1640 to 1830) and, specifically, examines the insights that are gained by using these tools to compare novels by Jane Austen and Maria Edgeworth. It also considers the challenges these methods may present for Humanities scholars, and the benefits of combining computational approaches with close reading. The title of this paper comes from the film ‘When Harry Met Sally...’ (1989). The li ne at the heart of the film proposes that ‘men and wom...
http://mural.maynoothuniversity.ie/8298/
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Software Agents: A review
(1997)
Green, Shaw; Hurst, Leon; Nangle, Brenda; Cunningham, Padraig
Software Agents: A review
(1997)
Green, Shaw; Hurst, Leon; Nangle, Brenda; Cunningham, Padraig
Abstract:
TCD-CS-1997-06
[Introduction] In September 1996, Broadcom Ireland formed a research collaboration with the Computer Science Department in Trinity College Dublin., in order to explore current research in the domain of Intelligent Agents and to apply this technology to applications in communications. The resulting collaboration has been named the Intelligent Agents Group (IAG), consisting of four members from TCD working in liaison with a group of similar size from Broadcom. Intelligent Agents are one of the "hot" topics in Information Systems R&D at the moment. The last ten years have seen a marked interest in agent-oriented technology, spanning applications as diverse as information retrieval, user interface design and network management. This diversity means that the IA field presents a very confusing picture. The main goal of this IAG review is to report on research in the rapidly evolving area of software agents and to highlight the applicability of this technol...
http://hdl.handle.net/2262/12980
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Smart Radio - Building Music Radio On the Fly
(2000)
Hayes, Conor; Cunningham, Padraig
Smart Radio - Building Music Radio On the Fly
(2000)
Hayes, Conor; Cunningham, Padraig
Abstract:
TCD-CS-2000-25
This paper describes the development of a networked music application at Trinity College Dublin. Smart Radio is a web based client-server application which uses streaming audio technology and collaborative recommendation techniques to allow users build, manage and share music programmes. While it is generally acknowledged that music distribution over the web will dramatically change how the music industry operates, there are few prototypes available to demonstrate how this could work in an managed way. The Smart Radio approach is to have people manage their music resources by putting together personalised music programmes. These programmes can then be swapped using techniques of collaborative recommendation to find similarities between users. The smart radio system currently runs within the Computer Science Intranet with permission from the Irish Music Rights Organisation (IMRO). It is a prototype system for an "always on" high bandwidth Internet connect...
http://hdl.handle.net/2262/13042
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Survey feedback relating to the paper: Analysis of an automatic grading system within first year Computer Science programming modules
(2019)
Mooney, Aidan; Hegarty Kelly, Emlyn
Survey feedback relating to the paper: Analysis of an automatic grading system within first year Computer Science programming modules
(2019)
Mooney, Aidan; Hegarty Kelly, Emlyn
Abstract:
Survey feedback relating to the paper: Analysis of an automatic grading system within first year Computer Science programming modules
http://mural.maynoothuniversity.ie/10469/
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Can Clickers Enhance Team Based Learning? Findings From A Computer Science Module
(2013)
Maguire, Phil; Maguire, Rebecca
Can Clickers Enhance Team Based Learning? Findings From A Computer Science Module
(2013)
Maguire, Phil; Maguire, Rebecca
Abstract:
In this study we describe a novel use of clickers in a second year computer science module. In recent years instructors in higher education have begun introducing classroom technology so that students can anonymously respond to questions during lectures. Studies have shown considerable benefits in terms of attendance, classroom engagement and instructor feedback (Caldwell, 2007; Kay & LeSage, 2009). In this study students were partitioned into self-selected groups of three. 20% of the final module grade was earned by answering clicker questions during lectures in competition with other teams. We found that the use of clickers had a dramatic effect on both attendance and engagement in class compared to analogous modules where clickers were not employed. Students were far more likely to ask questions and defend their points of view, both before and after lectures. At the end of the semester the majority of students rated the clickers positively. However, the final module grade was...
http://mural.maynoothuniversity.ie/8390/
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Developing a Concept Inventory for Computer Science 2: What should it focus on and what makes it challenging?
(2020)
Huggard, Meriel
Developing a Concept Inventory for Computer Science 2: What should it focus on and what makes it challenging?
(2020)
Huggard, Meriel
Abstract:
This Work-In-Progress Research Paper reports on an international study that is being undertaken in order to develop a validated concept inventory for the second introductory computer science course (CS2). A concept inventory is a research-based multiple-choice test that measures a student?s knowledge of a set of concepts while also capturing conceptions and misconceptions they may have about the topic under consideration. Development of a concept inventory for a course requires identifying course topics that are both difficult and important. This paper details how the Delphi method is being used to develop a concept inventory for CS2; in particular, it focuses on the initial process of identifying the set of topics that should be covered by a concept inventory for CS2.
http://hdl.handle.net/2262/92988
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A quantitative evaluation of the relative status of journal and conference publications in computer science.
(2010)
Coyle, Lorcan; Freyne, Jill; Smyth, Barry; Cunningham, Padraig
A quantitative evaluation of the relative status of journal and conference publications in computer science.
(2010)
Coyle, Lorcan; Freyne, Jill; Smyth, Barry; Cunningham, Padraig
Abstract:
While it is universally held by computer scientists that conference publications have a higher status in computer science than in other disciplines there is little quantitative evidence in support of this position. The importance of journal publications in academic promotion makes this a big issue since a focus on journal papers only will miss many signi cant papers published at conferences in computer science. In this paper we set out to quantify the relative importance of journal and conference papers in computer science. We show that computer science papers in leading conferences match the impact of papers in mid-ranking journals and surpass the impact of papers in journals in the bottom half of the ISI rankings { when impact is measured by citations in Google Scholar. We also show that there is a poor correlation between this measure of impact and conference acceptance rates. This indicates that conference publication is an ine cient market where venues that are equally challeng...
http://hdl.handle.net/10344/1809
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Can future physical assessment continue without support from computer science?
(2011)
Doherty, Aiden R.; Kelly, Paul; Smeaton, Alan F.; Foster, Charlie
Can future physical assessment continue without support from computer science?
(2011)
Doherty, Aiden R.; Kelly, Paul; Smeaton, Alan F.; Foster, Charlie
Abstract:
Purpose: Public health research requires data-intense studies over extended periods. With the advent of new technologies, there has been a resulting explosion in the amount of data generated by wearable sensors that can be used in physical activity research. Unfortunately the advances in hardware (e.g. device size), have not been matched by software to help manage, organise and analyse this data deluge. Public health research will require cross-disciplinary interactions with the computer science community in working towards solutions to automatically recognise human activities from wearable sensor data. Methods: We conducted a meta-review of contemporary computing science and information retrieval approaches such as: 1) the management and indexing of data from wearable accelerometer and image capturing devices; 2) the synchronisation and fusion of data from multiple devices (e.g. GPS, accelerometer, & SenseCam data); and 3) the representation of the meaning of image data Res...
http://doras.dcu.ie/16836/
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Where do "Soccer Moms" Come From? : Cognitive Constraints on Noun-Noun Compounding in English
(1996)
Keane, Mark T.; Costello, Fintan
Where do "Soccer Moms" Come From? : Cognitive Constraints on Noun-Noun Compounding in English
(1996)
Keane, Mark T.; Costello, Fintan
Abstract:
TCD-CS-96-18
Every year new noun-noun combinations enter the English language and become common parlance; compounds like "notebook computer" and "soccer mom". But, why is one pair of words chosen rather than another pair ? For example,why do we not use "patio-tile computer" and "sports mother" ? Clearly, many factors influence the process. We concentrate on the cognitive factor of informativeness; namely, that a novel combination should convey its meaning unambiguously. Costello & Keane (1996) have shown that some classes of concept promote ambiguity (or polysemy) in novel nounnoun compounds; artifact and superordinate terms promote polysemy whereas natural-kind and basic-level terms do not. Here we show that the topology of these conceptual classes in a large corpus of familiar compounds indicates that they constrain the compounds that appear in a language.
http://hdl.handle.net/2262/12898
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Personalizing computer science education by leveraging multimodal learning analytics
(2018)
Azcona, David; Hsiao, I-Han; Smeaton, Alan F.
Personalizing computer science education by leveraging multimodal learning analytics
(2018)
Azcona, David; Hsiao, I-Han; Smeaton, Alan F.
Abstract:
This Research Full Paper presents an end-to-end framework to enhance personalized programming learning at a Higher Education Institution. A bundle of static and dynamic student data features (i.e. demographics, academic history and progression, clickstream or programming submissions) are collected to build predictive models. Artificial Intelligence and machine learning techniques are employed to automatically detect students-in-need and to adaptively provide them feedback in computer programming courses. At the macro-level, we hypothesize the bundled data features capture a meaningful set of predictors for each stage of the semester and each course. At the micro-level, being able to predict student's performances along with his/her progression provides automatic timely feedback. Three computer programming courses' historical student data was used to train the models. Predictions were then generated every week for the new cohorts of incoming students for those modules. A we...
http://doras.dcu.ie/22726/
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Non-Contact Surface Geometry Measurement Techniques
(1999)
Bradshaw, Gareth
Non-Contact Surface Geometry Measurement Techniques
(1999)
Bradshaw, Gareth
Abstract:
TCD-CS-1999-46
It is often necessary to be able to create computer models from physical objects. This is often done for the purposes of reverse engineering, or archival. Many of the contact methods, such as callipers or Coordinate Measuring Machines, are unsuitable for use in areas where the material is delicate. There are numerous techniques that are capable of performing quick accurate measurements of surface geometry, a number of which are reviewed.
http://hdl.handle.net/2262/13020
Marked
Mark
Bezier Curves for Camera Motion
(1994)
Buckley, Colm
Bezier Curves for Camera Motion
(1994)
Buckley, Colm
Abstract:
TCD-CS-94-18
This paper describes an attempt to address some of the deficiencies and infelicities associated with the use of piecewise Bezier segments when constructing a smooth path for a camera in a computer animation. In particular, techniques are presented for rotational interpolation, ensuring continuity where the time intervals between key-frames are variable and generating curve segments with higher-order continuity, for example, acceleration continuity.
http://hdl.handle.net/2262/12781
Marked
Mark
A Proposal for an Agent Architecture for Proactive Persistent Non Player Characters
(2001)
Mac Namee, Brian; Cunningham, Padraig
A Proposal for an Agent Architecture for Proactive Persistent Non Player Characters
(2001)
Mac Namee, Brian; Cunningham, Padraig
Abstract:
TCD-CS-2001-20
In the past, games development has been driven by the need to achieve more realistic graphics. This has resulted in a situation today with games set in visually stunning, and almost photo realistic worlds being the norm. As game developers seek something new to make their games stand out from the rest, artificial intelligence is playing a far more important role in game design than before. The most obvious application of AI to games is in creating Non Player Characters (NPCs). Although visually stunning worlds have been created for computer games, the NPCs inhabiting these worlds are most often shallow and uninteresting. This paper will introduce the idea of Proactive Persistent NPCs, that is NPCs that are always modelled (at least to some extent) even when the human player is not in their vicinity. We will consider the issues involved in creating these persistent characters, and propose an intelligent agent architecture which will allow the creation of realistic,...
http://hdl.handle.net/2262/13118
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