Definition of a novel federated learning approach to reduce communication costs

2021 ◽  
pp. 116109
Author(s):  
Giovanni Paragliola ◽  
Antonio Coronato
Author(s):  
Elif Ayiter

This text will attempt to delineate the underlying theoretical premises and the definition of the output of an immersive learning approach pertaining to the visual arts to be implemented in online, three dimensional synthetic worlds. Deviating from the prevalent practice of the replication of physical art studio teaching strategies within a virtual environment, the author proposes instead to apply the fundamental tenets of Roy Ascott’s “Groundcourse”, in combination with recent educational approaches such as “Transformative Learning” and “Constructionism”. In an amalgamation of these educational approaches with findings drawn from the fields of Metanomics, Ludology, Cyberpsychology and Presence Studies, as well as an examination of creative practices manifest in the metaverse today, the formulation of a learning strategy for creative enablement unique to online, three dimensional synthetic worlds; one which will focus upon “Play” as well as Role Play, virtual Assemblage and the visual identity of the avatar within the pursuits, is being proposed in this chapter.


Author(s):  
Seung Youn (Yonnie) Chyung ◽  
Joann Swanson

While the concept of utilizing learning objects has been addressed in instructional design for some time, slightly different definitions of the term “learning object” are found in the literature. For example, the Institute of Electrical and Electronics Engineers (IEEE) (2005) defines a learning object as “any entity, digital or non-digital, which can be used, re-used or referenced during technology supported learning.” Wiley (2000) similarly defines a learning object as “any digital resource that can be reused to support learning” (p. 7). Barritt and Alderman (2004) state a working definition of learning objects as “an independent collection of content and media elements, a learning approach (interactivity, learning architecture, context), and metadata (used for storage and searching)” (pp. 7-8). Merrill (1996) uses a different term, a “knowledge object” that consists of a set of predefined elements, each of which is “instantiated by way of a multimedia resource (text, audio, video, graphic) or a pointer to another knowledge object” (p. 32).


Author(s):  
Alessia Travaglini ◽  
Fabio Bocci

Abstract The Youth Report 2014 recognizes the possibility to take positive action towards the others as an element that contributes to let young people achieve a sense of happiness. Despite this, we can observe in schools the presence of individualistic and competitive educational models affirming the predominance of fixed cognitive standards. That can bring to a situation of marginalization of those who are hegemonically located outside of a pre-established definition of norm. Considering these assumptions, the authors have developed an inclusive and prosocial teaching model, based on the Cooperative Learning approach, aimed to encourage prosocial skills among students. The research, that used qualiquantitative data, has involved a sample of 42 students and 12 teachers of the Middle School. The comparison between pre and post test highlights a higher increase in helping dimension and in the subsample of males students, joint to general improvements within teaching-learning processes and relationships.


Author(s):  
Jeffrey G Klann ◽  
Griffin M Weber ◽  
Hossein Estiri ◽  
Bertrand Moal ◽  
Paul Avillach ◽  
...  

AbstractIntroductionThe Consortium for Clinical Characterization of COVID-19 by EHR (4CE) includes hundreds of hospitals internationally using a federated computational approach to COVID-19 research using the EHR.ObjectiveWe sought to develop and validate a standard definition of COVID-19 severity from readily accessible EHR data across the Consortium.MethodsWe developed an EHR-based severity algorithm and validated it on patient hospitalization data from 12 4CE clinical sites against the outcomes of ICU admission and/or death. We also used a machine learning approach to compare selected predictors of severity to the 4CE algorithm at one site.ResultsThe 4CE severity algorithm performed with pooled sensitivity of 0.73 and specificity 0.83 for the combined outcome of ICU admission and/or death. The sensitivity of single code categories for acuity were unacceptably inaccurate - varying by up to 0.65 across sites. A multivariate machine learning approach identified codes resulting in mean AUC 0.956 (95% CI: 0.952, 0.959) compared to 0.903 (95% CI: 0.886, 0.921) using expert-derived codes. Billing codes were poor proxies of ICU admission, with 49% precision and recall compared against chart review at one partner institution.DiscussionWe developed a proxy measure of severity that proved resilient to coding variability internationally by using a set of 6 code classes. In contrast, machine-learning approaches may tend to overfit hospital-specific orders. Manual chart review revealed discrepancies even in the gold standard outcomes, possibly due to pandemic conditions.ConclusionWe developed an EHR-based algorithm for COVID-19 severity and validated it at 12 international sites.


2020 ◽  
Author(s):  
William B Levy ◽  
Victoria G. Calvert

Darwinian evolution tends to produce energy-efficient outcomes. On the other hand, energy limits computation, be it neural and probabilistic or digital and logical. After establishing an energy-efficient viewpoint, we define computation and construct an energy-constrained, computational function that can be optimized. This function implies a specific distinction between ATP-consuming processes, especially computation per se vs action potentials and other costs of communication. As a result, the partitioning of ATP-consumption here differs from earlier work. A bits/J optimization of computation requires an energy audit of the human brain. Instead of using the oft-quoted 20 watts of glucose available to the brain (1, 2), the partitioning and audit reveals that cortical computation consumes 0.2 watts of ATP while long-distance communication costs are over 20-fold greater. The bits/joule computational optimization implies a transient information rate of more than 7 bits/sec/neuron.Significance StatementEngineers hold up the human brain as a low energy form of computation. However from the simplest physical viewpoint, a neuron’s computation cost is remarkably larger than the best possible bits/joule – off by a factor of 108. Here we explicate, in the context of energy consumption, a definition of neural computation that is optimal given explicit constraints. The plausibility of this definition as Nature’s perspective is supported by an energy-audit of the human brain. The audit itself requires certain novel perspectives and calculations revealing that communication costs are 20-fold computational costs.


Author(s):  
Hakan Altinpulluk

The ease of access to information, which has become evident with the development of communication technologies such as the internet, has brought about revolutionary changes in education. With the development of Web 2.0 technologies, the strengthening of social networks and the process of the learners taking responsibility for their own learning, personal learning environments (PLEs) have emerged. PLE is a connectivism and network-based learning environment where the learning process is more flexible and the management of learning is in charge of the learner instead of the teacher or other person. It is regarded to be the learning environment for the future generations consisting of components that keep the learner active at all times as open, flexible, social network-based and cooperative Web 2.0. environments. In this section, definition of PLE, its ways of use, its advantages over the other learning systems, limitations and recommendations for use, are listed.


First Monday ◽  
2016 ◽  
Author(s):  
Harry Halpin ◽  
Alexandre Monnin

Does the centralization of the Web change both the diffusion of knowledge and the philosophical definition of knowledge itself? By exploring the origins of the Semantic Web in the philosophy of Carnap and of Google’s machine learning approach in Heidegger, we demonstrate that competing philosophical schools are deeply embedded in artificial intelligence and its evolution in the Web. Finally, we conclude that a decentralized approach to knowledge is necessary in order to bring the Web to its full potential as a project for the spread of human autonomy.


Author(s):  
F Keshmiri

Introduction: The present study aimed to develop an empowerment course based on project-based learning to enhance scholar skills of faculty members. Methods: The program was developed in 4 steps consisted of problem identifications and needs assessment, identifying the goals and objectives, definition of teaching-learning and assessment methods. In the present study, the Delphi technique was applied to assess the needs in the viewpoints of different stakeholders. In addition, we reviewed the literature and documents related to the role of scholar among teachers in Universities of Medical Sciences. The results of the need assessment presented in expert panel. The faculty development program finalized based on project-based learning approach through consensus of the participants. Result: In the present study, 12 competencies of scholarship developed. The empowerment program was designed according to the project-based learning approach. The program included targeting for learning and preparations, searching for defining a problem and designing a question, guiding inquiry for learning and solving problem, analyzing data, reflection as well as the feedback seeking. Conclusion: The faculty empowerment program can provide situations to achieve the educational scholarship goals through applying the knowledge to the real educational environment. The future studies are recommended to assess the effect of the programs for the faculty competencies and improvement of educational programs in systems.


2016 ◽  
Vol 18 (2) ◽  
pp. 95 ◽  
Author(s):  
Ana Carolina Buitrago Campo

<p>This article reports the results of an action-research project focused on improving students’ communicative competence in English through the task-based learning approach. This study was conducted in a co-educational public school in Medellín (Colombia) with thirty-four tenth graders. Actions implemented include the development of a series of tasks and the definition of four thematic units consistent with the syllabus and students’ interests and needs. The results evidence students’ significant improvements in their communicative competence in English. Findings also show that implementation of the task-based approach was affected by factors related to the teachers’ role and others related to students’ performance.</p>


Author(s):  
Aidyn Aldaberdikyzy ◽  
Nurgissa Berdibay

New, convenient, compact, understandable and effective approaches are needed for all students to master their language learning. Considering these criteria, we can consider one of the young approaches that are currently developing. It is a Project-based learning approach. Project-based learning is the abbreviation of PBL, which will use throughout article. The article provides a brief overview of the theoretical approaches to project-based learning. This approach is one of the most useful and absorbing methods in teaching and it was created as an idea in the twentieth century; today it is one of the beneficial approaches in education. The use of project-based learning in the classroom really comes in handy for those situations where students are just bored at lectures. The best part of PBL is that it increases student engagement. Student will enjoy working on these projects and be much more pleasant. This article explains theoretical fundamentals of PBL and the benefits of project-based learning technology


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