- Semantic Web and Ontologies
- Artificial Intelligence in Games
- Multi-Agent Systems and Negotiation
- Logic, Reasoning, and Knowledge
- Creativity in Education and Neuroscience
- Computability, Logic, AI Algorithms
- Data Visualization and Analytics
- Logic, programming, and type systems
- Scientific Computing and Data Management
- AI-based Problem Solving and Planning
- Advanced Text Analysis Techniques
- History and Theory of Mathematics
- Intelligent Tutoring Systems and Adaptive Learning
- Design Education and Practice
- Language, Metaphor, and Cognition
- Philosophy and History of Science
- Mathematics Education and Teaching Techniques
- Model-Driven Software Engineering Techniques
- Cognitive Science and Mapping
- Cognitive and developmental aspects of mathematical skills
- Psychology of Social Influence
- Cognitive Science and Education Research
- Mobile Crowdsensing and Crowdsourcing
- Natural Language Processing Techniques
- Music Technology and Sound Studies
University of Dundee
2014-2022
Imperial College London
2008-2021
University of Kent
2014
University of Edinburgh
2001-2013
Queen Mary University of London
2008-2013
Heriot-Watt University Malaysia
2011
We describe ANGELINA3, a system that can automatically develop games along defined theme, by selecting appropriate multimedia content from variety of sources and incorporating it into game's design. discuss these capabilities in the context FACE model for assessing progress building creative systems, how ANGELINA3 be improved through further work.
A modern way of life needs a coaching.Despite the proliferation ICT solutions for personalized health care, there is still no easy to provide older adults with integrated coaching services.In this paper we introduce concept Council Coaches -a radically new virtual based on multiple autonomous, embodied coaches, which form together personal council that fulfills in an way.In concept, takes open dialog clients co-construct selected number coaches their own plans go healthier lifestyle.Virtual...
The simulation of mathematical reasoning has been a driving force throughout the history Artificial Intelligence research. However, despite significant successes in computer mathematics, computers are not widely used by mathematicians apart from their quotidian applications. An oft-cited reason for this is that current computational systems cannot do mathematics way humans do. We draw on two areas which Automated Theorem Proving (ATP) currently unlike human mathematics: firstly focus...
Virtual humans need to be persuasive in order promote behaviour change human users. While several studies have focused on understanding the numerous aspects that influence degree of persuasion, most them are limited dyadic interactions. In this paper, we present an evaluation study effects multiple agents user's persuasion. Along with gender and status (authoritative & peer), also look at type focus employed by agent i. e., user-directed where aims persuade addressing user directly vicarious...
The Argument Web is maturing as both a platform built upon synthesis of many contemporary theories argumentation in philosophy and also an ecosystem which various applications application components are contributed by different research groups around the world. It already hosts largest publicly accessible corpora has number interoperable cross compatible tools for analysis, navigation evaluation arguments across broad range domains, languages activity types. Such interoperability key...
The term serendipity describes a creative process that develops, in context, with the active participation of agent, but not entirely within agent's control. While system cannot be made to perform serendipitously on demand, we argue its $\mathit{serendipity\ potential}$ can increased by means suitable architecture and other design choices. We distil unified description serendipitous occurrences from historical theorisations creativity. This takes form framework six phases:...