Huwebes, Setyembre 29, 2016

The Heart of Education

The Heart of Education

Education is very important for the development of every individual. It gives knowledge to acquire certain learning. Give idea to a person to discover their talents, skills and as well as personality on how to handle a certain situation. Quality education comes through the situation of the individuals intellect and creative capacities for social welfare and development.

            The positive effect of education in human life helps a lot to a person to widen their view over the world. For example learning by reading informational books gives people a huge amount of knowledge, information about something they are interested with. Educators are keenly aware of their responsibility to deliver the highest quality of education to learners .

            Secondly, education plays such a big role in human life that we cannot imagine a life without it. It helps develop healthy surroundings as a matter of fact, everything we create today is based on the knowledge that we obtain throughout over life by way of education.


            In conclusion, education is absolutely beneficial for a society on the whole. People who actively involves in their own learning will continuously construct their own knowledge of understanding. Each everyone of us  is capable of  learning how to learn . 

Huwebes, Agosto 25, 2016

Microsoft Mines 'Minecraft' to Study Artificial Intelligence


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In the pixelated cube world of "Minecraft," players can create almost anything their hearts desire. Now, Microsoft is using the popular world-building game to build and test artificial intelligence in the fictional environment.
Microsoft has made a platform for artificial intelligence (AI) research using a modified version of "Minecraft" that will become available to the public following a limited release to select researchers. Project Malmo (formerly known as Project AIX) allows anyone from ambitious amateur coders to advanced computer scientists to build and test artificial intelligence in the "Minecraft" environment.
"WeꞋre trying to put out the tools that will allow people to make progress on those really, really hard research questions," Katja Hofmann, the project's lead researcher, said in a Microsoft blog postannouncing the release. [Super-Intelligent Machines: 7 Robotic Futures]
Project Malmo isn't designed to build AI that solves specific problems. Instead, the research team hopes these tools will be used to develop a general artificial intelligence capable of "planning, reasoning, natural language, and learning," Hofmann told Live Science in an email.
"ꞌMinecraftꞌs open-ended nature makes it particularly appealing for AI experimentation," Hofmann said.
In the standard "Minecraft" game, players are free to move about, interact with the world and build all manner of unusual creations block by block. An active community around modifications to the game persists years after its original release, and the great potential for creativity has even earned the game a place in the collection at the Museum of Modern Art in New York City.
The new project places a machine in control of the blocky avatar in the same open world, with challenges similar to what humans may encounter in the real world. The AI will have to learn the basics of "Minecraft," such as navigation, object interaction and creation, but there is potential for much more complex behavior, according to Microsoft. Human players have found "infinite variety in gameplay," Hofmann said, and research AIs could be put in the same situations.
The newest version also adds support for chat interactions with the AI "player," as well as the ability to overclock (speed up) the game, and therefore the pace of research, according to the developers.
Project Malmo is available on Github and will run on Linux, Mac OS and Windows. In the first few days following the release, close to 20,000 people viewed the project, Hofmann said. "If we are able to sustain a community of this scale, that would be hugely exciting," she wrote. "Our hope is to inspire the next generation of AI researchers and AI research."


Source: Uyeno, G. (July 12, 2016 02:45pm ET).Microsoft Mines 'Minecraft' to Study Artificial Intelligence.Live Science.Retrieved from: http://www.livescience.com/55374-microsoft-uses-minecraft-to-study-ai.html on August 26,2016.

'The Hubble Cantata' Weds Live Music with VR Views of the Cosmos



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An event combining virtual reality and live musical performance aims to bring together a 20-piece orchestra, a 100-person choir and breathtaking views of the cosmos captured by the Hubble Space Telescope.
And it's going to be available to the public for free.
"The Hubble Cantata"will premiere in Brooklyn, New York, on Aug. 6 at the Prospect Park Bandshell, as part of the BRIC Celebrate Brooklyn! Festival. Up to 6,000 people will be able to experience an installation featuring 360-degree sound delivered by live musicians and vocalists, including two opera soloists. 
And accompanying the musical presentation will be a unique visual event that will transport listeners into a sight that is literally out of this world.
As audience members don cardboard headsets and activate a free app,immersive VR animations created from actual Hubble photos will transform Prospect Park into a display of celestial objects. The 5-minute-long VR film, titled "Fistful of Stars," will offer viewers the perspective of actually traveling through space.

A concentric array of eight speakers surrounding the audience will enable the concert audio to travel around and through them in 3D space, according to the event's acoustics researcher and designer, Terence Caulkins.
The installation represents a collaboration among artists, engineers and scientists, developed at the New Museum in New York City as part of its art incubation program, New Inc.
The musical commission originated with the concept of accompanying Hubble imagery and collaborating with Mario Livio, an astrophysicist who worked with Hubble for 24 years, "Hubble Cantata" composer Paola Prestini told Live Science in an email.
Since Hubble launched on April 24, 1990 — the first optical telescopedeployed in space — it has made more than 1 million observations while orbiting Earth at approximately 17,000 mph (27,359 km/h), capturing distant supernovas, unprecedented views of objects within our solar system, and galaxies that are at least 13 billion years old, to name just a few.
But some of Hubble's most awe-inspiring photos are of nebulas — ancient clouds of dust and gas — that can be the remains of a dead, exploded star, or nurseries where new stars are born. An estimated10,000 nebulas lurk in the Milky Way, and they represent a wide range of sizes and shapes. Many carry names inspired by those shapes, such as the Eagle Nebula, the Horsehead Nebula, the Ring Nebula and Thor's Helmet Nebula.
The Orion Nebula, located 15,000 light-years from Earth and the brightest point in the Orion constellation, is the main attraction in "Fistful of Stars."
The Orion Nebula, located 15,000 light-years from Earth and the brightest point in the Orion constellation, is the main attraction in "Fistful of Stars."
Filmmaker and VR director Eliza McNitt told Live Science in an email that she selected the Orion Nebula for the VR experience "because it is a nursery for star birth and reflected the themes of 'The Hubble Cantata,' which tells the story of the birth, life and death of stars and the human connection to the cosmos."
As the cantata unfolds, Orion emerges as a character, one that was "intimately connected to the narrative," McNitt said.
But at the end of the day, "Hubble Cantata" is about people, Prestini told Live Science, calling the installation "less a story about space and more a human story." McNitt agreed, adding that the installation represents our connection to the cosmos, and that the VR experience "explores the parallels between human life on Earth and stars in the heavens."
Kickstarter campaign for "Hubble Cantata" launched on July 13, to help raise money to take the production on tour throughout the country. Following its debut on Aug. 6, the VR film "Fistful of Stars" will be available to download and view for free on the creators' dedicated app, "giving anyone the opportunity to experience the cosmos," according to the project's Kickstarter statement.

Source: Weisberger, M. (July 25, 2016 05:06pm ET).'The Hubble Cantata' Weds Live Music with VR Views of the Cosmos.Live Science.Retrieved from: http://www.livescience.com/55537-hubble-cantata-vr-performance.html on August 26,2016.

First Reprogrammable Quantum Computer Created


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Scientists have created the first programmable and reprogrammable quantum computer, according to a new study.
The technology could usher in a much-anticipated era of quantum computing, which researchers say could help scientists run complex simulations and produce rapid solutions to tricky calculations.

Previous research suggested that quantum computers could simultaneously perform more calculations in one instant than there are atoms in the universe. Prior work also found that such capabilities would allow quantum computers to solve certain problems much faster than conventional computers can, for instance, breaking encryption that would take regular computers longer than the lifetime of the sun to crack.

The functioning of quantum computers depends on the bizarre, surreal nature of quantum physics. The field suggests that atoms and other fundamental building blocks of the universe actually exist in states of flux known as "superpositions." ThisThat means that atoms, for example, can spin in two opposite directions at the same time.

That kind of superposition makes quantum computing fundamentally different from traditional computers. Classical computers represent data as 1's and 0's, binary digits known as "bits" and symbolized by flicking switch-like transistors either on or off. Quantum computers, on the other hand, use quantum bits, or "qubits," that are in superpositions, meaning that they are simultaneously on and off. This enables a qubit to essentially perform two calculations simultaneously.

Many research groups previously created small but functional quantum computers. However, these devices are typically specialized to run just one algorithm, or step-by-step set of operations.

"Until now, there hasn't been any quantum-computing platform that had the capability to program new algorithms into their system. They're usually each tailored to attack a particular algorithm," said study lead author Shantanu Debnath, a quantum physicist and optical engineer at the University of Maryland, College Park.

Now, Debnath and his colleagues have developed the first fully programmable and reprogrammable quantum computer. The new device is made of five qubits. Each qubit is an ion, or electrically charged particle, trapped in a magnetic field.

The scientists can use lasers to manipulate these ions — five ytterbium atoms — infusing them with precise amounts of energy and influencing their interactions with each other. In this way, the researchers can program and reprogram the quantum computer with a variety of algorithms.

The researchers tested their device on three algorithms that quantum computers, as prior work showed, could execute quickly. One, the so-called Deutsch-Jozsa algorithm, is typically used only for tests of quantum-computing capabilities. Another, the Bernstein-Vazirani algorithm, can also be used to probe for errors in quantum computing. The last, the quantum Fourier transform algorithm, is an element in quantum-computing encryption-breaking applications.
The Deutsch-Jozsa and Bernstein-Vazirani algorithms successfully ran 95 and 90 percent of the time, respectively. The quantum Fourier transform algorithm, which the researchers said is among the most complicated quantum calculations, had a 70 percent success rate, they said.
In the future, the researchers will test more algorithms on their device, Debnath said. "We'd like this system to serve as a test bed for examining the challenges of multiqubit operations, and find ways to make them better," Debnath told Live Science.
The scientists detailed their findings in the Aug. 4 issue of the journal Nature.

Source:Choi, C.Q. (August 3, 2016 03:15pm ET).First Reprogrammable Quantum Computer Created.Live Science.Retrieved from: http://www.livescience.com/55642-reprogrammable-quantum-computer-created.html on August 26,2016.

Smartphone-Connected Contact Lenses Give New Meaning to 'Eye Phon

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Apps allow you to link your smartphone to anything from your shoes, to your jewelry, toyour doorbell — and soon, you may be able to add your contact lenses to that list.

Source: Miller, S.G.(August 19, 2016 07:05am ET)Smartphone- Connected Contact Lenses Give New Meaning to 'Eye Phone'.Live Science.Retrieved from: http://www.livescience.com/55816-smart-contact-lenses-talk-to-your-phone.html on August 26,2016.

Digital Device Choices Could Impact Common-Core Test Results, Studies Finding

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Some test questions are likely harder to answer on tablets than on laptop and desktop computers, presenting states and districts with a new challenge as they move to widespread online assessments.

Analyses by test providers and other organizations have pointed to evidence of small but significant "device effects" for tests administered in some grades and subjects and on certain types of assessment items.

The results in many cases do not follow a clear pattern. And the most comprehensive studies to date—analyses of 2014-15 test results from millions of students who took the tests aligned to the Common Core State Standards designed by two major assessment consortia—concluded that overall test results were comparable, despite some discrepancies across individual test items.

But much remains uncertain, even among testing experts. A recent analysis commissioned by the Partnership for Assessment of Readiness for College and Careers, for example, found that test-takers in Ohio—home to 14 percent of all students who took the 2014-15 PARCC exams—performed significantly worse when taking the exams on tablets. Those students' poor showing remains unexplained.
"Absolutely, this preliminary evidence leads to questions," said Marianne Perie, the director of the Center for Educational Testing and Evaluation at the University of Kansas. "We're so new into this and we need so much more research."

The 2015-16 school year marked the first in which most state-required summative assessments in elementary and middle schools were expected to be given via technology. Over the past decade, states and districts have spent billions of dollars buying digital devices, in large measure to meet state requirements around online test delivery.

To date, however, relatively little is known about how comparable state tests are when delivered on desktop computers, laptops, tablets, or Chromebooks. Each type of device has different screen sizes and ways of manipulating material—touchscreen vs. mouse, for example—and inputting information—say onscreen vs. detached keyboard—factors that could contribute to different experiences and results for students.

In an attempt to summarize research to date, the Council of Chief State School Officers released last month a report titled "Score Comparability Across Computerized Assessment Delivery Devices."

"Device effects" are a real threat to test-score comparability, the report concludes, one of many potential challenges that state and district testing directors must wrestle with as they move away from paper-and-pencil exams.

From a practical standpoint, researchers say, the key to avoiding potential problems is to ensure that students have plenty of prior experience with whatever device they will ultimately use to take state tests.

Struggles in Ohio

In February, Education Week reported that the roughly 5 million students across 11 states who took the 2014-15 PARCC exams via computer tended to score lower than those who took the exams via paper and pencil. The Smarter Balanced Assessment Consortium, the creator of exams given to roughly 6 million students in 18 states that year, also conducted an analysis looking for possible "mode effects."
In addition to looking for differences in scores between computer- and paper-based test-takers, both consortia also looked for differences in results by the type of computing device that students used.
Smarter Balanced has not yet released the full results of its study. In a statement, the consortium said that its findings "indicated that virtually all the [test] items provide the same information about students' knowledge and skills, regardless of whether they use a tablet or other device."
A PARCC report titled "Spring 2015 Digital Devices Comparability Research Study," meanwhile, reached the same general conclusion: Overall, PARCC testing is comparable on tablets and computers.

But the report's details present a more nuanced picture.

Numerous test questions and tasks on the PARCC Algebra 1 and geometry exams, for example, were flagged as being more difficult for students who took the tests on tablets. On the consortium's Algebra 2 exam, some questions and tasks were flagged as being more difficult for students taking it on a computer.

The analysis of students' raw scores also found that in some instances students would have likely scored slightly differently had they taken the exam on a different device. For PARCC's end-of-year Algebra 1, geometry, and Algebra 2 exams, for example, students who used computers would likely have scored slightly lower had they been tested on tablets.

And most dramatically, the researchers found that students in Ohio who took the PARCC end-of-year and performance-based exams on tablets scored an average of 10 points and 14 points lower, respectively, than their peers who took the exams on laptops or desktop computers. The researchers concluded that those results were "highly atypical" and decided to exclude all Ohio test-takers (representing 14 percent of the study's overall sample) from their analysis.

When Ohio's results were included, though, "extensive evidence of device effects was observed on nearly every assessment."

PARCC officials were not able to definitively say why tablet test-takers performed so poorly in Ohio. They speculated that the results might have been skewed by one large tablet-using district in which students were unusually low-performing or unfamiliar with how to use the devices.
Perie of the Center for Educational Testing and Evaluation said more data—including the full extent of the apparent device effect in Ohio—should have been presented to help practitioners draw more informed conclusions.

"Typically in research, we define our parameters before looking at the results," Perie said. "If the decision to drop the anomalous state was made after looking at that data, that could be problematic."

Screen Size, Touchscreen

In its roundup of research to date, meanwhile, the CCSSO noted a number of studies that have found some evidence of device effects. Among the findings: some evidence that students taking writing exams on laptops tend to perform slightly worse than their peers who used desktop computers, and signs that students generally experience more frustration responding to items on tablet interfaces than on laptops or desktops.

The report also examines research on the impact of specific device features. Screen size, for example, was found to be a potential hurdle for students, especially for reading passages. Smaller screens that held less information and required students to do more scrolling led to lower scores, according to a 2003 study.

Touchscreens and on-screen keyboards, both features of many tablet devices, also appear to put students at a disadvantage on some test items. Technology-enhanced performance tasks that require precise inputs can be challenging on touchscreen devices, and students tend to write less—in response to essay prompts, for example—when using an onscreen keyboard.

Overall, said Perie, she would not go so far as to advise states and districts to avoid using tablets for online testing, but there are "absolutely some questions" about how students perform on tablets.
The CCSSO, meanwhile, offered an extended set of recommendations for states.
Ultimately, the group said, states and districts will want to be able to use test scores interchangeably, regardless of the device on which the exams are taken.

To be able to do so with confidence, they're going to have to conduct in-depth analyses of their results in the coming years, said Scott Norton, the group's strategic-initiative director for standards, assessment, and accountability. "Device comparability," he said, "is definitely something that states should be paying attention to."

Coverage of the implementation of college- and career-ready standards and the use of personalized learning is supported in part by a grant from the Bill & Melinda Gates Foundation, at www.gatesfoundation.org. Education Week retains sole editorial control over the content of this coverage.

Source: Herold B. (July 19,2016) Digital Device Choice Has Noticeable Impact on Test Performance.Education Week.Retrieved from: http://www.edweek.org/ew/articles/2016/07/20/digital-device-choices-could-impact-common-core-test.html on August 26,2016.


Huwebes, Agosto 18, 2016

Rio 2016: Hidilyn Diaz gives the Philippines their first Olympic medal in two decades

August 8, 2016| Updated: August 8, 2016 04:52 PM
Hidilyn Diaz sprung a major surprise in the Philippines by winning a weightlifting silver medal in Rio — the country’s first Olympic medal for 20 years, officials said Monday.

Sports analysts in the Philippines had not expected the 1.54-metre (5ft 1/2in) tall Diaz to bag a medal at the 2016 Games after coming up empty in 2008 and 2012 games.

"We had high hopes with other sports. So (Cruz’s medal) is a surprise. A lot of people didn’t expect she would take a medal," said Ronel Abrenica, executive-director of the Philippine Sports Commission.

But Abrenica said he noticed something from the 25-year-old, who became the first woman from the Philippines ever to win an Olympic medal.

"I was watching her before. I saw her sincerity and determination. You could see it in the way she talks. She was determined to win. She had the fire in the belly," he told AFP.
"Before she set off (for Rio), she told me, ‘at least, I can get a bronze’. So this (silver) is a bonus," said Abrenica.



 source: August 8, 2016) Rio 2016: Hidilyn Diaz gives the Philippines their first Olympic medal in two decades