In this paper, we propose new generalized oscillator model. Considerations in the light of the Melnikov's approach are also given. We focus on some interesting simulations based on the proposed new model. This is an integral part of a planned much more general Web-based application for scientific computing.
25 September 2018 in CBU International Conference Proceedings
Serious games (SG) allow us to learn even when we are relaxing. These games are called “serious” because they allow us to be trained at domain-specific knowledge level. That is the main reason SG are gathering an even increasing research interest in recent years. In contrast with traditional, purely entertainment games, SGs architectures and design principles are under active investigation by researchers. Recent work in that field attempts to define how SG are structured, built, used and extended. However, there is still a lot of debate which design techniques are adequate or which techniques can be borrowed from other fields – such as computer science or mainstream entertainment games. The main objective of our research is three-fold: investigate and analyze current architectural approaches; summarize the top characteristics of a modern serious game; and propose an architecture that is coherent with current approaches. Following these principles, we determine that the prevailing views in the SGs area are that they should be distributed and modular, service-based and easily extendible. Building on top of that, we come up with a novel concept for creating serous games that are independent of their input devices and propose two ways that independence can be achieved. We briefly discuss the possible integration of 3-rd party services by using message queue brokers in a publish / subscribe manner. Finally, we summarize and propose different methods for extending our proposed approach.
The purpose of adaptive e-Learning is to ensure effective teaching by providing an opportunity for students to connect with an environment that suits their needs, behavior, and knowledge. The reason adaptive e-Learning is important is that, for a learning process to be successful, it is necessary to consider teaching materials that address specific characteristics of the student, such as their particular goals, preferences, knowledge, and style of studying, to provide an appropriate teaching strategy. In this article we present a methodological approach for implementing the adaptive e-Learning in the course “Computer information systems in tourism”, offered to students in the program “Tourism” through the Smolyan affiliate of the Plovdiv University “Paisii Hilendarski”, using the Distributed Platform for e-Learning (DisPeL). The platform DisPeL enables a user to report on different aspects of the learning process, for example, the time each student takes to learn a specific topic from the curriculum, and the number of incorrect and correct answers from individuals as well as the entire group of students who were trained over a given period of time.
Generative models can generate art within a single modality with high fidelity. However, translating a work of art from one domain to another (e.g., painting to music or poem to painting) in a meaningful way remains a longstanding, interdisciplinary challenge. We propose a novel approach combining a multi-agent system (MAS) architecture with an ontology-guided semantic representation to achieve cross-domain art translation while preserving the original artwork’s meaning and emotional impact. In our concept, specialized agents decompose the task: a Perception Agent extracts symbolic descriptors from the source artwork, a Translation Agent maps these descriptors using shared knowledge base, a Generator Agent creates the target-modality artwork, and a Curator Agent evaluates and refines the output for coherence and style alignment. This modular design, inspired by human creative workflows, allows complex artistic concepts (themes, moods, motifs) to carry over across modalities in a consistent and interpretable way. We implemented a prototype supporting translations between painting and poetry, leveraging state-of-the-art generative models. Preliminary results indicate that our ontology-driven MAS produces cross-domain translations that preserve key semantic elements and affective tone of the input, offering a new path toward explainable and controllable creative AI. Finally, we discuss a case study and potential applications from educational tools to synesthetic VR experiences and outline future research directions for enhancing the realm of intelligent agents.
The paper discusses software and hardware that enables persons with disabilities to access and use computers. The Bulgarian portal for people with disabilities has been created as leading source of information, communication and repository of assistive tools and technologies. It is presented LOGOPED -- a system for automated development of the intonation, improving speech fluency and perfecting of the communication.