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COVID-19, the disease caused by the novel coronavirus (SARS-CoV-2), was first found in Wuhan, China late in the December of 2019. Not long after that the virus spread worldwide and was declared a pandemic by the World Health Organization in March 2020. This caused many changes around the world and in the United States. One of these changes was the shift towards online learning. In this paper, we seek to understand how the COVID-19 pandemic and online learning impact college students' emotional wellbeing. To do this we use several machine learning and statistical models to analyze data collected by the Faculty of Public Administration at the University of Ljubljana, Slovenia in conjunction with an international consortium of universities, other higher education institutions and students' associations. Our results indicate that learning modality (face-to-face, online synchronous, online asynchronous, etc.) is the main predictor of students' emotional wellbeing, followed by financial security. Factors such as satisfaction with their university's and government's handling of the pandemic are also important predictors.

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Mobile devices have been manufactured and enhanced at growing rates in the past decades. While this growth has significantly evolved the capability of these devices, their security has been falling behind. This contrast in development between capability and security of mobile devices is a significant problem with the sensitive information of the public at risk. Continuing the previous work in this field, this study identifies key Machine Learning algorithms currently being used for behavioral biometric mobile authentication schemes and aims to provide a comprehensive review of these algorithms when used with touch dynamics and phone movement. Throughout this paper the benefits, limitations, and recommendations for future work will be discussed.

The Coronavirus disease 2019 (COVID-19) outbreak quickly spread around the world, resulting in over 240 million infections and 4 million deaths by Oct 2021. While the virus is spreading from person to person silently, fear has also been spreading around the globe. The COVID-19 information from the Australian Government is convincing but not timely or detailed, and there is much information on social networks with both facts and rumors. As software engineers, we have spontaneously and rapidly constructed a COVID-19 information dashboard aggregating reliable information semi-automatically checked from different sources for providing one-stop information sharing site about the latest status in Australia. Inspired by the John Hopkins University COVID-19 Map, our dashboard contains the case statistics, case distribution, government policy, latest news, with interactive visualization. In this paper, we present a participant's in-person observations in which the authors acted as founders of //covid-19-au.com/ serving more than 830K users with 14M page views since March 2020. According to our first-hand experience, we summarize 9 lessons for developers, researchers and instructors. These lessons may inspire the development, research and teaching in software engineer aspects for coping with similar public crises in the future.

Blended learning (BL) is a recent tread among many options that can best fit learners' needs, regardless of time and place. This study aimed to discover students' perceptions of BL and the challenges faced by them while using technology. This quantitative study used data gathered from 300 students enrolled in four public universities in the Sindh province of Pakistan. the finding shows that students were compatible with the use of technology, and it has a positive effect on their academic experience. The study also showed that the use of technology encourages peer collaboration. The challenges found include: neither teacher support nor a training program was provided to the students for the course which needed to shift from a traditional face to face paradigm to a blended format, a lake of space lies with skills in a laboratory assistants for the courses with a blended format and as shortage of high tech computer laboratories / computer units to run these courses. Therefore, it is recommended that the authorities must develop and incorporate a comprehensive mechanism for the effective implementation of BL in the learning teaching-learning process heads of the departments should also provide additional computing infrastructure to their departments.

In this meta-ethnography, we explore three different angles of Ethical AI design and implementation in a top-down/bottom-up framework, including the philosophical ethical viewpoint, the technical perspective, and framing through a political lens. We will discuss the values and drawbacks of individual and hybrid approaches within this framework. Examples of approaches include ethics either being determined by corporations and governments (coming from the top), or ethics being called for by the people (coming from the bottom), as well as top-down, bottom-up, and hybrid technicalities of how AI is developed within a moral construct, in consideration of its developers and users, with expected and unexpected consequences and long-term impact. This investigation includes real-world case studies, philosophical debate, and theoretical future thought experimentation based on historical facts, current world circumstances, and possible ensuing realities.

A digital twin contains up-to-date data-driven models of the physical world being studied and can use simulation to optimise the physical world. However, the analysis made by the digital twin is valid and reliable only when the model is equivalent to the physical world. Maintaining such an equivalent model is challenging, especially when the physical systems being modelled are intelligent and autonomous. The paper focuses in particular on digital twin models of intelligent systems where the systems are knowledge-aware but with limited capability. The digital twin improves the acting of the physical system at a meta-level by accumulating more knowledge in the simulated environment. The modelling of such an intelligent physical system requires replicating the knowledge-awareness capability in the virtual space. Novel equivalence maintaining techniques are needed, especially in synchronising the knowledge between the model and the physical system. This paper proposes the notion of knowledge equivalence and an equivalence maintaining approach by knowledge comparison and updates. A quantitative analysis of the proposed approach confirms that compared to state equivalence, knowledge equivalence maintenance can tolerate deviation thus reducing unnecessary updates and achieve more Pareto efficient solutions for the trade-off between update overhead and simulation reliability.

This paper explores the relationship between artificial intelligence and principles of distributive justice. Drawing upon the political philosophy of John Rawls, it holds that the basic structure of society should be understood as a composite of socio-technical systems, and that the operation of these systems is increasingly shaped and influenced by AI. As a consequence, egalitarian norms of justice apply to the technology when it is deployed in these contexts. These norms entail that the relevant AI systems must meet a certain standard of public justification, support citizens rights, and promote substantively fair outcomes -- something that requires specific attention be paid to the impact they have on the worst-off members of society.

Reinforcement learning (RL) has shown great success in solving many challenging tasks via use of deep neural networks. Although using deep learning for RL brings immense representational power, it also causes a well-known sample-inefficiency problem. This means that the algorithms are data-hungry and require millions of training samples to converge to an adequate policy. One way to combat this issue is to use action advising in a teacher-student framework, where a knowledgeable teacher provides action advice to help the student. This work considers how to better leverage uncertainties about when a student should ask for advice and if the student can model the teacher to ask for less advice. The student could decide to ask for advice when it is uncertain or when both it and its model of the teacher are uncertain. In addition to this investigation, this paper introduces a new method to compute uncertainty for a deep RL agent using a secondary neural network. Our empirical results show that using dual uncertainties to drive advice collection and reuse may improve learning performance across several Atari games.

Along with the massive growth of the Internet from the 1990s until now, various innovative technologies have been created to bring users breathtaking experiences with more virtual interactions in cyberspace. Many virtual environments with thousands of services and applications, from social networks to virtual gaming worlds, have been developed with immersive experience and digital transformation, but most are incoherent instead of being integrated into a platform. In this context, metaverse, a term formed by combining meta and universe, has been introduced as a shared virtual world that is fueled by many emerging technologies, such as fifth-generation networks and beyond, virtual reality, and artificial intelligence (AI). Among such technologies, AI has shown the great importance of processing big data to enhance immersive experience and enable human-like intelligence of virtual agents. In this survey, we make a beneficial effort to explore the role of AI in the foundation and development of the metaverse. We first deliver a preliminary of AI, including machine learning algorithms and deep learning architectures, and its role in the metaverse. We then convey a comprehensive investigation of AI-based methods concerning six technical aspects that have potentials for the metaverse: natural language processing, machine vision, blockchain, networking, digital twin, and neural interface, and being potential for the metaverse. Subsequently, several AI-aided applications, such as healthcare, manufacturing, smart cities, and gaming, are studied to be deployed in the virtual worlds. Finally, we conclude the key contribution of this survey and open some future research directions in AI for the metaverse.

Artificial intelligence (AI) has become a part of everyday conversation and our lives. It is considered as the new electricity that is revolutionizing the world. AI is heavily invested in both industry and academy. However, there is also a lot of hype in the current AI debate. AI based on so-called deep learning has achieved impressive results in many problems, but its limits are already visible. AI has been under research since the 1940s, and the industry has seen many ups and downs due to over-expectations and related disappointments that have followed. The purpose of this book is to give a realistic picture of AI, its history, its potential and limitations. We believe that AI is a helper, not a ruler of humans. We begin by describing what AI is and how it has evolved over the decades. After fundamentals, we explain the importance of massive data for the current mainstream of artificial intelligence. The most common representations for AI, methods, and machine learning are covered. In addition, the main application areas are introduced. Computer vision has been central to the development of AI. The book provides a general introduction to computer vision, and includes an exposure to the results and applications of our own research. Emotions are central to human intelligence, but little use has been made in AI. We present the basics of emotional intelligence and our own research on the topic. We discuss super-intelligence that transcends human understanding, explaining why such achievement seems impossible on the basis of present knowledge,and how AI could be improved. Finally, a summary is made of the current state of AI and what to do in the future. In the appendix, we look at the development of AI education, especially from the perspective of contents at our own university.

Reinforcement learning is one of the core components in designing an artificial intelligent system emphasizing real-time response. Reinforcement learning influences the system to take actions within an arbitrary environment either having previous knowledge about the environment model or not. In this paper, we present a comprehensive study on Reinforcement Learning focusing on various dimensions including challenges, the recent development of different state-of-the-art techniques, and future directions. The fundamental objective of this paper is to provide a framework for the presentation of available methods of reinforcement learning that is informative enough and simple to follow for the new researchers and academics in this domain considering the latest concerns. First, we illustrated the core techniques of reinforcement learning in an easily understandable and comparable way. Finally, we analyzed and depicted the recent developments in reinforcement learning approaches. My analysis pointed out that most of the models focused on tuning policy values rather than tuning other things in a particular state of reasoning.

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