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Brian M. Slator

dblp:86/4860 · DBLP profile ↗
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13ranked-venue papers
6as first author
0since 2021 · last 2013
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 6 · 2 first-authorHuman-computer interaction and ubiquitous computing · 5 · 3 first-authorApplied, interdisciplinary, general and emerging computing · 4 · 3 first-authorComputer networks · 1 · 1 first-authorSoftware engineering, systems software and programming languages · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Software engineering, system software, and programming languages
1 paper
Software testing · 100%

Topics — the 1 heaviest of 1, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Software testing
game testing
0.212013
Crushinator: A framework towards game-independent testing · ASE 2013

Methods — techniques the papers use, named apart from their topics

automated testing · 0.2
YearPublicationVenuePosition
2013 Crushinator: A framework towards game-independent testing
abstract
Testing game applications relies heavily on beta testing methods. The effectiveness of beta testing depends on how well beta testers represent the common game-application users and if users are willing to participate in the beta test. An automated testing tool framework could reduce the dependence upon beta testing by most companies to analyze their game applications. This paper presents the Crushinator as one such framework. This framework provides a game-independent testing tool that implements multiple testing methods that can assist and possibly replace the use of beta testing.
Christopher Schaefer, Hyunsook Do, Brian M. Slator
ASE3
2008 Studying Native American Culture in an Immersive Virtual Environment
abstract
On-a-slant village was inhabited by the Mandan, a sedentary native north American tribe, up until the late18th century. The on-a-slant "virtual village" has been constructed by the Worldwide Web Instructional Committee at North Dakota State University using archaeological records and other source materials to authenticallyre-create that space with 3D-rendered graphics. The environment now serves as an exploratory, immersive environment for teaching middle-school students about long-ago society. This paper describes the construction of the virtual village and its earth lodges, the software agent avatars who inhabit the space, and the role-playing game the students play in order to learn about the Mandan and their culture. Data collected over three years show that significant learning is accomplished through playing the on-a-slant game.
Guy Hokanson, Otto Borchert, Brian M. Slator, Jeff Terpstra, Jeffrey T. Clark, Lisa M. Daniels, Heather R. Anderson, Aaron Bergstrom, Thomas A. Hanson, John Reber, Dan Reetz, Kari L. Weis, Ryan White, Lauren Williams
ICALT3
2005 The grader in ProgrammingLand
abstract
In this paper, we describe a customized instructional content delivery system named ProgrammingLand with special emphasis on a program evaluation module named TorqueMOODa. The system is fully online and is used as a component of several classroom courses, as well the foundation of comparable distance education classes. The context of these systems is the early programming classes often taken by introductory Computer Science students, among others.
Curt D. Hill, Brian M. Slator, Lisa M. Daniels
SIGCSE2
2003 Software Tutors for Scaffolding on Planet Oit
abstract
Planet Oit is a multiuser virtual environment used to teach geologic concepts and the scientific method. It is built on a structured system of modules and goals arranged so that students have freedom, but have direction as well. Intelligent software tutors explain geologic concepts, guide the players in achieving their goals, and assist them in understanding the environment. Planet Oit and its system of goals, tutors, and scaffolding are described.
Brian M. Slator, Lisa M. Daniels, Bernhardt Saini-Eidukat, Donald P. Schwert, Otto Borchert, Guy Hokanson, Richard Beckwith 0001
ICALT1
2001 Research on Role-Based Learning Technologies
abstract
One of the goals of science education is to familiarize students with an intellectual framework based on established scientific principles and general approaches that can later be used to solve science-based problems. Science is also content-based, and students must master the content of a discipline in order to succeed. The challenge for science educators is to develop educational tools and methods that deliver the principles but at the same time teach the important content material, but in a meaningful way. The paper describes research based on experimental virtual role-based environments built to explore the following beliefs: educational technology should capitalize on the natural human propensity for role-playing; students will be willing to assume roles if the environment makes it easy to do, and if the environment reinforces role-playing through careful crafting of explicit tutorial components; that educational software should be engaging, entertaining, attractive, interactive, and flexible: in short, game-like. The experiences provided to the student within these virtual worlds can be both meaningful and authentic, although some trade-offs are required to make them fun, challenging, and occasionally unpredictable.
Brian M. Slator, Jeffrey T. Clark, Paul Juell, Philip E. McClean, Bernhardt Saini-Eidukat, Donald P. Schwert, Alan R. White
ICALT1
1999 Virtual environments for education
Brian M. Slator, Paul Juell, Philip E. McClean, Bernhardt Saini-Eidukat, Donald P. Schwert, Alan R. White, Curt D. Hill
J. Netw. Comput. Appl.1
1996 Learning by Learning Roles: A Virtual Role-Playing Environment for Tutoring
Brian M. Slator, Harold Cliff Chaput
Intelligent Tutoring Systems1
1994 Tools for Managing Stories and Questions
abstract
Stories are an accessible medium of communication, and interactive dialog, with an expert teacher is a time-proven method of tutoring and mentoring. A natural way to explore complex material is to ask questions and listen to answers: and answers can often take the form of stories. Given a collection of texts and a user who wants access to the knowledge contained there, how can the texts be analyzed and connected such that the knowledge is maximally available to the user? There are two things the user must be able to do: focus and browse. In order to facilitate a focused interaction the texts must be represented in a natural way. In order for the user to creatively browse, however, the texts must also be connected in a remindful way that allows users to follow tangents and change topics easily. The tools for creating these structures are essential to the success of the eventual teaching environment. The article focuses on the particular AI requirements for these tools, recent progress in achieving these requirements and lessons we have learned along the way.>
Brian M. Slator
ICTAI1
1990 Is there content in empty heads?
Louise Guthrie, Brian M. Slator, Yorick Wilks, Rebecca F. Bruce
COLING2
1990 Requiem for a theory: the ' story grammar' story
abstract
Story grammar was a fairly hot topic in artificial intelligence (AI) from the mid-1970s to the early 1980s. Now, however, it has virtually disappeared as a research issue in AI. The process of science is one where theories are proposed, experiments are conducted, hypotheses are tested, theories are revised and, ultimately, theories are either accepted or rejected. The story grammar story is surveyed with a view towards describing what it was, and explaining what happened to it, from the perspective of the scientific process.
Sandy Andersen, Brian M. Slator
J. Exp. Theor. Artif. Intell.2
1990 Providing machine tractable dictionary tools
Yorick Wilks, Dan Fass, Cheng-ming Guo, James E. McDonald, Tony Plate, Brian M. Slator
Mach. Transl.6
1989 Decomposing meat: a commentary on Sticklen's 'problem-solving architecture at the knowledge level'
abstract
(1989). Decomposing meat: a commentary on Sticklen's ‘problem-solving architecture at the knowledge level’. Journal of Experimental & Theoretical Artificial Intelligence: Vol. 1, No. 4, pp. 259-262.
Brian M. Slator
J. Exp. Theor. Artif. Intell.1
1988 Machine tractable dictionaries as tools and resources for NL prosessing
Yorick Wilks, Dan Fass, Cheng-ming Guo, James E. McDonald, Tony Plate, Brian M. Slator
COLING6