01. Faculty of Engineering & Natural Sciences
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Browsing 01. Faculty of Engineering & Natural Sciences by Subject "2021 International Young Scholars' Conference"
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Item Open Access ARTIFICIALLY INTELLIGENT CONVERSATIONAL CHATBOTS: MAIN TYPES, PROGRAMMING ISSUES, AND POSSIBLE SOLUTIONS(2021 International Young Scholars' Conference, 2021) Momonov G.Abstract In recent years, artificially intelligent (AI) conversational chatbots have become widely used and proved to be a practical and effective support tool in many areas. Advances in machine learning and neural networks have made such proliferation of AI chatbots possible, yet there are still many programming issues and challenges in developing chatbots for various specific domains of human activity. This paper reviews types of artificially intelligent conversational chatbots and programming issues associated with each type. The following main types of chatbots are discussed: 1) script-based chatbots, 2) database-based chatbots, and 3) natural language processing-based chatbots. Key programming challenges in creating chatbots and existing solutions are reviewed.Item Open Access COMPARATIVE ANALYSIS OF THE THREE STATE-OF-THE-ART TRANSFORMER-BASED SEQ2SEQ ABSTRACTIVE SUMMARIZATION MODELS(2021 International Young Scholars' Conference, 2021) Ospan SmagulAbstract Today everyone can clearly see that amount of information on the internet growth rapidly. Because of it, people meet with huge problem - to process and get the most important parts from them. Thus, there is become a need on its clear and cost-effective summarization. Main goal of text summarization is to generate concise and accurate summary from input documents. In recent years, text summarization become one of the most topical subject in tech sphere. Big Tech companies like Facebook, Google, and Microsoft understood the importance of automatic summarization technologies, and not long ago published their results called BART, PEGASUS and ProphetNet respectively. This works showed the best results on various datasets with different sizes. The main idea behind this paper is to compare and analyze those models in terms of speed, accuracy, accessibility and other characteristics. In the next work, the results of the research are planned to be applied on Russian and Kazakh language datasets.Item Open Access THE BENEFITS OF USING SOCIAL NETWORKS FOR ENGLISH LANGUAGE TEACHING IN COLLEGE(2021 International Young Scholars' Conference, 2021) Sarzhanova G.B.; Buketov E.A.; Kultemir G.K.Abstract This article discusses the benefits of using social networks for foreign language teaching in college. The purpose of the article is to provide theoretical justification and scientific and methodological development of an effective model for the integration of Internet technologies in order to organize independent work of college students. In modern society, knowledge of the English language plays an increasingly important role, which provides an opportunity to join the world culture, use the resources of the Internet in their work, as well as work with information and communication technologies (ICT) and use multimedia learning methods. Therefore, it is so important to improve the methodology of using computer information technologies in teaching English. Based on the research materials, it can be concluded that using social networking sites in college increases motivation to learn a foreign language, give an opportunity to communicate with a large number of people, including many native speakers, helps to use audio, video and text materials in English in a single environment.Item Open Access THE LACK OF GAMIFICATION METHODS IN E-LEARNING(2021 International Young Scholars' Conference, 2021) Alimanova M.; Karazhan B.E-learning is rapidly growing as an essential part of our life due to the pandemic. The lack of involvement and motivation within students during lessons is the main weakness of distance learning. Due to engagement issues at online conversations, students often do not attend classes or tend to mute lessons on the hardware level. Ignoring these problems can cause a decline in the level of education and the emergence of untrained personnel. This article discusses problems of E-Learning such as the lack of motivation and involvement, then examines the need for research on gamification in education that would be one of the solutions to these problems. Also, it considers the method of using virtual reality in education as a possible solution. The article aims to analyze these issues and appropriate studies on this subject to identify the lack of proper research on gamification in education. The majority of the proposed researches were conducted at the pre-pandemic time. Therefore, this field requires researches to identify new methods of the learning process that would be applicable in the modern world of online education.Item Open Access ПРИМЕНЕНИЕ ИСКУССТВЕННОГО ИНТЕЛЛЕКТА И ЗАЩИТА ПЕРСОНАЛЬНЫХ ДАННЫХ: ПРАВОВЫЕ АСПЕКТЫ(2021 International Young Scholars' Conference, 2021) Аружан С.Р.Abstract. This article will map the legal challenges posed by artificial intelligence (AI) in personal data. Artificial intelligence is the subject of widespread controversy, with growing concern over the unification of anonymized data. Also, the article reviewed and analyzed the Cambridge Analytica case, which indicates the impact of rapidly developing Internet technologies on the political situation with the help of user data. Which allow to manage the interests, preferences and manipulation of a person, where they can bring information in a different form. The reason was the lack of an appropriate legal basis or a flaw in the law. Therefore, it is necessary to develop a legal framework that will help significantly restrict the activities of companies such as Cambridge Analytica, and exclude the possibility of uncontrolled use of personal data on social networks around the world.Item Open Access ПРОЕКТНЫЙ МЕТОД ОБУЧЕНИЯ ДЛЯ РАЗРАБОТКИ ВИДЕОИГР(2021 International Young Scholars' Conference, 2021) Минулин АрнольдАннотация Подходы к обучению, основанные на проблемном / проектном обучении (PBL) показывали, что это эффективно по многим профессиональным программам, которые напрямую связаны с будущей карьерой учащегося. Исследования показали, что студенты и ученики, работающие в контексте PBL, улучшают свои навыки по сравнению с теми кто, посещают занятия в традиционном формате. Несмотря на эти успехи, PBL нечасто рассматривается в учебных программах, связанных с информатикой. Проектное обучение это сложный процесс и мы находим его невероятно трудным для эффективного внедрения в школьную жизнь. Это особенно верно, если наши ученики интересуются чем-то менее академическим, например видеоиграми. Мы можем задаться вопросом, можно ли вообще связать видеоигры со «школьной» работой. На самом деле, видеоигры, являются одной из лучших областей для проектного обучения. В свою очередь такой подход может сделать обучение учащихся интересным и расширяющим кругозор. Методология /подход - метод обучения для разработки видеоигр с использованием педагогического подхода PBL. Основная цель – сформировать основные компетенции, улучшить критическое мышление и навыки решения проблем, а также познакомить учеников с проектированием и разработкой видеоигр. Выводы – метод PBL улучшил навыки учеников и расширил их знания как теоретически, так и практически в рамках области программирования. Благодаря интеграции PBL подхода в учебную программу можно было заметить более высокий уровень вовлеченности, повышение мотивации и развитие качественной работы со стороны учеников.