15,186 research outputs found
Personalization in cultural heritage: the road travelled and the one ahead
Over the last 20 years, cultural heritage has been a favored domain for personalization research. For years, researchers have experimented with the cutting edge
technology of the day; now, with the convergence of internet and wireless technology, and the increasing adoption of the Web as a platform for the publication of information, the visitor is able to exploit cultural heritage material before, during and after the visit, having different goals and requirements in each phase. However, cultural heritage sites have a huge amount of information to present, which must be filtered and personalized in order to enable the individual user to easily access it. Personalization of cultural heritage information requires a system that is able to model the user
(e.g., interest, knowledge and other personal characteristics), as well as contextual aspects, select the most appropriate content, and deliver it in the most suitable way. It should be noted that achieving this result is extremely challenging in the case of first-time users, such as tourists who visit a cultural heritage site for the first time (and maybe the only time in their life). In addition, as tourism is a social activity, adapting to the individual is not enough because groups and communities have to be modeled and supported as well, taking into account their mutual interests, previous mutual experience, and requirements. How to model and represent the user(s) and the context of the visit and how to reason with regard to the information that is available are the challenges faced by researchers in personalization of cultural heritage. Notwithstanding the effort invested so far, a definite solution is far from being reached, mainly because new technology and new aspects of personalization are constantly being introduced. This article surveys the research in this area. Starting from the earlier systems, which presented cultural heritage information in kiosks, it summarizes the evolution of personalization techniques in museum web sites, virtual collections and mobile guides, until recent extension of cultural heritage toward the semantic and social web. The paper concludes with current challenges and points out areas where future research is needed
Context based learning: a survey of contextual indicators for personalized and adaptive learning recommendations. A pedagogical and technical perspective
Learning personalization has proven its effectiveness in enhancing learner
performance. Therefore, modern digital learning platforms have been
increasingly depending on recommendation systems to offer learners personalized
suggestions of learning materials. Learners can utilize those recommendations
to acquire certain skills for the labor market or for their formal education.
Personalization can be based on several factors, such as personal preference,
social connections or learning context. In an educational environment, the
learning context plays an important role in generating sound recommendations,
which not only fulfill the preferences of the learner, but also correspond to
the pedagogical goals of the learning process. This is because a learning
context describes the actual situation of the learner at the moment of
requesting a learning recommendation. It provides information about the learner
current state of knowledge, goal orientation, motivation, needs, available
time, and other factors that reflect their status and may influence how
learning recommendations are perceived and utilized. Context aware recommender
systems have the potential to reflect the logic that a learning expert may
follow in recommending materials to students with respect to their status and
needs. In this paper, we review the state-of-the-art approaches for defining a
user learning-context. We provide an overview of the definitions available, as
well as the different factors that are considered when defining a context.
Moreover, we further investigate the links between those factors and their
pedagogical foundations in learning theories. We aim to provide a comprehensive
understanding of contextualized learning from both pedagogical and technical
points of view. By combining those two viewpoints, we aim to bridge a gap
between both domains, in terms of contextualizing learning recommendations
Share and reuse of context metadata resulting from interactions between users and heterogeneous web-based learning environments
L'intérêt pour l'observation, l'instrumentation et l'évaluation des systèmes éducatifs en ligne est devenu de plus en plus important ces dernières années au sein de la communauté des Environnements Informatique pour l'Apprentissage Humain (EIAH). La conception et le développement d'environnements d'apprentissage en ligne adaptatifs (AdWLE - Adaptive Web-based Learning Environments) représentent une préoccupation majeure aujourd'hui, et visent divers objectifs tels que l'aide au processus de réingénierie, la compréhension du comportement des utilisateurs, ou le soutient à la création de systèmes tutoriels intelligents. Ces systèmes gèrent leur processus d'adaptation sur la base d'informations détaillées reflétant le contexte dans lequel les étudiants évoluent pendant l'apprentissage : les ressour-ces consultées, les clics de souris, les messages postés dans les logiciels de messagerie instantanée ou les forums de discussion, les réponses aux questionnaires, etc. Les travaux présentés dans ce document sont destinés à surmonter certaines lacunes des systèmes actuels en fournissant un cadre dédié à la collecte, au partage et à la réutilisation du contexte représenté selon deux niveaux d'abstraction : le contexte brut (résultant des interactions directes entre utilisateurs et applications) et le contexte inféré (calculé à partir des données du contexte brut). Ce cadre de travail qui respecte la vie privée des usagers est fondé sur un standard ouvert dédié à la gestion des systèmes, réseaux et applications. Le contexte spécifique aux outils hétérogènes constituant les EIAHs est représenté par une structure unifiée et extensible, et stocké dans un référentiel central. Pour faciliter l'accès à ce référentiel, nous avons introduit une couche intermédiaire composée d'un ensemble d'outils. Certains d'entre eux permettent aux utilisateurs et applications de définir, collecter, partager et rechercher les données de contexte qui les intéressent, tandis que d'autres sont dédiés à la conception, au calcul et à la délivrance des données de contexte inférées. Pour valider notre approche, une mise en œuvre du cadre de travail proposé intègre des données contextuelles issues de trois systèmes différents : deux plates-formes d'apprentissage Moodle (celle de l'Université Paul Sabatier de Toulouse, et une autre déployée dans le cadre du projet CONTINT financé par l'Agence Nationale de la Recherche) et une instanciation locale du moteur de recherche de la fondation Ariadne. A partir des contextes collectés, des indicateurs pertinents ont été calculés pour chacun de ces environnements. En outre, deux applications qui exploitent cet ensemble de données ont été développées : un système de recommandation personnalisé d'objets pédagogiques ainsi qu'une application de visualisation fondée sur les technologies tactiles pour faciliter la navigation au sein de ces données de contexte.An interest for the observation, instrumentation, and evaluation of online educational systems has become more and more important within the Technology Enhanced Learning community in the last few years. Conception and development of Adaptive Web-based Learning Environments (AdWLE) in order to facilitate the process of re-engineering, to help understand users' behavior, or to support the creation of Intelligent Tutoring Systems represent a major concern today. These systems handle their adaptation process on the basis of detailed information reflecting the context in which students evolve while learning: consulted resources, mouse clicks, chat messages, forum discussions, visited URLs, quizzes selections, and so on. The works presented in this document are intended to overcome some issues of the actual systems by providing a privacy-enabled framework dedicated to the collect, share and reuse of context represented at two abstraction levels: raw context (resulting from direct interactions between users and applications) and inferred context (calculated on the basis of raw context). The framework is based on an open standard dedicated to system, network and application management, where the context specific to heterogeneous tools is represented as a unified and extensible structure and stored into a central repository. To facilitate access to this context repository, we introduced a middleware layer composed of a set of tools. Some of them allow users and applications to define, collect, share and search for the context data they are interested in, while others are dedicated to the design, calculation and delivery of inferred context. To validate our approach, an implementation of the suggested framework manages context data provided by three systems: two Moodle servers (one running at the Paul Sabatier University of Toulouse, and the other one hosting the CONTINT project funded by the French National Research Agency) and a local instantiation of the Ariadne Finder. Based on the collected context, relevant indicators have been calculated for each one of these environments. Furthermore, two applications which reuse the encapsulated context have been developed on top of the framework: a personalized system for recommending learning objects to students, and a visualization application which uses multi-touch technologies to facilitate the navigation among collected context entities
Adversarial Training Towards Robust Multimedia Recommender System
With the prevalence of multimedia content on the Web, developing recommender
solutions that can effectively leverage the rich signal in multimedia data is
in urgent need. Owing to the success of deep neural networks in representation
learning, recent advance on multimedia recommendation has largely focused on
exploring deep learning methods to improve the recommendation accuracy. To
date, however, there has been little effort to investigate the robustness of
multimedia representation and its impact on the performance of multimedia
recommendation.
In this paper, we shed light on the robustness of multimedia recommender
system. Using the state-of-the-art recommendation framework and deep image
features, we demonstrate that the overall system is not robust, such that a
small (but purposeful) perturbation on the input image will severely decrease
the recommendation accuracy. This implies the possible weakness of multimedia
recommender system in predicting user preference, and more importantly, the
potential of improvement by enhancing its robustness. To this end, we propose a
novel solution named Adversarial Multimedia Recommendation (AMR), which can
lead to a more robust multimedia recommender model by using adversarial
learning. The idea is to train the model to defend an adversary, which adds
perturbations to the target image with the purpose of decreasing the model's
accuracy. We conduct experiments on two representative multimedia
recommendation tasks, namely, image recommendation and visually-aware product
recommendation. Extensive results verify the positive effect of adversarial
learning and demonstrate the effectiveness of our AMR method. Source codes are
available in https://github.com/duxy-me/AMR.Comment: TKD
User Modeling and User Profiling: A Comprehensive Survey
The integration of artificial intelligence (AI) into daily life, particularly
through information retrieval and recommender systems, has necessitated
advanced user modeling and profiling techniques to deliver personalized
experiences. These techniques aim to construct accurate user representations
based on the rich amounts of data generated through interactions with these
systems. This paper presents a comprehensive survey of the current state,
evolution, and future directions of user modeling and profiling research. We
provide a historical overview, tracing the development from early stereotype
models to the latest deep learning techniques, and propose a novel taxonomy
that encompasses all active topics in this research area, including recent
trends. Our survey highlights the paradigm shifts towards more sophisticated
user profiling methods, emphasizing implicit data collection, multi-behavior
modeling, and the integration of graph data structures. We also address the
critical need for privacy-preserving techniques and the push towards
explainability and fairness in user modeling approaches. By examining the
definitions of core terminology, we aim to clarify ambiguities and foster a
clearer understanding of the field by proposing two novel encyclopedic
definitions of the main terms. Furthermore, we explore the application of user
modeling in various domains, such as fake news detection, cybersecurity, and
personalized education. This survey serves as a comprehensive resource for
researchers and practitioners, offering insights into the evolution of user
modeling and profiling and guiding the development of more personalized,
ethical, and effective AI systems.Comment: 71 page
Comparative Study of the Mobile Learning Architectures
International audienceWith the emergence of mobile devices (Smart Phone, PDA, UMPC, game consoles, etc.), learning is changing from electronic learning (e-Learning) to mobile learning (m-learning). In fact, due to the mobility feature, it seems that the m-learning have to be adapted with the change within the context. Several researches addressed this issue and implemented a mobile learning environment to prove its usefulness and feasibility in various domains. In this article, we conduct a comparative study between a list of mobile learning architectures and methods that are presented in the literature. The performance of these architectures is evaluated based on several criteria, such as the adaptation management, which is an important parameter for the management and customization of the learning resources for the learners, as well as the environment, which is a core part of mobile learning systems
Human Factors As A Parameter For Improving Interface Usability And User Satisfaction
The endeavour to optimize HCI should integrate a wide array of user characteristics that have an effect throughout users’ interactions with a system. Human factors such as cognitive traits and current state, from a psychological point of view, are undoubtedly significant in the shaping of the perceived and objective quality of interactions with a system. The research that is presented in this paper focuses on identifying human factors that relate to users’ performance in Web applications that involve information processing, and a framework of personalization rules that are expected to increase users’ performance is depicted. The empirical results that are presented are derived from environments both learning and commercial; in the case of e-learning personalization was beneficial, while the interaction with a commercial site needs to be further investigated due to the implicit character of information processing in the Web
RFID-Integrated Retail Supply Chain Services: Lessons Learnt From The Smart Project
This paper proposes a service-oriented architecture that utilizes the automatic, unique identification capabilities of RFID technology, data stream management systems and web services, to support RFID-integrated supply chain services. In the lifespan of SMART project (IST-2005, FP6) two services have been deployed supporting dynamic-pricing of fresh products and management of promotion events. The two services have been field-tested in three retail stores in Greece, Ireland, and Cyprus. The valuable lessons learnt, concerning RFID readability challenges, consumer privacy, customers and store staff health concerns, investment cost, and so on, are reported to provide guidance to future developers of RFID-integrated supply chain services as well as to set an agenda for academic research
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