180 research outputs found
Recommendation & mobile systems - a state of the art for tourism
Recommendation systems have been growing in number over the last fifteen years. To evolve and adapt to the demands of the actual society, many paradigms emerged giving birth to even more paradigms and hybrid approaches. These approaches contain strengths and weaknesses that need to be evaluated according to the knowledge area in which the system is going to be implemented. Mobile devices have also been under an incredible growth rate in every business area, and there are already lots of mobile based systems to assist tourists. This explosive growth gave birth to different mobile applications, each having their own advantages and disadvantages. Since recommendation and mobile systems might as well be integrated, this work intends to present the current state of the art in tourism mobile and recommendation systems, as well as to state their advantages and disadvantages
Adaptive Rich Media Presentations via Preference-Based Constrained Optimization
Personalization and adaptation of multi-media messages are well
known and well studied problems. Ideally, each message should reflect
its recipient\u27s interests, device capabilities, and network
conditions. Such personalization is more difficult to carry out
given a compound multi-media presentation containing multiple
spatially and temporally related elements. This paper describes a novel
formal, yet practical approach, and
an implemented system prototype for authoring and adapting compound multi-media presentations. Our approach builds on recent advances in preference specification and preferences-based constrained optimization techniques
Building a Strong Undergraduate Research Culture in African Universities
Africa had a late start in the race to setting up and obtaining universities with research quality fundamentals. According to Mamdani [5], the first colonial universities were few and far between: Makerere in East Africa, Ibadan and Legon in West Africa. This last place in the race, compared to other continents, has had tremendous implications in the development plans for the continent. For Africa, the race has been difficult from a late start to an insurmountable litany of problems that include difficulty in equipment acquisition, lack of capacity, limited research and development resources and lack of investments in local universities. In fact most of these universities are very recent with many less than 50 years in business except a few. To help reduce the labor costs incurred by the colonial masters of shipping Europeans to Africa to do mere clerical jobs, they started training âworkshopsâ calling them technical or business colleges. According to Mamdani, meeting colonial needs was to be achieved while avoiding the âIndian diseaseâ in Africa -- that is, the development of an educated middle class, a group most likely to carry the virus of nationalism. Upon independence, most of these âworkshopsâ were turned into national âuniversitiesâ, but with no clear role in national development. These national âuniversitiesâ were catering for children of the new African political elites. Through the seventies and eighties, most African universities were still without development agendas and were still doing business as usual. Meanwhile, governments strapped with lack of money saw no need of putting more scarce resources into big white elephants. By mid-eighties, even the UN and IMF were calling for a limit on funding African universities. In todayâs African university, the traditional curiosity driven research model has been replaced by a market-driven model dominated by a consultancy culture according to Mamdani (Mamdani, Mail and Guardian Online). The prevailing research culture as intellectual life in universities has been reduced to bare-bones classroom activity, seminars and workshops have migrated to hotels and workshop attendance going with transport allowances and per diems (Mamdani, Mail and Guardian Online). There is need to remedy this situation and that is the focus of this paper
Semantic Rule-based Approach for Supporting Personalised Adaptive E-Learning
Instructional designers are under increasing pressure to enhance the pedagogical quality
and technical richness of their learning content offerings, while the task of authoring for
such complex educational frameworks is expensive and time consuming. Personalisation
and reusability of learning contents are two main factors which can be used to enhance the
pedagogical impact of e-learning experiences while also optimising resources, such as the
overall cost and time of designing materials for different e-learning systems.
However, personalisation services require continuous fine tuning for the different features
that should be used, and e-learning systems need sufficient flexibility to offer these
continuously required changes.
The semantic modelling of adaptable learning components can highly influence the personalisation
of the learning experience and enables the reusability, adaptability and maintainability
of these components. Through the discrete modelling of these components, the
flexibility and extensibility of e-learning systems will be improved as learning contents
can be separated from the adaptation logic which results in the learning content being no
longer specific to any given adaptation rule, or instructional plan.
This thesis proposes an innovative semantic rule-based approach to dynamically generate
personalised learning content utilising reusable pieces of learning content. It describes an
ontology-based engine that composes, at runtime, adapted learning experiences according
to learnerâs interaction with the system and learnerâs characteristics. Additionally, enriching
ontologies with semantic rules increases the reasoning power and helps to represent
adaptation decisions. This novel approach aims to improve flexibility, extensibility and
reusability of systems, while offering a pedagogically effective and satisfactory learning
experience for learners. This thesis offers the theoretical models, design and implementation
of an adaptive e-learning system in accordance with this approach. It also describes
the evaluation of developed personalised adaptive e-learning system (Rule-PAdel) from
pedagogical and technical perspectives
Highly Interactive Web-Based Courseware
ZukĂŒnftige Lehr-/Lernprogramme sollen als vernetzte Systeme die Lernenden befĂ€higen, Lerninhalte zu erforschen und zu konstruieren, sowie VerstĂ€ndnisschwierigkeiten und Gedanken in der Lehr-/Lerngemeinschaft zu kommunizieren. Lehrmaterial soll dabei in digitale Lernobjekte ĂŒbergefĂŒhrt, kollaborativ von Programmierern, PĂ€dagogen und Designern entwickelt und in einer Datenbank archiviert werden, um von Lehrern und Lernenden eingesetzt, angepasst und weiterentwickelt zu werden. Den ersten Schritt in diese Richtung machte die Lerntechnologie, indem sie Wiederverwendbarkeit und KompabilitĂ€t fĂŒr hypermediale Kurse spezifizierte. Ein gröĂeres MaĂ an InteraktivitĂ€t wird bisher allerdings noch nicht in Betracht gezogen. Jedes interaktive Lernobjekt wird als autonome Hypermedia-Einheit angesehen, aufwĂ€ndig in der Erstellung, und weder mehrstufig verschrĂ€nk- noch anpassbar, oder gar adĂ€quat spezifizierbar. Dynamische Eigenschaften, Aussehen und Verhalten sind fest vorgegeben.
Die vorgestellte Arbeit konzipiert und realisiert Lerntechnologie fĂŒr hypermediale Kurse unter besonderer BerĂŒcksichtigung hochgradig interaktiver Lernobjekte. Innovativ ist dabei zunĂ€chst die mehrstufige, komponenten-basierte Technologie, die verschiedenste strukturelle Abstufungen von kompletten Lernobjekten und WerkzeugsĂ€tzen bis hin zu Basiskomponenten und Skripten, einzelnen Programmanweisungen, erlaubt. Zweitens erweitert die vorgeschlagene Methodik Kollaboration und individuelle Anpassung seitens der Teilnehmer eines hypermedialen Kurses auf die Software-Ebene. Komponenten werden zu verknĂŒpfbaren Hypermedia-Objekten, die in der Kursdatenbank verwaltet und von allen Kursteilnehmern bewertet, mit Anmerkungen versehen und modifiziert werden.
Neben einer detaillierten Beschreibung der Lerntechnologie und Entwurfsmuster fĂŒr interaktive Lernobjekte sowie verwandte hypermediale Kurse wird der Begriff der InteraktivitĂ€t verdeutlicht, indem eine kombinierte technologische und symbolische Definition von Interaktionsgraden vorgestellt und daraus ein visuelles Skriptschema abgeleitet wird, welches FunktionalitĂ€t ĂŒbertragbar macht. Weiterhin wird die Evolution von Hypermedia und Lehr-/Lernprogrammen besprochen, um wesentliche Techniken fĂŒr interaktive, hypermediale Kurse auszuwĂ€hlen. Die vorgeschlagene Architektur unterstĂŒtzt mehrsprachige, alternative Inhalte, bietet konsistente Referenzen und ist leicht zu pflegen, und besitzt selbst fĂŒr interaktive Inhalte Online-Assistenten. Der Einsatz hochgradiger InteraktivitĂ€t in Lehr-/Lernprogrammen wird mit hypermedialen Kursen im Bereich der Computergraphik illustriert.The grand vision of educational software is that of a networked system enabling the learner to explore, discover, and construct subject matters and communicate problems and ideas with other community members. Educational material is transformed into reusable learning objects, created collaboratively by developers, educators, and designers, preserved in a digital library, and utilized, adapted, and evolved by educators and learners. Recent advances in learning technology specified reusability and interoperability in Web-based courseware. However, great interactivity is not yet considered. Each interactive learning object represents an autonomous hypermedia entity, laborious to create, impossible to interlink and to adapt in a graduated manner, and hard to specify. Dynamic attributes, the look and feel, and functionality are predefined.
This work designs and realizes learning technology for Web-based courseware with special regard to highly interactive learning objects. The innovative aspect initially lies in the multi-level, component-based technology providing a graduated structuring. Components range from complex learning objects to toolkits to primitive components and scripts. Secondly, the proposed methodologies extend community support in Web-based courseware â collaboration and personalization â to the software layer. Components become linkable hypermedia objects and part of the courseware repository, rated, annotated, and modified by all community members.
In addition to a detailed description of technology and design patterns for interactive learning objects and matching Web-based courseware, the thesis clarifies the denotation of interactivity in educational software formulating combined levels of technological and symbolical interactivity, and deduces a visual scripting metaphor for transporting functionality. Further, it reviews the evolution of hypermedia and educational software to extract substantial techniques for interactive Web-based courseware. The proposed framework supports multilingual, alternative content, provides link consistency and easy maintenance, and includes state-driven online wizards also for interactive content. The impact of great interactivity in educational software is illustrated with courseware in the Computer Graphics domain
Designing Embodied Interactive Software Agents for E-Learning: Principles, Components, and Roles
Embodied interactive software agents are complex autonomous, adaptive, and social software systems with a digital embodiment that enables them to act on and react to other entities (users, objects, and other agents) in their environment through bodily actions, which include the use of verbal and non-verbal communicative behaviors in face-to-face interactions with the user. These agents have been developed for various roles in different application domains, in which they perform tasks that have been assigned to them by their developers or delegated to them by their users or by other agents. In computer-assisted learning, embodied interactive pedagogical software agents have the general task to promote human learning by working with students (and other agents) in computer-based learning environments, among them e-learning platforms based on Internet technologies, such as the Virtual Linguistics Campus (www.linguistics-online.com). In these environments, pedagogical agents provide contextualized, qualified, personalized, and timely assistance, cooperation, instruction, motivation, and services for both individual learners and groups of learners.
This thesis develops a comprehensive, multidisciplinary, and user-oriented view of the design of embodied interactive pedagogical software agents, which integrates theoretical and practical insights from various academic and other fields. The research intends to contribute to the scientific understanding of issues, methods, theories, and technologies that are involved in the design, implementation, and evaluation of embodied interactive software agents for different roles in e-learning and other areas. For developers, the thesis provides sixteen basic principles (Added Value, Perceptible Qualities, Balanced Design, Coherence, Consistency, Completeness, Comprehensibility, Individuality, Variability, Communicative Ability, Modularity, Teamwork, Participatory Design, Role Awareness, Cultural Awareness, and Relationship Building) plus a large number of specific guidelines for the design of embodied interactive software agents and their components. Furthermore, it offers critical reviews of theories, concepts, approaches, and technologies from different areas and disciplines that are relevant to agent design. Finally, it discusses three pedagogical agent roles (virtual native speaker, coach, and peer) in the scenario of the linguistic fieldwork classes on the Virtual Linguistics Campus and presents detailed considerations for the design of an agent for one of these roles (the virtual native speaker)
Engaging students with real-world experience in the Web 2.0 era: an exploration of web video mediated learning in the university classroom
In the age of Web 2.0 dominance universities are under increasing pressure to investigate the educational applications of user-created content within the traditional culture of knowledge. There is a growing realization in the literature that the incorporation of user-created web video into the curriculum provides a number of pedagogical opportunities for active forms of learning and student-centred teaching practices due to its affordability, accessibility, semantic searchability, flexibility, and versatility. Predicated on the precepts of constructivism and participatory culture, this study aims to explore empirically the pedagogical application of the proposed web video mediated learning strategy in a graduate-level university classroom. Operating in a mixed-method paradigm, the researcher conducted a series of surveys, interviews, and collected learning artefacts in order to complement the survey data with subjective reflections on web video from a student's perspective. Data were collected from a non-randomized convenience sample of 17 master's students in education at a regional university in Alabama, United States. Analysis of data included descriptive and inferential test statistics, coupled with data derived from qualitative analysis. Evidence suggests that participants gained knowledge of web video, and felt more competent in digital media use and production as a result of the research treatment. Such attributes of web video as multimodality, entertainment, diversity of video content, instant gratification, and possibility for customization received an overwhelming positive response from participants. Students also voiced their concerns about the credibility of video producers and the accuracy of video content available on the Web. Further, students indicated their support for web video mediated learning activities - the critical appropriation of web video and the creative production of one's own web video. In particular, participants noted that video-enhanced blogging gave them opportunity to relate new concepts and ideas acquired from the assigned readings to self-selected user-created web video. This study led the researcher expand our understanding of web video as a culturally new form of knowledge representation, and to conclude that the proposed learning architecture was critical to student's success by creating conditions for them to properly balance user-created web video with scholarly knowledge and to become active participants who are accountable for their learning
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