148,963 research outputs found
Mobile Secure Examination System
The increasing features of Internet Technologies in all application domains have changed life styles and interactions. With the rapid development of Mobile Learning, collaborative technologies is an important for teaching, learning methods and schemes.Interaction between the students also student with the teacher is important for student to gain knowledge.In this paper, we introduce an effective queries and answers Q&A system for collaborative technologies, which can act not just like a virtual teacher, but also virtual discussion for student. With the proposed system, brings a new Questions and Answering system, student can attach their question when they want collaborate using collaborative technologies capitalize on one another?s resources and skills. Students can ask their questions to the related collaborative Group when they want to collaborate with others, asking one another for information, evaluating one another?s ideas, then each of the answer will compare with data base. These systems are based on cognitive learning theory which is a learning theory interested in how information organizes in human?s memory. ITSs are intelligent programs which know whom they will teach so computers play an important part in education and instruction aims are performed and suggested in this work. In this project described and reviewed some of ITSs in educational application and demonstrate used modules in ITSs
Network Embedding Learning in Knowledge Graph
University of Technology Sydney. Faculty of Engineering and Information Technology.Knowledge Graph stores a large number of human knowledge facts in form of multi-relational network structure, is widely used as a core technique in real-world applications including search engine, question answering system, and recommender system. Knowledge Graph is used to provide extra info box for user query in Google search engine, the WolframAlpha site provides question answering service relying on Knowledge Graph, and the eBay uses Knowledge Graph as semantic enhance for their recommendation service.
Motivated by several characteristics of Knowledge Graph including incompleteness, structural inferability, and semantical application enhancement, a few efforts have been put into the Knowledge Graph analysis area. Some works contribute to Knowledge Graph construction and maintenance through crowdsourcing. Some previous network embedding learning models show good performance on homogeneous network analysis, while the performance of directly using them on Knowledge Graph is limited because the multiple relationship information of the Knowledge Graph is ignored. Then, the concept of Knowledge Graph embedding learning is given, by learning representation for Knowledge Graph components including entities and relations, the latent semantic information is extracted into embedding representation. And the embedding techniques are also utilized in collaborative learning for Knowledge Graph and external application scenarios, the target is to use Knowledge Graph as a semantic enhancement to improve the performance of external applications.
However, some problems still remain in Knowledge Graph completion, reasoning, and external application. First, a proper model is required for Knowledge Graph self-completion, and a proper integration solution is also required to add extra conceptual taxonomy information into the process of Knowledge Graph completion. Then, a framework to use sub-structure information of Knowledge Graph network into knowledge reasoning is needed. After that, a collaborative learning framework for knowledge graph completion and downstream machine learning tasks is needed to be designed. In this thesis, we take recommender systems as an example of downstream machine learning tasks.
To address the aforementioned research problems, a few approaches are proposed in the works introduced in this thesis.
• A bipartite graph embedding based Knowledge Graph completion approach for Knowledge Graph self-completion, each knowledge fact is represented in the form of bipartite graph structure for more reasonable triple inference.
• An embedding based cross completion approach for completing the factual Knowledge Graph with additive conceptual taxonomy information, the components of factual Knowledge Graph and conceptual taxonomy, entities, relations, types, are jointly represented by embedding representation.
• Two sub-structure based Knowledge Graph transitive relation embedding approaches for knowledge reasoning analysis based on Knowledge Graph sub-structure, the transitive structural information contained in Knowledge Graph network substructure is learned into relation embedding.
• Two hierarchical collaborative embedding approaches for proper collaborative learning on Knowledge Graph and Recommender System through linking Knowledge Graph entities with Recommender items, then entities, relations, items, and users are represented by embedding in collaborative space.
The main contributions of this thesis are proposing a few approaches which can be used in multiple Knowledge Graph related domains, Knowledge Graph completion, reasoning and application. Two approaches achieve more accurate Knowledge Graph completion, other two approaches model knowledge reasoning based on network substructure analysis, and the other approaches apply Knowledge Graph into a recommender system application
A Mobile-Based Group Quiz System to Promote Collaborative Learning and Facilitate Instant Feedback
In this paper we develop and evaluate a mobile-based questioning-answering system (MQAS) that complements traditional learning which can be used as a tool to encourage teachers to give their students mobile-based weekly group quizzes. These quizzes can provide teachers with valid information about the progress of their students and can also motivate students to work in a collaborative manner in order to facilitate the integration of their knowledge. We describe the architecture and experiences with the system
RiPLE: Recommendation in Peer-Learning Environments Based on Knowledge Gaps and Interests
Various forms of Peer-Learning Environments are increasingly being used in
post-secondary education, often to help build repositories of student generated
learning objects. However, large classes can result in an extensive repository,
which can make it more challenging for students to search for suitable objects
that both reflect their interests and address their knowledge gaps. Recommender
Systems for Technology Enhanced Learning (RecSysTEL) offer a potential solution
to this problem by providing sophisticated filtering techniques to help
students to find the resources that they need in a timely manner. Here, a new
RecSysTEL for Recommendation in Peer-Learning Environments (RiPLE) is
presented. The approach uses a collaborative filtering algorithm based upon
matrix factorization to create personalized recommendations for individual
students that address their interests and their current knowledge gaps. The
approach is validated using both synthetic and real data sets. The results are
promising, indicating RiPLE is able to provide sensible personalized
recommendations for both regular and cold-start users under reasonable
assumptions about parameters and user behavior.Comment: 25 pages, 7 figures. The paper is accepted for publication in the
Journal of Educational Data Minin
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AnswerTree – a hyperplace-based game for collaborative mobile learning
In this paper we present AnswerTree, a collaborative mobile location-based educational game designed to teach 8-12 year olds about trees and wildlife within the University of Nottingham campus. The activity is designed around collecting virtual cards (similar in nature to the popular Top TrumpsTM games) containing graphics and information about notable trees. Each player begins by collecting one card from a game location, but then he or she can only collect further cards by answering questions – whose solutions are obtainable through sharing knowledge with other cardholders. This ostensibly allows each player to become a subject expert at the start of the game, encouraging collaborative interaction for the game to be successfully completed. In this initial paper we will outline the structure and background of this location based game. AnswerTree has been authored within the Hyperplace framework, and is a first implementation of a wider process to develop a flexible, multi-purpose platform for both individual and group location-based mobile learning
IRGAN: A Minimax Game for Unifying Generative and Discriminative Information Retrieval Models
This paper provides a unified account of two schools of thinking in
information retrieval modelling: the generative retrieval focusing on
predicting relevant documents given a query, and the discriminative retrieval
focusing on predicting relevancy given a query-document pair. We propose a game
theoretical minimax game to iteratively optimise both models. On one hand, the
discriminative model, aiming to mine signals from labelled and unlabelled data,
provides guidance to train the generative model towards fitting the underlying
relevance distribution over documents given the query. On the other hand, the
generative model, acting as an attacker to the current discriminative model,
generates difficult examples for the discriminative model in an adversarial way
by minimising its discrimination objective. With the competition between these
two models, we show that the unified framework takes advantage of both schools
of thinking: (i) the generative model learns to fit the relevance distribution
over documents via the signals from the discriminative model, and (ii) the
discriminative model is able to exploit the unlabelled data selected by the
generative model to achieve a better estimation for document ranking. Our
experimental results have demonstrated significant performance gains as much as
23.96% on Precision@5 and 15.50% on MAP over strong baselines in a variety of
applications including web search, item recommendation, and question answering.Comment: 12 pages; appendix adde
Using PeerWise to support the transition to higher education
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