12,605 research outputs found

    An investigation of novel combined features for a handwritten short answer assessment system

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    © 2016 IEEE. This paper proposes an off-line automatic assessment system utilising novel combined feature extraction techniques. The proposed feature extraction techniques are 1) the proposed Water Reservoir, Loop, Modified Direction and Gaussian Grid Feature (WRL-MDGGF), 2) the proposed Gravity, Water Reservoir, Loop, Modified Direction and Gaussian Grid Feature (G-WRL-MDGGF). The proposed feature extraction techniques together with their original features and other combined feature extraction techniques were employed in an investigation of the efficiency of feature extraction techniques on an automatic off-line short answer assessment system. The proposed system utilised two classifiers namely, artificial neural networks and Support Vector Machines (SVMs), two type of datasets and two different thresholds in this investigation. Promising recognition rates of 94.85% and 94.88% were obtained when the proposed WRL-MDGGF and G-WRL-MDGGF were employed, respectively, using SVMs

    THERAPEUTIC VIDEO GAMES AND THE SIMULATION OF EXECUTIVE FUNCTION DEFICITS IN ADHD

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    Attention Deficit Hyperactivity Disorder (ADHD) is a neurodevelopmental disorder characterized by difficulty paying attention, impulsivity, and hyperactivity. Diagnosis of ADHD rose 42% from 2003–2004 to 2011–2012. In 2011, 3.5 million children were treated with drugs. Optimizing therapy can take a year, and may not be completely effective. A clinical trial is currently being conducted of a device/drug combination using the computer game Minecraft, to determine how certain activities affect executive function, working memory, and restraint in patients diagnosed with ADHD. The human subjects’ responses are being modeled using artificial neural networks (ANNs), an artificial intelligence method that can be utilized to interpret highly complex data. We propose using ANNs to optimize drug and Minecraft therapy for individual patients based on the initial NICHQ Vanderbilt assessment scores. We are applying ANNs in the development of computational models for executive function deficiencies in ADHD. These models will then be used to develop a therapeutic video game as a drug/device combination with stimulants for the treatment of ADHD symptoms in Fragile X Syndrome. As a first step towards the design of virtual subjects with executive function deficits, computational models of the core executive functions working memory and fluid intelligence were constructed. These models were combined to create healthy control and executive function-deficient virtual subjects, who performed a Time Management task simulation that required the use of their executive functions to complete. The preliminary working memory model utilized a convolutional neural network to identify handwritten digits from the MNIST dataset, and the fluid intelligence model utilized a basic recurrent neural network to produce sequences of integers in the range 1-9 that can be multiplied together to produce the number 12. A simplified Impulsivity function was also included in the virtual subject as a first step towards the future inclusion of the core executive function inhibition

    Application of Computer Vision and Mobile Systems in Education: A Systematic Review

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    The computer vision industry has experienced a significant surge in growth, resulting in numerous promising breakthroughs in computer intelligence. The present review paper outlines the advantages and potential future implications of utilizing this technology in education. A total of 84 research publications have been thoroughly scrutinized and analyzed. The study revealed that computer vision technology integrated with a mobile application is exceptionally useful in monitoring students’ perceptions and mitigating academic dishonesty. Additionally, it facilitates the digitization of handwritten scripts for plagiarism detection and automates attendance tracking to optimize valuable classroom time. Furthermore, several potential applications of computer vision technology for educational institutions have been proposed to enhance students’ learning processes in various faculties, such as engineering, medical science, and others. Moreover, the technology can also aid in creating a safer campus environment by automatically detecting abnormal activities such as ragging, bullying, and harassment

    Enhancing the Digital Backchannel Backstage on the Basis of a Formative User Study

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    Contemporary higher education with its large audiences suffers from passivity of students. Enhancing the classroom with a digital backchannel can contribute to establishing and fostering active participation of and collaboration among students in the lecture. Therefore, we conceived the digital backchannel Backstage specifically tailored for the use in large classes. At an early phase of development we tested its core functionalities in a small-scale user study. The aim of the study was to gain first impressions of its adoption, and also to form a basis for further steps in the conception of Backstage. Regarding adoption we particularly focused on how Backstage influences the participants' questioning behavior, a salient aspect in learning. We observed that during the study much more questions were uttered on Backstage than being asked without backchannel support. Regarding the further development of Backstage we capitalized on the participants' usability feedback. The key of the refinement is the integration of presentation slides in Backstage, which leads to an interesting reconsideration of the user interactions of Backstage

    ICFHR 2020 Competition on Short answer ASsessment and Thai student SIGnature and Name COMponents Recognition and Verification (SASIGCOM 2020)

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    This paper describes the results of the competition on Short answer ASsessment and Thai student SIGnature and Name COMponents Recognition and Verification (SASIGCOM 2020) in conjunction with the 17th International Conference on Frontiers in Handwriting Recognition (ICFHR 2020). The competition was aimed to automate the evaluation process short answer-based examination and record the development and gain attention to such system. The proposed competition contains three elements which are short answer assessment (recognition and marking the answers to short-answer questions derived from examination papers), student name components (first and last names) and signature verification and recognition. Signatures and name components data were collected from 100 volunteers. For the Thai signature dataset, there are 30 genuine signatures, 12 skilled and 12 simple forgeries for each writer. With Thai name components dataset, there are 30 genuine and 12 skilfully forged name components for each writer. There are 104 exam papers in the short answer assessment dataset, 52 of which were written with cursive handwriting; the rest of 52 papers were written with printed handwriting. The exam papers contain ten questions, and the answers to the questions were designed to be a few words per question. Three teams from distinguished labs submitted their systems. For short answer assessment, word spotting task was also performed. This paper analysed the results produced by their algorithms using a performance measure and defines a way forward for this subject of research. Both the datasets, along with some of the accompanying ground truth/baseline mask will be made freely available for research purposes via the TC10/TC11

    DenseBAM-GI: Attention Augmented DeneseNet with momentum aided GRU for HMER

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    The task of recognising Handwritten Mathematical Expressions (HMER) is crucial in the fields of digital education and scholarly research. However, it is difficult to accurately determine the length and complex spatial relationships among symbols in handwritten mathematical expressions. In this study, we present a novel encoder-decoder architecture (DenseBAM-GI) for HMER, where the encoder has a Bottleneck Attention Module (BAM) to improve feature representation and the decoder has a Gated Input-GRU (GI-GRU) unit with an extra gate to make decoding long and complex expressions easier. The proposed model is an efficient and lightweight architecture with performance equivalent to state-of-the-art models in terms of Expression Recognition Rate (exprate). It also performs better in terms of top 1, 2, and 3 error accuracy across the CROHME 2014, 2016, and 2019 datasets. DenseBAM-GI achieves the best exprate among all models on the CROHME 2019 dataset. Importantly, these successes are accomplished with a drop in the complexity of the calculation and a reduction in the need for GPU memory

    Electronic Feedback or Handwritten Feedback: What Do Undergraduate Students Prefer and Why?

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    Giving feedback on students’ assignments is, by no means, new to faculty. Yet, when it comes to handwritten feedback delivered in person and typed feedback delivered electronically to students, faculty may not know what undergraduate students prefer and reasons behind their preferences. The present study explored which form of feedback, i.e., electronic or handwritten feedback, undergraduate students preferred and rationale behind their preferences. Two hundred fifty respondents completed an online survey, which consisted of three closed-ended questions and two open-ended questions. Nonparametric tests were used to analyze the quantitative data. Qualitative responses were read and analyzed by four researchers and six themes were identified. The qualitative data were rechecked against the six themes independently first and then collectively. Discrepancies were discussed before complete consensus was made. The study found that nearly 70% of the participants preferred e-feedback for its accessibility, timeliness, and legibility. Yet, with respect to the quality of feedback, the majority of handwritten supporters chose handwritten feedback, as they perceived this type of feedback as more personal. The article discusses the marked discrepancies between the two groups and ends with educational implications and suggestions for future research

    An examination of quantitative methods for Forensic Signature Analysis and the admissibility of signature verification system as legal evidence.

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    The experiments described in this thesis deal with handwriting characteristics which are involved in the production of forged and genuine signatures and complexity of signatures. The objectives of this study were (1) to provide su?cient details on which of the signature characteristics are easier to forge, (2) to investigate the capabilities of the signature complexity formula given by Found et al. based on a different signature database provided by University of Kent. This database includes the writing movements of 10 writers producing their genuine signature and of 140 writers forging these sample signatures. Using the 150 genuine signatures without constrictions of the Kent’s database an evaluation of the complexity formula suggested in Found et al took place divided the signature in three categories low, medium and high graphical complexity. The results of the formula implementation were compared with the opinions of three leading professional forensic document examiners employed by Key Forensics in the UK. The analysis of data for Study I reveals that there is not ample evidence that high quality forgeries are possible after training. In addition, a closer view of the kinematics of the forging writers is responsible for our main conclusion, that forged signatures are widely different from genuine especially in the kinematic domain. From all the parameters used in this study 11 out of 15 experienced significant changes when the comparison of the two groups (genuine versus forged signature) took place and gave a clear picture of which parameters can assist forensic document examiners and can be used by them to examine the signatures forgeries. The movements of the majority of forgers are signi?cantly slower than those of authentic writers. It is also clearly recognizable that the majority of forgers perform higher levels of pressure when trying to forge the genuine signature. The results of Study II although limited and not entirely consistent with the study of Found that proposed this model, indicate that the model can provide valuable objective evidence (regarding complex signatures) in the forensic environment and justify its further investigation but more work is need to be done in order to use this type of models in the court of law. The model was able to predict correctly only 53% of the FDEs opinion regarding the complexity of the signatures. Apart from the above investigations in this study there will be also a reference at the debate which has started in recent years that is challenging the validity of forensic handwriting experts’ skills and at the effort which has begun by interested parties of this sector to validate and standardise the field of forensic handwriting examination and a discussion started. This effort reveals that forensic document analysis field meets all factors which were set by Daubert ruling in terms of theory proven, education, training, certification, falsifiability, error rate, peer review and publication, general acceptance. However innovative methods are needed for the development of forensic document analysis discipline. Most modern and effective solution in order to prevent observational and emotional bias would be the development of an automated handwriting or signature analysis system. This system will have many advantages in real cases scenario. In addition the significant role of computer-assisted handwriting analysis in the daily work of forensic document examiners (FDE) or the judicial system is in agreement with the assessment of the National Research Council of United States that “the scientific basis for handwriting comparison needs to be strengthened”, however it seems that further research is required in order to be able these systems to reach the accomplishment point of this objective and overcome legal obstacles presented in this study
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