82,244 research outputs found
A conceptual architecture for interactive educational multimedia
Learning is more than knowledge acquisition; it often involves the active participation of the learner in a variety of knowledge- and skills-based learning and training activities. Interactive multimedia technology can support the variety of interaction channels and languages required to facilitate interactive learning and teaching.
A conceptual architecture for interactive educational multimedia can support the development of such multimedia systems. Such an architecture needs to embed multimedia technology into a coherent educational context. A framework based on an integrated interaction model is needed to capture learning and training activities in an online setting from an educational perspective, to describe them in the human-computer context, and to integrate them with mechanisms and principles of multimedia interaction
A taxonomy for interactive educational multimedia
Learning is more than knowledge acquisition; it often involves the active participation of the learner in a variety of knowledge- and skills-based learning and training activities. Interactive multimedia technology can support the variety of interaction channels and languages required to facilitate interactive learning and teaching. We will present a taxonomy for interactive educational multimedia that supports the classification, description and development of such systems. Such a taxonomy needs to embed multimedia technology into a coherent educational context. A conceptual framework based on an integrated interaction model is needed to capture learning and training activities in an online setting from an educational perspective, describe them in the human-computer context, and integrate them with mechanisms and principles of multimedia interaction
Design and implementation of a user-oriented speech recognition interface: the synergy of technology and human factors
The design and implementation of a user-oriented speech recognition interface are described. The interface enables the use of speech recognition in so-called interactive voice response systems which can be accessed via a telephone connection. In the design of the interface a synergy of technology and human factors is achieved. This synergy is very important for making speech interfaces a natural and acceptable form of human-machine interaction. Important concepts such as interfaces, human factors and speech recognition are discussed. Additionally, an indication is given as to how the synergy of human factors and technology can be realised by a sketch of the interface's implementation. An explanation is also provided of how the interface might be integrated in different applications fruitfully
Agent Assistance: From Problem Solving to Music Teaching
We report on our research on agents that act and behave in a web learning environment. This research is part of a general approach to agents acting and behaving in virtual environments where they are involved in providing information, performing transactions, demonstrating products and, more generally, assisting users or visitors of the web environment in doing what they want or have been asked to do. While initially we hardly provided our agents with 'teaching knowledge', we now are in the process of making such knowledge explicit, especially in models that take into account that assisting and teaching takes place in a visualized and information-rich environment. Our main (embodied) tutor-agent is called Jacob; it knows about the Towers of Hanoi, a well-known problem that is offered to CS students to learn about recursion. Other agents we are working on assist a visitor in navigating in a virtual world or help the visitor in getting information. We are now designing a music teacher - using knowledge of software engineering and how to design multi-modal interactions, from previous projects
The influence of Twitter on lecture engagement and discussion
The research presented in this paper is driven by a desire to increase student interaction and engagement in lecture discussion. The issues relating to the use of Twitter to achieve this goal are outlined. At the outset, the importance of interaction and engagement in learning is established, drawing on a number of educational theories and previous research in the area. Following this, the necessity for action is recognised by critiquing lectures as a forum for this standard of learning. The researcher presents technology as a means to increase student interaction, beginning with Audience Response Systems (ARS). A summary of research carried out on ARS is examined to provide a basis for integrating technology. Following this a review of experiments conducted using Twitter is carried out. Although there is a dearth of research in this area, these provide some insights into the use of this technology and its integration into education. The paper then examines student adoption of Twitter as a means of engagement, outlining the strengths, weaknesses and opportunities for the future. Finally emerging uses of the Twitter platform are examined, allowing the reader glimpse student hopes for future integration
Realâtime interactive social environments: A review of BT's generic learning platform
Online learning in particular and lifelong learning in general require a learning platform that makes sense both pedagogically and commercially. This paper sets out to describe what we mean by generic, learning and platform. The technical requirements are described, and various trials that test the technical, educational and commercial nature of the platform are described Finally, the future developments planned for the Realâtime Interactive Social Environments (RISE) are discusse
The BURCHAK corpus: a Challenge Data Set for Interactive Learning of Visually Grounded Word Meanings
We motivate and describe a new freely available human-human dialogue dataset
for interactive learning of visually grounded word meanings through ostensive
definition by a tutor to a learner. The data has been collected using a novel,
character-by-character variant of the DiET chat tool (Healey et al., 2003;
Mills and Healey, submitted) with a novel task, where a Learner needs to learn
invented visual attribute words (such as " burchak " for square) from a tutor.
As such, the text-based interactions closely resemble face-to-face conversation
and thus contain many of the linguistic phenomena encountered in natural,
spontaneous dialogue. These include self-and other-correction, mid-sentence
continuations, interruptions, overlaps, fillers, and hedges. We also present a
generic n-gram framework for building user (i.e. tutor) simulations from this
type of incremental data, which is freely available to researchers. We show
that the simulations produce outputs that are similar to the original data
(e.g. 78% turn match similarity). Finally, we train and evaluate a
Reinforcement Learning dialogue control agent for learning visually grounded
word meanings, trained from the BURCHAK corpus. The learned policy shows
comparable performance to a rule-based system built previously.Comment: 10 pages, THE 6TH WORKSHOP ON VISION AND LANGUAGE (VL'17
RRL: A Rich Representation Language for the Description of Agent Behaviour in NECA
In this paper, we describe the Rich Representation Language (RRL) which is used in the NECA system. The NECA system generates interactions between two or more animated characters. The RRL is a formal framework for representing the information that is exchanged at the interfaces between the various NECA system modules
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Learning when out and about
[Introduction]
Mobile digital devices such as tablet computers and smartphones (mobile phones that can run apps and access the Internet), enable learners to access learning materials while out and about during their daily lives. This enables networked digital learning to move from beyond the classroom and to become part of everyday routines. Smartphones and tablets are increasingly likely to be the first devices a wide range of people will turn to for technology enhanced learning, incorporated into their everyday activities and carried with them. Learning becomes ubiquitous, making use of âdomesticatedâ technologies that serve a variety of purposes in daily life.
In this chapter, we consider how smartphones can trigger location specific learning resources to support adults learning languages when out and about, and consider two projects, MASELTOV and SALSA.
There has been increased interest in exploring the potential of âsmart citiesâ â urban environments with high-tech infrastructures â to support learning. We look at an example, the SALSA project, where a combination of smartphones, location-based technologies and learning resources has been used to prompt language learners, and to understand whether this motivates them to extend their learning
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