839 research outputs found

    Reading Companion: The Technical and Social Design of an Automated Reading Tutor

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    This paper describes IBM’s automatic reading tutor system, the Reading Companion. The reading tutor aims to improve the literacy skills of beginning readers, both children and adults, and help adults who are non-native speakers of English to learn the language. We describe Reading Companion’s architecture, which allows a large, globally distributed reading companion community to create and share new reading material. We also report substantial accuracy improvements in recognizing children’s speech gained by training the recognizer on the IBM Kidspeak corpus, a newly developed corpus of children’s speech

    Systematic Review of Intelligent Tutoring Systems for Hard Skills Training in Virtual Reality Environments

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    Advances in immersive virtual reality (I-VR) technology have allowed for the development of I-VR learning environments (I-VRLEs) with increasing fidelity. When coupled with a sufficiently advanced computer tutor agent, such environments can facilitate asynchronous and self-regulated approaches to learning procedural skills in industrial settings. In this study, we performed a systematic review of published solutions involving the use of an intelligent tutoring system (ITS) to support hard skills training in an I-VRLE. For the seven solutions that qualified for the final analysis, we identified the learning context, the implemented system, as well as the perceptual, cognitive, and guidance features of the utilized tutoring agent. Generally, the I-VRLEs emulated realistic work environments or equipment. The solutions featured either embodied or embedded tutor agents. The agents’ perception was primarily based on either learner actions or learner progress. The agents’ guidance actions varied among the solutions, ranging from simple procedural hints to event interjections. Several agents were capable of answering certain specific questions. The cognition of the majority of agents represented variations on branched programming. A central limitation of all the solutions was that none of the reports detailed empirical studies conducted to compare the effectiveness of the developed training and tutoring solutions.Peer reviewe

    ARLearn: augmented reality meets augmented virtuality

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    Ternier, S., Klemke, R., Kalz, M., Van Ulzen, P., & Specht, M. (2012). ARLearn: augmented reality meets augmented virtuality [Special issue]. Journal of Universal Computer Science - Technology for learning across physical and virtual spaces, 18(15), 2143-2164.This article deals with educational opportunities for mixed reality games and related scenarios for learning. It discusses several issues and educational challenges to be tackled when linking augmented reality and augmented virtuality. Second, the paper describes the architecture of the ARLearn system which offers highly flexible support for different educational settings. Three prototypical use cases implemented based on the underlying ARLearn framework are discussed, which are a field trip system, an augmented Google StreetView client called StreetLearn, and a real time crisis intervention game. ARLearn combines real time notification and mixed reality games across Mobile Augmented Reality and Virtual Reality and the authors aim to use the underlying (open source) framework for further case studies and mixed reality applications for learning support

    Emotional self-regulation of individuals with autism spectrum disorders: smartwatches for monitoring and interaction

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    In this paper, we analyze the needs of individuals with Autism Spectrum Disorders (ASD) to have a pervasive, feasible and non-stigmatizing form of assistance in their emotional self-regulation, in order to ease certain behavioral issues that undermine their mental health throughout their life. We argue the potential of recent widespread wearables, and more specifically smartwatches, to achieve this goal. Then, a smartwatch system that implements a wide range of self-regulation strategies and infers outburst patterns from physiological signals and movement is presented, along with an authoring tool for smartphones that is to be used by caregivers or family members to create and edit these strategies, in an adaptive way. We conducted an intensive experiment with two individuals with ASD who showed varied, representative behavioral responses to their emotional dysregulation. Both users were able to employ effective, customized emotional self-regulation strategies by means of the system, recovering from the majority of mild stress episodes and temper tantrums experienced in the nine days of experiment in their classroomThis work has been partially funded by the projects “e-Training y e-Coaching para la integración socio—laboral” (TIN2013-44586-R) and “eMadrid-CM: Investigación y Desarrollo de Tecnologías Educativas en la Comunidad de Madrid” (S2013/ICE-2715). It has been also funded by Fundación Orange during the early stages of the project “Tic-Tac-TEA: Sistema de asistencia para la autorregulación emocional en momentos de crisis para personas con TEA mediante smartwatches

    Using PowerPoint created talking books for reading fluency instruction

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    This paper describes action research integrating Microsoft PowerPoint with reading fluency instruction in a group of 6 first grade students. Included is a literature review examining multimedia, hypermedia and reading fluency. Students used CD-ROM storybooks as models for reading fluency, received direct fluency instruction, and wrote stories they developed into talking storybooks with Microsoft PowerPoint. Results showed students improved overall reading fluency, except reading rate. Expression and prosody were most positively affected. A rating scale measured student attitudes towards the instruction. Results showed a positive reaction. In addition, it was found that students might have been indirectly motivated by the technology. The study concluded using PowerPoint created talking storybooks was an effective integration strategy for reading fluency, writing, and technology

    IMUTUS - an Interactive Music Tuition System

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    International audienceIMUTUS is a European project that aims at the development of an open platform for training students on non-MIDI musical instruments, as well as to acquire theoretical music knowledge. The project involves many components oriented towards a new approach of music learning. After a brief overview of the system, the performance evaluation module and the music score processing components are described to show how they enforce the pedagogical approach
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