262 research outputs found
Annotation of multimedia learning materials for semantic search
Multimedia is the main source for online learning materials, such as videos, slides and textbooks, and its size is growing with the popularity of online programs offered by Universities and Massive Open Online Courses (MOOCs). The increasing amount of multimedia learning resources available online makes it very challenging to browse through the materials or find where a specific concept of interest is covered. To enable semantic search on the lecture materials, their content must be annotated and indexed. Manual annotation of learning materials such as videos is tedious and cannot be envisioned for the growing quantity of online materials. One of the most commonly used methods for learning video annotation is to index the video, based on the transcript obtained from translating the audio track of the video into text. Existing speech to text translators require extensive training especially for non-native English speakers and are known to have low accuracy.
This dissertation proposes to index the slides, based on the keywords. The keywords extracted from the textbook index and the presentation slides are the basis of the indexing scheme. Two types of lecture videos are generally used (i.e., classroom recording using a regular camera or slide presentation screen captures using specific software) and their quality varies widely. The screen capture videos, have generally a good quality and sometimes come with metadata. But often, metadata is not reliable and hence image processing techniques are used to segment the videos. Since the learning videos have a static background of slide, it is challenging to detect the shot boundaries. Comparative analysis of the state of the art techniques to determine best feature descriptors suitable for detecting transitions in a learning video is presented in this dissertation. The videos are indexed with keywords obtained from slides and a correspondence is established by segmenting the video temporally using feature descriptors to match and align the video segments with the presentation slides converted into images. The classroom recordings using regular video cameras often have poor illumination with objects partially or totally occluded. For such videos, slide localization techniques based on segmentation and heuristics is presented to improve the accuracy of the transition detection.
A region prioritized ranking mechanism is proposed that integrates the keyword location in the presentation into the ranking of the slides when searching for a slide that covers a given keyword. This helps in getting the most relevant results first. With the increasing size of course materials gathered online, a user looking to understand a given concept can get overwhelmed. The standard way of learning and the concept of âone size fits allâ is no longer the best way to learn for millennials. Personalized concept recommendation is presented according to the userâs background knowledge.
Finally, the contributions of this dissertation have been integrated into the Ultimate Course Search (UCS), a tool for an effective search of course materials. UCS integrates presentation, lecture videos and textbook content into a single platform with topic based search capabilities and easy navigation of lecture materials
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A Review on Recent Advances in Video-based Learning Research: Video Features, Interaction, Tools, and Technologies
Human learning shifts stronger than ever towards online settings, and especially towards video platforms. There is an abundance of tutorials and lectures covering diverse topics, from fixing a bike to particle physics. While it is advantageous that learning resources are freely available on the Web, the quality of the resources varies a lot. Given the number of available videos, users need algorithmic support in finding helpful and entertaining learning resources.
In this paper, we present a review of the recent research literature (2020-2021) on video-based learning. We focus on publications that examine the characteristics of video content, analyze frequently used features and technologies, and, finally, derive conclusions on trends and possible future research directions
A Review on Recent Advances in Video-based Learning Research: Video Features, Interaction, Tools, and Technologies
Human learning shifts stronger than ever towards online settings, and especially towards video platforms. There is an abundance of tutorials and lectures covering diverse topics, from fixing a bike to particle physics. While it is advantageous that learning resources are freely available on the Web, the quality of the resources varies a lot. Given the number of available videos, users need algorithmic support in finding helpful and entertaining learning resources. In this paper, we present a review of the recent research literature (2020-2021) on video-based learning. We focus on publications that examine the characteristics of video content, analyze frequently used features and technologies, and, finally, derive conclusions on trends and possible future research direction
A Closer Look into Recent Video-based Learning Research: A Comprehensive Review of Video Characteristics, Tools, Technologies, and Learning Effectiveness
People increasingly use videos on the Web as a source for learning. To
support this way of learning, researchers and developers are continuously
developing tools, proposing guidelines, analyzing data, and conducting
experiments. However, it is still not clear what characteristics a video should
have to be an effective learning medium. In this paper, we present a
comprehensive review of 257 articles on video-based learning for the period
from 2016 to 2021. One of the aims of the review is to identify the video
characteristics that have been explored by previous work. Based on our
analysis, we suggest a taxonomy which organizes the video characteristics and
contextual aspects into eight categories: (1) audio features, (2) visual
features, (3) textual features, (4) instructor behavior, (5) learners
activities, (6) interactive features (quizzes, etc.), (7) production style, and
(8) instructional design. Also, we identify four representative research
directions: (1) proposals of tools to support video-based learning, (2) studies
with controlled experiments, (3) data analysis studies, and (4) proposals of
design guidelines for learning videos. We find that the most explored
characteristics are textual features followed by visual features, learner
activities, and interactive features. Text of transcripts, video frames, and
images (figures and illustrations) are most frequently used by tools that
support learning through videos. The learner activity is heavily explored
through log files in data analysis studies, and interactive features have been
frequently scrutinized in controlled experiments. We complement our review by
contrasting research findings that investigate the impact of video
characteristics on the learning effectiveness, report on tasks and technologies
used to develop tools that support learning, and summarize trends of design
guidelines to produce learning video
Video Augmentation in Education: in-context support for learners through prerequisite graphs
The field of education is experiencing a massive digitisation process that has been ongoing for the past decade. The role played by distance learning and Video-Based Learning, which is even more reinforced by the pandemic crisis, has become an established reality. However, the typical features of video consumption, such as sequential viewing and viewing time proportional to duration, often
lead to sub-optimal conditions for the use of video lessons in the process of acquisition, retrieval and consolidation of
learning contents.
Video augmentation can prove to be an effective support to learners, allowing a more flexible exploration of contents, a better understanding of concepts and relationships between concepts and an optimization of time required for video consumption at different stages of the learning process.
This thesis focuses therefore on the study of
methods for: 1) enhancing video capabilities through video augmentation features; 2) extracting concept and relationships from video materials; 3) developing intelligent user interfaces based on the knowledge extracted.
The main research goal is to understand to what extent video augmentation can improve the learning experience.
This research goal inspired the design of EDURELL Framework, within which two applications were developed to enable the testing of augmented methods and their provision. The novelty of this work lies in using the knowledge within the video, without exploiting external materials, to exploit its educational potential. The enhancement of the user interface takes place through various support features among which in particular a map that progressively highlights the prerequisite relationships between the concepts as they are explained, i.e., following the advancement of the video.
The proposed approach has been designed following a user-centered iterative approach and the results in terms of effect and impact on video comprehension and learning experience make a contribution to the research in this field
A reception study of machine translated subtitles for MOOCs
As MOOCs (Massive Open Online Courses) grow rapidly around the world, the language barrier is becoming a serious issue. Removing this obstacle by creating translated subtitles is an indispensable part of developing MOOCs and improving accessibility. Given the large quantity of MOOCs available worldwide and the considerable demand for them, machine translation (MT) appears to offer an alternative or complementary translation solution, thus providing the motivation for this research.
The main goal of this research is to test the impact machine translated subtitles have on Chinese viewersâ reception of MOOC content. More specifically, the author is interested in whether there is any difference between viewersâ reception of raw machine translated subtitles as opposed to fully post-edited machine translated subtitles and human translated subtitles.
Reception is operationalized by adapting Gambier's (2007) model, which divides âreceptionâ into âthe three Rsâ: (i) response, (ii) reaction and (iii) repercussion. Response refers to the initial physical response of a viewer to an audio-visual stimulus, in this case the subtitle and the rest of the image. Reaction involves the cognitive follow-on from initial response, and is linked to how much effort is involved in processing the subtitling stimulus and what is understood by the viewer. Repercussion refers to attitudinal and sociocultural dimensions of AVT consumption. The research contains a pilot study and a main experiment. Mixed methods of eye-tracking, questionnaires, translation quality assessment and frequency analysis were adopted. Over 60 native Chinese speakers were recruited as participants for this research. They were divided into three groups, those who read subtitles created by raw MT, post-edited MT (PE) and human translation (HT). Results show that most participants had a positive attitude towards the subtitles regardless of their type. Participants who were offered PE subtitles scored the best overall on the selected reception metrics. Participants who were offered HT subtitles performed the worst in some of the selected reception metrics
Artificial Intelligence methodologies to early predict student outcome and enrich learning material
L'abstract Ăš presente nell'allegato / the abstract is in the attachmen
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Developing sustainable business models for institutionsâ provision of open educational resources: Learning from OpenLearn usersâ motivations and experiences
Universities across the globe have, for some time, been exploring the possibilities for achieving public benefit and generating business and visibility through releasing and sharing open educational resources (OER). Many have written about the need to develop sustainable and profitable business models around the production and release of OER. Downes (2006), for example, has questioned the financial sustainability of OER production at scale. Many of the proposed business models focus on OERâs value in generating revenue and detractors of OER have questioned whether they are in competition with formal education.
This paper reports on a study intended to broaden the conversation about OER business models to consider the motivations and experiences of OER users as the basis for making a better informed decision about whether OER and formal learning are competitive or complementary with each other. The study focused on OpenLearn - the Open Universityâs (OU) web-based platform for OER, which hosts hundreds of online courses and videos and is accessed by over 3,000,000 users a year. A large scale survey and follow-up interviews with OpenLearn users worldwide revealed that university provided OER can offer learners a bridge to formal education, allowing them to try out a subject before registering on a formal course and to build confidence in their abilities as learners. In addition, it was found that using OER during formal paid-for study can improve learnersâ performance and self-reliance, leading to increased retention and satisfaction with the learning experience
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Open educational resources for all? Comparing user motivations and characteristics across The Open Universityâs iTunes U channel and OpenLearn platform.
With the rise in access to mobile multimedia devices, educational institutions have exploited the iTunes U platform as an additional channel to provide free educational resources with the aim of profile-raising and breaking down barriers to education. For those prepared to invest in content preparation, it is possible to produce interactive, portable material that can be made available globally. Commentators have questioned both the financial implications for platform-specific content production, and the availability of devices for learners to access it (Osborne, 2012).
The Open University (OU) makes its free educational resources available on iTunes U and via its web-based open educational resources (OER) platform, OpenLearn. The OUâs OER on iTunes U reached the 60 million download mark in 2013; its OpenLearn platform boasts 27 million unique visitors since 2006. This paper reports the results of a large-scale study of users of the OUâs iTunes U channel and OpenLearn platform. A survey of several thousand users revealed key differences in demographics between those accessing OER via the web and via iTunes U. In addition, the data allowed comparison between three groups: formal learners, informal learners and educators.
The study raises questions about whether university-provided OER meet the needs of users and makes recommendations for how content can be modified to suit their needs. As the publishing of OER becomes core to business, we reflect on reasons why understanding usersâ motivations and demographics is vital, allowing for needs-led resource provision and content that is adapted to best achieve learner satisfaction, and to deliver institutionsâ social mission
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