2,219 research outputs found

    A Study on Structural and Semantic Analysis for Presentation Content Management

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    A Study on Structural and Semantic Analysis for Presentation Content Management

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    Artificial Intelligence methodologies to early predict student outcome and enrich learning material

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    L'abstract Ăš presente nell'allegato / the abstract is in the attachmen

    Spatially Aware Computing for Natural Interaction

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    Spatial information refers to the location of an object in a physical or digital world. Besides, it also includes the relative position of an object related to other objects around it. In this dissertation, three systems are designed and developed. All of them apply spatial information in different fields. The ultimate goal is to increase the user friendliness and efficiency in those applications by utilizing spatial information. The first system is a novel Web page data extraction application, which takes advantage of 2D spatial information to discover structured records from a Web page. The extracted information is useful to re-organize the layout of a Web page to fit mobile browsing. The second application utilizes the 3D spatial information of a mobile device within a large paper-based workspace to implement interactive paper that combines the merits of paper documents and mobile devices. This application can overlay digital information on top of a paper document based on the location of a mobile device within a workspace. The third application further integrates 3D space information with sound detection to realize an automatic camera management system. This application automatically controls multiple cameras in a conference room, and creates an engaging video by intelligently switching camera shots among meeting participants based on their activities. Evaluations have been made on all three applications, and the results are promising. In summary, this dissertation comprehensively explores the usage of spatial information in various applications to improve the usability

    Irish Machine Vision and Image Processing Conference Proceedings 2017

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    A comparative study of education systems : from traditional education to massive open online courses

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    This thesis compares traditional education approaches to the new forms of online education in order to identify the major differences between the systems. It is done through research about sample cases, expert conversations and existing literature. The comparison provides evidence how Massive Open online courses contribute to reach and richness of education. The study finds that the newest online offering, namely Massive Open Online Courses offers higher flexibility than traditional education, as well as more interactivity and richer Media than existing online offerings. The use of information technology in education can address current needs, including tuition costs and access to education. Traditionally, there existed a tradeoff between educating many learners and providing them with a rich experience. The use of information technology in education can address current needs as tuition cost and access to education. New forms of online education suggest a pattern of reach and richness, where the tradeoff is smaller than traditionally. Educating online increases reach tremendously compared to traditional education. In the same time the design of the new online courses provides a richer experience compared to existing online offerings, coming closer to a traditional experience

    On the Use of YouTube, Digital Games, Argument Maps, and Digital Feedback in Teaching Philosophy

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    We give an overview of the methodological possibilities of some important digital tools for teaching philosophy. Several didactically applicable methods have evolved in digital culture, including their implicit methodologies, theories about how these methods may be used. These methodologies are already applied by philosophers today and have their benefits and justifications in philosophy classes as well. They can help to solve known problems of philosophy education. We discuss problems of incomprehensibility and their possible solutions through digital explanations in pod- and videocasts such as YouTube; problems of interaction, motivation, and immersion that digital games and gamification may solve; problems of the complexity of philosophical content and digital concept- and argument-maps to deal with these; problems of implicitness and the possibility to make implicit things in philosophy class explicit through indirect feedback tools

    Accessing spoken interaction through dialogue processing [online]

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    Zusammenfassung Unser Leben, unsere Leistungen und unsere Umgebung, alles wird derzeit durch Schriftsprache dokumentiert. Die rasante Fortentwicklung der technischen Möglichkeiten Audio, Bilder und Video aufzunehmen, abzuspeichern und wiederzugeben kann genutzt werden um die schriftliche Dokumentation von menschlicher Kommunikation, zum Beispiel Meetings, zu unterstĂŒtzen, zu ergĂ€nzen oder gar zu ersetzen. Diese neuen Technologien können uns in die Lage versetzen Information aufzunehmen, die anderweitig verloren gehen, die Kosten der Dokumentation zu senken und hochwertige Dokumente mit audiovisuellem Material anzureichern. Die Indizierung solcher Aufnahmen stellt die Kerntechnologie dar um dieses Potential auszuschöpfen. Diese Arbeit stellt effektive Alternativen zu schlĂŒsselwortbasierten Indizes vor, die SuchraumeinschrĂ€nkungen bewirken und teilweise mit einfachen Mitteln zu berechnen sind. Die Indizierung von Sprachdokumenten kann auf verschiedenen Ebenen erfolgen: Ein Dokument gehört stilistisch einer bestimmten Datenbasis an, welche durch sehr einfache Merkmale bei hoher Genauigkeit automatisch bestimmt werden kann. Durch diese Art von Klassifikation kann eine Reduktion des Suchraumes um einen Faktor der GrĂ¶ĂŸenordnung 4­10 erfolgen. Die Anwendung von thematischen Merkmalen zur Textklassifikation bei einer Nachrichtendatenbank resultiert in einer Reduktion um einen Faktor 18. Da Sprachdokumente sehr lang sein können mĂŒssen sie in thematische Segmente unterteilt werden. Ein neuer probabilistischer Ansatz sowie neue Merkmale (Sprecherinitia­ tive und Stil) liefern vergleichbare oder bessere Resultate als traditionelle schlĂŒsselwortbasierte AnsĂ€tze. Diese thematische Segmente können durch die vorherrschende AktivitĂ€t charakterisiert werden (erzĂ€hlen, diskutieren, planen, ...), die durch ein neuronales Netz detektiert werden kann. Die Detektionsraten sind allerdings begrenzt da auch Menschen diese AktivitĂ€ten nur ungenau bestimmen. Eine maximale Reduktion des Suchraumes um den Faktor 6 ist bei den verwendeten Daten theoretisch möglich. Eine thematische Klassifikation dieser Segmente wurde ebenfalls auf einer Datenbasis durchgefĂŒhrt, die Detektionsraten fĂŒr diesen Index sind jedoch gering. Auf der Ebene der einzelnen Äußerungen können Dialogakte wie Aussagen, Fragen, RĂŒckmeldungen (aha, ach ja, echt?, ...) usw. mit einem diskriminativ trainierten Hidden Markov Model erkannt werden. Dieses Verfahren kann um die Erkennung von kurzen Folgen wie Frage/Antwort­Spielen erweitert werden (Dialogspiele). Dialogakte und ­spiele können eingesetzt werden um Klassifikatoren fĂŒr globale Sprechstile zu bauen. Ebenso könnte ein Benutzer sich an eine bestimmte Dialogaktsequenz erinnern und versuchen, diese in einer grafischen ReprĂ€sentation wiederzufinden. In einer Studie mit sehr pessimistischen Annahmen konnten Benutzer eines aus vier Ă€hnlichen und gleichwahrscheinlichen GesprĂ€chen mit einer Genauigkeit von ~ 43% durch eine graphische ReprĂ€sentation von AktivitĂ€t bestimmt. Dialogakte könnte in diesem Szenario ebenso nĂŒtzlich sein, die Benutzerstudie konnte aufgrund der geringen Datenmenge darĂŒber keinen endgĂŒltigen Aufschluß geben. Die Studie konnte allerdings fĂŒr detailierte Basismerkmale wie FormalitĂ€t und SprecheridentitĂ€t keinen Effekt zeigen. Abstract Written language is one of our primary means for documenting our lives, achievements, and environment. Our capabilities to record, store and retrieve audio, still pictures, and video are undergoing a revolution and may support, supplement or even replace written documentation. This technology enables us to record information that would otherwise be lost, lower the cost of documentation and enhance high­quality documents with original audiovisual material. The indexing of the audio material is the key technology to realize those benefits. This work presents effective alternatives to keyword based indices which restrict the search space and may in part be calculated with very limited resources. Indexing speech documents can be done at a various levels: Stylistically a document belongs to a certain database which can be determined automatically with high accuracy using very simple features. The resulting factor in search space reduction is in the order of 4­10 while topic classification yielded a factor of 18 in a news domain. Since documents can be very long they need to be segmented into topical regions. A new probabilistic segmentation framework as well as new features (speaker initiative and style) prove to be very effective compared to traditional keyword based methods. At the topical segment level activities (storytelling, discussing, planning, ...) can be detected using a machine learning approach with limited accuracy; however even human annotators do not annotate them very reliably. A maximum search space reduction factor of 6 is theoretically possible on the databases used. A topical classification of these regions has been attempted on one database, the detection accuracy for that index, however, was very low. At the utterance level dialogue acts such as statements, questions, backchannels (aha, yeah, ...), etc. are being recognized using a novel discriminatively trained HMM procedure. The procedure can be extended to recognize short sequences such as question/answer pairs, so called dialogue games. Dialog acts and games are useful for building classifiers for speaking style. Similarily a user may remember a certain dialog act sequence and may search for it in a graphical representation. In a study with very pessimistic assumptions users are able to pick one out of four similar and equiprobable meetings correctly with an accuracy ~ 43% using graphical activity information. Dialogue acts may be useful in this situation as well but the sample size did not allow to draw final conclusions. However the user study fails to show any effect for detailed basic features such as formality or speaker identity
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