1,097 research outputs found

    Enforcing Customization in e-Learning Systems: an ontology and product line-based approach

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    In the era of e-Learning, educational materials are considered a crucial point for all the stakeholders. On the one hand, instructors aim at creating learning materials that meet the needs and expectations of learners easily and effec-tively; On the other hand, learners want to acquire knowledge in a way that suits their characteristics and preferences. Consequently, the provision and customization of educational materials to meet the needs of learners is a constant challenge and is currently synonymous with technological devel-opment. Promoting the personalization of learning materials, especially dur-ing their development, will help to produce customized learning materials for specific learners' needs. The main objective of this thesis is to reinforce and strengthen Reuse, Cus-tomization and Ease of Production issues in e-Learning materials during the development process. The thesis deals with the design of a framework based on ontologies and product lines to develop customized Learning Objects (LOs). With this framework, the development of learning materials has the following advantages: (i) large-scale production, (ii) faster development time, (iii) greater (re) use of resources. The proposed framework is the main contribution of this thesis, and is char-acterized by the combination of three models: the Content Model, which addresses important points related to the structure of learning materials, their granularity and levels of aggregation; the Customization Model, which con-siders specific learner characteristics and preferences to customize the learn-ing materials; and the LO Product Line (LOPL) model, which handles the subject of variability and creates matter-them in an easy and flexible way. With these models, instructors can not only develop learning materials, but also reuse and customize them during development. An additional contribution is the Customization Model, which is based on the Learning Style Model (LSM) concept. Based on the study of seven of them, a Global Learning Style Model Ontology (GLSMO) has been con-structed to help instructors with information on the apprentice's characteris-tics and to recommend appropriate LOs for customization. The results of our work have been reflected in the design of an authoring tool for learning materials called LOAT. They have described their require-ments, the elements of their architecture, and some details of their user inter-face. As an example of its use, it includes a case study that shows how its use in the development of some learning components.En la era del e¿Learning, los materiales educativos se consideran un punto crucial para todos los participantes. Por un lado, los instructores tienen como objetivo crear materiales de aprendizaje que satisfagan las necesidades y ex-pectativas de los alumnos de manera fácil y efectiva; por otro lado, los alumnos quieren adquirir conocimientos de una manera que se adapte a sus características y preferencias. En consecuencia, la provisión y personaliza-ción de materiales educativos para satisfacer las necesidades de los estudian-tes es un desafío constante y es actualmente sinónimo de desarrollo tecnoló-gico. El fomento de la personalización de los materiales de aprendizaje, es-pecialmente durante su desarrollo, ayudará a producir materiales de aprendi-zaje específicos para las necesidades específicas de los alumnos. El objetivo fundamental de esta tesis es reforzar y fortalecer los temas de Reutilización, Personalización y Facilidad de Producción en materiales de e-Learning durante el proceso de desarrollo. La tesis se ocupa del diseño de un marco basado en ontologías y líneas de productos para desarrollar objetos de aprendizaje personalizados. Con este marco, el desarrollo de materiales de aprendizaje tiene las siguientes ventajas: (i) producción a gran escala, (ii) tiempo de desarrollo más rápido, (iii) mayor (re)uso de recursos. El marco propuesto es la principal aportación de esta tesis, y se caracteriza por la combinación de tres modelos: el Modelo de Contenido, que aborda puntos importantes relacionados con la estructura de los materiales de aprendizaje, su granularidad y niveles de agregación, el Modelo de Persona-lización, que considera las características y preferencias específicas del alumno para personalizar los materiales de aprendizaje, y el modelo de Línea de productos LO (LOPL), que maneja el tema de la variabilidad y crea ma-teriales de manera fácil y flexible. Con estos modelos, los instructores no sólo pueden desarrollar materiales de aprendizaje, sino también reutilizarlos y personalizarlos durante el desarrollo. Una contribución adicional es el modelo de personalización, que se basa en el concepto de modelo de estilo de aprendizaje. A partir del estudio de siete de ellos, se ha construido una Ontología de Modelo de Estilo de Aprendiza-je Global para ayudar a los instructores con información sobre las caracterís-ticas del aprendiz y recomendarlos apropiados para personalización. Los resultados de nuestro trabajo se han plasmado en el diseño de una he-rramienta de autor de materiales de aprendizaje llamada LOAT. Se han des-crito sus requisitos, los elementos de su arquitectura, y algunos detalles de su interfaz de usuario. Como ejemplo de su uso, se incluye un caso de estudio que muestra cómo su empleo en el desarrollo de algunos componentes de aprendizaje.En l'era de l'e¿Learning, els materials educatius es consideren un punt crucial per a tots els participants. D'una banda, els instructors tenen com a objectiu crear materials d'aprenentatge que satisfacen les necessitats i expectatives dels alumnes de manera fàcil i efectiva; d'altra banda, els alumnes volen ad-quirir coneixements d'una manera que s'adapte a les seues característiques i preferències. En conseqüència, la provisio' i personalitzacio' de materials edu-catius per a satisfer les necessitats dels estudiants és un desafiament constant i és actualment sinònim de desenvolupament tecnològic. El foment de la personalitzacio' dels materials d'aprenentatge, especialment durant el seu desenvolupament, ajudarà a produir materials d'aprenentatge específics per a les necessitats concretes dels alumnes. L'objectiu fonamental d'aquesta tesi és reforçar i enfortir els temes de Reutilització, Personalització i Facilitat de Producció en materials d'e-Learning durant el procés de desenvolupament. La tesi s'ocupa del disseny d'un marc basat en ontologies i línia de productes per a desenvolupar objec-tes d'aprenentatge personalitzats. Amb aquest marc, el desenvolupament de materials d'aprenentatge té els següents avantatges: (i) produccio' a gran esca-la, (ii) temps de desenvolupament mes ràpid, (iii) major (re)ús de recursos. El marc proposat és la principal aportacio' d'aquesta tesi, i es caracteritza per la combinacio' de tres models: el Model de Contingut, que aborda punts im-portants relacionats amb l'estructura dels materials d'aprenentatge, la se-ua granularitat i nivells d'agregació, el Model de Línia de Producte, que ges-tiona el tema de la variabilitat i crea materials d'aprenentatge de manera fàcil i flexible. Amb aquests models, els instructors no solament poden desenvolu-par materials d'aprenentatge, sinó que també poden reutilitzar-los i personalit-zar-los durant el desenvolupament. Una contribucio' addicional és el Model de Personalitzacio', que es basa en el concepte de model d'estil d'aprenentatge. A partir de l'estudi de set d'ells, s'ha construït una Ontologia de Model d'Estil d'Aprenentatge Global per a ajudar als instructors amb informacio' sobre les característiques de l'aprenent i recomanar els apropiats per a personalitzacio'. Els resultats del nostre treball s'han plasmat en el disseny d'una eina d'autor de materials d'aprenentatge anomenada LOAT. S'han descrit els seus requi-sits, els elements de la seua arquitectura, i alguns detalls de la seua interfície d'usuari. Com a exemple del seu ús, s'inclou un cas d'estudi que mostra com és el desenvolupament d'alguns components d'aprenentatge.Ezzat Labib Awad, A. (2017). Enforcing Customization in e-Learning Systems: an ontology and product line-based approach [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/90515TESI

    Concurrent evolution of feature extractors and modular artificial neural networks

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    Artificial Neural Networks (ANNs) are commonly used in both academia and industry as a solution to challenges in the pattern recognition domain. However, there are two problems that must be addressed before an ANN can be successfully applied to a given recognition task: ANN customization and data pre-processing. First, ANNs require customization for each specific application. Although the underlying mathematics of ANNs is well understood, customization based on theoretical analysis is impractical because of the complex interrelationship between ANN behavior and the problem domain. On the other hand, an empirical approach to the task of customization can be successful with the selection of an appropriate test domain. However, this latter approach is computationally intensive, especially due to the many variables that can be adjusted within the system. Additionally, it is subject to the limitations of the selected search algorithm used to find the optimal solution. Second, data pre-processing (feature extraction) is almost always necessary in order to organize and minimize the input data, thereby optimizing ANN performance. Not only is it difficult to know what and how many features to extract from the data, but it is also challenging to find the right balance between the computational requirements for the preprocessing algorithm versus the ANN itself. Furthermore, the task of developing an appropriate pre-processing algorithm usually requires expert knowledge of the problem domain, which may not always be available. This paper contends that the concurrent evolution of ANNs and data pre-processors allows the design of highly accurate recognition networks without the need for expert knowledge in the application domain. To this end, a novel method for evolving customized ANNs with correlated feature extractors was designed and tested. This method involves the use of concurrent evolutionary processes (CEPs) as a mechanism to search the space of recognition networks. In a series of controlled experiments the CEP was applied to the digit recognition domain to show that the efficacy of this method is in-line with results seen in other digit recognition research, but without the need for expert knowledge in image processing techniques for digit recognition

    Defining adaptation in a generic multi layer model : CAM: the GRAPPLE conceptual adaptation model

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    Authoring of Adaptive Hypermedia is a difficult and time consuming task. Reference models like LAOS and AHAM separate adaptation and content in different layers. Systems like AHA! offer graphical tools based on these models to allow authors to define adaptation without knowing any adaptation language. The adaptation that can be defined using such tools is still limited. Authoring systems like MOT are more flexible, but usability of adaptation specification is low. This paper proposes a more generic model which allows the adaptation to be defined in an arbitrary number of layers, where adaptation is expressed in terms of relationships between concepts. This model allows the creation of more powerful yet easier to use graphical authoring tools. This paper presents the structure of the Conceptual Adaptation Models used in adaptive applications created within the GRAPPLE adaptive learning environment, and their representation in a graphical authoring tool

    Concrete syntax definition for modeling languages

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    Model Driven Engineering (MDE) promotes the use of models as primary artefacts of a software development process, as an attempt to handle complexity through abstraction, e.g. to cope with the evolution of execution platforms. MDE follows a stepwise approach, by prescribing to develop abstract models further improved to integrate little by little details relative to the final deployment platforms. Thus, the application of an MDE process results in various models residing at various levels of abstraction. Each one of these models is expressed in a modeling language, in which one may find appropriate concepts for the abstraction level considered. Many advocate to use the right (modeling) language for the right purpose. This means that it is sometimes better approach to use small languages specific to the considered domain and abstraction level, than to use general purpose languages (e.g. UML) when they do not perfectly fit the (modeling) needs. As a matter of fact, an MDE development process, which involves many different domains and abstraction levels, should also involve a large variety of modeling languages. Project managers who want to apply an MDE process need to deal with this language proliferation to such an extent that, in the long run, one may infer that language engineers can become major actors of software development teams. We believe that comprehensive modeling language management facilities may considerably alleviate that MDE drawback. Such facilities may include modeling language definition, extension, adaptation, or composition. To define a (modeling) language, one needs to define its abstract syntax, its semantics, and one or more concrete syntaxes. This thesis focuses on concrete syntax definition for modeling languages, when the abstract syntax is given in the form of a metamodel. We will provide solutions both for textual and graphical concrete syntaxes. Some of our experiences in building textual languages (as MTL, a model transformation language), and graphical languages (as Netsilon, a web-application modeler) has shown that a lot of work was spent in implementing interface using traditional techniques, be it a text processor generated from a compiler compiler specification, or a modeler making use of modern 2D graphical libraries. Indeed, abstract and concrete syntax were implemented in a disconnected way, and it was then necessary to assemble them, which became rapidly clumsy while abstract syntax evolved. We built our solution to concrete syntax definition as companions of the abstract syntax. The definition of concrete syntax we propose here made it possible to build automatic tools able to analyze or synthesize models from/to text, and to create graphical modelers. We will present a metamodel for textual concrete syntax definition to construct constructive reversible grammars. We will also propose a technique for graphical concrete syntax definition following a two-step process: specification and realization. Specification is a restrictive approach in which a metamodel defines a graphical concrete syntax. Both relations with abstract syntax and spatial relationships are expressed by means of constraints. The realization step proposes a way to provide the concrete syntax tree a meaning, by attributing it a graphical appearance, and by expressing possible user interactions. The structure of the document is the following. After introducing in deeper details the problem and the general structure of the solution we propose, we will take a tour of MDE, text and graph grammars. Then, we will present Netsilon as an example of an MDE tool to MDE development, which required both the definition of a graphical and a textual modeling language. The two following sections will present the solutions we propose for textual and graphical concrete syntax definition, respectively. Final remarks and possible improvements, especially regarding reusability in general of MDE meta-artifacts (like metamodels or model transformations), and of concrete syntax in particular, will conclude the document

    Human-technology integration with industrial conversational agents: A conceptual architecture and a taxonomy for manufacturing

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    Conversational agents are systems with great potential to enhance human-computer interaction in industrial settings. Although the number of applications of conversational agents in many fields is growing, there is no shared view of the elements to design and implement for chatbots in the industrial field. The paper presents the combination of many research contributions into an integrated conceptual architecture, for developing industrial conversational agents using Nickerson's methodology. The conceptual architecture consists of five core modules; every module consists of specific elements and approaches. Furthermore, the paper defines a taxonomy from the study of empirical applications of manufacturing conversational agents. Indeed, some applications of chatbots in manufacturing are available but those have never been collected in single research. The paper fills this gap by analyzing the empirical cases and presenting a qualitative analysis, with verification of the proposed taxonomy. The contribution of the article is mainly to illustrate the elements needed for the development of a conversational agent in manufacturing: researchers and practitioners can use the proposed conceptual architecture and taxonomy to more easily investigate, define, and develop all the elements for chatbot implementation
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