4,173 research outputs found

    Authentication of Students and Students’ Work in E-Learning : Report for the Development Bid of Academic Year 2010/11

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    Global e-learning market is projected to reach $107.3 billion by 2015 according to a new report by The Global Industry Analyst (Analyst 2010). The popularity and growth of the online programmes within the School of Computer Science obviously is in line with this projection. However, also on the rise are students’ dishonesty and cheating in the open and virtual environment of e-learning courses (Shepherd 2008). Institutions offering e-learning programmes are facing the challenges of deterring and detecting these misbehaviours by introducing security mechanisms to the current e-learning platforms. In particular, authenticating that a registered student indeed takes an online assessment, e.g., an exam or a coursework, is essential for the institutions to give the credit to the correct candidate. Authenticating a student is to ensure that a student is indeed who he says he is. Authenticating a student’s work goes one step further to ensure that an authenticated student indeed does the submitted work himself. This report is to investigate and compare current possible techniques and solutions for authenticating distance learning student and/or their work remotely for the elearning programmes. The report also aims to recommend some solutions that fit with UH StudyNet platform.Submitted Versio

    Predictive biometrics: A review and analysis of predicting personal characteristics from biometric data

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    Interest in the exploitation of soft biometrics information has continued to develop over the last decade or so. In comparison with traditional biometrics, which focuses principally on person identification, the idea of soft biometrics processing is to study the utilisation of more general information regarding a system user, which is not necessarily unique. There are increasing indications that this type of data will have great value in providing complementary information for user authentication. However, the authors have also seen a growing interest in broadening the predictive capabilities of biometric data, encompassing both easily definable characteristics such as subject age and, most recently, `higher level' characteristics such as emotional or mental states. This study will present a selective review of the predictive capabilities, in the widest sense, of biometric data processing, providing an analysis of the key issues still adequately to be addressed if this concept of predictive biometrics is to be fully exploited in the future

    Moulding student emotions through computational psychology: affective learning technologies and algorithmic governance

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    Recently psychology has begun to amalgamate with computer science approaches to big data analysis as a new field of ‘computational psychology’ or ‘psycho-informatics,’ as well as with new ‘psycho-policy’ approaches associated with behaviour change science, in ways that propose new ways of measuring, administering and managing individuals and populations. In particular, ‘social-emotional learning’ has become a new focus within education. Supporters of social-emotional learning foresee technical systems being employed to quantify and govern learners’ affective lives, and to modify their behaviours in the direction of ‘positive’ feelings. In this article I identify the core aspirations of computational psychology in education, along with the technical systems it proposes to enact its vision, and argue that a new form of ‘psycho-informatic power’ is emerging as a source of authority and control over education

    Investigating the role of biometrics in education – the use of sensor data in collaborative learning

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    This paper provides a detailed description of how a smart spaces laboratory has been used for assessing learners’ performance in various educational contexts. The paper shares the authors’ experiences from using sensor-generated data in a number of learning scenarios. In particular the paper describes how a smart learning environment is created with the use of a range of sensors measuring key data from individual learners including (i) heartbeat, (ii) emotion detection, (iii) sweat levels, (iv) voice fluctuations and (v) duration and pattern of contribution via voice recognition. The paper also explains how biometrics are used to assess learner’ contribution in certain activities but also to evaluate collaborative learning in student groups. Finally the paper instigates research in the role of using visualization of biometrics as a medium for supporting assessment, facilitating learning processes and enhancing learning experiences. Examples of how learning analytics are created based on biometrics are also provided, resulting from a number of pilot studies that have taken place over the past couple of years

    Intelligent mooc for the disaster resilience dprof programme

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    The CADRE Project offers Intelligent MOOC for the disaster resilience DPROF programme (MOOC-DPROF). MOOC-DPROF aims at unlimited participation and open access via the Virtual Environment for the Built Environment Research to reduce knowledge shortfalls across the EU. PhD students registered in MOOC-DPROF differ by their knowledge levels, preferences, interests, goals, cognitive styles and learning styles. The basis of MOOC-DPROF is individual learning. The design of MOOC-DPROF is for it to run within the Moodle platform. PhD students are offered personalised learning materials in the form of digital textbooks, videos, audios as well as calculators, software, computer learning systems, an intelligent testing system, affective intelligent tutoring system, etc. A personalised MOOC-DPROF adapts the studies to individual needs. Upon completing the analysis of globally developed resilience management MOOCs, it was noticed that there is still no MOOC developed by applying biometric and intelligent systems in an integrated manner, something that has already been implemented with the MOOC-DPROF. The subsystems and a Case Study are briefly analysed in this paper

    An Evaluation of Mouse and Keyboard Interaction Indicators towards Non-intrusive and Low Cost Affective Modeling in an Educational Context

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    AbstractIn this paper we propose a series of indicators, which derive from user's interactions with mouse and keyboard. The goal is to evaluate their use in identifying affective states and behavior changes in an e-learning platform by means of non-intrusive and low cost methods. The approach we have followed study user's interactions regardless of the task being performed and its presentation, aiming at finding a solution applicable in any domain. In particular, mouse movements and clicks, as well as keystrokes were recorded during a math problem solving activity where users involved in the experiment had not only to score their degree of valence (i.e., pleasure versus displeasure) and arousal (i.e., high activation versus low activation) of their affective states after each problem by using the Self-Assessment-Manikin scale, but also type a description of their own feelings. By using that affective labeling, we evaluated the information provided by these different indicators processed from the original user's interactions logs. In total, we computed 42 keyboard indicators and 96 mouse indicators

    CGAMES'2009

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    Real-Time Affective Support to Promote Learner’s Engagement

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    abstract: Research has shown that the learning processes can be enriched and enhanced with the presence of affective interventions. The goal of this dissertation was to design, implement, and evaluate an affective agent that provides affective support in real-time in order to enrich the student’s learning experience and performance by inducing and/or maintaining a productive learning path. This work combined research and best practices from affective computing, intelligent tutoring systems, and educational technology to address the design and implementation of an affective agent and corresponding pedagogical interventions. It included the incorporation of the affective agent into an Exploratory Learning Environment (ELE) adapted for this research. A gendered, three-dimensional, animated, human-like character accompanied by text- and speech-based dialogue visually represented the proposed affective agent. The agent’s pedagogical interventions considered inputs from the ELE (interface, model building, and performance events) and from the user (emotional and cognitive events). The user’s emotional events captured by biometric sensors and processed by a decision-level fusion algorithm for a multimodal system in combination with the events from the ELE informed the production-rule-based behavior engine to define and trigger pedagogical interventions. The pedagogical interventions were focused on affective dimensions and occurred in the form of affective dialogue prompts and animations. An experiment was conducted to assess the impact of the affective agent, Hope, on the student’s learning experience and performance. In terms of the student’s learning experience, the effect of the agent was analyzed in four components: perception of the instructional material, perception of the usefulness of the agent, ELE usability, and the affective responses from the agent triggered by the student’s affective states. Additionally, in terms of the student’s performance, the effect of the agent was analyzed in five components: tasks completed, time spent solving a task, planning time while solving a task, usage of the provided help, and attempts to successfully complete a task. The findings from the experiment did not provide the anticipated results related to the effect of the agent; however, the results provided insights to improve diverse components in the design of affective agents as well as for the design of the behavior engines and algorithms to detect, represent, and handle affective information.Dissertation/ThesisDoctoral Dissertation Computer Science 201
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