147,843 research outputs found
TrueLearn: A family of bayesian algorithms to match lifelong learners to open educational resources
The recent advances in computer-assisted learning systems and the availability of open educational resources today promise a pathway to providing cost-efficient high-quality education to large masses of learners. One of the most ambitious use cases of computer-assisted learning is to build a lifelong learning recommendation system. Unlike short-term courses, lifelong learning presents unique challenges, requiring sophisticated recommendation models that account for a wide range of factors such as background knowledge of learners or novelty of the material while effectively maintaining knowledge states of masses of learners for significantly longer periods of time (ideally, a lifetime). This work presents the foundations towards building a dynamic, scalable and transparent recommendation system for education, modelling learner’s knowledge from implicit data in the form of engagement with open educational resources. We i) use a text ontology based on Wikipedia to automatically extract knowledge components of educational resources and, ii) propose a set of online Bayesian strategies inspired by the well-known areas of item response theory and knowledge tracing. Our proposal, TrueLearn, focuses on recommendations for which the learner has enough background knowledge (so they are able to understand and learn from the material), and the material has enough novelty that would help the learner improve their knowledge about the subject and keep them engaged. We further construct a large open educational video lectures dataset and test the performance of the proposed algorithms, which show clear promise towards building an effective educational recommendation system
Personalisation and recommender systems in digital libraries
Widespread use of the Internet has resulted in digital libraries that are increasingly used by diverse communities of users for diverse purposes and in which sharing and collaboration have become important social elements. As such libraries become commonplace, as their contents and services become more varied, and as their patrons become more experienced with computer technology, users will expect more sophisticated services from these libraries. A simple search function, normally an integral part of any digital library, increasingly leads to user frustration as user needs become more complex and as the volume of managed information increases. Proactive digital libraries, where the library evolves from being passive and untailored, are seen as offering great potential for addressing and overcoming these issues and include techniques such as personalisation and recommender systems. In this paper, following on from the DELOS/NSF Working Group on Personalisation and Recommender Systems for Digital Libraries, which met and reported during 2003, we present some background material on the scope of personalisation and recommender systems in digital libraries. We then outline the working group’s vision for the evolution of digital libraries and the role that personalisation and recommender systems will play, and we present a series of research challenges and specific recommendations and research priorities for the field
Understanding user experience of mobile video: Framework, measurement, and optimization
Since users have become the focus of product/service design in last decade, the term User eXperience (UX) has been frequently used in the field of Human-Computer-Interaction (HCI). Research on UX facilitates a better understanding of the various aspects of the user’s interaction with the product or service. Mobile video, as a new and promising service and research field, has attracted great attention. Due to the significance of UX in the success of mobile video (Jordan, 2002), many researchers have centered on this area, examining users’ expectations, motivations, requirements, and usage context. As a result, many influencing factors have been explored (Buchinger, Kriglstein, Brandt & Hlavacs, 2011; Buchinger, Kriglstein & Hlavacs, 2009). However, a general framework for specific mobile video service is lacking for structuring such a great number of factors. To measure user experience of multimedia services such as mobile video, quality of experience (QoE) has recently become a prominent concept. In contrast to the traditionally used concept quality of service (QoS), QoE not only involves objectively measuring the delivered service but also takes into account user’s needs and desires when using the service, emphasizing the user’s overall acceptability on the service. Many QoE metrics are able to estimate the user perceived quality or acceptability of mobile video, but may be not enough accurate for the overall UX prediction due to the complexity of UX. Only a few frameworks of QoE have addressed more aspects of UX for mobile multimedia applications but need be transformed into practical measures. The challenge of optimizing UX remains adaptations to the resource constrains (e.g., network conditions, mobile device capabilities, and heterogeneous usage contexts) as well as meeting complicated user requirements (e.g., usage purposes and personal preferences). In this chapter, we investigate the existing important UX frameworks, compare their similarities and discuss some important features that fit in the mobile video service. Based on the previous research, we propose a simple UX framework for mobile video application by mapping a variety of influencing factors of UX upon a typical mobile video delivery system. Each component and its factors are explored with comprehensive literature reviews. The proposed framework may benefit in user-centred design of mobile video through taking a complete consideration of UX influences and in improvement of mobile videoservice quality by adjusting the values of certain factors to produce a positive user experience. It may also facilitate relative research in the way of locating important issues to study, clarifying research scopes, and setting up proper study procedures. We then review a great deal of research on UX measurement, including QoE metrics and QoE frameworks of mobile multimedia. Finally, we discuss how to achieve an optimal quality of user experience by focusing on the issues of various aspects of UX of mobile video. In the conclusion, we suggest some open issues for future study
Preventing child pedestrian injuries and deaths arising from vehicle-child accidents in domestic driveways: An action research project
This research was a three-fold investigation into the viability of previous recommendations for vehicle-related child driveway accident safety . Firstly, the groups most at risk of these types of accidents were determined in order that they could be specifically considered when reviewing the practicalities of previous recommendations . Secondly, the feasibility of previous recommendations was systematically examined through both an extensive literature review and key and expert informant interviews . Based on these, the likelihood of implementation of previous safety recommendations for the identified high risk groups was ascertained, providing a basis on which to abandon some previous recommendations, remove obstacles to others which would enhance practicability and generate further recommendations that would be tenable for the at-risk groups in particular.
The key findings of this research were, foremost, that there is a noticeable lack of specific reference to vehicle-related child driveway accidents in any legislation or safety guidelines, as well as a shortage of official data that deal expressly with this type of accident. Further, it was found that the major obstacles to the implementation of previous recommendations - particularly the environmental ones - were cost, autonomy, and spatial constraints. While several recommendations were abandoned due to factors such as unproven or dubious effectiveness and/or prohibitive cost, it was found that the most viable recommendations were characterised by their relatively low cost for the families involved. These recommendations were typically environmental or educational in nature.
Thus, the recommendations in this report include some moderate regulatory changes to facilitate greater uptake of environmental and behaviour-modifying recommendations as well as practical ideas that all need to be part of a cohesive campaign to address the issue of vehicle-related child driveway accidents in New Zealand
NAIS: Neural Attentive Item Similarity Model for Recommendation
Item-to-item collaborative filtering (aka. item-based CF) has been long used
for building recommender systems in industrial settings, owing to its
interpretability and efficiency in real-time personalization. It builds a
user's profile as her historically interacted items, recommending new items
that are similar to the user's profile. As such, the key to an item-based CF
method is in the estimation of item similarities. Early approaches use
statistical measures such as cosine similarity and Pearson coefficient to
estimate item similarities, which are less accurate since they lack tailored
optimization for the recommendation task. In recent years, several works
attempt to learn item similarities from data, by expressing the similarity as
an underlying model and estimating model parameters by optimizing a
recommendation-aware objective function. While extensive efforts have been made
to use shallow linear models for learning item similarities, there has been
relatively less work exploring nonlinear neural network models for item-based
CF.
In this work, we propose a neural network model named Neural Attentive Item
Similarity model (NAIS) for item-based CF. The key to our design of NAIS is an
attention network, which is capable of distinguishing which historical items in
a user profile are more important for a prediction. Compared to the
state-of-the-art item-based CF method Factored Item Similarity Model (FISM),
our NAIS has stronger representation power with only a few additional
parameters brought by the attention network. Extensive experiments on two
public benchmarks demonstrate the effectiveness of NAIS. This work is the first
attempt that designs neural network models for item-based CF, opening up new
research possibilities for future developments of neural recommender systems
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Using video in the construction technology classroom: encouraging active learning
During the last fifteen years the use of video in the classroom at all levels of education has increased while at the same time most research into educational technology has concentrated on personal computers and the internet. Consequently there is a lack of research into how video is used in teaching at a time when it is one of the most used technologies. What research has been carried out (mainly in the medical education domain) has generally found video to be effective in promoting student learning and that students are receptive to its use. However it is necessary to ensure that students engage in active (rather than passive) viewing. This paper reports the authors’ experience of using the materials produced by the Video Project at the University of West of England (UWE) in teaching Level 1 domestic scale construction technology at Anglia Ruskin University. The research is concerned with how the videos may best be used in the lecture theatre. Data, collected by questionnaire from over 200 students largely support the authors’ approach of using a short but carefully focused quiz as an ‘orienting activity’ to encourage ‘active learning’. Feedback of the quiz results can then be used as the means by which further detail and reinforcement of key points is provided
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