7,550 research outputs found

    Bridging the divide in language and approach between pedagogy and programming: the case of IMS Learning Design

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    Even though the IMS Learning Design (IMS LD) specification has offered a way for expressing multiple-learner scenarios, the language thus provided is far from the language, teaching practitioners use. To bridge this divide, we have developed IMS LD authoring software that translates from the learning designer perspective to the technical perspective. To aid adequate software developments, an analysis was performed to identify uses of level B properties in expert units of learning. In a second analysis, which is described in this paper, these uses were matched with demands of typical pedagogical methods. Some restrictions of the IMS LD specification are pointed out in this regard. As an outcome of the analyses, interfaces employing pedagogical language were integrated in the IMS LD authoring software in order to provide teaching practitioners access to level B functionalities despite their highly technical nature

    CGAMES'2009

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    P2P Mapper: From User Experiences to Pattern-Based Design

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    User experience is an umbrella term referring to a collection of information that covers the user’s behavior and interaction with a system. It is observed when the user is actively using a service or interacting with information, includes expectations and perceptions, and is influenced by user characteristics and application or service characteristics. User characteristics include knowledge, experience, personality and demographics. We propose a process and supporting software tool called Persona to Pattern (P2P) Mapper, which guides designers in modeling user experiences and identifying appropriate design patterns. The three-step process is: Persona Creation (a representative persona set is developed), Pattern Selection (behavioral patterns are identified resulting in an ordered list of design patterns for each persona), and Pattern Composition (patterns are used to create a conceptual design). The tool supports the first two steps of the process by providing various automation algorithms for user grouping and pattern selection combined with the benefit of rapid pattern and user information access. Persona and pattern formats are augmented with a set of discrete domain variables to facilitate automation and provide an alternative view on the information. Finally, the P2P Mapper is used in the redesign of two different Bioinformatics applications: a popular website and a visualization tool. The results of the studies demonstrate a significant improvement in the system usability of both applications

    Pro-active Meeting Assistants : Attention Please!

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    This paper gives an overview of pro-active meeting assistants, what they are and when they can be useful. We explain how to develop such assistants with respect to requirement definitions and elaborate on a set of Wizard of Oz experiments, aiming to find out in which form a meeting assistant should operate to be accepted by participants and whether the meeting effectiveness and efficiency can be improved by an assistant at all

    Pro-active Meeting Assistants: Attention Please!

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    This paper gives an overview of pro-active meeting assistants, what they are and when they can be useful. We explain how to develop such assistants with respect to requirement definitions and elaborate on a set of Wizard of Oz experiments, aiming to find out in which form a meeting assistant should operate to be accepted by participants and whether the meeting effectiveness and efficiency can be improved by an assistant at all. This paper gives an overview of pro-active meeting assistants, what they are and when they can be useful. We explain how to develop such assistants with respect to requirement definitions and elaborate on a set of Wizard of Oz experiments, aiming to find out in which form a meeting assistant should operate to be accepted by participants and whether the meeting effectiveness and efficiency can be improved by an assistant at all

    Using ontologies: understanding the user experience

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    Drawing on 118 responses to a survey of ontology use, this paper describes the experiences of those who create and use ontologies. Responses to questions about language and tool use illustrate the dominant position of OWL and provide information about the OWL profiles and particular Description Logic features used. The paper suggests that further research is required into the difficulties experienced with OWL constructs, and with modelling in OWL. The survey also reports on the use of ontology visualization software, finding that the importance of visualization to ontology users varies considerably. This is also an area which requires further investigation. The use of ontology patterns is examined, drawing on further input from a follow-up study devoted exclusively to this topic. Evidence suggests that pattern creation and use are frequently informal processes and there is a need for improved tools. A classification of ontology users into four groups is suggested. It is proposed that the categorisation of users and user behaviour should be taken into account when designing ontology tools and methodologies. This should enable rigorous, user-specific use cases

    End-User Development for Artificial Intelligence: A Systematic Literature Review

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    In recent years, Artificial Intelligence has become more and more relevant in our society. Creating AI systems is almost always the prerogative of IT and AI experts. However, users may need to create intelligent solutions tailored to their specific needs. In this way, AI systems can be enhanced if new approaches are devised to allow non-technical users to be directly involved in the definition and personalization of AI technologies. End-User Development (EUD) can provide a solution to these problems, allowing people to create, customize, or adapt AI-based systems to their own needs. This paper presents a systematic literature review that aims to shed the light on the current landscape of EUD for AI systems, i.e., how users, even without skills in AI and/or programming, can customize the AI behavior to their needs. This study also discusses the current challenges of EUD for AI, the potential benefits, and the future implications of integrating EUD into the overall AI development process.Comment: This version did not undergo peer-review. A corrected version is published by Springer Nature in the Proceedings of 9th International Syposium on End-User Development (ISEUD 2023). DOI: https://doi.org/10.1007/978-3-031-34433-6_

    Semantically-enhanced recommendations in cultural heritage

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    In the Web 2.0 environment, institutes and organizations are starting to open up their previously isolated and heterogeneous collections in order to provide visitors with maximal access. Semantic Web technologies act as instrumental in integrating these rich collections of metadata by defining ontologies which accommodate different representation schemata and inconsistent naming conventions over the various vocabularies. Facing the large amount of metadata with complex semantic structures, it is becoming more and more important to support visitors with a proper selection and presentation of information. In this context, the Dutch Science Foundation (NWO) funded the Cultural Heritage Information Personalization (CHIP) project in early 2005, as part of the Continuous Access to Cultural Heritage (CATCH) program in the Netherlands. It is a collaborative project between the Rijksmuseum Amsterdam, the Eindhoven University of Technology and the Telematica Instituut. The problem statement that guides the research of this thesis is as follows: Can we support visitors with personalized access to semantically-enriched collections? To study this question, we chose cultural heritage (museums) as an application domain, and the semantically rich background knowledge about the museum collection provides a basis to our research. On top of it, we deployed user modeling and recommendation technologies in order to provide personalized services for museum visitors. Our main contributions are: (i) we developed an interactive rating dialog of artworks and art concepts for a quick instantiation of the CHIP user model, which is built as a specialization of FOAF and mapped to an existing event model ontology SEM; (ii) we proposed a hybrid recommendation algorithm, combining both explicit and implicit relations from the semantic structure of the collection. On the presentation level, we developed three tools for end-users: Art Recommender, Tour Wizard and Mobile Tour Guide. Following a user-centered design cycle, we performed a series of evaluations with museum visitors to test the effectiveness of recommendations using the rating dialog, different ways to build an optimal user model and the prediction accuracy of the hybrid algorithm. Chapter 1 introduces the research questions, our approaches and the outline of this thesis. Chapter 2 gives an overview of our work at the first stage. It includes (i) the semantic enrichment of the Rijksmuseum collection, which is mapped to three Getty vocabularies (ULAN, AAT, TGN) and the Iconclass thesaurus; (ii) the minimal user model ontology defined as a specialization of FOAF, which only stores user ratings at that time, (iii) the first implementation of the content-based recommendation algorithm in our first tool, the CHIP Art Recommender. Chapter 3 presents two other tools: Tour Wizard and Mobile Tour Guide. Based on the user's ratings, the Web-based Tour Wizard recommends museum tours consisting of recommended artworks that are currently available for museum exhibitions. The Mobile Tour Guide converts recommended tours to mobile devices (e.g. PDA) that can be used in the physical museum space. To connect users' various interactions with these tools, we made a conversion of the online user model stored in RDF into XML format which the mobile guide can parse, and in this way we keep the online and on-site user models dynamically synchronized. Chapter 4 presents the second generation of the Mobile Tour Guide with a real time routing system on different mobile devices (e.g. iPod). Compared with the first generation, it can adapt museum tours based on the user's ratings artworks and concepts, her/his current location in the physical museum and the coordinates of the artworks and rooms in the museum. In addition, we mapped the CHIP user model to an existing event model ontology SEM. Besides ratings, it can store additional user activities, such as following a tour and viewing artworks. Chapter 5 identifies a number of semantic relations within one vocabulary (e.g. a concept has a broader/narrower concept) and across multiple vocabularies (e.g. an artist is associated to an art style). We applied all these relations as well as the basic artwork features in content-based recommendations and compared all of them in terms of usefulness. This investigation also enables us to look at the combined use of artwork features and semantic relations in sequence and derive user navigation patterns. Chapter 6 defines the task of personalized recommendations and decomposes the task into a number of inference steps for ontology-based recommender systems, from a perspective of knowledge engineering. We proposed a hybrid approach combining both explicit and implicit recommendations. The explicit relations include artworks features and semantic relations with preliminary weights which are derived from the evaluation in Chapter 5. The implicit relations are built between art concepts based on instance-based ontology matching. Chapter 7 gives an example of reusing user interaction data generated by one application into another one for providing cross-application recommendations. In this example, user tagging about cultural events, gathered by iCITY, is used to enrich the user model for generating content-based recommendations in the CHIP Art Recommender. To realize full tagging interoperability, we investigated the problems that arise in mapping user tags to domain ontologies, and proposed additional mechanisms, such as the use of SKOS matching operators to deal with the possible mis-alignment of tags and domain-specific ontologies. We summarized to what extent the problem statement and each of the research questions are answered in Chapter 8. We also discussed a number of limitations in our research and looked ahead at what may follow as future work

    Mapping Robots to Therapy and Educational Objectives for Children with Autism Spectrum Disorder

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    The aim of this study was to increase knowledge on therapy and educational objectives professionals work on with children with autism spectrum disorder (ASD) and to identify corresponding state of the art robots. Focus group sessions (n = 9) with ASD professionals (n = 53) from nine organisations were carried out to create an objectives overview, followed by a systematic literature study to identify state of the art robots matching these objectives. Professionals identified many ASD objectives (n = 74) in 9 different domains. State of the art robots addressed 24 of these objectives in 8 domains. Robots can potentially be applied to a large scope of objectives for children with ASD. This objectives overview functions as a base to guide development of robot interventions for these children

    ASSOCIATING MATHEMATICAL STORIES THAT ARE WRITTEN BY THE 8TH GRADE STUDENTS WHO ARE STUDYING AT ADVANTAGEOUS AND DISADVANTAGEOUS REGIONS' SCHOOLS WITH THEIR MATHEMATICAL PERCEPTIONS: ISTANBUL CASE

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    In this study, mathematical stories written by 50 middle school students were analyzed. The study group consisted of two different student groups who were living in advantageous and disadvantageous regions in Istanbul. At the first stage, the students were presented a mathematical story called “My Fractal Tree”, then told about what the mathematical story was and asked to write a mathematical story about any subjects. 43 of the stories have story characteristics. The stories were separately analyzed under the headings of "involving a mathematical subject", "having mathematical characteristics or not" and "the math topics students used in their stories". The findings about the contents of the stories were analyzed on 4 main themes; "Mathematics’ relations with other subjects", "Perceptions towards mathematics", "Mathematical level" and "Creativity". Students can be seen to have mentioned about the math’s relations with other subjects. Students’ abilities to use mathematical elements correctly are quite low, their learning about concepts is weak and their misconceptions are too high. Generally, a very plain language is seen in the stories in terms of language expression, but transitions between topics seem weak. Considering the creativity element in the students’ writings, advantageous group was seen to have created highly creative stories.   Article visualizations
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