2,556 research outputs found

    E-Tester: A computer-based tool for auto-generated question and answer assessment

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    Adaptive E-Learning systems are needed to efficiently support lifelong learning activities. To check goal attainment, learners need to take tests or assessment activities. Large efficiency gains may be made if the assessment and associated grading or evaluation process could be supported with adaptive systems sensitive to user parameters. Hand made tests are a time consuming and tiresome task. If the tests are hand scored there is the inevitability of either interrupting the learning whilst the assessment outcome is pending, or the danger of proceeding with the attempt at learning possibly unsuitable content. As a contribution to solving the problem stated so far we have designed the E-TESTER. In this paper we describe the implementation solution and its integration into the AdeLE system, point out the potential of the E-TESTER by an application example, and discuss the experiences of the prototype implementation

    An Overview of Self-Adaptive Technologies Within Virtual Reality Training

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    This overview presents the current state-of-the-art of self-adaptive technologies within virtual reality (VR) training. Virtual reality training and assessment is increasingly used for five key areas: medical, industrial & commercial training, serious games, rehabilitation and remote training such as Massive Open Online Courses (MOOCs). Adaptation can be applied to five core technologies of VR including haptic devices, stereo graphics, adaptive content, assessment and autonomous agents. Automation of VR training can contribute to automation of actual procedures including remote and robotic assisted surgery which reduces injury and improves accuracy of the procedure. Automated haptic interaction can enable tele-presence and virtual artefact tactile interaction from either remote or simulated environments. Automation, machine learning and data driven features play an important role in providing trainee-specific individual adaptive training content. Data from trainee assessment can form an input to autonomous systems for customised training and automated difficulty levels to match individual requirements. Self-adaptive technology has been developed previously within individual technologies of VR training. One of the conclusions of this research is that while it does not exist, an enhanced portable framework is needed and it would be beneficial to combine automation of core technologies, producing a reusable automation framework for VR training

    Pervasive and standalone computing: The perceptual effects of variable multimedia quality.

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    The introduction of multimedia on pervasive and mobile communication devices raises a number of perceptual quality issues, however, limited work has been done examining the 3-way interaction between use of equipment, quality of perception and quality of service. Our work measures levels of informational transfer (objective) and user satisfaction (subjective)when users are presented with multimedia video clips at three different frame rates, using four different display devices, simulating variation in participant mobility. Our results will show that variation in frame-rate does not impact a user’s level of information assimilation, however, does impact a users’ perception of multimedia video ‘quality’. Additionally, increased visual immersion can be used to increase transfer of video information, but can negatively affect the users’ perception of ‘quality’. Finally, we illustrate the significant affect of clip-content on the transfer of video, audio and textual information, placing into doubt the use of purely objective quality definitions when considering multimedia presentations

    Game-based e-learning applications of e-tester

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    Adaptive E-Learning systems may be a supportive solution for a wide range of learning applications. In order to complement common learning paradigms in computer-based education the digital game-based learning paradigm is an interesting alternative, through which we can increase motivation, intrigue learners for a new or a previously boring subject, and provide another, more relaxing environment for self-assessment and testing. Despite of these advantages, one main shortcoming is that the creation of game stories and curriculum-relevant game content is an enormous workload for teachers and learning content providers. In order to reduce the learning game creation effort, we propose an enhanced digital game-based learning approach by applying a flexible game shell in combination with auto-generated questions based on the course content and automatic assessment of natural language answers. On the basis of requirements within the AdeLE research project and application scenarios, our development approach as well as the first prototype implementation are highlighted. First experiences and tests based on the prototype implementation are promising

    Adaptive e-Learning Environment Design

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    Virtual Learning Environments and Adaptive Learning Systems correspond to distance learning solutions that seek to meet the promise of individualized learning.Technological innovation, nevertheless, is not sufficient to ensure high learning outcomes. While the number of distance learning packages multiply in the market, it is important to consider their pedagogical use, instead of focusing on listing and describing their features.Catering for diversity in learners is also not enough for the design of quality solutions that can efficiently support the learning process. It is necessary to acquire knowledge regarding individuals’ different and real learning needs, through a human-centered design process. That is the challenge for designers of e-learning environments and materials.Virtual Learning Environments and Adaptive Learning Systems correspond to distance learning solutions that seek to meet the promise of individualized learning.Technological innovation, nevertheless, is not sufficient to ensure high learning outcomes. While the number of distance learning packages multiply in the market, it is important to consider their pedagogical use, instead of focusing on listing and describing their features.Catering for diversity in learners is also not enough for the design of quality solutions that can efficiently support the learning process. It is necessary to acquire knowledge regarding individuals’ different and real learning needs, through a human-centered design process. That is the challenge for designers of e-learning environments and materials

    A NOVEL AUGMENTED REALITY BASED SYSTEM FOR PROVIDING MAINTENANCE ASSISTANCE

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    Ph.DDOCTOR OF PHILOSOPH

    Adaptive e-Learning Environment Design

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    Virtual Learning Environments and Adaptive Learning Systems correspond to distance learning solutions that seek to meet the promise of individualized learning. Technological innovation, nevertheless, is not sufficient to ensure high learning outcomes. While the number of distance learning packages multiply in the market, it is important to consider their pedagogical use, instead of focusing on listing and describing their features. Catering for diversity in learners is also not enough for the design of quality solutions that can efficiently support the learning process. It is necessary to acquire knowledge regarding individuals’ different and real learning needs, through a human-centered design process. That is the challenge for designers of e-learning environments and materials.Virtual Learning Environments and Adaptive Learning Systems correspond to distance learning solutions that seek to meet the promise of individualized learning. Technological innovation, nevertheless, is not sufficient to ensure high learning outcomes. While the number of distance learning packages multiply in the market, it is important to consider their pedagogical use, instead of focusing on listing and describing their features. Catering for diversity in learners is also not enough for the design of quality solutions that can efficiently support the learning process. It is necessary to acquire knowledge regarding individuals’ different and real learning needs, through a human-centered design process. That is the challenge for designers of e-learning environments and materials

    Investigating Real-time Touchless Hand Interaction and Machine Learning Agents in Immersive Learning Environments

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    The recent surge in the adoption of new technologies and innovations in connectivity, interaction technology, and artificial realities can fundamentally change the digital world. eXtended Reality (XR), with its potential to bridge the virtual and real environments, creates new possibilities to develop more engaging and productive learning experiences. Evidence is emerging that thissophisticated technology offers new ways to improve the learning process for better student interaction and engagement. Recently, immersive technology has garnered much attention as an interactive technology that facilitates direct interaction with virtual objects in the real world. Furthermore, these virtual objects can be surrogates for real-world teaching resources, allowing for virtual labs. Thus XR could enable learning experiences that would not bepossible in impoverished educational systems worldwide. Interestingly, concepts such as virtual hand interaction and techniques such as machine learning are still not widely investigated in immersive learning. Hand interaction technologies in virtual environments can support the kinesthetic learning pedagogical approach, and the need for its touchless interaction nature hasincreased exceptionally in the post-COVID world. By implementing and evaluating real-time hand interaction technology for kinesthetic learning and machine learning agents for self-guided learning, this research has addressed these underutilized technologies to demonstrate the efficiency of immersive learning. This thesis has explored different hand-tracking APIs and devices to integrate real-time hand interaction techniques. These hand interaction techniques and integrated machine learning agents using reinforcement learning are evaluated with different display devices to test compatibility. The proposed approach aims to provide self-guided, more productive, and interactive learning experiences. Further, this research has investigated ethics, privacy, and security issues in XR and covered the future of immersive learning in the Metaverse.<br/

    Investigating Real-time Touchless Hand Interaction and Machine Learning Agents in Immersive Learning Environments

    Get PDF
    The recent surge in the adoption of new technologies and innovations in connectivity, interaction technology, and artificial realities can fundamentally change the digital world. eXtended Reality (XR), with its potential to bridge the virtual and real environments, creates new possibilities to develop more engaging and productive learning experiences. Evidence is emerging that thissophisticated technology offers new ways to improve the learning process for better student interaction and engagement. Recently, immersive technology has garnered much attention as an interactive technology that facilitates direct interaction with virtual objects in the real world. Furthermore, these virtual objects can be surrogates for real-world teaching resources, allowing for virtual labs. Thus XR could enable learning experiences that would not bepossible in impoverished educational systems worldwide. Interestingly, concepts such as virtual hand interaction and techniques such as machine learning are still not widely investigated in immersive learning. Hand interaction technologies in virtual environments can support the kinesthetic learning pedagogical approach, and the need for its touchless interaction nature hasincreased exceptionally in the post-COVID world. By implementing and evaluating real-time hand interaction technology for kinesthetic learning and machine learning agents for self-guided learning, this research has addressed these underutilized technologies to demonstrate the efficiency of immersive learning. This thesis has explored different hand-tracking APIs and devices to integrate real-time hand interaction techniques. These hand interaction techniques and integrated machine learning agents using reinforcement learning are evaluated with different display devices to test compatibility. The proposed approach aims to provide self-guided, more productive, and interactive learning experiences. Further, this research has investigated ethics, privacy, and security issues in XR and covered the future of immersive learning in the Metaverse.<br/

    User-centred design of flexible hypermedia for a mobile guide: Reflections on the hyperaudio experience

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    A user-centred design approach involves end-users from the very beginning. Considering users at the early stages compels designers to think in terms of utility and usability and helps develop the system on what is actually needed. This paper discusses the case of HyperAudio, a context-sensitive adaptive and mobile guide to museums developed in the late 90s. User requirements were collected via a survey to understand visitors’ profiles and visit styles in Natural Science museums. The knowledge acquired supported the specification of system requirements, helping defining user model, data structure and adaptive behaviour of the system. User requirements guided the design decisions on what could be implemented by using simple adaptable triggers and what instead needed more sophisticated adaptive techniques, a fundamental choice when all the computation must be done on a PDA. Graphical and interactive environments for developing and testing complex adaptive systems are discussed as a further step towards an iterative design that considers the user interaction a central point. The paper discusses how such an environment allows designers and developers to experiment with different system’s behaviours and to widely test it under realistic conditions by simulation of the actual context evolving over time. The understanding gained in HyperAudio is then considered in the perspective of the developments that followed that first experience: our findings seem still valid despite the passed time
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