484 research outputs found

    On the Predictability of Talk Attendance at Academic Conferences

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    This paper focuses on the prediction of real-world talk attendances at academic conferences with respect to different influence factors. We study the predictability of talk attendances using real-world tracked face-to-face contacts. Furthermore, we investigate and discuss the predictive power of user interests extracted from the users' previous publications. We apply Hybrid Rooted PageRank, a state-of-the-art unsupervised machine learning method that combines information from different sources. Using this method, we analyze and discuss the predictive power of contact and interest networks separately and in combination. We find that contact and similarity networks achieve comparable results, and that combinations of different networks can only to a limited extend help to improve the prediction quality. For our experiments, we analyze the predictability of talk attendance at the ACM Conference on Hypertext and Hypermedia 2011 collected using the conference management system Conferator

    Regional Languages on Wikipedia. Venetian Wikipedia’s user interaction over time

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    Given that little is known about regional language user interaction practices on Wikipedia, this study analyzed content creation process, user social interaction and exchanged content over the course of the existence of Venetian Wikipedia. Content of and user interactions over time on Venetian Wikipedia exhibit practices shared within larger Wikipedia communities and display behaviors that are pertinent to this specific community. Shared practices with\ud other Wikipedias (eg. English Wikipedia) included coordination content as a dominant category of exchanged content, user-role based structure where and most active communicators are administrators was another shared feature, as well as socialization tactics to involve users in online projects. While Venetian Wikipedia stood out for its geographically-linked users who emphasized their regional identity. User exchanges over time spilled over from online to offline domains. This analysis provides a different side of Wikipedia collaboration which is based on creation, maintenance, and negotiation of the content but also shows\ud engagement into interpersonal communication. Thus, this study exemplifies how regional language Wikipedias provide ways to their users not only to preserve their cultural heritage through the language use on regional language Wikipedia space and connect through shared contents of interest, but also, how it could serve as a community maintenance platform that unifies users with shared goals and extends communication to offline realm

    Progressor: Social navigation support through open social student modeling

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    The increased volumes of online learning content have produced two problems: how to help students to find the most appropriate resources and how to engage them in using these resources. Personalized and social learning have been suggested as potential ways to address these problems. Our work presented in this paper combines the ideas of personalized and social learning in the context of educational hypermedia. We introduce Progressor, an innovative Web-based tool based on the concepts of social navigation and open student modeling that helps students to find the most relevant resources in a large collection of parameterized self-assessment questions on Java programming. We have evaluated Progressor in a semester-long classroom study, the results of which are presented in this paper. The study confirmed the impact of personalized social navigation support provided by the system in the target context. The interface encouraged students to explore more topics attempting more questions and achieving higher success rates in answering them. A deeper analysis of the social navigation support mechanism revealed that the top students successfully led the way to discovering most relevant resources by creating clear pathways for weaker students. © 2013 Taylor and Francis Group, LLC

    Integrating serious games in adaptive hypermedia applications for personalised learning experiences

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    Game-based approaches to learning are increasingly recognized for their potential to stimulate intrinsic motivation amongst learners. While a range of examples of effective serious games exist, creating high-fidelity content with which to populate games is resource-intensive task. To reduce this resource requirement, research is increasingly exploring means to reuse and repurpose existing games. Education has proven a popular application area for Adaptive Hypermedia (AH), as adaptation can offer enriched learning experiences. Whilst content has mainly been in the form of rich text, various efforts have been made to integrate serious games into AH. However, there is little in the way of effective integrated authoring and user modeling support. This paper explores avenues for effectively integrating serious games into AH. In particular, we consider authoring and user modeling aspects in addition to integration into run-time adaptation engines, thereby enabling authors to create AH that includes an adaptive game, thus going beyond mere selection of a suitable game and towards an approach with the capability to adapt and respond to the needs of learners and educators

    Unified messaging control platform

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