5,876 research outputs found

    Adaptive hypermedia for education and training

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    Adaptive hypermedia (AH) is an alternative to the traditional, one-size-fits-all approach in the development of hypermedia systems. AH systems build a model of the goals, preferences, and knowledge of each individual user; this model is used throughout the interaction with the user to adapt to the needs of that particular user (Brusilovsky, 1996b). For example, a student in an adaptive educational hypermedia system will be given a presentation that is adapted specifically to his or her knowledge of the subject (De Bra & Calvi, 1998; Hothi, Hall, & Sly, 2000) as well as a suggested set of the most relevant links to proceed further (Brusilovsky, Eklund, & Schwarz, 1998; Kavcic, 2004). An adaptive electronic encyclopedia will personalize the content of an article to augment the user's existing knowledge and interests (Bontcheva & Wilks, 2005; Milosavljevic, 1997). A museum guide will adapt the presentation about every visited object to the user's individual path through the museum (Oberlander et al., 1998; Stock et al., 2007). Adaptive hypermedia belongs to the class of user-adaptive systems (Schneider-Hufschmidt, Kühme, & Malinowski, 1993). A distinctive feature of an adaptive system is an explicit user model that represents user knowledge, goals, and interests, as well as other features that enable the system to adapt to different users with their own specific set of goals. An adaptive system collects data for the user model from various sources that can include implicitly observing user interaction and explicitly requesting direct input from the user. The user model is applied to provide an adaptation effect, that is, tailor interaction to different users in the same context. In different kinds of adaptive systems, adaptation effects could vary greatly. In AH systems, it is limited to three major adaptation technologies: adaptive content selection, adaptive navigation support, and adaptive presentation. The first of these three technologies comes from the fields of adaptive information retrieval (IR) and intelligent tutoring systems (ITS). When the user searches for information, the system adaptively selects and prioritizes the most relevant items (Brajnik, Guida, & Tasso, 1987; Brusilovsky, 1992b)

    A knowledge-based system design/information tool

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    The objective of this effort was to develop a Knowledge Capture System (KCS) for the Integrated Test Facility (ITF) at the Dryden Flight Research Facility (DFRF). The DFRF is a NASA Ames Research Center (ARC) facility. This system was used to capture the design and implementation information for NASA's high angle-of-attack research vehicle (HARV), a modified F/A-18A. In particular, the KCS was used to capture specific characteristics of the design of the HARV fly-by-wire (FBW) flight control system (FCS). The KCS utilizes artificial intelligence (AI) knowledge-based system (KBS) technology. The KCS enables the user to capture the following characteristics of automated systems: the system design; the hardware (H/W) design and implementation; the software (S/W) design and implementation; and the utilities (electrical and hydraulic) design and implementation. A generic version of the KCS was developed which can be used to capture the design information for any automated system. The deliverable items for this project consist of the prototype generic KCS and an application, which captures selected design characteristics of the HARV FCS

    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

    Measuring concept similarities in multimedia ontologies: analysis and evaluations

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    The recent development of large-scale multimedia concept ontologies has provided a new momentum for research in the semantic analysis of multimedia repositories. Different methods for generic concept detection have been extensively studied, but the question of how to exploit the structure of a multimedia ontology and existing inter-concept relations has not received similar attention. In this paper, we present a clustering-based method for modeling semantic concepts on low-level feature spaces and study the evaluation of the quality of such models with entropy-based methods. We cover a variety of methods for assessing the similarity of different concepts in a multimedia ontology. We study three ontologies and apply the proposed techniques in experiments involving the visual and semantic similarities, manual annotation of video, and concept detection. The results show that modeling inter-concept relations can provide a promising resource for many different application areas in semantic multimedia processing

    An empirical study of inter-concept similarities in multimedia ontologies

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    Generic concept detection has been a widely studied topic in recent research on multimedia analysis and retrieval, but the issue of how to exploit the structure of a multimedia ontology as well as different inter-concept relations, has not received similar attention. In this paper, we present results from our empirical analysis of different types of similarity among semantic concepts in two multimedia ontologies, LSCOM-Lite and CDVP-206. The results show promise that the proposed methods may be helpful in providing insight into the existing inter-concept relations within an ontology and selecting the most facilitating set of concepts and hierarchical relations. Such an analysis as this can be utilized in various tasks such as building more reliable concept detectors and designing large-scale ontologies

    A lightweight web video model with content and context descriptions for integration with linked data

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    The rapid increase of video data on the Web has warranted an urgent need for effective representation, management and retrieval of web videos. Recently, many studies have been carried out for ontological representation of videos, either using domain dependent or generic schemas such as MPEG-7, MPEG-4, and COMM. In spite of their extensive coverage and sound theoretical grounding, they are yet to be widely used by users. Two main possible reasons are the complexities involved and a lack of tool support. We propose a lightweight video content model for content-context description and integration. The uniqueness of the model is that it tries to model the emerging social context to describe and interpret the video. Our approach is grounded on exploiting easily extractable evolving contextual metadata and on the availability of existing data on the Web. This enables representational homogeneity and a firm basis for information integration among semantically-enabled data sources. The model uses many existing schemas to describe various ontology classes and shows the scope of interlinking with the Linked Data cloud

    Domain Modeling for Personalized Guidance

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    This chapter attempts to untangle the relationships between personalized guidance and domain modeling, as well as to explain how domain modeling could be used to provide personalized guidance. The problem of personalized guidance has a long history in the area of adaptive educational systems (AES). In fact, the very first recognized AES SCHOLAR (Carbonell, 1970) focused on guiding students to the most relevant facts and questions about the geography of South America. The SCHOLAR functionality was based on a domain model in the form of a semantic network and an overlay student model. Since that time, a considerable share of research in the field of AES has focused on different kinds of personalized guidance, and the majority of this work relied heavily on domain modeling—which makes these two research directions heavily interconnected

    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

    Spatio-temporal Validation of Multimedia Documents

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    International audienceA multimedia document authoring system should provide analysis and validation tools that help authors find and correct mistakes before document deployment. Although very useful, multimedia validation tools are not often provided. Spatial validation of multimedia documents may be performed over the initial position of media items before presentation starts. However, such an approach does not lead to ideal results when media item placement changes over time. Some document authoring languages allow the definition of spatio-temporal relationships among media items and they can be moved or resized during runtime. Current validation approaches do not verify dynamic spatio-temporal relationships. This paper presents a novel approach for spatio-temporal validation of multimedia documents. We model the document state, extending the Simple Hyperme-dia Model (SHM), comprising media item positioning during the whole document presentation. Mapping between document states represent time lapse or user interaction. We also define a set of atomic formulas upon which the author's expectations related to the spatio-temporal layout can be described and analyzed
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