5,224 research outputs found
Personalised trails and learner profiling within e-learning environments
This deliverable focuses on personalisation and personalised trails. We begin by introducing and defining the concepts of personalisation and personalised trails. Personalisation requires that a user profile be stored, and so we assess currently available standard profile schemas and discuss the requirements for a profile to support personalised learning. We then review techniques for providing personalisation and some systems that implement these techniques, and discuss some of the issues around evaluating personalisation systems. We look especially at the use of learning and cognitive styles to support personalised learning, and also consider personalisation in the field of mobile learning, which has a slightly different take on the subject, and in commercially available systems, where personalisation support is found to currently be only at quite a low level. We conclude with a summary of the lessons to be learned from our review of personalisation and personalised trails
User-centred design of flexible hypermedia for a mobile guide: Reflections on the hyperaudio experience
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 visitorsā 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 systemās 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
A schema-based P2P network to enable publish-subscribe for multimedia content in open hypermedia systems
Open Hypermedia Systems (OHS) aim to provide efficient dissemination, adaptation and integration of hyperlinked multimedia resources. Content available in Peer-to-Peer (P2P) networks could add significant value to OHS provided that challenges for efficient discovery and prompt delivery of rich and up-to-date content are successfully addressed. This paper proposes an architecture that enables the operation of OHS over a P2P overlay network of OHS servers based on semantic annotation of (a) peer OHS servers and of (b) multimedia resources that can be obtained through the link services of the OHS. The architecture provides efficient resource discovery. Semantic query-based subscriptions over this P2P network can enable access to up-to-date content, while caching at certain peers enables prompt delivery of multimedia content. Advanced query resolution techniques are employed to match different parts of subscription queries (subqueries). These subscriptions can be shared among different interested peers, thus increasing the efficiency of multimedia content dissemination
Adaptive Educational Hypermedia based on Multiple Student Characteristics
The learning process in Adaptive Educational Hypermedia (AEH) environments is complex and may be influenced by aspects of the student, including prior knowledge, learning styles, experience and preferences. Current AEH environments, however, are limited to processing only a small number of student characteristics. This paper discusses the development of an AEH system which includes a student model that can simultaneously take into account multiple student characteristics. The student model will be developed to use stereotypes, overlays and perturbation techniques. Keywords: adaptive educational hypermedia, multiple characteristics, student model
Defining adaptation in a generic multi layer model : CAM: the GRAPPLE conceptual adaptation model
Authoring of Adaptive Hypermedia is a difficult and time consuming task. Reference models like LAOS and AHAM separate adaptation and content in different layers. Systems like AHA! offer graphical tools based on these models to allow authors to define adaptation without knowing any adaptation language. The adaptation that can be defined using such tools is still limited. Authoring systems like MOT are more flexible, but usability of adaptation specification is low. This paper proposes a more generic model which allows the adaptation to be defined in an arbitrary number of layers, where adaptation is expressed in terms of relationships between concepts. This model allows the creation of more powerful yet easier to use graphical authoring tools. This paper presents the structure of the Conceptual Adaptation Models used in adaptive applications created within the GRAPPLE adaptive learning environment, and their representation in a graphical authoring tool
Defining adaptation in a generic multi layer model : CAM: the GRAPPLE conceptual adaptation model
Authoring of Adaptive Hypermedia is a difficult and time consuming task. Reference models like LAOS and AHAM separate adaptation and content in different layers. Systems like AHA! offer graphical tools based on these models to allow authors to define adaptation without knowing any adaptation language. The adaptation that can be defined using such tools is still limited. Authoring systems like MOT are more flexible, but usability of adaptation specification is low. This paper proposes a more generic model which allows the adaptation to be defined in an arbitrary number of layers, where adaptation is expressed in terms of relationships between concepts. This model allows the creation of more powerful yet easier to use graphical authoring tools. This paper presents the structure of the Conceptual Adaptation Models used in adaptive applications created within the GRAPPLE adaptive learning environment, and their representation in a graphical authoring tool
Retraction with face saving: Modelling conversational interaction through dynamic hypermedia
This paper describes RWFS (Retraction With Face Saving), a hypermedia application which models an interview between a lawyer and his client ā a lorry driver ā facing court charges of reckless driving. At one level RWFS takes the form of a sophisticated game in which different outcomes to the interview are possible according to the learner's degree of skill. At another level, RWFS is designed to encourage the language learner's awareness and understanding of the pragmatic features of conversation. RWFS runs on HyperContext, a hybrid hypertextlexpert system developed in Pavia by two of the authors, Marco Piastra and Roberto Bolognesi, and which supports dynamic hypermedia units. HyperContext's dynamic linking capacity plays a vital role in simulating significant conversational features such as the conditioning of a current move in the conversation by information acquired much earlier in the course of the interview. In this connection, the paper discusses the contribution of RMCI (Reāusable Model of Conversational Interaction), a reāusable applicationāindependent applied model of interaction on which the game is based, and which links a tactical level (the conversation) to a metalevel which provides a moveābyāmove commentary on interactional theory. In its turn, RMCFs metalevel is linked to a strategic level which interprets the structure of the conversation in terms of a pyramidālike hierarchy of increasingly abstract theoretical concepts
Sensemaking on the Pragmatic Web: A Hypermedia Discourse Perspective
The complexity of the dilemmas we face on an organizational, societal and global scale forces us into sensemaking activity. We need tools for expressing and contesting perspectives flexible enough for real time use in meetings, structured enough to help manage longer term memory, and powerful enough to filter the complexity of extended deliberation and debate on an organizational or global scale. This has been the motivation for a programme of basic and applied action research into Hypermedia Discourse, which draws on research in hypertext, information visualization, argumentation, modelling, and meeting facilitation. This paper proposes that this strand of work shares a key principle behind the Pragmatic Web concept, namely, the need to take seriously diverse perspectives and the processes of meaning negotiation. Moreover, it is argued that the hypermedia discourse tools described instantiate this principle in practical tools which permit end-user control over modelling approaches in the absence of consensus
Collaboration in the Semantic Grid: a Basis for e-Learning
The CoAKTinG project aims to advance the state of the art in collaborative mediated spaces for the Semantic Grid. This paper presents an overview of the hypertext and knowledge based tools which have been deployed to augment existing collaborative environments, and the ontology which is used to exchange structure, promote enhanced process tracking, and aid navigation of resources before, after, and while a collaboration occurs. While the primary focus of the project has been supporting e-Science, this paper also explores the similarities and application of CoAKTinG technologies as part of a human-centred design approach to e-Learning
Layered evaluation of interactive adaptive systems : framework and formative methods
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