15,234 research outputs found

    A Sketch-Based Educational System for Learning Chinese Handwriting

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    Learning Chinese as a Second Language (CSL) is a difficult task for students in English-speaking countries due to the large symbol set and complicated writing techniques. Traditional classroom methods of teaching Chinese handwriting have major drawbacks due to human experts’ bias and the lack of assessment on writing techniques. In this work, we propose a sketch-based educational system to help CSL students learn Chinese handwriting faster and better in a novel way. Our system allows students to draw freehand symbols to answer questions, and uses sketch recognition and AI techniques to recognize, assess, and provide feedback in real time. Results have shown that the system reaches a recognition accuracy of 86% on novice learners’ inputs, higher than 95% detection rate for mistakes in writing techniques, and 80.3% F-measure on the classification between expert and novice handwriting inputs

    Exploring Chinese through learning objects and interactive interface on mobile devices

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    Session H3CWith its unprecedented economic growth, China has gradually developed its significant influence on the global stage in recent years. As a result, there are increasing interests to learn Chinese all over the world. Intrinsically, learning Chinese is challenging to most foreigners and Chinese students as well due to the complex structures of Chinese Characters, the writing of characters in correct stroke sequences, and their appropriate usage and pronunciation, etc. Even with the guidance of an experienced Chinese teacher, there is often insufficient time to practise the writing or pronunciation during classes. However, mobile devices such as the iPads or iPhones may open up numerous opportunities facilitated by the latest interface and sensing technologies for students to learn anytime and anywhere. Therefore in this project, we propose an extendible application based on learning objects which can fully utilized these features including the GPS, touch screen and camera of mobile devices to facilitate foreigners or Chinese students to learn Chinese more effectively. More importantly, we have designed an intelligent algorithm to help students in writing Chinese characters with correct stroke sequences. To demonstrate the feasibility of our proposal, a prototype of our proposed e-learning software is built on the iOS platform, and will be evaluated with a thorough plan. Furthermore, there are many interesting directions for further investigation of our proposal. © 2012 IEEE.published_or_final_versio

    SymbolDesign: A User-centered Method to Design Pen-based Interfaces and Extend the Functionality of Pointer Input Devices

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    A method called "SymbolDesign" is proposed that can be used to design user-centered interfaces for pen-based input devices. It can also extend the functionality of pointer input devices such as the traditional computer mouse or the Camera Mouse, a camera-based computer interface. Users can create their own interfaces by choosing single-stroke movement patterns that are convenient to draw with the selected input device and by mapping them to a desired set of commands. A pattern could be the trace of a moving finger detected with the Camera Mouse or a symbol drawn with an optical pen. The core of the SymbolDesign system is a dynamically created classifier, in the current implementation an artificial neural network. The architecture of the neural network automatically adjusts according to the complexity of the classification task. In experiments, subjects used the SymbolDesign method to design and test the interfaces they created, for example, to browse the web. The experiments demonstrated good recognition accuracy and responsiveness of the user interfaces. The method provided an easily-designed and easily-used computer input mechanism for people without physical limitations, and, with some modifications, has the potential to become a computer access tool for people with severe paralysis.National Science Foundation (IIS-0093367, IIS-0308213, IIS-0329009, EIA-0202067

    Tangible user interfaces to support collaborative learning

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    Using massively multiplayer online role playing games (MMORPGs) to support second language learning: Action research in the real and virtual world

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    Massively Multiplayer Online Role Playing Games (MMORPGs) create large virtual communities. Online gaming shows potential not just for entertaining, but also for education. The aim of this research project is to investigate the use of commercial MMORPGs to support second language teaching. MMORPGs offer a digital safe space in which students can communicate by using their target language with global players. This qualitative research based on ethnography and action research investigates the students’ experiences of language learning and performing while they play in the MMORPGs. Research was conducted in both the real and virtual worlds. In the real world the researcher observes the interaction with the MMORPGs by the students through actual discussion, and screen video captures while they are playing. In the virtual world, the researcher takes on the role of a character in the MMORPG enabling the researcher to get an inside point of view of the students and their own MMORPG characters. This latter approach also uses action research to allow the researcher to provide anonymous/private support to the students including in-game instruction, confidence building, and some support of language issues in a safe and friendly way. Using action research with MMORPGs in the real world facilitates a number of opportunities for learning and teaching including opportunities to practice language and individual and group experiences of communicating with other native/ second language speakers for the students. The researcher can also develop tutorial exercises and discussion for teaching plans based on the students’ experiences with the MMORPGs. The results from this research study demonstrate that MMORPGs offer a safe, fun, informal and effective learning space for supporting language teaching. Furthermore the use of MMORPGs help the students’ confidence in using their second language and provide additional benefits such as a better understanding of the culture and use of language in different contexts

    An extendible and ubiquitious e-learning software for foreigners to learn Chinese on iOS-based devices

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    The larger screen size, mobility, sensing and multi-touch input features of Android or iOS based devices like the iPad or Android tablet PC offer many exciting opportunities for real-life edutainment applications. An example is the learning of Chinese, especially to write Chinese characters in correct stroke sequences, that is typically considered as a difficult task to most foreigners. In this work, we propose an extendible, easy-to-use and ubiquitous e-learning software that was integrated with mini-games to facilitate the learning of Chinese characters on iOS-based devices such as the iPad. To demonstrate the feasibility of our proposal, a prototype of our proposed e-learning software was built on the iOS-based devices so that foreign students can learn to speak and write Chinese anytime and anywhere. Among the various commercially available iOS-based app for learning Chinese, our proposal represents the first attempt to reduce the complexity of learning to write Chinese characters through mini-games while increasing the extendibility of the e-learning software through component-based design. More importantly, it opens up numerous opportunities for further investigations. © 2012 IEEE.published_or_final_versio

    An extendible and ubiquitious e-learning software for foreigners to learn Chinese on iOS-based devices

    Get PDF
    The larger screen size, mobility, sensing and multi-touch input features of Android or iOS based devices like the iPad or Android tablet PC offer many exciting opportunities for real-life edutainment applications. An example is the learning of Chinese, especially to write Chinese characters in correct stroke sequences, that is typically considered as a difficult task to most foreigners. In this work, we propose an extendible, easy-to-use and ubiquitous e-learning software that was integrated with mini-games to facilitate the learning of Chinese characters on iOS-based devices such as the iPad. To demonstrate the feasibility of our proposal, a prototype of our proposed e-learning software was built on the iOS-based devices so that foreign students can learn to speak and write Chinese anytime and anywhere. Among the various commercially available iOS-based app for learning Chinese, our proposal represents the first attempt to reduce the complexity of learning to write Chinese characters through mini-games while increasing the extendibility of the e-learning software through component-based design. More importantly, it opens up numerous opportunities for further investigations. © 2012 IEEE.published_or_final_versio

    Managing complexity in a distributed digital library

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    As the capabilities of distributed digital libraries increase, managing organizational and software complexity becomes a key issue. How can collections and indexes be updated without impacting queries currently in progress? How can the system handle several user-interface clients for the same collections? Computer science professors and lectors from the University of Waikato have developed a software structure that successfully manages this complexity in the New Zealand Digital Library. This digital library has been a success in managing organizational and software complexity. The researchers' primary goal has been to minimize the effort required to keep the system operational and yet continue to expand its offerings
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