12,602 research outputs found

    The design and implementation of an adaptive e-learning system

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    This paper describes the design and implementation of an adaptive e-learning system that provides a template for different learning materials as well as a student model that incorporates five distinct student characteristics as an aid to learning: primary characteristics are prior knowledge, learning style and the presence or absence of animated multimedia aids (multimedia mode); secondary characteristics include page background preference and link colour preference. The use of multimedia artefacts as a student characteristic has not previously been implemented or evaluated. The system development consists of a requirements analysis, design and implementation. The design models including use case diagrams, conceptual design, sequence diagrams, navigation design and presentation design are expressed using Unified Modelling Language (UML). The adaptive e-learning system was developed in a template implemented using Java Servlets, XHTML, XML, JavaScript and HTML. The template is a domain-independent adaptive e-learning system that has functions of both adaptivity and adaptability

    Powtoon: a Digital Medium to Optimize Students' Cultural Presentation in ELT Classroom

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    Facing industrial revolution 4.0 requires university students to provide themselves with a skill that they can use to compete with machines or computers. One of the skills is negotiation which involves mastering language, especially English as a means of International communication. However, learning English as a foreign language is not as easy as it seems. The students need to use a proper learning media which match their characteristics as digital native and motivate them in learning English such as multimedia. By using multimedia, the students will not only learn about language but also the skill about how to use the media or a computer to come up with industrial revolution 4.0. Thus, the researchers who are English lecturers aimed to encourage students in Universitas Teknokrat Indonesia (UTI) to use more web-based medium as a medium in learning English in a class, exclusively Powtoon. This research used a qualitative method since it disclosed how UTI students use Powtoon in a class and what their opinion toward Powtoon for learning English. During the research, the students used Powtoon in a class as a presentation medium for a half-semester because after mid-test they were divided into 13 groups to present the topics given by the lecturer. For each meeting, there were 2-3 groups presentation. At the end of the semester, the students were given questionnaire related to multimedia usage and responded that they felt motivated in learning English by using technology especially Powtoon. As a result, using a web-based medium in learning English can increase not only student's ability to language but also technology

    Individual and Domain Adaptation in Sentence Planning for Dialogue

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    One of the biggest challenges in the development and deployment of spoken dialogue systems is the design of the spoken language generation module. This challenge arises from the need for the generator to adapt to many features of the dialogue domain, user population, and dialogue context. A promising approach is trainable generation, which uses general-purpose linguistic knowledge that is automatically adapted to the features of interest, such as the application domain, individual user, or user group. In this paper we present and evaluate a trainable sentence planner for providing restaurant information in the MATCH dialogue system. We show that trainable sentence planning can produce complex information presentations whose quality is comparable to the output of a template-based generator tuned to this domain. We also show that our method easily supports adapting the sentence planner to individuals, and that the individualized sentence planners generally perform better than models trained and tested on a population of individuals. Previous work has documented and utilized individual preferences for content selection, but to our knowledge, these results provide the first demonstration of individual preferences for sentence planning operations, affecting the content order, discourse structure and sentence structure of system responses. Finally, we evaluate the contribution of different feature sets, and show that, in our application, n-gram features often do as well as features based on higher-level linguistic representations

    Ontological Approaches to Modelling Narrative

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    We outline a simple taxonomy of approaches to modelling narrative, explain how these might be realised ontologically, and describe our continuing work to apply these techniques to the problem of Memories for Life

    Generating collaborative systems for digital libraries: A model-driven approach

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    This is an open access article shared under a Creative Commons Attribution 3.0 Licence (http://creativecommons.org/licenses/by/3.0/). Copyright @ 2010 The Authors.The design and development of a digital library involves different stakeholders, such as: information architects, librarians, and domain experts, who need to agree on a common language to describe, discuss, and negotiate the services the library has to offer. To this end, high-level, language-neutral models have to be devised. Metamodeling techniques favor the definition of domainspecific visual languages through which stakeholders can share their views and directly manipulate representations of the domain entities. This paper describes CRADLE (Cooperative-Relational Approach to Digital Library Environments), a metamodel-based framework and visual language for the definition of notions and services related to the development of digital libraries. A collection of tools allows the automatic generation of several services, defined with the CRADLE visual language, and of the graphical user interfaces providing access to them for the final user. The effectiveness of the approach is illustrated by presenting digital libraries generated with CRADLE, while the CRADLE environment has been evaluated by using the cognitive dimensions framework

    Towards a multimedia formatting vocabulary

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    Time-based, media-centric Web presentations can be described declaratively in the XML world through the development of languages such as SMIL. It is difficult, however, to fully integrate them in a complete document transformation processing chain. In order to achieve the desired processing of data-driven, time-based, media-centric presentations, the text-flow based formatting vocabularies used by style languages such as XSL, CSS and DSSSL need to be extended. The paper presents a selection of use cases which are used to derive a list of requirements for a multimedia style and transformation formatting vocabulary. The boundaries of applicability of existing text-based formatting models for media-centric transformations are analyzed. The paper then discusses the advantages and disadvantages of a fully-fledged time-based multimedia formatting model. Finally, the discussion is illustrated by describing the key properties of the example multimedia formatting vocabulary currently implemented in the back-end of our Cuypers multimedia transformation engine

    Automatic Multimedia Creation Enriched with Dynamic Conceptual Data

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    There is a growing gap between the multimedia production and the context centric multimedia services. The main problem is the under-exploitation of the content creation design. The idea is to support dynamic content generation adapted to the user or display profile. Our work is an implementation of a web platform for automatic generation of multimedia presentations based on SMIL (Synchronized Multimedia Integration Language) standard. The system is able to produce rich media with dynamic multimedia content retrieved automatically from different content databases matching the semantic context. For this purpose, we extend the standard interpretation of SMIL tags in order to accomplish a semantic translation of multimedia objects in database queries. This permits services to take benefit of production process to create customized content enhanced with real time information fed from databases. The described system has been successfully deployed to create advanced context centric weather forecasts

    Semantic browsing of digital collections

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    Visiting museums is an increasingly popular pastime. Studies have shown that visitors can draw on their museum experience, long after their visit, to learn new things in practical situations. Rather than viewing a visit as a single learning event, we are interested in ways of extending the experience to allow visitors to access online resources tailored to their interests. Museums typically have extensive archives that can be made available online, the challenge is to match these resources to the visitor’s interests and present them in a manner that facilitates exploration and engages the visitor. We propose the use of knowledge level resource descriptions to identify relevant resources and create structured presentations. A system that embodies this approach, which is in use in a UK museum, is presented and the applicability of the approach to the broader semantic web is discussed

    Applying semantic web technologies to knowledge sharing in aerospace engineering

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    This paper details an integrated methodology to optimise Knowledge reuse and sharing, illustrated with a use case in the aeronautics domain. It uses Ontologies as a central modelling strategy for the Capture of Knowledge from legacy docu-ments via automated means, or directly in systems interfacing with Knowledge workers, via user-defined, web-based forms. The domain ontologies used for Knowledge Capture also guide the retrieval of the Knowledge extracted from the data using a Semantic Search System that provides support for multiple modalities during search. This approach has been applied and evaluated successfully within the aerospace domain, and is currently being extended for use in other domains on an increasingly large scale
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