1,150 research outputs found

    Personalisation and recommender systems in digital libraries

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    Widespread use of the Internet has resulted in digital libraries that are increasingly used by diverse communities of users for diverse purposes and in which sharing and collaboration have become important social elements. As such libraries become commonplace, as their contents and services become more varied, and as their patrons become more experienced with computer technology, users will expect more sophisticated services from these libraries. A simple search function, normally an integral part of any digital library, increasingly leads to user frustration as user needs become more complex and as the volume of managed information increases. Proactive digital libraries, where the library evolves from being passive and untailored, are seen as offering great potential for addressing and overcoming these issues and include techniques such as personalisation and recommender systems. In this paper, following on from the DELOS/NSF Working Group on Personalisation and Recommender Systems for Digital Libraries, which met and reported during 2003, we present some background material on the scope of personalisation and recommender systems in digital libraries. We then outline the working group’s vision for the evolution of digital libraries and the role that personalisation and recommender systems will play, and we present a series of research challenges and specific recommendations and research priorities for the field

    Adaptable Web content for e-learning communities

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    In this paper we explore an easy-to-use methodology aimed to optimise the design, construction and maintenance processes of Web-based educational material, which leverages on adaptive features to foster re-use and sharing between educational communities. Our approach is easier than those proposed by other organizations in the sense that it borrows the principal idea of describing learning material through meta-information (about properties and structures of the educational contents and the existing relationships between them), but discards the inherent complexity typical of their richer categorization schemas that may overwhelm the authors\u27 task. This simplification will favour, in our opinion, a more light-weight and more rapid production and delivery of educational content

    Third international workshop on Authoring of adaptive and adaptable educational hypermedia (A3EH), Amsterdam, 18-22 July, 2005

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    The A3EH follows a successful series of workshops on Adaptive and Adaptable Educational Hypermedia. This workshop focuses on models, design and authoring of AEH, on assessment of AEH, conversion between AEH and evaluation of AEH. The workshop has paper presentations, poster session and panel discussions

    A generic architecture for interactive intelligent tutoring systems

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    This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University, 07/06/2001.This research is focused on developing a generic intelligent architecture for an interactive tutoring system. A review of the literature in the areas of instructional theories, cognitive and social views of learning, intelligent tutoring systems development methodologies, and knowledge representation methods was conducted. As a result, a generic ITS development architecture (GeNisa) has been proposed, which combines the features of knowledge base systems (KBS) with object-oriented methodology. The GeNisa architecture consists of the following components: a tutorial events communication module, which encapsulates the interactive processes and other independent computations between different components; a software design toolkit; and an autonomous knowledge acquisition from a probabilistic knowledge base. A graphical application development environment includes tools to support application development, and learning environments and which use a case scenario as a basis for instruction. The generic architecture is designed to support client-side execution in a Web browser environment, and further testing will show that it can disseminate applications over the World Wide Web. Such an architecture can be adapted to different teaching styles and domains, and reusing instructional materials automatically can reduce the effort of the courseware developer (hence cost and time) in authoring new materials. GeNisa was implemented using Java scripts, and subsequently evaluated at various commercial and academic organisations. Parameters chosen for the evaluation include quality of courseware, relevancy of case scenarios, portability to other platforms, ease of use, content, user-friendliness, screen display, clarity, topic interest, and overall satisfaction with GeNisa. In general, the evaluation focused on the novel characteristics and performances of the GeNisa architecture in comparison with other ITS and the results obtained are discussed and analysed. On the basis of the experience gained during the literature research and GeNisa development and evaluation. a generic methodology for ITS development is proposed as well as the requirements for the further development of ITS tools. Finally, conclusions are drawn and areas for further research are identified

    Supporting authoring of adaptive hypermedia

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    It is well-known that students benefit from personalised attention. However, frequently teachers are unable to provide this, most often due to time constraints. An Adaptive Hypermedia (AH) system can offer a richer learning experience, by giving personalised attention to students. The authoring process, however, is time consuming and cumbersome. Our research explores the two main aspects to authoring of AH: authoring of content and adaptive behaviour. The research proposes possible solutions, to overcome the hurdles towards acceptance of AH in education. Automation methods can help authors, for example, teachers could create linear lessons and our prototype can add content alternatives for adaptation. Creating adaptive behaviour is more complex. Rule-based systems, XML-based conditional inclusion, Semantic Web reasoning and reusable, portable scripting in a programming language have been proposed. These methods all require specialised knowledge. Hence authoring of adaptive behaviour is difficult and teachers cannot be expected to create such strategies. We investigate three ways to address this issue. 1. Reusability: We investigate limitations regarding adaptation engines, which influence the authoring and reuse of adaptation strategies. We propose a metalanguage, as a supplement to the existing LAG adaptation language, showing how it can overcome such limitations. 2. Standardisation: There are no widely accepted standards for AH. The IMSLearning Design (IMS-LD) specification has similar goals to Adaptive Educational Hypermedia (AEH). Investigation shows that IMS-LD is more limited in terms of adaptive behaviour, but the authoring process focuses more on learning sequences and outcomes. 3. Visualisation: Another way is to simplify the authoring process of strategies using a visual tool. We define a reference model and a tool, the Conceptual Adaptation Model (CAM) and GRAPPLE Authoring Tool (GAT), which allow specification of an adaptive course in a graphical way. A key feature is the separation between content, strategy and adaptive course, which increases reusability compared to approaches that combine all factors in one model

    SMIL State: an architecture and implementation for adaptive time-based web applications

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    In this paper we examine adaptive time-based web applications (or presentations). These are interactive presentations where time dictates which parts of the application are presented (providing the major structuring paradigm), and that require interactivity and other dynamic adaptation. We investigate the current technologies available to create such presentations and their shortcomings, and suggest a mechanism for addressing these shortcomings. This mechanism, SMIL State, can be used to add user-defined state to declarative time-based languages such as SMIL or SVG animation, thereby enabling the author to create control flows that are difficult to realize within the temporal containment model of the host languages. In addition, SMIL State can be used as a bridging mechanism between languages, enabling easy integration of external components into the web application. Finally, SMIL State enables richer expressions for content control. This paper defines SMIL State in terms of an introductory example, followed by a detailed specification of the State model. Next, the implementation of this model is discussed. We conclude with a set of potential use cases, including dynamic content adaptation and delayed insertion of custom content such as advertisements. © 2009 Springer Science+Business Media, LLC

    A framework for the assembly and delivery of multimodal graphics in E-learning environments

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    In recent years educators and education institutions have embraced E-Learning environments as a method of delivering content to and communicating with their learners. Particular attention needs to be paid to the accessibility of the content that each educator provides. In relation to graphics, content providers are instructed to provide textual alternatives for each graphic using either the “alt” attribute or the “longdesc” attribute of the HTML IMG tag. This is not always suitable for graphical concepts inherent in technical topics due to the spatial nature of the information. As there is currently no suggested alternative to the use of textual descriptions in E-Learning environments, blind learners are at a significant disadvantage when attempting to learn Science, Technology, Engineering or Mathematical (STEM) subjects online. A new approach is required that will provide blind learners with the same learning capabilities enjoyed by their sighted peers in relation to graphics. Multimodal graphics combine the modalities of sound and touch in order to deliver graphical concepts to blind learners. Although they have proven successful, they can be time consuming to create and often require expertise in accessible graphic design. This thesis proposes an approach based on mainstream E-Learning techniques that can support non-experts in the assembly of multimodal graphics. The approach is known as the Multimodal Graphic Assembly and Delivery Framework (MGADF). It exploits a component based Service Oriented Architecture (SOA) to provide non experts with the ability to assemble multimodal graphics and integrate them into mainstream E-Learning environments. This thesis details the design of the system architecture, information architecture and methodologies of the MGADF. Proof of concept interfaces were implemented, based on the design, that clearly demonstrate the feasibility of the approach. The interfaces were used in an end-user evaluation that assessed the benefits of a component based approach for non-expert multimodal graphic producers
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