19,043 research outputs found

    Collaborative trails in e-learning environments

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    This deliverable focuses on collaboration within groups of learners, and hence collaborative trails. We begin by reviewing the theoretical background to collaborative learning and looking at the kinds of support that computers can give to groups of learners working collaboratively, and then look more deeply at some of the issues in designing environments to support collaborative learning trails and at tools and techniques, including collaborative filtering, that can be used for analysing collaborative trails. We then review the state-of-the-art in supporting collaborative learning in three different areas – experimental academic systems, systems using mobile technology (which are also generally academic), and commercially available systems. The final part of the deliverable presents three scenarios that show where technology that supports groups working collaboratively and producing collaborative trails may be heading in the near future

    Trust based collaborative filtering

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    k-nearest neighbour (kNN) collaborative filtering (CF), the widely successful algorithm supporting recommender systems, attempts to relieve the problem of information overload by generating predicted ratings for items users have not expressed their opinions about; to do so, each predicted rating is computed based on ratings given by like-minded individuals. Like-mindedness, or similarity-based recommendation, is the cause of a variety of problems that plague recommender systems. An alternative view of the problem, based on trust, offers the potential to address many of the previous limiations in CF. In this work we present a varation of kNN, the trusted k-nearest recommenders (or kNR) algorithm, which allows users to learn who and how much to trust one another by evaluating the utility of the rating information they receive. This method redefines the way CF is performed, and while avoiding some of the pitfalls that similarity-based CF is prone to, outperforms the basic similarity-based methods in terms of prediction accuracy

    RiPLE: Recommendation in Peer-Learning Environments Based on Knowledge Gaps and Interests

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    Various forms of Peer-Learning Environments are increasingly being used in post-secondary education, often to help build repositories of student generated learning objects. However, large classes can result in an extensive repository, which can make it more challenging for students to search for suitable objects that both reflect their interests and address their knowledge gaps. Recommender Systems for Technology Enhanced Learning (RecSysTEL) offer a potential solution to this problem by providing sophisticated filtering techniques to help students to find the resources that they need in a timely manner. Here, a new RecSysTEL for Recommendation in Peer-Learning Environments (RiPLE) is presented. The approach uses a collaborative filtering algorithm based upon matrix factorization to create personalized recommendations for individual students that address their interests and their current knowledge gaps. The approach is validated using both synthetic and real data sets. The results are promising, indicating RiPLE is able to provide sensible personalized recommendations for both regular and cold-start users under reasonable assumptions about parameters and user behavior.Comment: 25 pages, 7 figures. The paper is accepted for publication in the Journal of Educational Data Minin

    Towns conquer: a gamified application to collect geographical names (vernacular names/toponyms)

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    The traditional model for geospatial crowd sourcing asks the public to use their free time collecting geospatial data for no obvious reward. This model has shown to work very well on projects such as Open Street Map, but comes with some clear disadvantages such as reliance on small communities of ‘Neo-geographers’ and variability in quality and content of collected data. This project aims at tackling these problems by providing alternative motivation specifically a smartphone based computer game service. Geographical names (vernacular names/ toponyms) have been identified as potential targets as they are difficult to collect on a large scale and easy to collect locally, thus ideal for crowd sourcing. The data set will be a toponyms database provided by the Spanish National Geographic Institute (IGN Spain). A location based game is targeted as it is easy to guide data collection with in-game rewards (prizes, points, badges etc.). Android is chosen for its accessible API and wide use

    Personalization in cultural heritage: the road travelled and the one ahead

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    Over the last 20 years, cultural heritage has been a favored domain for personalization research. For years, researchers have experimented with the cutting edge technology of the day; now, with the convergence of internet and wireless technology, and the increasing adoption of the Web as a platform for the publication of information, the visitor is able to exploit cultural heritage material before, during and after the visit, having different goals and requirements in each phase. However, cultural heritage sites have a huge amount of information to present, which must be filtered and personalized in order to enable the individual user to easily access it. Personalization of cultural heritage information requires a system that is able to model the user (e.g., interest, knowledge and other personal characteristics), as well as contextual aspects, select the most appropriate content, and deliver it in the most suitable way. It should be noted that achieving this result is extremely challenging in the case of first-time users, such as tourists who visit a cultural heritage site for the first time (and maybe the only time in their life). In addition, as tourism is a social activity, adapting to the individual is not enough because groups and communities have to be modeled and supported as well, taking into account their mutual interests, previous mutual experience, and requirements. How to model and represent the user(s) and the context of the visit and how to reason with regard to the information that is available are the challenges faced by researchers in personalization of cultural heritage. Notwithstanding the effort invested so far, a definite solution is far from being reached, mainly because new technology and new aspects of personalization are constantly being introduced. This article surveys the research in this area. Starting from the earlier systems, which presented cultural heritage information in kiosks, it summarizes the evolution of personalization techniques in museum web sites, virtual collections and mobile guides, until recent extension of cultural heritage toward the semantic and social web. The paper concludes with current challenges and points out areas where future research is needed
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