11,047 research outputs found
One-Class Classification: Taxonomy of Study and Review of Techniques
One-class classification (OCC) algorithms aim to build classification models
when the negative class is either absent, poorly sampled or not well defined.
This unique situation constrains the learning of efficient classifiers by
defining class boundary just with the knowledge of positive class. The OCC
problem has been considered and applied under many research themes, such as
outlier/novelty detection and concept learning. In this paper we present a
unified view of the general problem of OCC by presenting a taxonomy of study
for OCC problems, which is based on the availability of training data,
algorithms used and the application domains applied. We further delve into each
of the categories of the proposed taxonomy and present a comprehensive
literature review of the OCC algorithms, techniques and methodologies with a
focus on their significance, limitations and applications. We conclude our
paper by discussing some open research problems in the field of OCC and present
our vision for future research.Comment: 24 pages + 11 pages of references, 8 figure
Survey of data mining approaches to user modeling for adaptive hypermedia
The ability of an adaptive hypermedia system to create tailored environments depends mainly on the amount and accuracy of information stored in each user model. Some of the difficulties that user modeling faces are the amount of data available to create user models, the adequacy of the data, the noise within that data, and the necessity of capturing the imprecise nature of human behavior. Data mining and machine learning techniques have the ability to handle large amounts of data and to process uncertainty. These characteristics make these techniques suitable for automatic generation of user models that simulate human decision making. This paper surveys different data mining techniques that can be used to efficiently and accurately capture user behavior. The paper also presents guidelines that show which techniques may be used more efficiently according to the task implemented by the applicatio
A Framework for Personalized Content Recommendations to Support Informal Learning in Massively Diverse Information WIKIS
Personalization has proved to achieve better learning outcomes by adapting to specific learners’ needs, interests, and/or preferences. Traditionally, most personalized learning software systems focused on formal learning. However, learning personalization is not only desirable for formal learning, it is also required for informal learning, which is self-directed, does not follow a specified curriculum, and does not lead to formal qualifications. Wikis among other informal learning platforms are found to attract an increasing attention for informal learning, especially Wikipedia. The nature of wikis enables learners to freely navigate the learning environment and independently construct knowledge without being forced to follow a predefined learning path in accordance with the constructivist learning theory. Nevertheless, navigation on information wikis suffer from several limitations. To support informal learning on Wikipedia and similar environments, it is important to provide easy and fast access to relevant content. Recommendation systems (RSs) have long been used to effectively provide useful recommendations in different technology enhanced learning (TEL) contexts. However, the massive diversity of unstructured content as well as user base on such information oriented websites poses major challenges when designing recommendation models for similar environments. In addition to these challenges, evaluation of TEL recommender systems for informal learning is rather a challenging activity due to the inherent difficulty in measuring the impact of recommendations on informal learning with the absence of formal assessment and commonly used learning analytics. In this research, a personalized content recommendation framework (PCRF) for information wikis as well as an evaluation framework that can be used to evaluate the impact of personalized content recommendations on informal learning from wikis are proposed. The presented recommendation framework models learners’ interests by continuously extrapolating topical navigation graphs from learners’ free navigation and applying graph structural analysis algorithms to extract interesting topics for individual users. Then, it integrates learners’ interest models with fuzzy thesauri for personalized content recommendations. Our evaluation approach encompasses two main activities. First, the impact of personalized recommendations on informal learning is evaluated by assessing conceptual knowledge in users’ feedback. Second, web analytics data is analyzed to get an insight into users’ progress and focus throughout the test session. Our evaluation revealed that PCRF generates highly relevant recommendations that are adaptive to changes in user’s interest using the HARD model with rank-based mean average precision (MAP@k) scores ranging between 100% and 86.4%. In addition, evaluation of informal learning revealed that users who used Wikipedia with personalized support could achieve higher scores on conceptual knowledge assessment with average score of 14.9 compared to 10.0 for the students who used the encyclopedia without any recommendations. The analysis of web analytics data show that users who used Wikipedia with personalized recommendations visited larger number of relevant pages compared to the control group, 644 vs 226 respectively. In addition, they were also able to make use of a larger number of concepts and were able to make comparisons and state relations between concepts
Heuristic usability evaluation on games: a modular approach
Heuristic evaluation is the preferred method to assess usability in games when experts conduct this
evaluation. Many heuristics guidelines have been proposed attending to specificities of games but
they only focus on specific subsets of games or platforms. In fact, to date the most used guideline to
evaluate games usability is still Nielsen’s proposal, which is focused on generic software. As a
result, most evaluations do not cover important aspects in games such as mobility, multiplayer
interactions, enjoyability and playability, etc. To promote the usage of new heuristics adapted to
different game and platform aspects we propose a modular approach based on the classification of
existing game heuristics using metadata and a tool, MUSE (Meta-heUristics uSability Evaluation
tool) for games, which allows a rebuild of heuristic guidelines based on metadata selection in order
to obtain a customized list for every real evaluation case. The usage of these new rebuilt heuristic
guidelines allows an explicit attendance to a wide range of usability aspects in games and a better
detection of usability issues. We preliminarily evaluate MUSE with an analysis of two different
games, using both the Nielsen’s heuristics and the customized heuristic lists generated by our tool.Unión Europea PI055-15/E0
Generalizing GAMETH: Inference rule procedure..
In this paper we present a generalisation of GAMETH framework, that play an important role in identifying crucial knowledge. Thus, we have developed a method based on three phases. In the first phase, we have used GAMETH to identify the set of “reference knowledge”. During the second phase, decision rules are inferred, through rough sets theory, from decision assignments provided by the decision maker(s). In the third phase, a multicriteria classification of “potential crucial knowledge” is performed on the basis of the decision rules that have been collectively identified by the decision maker(s).Knowledge Management; Knowledge Capitalizing; Managing knowledge; crucial knowledge;
Natural Language Processing in-and-for Design Research
We review the scholarly contributions that utilise Natural Language
Processing (NLP) methods to support the design process. Using a heuristic
approach, we collected 223 articles published in 32 journals and within the
period 1991-present. We present state-of-the-art NLP in-and-for design research
by reviewing these articles according to the type of natural language text
sources: internal reports, design concepts, discourse transcripts, technical
publications, consumer opinions, and others. Upon summarizing and identifying
the gaps in these contributions, we utilise an existing design innovation
framework to identify the applications that are currently being supported by
NLP. We then propose a few methodological and theoretical directions for future
NLP in-and-for design research
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A software classification scheme
Reusing code is one approach to software reusability. Code is the end product of the software lifecycle. It is delivered in a low level representation that is difficult to reuse unless an almost perfect match exists between available features and required specifications. There is a need to organize large inventories of software such that reusable code is easy to locate and exchange. The relative success in the reuse of code fragments reported by some software factories is due in part to their capacity to encapsulate domain specific functions and create specialized libraries of components classified by these locally standardized functions.A general software classification scheme that organizes reusability related attributes and common functions from different domains is proposed as a partial solution to the software reusability problem. For the problem of selecting from similar, potentially reusable. components, a partial solution based on evaluation of common characteristics is also proposed. A library system is presented that integrates the proposed classification scheme with an evaluation mechanism based on inherent component attributes, programming languages characteristics and reuser experience.The fundamental contribution of this dissertation is a formal treatment of a faceted scheme for software classification leading to better understanding of reusability at the code level. This approach has been prototyped in a library system for the semi-automatic classification of software components. Analysis were performed to evaluate the classification scheme. The results show the potential of the scheme in organizing collections of code fragments, in improving retrieval, and in simplifying the classification process. Tests of the evaluation mechanism showed positive correlation with evaluations conducted by potential reusers
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