21 research outputs found
A BCI m-Learning System
Mobile learning can help in evolving students learning strength and comprehension skills. A connection is required to enable such devices communicate between each other. Brain-Computer Interface (BCI) can read brain signals and transform them into readable information. For instance, an instructor can use such device to track interest, stress level, and engagement of his students. We propose in this paper a mobile learning system that can transpose text-to-picture (TTP) to illustrate the content of Arabic stories and synchronize information with connected devices in a private wireless mesh network. The device of the instructor can connect the internet to download further illustrative information. It shares Wireless and Bluetooth connection with at least one student. Therefore, students can share the connection between each other to synchronize information on their devices. BCI devices are used to navigate, answer questions, and get to track students' performance. The aim of our educational system is to establish a private wireless mesh network that can operate in a dynamic environment.qscienc
An educational ontology-based M-learning system
Smart devices applications can assist young children in improving their learning capabilities and comprehension skills. However most of learning applications are built without taking into consideration the effective needs and background of Arab users. They are somehow incompatible with their local environment and culture. We propose in this paper a mobile-based educational system that displays illustrations automatically to characterize the content of children' stories on animal domain, and we use some intelligent technique to answer users' questions using an educational ontology. The generation of illustrations passes through different phases which include text processing, extraction of word-to-word relationships, building and accessing an ontology, and using Internet search engines for retrieval of complimentary information. The system can be used also by instructors to teach the children in a nonconventional manner. They can customize semantically the structure of the questions and determine how the answers will be displayed. In order to customize questions and answers, we have defined a semantic infrastructure to define the logic of terms, and the workflow of answers. The aim of our system is to improve the children educational skills to grasp vocabulary and grammar using multimedia with a portable smart device which includes observation, comprehension, realization, and deduction. Children will then be able to continue learning outside the limited time of their schools and from any location.Scopu
Arabic Natural Language Processing: Framework For Translative Technology For Children With Hearing Impairments
hildren with hearing impairments (HI) often face many educational, communicational and societal challenges. Arabic Natural Language Processing can be used to develop several key technologies that may alleviate cognitive and language learning difficulties children with HI face in the Arab world. In this study, we propose a system design that provides the following component functionalities: (1) Multimedia translation elements that can be dynamically generated based on Arabic text, (2)3D Avatar based text-to-video translation (from Arabic text to Qatari Sign Language),involving manual and non manual signals, (3)Emergency phone based system that translates Arabic text to Qatari Sign Language Video and vice versa, and (4) Multi component system designed to be mobilized and used on various platforms. This system involves the use of Arabic Natural Language Processing, Arabic word and video Ontologies, and customized engine querying. The objective of the presented system framework is to provide translational and cognitive assistive technology to individuals with HI and empower their autonomous capacities.qscienc
An Arabic Text-to-Picture Mobile Learning System
Handled devices and software applications are susceptible to ameliorate learning strength, awareness, and career development. Many mobile-based learning applications are obtainable from the market but Arabic learning shortage is not taken in consideration. We conduct an Arabic Text-to-Picture (TTP) mobile educational application which performs knowledge extraction and concept analysis to generate pictures that represent the content of the Arabic text. The knowledge extraction is based on Arabic semantic models cover important scopes for young children and new Arabic learners (i.e., grammar, nature, animals). The concept analysis uses semantic reasoning, semantic rules, and Arabic natural text processing (NLP) tool to identify word-to-word relationships. The retrieval of images is done spontaneously from local repository and online search engine (i.e., Google or Bing). The instructor can select the Arabic educational content, get semi-automatic generated pictures, and use them for explanation. Preliminary results show improvement in Arabic learning strength and memorization.qscienc
Using virtual reality to allow paramedics to familiarise themselves with a new ambulance patient compartment design
Background: Virtual reality (VR) is still an evolving domain that presents a versatile medium to simulate various environments and scenarios that can be easily reset between users, which can be particularly useful for training purposes. In this pilot study, we recreated the interior of a modular ambulance patient compartment with elements that can be moved and also had access to the real physical ambulance with the same interior design and equipment. The primary objective of this study was to determine the usability of the VR patient compartment in terms of functionality and sense of presence.
Methods: Paramedics were invited to take part in this pilot study which involved them attending a 15-minute presentation about ambulance safety and ergonomics, familiarise themselves with the VR equipment, position the modular elements of the ambulance patient compartment in the VR or real setting (and vice versa), and complete a questionnaire corresponding to the task completed and adapted from an existing tool. They were unknowingly timed during the activities inside the real and VR ambulance for comparative purposes.
Results: Twenty-seven participants were recruited, 77.8% of whom had no prior VR experience. On the 7-point Likert scale questionnaire, the participants scored the various aspects of usability (ease of grabbing elements, ease of recognising fixed/movable elements, distinguishing close from far objects, ease of “playing” the game…) between 5.59 to 6.26 and their sense of presence as 6.11 (SD = 1.121). Participants were faster arranging the modular elements in the VR setting than in the real one (8.78 min, SD = 4.47 versus 13.05 min, SD = 5.04).
Conclusion: VR technology and potential applications are still rapidly developing. This pilot study shows promising results in terms of ease of use and sense of presence for the paramedics. This demonstrates that VR can be used for interactive familiarisation with an environment such as an ambulance patient compartment and can be used to assist in their design
Smart ambulance system for highlighting emergency-routes
An ambulance is a vehicle equipped with medical devices to guarantee the transportation of patients to healthcare institutions such as specialized hospitals and general hospitals. They are designed to allow paramedics access them promptly to provide required treatment and emergency care while transporting patients. In a life-threatening emergency, it is necessary to paramedics to act quickly and carry patients promptly even if there is traffic. In fact, the traffic and congestion delay significantly the movement of the ambulance. Drivers who are near the ambulance can make prompt action to give space to the ambulance. But drivers who are far from the ambulance will not take any action until they notice the ambulance behind them. In other words, those drivers are not aware of the active emergency-route chosen by the ambulance. Several solutions have been developed to improve the responsiveness of ambulances to reach patients and hospitals faster. However, these solutions are not considering the emergency-route selected by ambulances resulting in delays in responsiveness. In this paper, we propose a smart ambulance system that takes into consideration highlighting emergency-routes. The solution is a type of smart healthcare emergency applications that is designed to progress the ambulance infrastructure. It aims to keep drivers aware of the emergency-routes chosen by ambulances. The system is composed of server application, user emergency end-user application and paramedic end-user application. The server is responsible about managing messages between end-user applications. The user emergency application is designed to show mainly the location of the patient and the location of the ambulance(s). And the paramedic application is designed to locate the patient and find the appropriate hospital. Based on initial assessment using questionnaire, the proposed system showed it can improve the transportation time of patients. - 2019 IEEE.This publication was made possible by a grant from Lynexe Research and Development Center. The findings achieved herein are solely the responsibility of the author(s) and do not necessarily represent the official views of other parties.Scopu
An Educational Ontology-based M-Learning System
Smart devices applications can assist young children in improving their learning capabilities and comprehension skills. However most of learning applications are built without taking into consideration the effective needs and background of Arab users. They are somehow incompatible with their local environment and culture. We propose in this paper a mobile-based educational system that displays illustrations automatically to characterize the content of children' stories on animal domain, and we use some intelligent technique to answer users' questions using an educational ontology. The generation of illustrations passes through different phases which include text processing, extraction of word-to-word relationships, building and accessing an ontology, and using Internet search engines for retrieval of complimentary information. The system can be used also by instructors to teach the children in a nonconventional manner. They can customize semantically the structure of the questions and determine how the answers will be displayed. In order to customize questions and answers, we have defined a semantic infrastructure to define the logic of terms, and the workflow of answers. The aim of our system is to improve the children educational skills to grasp vocabulary and grammar using multimedia with a portable smart device which includes observation, comprehension, realization, and deduction. Children will then be able to continue learning outside the limited time of their schools and from any location.Scopu
An Educational Ontology-based M-Learning System
Smart devices applications can assist young children in improving their learning capabilities and comprehension skills. However most of learning applications are built without taking into consideration the effective needs and background of Arab users. They are somehow incompatible with their local environment and culture. We propose in this paper a mobile-based educational system that displays illustrations automatically to characterize the content of children’ stories on animal domain, and we use some intelligent technique to answer users’ questions using an educational ontology. The generation of illustrations passes through different phases which include text processing, extraction of word-to-word relationships, building and accessing an ontology, and using Internet search engines for retrieval of complimentary information. The system can be used also by instructors to teach the children in a non-conventional manner. They can customize semantically the structure of the questions and determine how the answers will be displayed. In order to customize questions and answers, we have defined a semantic infrastructure to define the logic of terms, and the workflow of answers. The aim of our system is to improve the children educational skills to grasp vocabulary and grammar using multimedia with a portable smart device which includes observation, comprehension, realization, and deduction. Children will then be able to continue learning outside the limited time of their schools and from any location
A Reverse MultipleChoice Based mLearning System
Mobile learning can help in accelerating the students' learning strengths and comprehension skills. Due to the immediacy and effectiveness of mobile learning, many mobile educational systems with diverse assessments techniques have been proposed. However, we observe a common limitation in existing assessments techniques, such as, the learner cannot correlate question and answer choices or freely adapt answers in a given multiple-choice question, often resulting in incorrect assessment grade. In the current work, we present a reverse multiple-choice mobile learning system that is based on knowledge acquisition. Using a knowledge base, a set of answer choices will be created for a multiple-choice question. For each of one or more of the incorrect answers, a follow-up query is generated for which the incorrect answer is correct. The goal is to find, via a query, an optimal association between the incorrect answers and the correct answer. The user studies of the proposed system demonstrated its efficiency and effectiveness. Keywords-Mobile Learning, Knowledge Acquisition, Multiple Choice, Expert Systems.I. IntroductionNowadays, mobile devices opened a new horizon for learning. As most people own handheld private portable smart phones, this has become main medium of connectivity and reexamination. Using smart-devices for learning is beneficial and attractive as the learner can access educational materials and access assessment exercises at any time. However, existing assessment technique such as multiple-choice technique [1] does not enable a learner to modify answers in the given multiple-choice question resulting inaccurate assessment grade. For this reason, the attested research work was to extend the former multiple-answers question technique with the ability of selecting wrong answers in mobile learning scope. Thus, extra-assessments will be carried out to assess the knowledge of the learner using the selected wrong answer. II. Review of the LiteratureSeveral mobile learning applications have been proposed due to their ability in providing more engaging and successful learning environments [2]. Chen et al. [3] proposed a mobile learning system that provides multistage guiding mechanisms when the student selects wrong answer in a multiple-choice question. The proposed system enhanced the learning achievements of students and their learning motivation. Huang et al. [4] developed a mobile learning tool to improve learning the English language for foreign language (EFL) students. The tool uses 5-step vocabulary learning (FSVL) strategy. Thus, it employs the former multiple-choice questions in order to assess the learning of students. Koorsse et al. [5] proposed a mobile based system that uses two multiple-choice assessment methods. The assessment methods use self-regulated principles to support the learning of students in the secondary school of science and mathematics. As many mobile based educational systems have been proposed, adapting multiple-choice questions according to a selected wrong answer was not considered in previous mobile based educational systems. Hence, our system can be used to enhance the learning assessments of learners.III. The Proposed SystemOur proposed system provides educational content and uses a novel assessment technique based on reverse-multiple choice [6]. The system can be used in classroom to assess the learning of students. The proposed system covers: 1) presentation of educational content, 2) generation of multiple-choice based questions including their follow-up queries, and 3) performance analysis of the student. For the presentation of the content, we have created an educational depository that contains collection of educational stories. These stories are collected from diverse online ebook libraries such as MagicBlox library [7], BookRix [8], and others. For the multiple-choice questions, we start with the familiar multiple-choice format [1], which we call "Reverse Multiple-Choice Method" (RMCM). The question uses the power of wrong answer choices not just as "distractors," but to extract information about students' depth of learning from brief, machine gradable answers. RMCM question asks a student to weigh why a particular answer choice is incorrect, identify segment(s) of the query on which the answer turns, then change those segment(s) to make it correct. Indeed, the examiner must carefully select the answer choices for a multiple-choice query, but RMCM question databanks have lasting value and high re-usability; even having seen a question earlier, an examinee must answer it thoughtfully. The RMCM approach suits m-learning environments especially, since thinking comprises most effort and actual answers are brief. Eventually, for the performance analysis of students, we use the total number of correct answers done by the student to assess his/her performance. When a reverse multiple-choice option is employed, the grade will be computed according to the number of correct attempts achieved by the student. Thus, for every wrong attempt the performance is decreased by certain percentage.qscienc
Cognitive technology for children with hearing impairments
Lack of specialists, speech instructors and sign language instructors in the Arab world have led to the impediment of the education and cognitive development for children with Hearing Impairments (HI). The objective of this research is to investigate the needs of people with HI in the Arab world, and propose a system design that would help alleviate the challenges they face. The proposed system framework is centered on Arabic-based Natural Language Processing, with the objectives focused on presenting a multiple component educational system that utilizes multimedia-based learning, to enhance the cognitive and communication skills of children with HI. 2016 IEEE.Scopu