226 research outputs found

    UAV surveying for a complete mapping and documentation of archaeological findings. The early Neolithic site of Portonovo

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    The huge potential of 3D digital acquisition techniques for the documentation of archaeological sites, as well as the related findings, is almost well established. In spite of the variety of available techniques, a sole documentation pipeline cannot be defined a priori because of the diversity of archaeological settings. Stratigraphic archaeological excavations, for example, require a systematic, quick and low cost 3D single-surface documentation because the nature of stratigraphic archaeology compels providing documentary evidence of any excavation phase. Only within a destructive process each single excavation cannot be identified, documented and interpreted and this implies the necessity of a re- examination of the work on field. In this context, this paper describes the methodology, carried out during the last years, to 3D document the Early Neolithic site of Portonovo (Ancona, Italy) and, in particular, its latest step consisting in a photogrammetric aerial survey by means of UAV platform. It completes the previous research delivered in the same site by means of terrestrial laser scanning and close range techniques and sets out different options for further reflection in terms of site coverage, resolution and campaign cost. With the support of a topographic network and a unique reference system, the full documentation of the site is managed in order to detail each excavation phase; besides, the final output proves how the 3D digital methodology can be completely integrated with reasonable costs during the excavation and used to interpret the archaeological context. Further contribution of this work is the comparison between several acquisition techniques (i.e. terrestrial and aerial), which could be useful as decision support system for different archaeological scenarios. The main objectives of the comparison are: i) the evaluation of 3D mapping accuracy from different data sources, ii) the definition of a standard pipeline for different archaeological needs and iii) the provision of different level of detail according to the user need

    Effects of network topology on the OpenAnswer’s Bayesian model of peer assessment

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    The paper investigates if and how the topology of the peer assessment network can affect the performance of the Bayesian model adopted in Ope nAnswer. Performance is evaluated in terms of the comparison of predicted grades with actual teacher’s grades. The global network is built by interconnecting smaller subnetworks, one for each student, where intra subnetwork nodes represent student's characteristics, and peer assessment assignments make up inter subnetwork connections and determine evidence propagation. A possible subset of teacher graded answers is dynamically determined by suitable selec tion and stop rules. The research questions addressed are: RQ1) “does the topology (diameter) of the network negatively influence the precision of predicted grades?”̀ in the affirmative case, RQ2) “are we able to reduce the negative effects of high diameter networks through an appropriate choice of the subset of students to be corrected by the teacher?” We show that RQ1) OpenAnswer is less effective on higher diameter topologies, RQ2) this can be avoided if the subset of corrected students is chosen considering the network topology

    A contingency analysis of LeActiveMath's learner model

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    We analyse how a learner modelling engine that uses belief functions for evidence and belief representation, called xLM, reacts to different input information about the learner in terms of changes in the state of its beliefs and the decisions that it derives from them. The paper covers xLM induction of evidence with different strengths from the qualitative and quantitative properties of the input, the amount of indirect evidence derived from direct evidence, and differences in beliefs and decisions that result from interpreting different sequences of events simulating learners evolving in different directions. The results here presented substantiate our vision of xLM is a proof of existence for a generic and potentially comprehensive learner modelling subsystem that explicitly represents uncertainty, conflict and ignorance in beliefs. These are key properties of learner modelling engines in the bizarre world of open Web-based learning environments that rely on the content+metadata paradigm

    Up and down the number line: modelling collaboration in contrasting school and home environments

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    This paper is concerned with user modelling issues such as adaptive educational environments, adaptive information retrieval, and support for collaboration. The HomeWork project is examining the use of learner modelling strategies within both school and home environments for young children aged 5 – 7 years. The learning experience within the home context can vary considerably from school especially for very young learners, and this project focuses on the use of modelling which can take into account the informality and potentially contrasting learning styles experienced within the home and school

    Approximate modelling of the multi-dimensional learner

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    This paper describes the design of the learner modelling component of the LeActiveMath system, which was conceived to integrate modelling of learners' competencies in a subject domain, motivational and affective dispositions and meta-cognition. This goal has been achieved by organising learner models as stacks, with the subject domain as ground layer and competency, motivation, affect and meta-cognition as upper layers. A concept map per layer defines each layer's elements and internal structure, and beliefs are associated to the applications of elements in upper-layers to elements in lower-layers. Beliefs are represented using belief functions and organised in a network constructed as the composition of all layers' concept maps, which is used for propagation of evidence

    L’Open Source per i Musei: il tour virtuale del Museo delle Origini (Sapienza Università di Roma)

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    The project involves the setting up of a virtual tour for the Museum of the Origins, namely the Museum of Prehistory and Protohistory at the Sapienza University of Rome Museum Pole. The virtual tour has been developed through open source technologies: a low-cost approach was pursued to provide a work-flow example for other museum sites wishing to acquire this promotion tool. The final product was designed both for museum use (in-site) and for a web spread (web-site)

    Exploratory versus Explanatory Visual Learning Analytics: Driving Teachers’ Attention through Educational Data Storytelling

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    From a human-centred computing perspective, supporting the interpretation of educational dashboards and visualizations by the people intended to use them exposes critical design challenges that may often be trivialized. Empirical evidence already shows that “usable” visualizations are not necessarily effective from an educational perspective. Since an educator’s interpretation of visualized data is essentially the construction of a narrative about student progress, in this paper, we propose the concept of “Educational Data Storytelling” as an approach for explaining student data by aligning educational visualizations with the intended learning design. We present a pilot study that explores the effectiveness of these data storytelling elements based on educator responses to prototypes by analyzing the kinds of stories they articulate, their eye-tracking behaviour, and their preferences after inspecting a series of student data visualizations. The dual purpose is to understand the contribution of each visual element for data storytelling, as well as the effectiveness of the enhancements when combined.</jats:p

    A game-based corpus for analysing the interplay between game context and player experience

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    Recognizing players’ affective state while playing video games has been the focus of many recent research studies. In this paper we describe the process that has been followed to build a corpus based on game events and recorded video sessions from human players while playing Super Mario Bros. We present different types of information that have been extracted from game context, player preferences and perception of the game, as well as user features, automatically extracted from video recordings. We run a number of initial experiments to analyse players’ behavior while playing video games as a case study of the possible use of the corpus.peer-reviewe
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