109 research outputs found

    Improving Assessment of Students through Semantic Space Construction

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    Assessment is one of the hardest tasks an Intel- ligent Tutoring System has to perform. It involves different and sometimes uncorrelated sub-tasks: building a student model to define her needs, defining tools and procedures to perform tests, understanding students’ replies to system prompts, defining suitable procedures to evaluate the correctness of students’ replies, and strategies to improve students’ abilities after the assessment session. In this work we present an improvement of our system, TutorJ, with particular attention to the assessment phase. Many tutoring systems offer only a limited set of assessment options like multiple-choice questions, fill-in-the-blanks tests or other types of predefined replies obtained through graphical widgets (radio-buttons, text-areas). This limited set of solutions makes interaction poor and unable to satisfy the users’ needs. Our interest is to enrich interaction with dialog in natural language. In this respect, the assessment problem is strictly connected to natural language understanding. The preliminary step is indeed to understand questions and replies of the student. We have reviewed the system design in the framework of a cognitive architecture with the aim to reach a double result: the reduction of the effort for the construction of the knowledge base and the improvement of the system capabilities in the assessment process. To this aim a new common semantic space has been defined and implemented. The entire architecture is oriented to intuitive and natural interaction

    A Map-Based Visualization Tool To Support Tutors In E-Learning 2.0

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    Web 2.0 regards essentially the social issues about the new usage of web applications, but participative web and user generated contents induce a new way to think about the design of the web applications themselves. This is particularly true in the field educational systems that are all web based applications. Many researchers are now devoted to study what is called e-learning 2.0 both as regards the technological issues in the field of computer science, and in relation to the impact of the web 2.0 social and psychological issues on the education process itself. One of the most crucial topics in e-learning 2.0 is the way to provide support to the teacher/tutor to avoid cog- nitive overload when he/she is monitoring the evolution group dynamics inside the class, and decides the proper strategies to ensure the pursuit of the learning goals. Map visualization is a good way to present information without cognitive overload. We present a map-based tool in support of the tutor that is an extension of our ITS called TutorJ. The tool allows a human tutor to have multiple map visualizations about the domain of the course, the social (forum-based) interaction between the students, and the amount of topics faced by each student. The paper reports a detailed description of the architecture of the tool, and a discussion about its relevance in the field of e- learning 2.0

    GAIML: A New Language for Verbal and Graphical Interaction in Chatbots

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    Natural and intuitive interaction between users and complex systems is a crucial research topic in human-computer interaction. A major direction is the definition and implementation of systems with natural language understanding capabilities. The interaction in natural language is often performed by means of systems called chatbots. A chatbot is a conversational agent with a proper knowledge base able to interact with users. Chatbots appearance can be very sophisticated with 3D avatars and speech processing modules. However the interaction between the system and the user is only performed through textual areas for inputs and replies. An interaction able to add to natural language also graphical widgets could be more effective. On the other side, a graphical interaction involving also the natural language can increase the comfort of the user instead of using only graphical widgets. In many applications multi-modal communication must be preferred when the user and the system have a tight and complex interaction. Typical examples are cultural heritages applications (intelligent museum guides, picture browsing) or systems providing the user with integrated information taken from different and heterogenous sources as in the case of the iGoogle™ interface. We propose to mix the two modalities (verbal and graphical) to build systems with a reconfigurable interface, which is able to change with respect to the particular application context. The result of this proposal is the Graphical Artificial Intelligence Markup Language (GAIML) an extension of AIML allowing merging both interaction modalities. In this context a suitable chatbot system called Graphbot is presented to support this language. With this language is possible to define personalized interface patterns that are the most suitable ones in relation to the data types exchanged between the user and the system according to the context of the dialogue

    CHILab @ HaSpeeDe 2: Enhancing Hate Speech Detection with Part-of-Speech Tagging

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    The present paper describes two neural network systems used for Hate Speech Detection tasks that make use not only of the pre-processed text but also of its Part-of-Speech (PoS) tag. The first system uses a Transformer Encoder block, a relatively novel neural network architecture that arises as a substitute for recurrent neural networks. The second system uses a Depth-wise Separable Convolutional Neural Network, a new type of CNN that has become known in the field of image processing thanks to its computational efficiency. These systems have been used for the participation to the HaSpeeDe 2 task of the EVALITA 2020 workshop with CHILab as the team name, where our best system, the one that uses Transformer, ranked first in two out of four tasks and ranked third in the other two tasks. The systems have also been tested on English, Spanish and German languages

    Mechanical ventilation and volutrauma: study in vivo of a healthy pig model

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    Mechanical ventilation is essential in intensive care units. However, it may itself induce lung injury. Current studies are based on rodents, using exceptionally large tidal volumes for very short periods, often after a "priming" pulmonary insult. Our study deepens a clinically relevant large animal model, closely resembling human physiology and the ventilator setting used in clinic settings. Our aim was to evaluate the pathophysiological mechanisms involved in alveolo/capillary barrier damage due to mechanical stress in healthy subjects. We randomly divided 18 pigs (sedated with medetomidine/tiletamine-zolazepam and anesthetised with thiopental sodium) into three groups (n=6): two were mechanically ventilated (tidal volume of 8 or 20 ml/kg), the third breathed spontaneously for 4 hours, then animals were sacrifi ced (thiopental overdose). We analyzed every 30' hemogasanalysis and the main circulatory and respiratory parameters. Matrix gelatinase expression was evaluated on bronchoalveolar lavage fl uid after surgery and before euthanasia. On autoptic samples we performed zymographic analysis of lung, kidney and liver tissues and histological examination of lung. Results evidenced that high V T evoked profound alterations of lung mechanics and structure, although low V T strategy was not devoid of side effects, too. Unexpectedly, also animals that were spontaneously breathing showed a worsening of the respiratory functions

    Pyoderma gangrenosum of the “sinus mammarum” in ulcerative colitis

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    The first part of this article deals with the report of a patient suffe - ring from pyoderma gangrenosum of the “sinus mammarum” associa - ted with asymptomatic ulcerative colitis. This is followed by a revision of the present epidemiological, etiological, pathogenetic and clinical knowledges about this systemic manifestation of chronic phlogosis of the colon. The Authors have analysed the treatment for this condition and emphasized the resistance of the cutaneous ulcer encountered to conven - tional medical therapy of the underlying colonic disease which proved to be efficacious only on the latter; this led to integrate traditional treatment with the use of perilesional injections of small doses of calcic heparin as an alternative to immunosuppressive drugs or surgery. Topical antithrombotic treatment, which can be justified by the histo - logical findings of phenomena of the vasculitis in the edge of pyoderma gangrenosum, demonstrated to be crucial and represents a peculiarity in the case here reported, which is unique in the literature as far as the Authors know, since it has not been experimented by anyone else

    QRouteMe: A Multichannel Information System to Ensure Rich User-Experience in Exhibits and Museums

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    In this article the QRouteMe system is presented. QRouteMe is a multichannel information system built to ensure rich user experiences in exhibits and museums. The system starts from basic information about a particular exhibit or museum while delivering a wide user experience based on different distribution channels. The organization of the systems’ components allow to build different solutions that can be simultaneously delivered on different media. A wide range of media from touch-screen installations to portable devices like smartphones have been used. The used devices can communicate each others to increase the usability and the user experience for the visitors. Another important feature of the system is the definition of an inexpensive auto-localization system based on fiduciary marks distributed all around the building. In this article the system is presented from an architectural and functional point of view. A case study and analysis of experimental results are also provided in a real environment where the system was deployed

    A Case Study for the Design and Implementation of Immersive Experiences in support of Sicilian Cultural Heritage

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    Virtual Reality (VR) is a robust tool for sponsoring Cultural Heritage sites. It enables immersive experiences in which the user can enjoy the cultural assets virtually, behaving as he/she would do in the real world. Covid-19 pandemic has shed light on the importance of using VR in cultural heritage, showing advantages for the users that can visit the site safely through specific devices. In this work, we present the processes that lead to the creation of an immersive app that makes explorable a famous cultural asset in Sicily, the church of SS. Crocifisso al Calvario. The application creation process will be described in each of its parts, beginning from the digital acquisition of the cultural asset to the development of the user interface. The application is provided for three different VR devices: smartphones equipped with cardboards, headsets, and CAVE. The paper is supported by the 3dLab-Sicilia project, whose main objective is to sponsor the creation, development, and validation of a sustainable infrastructure that interconnects three main Sicilian centres specialized in augmented and virtual reality

    A Pipeline for the Implementation of Immersive Experience in Cultural Heritage Sites in Sicily

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    Modern digital technologies allow potentially to explore Cultural Heritage sites in immersive virtual environments. This is surely an advantage for the users that can better experiment and understand a specific site, also before a real visit. This specific approach has gained increasing attention during the extreme conditions of the recent COVID-19 pandemic. In this work, we present the processes that lead to the implementation of an immersive app for different kinds of low and highcost devices, which have been attained in the context of the 3DLab-Sicilia project. 3DLab-Sicilia’s main objective is to sponsor the creation, development, and validation of a sustainable infrastructure that interconnects three main Sicilian centers specialized in augmented and virtual reality. The project gives great importance to the cultural heritage, as well as to the tourism related areas. Despite the presentation of the case study of the Santa Maria La Vetere church, the process of the final app implementation guided by the general pipeline here presented is general and can be applied to other cultural heritage sites
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