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Fourth International Conference on Information and Communication Technology and Accessibility (ICTA)最新文献

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Toward the reuse of E-Learning personalization systems 面向电子学习个性化系统的重用
Sameh Ghallabi, Fathi Essalmi, M. Jemni, Kinshuk
E-Learning personalization topic has attracted the interest of many research studies in recent years. Several E-Learning personalization systems have been proposed. Each system implements a specific approach and includes a set of software components. However, many of these components are not reused. This paper presents first, a review of the literature related to the software components which are commonly used, then, a discussion about the different alternatives for reusing components of E-Learning personalization systems. The objective is to optimize the effort investment of the community in developing personalized E-Learning systems.
近年来,网络学习个性化话题引起了许多研究的兴趣。目前已经提出了几种电子学习个性化系统。每个系统实现一种特定的方法,并包括一组软件组件。然而,这些组件中的许多都没有被重用。本文首先回顾了与常用软件组件相关的文献,然后讨论了重用E-Learning个性化系统组件的不同替代方案。目标是优化社区在开发个性化电子学习系统方面的努力投资。
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引用次数: 6
Towards accessible and personalized mobile learning for learners with disabilities 为残疾学习者提供无障碍和个性化的移动学习
Halima Hebiri, Leila Jemni Ben Ayed, M. Jemni, D. Sampson
The integration of mobile devices in education is a new quite, which is commonly referred to as Mobile Learning. Mobile learning aims to facilitate and improve learning strategies that exploit individual learners' context, so that, they can learn from anywhere and at anytime using mobile devices. In order to let learners with disabilities take benefits from mobile learning systems, we propose in this paper an accessible and personalized mobile learning system to learners with disabilities which aims to adapt the learning activities to the learner's needs and/or preferences according to his/her disability's group taking into account the changing mobile context during the learning process.
移动设备在教育中的整合是一种新的方式,通常被称为移动学习。移动学习旨在促进和改进利用学习者个体情境的学习策略,这样他们就可以随时随地使用移动设备学习。为了让残疾学习者从移动学习系统中受益,我们在本文中提出了一种可访问和个性化的残疾学习者移动学习系统,旨在根据学习者的残疾群体调整学习活动,以适应学习者的需求和/或偏好,并考虑到学习过程中不断变化的移动环境。
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引用次数: 9
EiserWebs: An evaluation tool for interactive systems based on Web services eiserweb:基于Web服务的交互式系统的评估工具
Amira Dhouib, Abdelwaheb Trabelsi, H. Ben-Abdallah
The paper presents a new tool for the automatic evaluation of the usability of interactive systems (WIMP and Web). The proposed tool is based on a set of Web services, each of which service uses a set of ergonomic guidelines to evaluate particular graphical controls. One main advantage of the proposed tool is that it provides for flexible management of ergonomic guidelines independently of the evaluation engine. We illustrate the efficiency of our tool through an example of an evaluation support system.
本文提出了一种交互式系统(WIMP和Web)可用性自动评估的新工具。建议的工具基于一组Web服务,其中每个服务使用一组人机工程学指南来评估特定的图形控件。提出的工具的一个主要优点是,它提供了灵活的管理人体工程学指南独立于评估引擎。我们通过一个评估支持系统的例子来说明我们的工具的效率。
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引用次数: 0
A specification approach based on adapted workflow for personalized e-assessment systems 一种基于自适应工作流的个性化电子评估系统规范方法
Fahima Hajjej, Y. Hlaoui, Leila Jemni Ben Ayed
The progress of our culture influences the systems that control our knowledge's, skills and behaviour. Our educational system has been influenced by this rapid change, and technology, is more and more used in learning systems. Our interest is particularly focused in e-assessment. It is the most fundamental operation of teaching and training in e-learning. It aims to increase the quality of education and teaching and seeks to heal problems and to determine until which it would be possible to carry out the objectives recommended by the process of teaching and the training. In this paper, we define a fundamental model of e-assessment in e-learning based on the analysis of the needs of learners and teachers using UML activity diagram. Therefore, we describe an innovative approach to specify a personalized e-assessment system using workflow. It aims to create an adapted workflow pattern for individual learner.
文化的进步影响着控制我们的知识、技能和行为的系统。我们的教育系统受到了这种快速变化的影响,技术越来越多地应用于学习系统。我们的兴趣特别集中在电子评估上。它是在线学习中最基本的教学和培训操作。它的目的是提高教育和教学的质量,设法解决问题,并确定在什么时候能够实现教学和培训过程所建议的目标。本文在对学习者和教师的需求进行分析的基础上,利用UML活动图定义了电子学习中电子评估的基本模型。因此,我们描述了一种使用工作流来指定个性化电子评估系统的创新方法。它旨在为个人学习者创建一个适应的工作流程模式。
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引用次数: 3
Automatic translation of Arabic queries for bilingual information retrieval 用于双语信息检索的阿拉伯语查询自动翻译
Souheyl Mallat, A. Zouaghi, Emna Hkiri, M. Zrigui
In this paper, we present an automatic query translation in Arabic for information retrieval. This system, implements a method for lexical disambiguation of terms in a query. To choose the best sense, each term of the query is projected on the French EuroWordNet and we extract his related concepts in order to form a semantic network. In a second time using the same type of network, but by integrating LSI (Latent Semantic Index), and extraction of contextual hidden links between the concepts of the list (listSRF). This list extracted by the automatic alignment by Mkalign tool's, from the knowledge base defined by the Monde Diplomatic parallel corpus. This tool will allow us to map between the relevant sentences in Arabic identified in our previous work with French sentences to build a listSRF. This list forms the basis of the lexical disambiguation method. Finally, we propose a mechanism for selecting the best sense of the ambiguous term of the query, based on the matching between each network corresponds to a word in the query with the network listSRF to extract an adequate sense with the highest degree of similarity. An evaluation and comparison are conducted to measure the quality of our translation system.
本文提出了一种用于信息检索的阿拉伯语自动查询翻译系统。本系统实现了查询中词汇消歧的方法。为了选择最佳的语义,我们将查询的每个术语投影到法语EuroWordNet上,并提取其相关概念以形成语义网络。在第二次使用相同类型的网络,但通过集成LSI (Latent Semantic Index),并提取上下文隐藏链接之间的概念列表(listSRF)。该列表由Mkalign工具自动对齐,从世界外交平行语料库定义的知识库中提取。这个工具将允许我们在之前的工作中识别的阿拉伯语相关句子与法语句子之间进行映射,以建立一个listSRF。这个列表构成了词法消歧方法的基础。最后,我们提出了一种选择查询歧义项的最佳意义的机制,基于查询中每个网络对应的单词与网络listSRF之间的匹配,以提取具有最高相似度的适当意义。对翻译系统的质量进行了评价和比较。
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引用次数: 0
A learning version of Pacman game 一个学习版的吃豆人游戏
Mohamed Ali Khenissi, Fathi Essalmi, M. Jemni
The use of computer learning games in education has significantly solved the problems of Game Generation in school. Therefore, using computer games in school increase students' motivation, and develop positive attitudes toward many subjects. In particular, using learning version of existing computer games was pointed out in many works that they have succeeded in improving student motivation, increase students' desire to learn and lead students to complete more difficult work. This paper describes a learning version of Pacman game with a case study in programming languages subject. This learning game is validated by classroom experimentation.
计算机学习游戏在教育中的应用,极大地解决了学校游戏生成的问题。因此,在学校使用电脑游戏可以增加学生的学习动力,并培养学生对许多科目的积极态度。特别是利用已有的电脑游戏的学习版,在很多作品中都被指出成功地提高了学生的学习动机,增加了学生的学习欲望,引导学生完成难度更高的作业。本文介绍了一个学习版的《吃豆人》游戏,并以程序设计语言为例进行了研究。这个学习游戏是通过课堂实验验证的。
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引用次数: 17
Get only the essential information: Text summarizer based on implicit data 只获取基本信息:基于隐式数据的文本摘要器
H. Chorfi
The need for a tool that takes a text and shortens it into a brief and succinct summary has never been greater than nowadays. With the huge amount of information on the internet and the necessity to get the essential of this information in a short time, the need for summarizers becomes everyday pressing, especially, for people with special needs like blind or elderly people. For those people it is vital to go directly to the essential information rather than having to read through many passages. So far and trying to reach human capabilities, research in automatic summarization has been based on hypothesis that are both enabling and limiting. Thus, if we want machines to mimic human abilities, then they will need access to the same large variety of knowledge. The implicit is affecting the orientation and the argumentation of the text and consequently its summary. Most of Text Summarizers (TS) are processing as compressing the initial data and they necessarily suffer from information loss. TS are focusing on features of the text only, not on what the author intended or why the reader is reading the text. In this paper, we address this problem and we present a system focusing on acquiring knowledge that is implicit. Such system helps people with special needs to acquire the essential data. We principally spotlight the implicit information conveyed by the argumentative connectives such as: but, even, yet .... and their effect on the summary.
对一种工具的需求,采取文本,并缩短成一个简短和简洁的总结,从来没有比现在更大。随着互联网上的大量信息和在短时间内获得这些信息的必要性,对摘要器的需求变得日常紧迫,特别是对于有特殊需要的人,如盲人或老年人。对于这些人来说,直接读到重要的信息而不是通读许多段落是至关重要的。到目前为止,为了达到人类的能力,自动摘要的研究一直基于假设,这些假设既有可能的,也有限制的。因此,如果我们想让机器模仿人类的能力,那么它们将需要获得同样大量的知识。隐含影响着语篇的定位和论证,从而影响着语篇的概括。大多数文本摘要器(TS)都是对初始数据进行压缩处理的,难免存在信息丢失的问题。TS只关注文本的特征,而不是作者的意图或读者阅读文本的原因。在本文中,我们解决了这个问题,并提出了一个专注于获取隐性知识的系统。这样的系统可以帮助有特殊需要的人获取必要的数据。我们主要关注议论文连接词所传达的隐含信息,如:but, even, yet ....以及它们对总结的影响。
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引用次数: 3
Synthesizing facial expressions for signing avatars using MPEG4 feature points 使用MPEG4特征点合成面部表情签名头像
Y. Bouzid, Oussama El Ghoul, M. Jemni
Thanks to the advances in virtual reality and human modeling techniques, signing avatars have become increasingly used in a wide variety of applications like the automatic translation of web pages, interactive e-learning environments and mobile phone services, with a view to improving the ability of hearing impaired people to access information and communicate with others. But, to truly understand and correctly interpret the signed utterances, the virtual characters should be capable of addressing all aspects of sign formation including facial features which play an important and crucial role in the communication of emotions and conveying specific meanings. In this context, we present in this paper a simple yet effective method to generate facial expressions for signing avatars basing on the physics-based muscle model introduced by Keith Waters. The main focus of our work is to automate the task of the muscle mapping on the face model in the correct anatomical positions as well as the detection of the jaw part by using a small set of MPEG-4 Feature Points of the given mesh.
由于虚拟现实和人体建模技术的进步,手语化身越来越多地用于各种应用,如网页的自动翻译、交互式电子学习环境和移动电话服务,以提高听障人士获取信息和与他人交流的能力。但是,要真正理解和正确解读手势话语,虚拟人物应该能够处理手势形成的各个方面,包括面部特征,面部特征在情感交流和特定意义的传达中起着重要而关键的作用。在此背景下,我们提出了一种简单而有效的方法来生成用于签名虚拟人物的面部表情,该方法基于Keith Waters提出的基于物理的肌肉模型。我们的主要工作重点是利用给定网格的一小组MPEG-4特征点,在正确的解剖位置上自动完成面部模型上的肌肉映射以及下颌部分的检测任务。
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引用次数: 4
OBSemE: An ontology-based semantic metadata extraction system for learning objects OBSemE:基于本体的学习对象语义元数据提取系统
Ramzi Farhat, B. Jebali
In this paper we describe OBSemE an ontology-based semantic metadata extraction system which implement our approach dedicated to the automatic extraction of semantic metadata for learning objects. The process of semantic metadata extraction is based on ontology metadata information extraction method's principles. This choice is due to the advantages of the use of ontologies. The input of our system is a set of LOM metadata elements respecting three requirements. The first requirement is that each chosen LOM data element must describe the educational content of the learning object. The second requirement is that the LOM data element must be required by most of the widely used LOM application profiles. The third requirement is that the LOM data element has to be mostly fulfilled by the learning object's authors in practice. The output of our system is a set of semantic metadata describing the learning object content. We have designed an RDF schema to encode semantic metadata with a computable formalism. We provide also some experimental results as a proof of the feasibility of our approach and the quality of our implementation.
在本文中,我们描述了一个基于本体的语义元数据抽取系统OBSemE,该系统实现了我们致力于学习对象语义元数据自动抽取的方法。语义元数据提取过程基于本体元数据信息提取方法的原理。这种选择是由于使用本体的优势。我们系统的输入是一组LOM元数据元素,它们符合三个需求。第一个要求是,每个选择的LOM数据元素必须描述学习对象的教育内容。第二个需求是,大多数广泛使用的LOM应用程序配置文件都必须需要LOM数据元素。第三个要求是LOM数据元素在实践中必须主要由学习对象的作者来完成。我们系统的输出是一组描述学习对象内容的语义元数据。我们设计了一个RDF模式,用可计算的形式对语义元数据进行编码。我们还提供了一些实验结果,以证明我们的方法的可行性和我们的实施质量。
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引用次数: 4
Legal application ontology in Arabic 阿拉伯语法律应用本体
Karima Dhouib, F. Gargouri
This paper describes the construction of an application ontology for the legal domain. This ontology covering the semantic content of jurisprudence decisions can be deployed at several levels in our system for decisions research: improve the results of decision structuring, facilitate queries' formulation when accessing the system and finally optimize the search of decisions. We begin by presenting the methodology we have adopted for the ontology construction from textual jurisprudence decisions. We concentrate on the conceptualization stage by presenting our formal approach based on top level ontology as DOLCE and a core legal ontology. Then we will detail the deployment of the ontology at JDSM, the methodology of decision structuring decision that we have proposed..
本文描述了法律领域应用本体的构建。这个涵盖了法学决策语义内容的本体可以在我们的决策研究系统中进行多个层次的部署:改善决策结构的结果,方便访问系统时查询的制定,最终优化决策的搜索。首先,我们将介绍我们从文本法理学决定中构建本体论所采用的方法论。我们将重点放在概念化阶段,提出基于顶级本体(DOLCE)和核心法律本体的形式化方法。然后,我们将详细介绍本体在JDSM中的部署,以及我们提出的决策结构化决策的方法。
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引用次数: 6
期刊
Fourth International Conference on Information and Communication Technology and Accessibility (ICTA)
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