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Standardized Risk Mitigation Measurement in Extended Reality Environments Utilizing the IEEE Experience API (xAPI) Standard 利用IEEE体验API (xAPI)标准的扩展现实环境中的标准化风险缓解度量
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00106
Jennifer Rogers
Recent reports indicate increased organizational appetite and spend in the energy industry in both the areas of operational risk management training and enablement and in extended reality hardware and software, as part of larger automation and digital transformation initiatives. Furthermore, recent advances in immersive technology, along with more dispersed, asynchronous working conditions due to COVID, have resulted in scalable, immersive simulations that more and more closely resemble real world environments. While recent standards have defined JSON syntax appropriate for tracking and measuring human behavior data in generic learning environments (IEEE P9274.1) and in a manner that more closely approximates human behavior in the workplace, as typically tracked in operational risk management systems, no risk-based ontology has yet been defined that more closely crosswalks and correlates data from simulated environment systems to those in operational environments. Thus, the true efficacy of extended reality-based risk mitigation training cannot be fully measured. In this effort, a risk-based ontology and matrix was constructed in accordance with the xAPI standard syntax and allowable extensions and was utilized to transform a subset of historical data from simulated operational risk-based scenarios from the energy industry. Transformed data from this initial subset closely approximated operational risk reporting data and provided insights into human behavior data in simulated environments that can be easily compared and correlated to existing operational excellence and risk mitigation KPIs. Implications for mapping of additional advanced data from simulated environments in larger, more complex datasets, such as eye tracking and biometrics, were also considered and explored.
最近的报告表明,作为更大的自动化和数字化转型计划的一部分,能源行业在运营风险管理培训和实施以及扩展现实硬件和软件方面的组织需求和支出都在增加。此外,沉浸式技术的最新进展,以及COVID造成的更分散、异步的工作条件,导致可扩展的沉浸式模拟越来越接近现实世界的环境。虽然最近的标准已经定义了适合在通用学习环境(IEEE P9274.1)中跟踪和测量人类行为数据的JSON语法,并且以更接近工作场所中人类行为的方式(通常在操作风险管理系统中跟踪),但尚未定义基于风险的本体,以便更紧密地将模拟环境系统中的数据与操作环境中的数据交叉并关联起来。因此,不能充分衡量基于现实的扩展风险缓解培训的真正功效。在这项工作中,根据xAPI标准语法和允许的扩展构建了基于风险的本体和矩阵,并用于转换来自能源行业基于操作风险的模拟场景的历史数据子集。从这个初始子集转换的数据非常接近操作风险报告数据,并提供了对模拟环境中人类行为数据的见解,这些数据可以轻松地与现有的卓越运营和风险缓解kpi进行比较和关联。在更大、更复杂的数据集(如眼动追踪和生物识别)中,对模拟环境中其他高级数据的映射的影响也进行了考虑和探索。
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引用次数: 0
AI Text Generators and Text Producers AI文本生成器和文本生成器
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00071
Henrik Køhler Simonsen
AI-generated text production is becoming increasingly important in many industries, and it has already brought about dramatic changes in the ways we write texts and generate content. The article draws on empirical data from a descriptive-analytical study involving 70 test subjects. The population comprised 115 test persons, who received an e-mail with instructions. A sample of 70 test subjects participated in the study. First, the test subjects were asked to test a specific AI text generator (ATG) and conduct three prompting operations with the same linguistic content. Second, having tested the ATG, the test subjects were asked to participate in a questionnaire with ten questions focusing on how they experienced the performance of the ATG and how they worked with the ATG. The majority of the test subjects found that the tested ATG was easy to use when producing texts. When asked about the perceived quality of the AI-generated content, the respondents were not impressed with the quality and indicated that they needed to perform several editing operations. The data also indicate that ATGs need help before, during and after. This paper presents a three-phase editing framework, which can be used when using and teaching ATGs.
人工智能生成的文本在许多行业中变得越来越重要,它已经给我们编写文本和生成内容的方式带来了巨大的变化。本文利用了一项涉及70名测试对象的描述性分析研究的经验数据。总共有115名测试者,他们收到了一封带有说明的电子邮件。70名测试对象参加了这项研究。首先,测试对象被要求测试一个特定的AI文本生成器(ATG),并使用相同的语言内容进行三次提示操作。其次,在测试了ATG后,测试对象被要求参与一份问卷,其中有十个问题,重点是他们如何体验ATG的表现以及他们如何使用ATG。大多数测试对象发现,测试的ATG在生成文本时很容易使用。当被问及人工智能生成内容的感知质量时,受访者对质量印象不深,并表示他们需要进行几次编辑操作。数据还表明,atg在之前、期间和之后都需要帮助。本文提出了一个三阶段编辑框架,可用于atg的使用和教学。
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引用次数: 1
MVR-CLS: An Automated Approach for Effective Classification of Microlearning Video Resources MVR-CLS:一种有效分类微学习视频资源的自动化方法
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00029
Shin-Yan Chong, Fang-Fang Chua, T. Lim
In the big-data era, massive Open Educational Resources (OERs) can be obtained from the Internet regardless of location or time constraints. Researchers have discussed microlearning as a service to improve learning effectiveness. However, the emergence of OERs leads to the challenge of searching for appropriate and relevant microlearning resources. In this paper, an automated video classification approach named “MVR-CLS” is proposed to organize and classify microlearning resources, so that the learners can browse for learning resources in a manageable way. Speech-To-Text data mining technique is applied to transcribe a learning video and to further analyze the video content. A 3-tier learning category structure is proposed to organize a collection of microlearning videos into appropriate learning categories. “MVR-CLS” has shown the capability to classify the microlearning videos into a finer-grained learning category as compared to the existing work. To evaluate the accuracy of the proposed approach, the classification result is validated against to the metadata of the OERs. The classification result can promote better fit of learners’ interests for content recommendations and thus enhancing the recommendation accuracy in future work.
在大数据时代,海量开放教育资源(OERs)可以不受地点和时间的限制,从互联网上获取。研究人员将微学习作为一种提高学习效率的服务进行了讨论。然而,OERs的出现带来了寻找合适和相关的微学习资源的挑战。本文提出了一种名为“MVR-CLS”的视频自动分类方法,对微学习资源进行组织和分类,使学习者能够以一种可管理的方式浏览学习资源。应用语音转文本数据挖掘技术对学习视频进行转录,并对视频内容进行进一步分析。提出了一种三层学习类别结构,将微学习视频集合组织到适当的学习类别中。与现有工作相比,“MVR-CLS”已经显示出将微学习视频分类为更细粒度学习类别的能力。为了评估所提出方法的准确性,将分类结果与OERs的元数据进行验证。分类结果可以促进学习者对内容推荐的兴趣更好的契合,从而在以后的工作中提高推荐的准确性。
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引用次数: 0
An immersive situational group learning system with body movement and emotion recognition combined with subject knowledge 一种将肢体动作、情绪识别与学科知识相结合的沉浸式情境小组学习系统
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00094
Meng-Xuan Xie, Yu-Wei Wu, Gwo-Dong Chen, Jen-Hang Wang, Su-Hang Yang
In the current digital situational learning, such as digital game-based learning or Second Life, learners use virtual characters to enter the situational learning, instead of using their own bodies. In addition, many subject matters requiring situational learning need a combination of subject knowledge, body language, and emotional expression, and require students to conduct group learning. However, most of the current situational systems can only provide evaluation and feedback on text or language, and cannot provide feedback on body movements and emotional expressions. To address these issues, this study establishes a situational learning system that enables students to enter the learning situation with their whole body and in small groups. Furthermore, the cognitive services of artificial intelligence are also adopted to conduct immediate evaluation and feedback on students’ learning performance, such as language, body movement, and emotional display, and students’ learning outcomes can be displayed in front of their peers. The experimental results show that the proposed situational learning system can improve students’ learning effect for subject matters that need to combine body movements and emotional expression.
在当前的数字化情境学习中,例如基于数字游戏的学习或第二人生,学习者使用虚拟角色进入情境学习,而不是使用自己的身体。此外,许多需要情景学习的学科需要将学科知识、肢体语言和情感表达结合起来,并要求学生进行小组学习。然而,目前大多数情景系统只能提供对文本或语言的评价和反馈,无法提供对肢体动作和情绪表达的反馈。为了解决这些问题,本研究建立了一个情境学习系统,使学生能够以整个身体和小组的形式进入学习情境。此外,还利用人工智能的认知服务,对学生的语言、肢体动作、情绪表现等学习表现进行即时评价和反馈,将学生的学习成果展示在同龄人面前。实验结果表明,所提出的情境学习系统可以提高学生对需要结合肢体动作和情绪表达的科目的学习效果。
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引用次数: 0
LUD: An Automatic Scoring and Feedback System for Programming Assignments LUD:编程作业的自动评分和反馈系统
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00118
Marcelo Guerra Hahn, S. Baldiris, Luis de la Fuente Valentín
The increase in usage of online learning systems, has caused a renewed interest in using computers to provide more support to the student’s learning experiences, allow instructors to focus on activities that require human intervention, and enable courses with a large number of students to help them achieve the learning objectives. One experience that has been particularly complex to emulate in online environments is assignment grading. The grading cycle tends to be a weak point in the experience. Among its drawbacks, two main issues are potential turnaround time and that assignments tend to provide only one opportunity to show understanding of the course content. In the context of programming assignments, this experience is particularly problematic as the programming cycle tends to be an iterative process. This paper discusses the initial implementation of an automatic scoring and feedback system for programming assignments. The system includes feedback on syntax, semantics, and code structure. We explain the architecture of the system and the results of an experiment run with 20 students that shows the effects of the system. In the experiment, we observed that the feedback system improves student performance in the assignment as measured by the grade assigned to them.
在线学习系统使用的增加,重新引起了人们对使用计算机为学生的学习体验提供更多支持的兴趣,使教师能够专注于需要人工干预的活动,并使有大量学生的课程能够帮助他们实现学习目标。在网络环境中,一种特别复杂的模拟体验是作业评分。评分周期往往是游戏体验中的一个薄弱环节。在它的缺点中,两个主要问题是潜在的周转时间和作业往往只提供一次机会来展示对课程内容的理解。在编程任务的环境中,这种经验尤其成问题,因为编程周期往往是一个迭代过程。本文讨论了编程作业自动评分与反馈系统的初步实现。该系统包括对语法、语义和代码结构的反馈。我们解释了系统的架构和20名学生的实验结果,显示了系统的效果。在实验中,我们观察到反馈系统提高了学生在作业中的表现,通过分配给他们的分数来衡量。
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引用次数: 2
Generating Sequences for Online Courses using a GAN based on a small Sample Set 基于小样本集的GAN生成在线课程序列
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00098
Sylvio Rüdian, Niels Pinkwart
In this paper, we use a Generative Adversarial Network (GAN) as a sequence generator for language learning online courses. Therefore, we cluster a very small dataset of manually created training samples to derive rules. Then, we train a GAN that can mimic rule-based sequences, where we use our derived rules to evaluate generated samples. We enhance our approach by a parameter that course creators can select deviations they want to have in new sequences without manual adjustments. The resulting sequences follow the core structure of the small sample set. Based on deviations of the generated new learning paths, new combinations of methods can be used that course creators did not previously have in mind. This opens up a new way to generate course sequences without the need to model many alternative learning paths for adaptions.
在本文中,我们使用生成对抗网络(GAN)作为语言学习在线课程的序列生成器。因此,我们对人工创建的训练样本的非常小的数据集进行聚类,以派生规则。然后,我们训练一个可以模拟基于规则的序列的GAN,在那里我们使用我们派生的规则来评估生成的样本。我们通过一个参数来增强我们的方法,课程创建者可以在新的序列中选择他们想要的偏差,而无需手动调整。得到的序列遵循小样本集的核心结构。根据生成的新学习路径的偏差,可以使用课程创建者以前没有想到的新方法组合。这开辟了一种新的方法来生成课程序列,而不需要对许多可供选择的学习路径进行建模。
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引用次数: 0
Do learners really have different preferences? 学习者真的有不同的偏好吗?
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00017
Sylvio Rüdian, Niels Pinkwart
Online courses have very high dropout rates worldwide. Learners are demotivated based on bad learning experiences. While some factors of online courses could be optimized for all learners, e.g. the quality, it is essential to note that a one-size-fits-all environment is not existing. Some learners are comfortable with certain methods while others may not. In the paper, we identified five learner preferences that can be used to adapt teaching methods in online courses. We provide a 10-item questionnaire, validate it based on exploratory factor analysis, and examine whether learners differ in preferences.
全球范围内,在线课程的辍学率非常高。糟糕的学习经历会使学习者失去动力。虽然在线课程的一些因素可以针对所有学习者进行优化,例如质量,但必须注意的是,不存在一个放之四海而皆准的环境。一些学习者对某些方法很熟悉,而另一些人可能不会。在本文中,我们确定了五种学习者的偏好,可以用来适应在线课程的教学方法。我们提供了一份包含10个项目的问卷,基于探索性因素分析对其进行验证,并检查学习者是否在偏好上存在差异。
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引用次数: 2
Cognitive Load Measurement in the Impact of VR Intervention in Learning 认知负荷测量在虚拟现实干预学习中的影响
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00103
Chunping Li, Soonja Yeom, Julian R. Dermoudy, K. Salas
The rapid development of VR technology in training and learning is based on the assumption that it is beneficial for skill training within an immersive environment. However, extra cognitive load may be induced due to the additional sensory information and hence learning ability might be affected. In this study, we examined and compared the impact of cognitive load and task performance in real-world and VR environments through an empirical quadrant model. Forty-six participants completed the tasks with and without the secondary task in realworld and VR environments. The detection response task (DRT), as the secondary task, was adopted to estimate cognitive load based on response time and omission rate. No statistically significant differences were found in cognitive load and task performance in the comparison of VR and non-VR environment settings. There was an encouraging trend observed that VR environments have some advantages over the real-world, such as a higher level of immersion, which suggests that VR can benefit trainees with improved concentration levels and task performance. As evidenced by the variation in performance between females and males in our study, it appears that females tend to perform less well in VR environments, with a slightly higher cognitive load.
VR技术在培训和学习中的快速发展是基于它有利于在沉浸式环境中进行技能培训的假设。然而,由于额外的感官信息,可能会引起额外的认知负荷,从而影响学习能力。在本研究中,我们通过经验象限模型检验并比较了现实世界和虚拟现实环境中认知负荷和任务绩效的影响。46名参与者分别在现实世界和虚拟现实环境中完成了有和没有辅助任务的任务。检测反应任务(DRT)作为次要任务,根据反应时间和遗漏率估计认知负荷。虚拟现实和非虚拟现实环境设置在认知负荷和任务表现方面无统计学差异。有一个令人鼓舞的趋势是,虚拟现实环境比现实世界有一些优势,比如更高程度的沉浸感,这表明虚拟现实可以提高学员的注意力水平和任务表现。正如我们研究中男女表现差异所证明的那样,女性在虚拟现实环境中表现不佳,认知负荷略高。
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引用次数: 0
Exploring an E-Language Learning Activity for a Specific Purpose: A Case Study of a Translation and Interpretation Department in Peru 探索一种特殊目的的电子语言学习活动:以秘鲁翻译系为例
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00075
Carla Chu Pérez
To overcome most of the challenges that a synchronous online class generated by the pandemic situation, the use of a Learning Management System (LMS) was indispensable. Blackboard Learn Ultra is the e-learning platform used by the Peruvian University of Applied Sciences and its Translation and Interpretation program, specifically used to develop Chinese TI2, the course selected for this study.In this study, we explore an asynchronous activity linked to another digital tool, such as: Padlet for collaborative assignments focused on Chinese production, comprehension, and translation. This study aims to enhance meaningful activities for learners of Chinese language, providing them tools, tasks and interactions that could be contextualized and adapted into a specific purpose. In addition, we present qualitative data from the structure, communication, monitoring to evaluating the results of these activities through the mentioned LMS.
为了克服疫情给同步在线课程带来的大部分挑战,使用学习管理系统(LMS)是必不可少的。Blackboard Learn Ultra是秘鲁应用科学大学及其翻译和口译项目使用的电子学习平台,专门用于开发汉语TI2,这是本研究选择的课程。在这项研究中,我们探索了一种与另一种数字工具(如:Padlet)相关联的异步活动,用于专注于中文生产、理解和翻译的协作作业。本研究旨在为汉语学习者提供有意义的活动,为他们提供可以情境化和适应特定目的的工具、任务和互动。此外,我们还通过上述LMS提供了从结构、沟通、监测到评估这些活动结果的定性数据。
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引用次数: 0
Micro-Tutorial: A Strategy for Integrating Error Handling and Concept Application Skills in Traditional Micro-Lecturing Process 微教学:传统微教学过程中错误处理与概念应用技巧的整合策略
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00063
Siddharth Srivastava, T. Prabhakar
The teaching trend is shifting towards online learning due to the COVID-19 pandemic. Due to this, micro-lectures (MIL) are gaining popularity. Generally, assignments follow MIL to make learners comfortable with the concept explained in the MIL. So, the traditional micro-lecturing process (MILP) aims to enhance students’ concept understanding skills. However, according to Bloom’s taxonomy, understanding, application, and error handling are three fundamental skills required for students’ overall academic development. Hence, traditional MILs fail to nurture the other two skills. So, is it possible to integrate application and error handling skills in the traditional micro-lecturing process? This research provides a handle to address this research question by proposing the micro-tutorial strategy. This strategy modifies the traditional MILP by doping it with micro-tutorials (MTUT). This modified MILP is called the micro-tutorial-based MILP. This process can simultaneously enhance students’ understanding, application, and error handling skills. To prove the validity of the proposed strategy, we floated a ‘C’ programming course in which we lectured students using the proposed strategy and observed fantastic results. We believe that this research opens new dimensions for designing pedagogically effective MILs.
受新冠肺炎疫情影响,教学趋势正在转向在线学习。因此,微讲座(MIL)越来越受欢迎。一般来说,作业遵循MIL,以使学习者对MIL中解释的概念感到舒适。因此,传统的微讲课过程(MILP)旨在提高学生的概念理解能力。然而,根据Bloom的分类,理解、应用和错误处理是学生整体学术发展所需的三个基本技能。因此,传统的mil无法培养其他两种技能。那么,是否有可能在传统的微讲座过程中整合应用和错误处理技巧呢?本研究通过提出微辅导策略,为解决这一研究问题提供了一个思路。该策略通过添加微教程(MTUT)来修改传统的MILP。这种改进的MILP称为基于微教程的MILP。这个过程可以同时提高学生的理解、应用和错误处理能力。为了证明所提出的策略的有效性,我们开设了一门“C”编程课程,在课程中我们向学生讲授所提出的策略,并观察到惊人的结果。我们相信本研究为设计教学有效的mil开辟了新的维度。
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引用次数: 1
期刊
2022 International Conference on Advanced Learning Technologies (ICALT)
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