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Creating a Metamodel for Predicting Learners' Satisfaction by Utilizing an Educational Information System During COVID-19 Pandemic 在COVID-19大流行期间利用教育信息系统创建预测学习者满意度的元模型
Pub Date : 2021-09-22 DOI: 10.3233/faia210085
Z. Kanetaki, C. Stergiou, G. Bekas, C. Troussas, C. Sgouropoulou
Faced with the disruption generated by the COVID-19 pandemic, the advent of enforced and exclusive online learning presented a challenging opportunity for researchers worldwide, to quickly adapt curricula to this new reality and gather electronic data by tracking students’ satisfaction after attending online modules. Many researchers have looked into the subject of student satisfaction to discover if there is a link between personal satisfaction and academic achievement. Using a set of data, filtered out of a statistical analysis applied on an online survey, with 129 variables, this study investigates students’ satisfaction prediction in a first-semester Mechanical Engineering CAD module combined with the evaluation and the effectiveness of specific curriculum reforms. A hybrid machine learning model that has been created, initially consists of a Generalized Linear Model (GLAR), based on critical variables that have been filtered out after a correlation analysis. Its fitting errors are utilized as an extra predictor, that is used as an input to an artificial neural network. The model has been trained using as a basis the 70% of the population (consisting of 165 observations) to predict the satisfaction of the remaining 30%. After several trials and gradual improvement, the metamodel’s architecture is produced. The trained hybrid model’s final form had a coefficient of determination equal to 1 (R = 1). This indicates that the data fitting method was successful in linking the independent variables with the dependent variable 100 percent of the time (satisfaction prediction).
面对COVID-19大流行造成的破坏,强制性和独家在线学习的出现为世界各地的研究人员提供了一个具有挑战性的机会,他们需要快速调整课程以适应这种新的现实,并通过跟踪学生参加在线模块后的满意度来收集电子数据。许多研究人员研究了学生满意度这一主题,以发现个人满意度和学业成就之间是否存在联系。本研究使用一组从在线调查统计分析中筛选出来的数据,包含129个变量,结合具体课程改革的评估和效果,调查了第一学期机械工程CAD模块的学生满意度预测。已经创建的混合机器学习模型最初由广义线性模型(GLAR)组成,该模型基于经过相关性分析后过滤掉的关键变量。它的拟合误差被用作一个额外的预测器,用作人工神经网络的输入。该模型使用70%的人口(由165个观察值组成)作为基础进行训练,以预测剩余30%的满意度。经过多次试验和逐步改进,生成了元模型的体系结构。经过训练的混合模型的最终形式的决定系数等于1 (R = 1)。这表明数据拟合方法成功地将自变量与因变量100%地联系起来(满意度预测)。
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引用次数: 3
Data Mining for Improving Online Higher Education Amidst COVID-19 Pandemic: A Case Study in the Assessment of Engineering Students 基于数据挖掘的新型冠状病毒大流行背景下在线高等教育改进——以工科学生评估为例
Pub Date : 2021-09-22 DOI: 10.3233/faia210088
Z. Kanetaki, C. Stergiou, G. Bekas, C. Troussas, C. Sgouropoulou
Instructional materials, internet accessibility, student involvement and communication have always been integral characteristics of e-learning. During the transition from face-to-face to COVID-19 new online learning environments, the lectures and laboratories at universities have taken place either synchronously (using platforms, like MS Teams) or asynchronously (using platforms, like Moodle). In this study, a case study of a Greek university on the online assessment of learners is presented. As a testbed of this research, MS Teams was employed and tested as being a Learning Management System for evaluating a single platform use in order to avoid disruption of the educational procedure with concurrent LMS operations during the pandemic. A statistical analysis including a correlation analysis and a reliability analysis has been used to mine and filter data from online questionnaires. 37 variables were found to have a significant impact on the testing of tasks’ assignment into a single platform that was used at the same time for synchronous lectures. The calculation of Cronbach’s Alpha coefficient indicated that 89% of the survey questions have been found to be internally consistent and reliable variables and sampling adequacy measure (Bartlett’s test) was determined to be good at 0.816. Two clusters of students have been differentiated based on the parameters of their diligence, communication abilities and level of knowledge embedding. A hierarchical cluster analysis has been performed extracting a dendrogram indicating 2 large clusters in the upper branch, three clusters in the lower branch and an ensuing lower branch containing five clusters.
教材、网络可及性、学生参与和交流一直是电子学习的基本特征。在从面对面学习过渡到新冠肺炎在线学习环境的过程中,大学的讲座和实验室要么是同步的(使用MS Teams等平台),要么是异步的(使用Moodle等平台)。在本研究中,希腊一所大学对学习者的在线评估进行了案例研究。作为本研究的测试平台,MS Teams被用作学习管理系统,用于评估单一平台的使用情况,以避免在大流行期间同时进行LMS操作而中断教育程序。通过统计分析,包括相关性分析和信度分析,对在线问卷数据进行挖掘和筛选。37个变量被发现对任务分配到一个单一平台的测试有重大影响,该平台同时用于同步讲座。Cronbach 's Alpha系数的计算表明,89%的调查问题是内部一致和可靠的变量,并确定抽样充分性度量(Bartlett检验)为0.816为良好。根据学生的勤奋程度、沟通能力和知识嵌入水平等参数,将学生分为两类。一个层次聚类分析已经执行提取树状图表明2大集群在上分支,三个集群在下分支和随后的下分支包含5个集群。
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引用次数: 3
Smart Technologies and the Case of People with Disabilities: A Preliminary Overview 智能技术与残疾人案例:初步综述
Pub Date : 2021-09-22 DOI: 10.3233/faia210096
Maria Poli
Recently, smart technologies as well as the digitization has entered dynamically into our lives. Cities become mega-cities because of the over population, human health conditions are gradually degraded. The existence of disabled people and the lack of their socialization the diversity of stakeholders as human beings and the difficulty of integrating them into society are few of some problems that Smart City and Smart Technology come to give manageable solutions. Solutions that could find into suggesting researches and intelligence analytics. It is important to refer to this relationship of intelligent capabilities and human resources. This study presents an overview of digital technology especially for people with disabilities. It highlights the contribution of technology to simple everyday habits of disabled and the ability to access the immediate environment. In conclusion, this article is based on the individual requirements, human rights, and preferences of people with disabilities and gives an intriguing perspective to a subject that will be in the limelight and provide effective solutions in the next years driven by technological developments.
近年来,智能技术和数字化已经动态地进入我们的生活。由于人口过多,城市成为特大城市,人类健康状况逐渐恶化。残疾人的存在和缺乏社会化,作为人类的利益相关者的多样性和他们融入社会的困难是智慧城市和智慧技术来提供可管理的解决方案的一些问题。可以找到建议研究和智能分析的解决方案。参考智力能力和人力资源的这种关系是很重要的。这项研究概述了数字技术,特别是为残疾人。它突出了技术对残疾人简单的日常习惯和接触直接环境的能力的贡献。总之,本文以残疾人的个人需求、人权和偏好为基础,提供了一个有趣的视角,这个主题将在未来几年受到技术发展的推动,并提供有效的解决方案。
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引用次数: 1
A Fuzzy C-Means-Based Algorithm for the Surveillance of Dengue Cases Distribution in Local Communities 基于模糊c均值的登革热病例分布监测算法
Pub Date : 2021-09-22 DOI: 10.3233/faia210091
Jozelle C. Addawe, Jaime D. L. Caro, R. A. Juayong
The analysis of disease occurrence over the smallest unit of a region is critical in designing data-driven and targeted intervention plans to reduce health impacts in the population and prevent spread of disease. This study aims to characterize groups of local communities that exhibit the same temporal patterns in dengue occurrence using the Fuzzy C-means (FCM) algorithm for clustering spatiotemporal data and investigate its performance in clustering data on dengue cases aggregated yearly, monthly and weekly. In particular, this study investigates similar patterns of Dengue cases in 129 barangays of Baguio City, Philippines recorded over a period of 9 years. Results have shown that the FCM has promising results in grouping together time series data of barangays when using data that is aggregated weekly.
对一个区域最小单位的疾病发生情况进行分析,对于设计以数据为基础的、有针对性的干预计划,以减少对人口健康的影响和预防疾病传播至关重要。本研究旨在利用模糊c均值(FCM)算法对时空数据进行聚类,并研究其在登革热病例年、月和周数据聚类中的表现。特别地,本研究调查了菲律宾碧瑶市129个村9年来记录的登革热病例的类似模式。结果表明,当使用每周汇总的数据时,FCM在分组各村时间序列数据方面具有良好的效果。
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引用次数: 0
Virtual Reality Tool for Rehabilitation of Patients with Parkinson's Disease: A Conceptual Design Review 帕金森病患者康复的虚拟现实工具:一个概念设计回顾
Pub Date : 2021-09-22 DOI: 10.3233/faia210076
J. C. Boque, J. Caro, Richelle Anne Juayong, R. Jamora
Parkinson’s Disease is a progressive, irreversible disease that is only slowed down with the use of medications and therapy. These are the only way to slow down the progression of the disease to more severe situation. Currently, virtual reality is being use on games and entertainment. Some doctors prefer the use of virtual reality like Wii to help supplement the therapy done on rehabilitation. However, devices to cater virtual reality for mid-class to lower-class patients cannot afford such devices. An alternative device, usually accessible to everyone is proposed to cater these virtual reality applications that can help in therapy of Parkinson’s patients. With that, the capabilities of VR can be accessible to more patients who cannot avail expense medication and devices for virtual reality.
帕金森氏症是一种进行性、不可逆的疾病,只有通过药物和治疗才能减缓病情。这是减缓疾病发展到更严重情况的唯一途径。目前,虚拟现实正被用于游戏和娱乐。一些医生更喜欢使用像Wii这样的虚拟现实来帮助补充康复治疗。但是,面向中下层患者的虚拟现实设备是负担不起的。一种可供选择的设备,通常每个人都可以使用,以满足这些虚拟现实应用,可以帮助治疗帕金森患者。这样,更多无法使用虚拟现实药物和设备的患者就可以使用虚拟现实的功能。
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引用次数: 0
Designing Personalisation in a Environmental Recommendation System: Differences of AHP and Fuzzy AHP 环境推荐系统中的个性化设计:层次分析法与模糊层次分析法的差异
Pub Date : 2021-09-22 DOI: 10.3233/faia210097
K. Kabassi
Different methods have been proposed for designing the personalization process in a recommendation system. In the past, multi-criteria decision making theories have been proposed for the design of stereotypes in a recommendation system for environmental awareness. The main objective of this paper is on presenting the main differences when applying the fuzzy AHP and AHP for designing the weights of criteria in a recommendation system that its personalization process is based on multi-criteria decision making theories.
人们提出了不同的方法来设计推荐系统中的个性化过程。过去,针对环境意识推荐系统中刻板印象的设计,提出了多准则决策理论。本文的主要目的是介绍在推荐系统的个性化过程中,模糊层次分析法和层次分析法在设计标准权重时的主要区别,该系统的个性化过程是基于多准则决策理论的。
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引用次数: 0
Zoo Therapy for Alzheimer's Disease with Real-Time Speech Instruction and Neurofeedback System 用实时语言指导和神经反馈系统治疗阿尔茨海默病的动物园疗法
Pub Date : 2021-09-22 DOI: 10.3233/faia210079
Y. Ai, H. Abdessalem, C. Frasson
There is an increasing number of people with Alzheimer’s disease. Negative emotions are not only one of the symptoms of AD, but also the accelerator of the disease. Animal therapy can have a positive impact on the negative emotions of patients, but it has strict requirements for both environments and animals. In this study, we aim to explore the effectiveness of using virtual animals and their impact on the reduction of patients’ negative emotions to improve the user’s cognitive functions. This approach has been implemented in the Zoo Therapy project, which presents an immersive 3D virtual reality animal environment, where the impact on the patient’s emotion is measured in real-time by using electroencephalography (EEG). In addition to creating highly realistic virtual animals, the innovation of Zoo Therapy is also in its communication mechanism as it implements bidirectional human-computer interaction supported by 3 interaction methods: 3D buttons, speech instruction, and Neurofeedback. Patients can actively interact with virtual animals through 3D buttons or speech instructions. The Neurofeedback system will guide the animal to actively interact with the patients according to their real-time emotional changes to reduce their negative emotions. Experiments and preliminary results show that it is possible to interact with virtual animals in Zoo Therapy, and the Neurofeedback system can intervene in Zoo VR environment when the emotional value goes down and might reduce patients’ negative emotions.
患有阿尔茨海默病的人越来越多。消极情绪不仅是阿尔茨海默病的症状之一,而且是疾病的加速器。动物疗法可以对患者的消极情绪产生积极的影响,但对环境和动物都有严格的要求。在本研究中,我们旨在探讨使用虚拟动物的有效性及其对减少患者负面情绪的影响,以提高用户的认知功能。这种方法已经在动物园治疗项目中实施,该项目提供了一个身临其境的3D虚拟现实动物环境,通过使用脑电图(EEG)实时测量对患者情绪的影响。除了创造高度逼真的虚拟动物外,Zoo Therapy的创新之处还在于它的沟通机制,它实现了双向人机交互,通过3D按钮、语音指令和神经反馈三种交互方式支持。患者可以通过3D按钮或语音指令与虚拟动物积极互动。神经反馈系统会根据患者的实时情绪变化,引导动物主动与患者互动,减少患者的负面情绪。实验和初步结果表明,在动物园疗法中与虚拟动物互动是可能的,并且神经反馈系统可以在情绪值下降时干预动物园VR环境,可能会减少患者的负面情绪。
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引用次数: 2
Prediction of Amusement Intensity Based on Brain Activity 基于大脑活动的娱乐强度预测
Pub Date : 2021-09-22 DOI: 10.3233/faia210099
Gabrielle Toupin, Mohamed S. Benlamine, C. Frasson
Amusement can help modulate psychological disorders and cognitive functions. Unfortunately, algorithms classifying emotions still combine multiple positive emotions into a unique emotion, namely joy, making it hard to use amusement in a real-life setting. Here we train a Long-Short-Term-Memory (LSTM) on electroencephalography (EEG) to predict amusement on a categorical scale. Participants (n=10) watched and rated 120 videos with various funniness levels while their brain activity was recorded with an Emotiv Headset. Participant’s ratings were divided into four bins of amusement (low, medium, high & very high) based on the participant’s ranking’s percentile. Nested cross-validation was used to validate the models. We first left out one video from each participant for the final model’s validation and a leave-one-group-out technique was used to test the model on an unseen participant during the training phase. The nested cross-validation was tested on sixteen different videos. We created an LSTM model with five hidden layers, vatch size of 256 and an input layer of 14 x 128 (number of electrodes x 1 sec of recording) and four nodes representing the different levels of amusement. The best model obtained during the training phase was tested on the unseen video. While the level of accuracy between the validation videos varies slightly (mean=57.3%, std=13.7%), our best model obtained an accuracy of 82,4%. This high accuracy supports the use of brain activity to predict amusement. Moreover, the validation process we design conveys that models using this technique are transferable across participants and videos.
娱乐可以帮助调节心理障碍和认知功能。不幸的是,情绪分类算法仍然将多种积极情绪合并为一种独特的情绪,即快乐,这使得在现实生活中很难使用娱乐。在此,我们在脑电图(EEG)上训练一个长短期记忆(LSTM)来预测分类尺度上的娱乐。参与者(n=10)观看了120个不同搞笑程度的视频,并对其进行了评分,同时用Emotiv耳机记录了他们的大脑活动。根据参与者排名的百分位数,参与者的评分被分为四个类别(低、中、高和非常高)。采用嵌套交叉验证对模型进行验证。我们首先从每个参与者那里留下一个视频用于最终模型的验证,并在训练阶段使用留一组技术在未见过的参与者身上测试模型。在16个不同的视频上测试了嵌套交叉验证。我们创建了一个LSTM模型,它有5个隐藏层,手表大小为256,输入层为14 x 128(电极数量x 1秒记录),四个节点代表不同的娱乐水平。在训练阶段得到的最佳模型在未看过的视频上进行了测试。虽然验证视频之间的准确度水平略有不同(平均值=57.3%,标准差=13.7%),但我们的最佳模型获得了82,4%的准确度。这种高准确性支持使用大脑活动来预测娱乐。此外,我们设计的验证过程表明,使用该技术的模型可在参与者和视频之间转移。
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引用次数: 0
GunitaHu: A VR Serious Game with Montessori Approach for Dementia Patients During COVID-19 GunitaHu: COVID-19期间痴呆患者使用蒙特梭利方法的VR严肃游戏
Pub Date : 2021-09-22 DOI: 10.3233/faia210082
Aira Jazel Y. Ang, Roberto D. Principio, R. A. Juayong, J. D. L. Caro
The study aims to explore VR Serious Games as a form of therapy for people with dementia. It seeks to establish the utility of VR-based interventions with the application of Montessori Method. This study also serves as a basis for researchers, healthcare professionals, and developers who plan to incorporate VR therapy with other therapeutic approaches and to create a system that may be replicated for other illnesses via telemedicine to address the most vulnerable sectors. The main beneficiaries of this study are people with dementia and those who directly interact with them such as their doctors, caregivers, and family members of the patient.
该研究旨在探索VR严肃游戏作为痴呆症患者的一种治疗形式。它试图通过应用蒙台梭利方法建立基于虚拟现实的干预措施的效用。这项研究还为研究人员、医疗保健专业人员和开发人员提供了基础,他们计划将VR治疗与其他治疗方法结合起来,并创建一个可以通过远程医疗复制的系统,以解决最脆弱的领域。这项研究的主要受益者是痴呆症患者和那些直接与他们互动的人,如他们的医生、护理人员和患者的家庭成员。
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引用次数: 0
Application Programming Interface for a Customer Experience Analysis Tool 客户体验分析工具的应用程序编程接口
Pub Date : 2021-09-22 DOI: 10.3233/faia210092
G. Kopsiaftis, Ioannis Georgoulas, I. Rallis, Ioannis Markoulidakis, Kostis Tzanettis, Michael Sfakianos, N. Doulamis
This paper analyzes the architecture of an application programming interface (API) developed for a novel customer experience tool. The CX tool aims to monitor the customer satisfaction, based on several experience attributes and metrics, such as the Net Promoter Score. The API aims to create an efficient and user-friendly environment, which allow users to utilize all the available features of the customer experience system, including the exploitation of state-of-the-art machine learning algorithms, the analysis of the data and the graphical representation of the results.
本文分析了为一种新型客户体验工具开发的应用程序编程接口(API)的体系结构。CX工具的目的是监控客户满意度,基于几个经验属性和指标,如净推荐值。API旨在创建一个高效和用户友好的环境,允许用户利用客户体验系统的所有可用功能,包括利用最先进的机器学习算法、数据分析和结果的图形表示。
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引用次数: 0
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International Conference on Novelties in Intelligent Digital Systems
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