Pub Date : 2020-03-31DOI: 10.1080/13614568.2020.1745904
Mohammed Maree
ABSTRACT The relative ineffectiveness of semantics-based multimedia indexing systems on the Web is caused by the semantic knowledge incompleteness and semantic heterogeneity problems. Nevertheless, the need to search multimedia documents with precision on the Web is persistently growing; pressing the demand for effective and efficient indexing strategies. In this article, we present an ontology-based multimedia indexing approach that cooperatively identifies the semantic and taxonomic relations that exist between annotation words that surround multimedia documents on Webpages. In this context, multiple ontologies are jointly employed for indexing each document. We construct inverted indexes in the form of semantic networks where nodes of each network are identified and added based on a majority-voting technique, while edges represent the semantic and taxonomic relations that hold between those nodes. To alleviate the heterogeneity between the resulting networks, we employ ontology merging algorithms to integrate them into consistent networks. We also utilise concept relatedness measures to enrich the networks with semantically-relevant entities that are not recognised by the used ontologies. To validate our proposal, we have developed a prototype system based on the proposed techniques. The produced results using real-world datasets demonstrate an improvement of the effectiveness against state-of-the-art baseline metrics.
{"title":"Multimedia context interpretation: a semantics-based cooperative indexing approach","authors":"Mohammed Maree","doi":"10.1080/13614568.2020.1745904","DOIUrl":"https://doi.org/10.1080/13614568.2020.1745904","url":null,"abstract":"ABSTRACT The relative ineffectiveness of semantics-based multimedia indexing systems on the Web is caused by the semantic knowledge incompleteness and semantic heterogeneity problems. Nevertheless, the need to search multimedia documents with precision on the Web is persistently growing; pressing the demand for effective and efficient indexing strategies. In this article, we present an ontology-based multimedia indexing approach that cooperatively identifies the semantic and taxonomic relations that exist between annotation words that surround multimedia documents on Webpages. In this context, multiple ontologies are jointly employed for indexing each document. We construct inverted indexes in the form of semantic networks where nodes of each network are identified and added based on a majority-voting technique, while edges represent the semantic and taxonomic relations that hold between those nodes. To alleviate the heterogeneity between the resulting networks, we employ ontology merging algorithms to integrate them into consistent networks. We also utilise concept relatedness measures to enrich the networks with semantically-relevant entities that are not recognised by the used ontologies. To validate our proposal, we have developed a prototype system based on the proposed techniques. The produced results using real-world datasets demonstrate an improvement of the effectiveness against state-of-the-art baseline metrics.","PeriodicalId":54386,"journal":{"name":"New Review of Hypermedia and Multimedia","volume":null,"pages":null},"PeriodicalIF":1.2,"publicationDate":"2020-03-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/13614568.2020.1745904","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44022465","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-10-02DOI: 10.1080/13614568.2019.1694593
Aisha Kalsoom, Syed Sajid Hussain, I. Khan, B. Nazir, Waqas Jadoon, I. Khan
ABSTRACT Among the many available online job searching solutions, very limited are proposed for non-literate users. The available solutions have tested the possibilities using static web pages which are not applicable in the real world for non-literate users because of the dynamism of the real world. In this research, a dynamic job search solution is presented for non-literate users of Pakistan. User Interface (UI) requirements were identified through an extensive literature review. The culturally specific content in the form of hand-drawn sketches, voice feedback, semi-illustrations was identified and incorporated in the job seekers (non-literate) module. The same module was evaluated by the non-literate and semi-literate participants in a field study as per the usability specification defined by ISO-9241-11. The results have shown that non-literate users could search for a job efficiently in the minimum task completion time as compared to the time reported in the previous literature. They were satisfied and motivated to use the website again to search for jobs. The results indicate a potential for designing ICT-based solutions to provide services to the non-literate users in developing countries.
{"title":"Design and evaluation of a dynamic job search website for non-literate users of Pakistan","authors":"Aisha Kalsoom, Syed Sajid Hussain, I. Khan, B. Nazir, Waqas Jadoon, I. Khan","doi":"10.1080/13614568.2019.1694593","DOIUrl":"https://doi.org/10.1080/13614568.2019.1694593","url":null,"abstract":"ABSTRACT Among the many available online job searching solutions, very limited are proposed for non-literate users. The available solutions have tested the possibilities using static web pages which are not applicable in the real world for non-literate users because of the dynamism of the real world. In this research, a dynamic job search solution is presented for non-literate users of Pakistan. User Interface (UI) requirements were identified through an extensive literature review. The culturally specific content in the form of hand-drawn sketches, voice feedback, semi-illustrations was identified and incorporated in the job seekers (non-literate) module. The same module was evaluated by the non-literate and semi-literate participants in a field study as per the usability specification defined by ISO-9241-11. The results have shown that non-literate users could search for a job efficiently in the minimum task completion time as compared to the time reported in the previous literature. They were satisfied and motivated to use the website again to search for jobs. The results indicate a potential for designing ICT-based solutions to provide services to the non-literate users in developing countries.","PeriodicalId":54386,"journal":{"name":"New Review of Hypermedia and Multimedia","volume":null,"pages":null},"PeriodicalIF":1.2,"publicationDate":"2019-10-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/13614568.2019.1694593","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44320406","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-10-02DOI: 10.1080/13614568.2020.1722761
W. Santos, Ricelli Moreira Silva Ramos, Ivandré Paraboni
ABSTRACT Advances in the Natural Language Processing (NLP) and machine learning fields have led to the development of automated methods for the recognition of personality traits from text available from social media and similar sources. Systems of this kind exploit the close relation between lexical knowledge and personality models – such as the well-known Big Five model – to provide information about the author of an input text in a non-intrusive fashion, and at a low cost. Although now a well-established research topic in the field, the computational recognition of personality traits from text still leaves a number of research questions worth further exploration. In particular, this paper attempts to shed light on three main issues: (i) whether we may develop psycholinguistics-motivated models of personality recognition when such knowledge sources are not available for the target language under consideration; (ii) whether the use of psycholinguistic knowledge may be still superior to contemporary word vector representations; and (iii) whether we may infer certain personality facets from a corpus that does not explicitly convey this information. In this paper these issues are dealt with in a series of individual experiments of personality recognition from Facebook text, whose initial results should aid the future development of more robust systems of this kind.
{"title":"Computational personality recognition from Facebook text: psycholinguistic features, words and facets","authors":"W. Santos, Ricelli Moreira Silva Ramos, Ivandré Paraboni","doi":"10.1080/13614568.2020.1722761","DOIUrl":"https://doi.org/10.1080/13614568.2020.1722761","url":null,"abstract":"ABSTRACT Advances in the Natural Language Processing (NLP) and machine learning fields have led to the development of automated methods for the recognition of personality traits from text available from social media and similar sources. Systems of this kind exploit the close relation between lexical knowledge and personality models – such as the well-known Big Five model – to provide information about the author of an input text in a non-intrusive fashion, and at a low cost. Although now a well-established research topic in the field, the computational recognition of personality traits from text still leaves a number of research questions worth further exploration. In particular, this paper attempts to shed light on three main issues: (i) whether we may develop psycholinguistics-motivated models of personality recognition when such knowledge sources are not available for the target language under consideration; (ii) whether the use of psycholinguistic knowledge may be still superior to contemporary word vector representations; and (iii) whether we may infer certain personality facets from a corpus that does not explicitly convey this information. In this paper these issues are dealt with in a series of individual experiments of personality recognition from Facebook text, whose initial results should aid the future development of more robust systems of this kind.","PeriodicalId":54386,"journal":{"name":"New Review of Hypermedia and Multimedia","volume":null,"pages":null},"PeriodicalIF":1.2,"publicationDate":"2019-10-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/13614568.2020.1722761","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43757592","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-09-25DOI: 10.1080/13614568.2019.1670270
J. V. Herrero, X. L. García
ABSTRACT The evolution of digital media has inspired new narrative forms within the media context. In the last few years, interactive documentary has presented complex and alternative ways to access information. This article presents an analysis of this statement consisting of the case study of five international productions: Bear 71, A Short History of the Highrise, Pirate Fishing, Do Not Track and Párkinson, que tiemble el camino. The production of interactive documentary in online media as a journalistic format is tackled with a multidimensional approach which incorporates the product, the user’s perception and the author’s view. The exploration of new formats in online media is linked to innovation and a contemporary response to the audiences, who are now able to interact, play and share in an environment favoured by mobile communication and the skills of the current society.
{"title":"When media allow the user to interact, play and share: recent perspectives on interactive documentary","authors":"J. V. Herrero, X. L. García","doi":"10.1080/13614568.2019.1670270","DOIUrl":"https://doi.org/10.1080/13614568.2019.1670270","url":null,"abstract":"ABSTRACT The evolution of digital media has inspired new narrative forms within the media context. In the last few years, interactive documentary has presented complex and alternative ways to access information. This article presents an analysis of this statement consisting of the case study of five international productions: Bear 71, A Short History of the Highrise, Pirate Fishing, Do Not Track and Párkinson, que tiemble el camino. The production of interactive documentary in online media as a journalistic format is tackled with a multidimensional approach which incorporates the product, the user’s perception and the author’s view. The exploration of new formats in online media is linked to innovation and a contemporary response to the audiences, who are now able to interact, play and share in an environment favoured by mobile communication and the skills of the current society.","PeriodicalId":54386,"journal":{"name":"New Review of Hypermedia and Multimedia","volume":null,"pages":null},"PeriodicalIF":1.2,"publicationDate":"2019-09-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/13614568.2019.1670270","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43150063","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-07-03DOI: 10.1080/13614568.2019.1705922
Mohammed Alzaid, S. Hsiao
ABSTRACT With the wide adoption of online platforms in education, having the content organised and readily available for the learners to self-assess their progress is crucial to ensure academic success. However, without the support of an active mentor, it might be difficult for the learners to guide themselves on how to accurately evaluate their learning outcome. This article focuses on how students benefited from self-assessing their programming course progress using an adaptive platform, namely QuizIT. We discuss the self-assessment procedure and development as it progresses into an open student model learning platform. The initial release was designated to assist programming novices as they encounter the programming learning journey. It was then followed by an extension to open the possibilities to the learner by having access to the learning model and gaining more control over the assessment experience. Quiz Adapt, was the set of features that provided an adaptive recommender based on an open learner model. The data collected from four study setups are evaluated to show the impact on the learning gain from interacting with the system. In addition, this paper sheds light on the effectiveness of daily learning opportunities in the introductory phase of education.
{"title":"Utilising problem-solving: from self-assessment to self regulating","authors":"Mohammed Alzaid, S. Hsiao","doi":"10.1080/13614568.2019.1705922","DOIUrl":"https://doi.org/10.1080/13614568.2019.1705922","url":null,"abstract":"ABSTRACT With the wide adoption of online platforms in education, having the content organised and readily available for the learners to self-assess their progress is crucial to ensure academic success. However, without the support of an active mentor, it might be difficult for the learners to guide themselves on how to accurately evaluate their learning outcome. This article focuses on how students benefited from self-assessing their programming course progress using an adaptive platform, namely QuizIT. We discuss the self-assessment procedure and development as it progresses into an open student model learning platform. The initial release was designated to assist programming novices as they encounter the programming learning journey. It was then followed by an extension to open the possibilities to the learner by having access to the learning model and gaining more control over the assessment experience. Quiz Adapt, was the set of features that provided an adaptive recommender based on an open learner model. The data collected from four study setups are evaluated to show the impact on the learning gain from interacting with the system. In addition, this paper sheds light on the effectiveness of daily learning opportunities in the introductory phase of education.","PeriodicalId":54386,"journal":{"name":"New Review of Hypermedia and Multimedia","volume":null,"pages":null},"PeriodicalIF":1.2,"publicationDate":"2019-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/13614568.2019.1705922","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47132854","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-07-03DOI: 10.1080/13614568.2019.1645216
J. Yoon, Jung-Yoon Kim
ABSTRACT In this paper, invention learning curriculum-based serious game contents were designed and developed. Developed serious game contents evaluated effectiveness among elementary school students with participants classified according to enthusiasm for learning and communication condition for a period of first semester. Existing game-based learning contents tend to give too much importance to learning or amusement which has made it difficult to develop contents. To solve the above-mentioned problems, this study designed and developed serious game which strengthened organic combination between amusement and learning. Serious game contents were designed and developed ways which understand invention principle of curriculum as game play. Evaluation of effectiveness showed that serious game is effective in learning of participants in this study. It was ascertained that students with greater enthusiasm for learning who volunteered invention education course showed better recognition of invention and game than those who studied under general curriculum.
{"title":"Design and implementation of invention learning curriculum-based serious game contents","authors":"J. Yoon, Jung-Yoon Kim","doi":"10.1080/13614568.2019.1645216","DOIUrl":"https://doi.org/10.1080/13614568.2019.1645216","url":null,"abstract":"ABSTRACT In this paper, invention learning curriculum-based serious game contents were designed and developed. Developed serious game contents evaluated effectiveness among elementary school students with participants classified according to enthusiasm for learning and communication condition for a period of first semester. Existing game-based learning contents tend to give too much importance to learning or amusement which has made it difficult to develop contents. To solve the above-mentioned problems, this study designed and developed serious game which strengthened organic combination between amusement and learning. Serious game contents were designed and developed ways which understand invention principle of curriculum as game play. Evaluation of effectiveness showed that serious game is effective in learning of participants in this study. It was ascertained that students with greater enthusiasm for learning who volunteered invention education course showed better recognition of invention and game than those who studied under general curriculum.","PeriodicalId":54386,"journal":{"name":"New Review of Hypermedia and Multimedia","volume":null,"pages":null},"PeriodicalIF":1.2,"publicationDate":"2019-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/13614568.2019.1645216","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42951276","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-07-03DOI: 10.1080/13614568.2019.1677787
M. S. Missen, A. Javed, Hina Asmat, Mariam Nosheen, Mickael Coustaty, N. Salamat, V. B. Surya Prasath
ABSTRACT Writing apps for children have been developed in recent year to support effective learning and writing skills of students. In this work, we perform a systematic review of all currently available apps for the operating system iOS and Android. We consider a number of newly release children writing apps by focusing on their features like the range of functions, target user groups, operating language, acquisition costs, user ratings and the connection between acquisition cost and user ratings. In total, we analysed 497 apps based on functions offered and their cost to users. In addition to the systematic review of apps, we also perform a participant-based usability evaluation of a representative sample i.e. 8% sample of the total collected apps. Totally 40 apps are selected for usability evaluation including 20 apps for iOS and the remaining 20 apps for Android. As a result of usability evaluation of apps, it is found out that with the increase in the number of functions in a mobile app, the usability of the app decreases. The subjective evaluation reveals that participants felt better user experience with iPhone in comparison to Android enabled devices.
{"title":"Systematic review and usability evaluation of writing mobile apps for children","authors":"M. S. Missen, A. Javed, Hina Asmat, Mariam Nosheen, Mickael Coustaty, N. Salamat, V. B. Surya Prasath","doi":"10.1080/13614568.2019.1677787","DOIUrl":"https://doi.org/10.1080/13614568.2019.1677787","url":null,"abstract":"ABSTRACT Writing apps for children have been developed in recent year to support effective learning and writing skills of students. In this work, we perform a systematic review of all currently available apps for the operating system iOS and Android. We consider a number of newly release children writing apps by focusing on their features like the range of functions, target user groups, operating language, acquisition costs, user ratings and the connection between acquisition cost and user ratings. In total, we analysed 497 apps based on functions offered and their cost to users. In addition to the systematic review of apps, we also perform a participant-based usability evaluation of a representative sample i.e. 8% sample of the total collected apps. Totally 40 apps are selected for usability evaluation including 20 apps for iOS and the remaining 20 apps for Android. As a result of usability evaluation of apps, it is found out that with the increase in the number of functions in a mobile app, the usability of the app decreases. The subjective evaluation reveals that participants felt better user experience with iPhone in comparison to Android enabled devices.","PeriodicalId":54386,"journal":{"name":"New Review of Hypermedia and Multimedia","volume":null,"pages":null},"PeriodicalIF":1.2,"publicationDate":"2019-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/13614568.2019.1677787","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42510278","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-07-03DOI: 10.1080/13614568.2019.1694594
Gukwon Koo, Namyeon Lee, O. Kwon
ABSTRACT The purpose of this study is to propose a methodology for establishing an augmented reality (AR)-based model for efficient OJT through object detection and causality mining, a novel text analysis method. Articles on hotel management published in the last decade and useful for OJT were collected, information on the causal relationships between them extracted, and related rules saved to a rule base. Using the same data, we detected various objects through SSD (Single Shot Multibox Detector), a real-time object detection system. Then we matched sets of causalities and displayed them to trainees wearing AR devices. This methodology reduces development and maintenance costs required to operate OJT programmes. Trainees are immersed in the training environment, which improves the effectiveness of the training. To show the feasibility of the proposed method, we developed a prototype AR-OJT system for hotel management training, automatically extracting knowledge on hotel management from articles according to the proposed method. The results demonstrate that the AR-OJT group shows better performance in terms of learning motivation and self-regulated learning than the control OJT group. No significant difference in learning performance was found between the two groups, which implies that traditional OJT can be substituted with AR-OJT.
{"title":"Combining object detection and causality mining for efficient development of augmented reality-based on-the-job training systems in hotel management","authors":"Gukwon Koo, Namyeon Lee, O. Kwon","doi":"10.1080/13614568.2019.1694594","DOIUrl":"https://doi.org/10.1080/13614568.2019.1694594","url":null,"abstract":"ABSTRACT The purpose of this study is to propose a methodology for establishing an augmented reality (AR)-based model for efficient OJT through object detection and causality mining, a novel text analysis method. Articles on hotel management published in the last decade and useful for OJT were collected, information on the causal relationships between them extracted, and related rules saved to a rule base. Using the same data, we detected various objects through SSD (Single Shot Multibox Detector), a real-time object detection system. Then we matched sets of causalities and displayed them to trainees wearing AR devices. This methodology reduces development and maintenance costs required to operate OJT programmes. Trainees are immersed in the training environment, which improves the effectiveness of the training. To show the feasibility of the proposed method, we developed a prototype AR-OJT system for hotel management training, automatically extracting knowledge on hotel management from articles according to the proposed method. The results demonstrate that the AR-OJT group shows better performance in terms of learning motivation and self-regulated learning than the control OJT group. No significant difference in learning performance was found between the two groups, which implies that traditional OJT can be substituted with AR-OJT.","PeriodicalId":54386,"journal":{"name":"New Review of Hypermedia and Multimedia","volume":null,"pages":null},"PeriodicalIF":1.2,"publicationDate":"2019-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/13614568.2019.1694594","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48854267","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-07-03DOI: 10.1080/13614568.2019.1706244
Seungmin Rho, Dongwann Kang
With the advances in communication and information, multimedia and other new technologies, the paradigm of education has been shifting from the conventional paper-based instruction to technology-embedded instruction. Educational institutions around the world have been incorporating new technologies into existing curriculum and course design in order to reinforce traditional textbook-based and classroom-based instruction. These technology-mediated learning environments have helped learners interact with contents, peers, and teachers. Now, thanks to the development of digital devices such as mobile phones and smart pads, ubiquitous learning following anywhere and anytime principles has become the new educational trend. The objective of this Special Issue is to investigate and explore the impact and outcome of integrating new technologies into the field of education and training. Articles for this Special Issue address a range of education and training settings, focusing on the theory, practice, and development of multimedia and educational technology. Particularly, there is a focus on pedagogical applications of new technologies in order to offer innovative ideas and insight in the fields of education and training. The first paper entitled “Utilising behavioural analytics in a blended programming learning environment,” (Paredes, Huang and Hsiao) reports on a study of the investigation of students’ learning effectiveness in programming learning. To achieve this, they utilised Web Programming Grading Assistant, which was a homegrown educational web application that provided augmented grading and feedback giving interfaces for handwritten assignments. By analysing the relation between students’ effort and academic performances, they concluded several educational implications. The second paper “Combining object detection and causality mining for efficient development of augmented reality-based on-the-job training systems in hotel management” (Koo, Lee and Kwon) proposes an AR-based On-thejob training system which employs text mining and object detection. In the system, syntactic expression of causality is learned and stored in the casual
{"title":"Introduction to the special issue on advances in multimedia and educational technology","authors":"Seungmin Rho, Dongwann Kang","doi":"10.1080/13614568.2019.1706244","DOIUrl":"https://doi.org/10.1080/13614568.2019.1706244","url":null,"abstract":"With the advances in communication and information, multimedia and other new technologies, the paradigm of education has been shifting from the conventional paper-based instruction to technology-embedded instruction. Educational institutions around the world have been incorporating new technologies into existing curriculum and course design in order to reinforce traditional textbook-based and classroom-based instruction. These technology-mediated learning environments have helped learners interact with contents, peers, and teachers. Now, thanks to the development of digital devices such as mobile phones and smart pads, ubiquitous learning following anywhere and anytime principles has become the new educational trend. The objective of this Special Issue is to investigate and explore the impact and outcome of integrating new technologies into the field of education and training. Articles for this Special Issue address a range of education and training settings, focusing on the theory, practice, and development of multimedia and educational technology. Particularly, there is a focus on pedagogical applications of new technologies in order to offer innovative ideas and insight in the fields of education and training. The first paper entitled “Utilising behavioural analytics in a blended programming learning environment,” (Paredes, Huang and Hsiao) reports on a study of the investigation of students’ learning effectiveness in programming learning. To achieve this, they utilised Web Programming Grading Assistant, which was a homegrown educational web application that provided augmented grading and feedback giving interfaces for handwritten assignments. By analysing the relation between students’ effort and academic performances, they concluded several educational implications. The second paper “Combining object detection and causality mining for efficient development of augmented reality-based on-the-job training systems in hotel management” (Koo, Lee and Kwon) proposes an AR-based On-thejob training system which employs text mining and object detection. In the system, syntactic expression of causality is learned and stored in the casual","PeriodicalId":54386,"journal":{"name":"New Review of Hypermedia and Multimedia","volume":null,"pages":null},"PeriodicalIF":1.2,"publicationDate":"2019-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/13614568.2019.1706244","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42263123","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-07-03DOI: 10.1080/13614568.2019.1695961
Yancy Vance M. Paredes, Po-Kai Huang, I-Han Hsiao
ABSTRACT In this work, we study students' behaviours from a blended programming learning environment that integrates learning analytics across physical and digital learning spaces. We designed a classroom study and collected data from a computer science class. Students' reviewing and reflecting behaviours, based on the use of a home-grown educational technology were tracked and modelled. Moreover, students' reviewing efforts, in terms of frequency, timing, and the associations with their academic performances were analysed. Results showed that high- and low-level students had distinct reviewing strategies. High-level students were more vigilant in reviewing. When they reviewed persistently, they achieved higher academic performances. Overall, students put extra emphasis on reviewing prior to the exams and the efforts demonstrated the desire to review formal assessments regardless of if they were graded for academic performance. In addition, all students paid more attention to reviewing quizzes and exams toward the end of the semester.
{"title":"Utilising behavioural analytics in a blended programming learning environment","authors":"Yancy Vance M. Paredes, Po-Kai Huang, I-Han Hsiao","doi":"10.1080/13614568.2019.1695961","DOIUrl":"https://doi.org/10.1080/13614568.2019.1695961","url":null,"abstract":"ABSTRACT In this work, we study students' behaviours from a blended programming learning environment that integrates learning analytics across physical and digital learning spaces. We designed a classroom study and collected data from a computer science class. Students' reviewing and reflecting behaviours, based on the use of a home-grown educational technology were tracked and modelled. Moreover, students' reviewing efforts, in terms of frequency, timing, and the associations with their academic performances were analysed. Results showed that high- and low-level students had distinct reviewing strategies. High-level students were more vigilant in reviewing. When they reviewed persistently, they achieved higher academic performances. Overall, students put extra emphasis on reviewing prior to the exams and the efforts demonstrated the desire to review formal assessments regardless of if they were graded for academic performance. In addition, all students paid more attention to reviewing quizzes and exams toward the end of the semester.","PeriodicalId":54386,"journal":{"name":"New Review of Hypermedia and Multimedia","volume":null,"pages":null},"PeriodicalIF":1.2,"publicationDate":"2019-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/13614568.2019.1695961","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47715761","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}