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Multimedia context interpretation: a semantics-based cooperative indexing approach 多媒体上下文解释:一种基于语义的协同索引方法
IF 1.2 4区 计算机科学 Q2 Engineering Pub Date : 2020-03-31 DOI: 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.
摘要Web上基于语义的多媒体索引系统的相对低效主要是由于语义知识的不完备和语义异构问题。然而,在网络上精确搜索多媒体文档的需求持续增长;迫切需要有效和高效的索引策略。在本文中,我们提出了一种基于本体的多媒体索引方法,该方法可以协同识别网页上围绕多媒体文档的注释词之间存在的语义和分类关系。在这种情况下,联合使用多个本体为每个文档建立索引。我们以语义网络的形式构建倒排索引,其中每个网络的节点都是基于多数投票技术识别和添加的,而边表示这些节点之间的语义和分类关系。为了减轻结果网络之间的异构性,我们使用本体合并算法将它们集成到一致的网络中。我们还利用概念相关性度量,用语义相关的实体来丰富网络,这些实体不能被使用的本体识别。为了验证我们的建议,我们基于建议的技术开发了一个原型系统。使用真实世界数据集产生的结果表明,与最先进的基线指标相比,有效性有所提高。
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引用次数: 4
Design and evaluation of a dynamic job search website for non-literate users of Pakistan 为巴基斯坦不识字的用户设计和评估一个动态的求职网站
IF 1.2 4区 计算机科学 Q2 Engineering Pub Date : 2019-10-02 DOI: 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.
在众多可用的在线求职解决方案中,为不识字的用户提供的解决方案非常有限。可用的解决方案已经测试了使用静态网页的可能性,由于现实世界的动态性,静态网页不适用于不识字的用户。在这项研究中,一个动态的求职解决方案提出了不识字的巴基斯坦用户。用户界面(UI)需求是通过广泛的文献回顾确定的。手绘草图、语音反馈、半插图等形式的文化特定内容被确定并纳入求职者(不识字)模块。根据ISO-9241-11定义的可用性规范,同一模块由不识字和半文盲的参与者在实地研究中进行评估。结果表明,与以往文献报道的时间相比,不识字的用户可以在最短的任务完成时间内有效地找到工作。他们感到满意,并有动力再次使用该网站寻找工作。研究结果表明,有可能设计基于信息通信技术的解决方案,为发展中国家不识字的用户提供服务。
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引用次数: 1
Computational personality recognition from Facebook text: psycholinguistic features, words and facets 从Facebook文本计算人格识别:心理语言学特征,单词和方面
IF 1.2 4区 计算机科学 Q2 Engineering Pub Date : 2019-10-02 DOI: 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.
自然语言处理(NLP)和机器学习领域的进步导致了从社交媒体和类似来源的文本中识别人格特征的自动化方法的发展。这类系统利用词汇知识和人格模型之间的密切关系——比如众所周知的大五模型——以一种非侵入式的方式,以低成本提供关于输入文本作者的信息。虽然文本人格特征的计算识别已成为该领域的一个成熟的研究课题,但仍有许多值得进一步探索的研究问题。特别是,本文试图阐明三个主要问题:(i)当这些知识来源无法用于考虑的目标语言时,我们是否可以开发心理语言学动机的人格识别模型;(ii)心理语言学知识的使用是否仍然优于当代的词向量表征;(iii)我们是否可以从没有明确传达这些信息的语料库中推断出某些人格方面。在本文中,这些问题将在一系列Facebook文本个性识别的个体实验中得到解决,其初步结果将有助于未来开发更强大的此类系统。
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引用次数: 20
When media allow the user to interact, play and share: recent perspectives on interactive documentary 当媒体允许用户互动、播放和分享时:互动纪录片的最新视角
IF 1.2 4区 计算机科学 Q2 Engineering Pub Date : 2019-09-25 DOI: 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.
数字媒体的发展激发了媒体语境下新的叙事形式。在过去的几年里,交互式纪录片呈现了复杂和可选择的获取信息的方式。本文对这一说法进行了分析,包括对五部国际作品的案例研究:《熊71》、《高层建筑简史》、《海盗捕鱼》、《不要追踪》和《Párkinson》。作为新闻格式的在线媒体互动纪录片的制作采用多维方法,其中包括产品,用户的感知和作者的观点。在线媒体新形式的探索与创新和对受众的当代回应有关,受众现在能够在移动通信和当前社会技能所青睐的环境中进行互动,玩耍和分享。
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引用次数: 8
Utilising problem-solving: from self-assessment to self regulating 利用解决问题:从自我评估到自我调节
IF 1.2 4区 计算机科学 Q2 Engineering Pub Date : 2019-07-03 DOI: 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.
摘要随着在线平台在教育中的广泛应用,组织好内容并随时为学习者提供,以自我评估自己的进步,对于确保学业成功至关重要。然而,如果没有积极的导师的支持,学习者可能很难指导自己如何准确评估学习结果。本文关注的是学生如何从使用自适应平台(即QuizIT)的编程课程进度自我评估中受益。我们讨论了自我评估程序和发展过程,使其成为一个开放的学生模式学习平台。最初的版本被指定为在编程新手遇到编程学习之旅时为他们提供帮助。然后进行了扩展,通过访问学习模型和获得对评估体验的更多控制,向学习者开放了可能性。Quiz Adapt是一组基于开放学习者模型提供自适应推荐器的功能。评估了从四个研究设置中收集的数据,以显示与系统交互对学习增益的影响。此外,本文还阐明了教育入门阶段日常学习机会的有效性。
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引用次数: 2
Design and implementation of invention learning curriculum-based serious game contents 基于严肃游戏内容的发明学习课程的设计与实现
IF 1.2 4区 计算机科学 Q2 Engineering Pub Date : 2019-07-03 DOI: 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.
本文对基于发明学习课程的严肃游戏内容进行了设计与开发。开发严肃游戏内容,根据第一学期的学习热情和交流情况对参与者进行分类,评估小学生的有效性。现有的基于游戏的学习内容往往过于注重学习或娱乐,这给内容的开发带来了困难。针对上述问题,本研究设计开发了严肃游戏,加强了娱乐与学习的有机结合。将课程的发明原则理解为游戏玩法,设计和开发了严肃游戏内容。有效性评价表明,严肃游戏对参与者的学习是有效的。研究发现,志愿参加发明教育课程的学生对发明和游戏的认知程度高于普通课程的学生。
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引用次数: 2
Systematic review and usability evaluation of writing mobile apps for children 儿童移动应用程序编写的系统回顾和可用性评估
IF 1.2 4区 计算机科学 Q2 Engineering Pub Date : 2019-07-03 DOI: 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.
摘要近年来,为支持学生的有效学习和写作技能,开发了针对儿童的写作应用程序。在这项工作中,我们对iOS和Android操作系统中所有当前可用的应用程序进行了系统审查。我们考虑了一些新发布的儿童写作应用程序,重点关注它们的功能范围、目标用户群体、操作语言、获取成本、用户评级以及获取成本与用户评级之间的联系。总的来说,我们根据提供的功能及其对用户的成本分析了497款应用程序。除了对应用程序进行系统审查外,我们还对代表性样本进行了基于参与者的可用性评估,即所收集应用程序总数的8%样本。共选择了40个应用程序进行可用性评估,其中20个应用程序适用于iOS,其余20个适用于Android。对应用程序的可用性进行评估后发现,随着移动应用程序中功能数量的增加,应用程序的使用性会降低。主观评估显示,与安卓设备相比,参与者使用iPhone的用户体验更好。
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引用次数: 8
Combining object detection and causality mining for efficient development of augmented reality-based on-the-job training systems in hotel management 结合目标检测和因果关系挖掘,高效开发基于增强现实的酒店管理在职培训系统
IF 1.2 4区 计算机科学 Q2 Engineering Pub Date : 2019-07-03 DOI: 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.
本研究的目的是提出一种基于增强现实(AR)的高效OJT模型的方法,该模型通过对象检测和因果关系挖掘(一种新颖的文本分析方法)来实现。收集过去十年中发表的对OJT有用的酒店管理文章,提取它们之间因果关系的信息,并将相关规则保存到规则库中。使用相同的数据,我们通过实时目标检测系统SSD (Single Shot Multibox Detector)检测各种目标。然后,我们匹配了几组伤亡情况,并将它们展示给佩戴AR设备的学员。这种方法减少了OJT项目所需的开发和维护成本。学员沉浸在培训环境中,提高了培训的有效性。为了证明所提出方法的可行性,我们开发了一个用于酒店管理培训的AR-OJT原型系统,根据所提出的方法自动从文章中提取酒店管理知识。结果表明,AR-OJT组在学习动机和自我调节学习方面的表现优于对照组。两组学习成绩无显著差异,表明AR-OJT可以替代传统OJT。
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引用次数: 9
Introduction to the special issue on advances in multimedia and educational technology 介绍多媒体及教育科技的发展
IF 1.2 4区 计算机科学 Q2 Engineering Pub Date : 2019-07-03 DOI: 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
随着通信和信息、多媒体等新技术的发展,教育模式已经从传统的纸质教学转向了技术嵌入式教学。世界各地的教育机构一直在将新技术纳入现有的课程和课程设计,以加强传统的基于教科书和课堂的教学。这些以技术为中介的学习环境帮助学习者与内容、同伴和老师互动。现在,由于手机和智能平板等数字设备的发展,遵循随时随地原则的泛在学习已成为新的教育趋势。本期特刊的目的是调查和探讨将新技术纳入教育和培训领域的影响和结果。本期特刊的文章涉及一系列教育和培训环境,重点关注多媒体和教育技术的理论、实践和发展。特别是,重点是新技术的教学应用,以便在教育和培训领域提供创新思想和见解。第一篇题为“在混合编程学习环境中利用行为分析”的论文(Paredes,Huang和Hsiao)报告了一项关于学生在编程学习中学习有效性的调查研究。为了实现这一点,他们使用了网络编程评分助手,这是一款自主开发的教育网络应用程序,为手写作业提供增强的评分和反馈界面。通过分析学生的努力与学习成绩之间的关系,他们得出了几个教育启示。第二篇论文“将对象检测和因果关系挖掘相结合,有效开发基于增强现实的酒店管理在职培训系统”(Koo,Lee和Kwon)提出了一种基于AR的在职培训系统,该系统采用了文本挖掘和对象检测。在该系统中,因果关系的句法表达被学习并存储在时态中
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引用次数: 6
Utilising behavioural analytics in a blended programming learning environment 在混合编程学习环境中使用行为分析
IF 1.2 4区 计算机科学 Q2 Engineering Pub Date : 2019-07-03 DOI: 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.
在这项工作中,我们从一个混合编程学习环境中研究学生的行为,该环境集成了物理和数字学习空间的学习分析。我们设计了一个课堂研究,并收集了计算机科学课的数据。学生的复习和反思行为,基于使用国产教育技术进行跟踪和建模。此外,我们还分析了学生复习的频率、时间以及与学业成绩的关系。结果表明,高水平和低水平的学生具有不同的复习策略。高水平学生在复习时更加警惕。当他们坚持复习时,他们取得了更高的学习成绩。总的来说,学生们更加重视考试前的复习,他们的努力表明了他们渴望复习正式的评估,而不管他们的学习成绩是否评分。此外,临近学期末,所有学生都更加注重复习小测验和考试。
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引用次数: 1
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New Review of Hypermedia and Multimedia
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