Search results for: Language learning tasks.
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 3070

Search results for: Language learning tasks.

2470 Learning and Relationships in the Cyberspace

Authors: Gioacchino Lavanco, Viviana Catania, Anna Milio, Floriana Romano

Abstract:

The cyberspace is an instrument through which internet users could get new experiences. It could contribute to foster one-s own growth, widening cognitive, creative and communicative abilities and promoting relationships. In the cyberspace, in fact, it is possible to create virtual learning communities where internet users improve their interpersonal sphere, knowledge and skills. The main element of e-learning is the establishment of online relationships, that are often collaborative.

Keywords: Internet addiction, learner support, virtual relationships.

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2469 Opinion Mining and Sentiment Analysis on DEFT

Authors: Najiba Ouled Omar, Azza Harbaoui, Henda Ben Ghezala

Abstract:

Current research practices sentiment analysis with a focus on social networks, DEfi Fouille de Texte (DEFT) (Text Mining Challenge) evaluation campaign focuses on opinion mining and sentiment analysis on social networks, especially social network Twitter. It aims to confront the systems produced by several teams from public and private research laboratories. DEFT offers participants the opportunity to work on regularly renewed themes and proposes to work on opinion mining in several editions. The purpose of this article is to scrutinize and analyze the works relating to opinions mining and sentiment analysis in the Twitter social network realized by DEFT. It examines the tasks proposed by the organizers of the challenge and the methods used by the participants.

Keywords: Opinion mining, sentiment analysis, emotion, polarity, annotation, OSEE, figurative language, DEFT, Twitter, Tweet.

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2468 A Survey of the Applications of Sentiment Analysis

Authors: Pingping Lin, Xudong Luo

Abstract:

Natural language often conveys emotions of speakers. Therefore, sentiment analysis on what people say is prevalent in the field of natural language process and has great application value in many practical problems. Thus, to help people understand its application value, in this paper, we survey various applications of sentiment analysis, including the ones in online business and offline business as well as other types of its applications. In particular, we give some application examples in intelligent customer service systems in China. Besides, we compare the applications of sentiment analysis on Twitter, Weibo, Taobao and Facebook, and discuss some challenges. Finally, we point out the challenges faced in the applications of sentiment analysis and the work that is worth being studied in the future.

Keywords: Natural language processing, sentiment analysis, application, online comments.

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2467 Sounds Alike Name Matching for Myanmar Language

Authors: Yuzana, Khin Marlar Tun

Abstract:

Personal name matching system is the core of essential task in national citizen database, text and web mining, information retrieval, online library system, e-commerce and record linkage system. It has necessitated to the all embracing research in the vicinity of name matching. Traditional name matching methods are suitable for English and other Latin based language. Asian languages which have no word boundary such as Myanmar language still requires sounds alike matching system in Unicode based application. Hence we proposed matching algorithm to get analogous sounds alike (phonetic) pattern that is convenient for Myanmar character spelling. According to the nature of Myanmar character, we consider for word boundary fragmentation, collation of character. Thus we use pattern conversion algorithm which fabricates words in pattern with fragmented and collated. We create the Myanmar sounds alike phonetic group to help in the phonetic matching. The experimental results show that fragmentation accuracy in 99.32% and processing time in 1.72 ms.

Keywords: natural language processing, name matching, phonetic matching

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2466 Students’ Perception of Using Dental e-Models in an Inquiry-Based Curriculum

Authors: Yanqi Yang, Chongshan Liao, Cheuk Hin Ho, Susan Bridges

Abstract:

Aim: To investigate students’ perceptions of using e-models in an inquiry-based curriculum. Approach: 52 second-year dental students completed a pre- and post-test questionnaire relating to their perceptions of e-models and their use in inquiry-based learning. The pre-test occurred prior to any learning with e-models. The follow-up survey was conducted after one year's experience of using e-models. Results: There was no significant difference between the two sets of questionnaires regarding students’ perceptions of the usefulness of e-models and their willingness to use e-models in future inquiry-based learning. Most students preferred using both plaster models and e-models in tandem. Conclusion: Students did not change their attitude towards e-models and most of them agreed or were neutral that e-models are useful in inquiry-based learning. Whilst recognizing the utility of 3D models for learning, students' preference for combining these with solid models has implications for the development of haptic sensibility in an operative discipline.

Keywords: E-models, inquiry-based curriculum, education.

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2465 Effect of Incentives on Knowledge Sharing and Learning – Evidence from the Indian IT Sector

Authors: Asish O. Mathew, Lewlyn L. R. Rodrigues

Abstract:

The organizations in the knowledge economy era have recognized the importance of building knowledge assets for sustainable growth and development. In comparison to other industries, Information Technology (IT) enterprises, holds an edge in developing an effective Knowledge Management (KM) programmethanks to their in-house technological abilities. This paper tries to study the various knowledge based incentive programmes and its effect on Knowledge Sharing and Learning in the context of the Indian IT sector. A conceptual model is developed linking KM Incentives, Knowledge Sharing and Learning. A questionnaire study is conducted to collect primary data from the knowledge workers of the IT organizations located in India. The data was analysed using Structural Equation Modeling using Partial Least Square method. The results show a strong influence of knowledge management incentives on knowledge sharing and an indirect influence on learning.

Keywords: Knowledge Management, Knowledge Management Incentives, Knowledge Sharing, Learning.

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2464 Academic Performance of Engineering Students: The Role of Abilities & Learning Style

Authors: Sumita Chowhan

Abstract:

Abilities are important for academic success. Yet, abilities cannot be the whole story. Styles might be one source of unexplained variation. A style is a preferred way of using ones abilities. Students are thought to be incompetent not because they are lacking in abilities, but because their styles do not match the academic course chosen. The purpose of the study was to determine the role of abilities and learning styles in prediction of academic performance and their adjustment. Participants were 272 engineering students. The tools used are Myers Briggs Type Indicator, Culture Fair Intelligence Test and Student Problem Checklist. The statistical procedures employed were t-test, correlations and stepwise regressions. The analyses of the data indicated that although abilities are better predictors of academic performance, learning styles also shown a significant relationship. The study also indicates that if students learning styles matches to their chosen academic course, they tend to show better performance and less adjustment problems.

Keywords: Abilities, Academic Performance, Adjustment, Learning Styles.

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2463 Hand Gesture Detection via EmguCV Canny Pruning

Authors: N. N. Mosola, S. J. Molete, L. S. Masoebe, M. Letsae

Abstract:

Hand gesture recognition is a technique used to locate, detect, and recognize a hand gesture. Detection and recognition are concepts of Artificial Intelligence (AI). AI concepts are applicable in Human Computer Interaction (HCI), Expert systems (ES), etc. Hand gesture recognition can be used in sign language interpretation. Sign language is a visual communication tool. This tool is used mostly by deaf societies and those with speech disorder. Communication barriers exist when societies with speech disorder interact with others. This research aims to build a hand recognition system for Lesotho’s Sesotho and English language interpretation. The system will help to bridge the communication problems encountered by the mentioned societies. The system has various processing modules. The modules consist of a hand detection engine, image processing engine, feature extraction, and sign recognition. Detection is a process of identifying an object. The proposed system uses Canny pruning Haar and Haarcascade detection algorithms. Canny pruning implements the Canny edge detection. This is an optimal image processing algorithm. It is used to detect edges of an object. The system employs a skin detection algorithm. The skin detection performs background subtraction, computes the convex hull, and the centroid to assist in the detection process. Recognition is a process of gesture classification. Template matching classifies each hand gesture in real-time. The system was tested using various experiments. The results obtained show that time, distance, and light are factors that affect the rate of detection and ultimately recognition. Detection rate is directly proportional to the distance of the hand from the camera. Different lighting conditions were considered. The more the light intensity, the faster the detection rate. Based on the results obtained from this research, the applied methodologies are efficient and provide a plausible solution towards a light-weight, inexpensive system which can be used for sign language interpretation.

Keywords: Canny pruning, hand recognition, machine learning, skin tracking.

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2462 SQL Generator Based On MVC Pattern

Authors: Chanchai Supaartagorn

Abstract:

Structured Query Language (SQL) is the standard de facto language to access and manipulate data in a relational database. Although SQL is a language that is simple and powerful, most novice users will have trouble with SQL syntax. Thus, we are presenting SQL generator tool which is capable of translating actions and displaying SQL commands and data sets simultaneously. The tool was developed based on Model-View-Controller (MVC) pattern. The MVC pattern is a widely used software design pattern that enforces the separation between the input, processing, and output of an application. Developers take full advantage of it to reduce the complexity in architectural design and to increase flexibility and reuse of code. In addition, we use White-Box testing for the code verification in the Model module.

Keywords: MVC, relational database, SQL, White-Box testing.

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2461 A Constructivist Approach and Tool for Autonomous Agent Bottom-up Sequential Learning

Authors: Jianyong Xue, Olivier L. Georgeon, Salima Hassas

Abstract:

During the initial phase of cognitive development, infants exhibit amazing abilities to generate novel behaviors in unfamiliar situations, and explore actively to learn the best while lacking extrinsic rewards from the environment. These abilities set them apart from even the most advanced autonomous robots. This work seeks to contribute to understand and replicate some of these abilities. We propose the Bottom-up hiErarchical sequential Learning algorithm with Constructivist pAradigm (BEL-CA) to design agents capable of learning autonomously and continuously through interactions. The algorithm implements no assumption about the semantics of input and output data. It does not rely upon a model of the world given a priori in the form of a set of states and transitions as well. Besides, we propose a toolkit to analyze the learning process at run time called GAIT (Generating and Analyzing Interaction Traces). We use GAIT to report and explain the detailed learning process and the structured behaviors that the agent has learned on each decision making. We report an experiment in which the agent learned to successfully interact with its environment and to avoid unfavorable interactions using regularities discovered through interaction.

Keywords: Cognitive development, constructivist learning, hierarchical sequential learning, self-adaptation.

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2460 A Study on Performance Prediction in Early Design Stage of Apartment Housing Using Machine Learning

Authors: Seongjun Kim, Sanghoon Shim, Jinwooung Kim, Jaehwan Jung, Sung-Ah Kim

Abstract:

As the development of information and communication technology, the convergence of machine learning of the ICT area and design is attempted. In this way, it is possible to grasp the correlation between various design elements, which was difficult to grasp, and to reflect this in the design result. In architecture, there is an attempt to predict the performance, which is difficult to grasp in the past, by finding the correlation among multiple factors mainly through machine learning. In architectural design area, some attempts to predict the performance affected by various factors have been tried. With machine learning, it is possible to quickly predict performance. The aim of this study is to propose a model that predicts performance according to the block arrangement of apartment housing through machine learning and the design alternative which satisfies the performance such as the daylight hours in the most similar form to the alternative proposed by the designer. Through this study, a designer can proceed with the design considering various design alternatives and accurate performances quickly from the early design stage.

Keywords: Apartment housing, machine learning, multi-objective optimization, performance prediction.

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2459 A Digital Media e-Learning Training Strategy for Healthcare Employees: Cost effective Distance Learning by Collaborative offline / online Engagement and Assessment

Authors: Lynn. J. MacFarlane. A

Abstract:

Within the healthcare system, training and continued professional development although essential, can be effected by cost and logistical restraints due to the nature of healthcare provision e.g employee shift patterns, access to expertise, cost factors in releasing staff to attend training etc. The use of multimedia technology for the development of e-learning applications is also a major cost consideration for healthcare management staff, and this type of media whether optical or on line requires careful planning in order to remain inclusive of all staff with potentially varied access to multimedia computing. This paper discusses a project in which the use of DVD authoring technology has been successfully implemented to meet the needs of distance learning and user considerations, and is based on film production techniques and reduced product turnaround deadlines.

Keywords: DVD, healthcare, distance learning, cost.

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2458 Impacts of E-Learning on Educational Policy: Policy of Sensitization and Training in E-Learning in Saudi Arabia

Authors: Layla Albdr

Abstract:

Saudi Arabia instituted the policy of sensitizing and training stakeholders for e-learning and witnessed wide adoption in many institutions. However, it is at the infancy stage and needs time to develop to mirror the US and UK. The majority of the higher education institutions in Saudi Arabia have adopted e-learning as an alternative to traditional methods to advance education. Conversely, effective implementation of the policy of sensitization and training of stakeholders for e-learning implementation has not been attained because of various challenges. The objectives included determining the challenges and opportunities of the e-learning policy of sensitization and training of stakeholders in Saudi Arabia's higher education and examining if sensitization and training of stakeholder's policy will help promote the implementation of e-learning in institutions. The study employed a descriptive research design based on qualitative analysis. The researcher recruited 295 students and 60 academic staff from four Saudi Arabian universities to participate in the study. An online questionnaire was used to collect the data. The data were then analyzed and reported both quantitatively and qualitatively. The analysis provided an in-depth understanding of the opportunities and challenges of e-learning policy in Saudi Arabian universities. The main challenges identified as internal challenges were the lack of educators’ interest in adopting the policy, and external challenges entailed lack of ICT infrastructure and Internet connectivity. The study recommends encouraging, sensitizing, and training all stakeholders to address these challenges and adopt the policy.

Keywords: e-learning, educational policy, Saudi Arabian higher education, policy of sensitization and training

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2457 COVID_ICU_BERT: A Fine-tuned Language Model for COVID-19 Intensive Care Unit Clinical Notes

Authors: Shahad Nagoor, Lucy Hederman, Kevin Koidl, Annalina Caputo

Abstract:

Doctors’ notes reflect their impressions, attitudes, clinical sense, and opinions about patients’ conditions and progress, and other information that is essential for doctors’ daily clinical decisions. Despite their value, clinical notes are insufficiently researched within the language processing community. Automatically extracting information from unstructured text data is known to be a difficult task as opposed to dealing with structured information such as physiological vital signs, images and laboratory results. The aim of this research is to investigate how Natural Language Processing (NLP) techniques and machine learning techniques applied to clinician notes can assist in doctors’ decision making in Intensive Care Unit (ICU) for coronavirus disease 2019 (COVID-19) patients. The hypothesis is that clinical outcomes like survival or mortality can be useful to influence the judgement of clinical sentiment in ICU clinical notes. This paper presents two contributions: first, we introduce COVID_ICU_BERT, a fine-tuned version of a clinical transformer model that can reliably predict clinical sentiment for notes of COVID patients in ICU. We train the model on clinical notes for COVID-19 patients, ones not previously seen by Bio_ClinicalBERT or Bio_Discharge_Summary_BERT. The model which was based on Bio_ClinicalBERT achieves higher predictive accuracy than the one based on Bio_Discharge_Summary_BERT (Acc 93.33%, AUC 0.98, and Precision 0.96). Second, we perform data augmentation using clinical contextual word embedding that is based on a pre-trained clinical model to balance the samples in each class in the data (survived vs. deceased patients). Data augmentation improves the accuracy of prediction slightly (Acc 96.67%, AUC 0.98, and Precision 0.92).

Keywords: BERT fine-tuning, clinical sentiment, COVID-19, data augmentation.

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2456 Deep-Learning Based Approach to Facial Emotion Recognition Through Convolutional Neural Network

Authors: Nouha Khediri, Mohammed Ben Ammar, Monji Kherallah

Abstract:

Recently, facial emotion recognition (FER) has become increasingly essential to understand the state of the human mind. However, accurately classifying emotion from the face is a challenging task. In this paper, we present a facial emotion recognition approach named CV-FER benefiting from deep learning, especially CNN and VGG16. First, the data are pre-processed with data cleaning and data rotation. Then, we augment the data and proceed to our FER model, which contains five convolutions layers and five pooling layers. Finally, a softmax classifier is used in the output layer to recognize emotions. Based on the above contents, this paper reviews the works of facial emotion recognition based on deep learning. Experiments show that our model outperforms the other methods using the same FER2013 database and yields a recognition rate of 92%. We also put forward some suggestions for future work.

Keywords: CNN, deep-learning, facial emotion recognition, machine learning.

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2455 A New Method of Adaptation in Integrated Learning Environment

Authors: Ildar Galeev, Renat Mustaphin, C. Ardil

Abstract:

A new method of adaptation in a partially integrated learning environment that includes electronic textbook (ET) and integrated tutoring system (ITS) is described. The algorithm of adaptation is described in detail. It includes: establishment of Interconnections of operations and concepts; estimate of the concept mastering level (for all concepts); estimate of student-s non-mastering level on the current learning step of information on each page of ET; creation of a rank-order list of links to the e-manual pages containing information that require repeated work.

Keywords: Adaptation, Integrated Learning Environment, Integrated Tutoring System, Electronic Textbook.

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2454 English as a Foreign Language Students’ Perceptions towards the British Culture: The Case of Batna 2 University, Algeria

Authors: Djelloul Nedjai

Abstract:

The issue of cultural awareness triggers many controversies, especially in a context where individuals do not share the same cultural backgrounds and characteristics. The Algerian context is no exception. It is extensively important to highlight how culture remains essential in many areas. In higher education, for instance, culture plays a pivotal role in shaping individuals’ perceptions and attitudes. Henceforth, the current paper attempts to look at the perceptions of the British culture held by students engaged in learning English as a Foreign Language (EFL) at the department of English at Banta 2 University, Algeria. It also inquiries into EFL students’ perceptions of British culture. To address the aforementioned research queries, a descriptive study has been carried out wherein a questionnaire of 15 items has been deployed to collect students’ attitudes and perceptions toward British culture. Results showcase that, indeed, EFL students of the department of English at Banta 2 University hold both positive and negative perceptions towards British culture at different levels. The explanation could relate to the student's lack of acquaintance with and awareness of British culture. Consequently, this paper is an attempt to address the issue of cultural awareness from the perspective of EFL students.

Keywords: British culture, cultural awareness, EFL students’ perceptions, higher education.

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2453 Performance Analysis and Optimization for Diagonal Sparse Matrix-Vector Multiplication on Machine Learning Unit

Authors: Qiuyu Dai, Haochong Zhang, Xiangrong Liu

Abstract:

Efficient matrix-vector multiplication with diagonal sparse matrices is pivotal in a multitude of computational domains, ranging from scientific simulations to machine learning workloads. When encoded in the conventional Diagonal (DIA) format, these matrices often induce computational overheads due to extensive zero-padding and non-linear memory accesses, which can hamper the computational throughput, and elevate the usage of precious compute and memory resources beyond necessity. The ’DIA-Adaptive’ approach, a methodological enhancement introduced in this paper, confronts these challenges head-on by leveraging the advanced parallel instruction sets embedded within Machine Learning Units (MLUs). This research presents a thorough analysis of the DIA-Adaptive scheme’s efficacy in optimizing Sparse Matrix-Vector Multiplication (SpMV) operations. The scope of the evaluation extends to a variety of hardware architectures, examining the repercussions of distinct thread allocation strategies and cluster configurations across multiple storage formats. A dedicated computational kernel, intrinsic to the DIA-Adaptive approach, has been meticulously developed to synchronize with the nuanced performance characteristics of MLUs. Empirical results, derived from rigorous experimentation, reveal that the DIA-Adaptive methodology not only diminishes the performance bottlenecks associated with the DIA format but also exhibits pronounced enhancements in execution speed and resource utilization. The analysis delineates a marked improvement in parallelism, showcasing the DIA-Adaptive scheme’s ability to adeptly manage the interplay between storage formats, hardware capabilities, and algorithmic design. The findings suggest that this approach could set a precedent for accelerating SpMV tasks, thereby contributing significantly to the broader domain of high-performance computing and data-intensive applications.

Keywords: Adaptive method, DIA, diagonal sparse matrices, MLU, sparse matrix-vector multiplication.

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2452 A Modular On-line Profit Sharing Approach in Multiagent Domains

Authors: Pucheng Zhou, Bingrong Hong

Abstract:

How to coordinate the behaviors of the agents through learning is a challenging problem within multi-agent domains. Because of its complexity, recent work has focused on how coordinated strategies can be learned. Here we are interested in using reinforcement learning techniques to learn the coordinated actions of a group of agents, without requiring explicit communication among them. However, traditional reinforcement learning methods are based on the assumption that the environment can be modeled as Markov Decision Process, which usually cannot be satisfied when multiple agents coexist in the same environment. Moreover, to effectively coordinate each agent-s behavior so as to achieve the goal, it-s necessary to augment the state of each agent with the information about other existing agents. Whereas, as the number of agents in a multiagent environment increases, the state space of each agent grows exponentially, which will cause the combinational explosion problem. Profit sharing is one of the reinforcement learning methods that allow agents to learn effective behaviors from their experiences even within non-Markovian environments. In this paper, to remedy the drawback of the original profit sharing approach that needs much memory to store each state-action pair during the learning process, we firstly address a kind of on-line rational profit sharing algorithm. Then, we integrate the advantages of modular learning architecture with on-line rational profit sharing algorithm, and propose a new modular reinforcement learning model. The effectiveness of the technique is demonstrated using the pursuit problem.

Keywords: Multi-agent learning; reinforcement learning; rationalprofit sharing; modular architecture.

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2451 A Multi-Agent Simulation of Serious Games to Predict Their Impact on E-Learning Processes

Authors: Ibtissem Daoudi, Raoudha Chebil, Wided Lejouad Chaari

Abstract:

Serious games constitute actually a recent and attractive way supposed to replace the classical boring courses. However, the choice of the adapted serious game to a specific learning environment remains a challenging task that makes teachers unwilling to adopt this concept. To fill this gap, we present, in this paper, a multi-agent-based simulator allowing to predict the impact of a serious game integration in a learning environment given several game and players characteristics. As results, the presented tool gives intensities of several emotional aspects characterizing learners reactions to the serious game adoption. The presented simulator is tested to predict the effect of basing a coding course on the serious game ”CodeCombat”. The obtained results are compared with feedbacks of using the same serious game in a real learning process.

Keywords: Emotion, learning process, multi-agent simulation, serious games.

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2450 The Effect of Iconic and Beat Gestures on Memory Recall in Greek’s First and Second Language

Authors: Eleni Ioanna Levantinou

Abstract:

Gestures play a major role in comprehension and memory recall due to the fact that aid the efficient channel of the meaning and support listeners’ comprehension and memory. In the present study, the assistance of two kinds of gestures (iconic and beat gestures) is tested in regards to memory and recall. The hypothesis investigated here is whether or not iconic and beat gestures provide assistance in memory and recall in Greek and in Greek speakers’ second language. Two groups of participants were formed, one comprising Greeks that reside in Athens and one with Greeks that reside in Copenhagen. Three kinds of stimuli were used: A video with words accompanied with iconic gestures, a video with words accompanied with beat gestures and a video with words alone. The languages used are Greek and English. The words in the English videos were spoken by a native English speaker and by a Greek speaker talking English. The reason for this is that when it comes to beat gestures that serve a meta-cognitive function and are generated according to the intonation of a language, prosody plays a major role. Thus, participants that have different influences in prosody may generate different results from rhythmic gestures. Memory recall was assessed by asking the participants to try to remember as many words as they could after viewing each video. Results show that iconic gestures provide significant assistance in memory and recall in Greek and in English whether they are produced by a native or a second language speaker. In the case of beat gestures though, the findings indicate that beat gestures may not play such a significant role in Greek language. As far as intonation is concerned, a significant difference was not found in the case of beat gestures produced by a native English speaker and by a Greek speaker talking English.

Keywords: First language, gestures, memory, second language acquisition.

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2449 An Evaluation of Kahoot Application and Its Environment as a Learning Tool

Authors: Muhammad Yasir Babar, Ebrahim Panah

Abstract:

Over the past 20 years, internet has seen continual advancement and with the advent of online technology, various types of web-based games have been developed. Games are frequently being used among different age groups from baby boomers to generation Z. Games are not only used for entertainment but also utilized as a learning approach transmitting education to a level that is more interesting and effective for students. One of the popular web-based education games is Kahoot with growing popularity and usage, which is being used in different fields of studies. However, little knowledge is available on university students’ perception of Kahoot environment and application for learning subjects. Hence, the objective of the current study is to investigate students’ perceptions of Kahoot application and environment as a learning tool. The study employed a survey approach by distributing Google Forms –created questionnaire, with high level of reliability index, to 62 students (11 males and 51 females). The findings show that students have positive attitudes towards Kahoot application and its environment for learning. Regarding Kahoot application, it was indicated that activities created using Kahoot are more interesting for students, Kahoot is useful for collaborative learning, and Kahoot enhances interest in learning lesson. In terms of Kahoot environment, it was found that using this application through mobile is easy for students, its design is simple and useful, Kahoot-created activities can easily be shared, and the application can easily be used on any platform. The findings of the study have implications for instructors, policymakers and curriculum developers.

Keywords: Application, environment, Kahoot, learning tool.

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2448 Mobile Augmented Reality for Collaboration in Operation

Authors: Chong-Yang Qiao

Abstract:

Mobile augmented reality (MAR) tracking targets from the surroundings and aids operators for interactive data and procedures visualization, potential equipment and system understandably. Operators remotely communicate and coordinate with each other for the continuous tasks, information and data exchange between control room and work-site. In the routine work, distributed control system (DCS) monitoring and work-site manipulation require operators interact in real-time manners. The critical question is the improvement of user experience in cooperative works through applying Augmented Reality in the traditional industrial field. The purpose of this exploratory study is to find the cognitive model for the multiple task performance by MAR. In particular, the focus will be on the comparison between different tasks and environment factors which influence information processing. Three experiments use interface and interaction design, the content of start-up, maintenance and stop embedded in the mobile application. With the evaluation criteria of time demands and human errors, and analysis of the mental process and the behavior action during the multiple tasks, heuristic evaluation was used to find the operators performance with different situation factors, and record the information processing in recognition, interpretation, judgment and reasoning. The research will find the functional properties of MAR and constrain the development of the cognitive model. Conclusions can be drawn that suggest MAR is easy to use and useful for operators in the remote collaborative works.

Keywords: Mobile augmented reality, remote collaboration, user experience, cognitive model.

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2447 Data Mining Using Learning Automata

Authors: M. R. Aghaebrahimi, S. H. Zahiri, M. Amiri

Abstract:

In this paper a data miner based on the learning automata is proposed and is called LA-miner. The LA-miner extracts classification rules from data sets automatically. The proposed algorithm is established based on the function optimization using learning automata. The experimental results on three benchmarks indicate that the performance of the proposed LA-miner is comparable with (sometimes better than) the Ant-miner (a data miner algorithm based on the Ant Colony optimization algorithm) and CNZ (a well-known data mining algorithm for classification).

Keywords: Data mining, Learning automata, Classification rules, Knowledge discovery.

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2446 Making Computer Learn Color

Authors: Rinaldo Christian Tanumara, Ming Xie

Abstract:

Color categorization is shared among members in a society. This allows communication of color, especially when using natural language such as English. Hence sociable robot, to live coexist with human in human society, must also have the shared color categorization. To achieve this, many works have been done relying on modeling of human color perception and mathematical complexities. In contrast, in this work, the computer as brain of the robot learns color categorization through interaction with humans without much mathematical complexities.

Keywords: Color categorization, color learning, machinelearning.

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2445 Error Analysis of English Inflection among Thai University Students

Authors: Suwaree Yordchim, Toby J. Gibbs

Abstract:

The linguistic competence of Thai university students majoring in Business English was examined in the context of knowledge of English language inflection, and also various linguistic elements. Errors analysis was applied to the results of the testing. Levels of errors in inflection, tense and linguistic elements were shown to be significantly high for all noun, verb and adjective inflections. Findings suggest that students do not gain linguistic competence in their use of English language inflection, because of interlanguage interference. Implications for curriculum reform and treatment of errors in the classroom are discussed.

Keywords: Interlanguage, error analysis, inflection, second language acquisition, Thai students.

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2444 Collaborative Education Practice in a Data Structure E-Learning Course

Authors: Gang Chen, Ruimin Shen

Abstract:

This paper presented a collaborative education model, which consists four parts: collaborative teaching, collaborative working, collaborative training and interaction. Supported by an e-learning platform, collaborative education was practiced in a data structure e-learning course. Data collected shows that most of students accept collaborative education. This paper goes one step attempting to determine which aspects appear to be most important or helpful in collaborative education.

Keywords: Collaborative work, education, data structures.

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2443 Regularization of the Trajectories of Dynamical Systems by Adjusting Parameters

Authors: Helle Hein, Ülo Lepik

Abstract:

A gradient learning method to regulate the trajectories of some nonlinear chaotic systems is proposed. The method is motivated by the gradient descent learning algorithms for neural networks. It is based on two systems: dynamic optimization system and system for finding sensitivities. Numerical results of several examples are presented, which convincingly illustrate the efficiency of the method.

Keywords: Chaos, Dynamical Systems, Learning, Neural Networks

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2442 The Effects of an Information Delivery Modality on Psychology of E-learning Students

Authors: Eunil Park, Angel P. del Pobil

Abstract:

Does a communication modality matter in delivering e-learning information? With the recent growth of broadcasting systems, media technologies and e-learning contents, various systems with different communication modalities have been introduced. In accordance with these trends, this study examines the effects of the information delivery modality on psychology of students. Findings from an experiment indicated that the delivering information which includes a video modality elicited higher degrees of credibility, quality, representativeness of content, and perceived suitability for delivering information than those of auditory information. However, there is no difference between content liking and attitude. The Implications of the findings and the limitations are discussed.

Keywords: Communication modality, e-learning, multimodality, students.

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2441 Studying Efficiency of Digital Technology Facilitated Assessment Techniques in Higher Education

Authors: B. Ferdousi

Abstract:

This study examines the adoption of digital technology in academic assessment or e-assessment in higher education. The main focus of this research is to determine the impact of advanced digital technology on different assessment techniques such as formative assessment and summative assessment. The goal of this study is to critically evaluate the selection of different assessment methods using digital technology to enhance assessment for more effective learning. Given the increasing use of digital technology in the assessment of students' achievement in the learning process, this research is significant. Based on a literature review of different assessment techniques using technology, this study focuses on the formative and summative techniques of e-assessment. The paper offers an in-depth analysis of the innovative and creative use of digital technology in assessment. The findings of this research will enhance knowledge and in-depth understanding of using technology in assessment, especially in active learning environments, in higher academic institutions.

Keywords: E-assessment techniques, assessment for learning, assessment of learning, digital technology.

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