With advances in consumer-grade virtual reality (VR) devices, VR training gains unprecedented attention in research and industries. Although the nature of VR training encourages trainees to actively learn through expl...
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ISBN:
(纸本)9783031610462;9783031610479
With advances in consumer-grade virtual reality (VR) devices, VR training gains unprecedented attention in research and industries. Although the nature of VR training encourages trainees to actively learn through exploring and gathering information in a simulated virtual environment, designing effective virtual training environments is non-trivial. We propose an adaptive approach that guides trainees to develop psychomotor skills in a simulated virtual environment. As a showcase, we demonstrate our novel approach for restaurant service using a game-based VR application. By incorporating the trainee's performance and learning progress into optimization objectives, our approach uses mixed integer programming (MIP) to generate VR training sessions iteratively. Through collecting the trainee's performance in VR training, our approach adapts the VR training sessions by considering the trainee's strengths and weaknesses, guiding the trainee to improve over training sessions. We validated our approach through two experimental studies. In the first study, we compared our approach with a random training task assignment approach and a performance-only MIP approach through performing simulated restaurant service training. In the second study, we compared our approach with the random assignment approach by evaluating trainees' skill developments in restaurant services. The results show that our skill-driven adaptive training approach outperforms the random assignment approach.
This study investigates the effects on different racial/ethnic groups of middle school students when learning with a digital learning game, Decimal Point, and a comparable computer tutor. Using data from three classro...
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ISBN:
(纸本)9783031723148;9783031723155
This study investigates the effects on different racial/ethnic groups of middle school students when learning with a digital learning game, Decimal Point, and a comparable computer tutor. Using data from three classroom studies with 835 students, we compared learning outcomes and engagement among students from racial/ethnic groups that are well-represented in STEM (white and Asian) to those that are underrepresented in STEM (Black, Hispanic/Latine, Indigenous, and multiracial). Relative to students from underrepresented groups, students from well-represented groups in STEM scored higher on all tests (pre, post, and delayed, despite similar learning gains from pre-to-post and pre-to-delayed) and showed more engagement and less anxiety. The game also enhanced the experience of mastery only among students from well-represented groups. At the same time, students from underrepresented groups learned from the intervention and matched students from well-represented groups in learning efficiency. In short, we found similar learning gains from the game and tutor interventions among students from well-represented and underrepresented racial/ethnic groups, despite the lower performance and lower engagement among students from underrepresented groups. These insights highlight how students from diverse backgrounds may engage differently with educational technology, guiding future efforts in making Decimal Point - as well as digital learning tools in general - more inclusive.
The development and auditing processes around electronic voting implementations are much too often deficient;this is particularly true for the measures taken to prevent cryptographic errors - potentially with grave co...
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ISBN:
(纸本)9783031488054;9783031488061
The development and auditing processes around electronic voting implementations are much too often deficient;this is particularly true for the measures taken to prevent cryptographic errors - potentially with grave consequences for security. To mitigate this, it is common to make the code public in order to allow independent experts to help uncover such flaws. In this paper we present our experiences looking at the IVXV system used for municipal and national elections in Estonia as well as European parliament elections. It appears that, despite the code being public for over five years, the cryptographic protocol has not seen much scrutiny at the code level. We describe in detail the (lack of) auditability and incentives which have contributed to this situation. We also present a previously unknown vulnerability which contradicts the claimed individual verifiability of the system;this vulnerability should be patched in the next version of IVXV system.
In this paper we study finite higher-dimensional automata (HDAs) from the logical point of view. Languages of HDAs are sets of finite bounded-width interval pomsets with interfaces (iiPoms <=(k)) closed under order...
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ISBN:
(数字)9783031661594
ISBN:
(纸本)9783031661587;9783031661594
In this paper we study finite higher-dimensional automata (HDAs) from the logical point of view. Languages of HDAs are sets of finite bounded-width interval pomsets with interfaces (iiPoms <=(k)) closed under order extension. We prove that languages of HDAs are MSO-definable. For the converse, we show that the order extensions of MSO-definable sets of iiPoms(<= k) are languages of HDAs. Furthermore, both constructions are effective. As a consequence, unlike the case of all pomsets, the order extension of any MSO-definable set of iiPoms(<= k) is MSO-definable.
This study investigates the spread of toxic content on social media, a growing concern as online platforms serve as primary information sources. This research aims to enhance the accuracy of models capturing toxicity ...
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ISBN:
(纸本)9783031722400;9783031722417
This study investigates the spread of toxic content on social media, a growing concern as online platforms serve as primary information sources. This research aims to enhance the accuracy of models capturing toxicity spread by differentiating between varying levels of toxicity intensity. Two epidemiological models are developed and assessed: the SEIRS model and a novel SEImIhRS model. The latter divides infected users into moderate and highly infected groups to reflect the varying severity of toxic behavior. Both models are tested on six datasets to evaluate their performance. The SEImIhRS model achieves even lower error rates, indicating a more precise representation of toxicity propagation. This research contributes a sophisticated tool for analyzing online toxicity, aiding policymakers and online platforms in developing targeted interventions and enhancing content moderation systems.
In this paper we explore the adaptation and validation of a scale on the collaborative classroom dynamics that impact students' well-being. We leverage the Self-Determination Theory to understand such well-being i...
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ISBN:
(纸本)9783031679971;9783031679988
In this paper we explore the adaptation and validation of a scale on the collaborative classroom dynamics that impact students' well-being. We leverage the Self-Determination Theory to understand such well-being impacts, as well as use the Basic Psychological Need satisfaction as a means to improve collaborative classroom dynamics. Therefore, the aim of this work is to generate an SDT-based instrument that evaluates the collaborative classroom dynamics from a well-being perspective. For that, we make use of an existing scale where learning and collaboration are also present (BPNSS-Work scale) and adapt it to the context of education. The scale is adapted and validated to meet the needs of students, pointing out the similarities and differences between the scale used in the work context versus the educational one. The work follows the process and employed methodology in order to achieve the validation. We discuss the potential of the resulting scale: for the teacher, it serves to support classroom management (redesigning activities, interactions between groups), and for the students, it serves (alongside with the resulting recommendations) to support their well-being and self-regulation.
We propose the BeleniosCaI protocol, a variant of Belenios which brings the cast-as-inended property, in addition to other existing security properties. Our approach is based on a 2-part checksum that the voting devic...
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ISBN:
(纸本)9783031488054;9783031488061
We propose the BeleniosCaI protocol, a variant of Belenios which brings the cast-as-inended property, in addition to other existing security properties. Our approach is based on a 2-part checksum that the voting device commits to, before being challenged to reveal one of them chosen at random by the voter. It requires only one device on the voter's side and does not rely on previously sent data like with return codes. Compared to the classical Benaloh audit-or-cast approach, we still have cast-as-intended with only some probability, but the voter's journey is more linear, and the audited ballot is really the one that is cast. We formally prove the security of BeleniosCaI w.r.t. end-to-end verifiability and privacy in a symbolic model, using the ProVerif tool.
In actual university education, students' performance prediction is important for assessing their mastery of specific knowledge areas and providing feedback. To address the limitations of existing grade or at-risk...
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ISBN:
(纸本)9783031723148;9783031723155
In actual university education, students' performance prediction is important for assessing their mastery of specific knowledge areas and providing feedback. To address the limitations of existing grade or at-risk predictions that fail to take students' knowledge mastery into account, we propose a model, question&answer knowledge attention for exam performance prediction (QAKAP) and focus on predicting students' performance on each final exam question (binary prediction). This model consists of three key modules: a Topic-Aware Attention Module, a Knowledge Mastery Estimation Module, and a Prediction Module. By integrating natural language processing (NLP) methods and the attention mechanism, our model can capture the relevance of questions from question text data and then generate the student embeddings to predict student performance on each final exam question. The primary contribution of this work is the development of a general prediction model for real university education, applicable to students' exam performance predictions. We collected a dataset from 494 students across four undergraduate courses, including the question text data and students' performance on these exam questions. The results show that QAKAP outperforms other machine-learning methods, demonstrating its effectiveness in predicting students' exam performance.
Artificial intelligence (AI) has transformed the world of videogames, making them more immersive and engaging experiences. Many studies explore the multiple ways AI has revolutionized the world of videogames. AI's...
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ISBN:
(数字)9783031574023
ISBN:
(纸本)9783031574016;9783031574023
Artificial intelligence (AI) has transformed the world of videogames, making them more immersive and engaging experiences. Many studies explore the multiple ways AI has revolutionized the world of videogames. AI's ability to create more realistic and responsive non-player characters (NPCs) has made virtual worlds more immersive. In addition to creating engaging game worlds, AI has contributed to the procedural design of levels and scenarios, reducing the workload of developers and ensuring greater variability. In this study, we aim to demonstrate how the use of AI is beneficial for creating new combinations of scenarios within our videogame "the virtual class", a didactic paradigm to measure perspective taking ability. Using AI within our videogame allows to change environments and scenarios in a way that enhances spatial dynamism allowing children to change the strategies used to answer. This could lead to a new version of the videogame that emphasizes customization and enhances children's engagement during the game.
This study presents an innovative approach to archival digitisation and narrative generation using OpenAI's Generative Pre-trained Transformer (GPT) models. It focuses on the photographic index card catalogue of t...
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ISBN:
(纸本)9783031724398;9783031724404
This study presents an innovative approach to archival digitisation and narrative generation using OpenAI's Generative Pre-trained Transformer (GPT) models. It focuses on the photographic index card catalogue of the Documentation Library Davos, digitised by the Fotostiftung Graubunden. Traditional archival retrieval systems often suffer from inefficiencies related to the manual handling and interpretation of historical records. Our project addresses these challenges by employing GPT models for optical character recognition (OCR) and automated narrative generation, transforming how index card content can be accessed and utilised. By prompting GPT models, we convert the analogue records into digital formats through accurate OCR with an average bag-of-characters F1 score of 93.5% and integrate this data with other historical sources to generate cohesive and engaging historical narratives about documented buildings in Davos. To access the mentioned buildings, persons and locations in a structured way, we develop a domain-specific NER model by bootstrapping it from GPT-generated automatic pre-annotations. Our methodology not only increases the accessibility and interpretability of archival materials but also enriches the cultural heritage by providing a more comprehensive understanding of historical contexts. Preliminary results of this pilot study demonstrate the potential of this approach to enhance the public's engagement with history and improve archival practices through technological innovation.
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