Protecting Personally Identifiable Information (PII), such as names, is a critical requirement in learning technologies to safeguard student and teacher privacy and maintain trust. Accurate PII detection is an essenti...
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The motivation to read among children in Nordic countries has seen a noticeable decline in recent years. This study explores the design of social robots for stimulating interest in reading among fourth-grade students ...
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ChatGPT is a powerful language model from OpenAI that is arguably able to comprehend and generate text. ChatGPT is expected to have a large impact on society, research, and education. An essential step to understand C...
This study investigates how online counterspeech, defined as direct responses to harmful online content with the intention of dissuading the perpetrator from further engaging in such behavior, is influenced by the mat...
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Motor skill learning often requires experienced professionals who can provide personalized instruction. Unfortunately, the availability of high-quality training can be limited for specialized tasks, such as high perfo...
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The Internet-of-Things (IoT) promises to enhance everyday objects with computing, but rarely enables directly authoring or composing that behavior. Lightweight IoT approaches attach identifiers (e.g., RFID tags) to ob...
The Internet-of-Things (IoT) promises to enhance everyday objects with computing, but rarely enables directly authoring or composing that behavior. Lightweight IoT approaches attach identifiers (e.g., RFID tags) to objects to enable networked services. Typically these tags are passive, and so, depend on activity recognition and predefined context. This limits interaction to invoking predetermined behavior. Instead, this work presents The IoT Codex: a lightweight approach to customizing everyday objects with IoT by enabling interactive attachable IDs (aIDs) to compose software-supported behavior in situ. This work contributes 1) paper engineering techniques to construct aIDs that embody state, and 2) a tangible, end user programming (EUP) language for customizing IoT within symbolic and idiosyncratic contexts. Here, we provide preliminary validation of our approach with an empirically informed design space, sample applications, and a small co-design workshop. In doing so, we offer preliminary evidence for tangible, end user programming to enable meaningful control over IoT services.
Identifying gaze targets in videos of human-robot interaction is useful for measuring engagement. In practice, this requires manually annotating for a fixed set of objects that a participant is looking at in a video, ...
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ISBN:
(数字)9798350375022
ISBN:
(纸本)9798350375039
Identifying gaze targets in videos of human-robot interaction is useful for measuring engagement. In practice, this requires manually annotating for a fixed set of objects that a participant is looking at in a video, which is very time-consuming. To address this issue, we propose an annotation pipeline for automating this effort. In this work, we focus on videos in which the objects looked at do not move. As input for the proposed pipeline, we therefore only need to annotate object bounding boxes for the first frame of each video. The benefit, moreover, of manually annotating these frames is that we can also draw bounding boxes for objects outside of it, which enables estimating gaze targets in videos where not all objects are visible. A second issue that we address is that the models used for automating the pipeline annotate individual video frames. In practice, however, manual annotation is done at the event level for video segments instead of single frames. Therefore, we also introduce and investigate several variants of algorithms for aggregating frame-level to event-level annotations, which are used in the last step in our annotation *** compare two versions of our pipeline: one that uses a state-of-the-art gaze estimation model (GEM) and a second one using a state-of-the-art target detection model (TDM). Our results show that both versions successfully automate the annotation, but the GEM pipeline performs slightly (≈10%) better for videos where not all objects are visible. Analysis of our aggregation algorithm, moreover, shows that there is no need for manual video segmentation because a fixed time interval for segmentation yields very similar results. We conclude that the proposed pipeline can be used to automate almost all of the annotation effort.
Knowledge Components (KCs) linked to assessments enhance the measurement of student learning, enrich analytics, and facilitate adaptivity. However, generating and linking KCs to assessment items requires significant e...
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Painting is an expression of visual psychological intentions, which presents inner thoughts and emotions to the outside. This expression and the displayed picture works have an initial diagnostic function and can be u...
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