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Publications
Publications (31)
MOOC continues to thrive in today and CNMOOC is one of the largest MOOC platform in China which cooperates with many high schools and universities. We try to hardness the data of students' learning behaviors to provide better personalized learning advice. Online education digitalizes students' learning behaviors which makes it convenient for analyz...
In this paper, we present a wearable ECG recorder which senses real-time ECG signal, undertakes preprocessing and extracts ECG waveform and fiducial points. The ECG signal then is sent through ULP Bluetooth to the paired smartphone, in which the application classifies the ECG signal using classifiers updated by the intervene of cardiologist in a no...
The demands of an increasingly knowledge based society and the advances in mobile phone technology are combining to spur the growth of mobile learning. However, for mobile learning to attain its full potential, it is essential to develop more advanced technologies that are tailored to the needs of this new learning environment. We present a non-inv...
Facial expression is one of the most powerful channels of nonverbal communication which contains plenty of affective information. Recognition of facial expression and sending them back to the teacher is potentially helpful in E-learning. In this paper, we differentiate between person-relevant and person-irrelevant situations. Our goal is to extract...
Standard Natural Classroom (SNC) is a real-time classroom based on smart space and e-Learning technologies, which aims at
creating face-to-face, interactive and pervasive learning experience for both local and remote students. In this paper, the
phrase “interaction” refers to human-computer interaction, teacher-student interaction and student-stude...
Attentiveness is one of the key factors in human intelligent behavior. Especially, we are interested in the attentiveness
states of learners. In recent years, lots of methods were proposed for attentiveness assessment, including computer vision,
speech recognition, physiology and other approaches, and some of them already shown exciting results. We...
P2PTV refers to television media streams being distributed to large numbers of viewers on the Internet via peer-to-peer overlay networks. In the design of P2PTV systems, there is a fundamental trade-off between the better Quality-of-Service (QoS) desired by the viewers and the lower resource consumption preferred by the P2PTV distributors as well a...
Peer-to-Peer (P2P) media streaming applications are increasingly popular on the Internet and offer a wide variety of media content, attracting potentially millions of viewers simultaneously. However, much content is duplicated, synchronously and asynchronously: popular Hollywood movies are often offered by many different on-demand streaming service...
Using emotion detection technologies from biophysical signals, this study explored how emotion evolves during learning process and how emotion feedback could be used to improve learning experiences. This article also described a cutting-edge pervasive e-Learning platform used in a Shanghai online college and proposed an affective e-Learning model,...
This chapter describes a conceptual framework that aims to augment existing eLearning systems with a 3D virtual classroom environment to provide geographically dispersed online learners with a sense of being together and part of a natural class. The virtual classroom model the authors present is based on a combination a 'massively multi-user' games...
Peer-to-peer systems are open communities, in which not only is there no overarching control, but neither is there any hierarchy of control among the system components. In such open communities where peers can join and leave freely and behave autonomously, selecting appropriate peers to cooperate with is a challenging problem, since the candidate p...
This article examines how emerging pervasive computing and affective computing technologies might enhance the adoption of
ICT in e-Learning which takes place in the home and wider city environment. In support of this vision we describe two cutting
edge ICT environments which combine to form a holistic connected future learning environment. The firs...
The rapid evolution of Information and Communication Technologies has led to new ways of learning and education. In Shanghai,
researchers and developers of an online college actively seek technological interventions to provide first-class e-learning
services for about 17,000 enrolled students. They developed a cutting-edge pervasive learning platfo...
Standard Natural Classroom (SNC) is a real-time classroom based on smart space and design principles of e-learning, aiming at creating face-to-face, interactive and ,pervasive learning scene for students who ,are far from ,live classroom. We use ,various ,techniques ,in developing ,different kinds ,of components,in SNC. Two components ,among them a...
This work in progress paper describes collaborative research, taking place on three continents, towards creating a 'mixed reality teaching & learning environment' (MiRTLE) that enables teachers and students participating in real-time mixed and online classes to interact with avatar representations of each other. The longer term hypothesis that will...
The term "Web 2.0" is used to describe applications that distinguish themselves from previous generations of software by a number of principles. Existing work shows that Web 2.0 applications can be successfully exploited for technology-enhance learning. However, in-depth analyses of the relationship between Web 2.0 technology on the one hand and te...
This paper details an ongoing investigation, linking intelligent buildings and computer game technology. Intelligent buildings
are containers for life-sized organisms (people, pets etc), sustaining ecologies that evolve and interact in a symbiotic way
with the technological infrastructure, which includes intelligent agents. This work explores how c...
Course generation knowledge, i.e., how to assemble a sequence of learning
objects which is adapted to a learner's goals, competencies and preferences,
is hard to assess and expensive to formalize, at least if it is based
on pedagogical principles. On the other hand, once a course generator
has been developed, it allows generating personalized cours...
This paper explores how,emotion evolves during the learning process with the longer term aim ,of developing ,learning systems ,that are able to recognize and respond ,appropriately to emotions ,exhibited by learners. We undertook this research by designing and building an experimental prototype of anemotion,aware learning system ,conducting ,experi...
In this paper, a novel object-based robust watermarking scheme against geometric attacks is proposed. The synchronization problem can be solved by object normalization. Binary logo watermark is embedded into the lower frequency bands of the DWT domain of the video object by adjusting the relation of the selected coefficient pairs. The theoretical a...
In this paper, a robust watermarking scheme is presented for digital images copyright protection. The image is firstly subsampled into four images, and then the randomly generated watermark sequence is embedded into the DFT domain of the four subsampled images respectively. The method takes advantage of the similarity among those subsampled images,...
There is increasing recognition of the need for laboratory experience that is through these experiences that students could deepen their understanding of the conceptual material, especially for the science and engineering courses. Virtual Experiment has advantages over physical laboratory at many aspects. Nowadays virtual experiments are mostly sta...
In this paper, a reliable information hiding scheme based on support vector machine and error correcting codes is proposed. To extract the hidden information bits from a possibly tam- pered watermarked image with a lower error probability, information hiding is modeled as a digital communication problem, and both the good generalization ability of...
Robustness is one of the crucial issues in digital watermarking. Especially the robustness against geometric distortion and JPEG compression at the same time remains challenging. In this paper, a locally linear embedding (LLE) based watermarking algorithm that is robust against affine transformation is proposed. This algorithm improves the robustne...
A new era of e-learning is on the horizon, hundreds of Learning Contents are created and more and more people begin to acquire
acknowledge thru e-learning. The traditional teaching method is already showing its limitations that students from different
backgrounds are still given the same contents at the same time, and they may only interest in part...
In this paper, we propose to organize learning contents into small ”atomic” units called Learning Objects so that they could
be reused effectively, and then introduce methods to establish Learning Objects repository, finally we give a detail description
about a retrieval system based on the latest SWI-Prolog technologies and the packaging of the Le...
There is increasing recognition of the need for laboratory experience that is through these experiences that students could deepen their understanding of the conceptual material, especially for the science and engineering courses. Virtual Experiment has advantages over physical laboratory at many aspects. Nowadays virtual experiments are mostly sta...
This paper analyzes the architecture of virtual experiment and discusses the possibility of building a standard interface for it. We also introduces an agent-based VE system which can easily integrate apparatus developed independently and through which a teacher can just focus on his own field even without any programming technique. This model may...