October 2018
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4 Reads
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1 Citation
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October 2018
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4 Reads
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1 Citation
March 2003
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21 Reads
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14 Citations
Hypermedia offers benefits for users who wish to find information and users who wish to learn about a particular topic (Jonassen and Grabinger 1993). However, hypermedia is also plagued by drawbacks that were identified early in its inception (Conklin 1987) but which are still present (Theng and Thimbleby, 1998). Recent hypermedia research has focussed on alleviating one of the classic problems of hypermedia, namely the problem of the user becoming lost whilst using it. One such approach is called Adaptive-Hypermedia (AH), and seeks to reduce the navigation burden upon the user by removing links that are not useful (Brusilovsky 1996). However, AH relies upon extracting information from the user about which links are likely to be useful or not useful. This is the crux of adaptive hypermedia (Brusilovsky 1996). This paper investigates one possible solution to this problem, namely identifying the browsing patterns that a user makes as they navigate and using them to infer what the user is using the hypermedia for. Once this information has been identified than it can be used in an Adaptive Hypermedia System to aid the user in their navigation. We discuss our prototype hypermedia system which is used to record and attach meaning to browsing patterns with a view to employing the information in future hypermedia systems. Experiments, conducted to investigate how different types of users make different browsing patterns as they used our prototype hypermedia system, are outlined and discussed. It is argued that these experiments and supporting research give strong grounds for the use of browsing patterns as a means of obtaining information about a user without distracting them.
July 2002
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254 Reads
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30 Citations
The premise of this paper is that agent t echnology in collaborative virtual environments (CVEs) may be e nriched by incorporating an emotional channel alongside the conventional informational content, and that this would b e best achieved through an associated visual human embodiment or avatar. Since humans express emotion in face- to-face encounters primarily through facial expression, an investigation was undertaken in order to establish how such expressions might be e ffectively and efficiently captured and represented in an avatar. The study involved consulting socio- psychological research relating to face-to-face e ncounters, followed b y a c ontrolled experiment t o investigate user ability to interpret the faces of the a vatars pre-prepared to express s pecific emotions. Effectiveness was demonstrated through good recognition rates for all but one of the emotion categories, and efficiency was established since a reduced feature set was found to be sufficient to build the successfully recognised core set of avatar facial expressions.
January 2002
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29 Reads
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11 Citations
This chapter explores one aspect of interaction in virtual environments, namely the degree of "presence" experienced by participants in relation to the avatar style used to represent them. A prototype virtual art gallery was created as a vehicle for conducting a series of online experiments designed to measure and compare the effects of different forms of avatar on presence. The choice of experimental procedure, together with analysis and interpretation of the results, are presented.
April 2001
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14 Reads
This paper discusses two projects aimed at utilising the educational potential of hypermedia whilst avoiding the danger of the user becoming "lost in hyperspace".
April 2001
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15 Reads
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3 Citations
Described within this paper is an adaptive hypermedia system (AHS) that utilises symbolic AI and connectionist AI to provide generic student modelling. The needs for generic tutoring systems are discussed, in terms of a system that is applicable to a multitude of teaching domains, whilst maintaining diagnostic facilities of the student. The hypermedia architecture is based on a semantic -network allowing the use of automatic reasoning to produce weighted links. A type of student model is employed to record information about the student so that the weighted links can be tailored for the student's interests. A neural network is used to grade the student into an ability level based upon their interactions with tutorials. A further neural network is us ed to recognise the movements students make as they browse the hypermedia and link it to tasks and abilities. This offers the potential to extract information about the student without direct dialogues.
January 1999
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15 Reads
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32 Citations
November 1997
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16 Reads
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6 Citations
Industrial Management & Data Systems
Argues for the importance of applying strategic considerations to the utilization of multimedia technologies, with particular reference to their use as training aids. Provides a practical illustration and reinforcement of the principle that a strong strategic base is essential within the development of information systems. Presents a case for the value of multimedia technologies, then argues that a strategic approach is needed if the potential offered by multimedia training is to be realized. Finally, proposes specific guidelines regarding the formulation of such a strategy.
October 1997
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6 Reads
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3 Citations
Conference Proceedings of the EUROMICRO
This paper discusses two projects aimed at utilising the educational potential of hypermedia whilst avoiding the danger of the user becoming “lost in hyperspace”. The first project adopts a connectionist approach to configure dynamically the links made available to the user. The paper outlines the neural network approaches adopted and reports on results to date. The second project concerns the development of educational packages providing a range of navigational aids to the user, and the paper reports on empirical work involving the use of such a package by students in a tutorial context
January 1992
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2 Reads
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1 Citation
... Natural human communication consists of voice, facial emotions, bodily postures, and gestures. Research in cognitive psychology suggests that intrinsic internal appearance enhances human sense of homogenous species and emotion recognition [44]. ...
January 1999
... The two initial techniques that will be used to feed the ITS are NN (Neural Networks) (Mullier et al., 2000) and Instance Based Learning (IBL) (Dasarathy, 1991). A Genetic Algorithm (GA) approach is used to tune the parameters for each approach to enable a heuristic to be developed for each data type. ...
... The Hypernet system with a simplified astronomy domain organised around a semantic network (Mullier et al 1999) was dispatched to volunteers contacted via Internet news groups. The domain had a 113 nodes representing information to varying depths. ...
April 2001
... The findings suggested that avatars with symbolic gestures could improve social presence (Ide et al., 2020). Fabri et al. chose six universal emotions and conveyed them by avatar faces, verifying virtual face representations can give rise to recognition rates compared with corresponding real photographs (Fabri, Moore, & Hobbs, 2002). These types of non-verbal interaction attempt to mimic face-to-face communication, such as meeting and brainstorming, in the real world, enhancing the presence and communication efficiency in the virtual environment. ...
July 2002
... The proposed approach employs fuzzy logic theory to determine the difficulty levels of test items according to the learning status and personal features of each student, and then applies Fuzzy Adaptive Resonance Theory (Fuzzy ART) model to cluster the test items into groups, as well as dynamic programming for test sheet construction. [9] presented the usability of Kohonen's Self-Organizing Maps (SOM) for the evaluation of students in a tutorial supervisor (TS) system, as well as the ability of fuzzy TS to adapt question difficulty in the evaluation process. An investigation on how data Mining techniques could be successfully incorporated to e-learning environments, and how this could improve the learning processes was presented by [10]. ...
... In contrast, the control class got an average rating of 78.43. In accordance with the opinion of Hobbs & Moore (1997), Multimedia is a medium that can offer many clear advantages, especially from the point of view of education and training. This is also in accordance with the research of Iswari et al. (2013); Scott & Cong (2009);dan Bider et al. (2015), which states that "…multimedia is effectively used in the learning process". ...
November 1997
Industrial Management & Data Systems
... It is strongly argued [17] that it is more effective to use simple but very recognisable virtual models to represent human faces in a VE, rather than trying to represent the human face photorealistically in the virtual environment. Furthermore, [24,25] suggest more complex virtual humans, from the point of view of the body and facial animation of the avatar, would increase the interaction between the participants and increase the sense of presence (the sense of being there). Garau, et al. [23] argue that even simple animated behaviours, such as eye gaze, are important during avatar conversations that could make a contribution to improving and enhancing the quality of the communication. ...
January 2002
... There is often a trade-off between control and realism (cf. Moore, Hobbs, Mullier, & Bell, 1997), and our current study has favored the latter, albeit perhaps at the expense of the former. ...
October 1997
Conference Proceedings of the EUROMICRO
... Although this approach yields intriguing outcomes, its full potential remains untapped; further investigation is necessary in this area. Greater levels of achievement can be attained by including factors such as the duration of each activity and other relevant attributes into the assessment [26]. The duration of an activity can provide insight into the true utilisation of a resource, rather than only relying on assumptions based on its planned utilisation. ...
March 2003