Nowadays, the use of e-learning techniques and methods is a very important challenge due to the importance of digital transformation to all countries. Firstly, the spread of the COVID-19 virus all over the world. Secondly, all students need to study their courses remotely from home to reduce the communication with others to save their life. All teachers need to engage their students effectively to study an online course, get more knowledge and high results at the end of these courses. Data mining is the best tool used to find a hidden pattern. We used an educational data mining tool to help teachers find the pros and cons of using an e-learning course with their students. We need to classify students on these online courses according to their ability to understand materials and quizzes, or assessment methods of the course, by making adaptive e-learning courses. In this paper, we will show the importance of using adaptive e-learning courses and the challenges faced by authors to build these systems, and we will list the different methods used with adaptive learning like gamification, brain-hex models, facial emotions, and we will also list a survey about other authors' techniques and methods used to find the student's learner style. We build a new proposed model of ILOs(Intended Learning Outcomes) adaptive learning with the emotion-based system to let the system find the student's learning style and build the material according to their skills and knowledge outcomes from the course and engage the use of facial emotion while taking the quiz to predict the student's results and the topics he/she needs to study more via our system to achieve high grades and knowledge. Our system finds that the visual students have the highest grades with 75%, followed by kinesthetic with 70% and the lowest grades in auditory with 50%.
Virtual environment can be brought to life by adding walking characters (navigator agent) to enhance the navigation process. The navigator agent helps the visitor to find specific locations in the virtual environment. It is specialized in determining appropriate free and safe paths through the virtual environment, and can provide guidance to the user that tries to follow such paths. Path finding depends on a number of waypoints to be set out in the virtual environment. The navigator agent receives an initiation message from the headquarter agent depends on the reaction of the watching agent and sends a request to the navigation module to plan the shortest and safe path. This paper discusses the development of a real-time navigation algorithm for the navigator agent as a guide tour through the virtual environment. The algorithm is handled by two channels. The first is the 3D Graph, which contains all nodes and path structure information. The second is the Motion Planning channel, which calculates the fastest route through the path structure from the current position to a destination position. This algorithm is called Binary Space Partitioning Algorithm (BSP). BSP divides the 2D map of the Virtual Environment into two configurations or more depending on the start and destination locations, after that it generates two trees, one from the initial side (T start) and the second from the destination side (T goal). The navigator agent uses join algorithm to connect these trees together. A path is found when the two trees can be connected. Finally, the navigator agent provides two choices for the user, the first one it draws a generated path on the scene, then the user follow this path or, the second choice is the navigator agent calls the animation algorithm to move on the path as a tour guide for the user. The time has been taken to explore the virtual environment by using the Binary Space Partitioning algorithm is decreased approximately by the half compared by the traditional motion-planning algorithms.
Due to the rapid evolution of graphics hardware, interactive Virtual Environment is becoming popular on desktop personal computers. The use of the Virtual Environment as a simulation system becomes very important for certain types of applications, especially in the fields of education and entertainment. These synthetic environments are even more attractive for the user when they exhibit dynamic characteristics. The most important problem of using the synthetic Environment is navigation process. The ability to navigate and interact in a Virtual Environment is essential for certain types of applications, such as virtual classrooms, on-line museums and games. Many 3D virtual environments, whether representing existing places or imaginary ones typically leave the user alone and partially or totally unassisted in navigating the environment Navigation process deals with the problem of finding path/trajectory between two locations under some constraints. In this paper, a model of multiagents is developed to enhance the navigation process and interaction with the users of the synthetic Virtual Environment It describes how agents can work together to solve their task. Usually, this requires some kind of inter-agent communication.
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