With the advancements in the WWW and ICT, the e-learning domain has developed very fast. Even many educational institutions these days have shifted their focus towards the e-learning and mobile learning environments. However, from the quality of learning point of view, which is measured in terms of "active learning" taking place, the e-learning environment lags behind the traditional classroom based learning. One of the reasons for that is the availability of large volumes of static and unorganized contents over the e-learning environment which makes it difficult for learners to precisely identify the contents matching with their requirements. With the modern day e-learning environments providing the digital contents to their learners in the form of Learning Objects (LOs), creation of such LOs by proper composition along with meaningful metadata will help the learners to retrieve them precisely. The focus of this work is to address the issues related to imparting active learning over an e-learning environment through LOs. This paper proposes a new method to compose, share, reuse, and manage objects based on the principles of the Object Oriented Paradigm (OOP). The Learning Object Composition and Presentation System (LOCPS) developed as a part of this work has shown better results in precisely retrieving the objects matching with the learner requirements.
Understanding the Learner requirements is an important aspect of any learning environment as it helps to recommend the LOs in a more personalized manner. With the growing demand for MOOCs offered by coursera, edx, etc. the learner information plays a vital role in understanding the extent to which the learners can gain out of such courses. The Learning Management Systems (LMS) across the web uses the explicit (rating, performance, etc.) and implicit feedback (LOs used) obtained through interaction with the learners to derive such information. As the requirements of the learners varies with the individual's interest and learning background, a common approach for recommending LOs may not cater the needs of all the learners. To overcome this issue, this paper proposes reinforcement learning based algorithm to analyze the learner information (derived from both implicit and explicit feedback) and generate the knowledge on the learner's requirements and capabilities inside a specific learning context. The reinforcement learning system (RILS) implemented as a part of this work utilizes the knowledge thus generated in order to recommend the appropriate LOs for the learners. The results have highlighted that the knowledge derived from the learning information analysis proved to effective in generating personalized recommendation policies that can cater the context specific requirements of the learners.
Pattern based interaction system provides the user to interact with devices in a more intuitive way. Growth in virtual environments based upon computer systems and development of user interfaces influence the changes in the HumanComputer Interaction (HCI). HCI is a study in which the relationship between humans and computing technology and how computers are designed for easy to use by human, more practical and more intuitive. HCI emphasizes how human interaction with computer technology Pattern recognition based interaction interface, endow with more realistic and immersive interaction compared to the traditional devices. The system enables a physically realistic mode of interaction to the virtual environment. The Pattern recognition system based Interface proposed and implemented in this paper consists of a Detection, recognition and extraction. Comprehensive user acceptability has been considered to exhibit the usefulness and ease of use to the proposed and implemented pattern recognition system. The proposed hand gesture recognition system offers extensions to traditional input devices for interaction with the virtual environments. This type of interaction interface being proposed here can be substantially applied towards many applications like Games. The presented paper considers gadgets as the application domain.
Gestures play a key role in making interaction of human with computers with ease. The idea of this paper is to use rotation of finger as a gesture. Since detection of rotation of bare finger is difficult, we employed a mask to be put on finger with a specific pattern of colors printed on mask. When finger is rotated in front of camera then area of respective colors on mask get changed in images captured from camera. This change in area is taken as measure of rotation. So using image processing techniques we find out the rotation of the finger based on difference in areas of respective color regions in respective frames. The shape of the color strips are chosen as a triangle.
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