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 Learning Management


An Optimized Pipeline for Automatic Educational Knowledge Graph Construction

arXiv.org Artificial Intelligence

The automatic construction of Educational Knowledge Graphs (EduKGs) is essential for domain knowledge modeling by extracting meaningful representations from learning materials. Despite growing interest, identifying a scalable and reliable approach for automatic EduKG generation remains a challenge. In an attempt to develop a unified and robust pipeline for automatic EduKG construction, in this study we propose a pipeline for automatic EduKG construction from PDF learning materials. The process begins with generating slide-level EduKGs from individual pages/slides, which are then merged to form a comprehensive EduKG representing the entire learning material. We evaluate the accuracy of the EduKG generated from the proposed pipeline in our MOOC platform, CourseMapper. The observed accuracy, while indicative of partial success, is relatively low particularly in the educational context, where the reliability of knowledge representations is critical for supporting meaningful learning. To address this, we introduce targeted optimizations across multiple pipeline components. The optimized pipeline achieves a 17.5% improvement in accuracy and a tenfold increase in processing efficiency. Our approach offers a holistic, scalable and end-to-end pipeline for automatic EduKG construction, adaptable to diverse educational contexts, and supports improved semantic representation of learning content.


Mistake-bounded online learning with operation caps

arXiv.org Artificial Intelligence

We investigate the mistake-bound model of online learning with caps on the number of arithmetic operations per round. We prove general bounds on the minimum number of arithmetic operations per round that are necessary to learn an arbitrary family of functions with finitely many mistakes. We solve a problem on agnostic mistake-bounded online learning with bandit feedback from (Filmus et al, 2024) and (Geneson \& Tang, 2024). We also extend this result to the setting of operation caps.


Efficient Online Learning and Adaptive Planning for Robotic Information Gathering Based on Streaming Data

arXiv.org Artificial Intelligence

Robotic information gathering (RIG) techniques refer to methods where mobile robots are used to acquire data about the physical environment with a suite of sensors. Informative planning is an important part of RIG where the goal is to find sequences of actions or paths that maximize efficiency or the quality of information collected. Many existing solutions solve this problem by assuming that the environment is known in advance. However, real environments could be unknown or time-varying, and adaptive informative planning remains an active area of research. Adaptive planning and incremental online mapping are required for mapping initially unknown or varying spatial fields. Gaussian process (GP) regression is a widely used technique in RIG for mapping continuous spatial fields. However, it falls short in many applications as its real-time performance does not scale well to large datasets. To address these challenges, this paper proposes an efficient adaptive informative planning approach for mapping continuous scalar fields with GPs with streaming sparse GPs. Simulation experiments are performed with a synthetic dataset and compared against existing benchmarks. Finally, it is also verified with a real-world dataset to further validate the efficacy of the proposed method. Results show that our method achieves similar mapping accuracy to the baselines while reducing computational complexity for longer missions.


Towards improving the e-learning experience for deaf students: e-LUX

arXiv.org Artificial Intelligence

Deaf people are more heavily a ffected by the digital divide than many would expect. Moreover, most a ccessibility guidelines address ing their needs just deal with captioning and audio-content transcriptio n. However, this approach to the problem does not consider that deaf people have big troubles with vocal languages, even in their written form. At present, only a few organizations, like W3C, produced guidelines deal ing with one of their most distinctive expressions: Sign Language (SL). SL is, in fact, the visual -gestural language used by many deaf people to communicate with each other. The present work aims at supporting e-learning user experience (e - LUX) for these speci fic users by enhancing the accessibility of content and container services. In particular, we propose preliminary solutions to tailor activities which can be more fruitful when performed in one's own " native" language, which for most deaf people, especially younger ones, is represen ted by national SL.


Designing LMS and Instructional Strategies for Integrating Generative-Conversational AI

arXiv.org Artificial Intelligence

Higher education faces growing challenges in delivering personalized, scalable, and pedagogically coherent learning experiences. This study introduces a structured framework for designing an AI-powered Learning Management System (AI-LMS) that integrates generative and conversational AI to support adaptive, interactive, and learner-centered instruction. Using a design-based research (DBR) methodology, the framework unfolds through five phases: literature review, SWOT analysis, development of ethical-pedagogical principles, system design, and instructional strategy formulation. The resulting AI-LMS features modular components -- including configurable prompts, adaptive feedback loops, and multi-agent conversation flows -- aligned with pedagogical paradigms such as behaviorist, constructivist, and connectivist learning theories. By combining AI capabilities with human-centered design and ethical safeguards, this study advances a practical model for AI integration in education. Future research will validate and refine the system through real-world implementation.


The Application of Virtual Environments and Artificial Intelligence in Higher Education: Experimental Findings in Philosophy Teaching

arXiv.org Artificial Intelligence

This study explores how virtual environments and artificial intelligence can enhance university students' learning experiences, with particular attention to the digital preferences of Generation Z. An experiment was conducted at the Faculty of Pedagogy, Humanities, and Social Sciences at University of Gyor, where Walter's Cube technology and a trained AI mediator were integrated into the instruction of ten philosophical topics. The curriculum was aligned with the official syllabus and enriched with visual content, quotations, and explanatory texts related to iconic figures in philosophy. A total of 77 first-year undergraduate students from full-time humanities and social sciences programs participated in the study. Following their end-of-semester offline written examination, students voluntarily completed a paper-based, anonymous ten-question test and provided feedback on the method's effectiveness. No sensitive personal data were collected, and the research was conducted with formal approval from the Faculty Dean. Descriptive statistics and inferential tests were applied to evaluate the impact of the virtual environment and AI mediation on learning outcomes. Results indicate that 80 percent of participants achieved good or excellent final exam grades, and the majority rated the virtual material as highly effective. Qualitative feedback emphasized increased motivation and deeper engagement, attributed to the immersive 3D presentation and interactive AI support. This research contributes to the advancement of digital pedagogy and suggests new directions for applying virtual and AI-based methods in higher education, particularly in disciplines where abstract reasoning and conceptual understanding are central.


Optimistic Online Learning in Symmetric Cone Games

arXiv.org Artificial Intelligence

Weinberger and Saul [2009]), adversarial training of quantum generative models [Dallaire-Demers and Killoran, 2018, Chakrabarti et al., 2019], and facility location optimization [Brimberg, 1995, Xue and Ye, 1997] may seem unrelated at first glance. Yet, all of them can be formulated as two-player zero-sum games where each player optimizes over a structured, convex strategy space. These strategy spaces take a diversity of forms--probability simplices, trace-one positive semidefinite (PSD) matrices, and Euclidean balls--reflecting different algebraic or geometric constraints. While this shared structure suggests the potential for unified solution methods, existing algorithms remain highly fragmented, often tailored to specific geometries in special structured problems. For instance, distance metric learning can be solved using the Frank-Wolfe algorithm [Ying and Li, 2012] or Nesterov's smoothing algorithm [Nesterov, 2007]; quantum zero-sum games can be tackled using the Matrix Multiplicative Weights Update algorithm [Jain and Watrous, 2009, Jain et al., 2022]; the celebrated Fermat-Weber facility location problem can be solved using interior point methods [Xue and Ye, 1997]. This fragmented landscape of algorithms and analyses calls for the design of broadly applicable algorithms for equilibrium learning in structured games.


Handling Students Dropouts in an LLM-driven Interactive Online Course Using Language Models

arXiv.org Artificial Intelligence

Interactive online learning environments, represented by Massive AI-empowered Courses (MAIC), leverage LLM-driven multi-agent systems to transform passive MOOCs into dynamic, text-based platforms, enhancing interactivity through LLMs. This paper conducts an empirical study on a specific MAIC course to explore three research questions about dropouts in these interactive online courses: (1) What factors might lead to dropouts? (2) Can we predict dropouts? (3) Can we reduce dropouts? We analyze interaction logs to define dropouts and identify contributing factors. Our findings reveal strong links between dropout behaviors and textual interaction patterns. We then propose a course-progress-adaptive dropout prediction framework (CPADP) to predict dropouts with at most 95.4% accuracy. Based on this, we design a personalized email recall agent to re-engage at-risk students. Applied in the deployed MAIC system with over 3,000 students, the feasibility and effectiveness of our approach have been validated on students with diverse backgrounds.


Collaborative-Online-Learning-Enabled Distributionally Robust Motion Control for Multi-Robot Systems

arXiv.org Artificial Intelligence

This paper develops a novel COllaborative-Online-Learning (COOL)-enabled motion control framework for multi-robot systems to avoid collision amid randomly moving obstacles whose motion distributions are partially observable through decentralized data streams. To address the notable challenge of data acquisition due to occlusion, a COOL approach based on the Dirichlet process mixture model is proposed to efficiently extract motion distribution information by exchanging among robots selected learning structures. By leveraging the fine-grained local-moment information learned through COOL, a data-stream-driven ambiguity set for obstacle motion is constructed. We then introduce a novel ambiguity set propagation method, which theoretically admits the derivation of the ambiguity sets for obstacle positions over the entire prediction horizon by utilizing obstacle current positions and the ambiguity set for obstacle motion. Additionally, we develop a compression scheme with its safety guarantee to automatically adjust the complexity and granularity of the ambiguity set by aggregating basic ambiguity sets that are close in a measure space, thereby striking an attractive trade-off between control performance and computation time. Then the probabilistic collision-free trajectories are generated through distributionally robust optimization problems. The distributionally robust obstacle avoidance constraints based on the compressed ambiguity set are equivalently reformulated by deriving separating hyperplanes through tractable semi-definite programming. Finally, we establish the probabilistic collision avoidance guarantee and the long-term tracking performance guarantee for the proposed framework. The numerical simulations are used to demonstrate the efficacy and superiority of the proposed approach compared with state-of-the-art methods.


Beyond Play and Pause: Turning GPT-4o Spatial Weakness into a Strength for In-Depth Interactive Video Learning

arXiv.org Artificial Intelligence

Traditional video-based learning remains passive, offering limited opportunities for users to engage dynamically with content. While current AI-powered tools offer transcription and summarization, they lack real-time, region-specific interaction capabilities. This paper introduces Untwist, an AI-driven system that enables interactive video learning by allowing users to ask questions about the entire video or specific regions using a bounding box, receiving context-aware, multimodal responses. By integrating GPT APIs with Computer Vision techniques, Untwist extracts, processes, and structures video content to enhance comprehension. Our approach addresses GPT-4o spatial weakness by leveraging annotated frames instead of raw coordinate data, significantly improving accuracy in localizing and interpreting video content. This paper describes the system architecture, including video pre-processing and real-time interaction, and outlines how Untwist can transform passive video consumption into an interactive, AI-driven learning experience with the potential to enhance engagement and comprehension.