Learning Management
Multimodal Emotion Recognition by Fusing Video Semantic in MOOC Learning Scenarios
Zhang, Yuan, Tao, Xiaomei, Ai, Hanxu, Chen, Tao, Gan, Yanling
In the Massive Open Online Courses (MOOC) learning scenario, the semantic information of instructional videos has a crucial impact on learners' emotional state. Learners mainly acquire knowledge by watching instructional videos, and the semantic information in the videos directly affects learners' emotional states. However, few studies have paid attention to the potential influence of the semantic information of instructional videos on learners' emotional states. To deeply explore the impact of video semantic information on learners' emotions, this paper innovatively proposes a multimodal emotion recognition method by fusing video semantic information and physiological signals. We generate video descriptions through a pre-trained large language model (LLM) to obtain high-level semantic information about instructional videos. Using the cross-attention mechanism for modal interaction, the semantic information is fused with the eye movement and PhotoPlethysmoGraphy (PPG) signals to obtain the features containing the critical information of the three modes. The accurate recognition of learners' emotional states is realized through the emotion classifier. The experimental results show that our method has significantly improved emotion recognition performance, providing a new perspective and efficient method for emotion recognition research in MOOC learning scenarios. The method proposed in this paper not only contributes to a deeper understanding of the impact of instructional videos on learners' emotional states but also provides a beneficial reference for future research on emotion recognition in MOOC learning scenarios.
Online Learning under Haphazard Input Conditions: A Comprehensive Review and Analysis
Agarwal, Rohit, Das, Arijit, Horsch, Alexander, Agarwal, Krishna, Prasad, Dilip K.
The domain of online learning has experienced multifaceted expansion owing to its prevalence in real-life applications. Nonetheless, this progression operates under the assumption that the input feature space of the streaming data remains constant. In this survey paper, we address the topic of online learning in the context of haphazard inputs, explicitly foregoing such an assumption. We discuss, classify, evaluate, and compare the methodologies that are adept at modeling haphazard inputs, additionally providing the corresponding code implementations and their carbon footprint. Moreover, we classify the datasets related to the field of haphazard inputs and introduce evaluation metrics specifically designed for datasets exhibiting imbalance. The code of each methodology can be found at https://github.com/Rohit102497/HaphazardInputsReview
On the price of exact truthfulness in incentive-compatible online learning with bandit feedback: A regret lower bound for WSU-UX
Mortazavi, Ali, Lin, Junhao, Mehta, Nishant A.
In one view of the classical game of prediction with expert advice with binary outcomes, in each round, each expert maintains an adversarially chosen belief and honestly reports this belief. We consider a recently introduced, strategic variant of this problem with selfish (reputation-seeking) experts, where each expert strategically reports in order to maximize their expected future reputation based on their belief. In this work, our goal is to design an algorithm for the selfish experts problem that is incentive-compatible (IC, or \emph{truthful}), meaning each expert's best strategy is to report truthfully, while also ensuring the algorithm enjoys sublinear regret with respect to the expert with the best belief. Freeman et al. (2020) recently studied this problem in the full information and bandit settings and obtained truthful, no-regret algorithms by leveraging prior work on wagering mechanisms. While their results under full information match the minimax rate for the classical ("honest experts") problem, the best-known regret for their bandit algorithm WSU-UX is $O(T^{2/3})$, which does not match the minimax rate for the classical ("honest bandits") setting. It was unclear whether the higher regret was an artifact of their analysis or a limitation of WSU-UX. We show, via explicit construction of loss sequences, that the algorithm suffers a worst-case $\Omega(T^{2/3})$ lower bound. Left open is the possibility that a different IC algorithm obtains $O(\sqrt{T})$ regret. Yet, WSU-UX was a natural choice for such an algorithm owing to the limited design room for IC algorithms in this setting.
Survey of Computerized Adaptive Testing: A Machine Learning Perspective
Liu, Qi, Zhuang, Yan, Bi, Haoyang, Huang, Zhenya, Huang, Weizhe, Li, Jiatong, Yu, Junhao, Liu, Zirui, Hu, Zirui, Hong, Yuting, Pardos, Zachary A., Ma, Haiping, Zhu, Mengxiao, Wang, Shijin, Chen, Enhong
Computerized Adaptive Testing (CAT) provides an efficient and tailored method for assessing the proficiency of examinees, by dynamically adjusting test questions based on their performance. Widely adopted across diverse fields like education, healthcare, sports, and sociology, CAT has revolutionized testing practices. While traditional methods rely on psychometrics and statistics, the increasing complexity of large-scale testing has spurred the integration of machine learning techniques. This paper aims to provide a machine learning-focused survey on CAT, presenting a fresh perspective on this adaptive testing method. By examining the test question selection algorithm at the heart of CAT's adaptivity, we shed light on its functionality. Furthermore, we delve into cognitive diagnosis models, question bank construction, and test control within CAT, exploring how machine learning can optimize these components. Through an analysis of current methods, strengths, limitations, and challenges, we strive to develop robust, fair, and efficient CAT systems. By bridging psychometric-driven CAT research with machine learning, this survey advocates for a more inclusive and interdisciplinary approach to the future of adaptive testing.
Integrating behavior analysis with machine learning to predict online learning performance: A scientometric review and empirical study
Yuan, Jin, Qiu, Xuelan, Wu, Jinran, Guo, Jiesi, Li, Weide, Wang, You-Gan
The interest in predicting online learning performance using ML algorithms has been steadily increasing. We first conducted a scientometric analysis to provide a systematic review of research in this area. The findings show that most existing studies apply the ML methods without considering learning behavior patterns, which may compromise the prediction accuracy and precision of the ML methods. This study proposes an integration framework that blends learning behavior analysis with ML algorithms to enhance the prediction accuracy of students' online learning performance. Specifically, the framework identifies distinct learning patterns among students by employing clustering analysis and implements various ML algorithms to predict performance within each pattern. For demonstration, the integration framework is applied to a real dataset from edX and distinguishes two learning patterns, as in, low autonomy students and motivated students. The results show that the framework yields nearly perfect prediction performance for autonomous students and satisfactory performance for motivated students. Additionally, this study compares the prediction performance of the integration framework to that of directly applying ML methods without learning behavior analysis using comprehensive evaluation metrics. The results consistently demonstrate the superiority of the integration framework over the direct approach, particularly when integrated with the best-performing XGBoosting method. Moreover, the framework significantly improves prediction accuracy for the motivated students and for the worst-performing random forest method. This study also evaluates the importance of various learning behaviors within each pattern using LightGBM with SHAP values. The implications of the integration framework and the results for online education practice and future research are discussed.
FastPerson: Enhancing Video Learning through Effective Video Summarization that Preserves Linguistic and Visual Contexts
Kawamura, Kazuki, Rekimoto, Jun
Quickly understanding lengthy lecture videos is essential for learners with limited time and interest in various topics to improve their learning efficiency. To this end, video summarization has been actively researched to enable users to view only important scenes from a video. However, these studies focus on either the visual or audio information of a video and extract important segments in the video. Therefore, there is a risk of missing important information when both the teacher's speech and visual information on the blackboard or slides are important, such as in a lecture video. To tackle this issue, we propose FastPerson, a video summarization approach that considers both the visual and auditory information in lecture videos. FastPerson creates summary videos by utilizing audio transcriptions along with on-screen images and text, minimizing the risk of overlooking crucial information for learners. Further, it provides a feature that allows learners to switch between the summary and original videos for each chapter of the video, enabling them to adjust the pace of learning based on their interests and level of understanding. We conducted an evaluation with 40 participants to assess the effectiveness of our method and confirmed that it reduced viewing time by 53\% at the same level of comprehension as that when using traditional video playback methods.
EduAgent: Generative Student Agents in Learning
Xu, Songlin, Zhang, Xinyu, Qin, Lianhui
Student simulation in online education is important to address dynamic learning behaviors of students with diverse backgrounds. Existing simulation models based on deep learning usually need massive training data, lacking prior knowledge in educational contexts. Large language models (LLMs) may contain such prior knowledge since they are pre-trained from a large corpus. However, because student behaviors are dynamic and multifaceted with individual differences, directly prompting LLMs is not robust nor accurate enough to capture fine-grained interactions among diverse student personas, learning behaviors, and learning outcomes. This work tackles this problem by presenting a newly annotated fine-grained large-scale dataset and proposing EduAgent, a novel generative agent framework incorporating cognitive prior knowledge (i.e., theoretical findings revealed in cognitive science) to guide LLMs to first reason correlations among various behaviors and then make simulations. Our two experiments show that EduAgent could not only mimic and predict learning behaviors of real students but also generate realistic learning behaviors of virtual students without real data.
Enhancing Law Enforcement Training: A Gamified Approach to Detecting Terrorism Financing
Zola, Francesco, Segurola, Lander, King, Erin, Mullins, Martin, Orduna, Raul
Tools for fighting cyber-criminal activities using new technologies are promoted and deployed every day. However, too often, they are unnecessarily complex and hard to use, requiring deep domain and technical knowledge. These characteristics often limit the engagement of law enforcement and end-users in these technologies that, despite their potential, remain misunderstood. For this reason, in this study, we describe our experience in combining learning and training methods and the potential benefits of gamification to enhance technology transfer and increase adult learning. In fact, in this case, participants are experienced practitioners in professions/industries that are exposed to terrorism financing (such as Law Enforcement Officers, Financial Investigation Officers, private investigators, etc.) We define training activities on different levels for increasing the exchange of information about new trends and criminal modus operandi among and within law enforcement agencies, intensifying cross-border cooperation and supporting efforts to combat and prevent terrorism funding activities. On the other hand, a game (hackathon) is designed to address realistic challenges related to the dark net, crypto assets, new payment systems and dark web marketplaces that could be used for terrorist activities. The entire methodology was evaluated using quizzes, contest results, and engagement metrics. In particular, training events show about 60% of participants complete the 11-week training course, while the Hackathon results, gathered in two pilot studies (Madrid and The Hague), show increasing expertise among the participants (progression in the achieved points on average). At the same time, more than 70% of participants positively evaluate the use of the gamification approach, and more than 85% of them consider the implemented Use Cases suitable for their investigations.
Digital Twin-Driven Reinforcement Learning for Obstacle Avoidance in Robot Manipulators: A Self-Improving Online Training Framework
Sun, Yuzhu, Van, Mien, McIlvanna, Stephen, Nhat, Nguyen Minh, Olayemi, Kabirat, Close, Jack, McLoone, Seán
The evolution and growing automation of collaborative robots introduce more complexity and unpredictability to systems, highlighting the crucial need for robot's adaptability and flexibility to address the increasing complexities of their environment. In typical industrial production scenarios, robots are often required to be re-programmed when facing a more demanding task or even a few changes in workspace conditions. To increase productivity, efficiency and reduce human effort in the design process, this paper explores the potential of using digital twin combined with Reinforcement Learning (RL) to enable robots to generate self-improving collision-free trajectories in real time. The digital twin, acting as a virtual counterpart of the physical system, serves as a 'forward run' for monitoring, controlling, and optimizing the physical system in a safe and cost-effective manner. The physical system sends data to synchronize the digital system through the video feeds from cameras, which allows the virtual robot to update its observation and policy based on real scenarios. The bidirectional communication between digital and physical systems provides a promising platform for hardware-in-the-loop RL training through trial and error until the robot successfully adapts to its new environment. The proposed online training framework is demonstrated on the Unfactory Xarm5 collaborative robot, where the robot end-effector aims to reach the target position while avoiding obstacles. The experiment suggest that proposed framework is capable of performing policy online training, and that there remains significant room for improvement.
Online Submodular Set Cover, Ranking, and Repeated Active Learning
We propose an online prediction version of submodular set cover with connections to ranking and repeated active learning. In each round, the learning algorithm chooses a sequence of items. The algorithm then receives a monotone submodular function and suffers loss equal to the cover time of the function: the number of items needed, when items are selected in order of the chosen sequence, to achieve a coverage constraint. We develop an online learning algorithm whose loss converges to approximately that of the best sequence in hindsight. Our proposed algorithm is readily extended to a setting where multiple functions are revealed at each round and to bandit and contextual bandit settings.