Towards the Creation of Learning Environments: Exploring the Potentialities of the Weighted Mutation Interactive Genetic Algorithm

Author(s):  
Eirini Vouliouri
2013 ◽  
Vol 1 (2) ◽  
pp. 16-27 ◽  
Author(s):  
Makoto Fukumoto ◽  
Ryota Yamamoto ◽  
Shintaro Ogawa

Interactive Evolutionary Computation (IEC) is known as an effective method to create media contents suited to user’s preference and objectives. As one of the methods, we have applied Differential Evolution (DE) as evolutionary algorithm in IEC. This study investigated the efficacy of Interactive Differential Evolution (IDE) in comparison with Interactive Genetic Algorithm (IGA). Two listening experiments were conducted to investigate the efficacy: experiment 1 as a creating experiment with IDE and IGA, experiment 2 as a re-evaluating experiment. Target of the creation was warning sign sounds. Eighteen subjects participated in both of the experiments. The result of the experiment 1 showed that IDE overcame IGA, and significant increase of fitness was only observed in IDE. The result of the experiment 2, higher fitness value was observed in IDE, however, the difference between the two conditions was not significant. Parts of the results showed a possibility of IDE to create media contents.


Author(s):  
Emilie Poirson ◽  
Jean-Franc¸ois Petiot ◽  
Julien Be´nabe`s ◽  
Ludivine Boivin ◽  
David Blumenthal

To avoid flops, the control of the risks in product innovation and the reduction of the innovation cycles require valid and fast customer’s assessments. An Interactive Genetic algorithm is proposed for eliciting user’s perceptions concerning the shape of a product, in order to stimulate creativity and detecting design trends. Interactive users’ assessment tests are conducted on virtual products, for capturing and analyzing users’ responses. The IGA is interfaced with a CAD software (CATIA V5) and allows the creation in real time of a set of parameterized designs, which are presented iteratively by a graphical interface to the user for evaluation. After a description of the IGA, we present a study on the convergence of the IGA, according to the tuning parameters of the algorithm and the size of the design problem. An experiment was carried out with a set of 20 users on a particular product, table glasses. We describe the implementation of the perceptive tests and an analysis of the results. These results show how the IGA can be used to elicit user perception and detecting design trends.


2021 ◽  
Vol 22 ◽  
pp. e23680
Author(s):  
Ana Paula Faria-Ferreira ◽  
Patrícia Alexandra Faria Ferreira ◽  
Célio Gonçalo Marques

The evolution of information and communication technologies has changed the way we relate to each other and how we build our knowledge. This creates challenges for education systems, as school must provide all students with the educational experiences that will enable them to develop the skills reflected in the profile of the 21st-century student on com  pletion of compulsory schooling. It is up to teachers to find new ways of teaching, making the most of the resources and digital tools made available by mobile technologies. Technology can make a significant contribution to increasing students' motivation because it is closer to what they like and use in their daily lives. And this introduction of technology into the classroom can promote student-oriented teaching, which contributes to the development of skills such as autonomy, critical thinking and self-esteem. One of the areas that can contribute to this paradigm shift is the creation of experiences in immersive learning environments such as Transmedia Storytelling. Immersive learning environments can favour the creation and implementation of projects that promote reading skills in schools. This is the focus of this article. The aim of this study is to evaluate the impact of transmedia storytelling on the level of motivation of students and on the improvement of pedagogical practices implemented by the teachers involved. This case study was carried out in the subject of Portuguese in three 7th-grade classes of a school from the Médio Tejo region. The results obtained suggest a high level of motivation of students and teachers. The latter recognise that pedagogical routes using Transmedia Storytelling contribute to the motivation, autonomy and improvement of students' learning.


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