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All Outputs (7)

Sim-GAIL: A generative adversarial imitation learning approach of student modelling for intelligent tutoring systems (2023)
Journal Article
Li, Z., Shi, L., Wang, J., Cristea, A. I., & Zhou, Y. (2023). Sim-GAIL: A generative adversarial imitation learning approach of student modelling for intelligent tutoring systems. Neural Computing and Applications, 35(34), 24369-24388. https://doi.org/10.1007/s00521-023-08989-w

The continuous application of artificial intelligence (AI) technologies in online education has led to significant progress, especially in the field of Intelligent Tutoring Systems (ITS), online courses and learning management systems (LMS). An impor... Read More about Sim-GAIL: A generative adversarial imitation learning approach of student modelling for intelligent tutoring systems.

Language as a latent sequence: Deep latent variable models for semi-supervised paraphrase generation (2023)
Journal Article
Yu, J., Cristea, A. I., Harit, A., Sun, Z., Aduragba, O. T., Shi, L., & Al Moubayed, N. (2023). Language as a latent sequence: Deep latent variable models for semi-supervised paraphrase generation. AI open, 4, 19-32. https://doi.org/10.1016/j.aiopen.2023.05.001

This paper explores deep latent variable models for semi-supervised paraphrase generation, where the missing target pair for unlabelled data is modelled as a latent paraphrase sequence. We present a novel unsupervised model named variational sequence... Read More about Language as a latent sequence: Deep latent variable models for semi-supervised paraphrase generation.

Tailored gamification in education: A literature review and future agenda (2022)
Journal Article
Oliveira, W., Hamari, J., Shi, L., Toda, A. M., Rodrigues, L., Palomino, P. T., & Isotani, S. (2023). Tailored gamification in education: A literature review and future agenda. Education and Information Technologies, 28(1), 373-406. https://doi.org/10.1007/s10639-022-11122-4

Gamification has been widely used to design better educational systems aiming to increase students’ concentration, motivation, engagement, flow experience, and others positive experiences. With advances in research on gamification in education, over... Read More about Tailored gamification in education: A literature review and future agenda.

AI‐driven user aesthetics preference prediction for UI layouts via deep convolutional neural networks (2022)
Journal Article
Xing, B., Cao, H., Shi, L., Si, H., & Zhao, L. (2022). AI‐driven user aesthetics preference prediction for UI layouts via deep convolutional neural networks. Cognitive Computation and Systems, 4(3), 250-264. https://doi.org/10.1049/ccs2.12055

Leveraging the power of computational methods, AI can perform effective strategies in intelligent design. Researchers are pushing the boundaries of AI, developing computational systems to solve complex questions. The authors investigate the associati... Read More about AI‐driven user aesthetics preference prediction for UI layouts via deep convolutional neural networks.

Computational Model for Predicting User Aesthetic Preference for GUI using DCNNs (2021)
Journal Article
Xing, B., Si, H., Chen, J., Ye, M., & Shi, L. (2021). Computational Model for Predicting User Aesthetic Preference for GUI using DCNNs. CCF Transactions on Pervasive Computing and Interaction, 3, 147-169. https://doi.org/10.1007/s42486-021-00064-4

Visual aesthetics is vital in determining the usability of the graphical user interface (GUI). It can strengthen the competitiveness of interactive online applications. Human aesthetic preferences for GUI are implicit and linked to various aspects of... Read More about Computational Model for Predicting User Aesthetic Preference for GUI using DCNNs.

Analysing Gamification Elements in Educational Environments Using an Existing Gamification Taxonomy (2019)
Journal Article
Toda, A. M., Klock, A. C., Oliveira, W., Palomino, P. T., Rodrigues, L., Shi, L., Bittencourt, I., Gasparini, I., Isotani, S., & Cristea, A. I. (2019). Analysing Gamification Elements in Educational Environments Using an Existing Gamification Taxonomy. Smart Learning Environments, 6(1), https://doi.org/10.1186/s40561-019-0106-1

Gamification has been widely employed in the educational domain over the past eight years when the term became a trend. However, the literature states that gamification still lacks formal definitions to support the design and analysis of gamified str... Read More about Analysing Gamification Elements in Educational Environments Using an Existing Gamification Taxonomy.

Learners Thrive When Using Multifaceted Open Social Learner Models (2015)
Journal Article
Shi, L., & Cristea, A. I. (2015). Learners Thrive When Using Multifaceted Open Social Learner Models. IEEE MultiMedia, 23(1), 36-47. https://doi.org/10.1109/mmul.2015.93

This article explores open social learner modeling (OSLM)-a social extension of open learner modeling (OLM). A specific implementation of this approach is presented by which learners' self-direction and self-determination in a social e-learning conte... Read More about Learners Thrive When Using Multifaceted Open Social Learner Models.