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Computer applications in education are now common to complement a classroom teaching and learning activity. However, a reportedly obscure area in the computer-based instruction is how it can systematically implement the different learning path for the diverse levels of students. In this respect, the dynamic (or adaptive) curriculum sequencing is quick to admit its advantages, and shows the best way...
The following topics are discussed: human-system interactions; artificial intelligence; human-machine interaction; education and training; telemedicine and e-health; cyber security; and human-centered design.
The design of question database is an important part of digitized campus construction. In this article, the current problems which has been existed in present intelligent strategies of test paper generating was analyzed, a new model of intelligent test paper was proposed. A new strategy of intelligently generation of test paper was used in this thesis. In order to identify the questions, barcode was...
The emergence of the concept "Affective Computing" makes the computer's intelligence no longer be a pure cognitive one. Current e-learning systems cannot instruct students effectively since they do not consider the emotional state in the context of instruction. In this paper, we construct an emotional intelligent e-learning system based on mobile agent technology. A dimensional model is...
E-learning systems (ELS) introduce significant advantages in the realization of adaptive and personalized on-line courses. In order to increase the efficiency of learning, e-learning system should provide much more friend interface, convenient interaction, abundant and interesting courses. The agent in telnet environment can provide the flexible works through a network and push the adequate learning...
Webster's defines entertainment as "something diverting or engaging" or "a performance". IT occurs in a broad range of domains including games and toys, the fine arts, movies and radio, sports, travel, and education. Some examples from the digital world includes virtual games, interactive arts such as audience guided movies, augmented sports, virtual and nonvirtual travel guides,...
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