DSpace Community:http://hdl.handle.net/2433/497982022-10-04T22:15:56Z2022-10-04T22:15:56ZLearning Dialogues orchestrated with BookRoll: Effects on Engagement and Learning in an Undergraduate Physics courseKannan, VijayanandhiniWarriem, Jayakrishnan M.Majumdar, RwitajitOgata, Hiroakihttp://hdl.handle.net/2433/2765542022-10-04T09:02:47Z2022-01-01T00:00:00ZTitle: Learning Dialogues orchestrated with BookRoll: Effects on Engagement and Learning in an Undergraduate Physics course
Authors: Kannan, Vijayanandhini; Warriem, Jayakrishnan M.; Majumdar, Rwitajit; Ogata, Hiroaki
Abstract: With COVID-19 pandemic forcing academic institutions to shift to emergency remote teaching (ERT), teachers worldwide are attempting several strategies to engage their learners. Even though existing research in online learning suggests that effectiveness of the online session is more dependent on pedagogical design rather than technology feature, teachers may still focus on the intricacies of the technology. In this paper, we present the evolution of an active learning pedagogy, supported by technology (eBook reader—BookRoll, Analytics Dashboard—LAViEW), for an undergraduate physics classroom across a semester that was affected by the lockdown due to pandemic. The technology-enhanced pedagogy evolved in three phases—technology used in “Content Focus” mode, technology used in “Problem Focus” mode and technology used in “Learning Dialogue Focus” mode. The entire activities were designed and implemented within the technology-enhanced and evidence-based education and learning (TEEL) ecosystem, which supported integration of learning technologies with analytics system. Comparison of the student’s learning logs indicated that there was a sustained engagement in the learning activities conducted during the blended (before lockdown) and online mode (during lockdown). We had conducted one-way ANOVA to compare the post-test scores for each teaching phase and found statistically significant differences in the latter phases. A preliminary qualitative analysis of the learner artifacts generated as memos in BookRoll during each phase revealed that students were posing conceptual clarifications during the latter phases. These were also having greater alignment with the session agenda and showed construction of new knowledge based on the seed knowledge provided during the instructor–learner interaction sessions. The study provides key insights into how reflection and practice by both learner and teacher improves the acceptance of technology-enabled pedagogy.2022-01-01T00:00:00ZCompetitive analysis for two variants of online metric matching problemItoh, ToshiyaMiyazaki, ShuichiSatake, Makotohttp://hdl.handle.net/2433/2764242022-09-30T09:03:05Z2021-12-01T00:00:00ZTitle: Competitive analysis for two variants of online metric matching problem
Authors: Itoh, Toshiya; Miyazaki, Shuichi; Satake, Makoto
Abstract: In the online metric matching problem, there are servers on a given metric space and requests are given one-by-one. The task of an online algorithm is to match each request immediately and irrevocably with one of the unused servers. In this paper, we pursue competitive analysis for two variants of the online metric matching problem. The first variant is a restriction where each server is placed at one of two positions, which is denoted by OMM(2). We show that a simple greedy algorithm achieves the competitive ratio of 3 for OMM(2). We also show that this greedy algorithm is optimal by showing that the competitive ratio of any deterministic online algorithm for OMM(2) is at least 3. The second variant is the online facility assignment problem on a line. In this problem, the metric space is a line, the servers have capacities, and the distances between any two consecutive servers are the same. We denote this problem by OFAL(k), where k is the number of servers. We first observe that the upper and lower bounds for OMM(2) also hold for OFAL(2), so the competitive ratio for OFAL(2) is exactly 3. We then show lower bounds on the competitive ratio 1+6–√(>3.44948), 4+73√3(>4.18133) and 133(>4.33333) for OFAL(3), OFAL(4) and OFAL(5), respectively.2021-12-01T00:00:00ZStrongly Stable and Maximum Weakly Stable Noncrossing MatchingsHamada, KokiMiyazaki, ShuichiOkamoto, Kazuyahttp://hdl.handle.net/2433/2764232022-09-30T09:03:06Z2021-09-01T00:00:00ZTitle: Strongly Stable and Maximum Weakly Stable Noncrossing Matchings
Authors: Hamada, Koki; Miyazaki, Shuichi; Okamoto, Kazuya
Abstract: In IWOCA 2019, Ruangwises and Itoh introduced stable noncrossing matchings, where participants of each side are aligned on each of two parallel lines, and no two matching edges are allowed to cross each other. They defined two stability notions, strongly stable noncrossing matching (SSNM) and weakly stable noncrossing matching (WSNM), depending on the strength of blocking pairs. They proved that a WSNM always exists and presented an O(n²)-time algorithm to find one for an instance with n men and n women. They also posed open questions of the complexities of determining existence of an SSNM and finding a largest WSNM. In this paper, we show that both problems are solvable in polynomial time. Our algorithms are applicable to extensions where preference lists may include ties, except for one case which we show to be NP-complete. This NP-completeness holds even if each person's preference list is of length at most two and ties appear in only men's preference lists. To complement this intractability, we show that the problem is solvable in polynomial time if the length of preference lists of one side is bounded by one (but that of the other side is unbounded).2021-09-01T00:00:00Z将棋解説文への固有表現・モダリティ情報アノテーション亀甲, 博貴松吉, 俊Richardson, John牛久, 敦笹田, 鉄郎村脇, 有吾鶴岡, 慶雅森, 信介http://hdl.handle.net/2433/2764212022-09-30T09:03:06Z2021-01-01T00:00:00ZTitle: 将棋解説文への固有表現・モダリティ情報アノテーション
Authors: 亀甲, 博貴; 松吉, 俊; Richardson, John; 牛久, 敦; 笹田, 鉄郎; 村脇, 有吾; 鶴岡, 慶雅; 森, 信介
Abstract: 近年，シンボルグラウンディングや言語生成，自然言語による非言語データの検索など，実世界に紐づいた自然言語処理への注目が高まっている．我々は，将棋のゲーム局面に付随する解説文がこれらの課題の興味深いテストベッドになると考えている．解説者は現在の局面だけでなく過去や未来の指し手に言及しており，これらはゲーム木にグラウンディングされることから，ゲーム木探索アルゴリズムを活用した実世界対応の研究が期待できる．本論文では，我々が構築した，人手による単語分割・固有表現・モダリティ表現・事象の事実性のアノテーションを行った将棋解説文コーパスを説明する．; In recent years, there has been a surge of interest in the natural language processing related to the real world, such as symbol grounding, language generation, and nonlinguistic data search using natural language queries. We argue that shogi (Japanese chess) commentaries, which are accompanied by game states, are an interesting testbed for these tasks. A commentator refers not only to the current board state but also to the past and future moves, and yet such references can be grounded in the game tree, possibly with the help of modern game-tree search algorithms. In this paper, we build a shogi commentary corpus and augment it with a manual annotation of word segmentation, named entities, modality expressions, and event factuality. This corpus can be used to train a computer to identify words and phrases that signal factuality and to determine events with the said factuality, paving the way for grounding possible and counterfactual states.2021-01-01T00:00:00Z