Leveraging Interactive Evolutionary Computation to Induce Serendipity in Informal Learning †
Abstract
:1. Introduction
2. Background
2.1. Serendipity, Importance of Agency, and Informal Learning
2.2. Learning-Support-Oriented Recommender Systems
2.3. Interactive Evolutionary Computation
3. Research Goal and Approach
3.1. Problem Statement and Research Goals
- Targets support of learning in informal environments.
- Facilitates learners’ agency through interactive exploration.
- Incorporates a recommendation algorithm capable of mitigating the limitations of collaborative and content-based filtering approaches.
- Actively engages learners in the recommendation refinement process by actively gathering their preferences.
3.2. System Architecture
- Initial Exploration (Phase 1): Users explore and select paths from a diverse initial set extracted from the Knowledge Graph.
- Optimization (Phase 2): An Interactive Genetic Algorithm (IGA) generates new candidate paths by applying crossover and mutation operations to highly-rated paths.
- If an exact match exists in the database, that path is presented.
- If no exact match exists, the system retrieves the most similar path using Dynamic Time Warping (DTW).
3.3. Knowledge Graph Construction
- Temporal connections (“preceded by”, “followed by”).
- Causal links (“led to”, “influenced by”).
- Hierarchical associations (“part of”, “subfield of”).
3.4. Knowledge Graph Parameters
3.5. Path Optimization Using Interactive Genetic Algorithm
3.6. Illustrative Examples of Novel and Unexpected Paths
4. Simulation Study
4.1. Simulation Outline
4.2. Simulation Results
4.3. Discussion
5. Experimental Evaluation
5.1. Proposed System and Interaction Design
5.2. Experiment Outline and Flow
5.3. Results
5.4. Discussion
5.5. Limitations and Future Works
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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ID | D1 | D2 | D3 | D4 | D5 | D6 | D7 |
Name | Astronomy | Geoscience | Biology | Chemistry | Physics | Mathematics | Others |
ID | E1 | E2 | E3 | E4 | E5 |
Period | Prehistory~1500 | 1500–1700 | 1700~1890 | 1890~1970 | 1970~Onward |
Pages | pp. 12–62 | pp. 64–122 | pp. 124–278 | pp. 280–372 | pp. 374–418 |
Parameter | Value |
---|---|
Population size | 10~50 |
Number of epochs | 10~50 |
Crossover method | One-point |
Selection method | Roulette wheel |
Mutation rate | 5% |
Era | Number of Paths |
---|---|
E1 | 432 |
E2 | 576 |
E3 | 2305 |
E4 | 971 |
E5 | 476 |
Parameter | Value |
---|---|
Population size | 10 |
Number of epochs | 10 |
Crossover method | One-point |
Selection method | Roulette wheel |
Mutation rate | 5% |
Question | Content |
---|---|
Q1 | Among the paths presented by the system, did you find any that were novel, interesting, and unexpected? |
Q2 | After your interaction with the system, did you feel that you had a serendipitous encounter? |
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Inoue, S.; Ayedoun, E.; Takenouchi, H.; Tokumaru, M. Leveraging Interactive Evolutionary Computation to Induce Serendipity in Informal Learning. Multimodal Technol. Interact. 2024, 8, 103. https://doi.org/10.3390/mti8110103
Inoue S, Ayedoun E, Takenouchi H, Tokumaru M. Leveraging Interactive Evolutionary Computation to Induce Serendipity in Informal Learning. Multimodal Technologies and Interaction. 2024; 8(11):103. https://doi.org/10.3390/mti8110103
Chicago/Turabian StyleInoue, Satoko, Emmanuel Ayedoun, Hiroshi Takenouchi, and Masataka Tokumaru. 2024. "Leveraging Interactive Evolutionary Computation to Induce Serendipity in Informal Learning" Multimodal Technologies and Interaction 8, no. 11: 103. https://doi.org/10.3390/mti8110103
APA StyleInoue, S., Ayedoun, E., Takenouchi, H., & Tokumaru, M. (2024). Leveraging Interactive Evolutionary Computation to Induce Serendipity in Informal Learning. Multimodal Technologies and Interaction, 8(11), 103. https://doi.org/10.3390/mti8110103