[publication] Handpose Estimation Based Learning Academy for Improving Typing Efficiency by Using Mobile Technologies #tugraz #research

Mathias did his master thesis about an innovative and new idea – using neural networks to estimate the hand pose while learning typing. Now we published his research in the International Journal of Interactive Mobile technologies.

Abstract:
This paper focuses on enhancing touch-typing skills through state-of-the-art deep learning technologies. It has been demonstrated that writing posture can be assessed using integrated keyboard detection and hand pose estimation in real-time browser environments. A unique dataset was created for training the object detection model to recognize individual keyboards. The object detection models were trained using various architectures and then assessed for both inference time and accuracy. In addition, a hand pose estimation was implemented to precisely recognize 21 knuckle points of the hand and compute their exact positions. In order to implement object detection and hand pose estimation, a stream transmission of the keyboard and hand scene is required. For this purpose, server-client communication via a QR code connection is implemented to transfer the stream between two mobile devices. Based on these deep learning technologies, a mobile web app was developed that offers 170 learning courses for touch-typing training. With the help of the Typing Learning Academy prototype, a study was conducted as part of this paper to evaluate the usability and utility of the learning app. This research demonstrates the potential for enhancing the development of writing skills through touch typing through the utilization of advanced deep learning technologies.

[full article @ journal’s homepage]
[full article @ ResearchGate]

Reference: Mattersberger, M., Wachtler, J., & Ebner, M. (2024). Handpose Estimation Based Learning Academy for Improving Typing Efficiency by Using Mobile Technologies. International Journal of Interactive Mobile Technologies (iJIM)18(10), pp. 59–70. https://doi.org/10.3991/ijim.v18i10.49037

[publication] Porting a Native Android App to iOS #ios #appdevelopment #tugraz

Our publication on „Porting a Native Android App to iOS“ got published in the nternational Journal of Interactive Mobile Technologies (iJIM):

Abstract:
The two mobile operating systems Android and i(Pad)OS have dominated the smartphone and tablet market for years and app providers have to offer their apps for both systems in most cases in order to be competitive or to be able to reach the majority of potential customers. In native app development, separate applications have to be written and maintained for each platform. Often, apps are developed for one platform first and the second app is developed at a later stage, after some feedback could be collected. This porting from one system to the other can be either (partially) automated or manual, but in any case, it has its challenges. Both systems were designed with different approaches and differ greatly in some parts from each other – not only visually, but also in terms of the underlying structure. To illustrate the porting process, the Android app “Schoolstart Screening App”, which was developed for the Federal Ministry of Education, Science and Research of Austria by Graz University of Technology at the OU Educational Technology, was ported so that it can be used also on iPads. Automated approaches were discussed and the chosen process is explained to get a good overview of the topic.

[article @ journal’s homepage]
[article @ ResearchGate]

Reference: Rauter, M., Wachtler, J., & Ebner, M. (2023). Porting a Native Android App to iOS: Porting Process Shown by the Example of the “Schoolstart Screening App”. International Journal of Interactive Mobile Technologies (iJIM), 17(23), pp. 20–31. https://doi.org/10.3991/ijim.v17i23.43829

[master] Portability of Mobile Applications #ios #android #tugraz

Mattias did his master thesis about the „Portability of Mobile Applications“ and presented it successfully during his defense. Here you can find his slides:

Klicken Sie auf den unteren Button, um den Inhalt von www.slideshare.net zu laden.

Inhalt laden

[publication] Mobile Gramabot: Development of a Chatbot App for Interactive German Grammar Learning #ijet #chatbot

Our publication „Mobile Gramabot: Development of a Chatbot App for Interactive German Grammar Learning“ got published in the International Journal of Emerging Technologien in Learning.

Abstract:
This study aims to develop the Gramabot application as a means of online learning during the pandemic and to examine its effectiveness as a medium for German grammar learning. The design-based research uses learning experience design methodology. Beside an introduction of the state of the art of chatbots for language learning, the paper describes the concept of the chatbot application and its evaluation. Prior experiences with chatbots, implementation experiences and evaluations insights were obtained from 36 Indonesian students with beginner level German language skills. The data were described using qualitative and simple descriptive statistical analysis. The results of the analysis show that most of the respondents are familiar with several chatbot applications, the use of chatbots is not as a learning medium, but as a means of asking questions about products. In addition, String Matching is a suitable method used to develop Gramabot. Based on the results of the evaluation, it can be concluded that Gramabot can help students understand basic level grammatical material.

[article @ journal’s homepage]
[article @ ResearchGate]

Reference: Kharis, M., Schön, S., Hidayat, E., Ardiansyah , R. ., & Ebner, M. (2022). Mobile Gramabot: Development of a Chatbot App for Interactive German Grammar Learning . International Journal of Emerging Technologies in Learning (iJET), 17(14), pp. 52–63. https://doi.org/10.3991/ijet.v17i14.31323

[master] School Start Screening Tool #app #mobile #tugraz

Paul hat seine Masterarbeit rund die Entwicklung von Apps für ein Screening erfolgreich abgeschlossen, hier noch seine Folien der abschließenden Verteidigung:

Klicken Sie auf den unteren Button, um den Inhalt von www.slideshare.net zu laden.

Inhalt laden

iMooX – next Level #imoox #mooc

Es freut uns sehr, dass wir letzte Woche den Relaunch der iMooX-Plattform gut über die Bühne gebracht haben. Neben einem technischen Update ist vorallem auch ein großes grafisches Redesign erfolgt.
Neben neuen Funktionen ist wohl das Responsive Design für mobile Endgeräte ein toller neuer Schritt. Frei nach dem Motto „mobile first“ ist nun alles auf Smartphones und Tablets ausgelegt. Neue Filterfunktionen und Landingpages sind vielleicht auch gleich sehr auffällige Änderungen.
Wie auch immer wir hoffen, dass es allen gefällt und das Lernen noch mehr Spaß macht 🙂

https://imoox.at

Wir freuen uns auf Rückmeldungen!

[article] A Voice-Enabled Game Based Learning Application using Amazon’s Echo with Alexa Voice Service: A Game Regarding Geographic Facts About Austria and Europe #research #TEL #Alexa

Our first resarch using Amazon’s Alexa for Learning are now published, named „A Voice-Enabled Game Based Learning Application using Amazon’s Echo with Alexa Voice Service: A Game Regarding Geographic Facts About Austria and Europe“ in the International Journal of Interactive Mobile Technologies (iJIM) .

Abstract:
An educational, interactive Amazon Alexa Skill called “Österreich und Europa Spiel / Austria and Europe Game” was developed at Graz University of Technology for a German as well as English speaking audience. This Skills intent is to assist learning geographic facts about Austria as well as Europe by interaction via voice controls with the device. The main research question was if an educational, interactive speech assistant application could be made in a way such that both under-age and full age subjects would be able to use it, enjoy the Game Based Learning experience overall and be assisted learning about the Geography of Austria and Europe. The Amazon Alexa Skill was tested for the first time in a class with 16 students at lower secondary school level. Two further tests were done with a total of five adult participants. After the tests the participants opinion was determined via a questionnaire. The evaluation of the tests suggests that the game indeed gives an additional motivational factor in learning Geography.

Journal’s Homepage

[Link to full article @ ResearchGate]
[Link to full article @ Journal’s Homepage]

Reference: Bilic, L., Ebner, Markus, Ebner, Martin (2020) A Voice-Enabled Game Based Learning Application using Amazon’s Echo with Alexa Voice Service: A Game Regarding Geographic Facts About Austria and Europe, International Journal of Interactive Mobile Technologies (iJIM), 14 (3), pp. 226 – 23

[publication] Mobile Learning Applications for Android und iOS for German Language Acquisition based on Learning Analytics Measurements #LearningAnlytics #IdERblog

We did a contribution to the International Journal of Learning Analytics and Artificial Intelligence for Education (iJAI) titled „Mobile Learning Applications for Android und iOS for German Language Acquisition based on Learning Analytics

Abstract:
The use of digital media is increasingly being promoted in school teaching. Since this aspect changes the interaction between teachers and pupils, this research is concerned with the development of a prototype of a mobile application for Android and iOS, in which different learning applications for language acquisition are offered on the basis of learning analytical measurements provided by experts in the field. By logging and collecting interactions of the user, it is possible to create a variety of statistical evaluations and thus respond to the needs and weaknesses of students. For the evaluation of the application, a user experience test was carried out, whereby the child-friendly operation of the application was tested. Due to the very positive feedback, the design was found to be good and can therefore be further developed.

Journal’s homepage

[Link to full article @ ResearchGate]
[Link to full article @ journal’s homepage]

Reference: Friedl, Markus, Ebner, Markus, Ebner, Martin (2020) Mobile Learning Applications for Android und iOS for German Language Acquisition based on Learning Analytics Measurements. International Journal of Learning Analytics and Artificial Intelligence for Education (iJAI). 2(1). pp. 4-13

[publication] The Use of Gamification in Gastronomic Questionnaires

We did a short publication about „The Use of Gamification in Gastronomic Questionnaires“ for the International Journal of Interactive Mobile Technologies (iJIM).

Abstract:
Obtaining customer opinions and customer wishes is increasingly becoming an important part of any entrepreneurial activity for determining customer satisfaction and, subsequently, optimizing products and services as well as strengthen customer loyalty. In catering, there are several ways to capture the guest’s satisfaction or dissatisfaction, as well as customer preferences and customer needs across different channels. One way to obtain a customer’s opinion is to provide a digital online questionnaire. Unfortunately, the participation of guests in such surveys is usually low. In addition, many online questionnaires are aborted prematurely, and questions which require an individual text answer are often left unanswered. Gamification is a process to use game ele-ments, game techniques and game mechanics from games in a different context in order to motivate and force people to do certain activities. This paper discusses whether the use of game elements in an existing gastronomical online questionnaire enhances the engagement of users and whether customer satisfac-tion remains the same. Based on an existing gastronomical online questionnaire from the company ITELL.SOLUTIONS GmbH a gamified questionnaire vari-ant has been developed. Game elements such as points, badges, avatar, story, progress bar and instant feedback have been included. The investigation showed that the use of gamification in questionnaires on open questions did not worsen the involvement of users. The customer satisfac-tion remained unchanged by the embedding of game elements too. Users of the expanded game questionnaire tended to give more precise and longer answers. The completion time also slightly increased for the gamified questionnaire. A direct comparison between the two variants of the questionnaire, showed that users preferred the design of the gamified questionnaire.

Homepage iJIM

[article @ journal’s homepage]
[article @ researchgate]

Reference: Prott, D., & Ebner, M. (2020). The Use of Gamification in Gastronomic Questionnaires. International Journal Of Interactive Mobile Technologies (IJIM), 14(02), pp. 101-118. doi:http://dx.doi.org/10.3991/ijim.v14i02.11695