Adaptive hypermedia (AH) uses hypermedia which is adaptive according to a user model . In contrast to regular hypermedia, where all users are offered the same set of hyperlinks, adaptive hypermedia (AH) tailors what the user is offered based on a model of the user's goals, preferences and knowledge, thus providing links or content most appropriate to the current user. [1]
Adaptive hypermedia is used in educational hypermedia, [2] [3] [4] on-line information and help systems, as well as institutional information systems. [5] Adaptive educational hypermedia tailors what the learner sees to that learner's goals, abilities, needs, interests, and knowledge of the subject, by providing hyperlinks that are most relevant to the user in an effort to shape the user's cognitive load. The teaching tools "adapt" to the learner. On-line information systems provide reference access to information for users with a different knowledge level of the subject. [6]
An adaptive hypermedia system should satisfy three criteria: it should be a hypertext or hypermedia system, it should have a user model and it should be able to adapt the hypermedia using the model. [5]
A semantic distinction is made between adaptation , referring to system-driven changes for personalisation, and adaptability, referring to user-driven changes. One way of looking at this is that adaptation is automatic, whereas adaptability is not. From an epistemic point of view, adaptation can be described as analytic, a-priori, whereas adaptability is synthetic, a-posteriori. In other words, any adaptable system, as it "contains" a human, is by default "intelligent", whereas an adaptive system that presents "intelligence" is more surprising and thus more interesting. [7]
The system categories in which user modelling and adaptivity have been deployed by various researchers in the field share an underlying architecture. The conceptual structure for adaptive systems generally consists of interdependent components: a user model, a domain model and an interaction model. [8]
The user model is a representation of the knowledge and preferences which the system 'believes' a user (which may be an individual, a group of people or non-human agents) possesses. [8] It is a knowledge source which is separable by the system from the rest of its knowledge and contains explicit assumptions about the user. [9] Knowledge for the user model can be acquired implicitly by making inferences about users from their interaction with the system, by carrying out some form of test, or from assigning users to generic user categories usually called 'stereotypes'. [8] The student model consists of a personal profile (which includes static data, e.g., name and password), cognitive profile (adaptable data such as preferences), and a student knowledge profile. [10] [11] Systems may adapt, depending on user features such as: [5]
The domain model defines the aspects of the application which can be adapted or which are otherwise required for the operation of the adaptive system. [8] The domain model contains several concepts that stand as the backbone for the content of the system. Other terms which have been used for this concept include content model, application model, system model, device model and task model. [8] It describes educational content such as information pages, examples, and problems. The simplest content model relates every content item to exactly one domain concept (in this model, this concept is frequently referred to as a domain topic). More advanced content models use multi-concept indexing for each content item and sometimes use roles to express the nature of item-concept relationship. [11] A cognitively valid domain model should capture descriptions of the application at three levels, [8] namely:
Each content concept has a set of topics. Topics represent individual pieces of knowledge for each domain and the size of each topic varies in relation to the particular domain. Additionally, topics are linked to each other forming a semantic network. This network is the structure of the knowledge domain. [10] [11]
The interaction or adaptation model contains everything which is concerned with the relationships which exist between the representation of the users (the user model) and the representation of the application (the domain model). [8] It displays information to the user based on his or her cognitive preferences. For instance, the module will divide a page's content into chunks with conditions set to only display to certain users or preparing two variants of a single concept page with a similar condition. [10] The two main aspects to the interaction model are capturing the appropriate raw data and representing the inferences, adaptations and evaluations which may occur. [8]
Content-level and link-level adaptation are distinguished as two different classes of hypermedia adaptation; the first is termed adaptive presentation and the second, adaptive navigation support. [5]
The idea of various adaptive presentation techniques is to adapt the content of a page accessed by a particular user to current knowledge, goals, and other characteristics of the user. For example, a qualified user can be provided with more detailed and deep information while a novice can receive additional explanations. Adaptive text presentation is the most studied technology of hypermedia adaptation. There are a number of different techniques for adaptive text presentation. [5]
The idea of adaptive navigation support techniques is to help users to find their paths in hyperspace by adapting the way of presenting links to goals, knowledge, and other characteristics of an individual user. This area of research is newer than adaptive presentation, a number of interesting techniques have been already suggested and implemented. We distinguish four kinds of link presentation which are different from the point of what can be altered and adapted:
Adaptation methods are defined as generalizations of existing adaptation techniques. Each method is based on a clear adaptation idea which can be presented at the conceptual level. [5]
Adaptation techniques refer to methods of providing adaptation in existing AH systems. [5]
Authoring adaptive hypermedia uses designing and creation processes for content, usually in the form of a resource collection and domain model, and adaptive behaviour, usually in the form of IF-THEN rules. Recently, adaptation languages have been proposed for increased generality. [13] As adaptive hypermedia adapts at least to the user, authoring of AH comprises at least a user model, and may also include other aspects.
Authoring of adaptive hypermedia was long considered as secondary to adaptive hypermedia delivery. This was not surprising in the early stages of adaptive hypermedia, when the focus was on research and expansion. Now that adaptive hypermedia itself has reached a certain maturity, the issue is to bring it out to the community and let the various stakeholders reap the benefits. However, authoring and creation of hypermedia is not trivial. Unlike in traditional authoring for hypermedia and the web, a linear storyline is not enough. Instead, various alternatives have to be created for the given material. For example, if a course should be delivered both to visual and verbal learners, there should be created at least two perfectly equivalent versions of the material in visual and in verbal form, respectively. Moreover, an adaptation strategy should be created that states that the visual content should be delivered to visual learners, whereas the verbal content should be delivered to the verbal learners. Thus, authors should not only be able to create different versions of their content, but be able to specify (and in some cases, design from scratch) adaptation strategies of delivery of contents. Issues with which authoring of adaptive hypermedia is confronted are:
There already exist some approaches to help authors to build adaptive-hypermedia-based systems. However, there is a strong need for high-level approaches, formalisms and tools that support and facilitate the description of reusable adaptive hypermedia and websites. Such models started appearing (see, e.g., the AHAM model of adaptive hypermedia, or the LAOS framework for authoring of adaptive hypermedia). Moreover, recently have we noticed a shift in interest, as it became clearer that the implementation-oriented approach would forever keep adaptive hypermedia away from the 'layman' author. The creator of adaptive hypermedia cannot be expected to know all facets of the process as described above. Still, he/she can be reasonably trusted to be an expert in one of these facets. For instance, it is reasonable to expect that there are content experts (such as, e.g., experts in chemistry, for instance). It is reasonable to expect, for adaptive educational hypermedia that there are experts in pedagogy, who are able to add pedagogical metadata to the content created by content experts. Finally, it is reasonable to expect that adaptation experts will be the one creating the implementation of adaptation strategies, and descriptions (metadata) of such nature that they can be understood and applied by laymen authors. This type of division of work determines the different authoring personas that should be expected to collaborate in the creation process of adaptive hypermedia. Moreover, the contributions of these various personas correspond to the different modules that are to be expected in adaptive hypermedia systems.
By the early 1990s, the two main parent areas – hypertext and user modeling – had achieved a level of maturity that allowed for the research in these areas to be explored together. Many researchers had recognized the problems of static hypertext in different application areas, and explored various ways to adapt the output and behavior of hypertext systems to suit the needs of individual users. Several early papers on adaptive hypermedia were published in the User Modeling and User-Adapted Interaction (UMUAI) journal; the first workshop on adaptive hypermedia was held during a user modeling conference; and a special issue of UMUAI on adaptive hypermedia was published in 1996. Several innovative adaptive hypermedia techniques had been developed, and several research-level adaptive hypermedia systems had been built and evaluated. [1]
After 1996, adaptive hypermedia grew rapidly. Research teams commenced projects in adaptive hypermedia, and many students selected the subject area for their PhD theses. A book on adaptive hypermedia, and a special issue of the New Review of Hypermedia and Multimedia (1998) were published. Two main factors accounted for this growth. Due a diverse audience, the internet boosted research into adaptivity. Almost all the papers published before 1996 describe classic pre-Web hypertext and hypermedia; the majority of papers published since 1996 are devoted to Web-based adaptive hypermedia systems. The second factor was the accumulation and consolidation of research experience in the field. Early papers provided few references to similar work in adaptive hypermedia, and described original laboratory systems developed to demonstrate and explore innovative ideas. After 1996, papers cite earlier work, and usually suggest either real world systems, or research systems developed for real world settings by elaborating or an extending techniques suggested earlier. This is indicative of the relative maturity of adaptive hypermedia as a research direction. [1]
Adaptive hypermedia and user modeling continue to be actively researched, with results published in several journals and conferences such as:
Hypertext is text displayed on a computer display or other electronic devices with references (hyperlinks) to other text that the reader can immediately access. Hypertext documents are interconnected by hyperlinks, which are typically activated by a mouse click, keypress set, or screen touch. Apart from text, the term "hypertext" is also sometimes used to describe tables, images, and other presentational content formats with integrated hyperlinks. Hypertext is one of the key underlying concepts of the World Wide Web, where Web pages are often written in the Hypertext Markup Language (HTML). As implemented on the Web, hypertext enables the easy-to-use publication of information over the Internet.
In computer science, transclusion is the inclusion of part or all of an electronic document into one or more other documents by reference via hypertext. Transclusion is usually performed when the referencing document is displayed, and is normally automatic and transparent to the end user. The result of transclusion is a single integrated document made of parts assembled dynamically from separate sources, possibly stored on different computers in disparate places.
The Semantic Web, sometimes known as Web 3.0, is an extension of the World Wide Web through standards set by the World Wide Web Consortium (W3C). The goal of the Semantic Web is to make Internet data machine-readable.
In computing, a hyperlink, or simply a link, is a digital reference to data that the user can follow or be guided to by clicking or tapping. A hyperlink points to a whole document or to a specific element within a document. Hypertext is text with hyperlinks. The text that is linked from is known as anchor text. A software system that is used for viewing and creating hypertext is a hypertext system, and to create a hyperlink is to hyperlink. A user following hyperlinks is said to navigate or browse the hypertext.
Project Xanadu was the first hypertext project, founded in 1960 by Ted Nelson. Administrators of Project Xanadu have declared it superior to the World Wide Web, with the mission statement: "Today's popular software simulates paper. The World Wide Web trivialises our original hypertext model with one-way ever-breaking links and no management of version or contents."
Information architecture (IA) is the structural design of shared information environments; the art and science of organizing and labelling websites, intranets, online communities and software to support usability and findability; and an emerging community of practice focused on bringing principles of design, architecture and information science to the digital landscape. Typically, it involves a model or concept of information that is used and applied to activities which require explicit details of complex information systems. These activities include library systems and database development.
Hypermedia, an extension of hypertext, is a nonlinear medium of information that includes graphics, audio, video, plain text and hyperlinks. This designation contrasts with the broader term multimedia, which may include non-interactive linear presentations as well as hypermedia. The term was first used in a 1965 article written by Ted Nelson. Hypermedia is a type of multimedia that features interactive elements, such as hypertext, buttons, or interactive images and videos, allowing users to navigate and engage with content in a non-linear manner.
REST is a software architectural style that was created to guide the design and development of the architecture for the World Wide Web. REST defines a set of constraints for how the architecture of a distributed, Internet-scale hypermedia system, such as the Web, should behave. The REST architectural style emphasises uniform interfaces, independent deployment of components, the scalability of interactions between them, and creating a layered architecture to promote caching to reduce user-perceived latency, enforce security, and encapsulate legacy systems.
NLS was a revolutionary computer collaboration system developed in the 1960s. It was designed by Douglas Engelbart and implemented by researchers at the Augmentation Research Center (ARC) at the Stanford Research Institute (SRI). It was the first computer system to employ the practical use of hypertext links, a computer mouse, raster-scan video monitors, information organized by relevance, screen windowing, presentation programs, and other modern computing concepts. It was funded by ARPA, NASA, and the US Air Force.
Personalization consists of tailoring a service or product to accommodate specific individuals. It is sometimes tied to groups or segments of individuals. Personalization involves collecting data on individuals, including web browsing history, web cookies, and location. Various organizations use personalization to improve customer satisfaction, digital sales conversion, marketing results, branding, and improved website metrics as well as for advertising. Personalization acts as a key element in social media and recommender systems. Personalization influences every sector of society — be it work, leisure, or citizenship.
Web Modeling Language, (WebML) is a visual notation and methodology for the design of a data-intensive web applications. It provides a graphical means to define the specifics of web application design within a structured design process. This process can be enhanced with the assistance of visual design tools.
Hypervideo, or hyperlinked video, is a displayed video stream that contains embedded, interactive anchors, allowing navigation between video and other hypermedia elements. Hypervideo is similar to hypertext, which allows a reader to click on a word in one document and retrieve information from another document, or another place in the same document. Hypervideo combines video with a non-linear information structure, allowing a user to make choices based on the content of the video and the user's interests.
KMS, an abbreviation of Knowledge Management System, was a commercial second generation hypermedia system, originally created as a successor for the early hypermedia system ZOG. KMS was developed by Don McCracken and Rob Akscyn of Knowledge Systems, a 1981 spinoff from the Computer Science Department of Carnegie Mellon University.
User modeling is the subdivision of human–computer interaction which describes the process of building up and modifying a conceptual understanding of the user. The main goal of user modeling is customization and adaptation of systems to the user's specific needs. The system needs to "say the 'right' thing at the 'right' time in the 'right' way". To do so it needs an internal representation of the user. Another common purpose is modeling specific kinds of users, including modeling of their skills and declarative knowledge, for use in automatic software-tests. User-models can thus serve as a cheaper alternative to user testing but should not replace user testing.
An adaptive website is a website that builds a model of user activity and modifies the information and/or presentation of information to the user in order to better address the user's needs.
Learning analytics is the measurement, collection, analysis and reporting of data about learners and their contexts, for purposes of understanding and optimizing learning and the environments in which it occurs. The growth of online learning since the 1990s, particularly in higher education, has contributed to the advancement of Learning Analytics as student data can be captured and made available for analysis. When learners use an LMS, social media, or similar online tools, their clicks, navigation patterns, time on task, social networks, information flow, and concept development through discussions can be tracked. The rapid development of massive open online courses (MOOCs) offers additional data for researchers to evaluate teaching and learning in online environments.
Hypertext is text displayed on a computer or other electronic device with references (hyperlinks) to other text that the reader can immediately access, usually by a mouse click or keypress sequence. Early conceptions of hypertext defined it as text that could be connected by a linking system to a range of other documents that were stored outside that text. In 1934 Belgian bibliographer, Paul Otlet, developed a blueprint for links that telescoped out from hypertext electrically to allow readers to access documents, books, photographs, and so on, stored anywhere in the world.
Web navigation refers to the process of navigating a network of information resources in the World Wide Web, which is organized as hypertext or hypermedia. The user interface that is used to do so is called a web browser.
Peter Brusilovsky is a professor of information science and intelligent systems at the University of Pittsburgh. He is known as one of the pioneers of adaptive hypermedia, adaptive web design, and web-based adaptive learning. He has published numerous articles in user modeling, personalization, educational technology, intelligent tutoring systems, and information access. As of February 2015 Brusilovsky was ranked as #1 in the world in the area of computer education and #21 in the world in the area of World Wide Web by Microsoft Academic Search. According to Google Scholar as of April 2018, he has over 33,000 citations and h-index of 77. Brusilovsky's group has been awarded best paper awards at Adaptive Hypermedia, User Modeling, Hypertext, IUI, ICALT, and EC-TEL conference series, including five James Chen Best Student paper awards.
Social navigation is a form of social computing introduced by Paul Dourish and Matthew Chalmers in 1994, who defined it as when "movement from one item to another is provoked as an artifact of the activity of another or a group of others". According to later research in 2002, "social navigation exploits the knowledge and experience of peer users of information resources" to guide users in the information space, and that it is becoming more difficult to navigate and search efficiently with all the digital information available from the World Wide Web and other sources. Studying others' navigational trails and understanding their behavior can help improve one's own search strategy by guiding them to make more informed decisions based on the actions of others.
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