GholamAli montazer

2papers

2 Papers

HCAug 9, 2024
Educational Customization by Homogenous Grouping of e-Learners based on their Learning Styles

Mohammadreza amiri, GholamAli montazer, Ebrahim Mousavi

The E-learning environment offers greater flexibility compared to face-to-face interactions, allowing for adapting educational content to meet learners' individual needs and abilities through personalization and customization of e-content and the educational process. Despite the advantages of this approach, customizing the learning environment can reduce the costs of tutoring systems for similar learners by utilizing the same content and process for co-like learning groups. Various indicators for grouping learners exist, but many of them are conceptual, uncertain, and subject to change over time. In this article, we propose using the Felder-Silverman model, which is based on learning styles, to group similar learners. Additionally, we model the behaviors and actions of e-learners in a network environment using Fuzzy Set Theory (FST). After identifying the learning styles of the learners, co-like learning groups are formed, and each group receives adaptive content based on their preferences, needs, talents, and abilities. By comparing the results of the experimental and control groups, we determine the effectiveness of the proposed grouping method. In terms of "educational success," the weighted average score of the experimental group is 17.65 out of 20, while the control group achieves a score of 12.6 out of 20. Furthermore, the "educational satisfaction" of the experimental group is 67%, whereas the control group's satisfaction level is 37%.

CVOct 15, 2018
Playing for Depth

Mohammad Mahdi Haji-Esmaeili, Gholamali Montazer

Estimating the relative depth of a scene is a significant step towards understanding the general structure of the depicted scenery, the relations of entities in the scene and their interactions. When faced with the task of estimating depth without the use of Stereo images, we are dependent on the availability of large-scale depth datasets and high-capacity models to capture the intrinsic nature of depth. Unfortunately, creating datasets of depth images is not a trivial task as the requirements for the camera mainly limits us to areas where we can provide the necessities for the camera to work. In this work, we present a new depth dataset captured from Video Games in an easy and reproducible way. The nature of open-world video games gives us the ability to capture high-quality depth maps in the wild without the constrictions of Stereo cameras. Experiments on this dataset shows that using such synthetic datasets increases the accuracy of Monocular Depth Estimation in the wild where other approaches usually fail to generalize.