Abstract:Dyslexia is the most widespread specific learning disorder and significantly impair different cognitive domains. This, in turn, negatively affects dyslexic students during their learning path. Therefore, specific support must be given to these students. In addition, such a support must be highly personalized, since the problems generated by the disorder can be very different from one to another. In this work, we explored the possibility of using AI to suggest the most suitable supporting tools for dyslexic students, so as to provide a targeted help that can be of real utility. To do this, we relied on recommendation algorithms, which are a branch of machine learning, that aim to detect personal preferences and provide the most suitable suggestions. We hence implemented and trained three collaborative-filtering recommendation models, namely an item-based, a user-based and a weighted-hybrid model, and studied their performance on a large database of 1237 students' information, collected with a self-evaluating questionnaire regarding all the most used supporting strategies and digital tools. Each recommendation model was tested with three different similarity metrics, namely Pearson correlation, Euclidean distance and Cosine similarity. The obtained results showed that a recommendation system is highly effective in suggesting the optimal help tools/strategies for everyone. This demonstrates that the proposed approach is successful and can be used as a new and effective methodology to support students with dyslexia.
Abstract:Learning disorders are neurological conditions that affect the brain's ability to interconnect communication areas. Dyslexic students experience problems with reading, memorizing, and exposing concepts; however the magnitude of these can be mitigated through both therapies and the creation of compensatory mechanisms. Several efforts have been made to mitigate these issues, leading to the creation of digital resources for students with specific learning disorders attending primary and secondary education levels. Conversely, a standard approach is still missed in higher education. The VRAIlexia project has been created to tackle this issue by proposing two different tools: a mobile application integrating virtual reality (VR) to collect data quickly and easily, and an artificial intelligencebased software (AI) to analyze the collected data for customizing the supporting methodology for each student. The first one has been created and is being distributed among dyslexic students in Higher Education Institutions, for the conduction of specific psychological and psychometric tests. The second tool applies specific artificial intelligence algorithms to the data gathered via the application and other surveys. These AI techniques have allowed us to identify the most relevant difficulties faced by the students' cohort. Our different models have obtained around 90\% mean accuracy for predicting the support tools and learning strategies.
Abstract:Dyslexia is a neurodevelopmental disorder that is estimated to affect about 5-10% of the population. In particular, phonological dyslexia causes problems in connecting the sounds of words with their written forms. This results in difficulties such as slow reading speed, inaccurate reading, and difficulty decoding unfamiliar words. Moreover, dyslexia can also be a challenging and frustrating experience for students as they may feel misunderstood or stigmatized by their peers or educators. For these reasons, the use of compensatory tools and strategies is of crucial importance for dyslexic students to have the same opportunities as non-dyslexic ones. However, generally, people underestimate the problem and are not aware of the importance of support methodologies. In the light of this, the main purpose of this paper is to propose a virtual reality (VR) serious game through which teachers, students and, in general, non-dyslexic people could understand which are some of the issues of student with dyslexia and the fundamental utility of offering support to them. In the game, players must create a potion by following a recipe written in an alphabet that is specifically designed to replicate the reading difficulties experienced by individuals with dyslexia. The task must be solved first without any help and then by receiving supporting tools and strategies with the idea that the player can put himself in the place of the dyslexic person and understand the real need for support methodologies.
Abstract:Jewelry recognition is a complex task due to the different styles and designs of accessories. Precise descriptions of the various accessories is something that today can only be achieved by experts in the field of jewelry. In this work, we propose an approach for jewelry recognition using computer vision techniques and image captioning, trying to simulate this expert human behavior of analyzing accessories. The proposed methodology consist on using different image captioning models to detect the jewels from an image and generate a natural language description of the accessory. Then, this description is also utilized to classify the accessories at different levels of detail. The generated caption includes details such as the type of jewel, color, material, and design. To demonstrate the effectiveness of the proposed method in accurately recognizing different types of jewels, a dataset consisting of images of accessories belonging to jewelry stores in C\'ordoba (Spain) has been created. After testing the different image captioning architectures designed, the final model achieves a captioning accuracy of 95\%. The proposed methodology has the potential to be used in various applications such as jewelry e-commerce, inventory management or automatic jewels recognition to analyze people's tastes and social status.