Abstract:Handwritten Mathematical Expression Recognition (HMER) is a challenging task with many educational applications. Recent methods for HMER have been developed for complex mathematical expressions in standard horizontal format. However, solutions for elementary mathematical expression, such as vertical addition and subtraction, have not been explored in the literature. This work proposes a new handwritten elementary mathematical expression dataset composed of addition and subtraction expressions in a vertical format. We also extended the MNIST dataset to generate artificial images with this structure. Furthermore, we proposed a solution for offline HMER, able to recognize vertical addition and subtraction expressions. Our analysis evaluated the object detection algorithms YOLO v7, YOLO v8, YOLO-NAS, NanoDet and FCOS for identifying the mathematical symbols. We also proposed a transcription method to map the bounding boxes from the object detection stage to a mathematical expression in the LATEX markup sequence. Results show that our approach is efficient, achieving a high expression recognition rate. The code and dataset are available at https://github.com/Danielgol/HME-VAS
Abstract:Personalized gamification explores knowledge about the users to tailor gamification designs to improve one-size-fits-all gamification. The tailoring process should simultaneously consider user and contextual characteristics (e.g., activity to be done and geographic location), which leads to several occasions to tailor. Consequently, tools for automating gamification personalization are needed. The problems that emerge are that which of those characteristics are relevant and how to do such tailoring are open questions, and that the required automating tools are lacking. We tackled these problems in two steps. First, we conducted an exploratory study, collecting participants' opinions on the game elements they consider the most useful for different learning activity types (LAT) via survey. Then, we modeled opinions through conditional decision trees to address the aforementioned tailoring process. Second, as a product from the first step, we implemented a recommender system that suggests personalized gamification designs (which game elements to use), addressing the problem of automating gamification personalization. Our findings i) present empirical evidence that LAT, geographic locations, and other user characteristics affect users' preferences, ii) enable defining gamification designs tailored to user and contextual features simultaneously, and iii) provide technological aid for those interested in designing personalized gamification. The main implications are that demographics, game-related characteristics, geographic location, and LAT to be done, as well as the interaction between different kinds of information (user and contextual characteristics), should be considered in defining gamification designs and that personalizing gamification designs can be improved with aid from our recommender system.