By Elisabeth André (auth.), Peter Brusilovsky, Oliviero Stock, Carlo Strapparava (eds.)
This booklet constitutes the refereed court cases of the 1st foreign convention on Adaptive Hypermedia and Adaptive Web-Based platforms, AH 2000, held in Trento, Italy, in August 2000.
The 22 revised complete papers offered including 35 brief papers have been rigorously reviewed and chosen from fifty five submissions. one of the issues lined are hypertext, consumer modeling, computing device studying, ordinary language new release, info retrieval, clever tutoring structures, cognitive technological know-how, web-based schooling, etc.
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Extra resources for Adaptive Hypermedia and Adaptive Web-Based Systems: International Conference, AH 2000 Trento, Italy, August 28–30, 2000 Proceedings
Each text is annotated with the level of detail which it represents. 3). 3 Diana Bental et al. Adapting the Presentation We consider two layers of adaptation: deciding which issues to present, and deciding how to present the information for each issue. Adapting the List of Issues An issue is only presented to the user if it is relevant to that time frame and to the patient’s speciﬁc illness and treatment. In a given time frame, the relationships and codes in the time frame are matched to those in all the issues, so as to identify the relevant issues.
For each course and context, teachers decide what concepts will be taught, at what depth, and in what order, devise or select detailed examples for those concepts that are expected to raise more questions, and prepare an evaluation scheme to monitor the students’ progress and understanding. In new courses most decisions can be based on the teacher’s previous understanding of the course contents. Otherwise, these are frequently motivated by the teacher’s previous experience in classrooms. In any case, they are certainly open to changes and improvements during the course itself.
Basic checkmates: which show how to succeed in some common game situations, where only a few pieces are involved. Fig. 2. Theory page: this page shows an interactive chessboard where the student can move pieces using the mouse, and is informed of good and bad movements The course explains seventeen different chess concepts. All are described textually and illustrated graphically with the help of computer animations. The student is encouraged to gain practical experience with them through sets of practice problems available on request.