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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Sherlock: a Semi-Automatic Quiz Generation System using Linked Data</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Dong Liu</string-name>
          <email>Dong.Liu@bbc.co.uk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Chenghua Lin</string-name>
          <email>chenghua.lin@abdn.ac.uk</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>BBC Future Media &amp; Technology - Knowledge &amp; Learning</institution>
          ,
          <addr-line>Salford M50 2QH</addr-line>
          ,
          <country country="UK">UK</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Department of Computing Science, University of Aberdeen</institution>
          ,
          <addr-line>AB24 3UE</addr-line>
          ,
          <country country="UK">UK</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>This paper presents Sherlock, a semi-automatic quiz generation system for educational purposes. By exploiting semantic and machine learning technologies, Sherlock not only o ers a generic framework for domain independent quiz generation, but also provides a mechanism for automatically controlling the di culty level of the generated quizzes. We evaluate the e ectiveness of the system based on three real-world datasets.</p>
      </abstract>
      <kwd-group>
        <kwd>Quiz Generation</kwd>
        <kwd>Linked Data</kwd>
        <kwd>RDF</kwd>
        <kwd>Educational Games</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Interactive games are e ective ways of helping knowledge being transferred
between humans and machines. For instance, e orts have been made to unleash
the potential of using Linked Data to generate educational quizzes. However,
it is observed that the existing approaches [
        <xref ref-type="bibr" rid="ref1 ref2">1, 2</xref>
        ] share some common
limitations that they are either based on domain speci c templates or the creation of
quiz templates heavily relies on ontologist and Linked Data experts. There is no
mechanism provided to end-users to engage with customised quiz authoring.
      </p>
      <p>
        Moreover, a system that can generate quizzes with di erent di culty
levels will better serve users' needs. However, such an important feature is rarely
o ered by the existing systems, where most of the practices simply select the
distractors (i.e., the wrong candidate answers) at random from an answer pool (e.g.,
obtained by querying the Linked Data repositories). Some work has attempted
to determine the di culty of a quiz but still it is simply based on assessing the
popularity of a RDF resource, without considering the fact that the di culty
level of a quiz is directly a ected by semantic relatedness between the correct
answer and the distractors [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
      </p>
      <p>In this paper, we present a novel semi-automatic quiz generation system
(Sherlock) empowered by semantic and machine learning technologies. Sherlock
is distinguished from existing systems in a few aspects: (1) it o ers a generic
framework for generating quizzes of multiple domains with minimum human
e ort; (2) a mechanism is introduced for controlling the di culty level of the
generated quizzes; and (3) an intuitive interface is provided for engaging users</p>
      <p>Similarity Computation</p>
      <p>LOD
Similarity</p>
      <p>Adaptive</p>
      <p>Clustering</p>
      <p>Template-based
Question and Answer Generator</p>
      <p>Incorrect
Distractor
Database
Question
and Answer
Database</p>
      <p>Online</p>
      <p>Quiz Renderer</p>
      <p>Quiz Creator
in creating customised quizzes. The live Sherlock system can be accessed from
http://sherlock.pilots.bbcconnectedstudio.co.uk/1.
2</p>
    </sec>
    <sec id="sec-2">
      <title>System Architecture</title>
      <p>1 For the best experiences, please use Safari or Opera to access the demo.
educational background). Furthermore, to enhance a user's learning experience,
the \learn more" link on the bottom left of the interface points to a Web page
containing detailed information about the correct answer (e.g., Cheetah).
Quiz Creator: Fig. 2(b) depicts the quiz creator module, which complements
the automatic quiz generation by allowing users to create customised quizzes
with more diverse topics and to share with others. Quiz authoring involves
three simple steps: 1) write a question; 2) set the correct answer (distractors
are suggested by the Sherlock system automatically); and 3) preview and
submit. For instance, one can take a picture of several ingredients and let people
guess what dish one is going to cook. The quiz creator interface can be accessed
from http://sherlock.pilots.bbcconnectedstudio.co.uk/#/quiz/create.
3</p>
    </sec>
    <sec id="sec-3">
      <title>Empirical Evaluation</title>
      <p>This demo aims to show how Sherlock can e ectively generate quizzes of di erent
domains and how well a standard similarity measure can be used to suggest
quiz di culty level that matches human's perception. The hypothesis is that if
some objects/entities have higher degree of semantic relatedness, their di erences
would be subtle and hence more di cult to be disambiguated, and vice versa.</p>
      <p>We investigated the correlation between the di culty level captured by the
similarity measure and that perceived by human. To test our hypothesis, a group
of 10 human evaluators were presented with 45 testing quizzes generated by
Sherlock based on the BBC Wildlife domain data, i.e., 15 quizzes per di culty
level. Next the averaged pairwise similarity between the correct answer and
distractors of each testing quiz were computed, as shown in Fig. 3(a). Fig. 3(b)
demonstrates that the quiz test accuracy of human evaluation indeed shows a
negative correlation (r = 0:97, p &lt; 0:1) with the average similarity of the quiz
answer choices (i.e., each datapoint is the averaged value over 15 quizzes per
di culty level). This suggests that LDSD is an appropriate similarity measure
for indicating quiz di culty level, which inlines with our hypothesis.</p>
      <p>In another set of experiments, we evaluated Sherlock as a generic framework
for quiz generation, in which the system was tested on structural RDF datasets
from three di erent domains, namely, BBC Wildlife, BBC Food and BBC
YourPaintings2, with 321, 991 and 2,315 quizzes automatically generated by the
system for each domain respectively. Bene ting from the domain-independent
similarity measure (LDSD), Sherlock can be easily adapted to generate quizzes
of new domains with minimum human e orts, i.e., no need to manually de ne
rules or rewrite SPARQL queries.
4</p>
    </sec>
    <sec id="sec-4">
      <title>Conclusion</title>
      <p>In this paper, we presented a novel generic framework (Sherlock) for generating
educational quizzes using linked data. Compared to existing systems, Sherlock
o ers a few distinctive features, i.e., it not only provides a generic framework
for generating quizzes of multiple domains with minimum human e ort, but
also introduces a mechanism for controlling the di culty level of the generated
quizzes based on a semantic similarity measure.</p>
      <p>Acknowledgements
The research described here is supported by the BBC Connected Studio
programme and the award made by the RCUK Digital Economy theme to the
dot.rural Digital Economy Hub; award reference EP/G066051/1. The authors
would like to thank Ryan Hussey, Tom Cass, James Ruston, Herm Baskerville
and Nava Tintarev for their valuable contribution.
2 http://www.bbc.co.uk/nature/wildlife, http://www.bbc.co.uk/food and http:
//www.bbc.co.uk/arts/yourpaintings</p>
    </sec>
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