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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>FullBrain: a Social E-learning Platform</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Mirko Biasini</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Vittorio Carmignani</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Nicola Ferro</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Panagiotis Filianos</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Maria Maistro</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Giorgio Maria di Nunzio</string-name>
          <email>dinunziog@dei.unipd.it</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>FullBrain, https://fullbrain.org/</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Copenhagen</institution>
          ,
          <addr-line>Copenhagen</addr-line>
          ,
          <country country="DK">Denmark</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>University of Padua</institution>
          ,
          <addr-line>Padova</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>We present FullBrain, a social e-learning platform where students share and track their knowledge. FullBrain users can post notes, ask questions and share learning resources in dedicated course and concept spaces. We detail two components of FullBrain: a Social Information Retrieval (SIR) system equipped with query autocomplete and query autosuggestion, and a Leaderboard module to improve user experience. We analyzed the day-to-day users' usage of the SIR system, measuring a time-to-complete a request below 0:11s, matching or exceeding our UX targets. Moreover, we performed stress tests which lead the way for more detailed analysis. Through a preliminary user study and log data analysis, we observe that 97% of the users' activity is directed to the top 4 positions in the leaderboard.</p>
      </abstract>
      <kwd-group>
        <kwd>e-learning</kwd>
        <kwd>social networks</kwd>
        <kwd>social information retrieval gami cation</kwd>
        <kwd>leaderboards</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        E-learning platforms have been improving the quality of education in the digital
sphere, with an increasing popularity over the past two decades. Nevertheless,
the main approach has been to port the o ine experience to its virtual analogue,
as in the case of Massive Open Online Course (MOOC) platforms, which o er
video lectures, note taking, quizzes, forums, etc. Well known examples of MOOC
platforms are edX [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], Udemy [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] and Coursera [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. However, MOOCs struggle
to keep users engaged: approximately 88% of learners do not return after a rst
year of usage and on average only 8% of students per cohort are retained [67].
Moreover, we believe MOOC platforms to be structurally lacking. By
mimicking the physical education experience, they miss the possibility of providing the
novel experience that the digital medium can o er. A multitude of digital
learning features has been proposed, such as personalization, gami cation and social,
Copyright c 2021 for this paper by its authors. Use permitted under Creative
Commons License Attribution 4.0 International (CC BY 4.0). This volume is published
and copyrighted by its editors. IRCDL 2021, February 18-19, 2021, Padua, Italy.
connectivist learning, however the attempts to align these elements have been
sparse. In this context, we identify two main challenges.
      </p>
      <p>
        First, the social component is a fundamental part of the learning process [
        <xref ref-type="bibr" rid="ref7">7,
25, 48, 69</xref>
        ], and when this is not provided by e-learning platforms, it is usually
supplemented, in o cial university courses, by di erent services, as Slack [71],
Teams [53], Piazza [63], Moodle [55], etc. However, many students consider these
solutions inadequate and, when possible, they prefer to directly contact a peer
they personally know and trust. Between each other, they use makeshift
solutions like Facebook Groups or Messenger [20] and WhatsApp [21] group chats.
Students there share the same context and can immediately assist on queries
with understanding of the course requirements. The above, however, force users
to combine a multitude of services to achieve all their goals. Second, a single
centralized and reliable source of learning material is not available for online
learners. Students often search and access to di erent sources through Web search
engines, however they struggle in determining the quality of each resource,
especially when they do not have enough knowledge to critically review them.
The results are often ordered following an opaque process. The above require
extended time to review learning resources before usage.
      </p>
      <p>The necessity of social e-learning platforms able to address the above challenges
has became evident during the COVID-19 pandemic, when there has been a large
scale transfer of learning activities to online spaces. According to Unesco [77]
over 90% of the world students are con ned at home. Providing alternative
learning solutions has become the top priority.</p>
      <p>We present FullBrain a social e-learning platform which addresses these
challenges. FullBrain is framed in the context of connectivism theory [26, 70], which
represents learning as a network phenomenon in uenced by technology and
socialization. FullBrain o ers open, dedicated spaces corresponding to university
courses and concepts. It allows students to interact with these spaces, to post
thoughts, ask questions and share, rate and comment online learning resources,
tagging them with instructional metadata. These learning resources are
organized in a crowdsourced ontological structure forming a reviewed digital library.
In this paper, we rst present FullBrain's features and then focus on two
fundamental components of its architecture: Social Information Retrieval (SIR)
System, that powers our search algorithms, and a user leaderboard, that encourages
social connectivity in concept and course spaces. This paper is organised as
follows: Section 2 details the related work; Section 3 introduces FullBrain's design,
features and system's architecture; Section 4 and Section 5 present the SIR and
the leaderboard components respectively; Section 6 showcases the prototyped
solutions, which are evaluated in Section 7. Finally, Section 8 includes conclusions
and future work.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Related Work</title>
      <p>
        FullBrain belongs to the category of social e-learning platforms. Such e orts
rarely have been part of literature and FullBrain stemmed from a few research
papers: Gil and Martin-Bautista [25] propose a connectivist, ontological
knowledge support system with a focus on collectivist knowledge building; Liu et
al. [48, 49] propose systems for collaborative relevance assessment with tasks as
context; and Chen and Su [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] propose SAP, an ontology-based social learning
platform with learning paths.
      </p>
      <p>
        However none of these approaches have been adopted in a larger scale.
edX [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], Coursera [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] and Udemy [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] are MOOC platforms that provide
content, but no immediate social networking tools. In contrast, learning platforms
that o er social learning, as Golden [19] and Expii [18], have a wiki approach to
knowledge. Di erently, FullBrain fully integrates the learning and social
components in a single platform.
      </p>
      <p>
        In addition to the social networking features, FullBrain o ers a SIR
System [41], which ranks results using both topical and user similarity. The user
similarity is calculated based on the distance in the social graph between the
searcher and the results [40, 42, 78]. We propose an architecture of an IRS
specifically designed in the context of Online Social Networks [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] able to handle
different entities, rather than only users (k-n partite relationships [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]). To the best
of our knowledge such architecture is novel.
      </p>
      <p>
        Finally, FullBrain exploits gami cation approaches through a leaderborad.
Gami cation has proven to be bene cial to increase user engagement in
numerous contexts [16, 43, 44, 62]. Leaderboards are a workhorse of gami cation [45]
and are considered one of the key elements in game design [34]. According to
Zichermann [23], leaderboards can follow two approaches: absolute and relative.
Upon these, leaderboards emphasize continuous performance, status reporting,
comparison, socialization, and competition [
        <xref ref-type="bibr" rid="ref8">8, 14</xref>
        ].
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>FullBrain System</title>
      <p>In this section we present the elements that comprise FullBrain's user interface
and system. We start with the description of the main features in Section 3.1, the
underlying social graph in Section 3.2 and the overall architecture in Section 3.3.
3.1</p>
      <sec id="sec-3-1">
        <title>Features</title>
        <p>Six entities represent the core of FullBrain's o ering: Posts, Streams, Sources,
Courses, Concepts and User Pro les. We detail them next.</p>
        <p>As in any regular Social Network, the users are able to create posts to share
ideas. Also, users can post anonymously and specify if it is a question or a note.
In the foreseeable future, they will be able to mark a question as `resolved' if the
issue was addressed. Posts are feature-heavy: users can like, comment and share
any post they have access to.</p>
        <p>Streams refer to collections of consecutive posts in a speci c space: in the
context of a course, concept or user pro le page. The user home page is an
example of stream, where users receive posts aggregated from streams of the
entities they have included (followed).</p>
        <p>An operational de nition of source is: a resource to learn one or multiple
subjects which can be freely accessed online. Simply, sources are URL links
pointing to a destination website which provide learning content. Sources are shared
by members of the FullBrain community. These resources combined with the
user who shared them have a set of metadata that form the source card:
{ Name, a liation and level of the user who shared the resource. The level
is an indicator of the user's reputation in the platform. It depends on, for
example, user's interactions or obtained reviews on shared resources. This
will be further addressed in Section 5;
{ Learning styles, which can be: watching, reading, practise/exercise, listening,
group activity or tutorial;
{ Title which highlights the content of the source;
{ Instructions on how to traverse the source. For instance, if the source is a
video, the instructions may be: \watch from minute 2:03 to 5:40 to learn
concept X";
{ Prerequisites : concepts that users have to know in advance to understand the
learning source. Clicking into a prerequisite results in opening the related
concept page;
{ Social stats: star reviews and comments allow to express an opinion on the
source relevance for future viewers.</p>
        <p>We refer to course as an academic course associated with its respective
Institution. Examples can be `Machine Learning' and `Database Systems' at the
University of Padua (Unipd) or `Business Management' at the Copenhagen
Business School (CBS). Each course has a dedicated space with group features: users
can join and post thoughts and questions. Moreover, students can share learning
resources helpful to pass the course/exam. The course's sources slightly di er
from the ones in concepts: they do not have prerequisites, but tags, which allow
to label the material based on the purpose: #lecture1, #exams or #exercises.</p>
        <p>An operational de nition of concepts can be as follows: the smallest unit
of knowledge, idea or process, which can not be divided further without becoming
an other concept or losing utility for the task at hand.</p>
        <p>It is important to note that this is a soft de nition, a guideline which is open
for interpretation by FullBrain's members. Every FullBrain member can create
a concept space, which allows post and resource sharing. In that respect
interactions are very similar to Course spaces. Concepts are linked through learning
resource prerequisites, forming crowdsourced ontologies. Moderating the validity
of these ontologies is expected to be a social endeavor as well. A user experience
work ow is not proposed currently and is matter of future research.</p>
        <p>Each user has a user pro le page, which includes the user name,
institutional a liation, description and picture. In addition it shows the list of includers
(followers) and included users (followed users), the lists of the courses and
concepts the user has included and a stream of their posts.</p>
        <p>has_post</p>
        <p>Concept
mentions views
comments
mentions
creates
Post
likes
reshares
Tags
has_source Source
has_prerequisite</p>
        <p>knows comments
in_progress
views fol ows</p>
        <p>views
rates </p>
        <p>fol ows
User
contains</p>
        <p>Playlist
creates
is_from
fol ows
fol ows</p>
        <p>views
views</p>
        <p>Tag
mentions
has_post</p>
        <p>Origin
has_course
Course
A social network can be seen as a graph [17, 56, 57]. Indeed, Elveny et al. [17]
present the users as social actors which interact with each other creating
relationships. In FullBrain, the relationships between users are: asymmetric, explicit,
non-con rmed, regular and unsigned [29, 30].</p>
        <p>
          The FullBrain social graph, shown in g. 1, can be seen as an extended social
graph with the k-partite de nition [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ], where nodes can be of di erent types. We
recognize the main entities in Section 3.1 as nodes. In addition, we nd Origins
(institutions), Tags (labels for learning material and posts) and Playlists (public
or private collections of favorite sources created by users). As edges, we can see
all the possible relationships between the various entities (nodes).
3.3
        </p>
      </sec>
      <sec id="sec-3-2">
        <title>Architecture</title>
        <p>Figure 2 displays FullBrain's architecture. All virtual machines and databases are
hosted in Azure [52]. Cloud services ensure scalability and continuity. We split
FullBrain's architecture into three main parts: front-end, back-end and databases.</p>
        <p>The front-end is the layer in direct contact with the user. When a user
navigates through the FullBrain platform, it creates a series of requests. Those are
forwarded from the front-end browser client to the back-end server. The back-end
is in charge of handling those requests, and return back the expected results.</p>
        <p>Multiple microservices compose the back-end [51]. To each Microservice (MS)
we assign speci c functionalities. MSs can communicate using gRPC [27] (a
language independent protocol) using Protobuf serialization. Such architecture gives
the possibility of developing each of the MSs in a di erent programming language
to maximize the performance based on peculiarities and available libraries.</p>
        <p>Finally, as we can see in g. 2, each MS is connected to di erent databases,
depending on their operations/calls. PostgreSQL [64] maintains most of
FullBrain's entities' elds data, and it ensures integrity between them. Neo4j [59],
a graph database, manages the di erent entity relationships seen in Figure 1.
MongoDB [54] is mostly utilised for logging of user's activities and requests.
4</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Social Information Retrieval (SIR) System</title>
      <p>
        Carmignani [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] describes FullBrain's SIR system, which resides in the Search
MS ( g. 2). It o ers three functionalities: Search, Query Autocomplete (QAC)
and Query Suggestion (QS). Search and QAC estimate relevance by computing
the similarity between the query, the entities and the user, and then order the
results accordingly to such value [46].
      </p>
      <p>The overall similarity S [40] for a query q with respect to an entity e and a
user u (searcher) is calculated as follow:
(1)
=
(2)
S(u; q; e) =</p>
      <p>ST (q; e) +
+</p>
      <p>SU (u; e)
where d is the length of the shortest path between u and e in the social graph
(Section 3.2).</p>
      <p>
        For e ciency reasons, we calculate an approximation of d using a modi ed
version of the landmark embedding method [
        <xref ref-type="bibr" rid="ref6">6, 35, 50, 65, 73, 75, 78</xref>
        ]. According to
Lampe et al. [42] \people are more likely to search for other users who are part of
their real life friends-network, rather than other members". Thus, we modify the
standard algorithm by not saving distances greater than 3 (assuming them as
in nite) as suggested by Vieira et. al. [78], since entities at such distance would
not be relevant for the user. This assumption has saved, in our case, more than
80% of landmarks-nodes stored distances.
      </p>
      <p>
        The computation of the topical similarity ST (q; e) in Equation (1) di ers for
search and QAC. We denote it by SSearch and SQAC respectively. The search
function results include: concepts, users, courses, sources and posts. SSearch, is
computed as a combination of partial [
        <xref ref-type="bibr" rid="ref12">12, 37</xref>
        ] and exact match as follows:
SSearch(q; e) =
      </p>
      <p>SP artial(q; e) + SExact(q; e)
2
For partial matching SP artial(q; e), we employ q-grams [28,32,39,47,58,76]. Given
the query q and an entity name ne (e.g. user or concept name), we apply the
same text operations on q and ne, retrieving their respective set of q-grams, Gq
and Gne :</p>
      <p>For exact matching SExact(q; e), we use the Vector Space Model [46] and
calculate SExact(q; e) as the cosine similarity of the vector representations q
and e. Speci cally for the latter, we use the union of e's elds, like name and
description (giving weights according to the elds' importance):</p>
      <p>SExact(q; e) = cos(q; eunion) 2 [0; 1]</p>
      <p>
        FullBrain's QAC makes possible to retrieve a Qlist [72] of entities (users,
concepts and courses) that are relevant for the user while typing the query
itself [72]. As demonstrated in a variety of studies [
        <xref ref-type="bibr" rid="ref9">9, 74, 80, 81</xref>
        ], such features
improve user satisfaction. The elements that populate the Qlist are ranked with
the overall similarity in Equation (1), where the user similarity is computed as
in Equation (2) and the topical similarity is SQAC (q; e) = SP artial(q; e). We use
only partial matching to not compromise the speed of retrieval required by QAC.
      </p>
      <p>
        Finally, we describe the Query Suggestion (QS) component. We refer to QSs
as the elements which populate the QList before typing any character into the
query input form. QSs are either past queries (input for search function) or actual
entities (direct link to the related web page). Such elements are retrieved based
on the user's search history (more recent would result in a higher rank) without
any similarity computation. We also suggest trending queries and entities. Those
are retrieved using a modi ed version of the Most Popular Completion (MPC)
model [
        <xref ref-type="bibr" rid="ref10">10, 36, 68</xref>
        ]; where a time lter is applied following the nding of [74, 79],
which have shown that queries' popularity is heavily a ected by the time.
5
      </p>
    </sec>
    <sec id="sec-5">
      <title>Leaderboard</title>
      <p>
        As previously mentioned, gami cation can positively impact users' interactions
and contributions. Thus, we designed and developed a leaderboard aiming to
increase learners' engagement in FullBrain. Our platform o ers a multitude of
actions, which can be performed in di erent contexts, such as courses and
concepts. Combining di erent sets of actions and goals, a variety of leaderboards
can be generated to address di erent motivational areas. Upon these,
leaderboards provide learners with elements for re ection, comparison, motivation,
socialization, and competition [
        <xref ref-type="bibr" rid="ref8">8, 14</xref>
        ].
      </p>
      <p>Points system and mechanics To be created, leaderboards require a point system.
The point system is a mechanism de ning a set of criteria, which are used to
assign points to the users. Through these points, a score is computed. Finally,
users are ranked based on their nal score.</p>
      <p>As suggested by Jia et. al [38], leaderboards need to provide a sense of fairness
to the users. To generate a points system as fair as possible, we categorized all
available actions based on two parameters: e ort and value. The former assesses
the e ort required to perform the action, inside and outside the platform. The
latter is an evaluation of the value the performed action provides to the platform.</p>
      <p>Among all the possible actions available in FullBrain, 11 were selected to
build the points system. Precisely, add, share, rate, comment, upvote comment
a source, add, share, like, comment, upvote comment a post, and include user/
course/concept. Several users were interviewed to assign an e ort and a value
score to each action. Scores were given between 1 and 5. The higher the score,
the higher the e ort/value. Next, these were averaged out to generate the nal
points. As a result, the nal points system was built as shown in table 1. Every
time a user performs one of these actions, the corresponding points are assigned
to the user.</p>
      <p>As described above, di erent types of leaderboards can be generated based on
actions and contexts. To do so, several activity metadata are stored every time
a user performs an action: the user performing the action, the performed action,
the location where the action is performed (e.g. concept, course, user), the object
undergoing the action (e.g. source, post, concept, etc), the date and time the
action is performed, and the corresponding points. Finally, these activities are
ltered based on one or more parameters, to generate the desired leaderboard.</p>
      <p>To handle delete actions, such as deleting a post, analogous data are stored
but with a negative score instead. Deleting actions a ect only the user who
performs the deleting action. Users who earned points by interacting with the
deleted element remained unaltered. This is done to ensure fairness.</p>
      <p>Leaderboard design To be e ective, leaderboards need to be designed based
on the audience and the context [15, 33, 38, 45]. In FullBrain, concepts have a
larger and diverse audience compared to courses. Indeed, as courses refer to
a speci c university, they are generally restricted to those students who are
currently taking that course. Conversely, concepts are followed by learners all
around the world. To determine the most appropriate design for each scenario,
interviews, A/B tests [61] and thinking-aloud usability evaluations [31] were
conducted aiming to determine four main points.</p>
      <p>{ Leaderboard design: four di erent designs were tested: an absolute, a
relative, and two hybrids. The absolute solution focuses on the top players,
whereas the relative is centered on the active user [23,38]. On top of these, we
proposed two hybrid designs, which combine both approaches to exploit their
advantages. Each design a ects di erent motivational areas like re ection,
competition, or socialization.
{ Leaderboard items: which and how information should be displayed in the
leaderboards. Here, focus was directed towards users' scores, to determine
whether showing points is more e ective or not.
{ Time: Leaderboard points can be calculated based on user activities
included in a time window of the current week, month, semester etc. We should
determine which time windows provide valuable information to users.
{ Leaderboard type: identify which type of leaderboards are more
interesting for users. For example, we can have Top Contributor, Top Reviewer
or Top In uencer leaderboards. Each ranks users based on points collected
from a di erent set of activities.</p>
      <p>
        The results of these experiments led to the nal designs described in the following
section. Finally, a speci c leaderboard is generated for each concept and course.
Note, the way we store data allows creating general leaderboards, comprising
groups of concepts and/or courses. For example, the top contributors of a speci c
university or of a big subject like Machine Learning. More research has been
conducted on that subject by Biasini [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
6
      </p>
    </sec>
    <sec id="sec-6">
      <title>Prototype</title>
      <p>Social Information Retrieval System - Figure 3 displays the results of
using FullBrain's SIR in the FullBrain main search bar. Figure 3A shows the QS,
where ve past queries and entities are suggested together with as many
popular ones. Figure 3B instead, shows a QAC output and how the use of trigrams
permits to retrieve \Vittorio Carmignani" despite the input typos. Lastly,
Figure 3C,D,E show three di erent example of the search function. In C, q=\pca",
we can recognize the concept, together with posts and sources. In D, q=\dtu"
(Technical University of Denmark), the results are retrieved even if not present
in the entities'names. This is because we are using additional elds in the search
process. Ultimately, in E, q=\Vittorio Karmignani", despite the typo we can still
retrieve the results thanks to the use of partial matching in the search function.
A working example of the SIR system is available online4.
4 https://youtu.be/6YOm-xobCzA
Fig. 3. Example of QS (A), QAC (B) and Search Results (C,D,E) for the user \Vittorio
Carmignani". Moreover, the legend underneath highlights the di erent entities.</p>
      <p>Leaderboard - We propose two di erent hybrid solutions as a result of user
interviews, A/B tests and usability evaluations: Hybrid-Absolute Design and
Hybrid 50-50 Design ( g. 4). We use the hybrid-Absolute design for concepts: an
absolute leaderboard shows the top 10 users and the active user is always shown
at the bottom of the leaderboard, regardless of his/her ranking. For courses we
use the hybrid 50-50 design, a novel approach combining an absolute
leaderboard, on the top, with a relative leaderboard centered on the active user, on
the bottom.</p>
      <p>In both solutions, users can access top users' pro les and universities, as
well as include them in their home stream. A time lter allows users to change
the time window used to build the leaderboard. In addition, users can change
the type of the leaderboard choosing between: Top Contributor, which ranks
users accounting for all types of actions, and Top Responder, which ranks users
accounting just for the frequency of their answers and the quality of their
comments. Both solutions are partially implemented in the platform and we are
currently working to complete them.
7</p>
    </sec>
    <sec id="sec-7">
      <title>Evaluation and Results</title>
      <p>
        Social Information Retrieval System - Carmignani [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] focused on the
efciency of FullBrain's IRS. Based on J. Nielsen's studies [60], he set that the
time to complete a QS, QAC and Search request should be, respectively, 0.1s
(instantly), in [0.1-1]s (small delay without interrupting user's ow of thought)
and [1-1.5]s (it is not an interactive function). Hence, we have logged the time
to complete a QS, QAC and Search requests on FullBrain from all user clients
using the platform for 3 weeks. The results are shown in the \Day-to-day"
usage columns in table 2. We can see that all three functions were within
the bounds set. Therefore, we performed stress tests to test the limits of the
architecture. Particularly we made 1000/n requests from n di erent users in
1
2
3
Top contributors
      </p>
      <p>Mark Lennon
Technical University of Denmark
Emma Shif rin
University of Padua
Carlos Rodriguez
Copenhagen Business School
Helen Larsen
Technical University of Denmark
Elena Bianchi
University of Verona
John Ligety
Harvard University
Ole Ri s
Copenhagen Business School
Irene Diaz
University of Barcelona
Frederik Bruun
Technical University of Denmark
Alice Rossi
University of Padua
John Butler
Technical University of Denmark</p>
      <p>See less
93</p>
      <p>Last month
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      <p>Top contributors
1 TMeachrnkicLaelUnnnivoenrsity of Denmark
2 UEnmivmersaitySohfiPfardiuna
3 CCoaprelnohsagReondBruisginueeszs School</p>
      <p>Helen Larsen</p>
      <p>Technical University of Denmark
LeaderbEolenaa rBidanchtiype</p>
      <p>University of Verona
Top conJothrni bLiugettyors
Top contribuHtoarrvsard University</p>
      <p>Mark Lennon
T1op respondTeOecrlhesniRcailsUniversity of Denmark
32 CCUEITUFConmarenproiervceipmlvenhnodeernehsnraseisiahctDrigyaRaStiyegkliohoanUeofidBznfnPfirBruaBviruadesugiriruunsncusaineeinetslyeozssnosSafcSDhceohnoomloalrk</p>
      <p>Helen Larsen
TeAclhicniecaRlUonsivseirsity of Denmark
University of Padua</p>
      <p>Elena Bianchi
A9c3tiveHUOaJnlrieuovveahRrrnssdiitUsByenouivfrteVleresrritoySnaee less</p>
      <p>JoTehcnhnLiciagleUtnyiversity of Denmark</p>
      <p>Copenhagen Business School
}</p>
      <p>Time filter</p>
      <p>Last month
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      <p>Time filter
21Top coTMUEnenmacitvhrmernkrisicaLibatyelSUnouhnfniiPftvoeaornrdisunirtaysof Denmark CurLLLaeaAasnIIssNNlttttCCmstwmLLiemoUUemoDDneenEEtekhtshter
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94 UEJHnlaoeirvhvneanrarsdLiBtUyiignoaeifvntVecyreshriotiyna IINNCCLLUUDDEE
95 TFCOerolcepehdenRneichiraaisklgUeBnnirvBueurussinintyesosf SDcehnomoal rk IINNCCLLUUDDEE
91 IUrneivneersDityiaozfBarSce.eloen.ale.ss INCLUDE</p>
      <p>H l L
{
for</p>
      <p>Stress</p>
      <p>Tests
and
comp onents
sp ecs.
parallel (with n 2 f1; 2; 4; 8; 16; 32; 64g) using ghz [24]. The test setup is shown
in g. 5. The functions were applied on a dataset having a total of 5724 entities
and 21512 relationships. The results are shown in the stress test columns in
table 2. All functions show a similar p erformance patterns: they all break the set
b ounds after n = 4. In contrast, it is imp ortant to remark here that, by using
the website, it is not p ossible to repro duce this kind of loaded environment (with
only these numb er of users): there would b e a delay b etween two users' requests
due to the UI and the physical action of submitting them. Although this delay
can b e minimal, it can b e still valuable since in normal conditions a request is
answered in 0.1s. In contrast, we know that this delay is zero in case of stress
test (since the requests are programmatically made). Thus, we b elieve that the
system can supp ort far more than 64 parallel users using the platform (admitting
that the tests machine utilized are not suitable for a pro duction environment).
Indeed, b etween user request submission and its answer computation, there is
a whole structure of microservices and communications that takes place. If the
microservices are the problem, then we could create clones and balance the load
of requests. If the problem is the computation, we need to know if it is due to
physical limits (machine not p erformant enough) or the actual implementation.
Thus, further analysis would b e required to understand exactly in which step
the b ottleneck is of the overall pro cess.</p>
      <p>QS
QAC
Search</p>
      <p>Day-to-Day
Count</p>
      <p>
        Leaderboard - During the experiments conducted to determine the nal
leaderboard designs, 73% of 15 testers preferred the hybrid-absolute design for
concepts. When asked to justify such a choice, participants claimed that in
broader contexts like concepts, they primarily care about top users. They only
want to see how top users learn and get inspired from them. Conversely, opposite
results were found for courses. Indeed, 75% chose the hybrid 50-50 solution. Here,
users explained that since they have real relationships with other students, they
also want to see similar classmates. This was justi ed for two reasons. Firstly,
users want to assess themselves compared to the rest of the class. Secondly, users
feel more comfortable to approach similar students rather than top ones [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. To
validate leaderboards' e ect on users' engagement, we performed a longitudinal
validation. We collected users activities made through the leaderboards, for a
total of 30 days. Even though the project constraints did not allow us to
produce evidence with statistical signi cance, preliminary results suggest that users'
activities are mainly focused on top positions. In fact, 55% of the activities
observed in the leaderboards occurred in the best users (1st position in the table).
Moreover, more than 97% happened within the rst 4 positions.
8
      </p>
    </sec>
    <sec id="sec-8">
      <title>Conclusions and Future work</title>
      <p>FullBrain has shown a lot of promise to provide a digital home for learners.
From the release of the social features on FullBrain (October 2020) until the
current publication we have experienced an increase of 146% in new registrations,
totalling at approximately 500 users. In addition, we have described FullBrain's
Social Information Retrieval System (SIR) and leaderboards. The SIR provides
the following functions: Search, Query Autocomplete and Query Suggestions
(no query input). These permit to explore platform's content, search through
multiple entities while using the social graph to rank the results themselves.
Moreover, the architecture is able to build the related user's responses in less than
0.11s. For the Leaderboards, we propose a hybrid-absolute design in concepts and
a hybrid 50-50 design for courses, based on user interviews. Through preliminary
analysis we recognise that Leaderboards produce user activity focused on the top
ranking members with 97% of activity directed to the top 4 positions.</p>
      <p>Larger user numbers allow us to experiment with Machine Learning and
Deep Learning systems. Previous work by Filianos [22] has attempted to use
Multigated Mixture of Expert (MMoE) [82] and Mixture of Sequential Experts
(MoSE) [66] models to rank posts in our home page stream. As our user base
grows, we consider FullBrain to be very fertile ground for learning analytics and
user activity dataset research.
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