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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Combining IGA and KG for Serendipitous Learning Contents Recommendation</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Emmanuel Ayedoun</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Satoko Inoue</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Hiroshi Takenouchi</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Masataka Tokumaru</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of System Management, Fukuoka Institute of Technology</institution>
          ,
          <addr-line>3-30-1 Wajiro-higashi, Higashi-ku, Fukuoka, 811-0295</addr-line>
          <country country="JP">Japan</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Faculty of Engineering Science, Kansai University</institution>
          ,
          <addr-line>3-3-35 Yamate-cho Suita, Osaka 564-8680</addr-line>
          <country country="JP">Japan</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Graduate School of Engineering, Kansai University</institution>
          ,
          <addr-line>3-3-35 Yamate-cho Suita, Osaka 564-8680</addr-line>
          <country country="JP">Japan</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Although there have been few attempts to propose serendipity-oriented recommender systems in the field of education, such systems appear to lack of the essential ability to support learners' agency, which is learners' feeling of ownership and control over their own learning. In this paper, we propose an Interactive Evolutionary Computation driven recommender system that enables learners to take control and responsibility of their own learning while recommending learning resources that are novel and unexpected, yet still relevant to learners' interests. The proposed system specifically employs Interactive Genetic Algorithm (IGA) and Knowledge Graphs (KG) for dynamic recommendation of learning contents related to the history of scientific discoveries. We conducted both numerical simulations that confirmed the effectiveness of the learning contents optimization algorithm and an experimental evaluation which hinted at the meaningfulness of the proposed approach towards inducing serendipity within learners.</p>
      </abstract>
      <kwd-group>
        <kwd>1 Recommender Systems</kwd>
        <kwd>Serendipitous Learning</kwd>
        <kwd>Interactive Evolutionary Computation</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        The deployment of recommender systems in
the field of technology enhanced education has
attracted increased interest as a promising means
to help learners navigate through suitable learning
resources, given the plethora of available digital
learning resources nowadays [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. The principal
and commonly used techniques to build
recommender systems are collaborative filtering
[
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] and content-based filtering [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. However, in an
educational context, both approaches present
some shortcomings: risk of overgeneralization for
collaborative recommenders and risk of
overspecialization as far as content-based
recommenders are concerned. Such issue has been
framed as the “serendipity-problem” [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], to
denote that the overspecialization or
overgeneralization of recommended information
can impair the ability of learning support systems
to provide learners with content that is interesting,
novel and more importantly unexpected [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. As a
result, such approaches can lead to an overly
narrow set of suggestions lacking in serendipity
and inadvertently placing the learner in what is
known as a “filter bubble”, according to Pardos
[
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. That is, proposing recommender systems that
also aim at helping learners make serendipitous
knowledge acquisition is necessary to tackle the
filter bubble issue.
      </p>
      <p>
        The term “Serendipitous learning” has been
used to refer to learning through gaining new
insights, discovering interesting aspects and
recognizing new relations, which occurs by
chance or as by-product of other activities [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
Serendipitous learning emphasizes the positive
role of unexpected realization of hidden,
seemingly unrelated connections or analogies for
learning and research [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. Although there
have been few attempts to propose
serendipityoriented recommender systems in the field of
education [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], such systems do not
necessarily support learners’ agency, which is yet
an essential requirement, as serendipitous
encounters also owe to the open-minded attitude
of the seekers, their curiosity, and their
perspicacity [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
      </p>
      <p>
        Interactive Evolutionary Computation (IEC) is
a generic term which refers to a group of
optimization techniques or algorithms that uses
subjective human evaluation instead of a
numerical fitness function to solve optimization
problems when the fitness function cannot be
assumed or appropriately represented in the form
of a mathematical function [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. Given such
characteristics, IEC techniques have been
successfully applied in many fields, such as face
identification [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ], fashion design [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ], music
composition [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ], hearing aid fitting [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. In a
typical scenario of IEC, a small number of
solutions (e.g., a population of ten solutions) are
shown to a human user who is supposed to assign
one of a pre-specified set of ranks (e.g., 1: very
bad, 2: bad, 3: average, 4: good, 5: very good) to
each solution in the population.
      </p>
      <p>In this paper, we propose an Interactive
Evolutionary Computation (IEC) driven
recommender system that enables learners to take
control and responsibility of their own learning
while exploring learning resources that are novel
and unexpected, yet still relevant to their interests.
The proposed system specifically employs
Interactive Genetic Algorithm (IGA) and
Knowledge Graphs (KG) for dynamic generation
of learning contents.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Research Goal and Approach</title>
    </sec>
    <sec id="sec-3">
      <title>2.1. Problem Statement</title>
    </sec>
    <sec id="sec-4">
      <title>Research Goal and</title>
      <p>
        In the domain of technology enhanced
learning, a number of recommender systems have
been proposed. Yet, a closer look to the current
status of their development and evaluation reveals
that such efforts present some limitations. For
instance, available systems seem to target learning
in formal settings, do not sufficiently support
learners’ agency and evaluate effectiveness only
from the standpoint of learners’ grade. However,
informal learning, which depends to a large extent
on individual preferences or choices and is often
self-directed [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ], could be greatly enhanced by
introducing in such learning environments
serendipity-oriented recommender systems. As
evoked in the previous section, it should also be
noted that most recommender systems dedicated
to learning support embed recommendation
techniques that could inadvertently place learners
into “filter bubbles”, a type of swim-laning of
learners into a particular track based on a machine
learned stereotype [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. Meanwhile, it has been
suggested that serendipitous experiences are
valuable to learning at a personal level [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
      </p>
      <p>Therefore, to the extent of fostering learners’
engagement in informal learning settings, the goal
and major contribution of this study is to propose
a serendipity-oriented recommender system
which fulfill the following requirements:
• Target support of learning in an informal
learning environment
• Facilitate learner’s agency by actively
supporting self-directed learning through
exploratory interaction with the learning
environment
• Embed a resource recommendation
algorithm that involves learners in the
system recommendation refining process
by actively gathering their preferences</p>
    </sec>
    <sec id="sec-5">
      <title>2.2. Approach</title>
    </sec>
    <sec id="sec-6">
      <title>2.2.1. Overview of proposed system</title>
      <p>
        2. For instance, the knowledge database used for
the study presented in this paper is a database in
which learning contents (i.e., scientific
discoveries and inventions) are related to each
other and such relationships can be quantitatively
expressed. To this extent, we built the learning
contents database of the system using the contents
of the book “Science: The Definitive Visual
Guide, Adam Hart-Davis (Ed.)” [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]. It is a
comprehensive book which tells the history of
science and technology from the earliest times to
the present day in chronological order by
capturing every key moment of discovery, and
showing how the concepts, the inventions, and the
individuals behind them have changed our world.
More interestingly, the book illustrates how one
discovery is connected to another by presenting
some pointers to events that preceded and
followed a current discovery or invention. Such
structure obviously holds the potential to make it
easier for the reader to realize how scientific
discoveries and inventions in a wide range of
scientific fields are interrelated to each other. In
the resulting knowledge graph, each piece of
information (i.e., major discovery or invention) is
represented by a node, and the relationship
between related nodes is depicted by an edge. In
other terms, each node holds the contents of each
page of the book, while an edge expresses the
relationship between two related pages.
      </p>
      <p>Therefore, what is called “learning path” in the
context of this study is a collection of nodes and
edges extracted from a knowledge graph.
Generation and optimization of learning path to be
presented to learners at a given time of the
interaction are achieved by the means of an
interactive genetic algorithm (IGA), a kind of IEC
algorithm.</p>
      <p>In the proposed system, users are first asked to
explore the knowledge graph and select paths of
interest which they evaluate ((Phase 1). Then, the
system learns the features of the paths that are
interesting to the user by leveraging IGA, and
generates new paths based on those features. If the
generated path exists in the path database, it is
presented to the user as-is, and if it does not exist,
it is replaced by the most similar path in the path
database and presented to the user (Phase 2). By
repeating the evaluation of the proposed paths, the
system attempts to learn the learners’ taste and
interests, and presents them with novel paths of
greater interest, yet unexpected enough to achieve
recommendation of learning contents that could
induce serendipity.</p>
    </sec>
    <sec id="sec-7">
      <title>2.2.2. Knowledge graph model</title>
      <p>
        In general, a knowledge graph G= {E, R, F} is
a collection of entities E, R, and facts F [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]. A
fact is a triple (ℎ,  ,  ) ∈ F that denotes a link  ∈
R between the head ℎ ∈E and the tail  ∈ E of the
triple. In our proposed system, the relationship
between nodes and edges is also represented using
the common (ℎ,  ,  ) triples. Note that ℎ and 
represent two different nodes in the knowledge
graph, while  represents an edge linking these
nodes. In the following lines, we provide an
overview of how we define these triples in the
context of this study.
      </p>
      <p>First of all, we expressed ℎ as a collection of
the three parameters vectors ℋelement, ℋBefore and
ℋAfter.</p>
      <p>ℋelement
ℎ = [ ℋBefore ] (1)
ℋAfter
ℋelement represents the main contents of a page,
and is expressed as in equation (2), where ℎpage is
the page number of the node, ℎdiscipline is the
discipline (i.e., scientific field), and ℎera is the era
of the node contents.</p>
      <p>1</p>
      <p>ℎpage
ℋelement = [ 2] = [ℎdiscipline]
 3 ℎera
(2)
ℋBefore represents the related pages labeled as
page BEFORE (=B) in the book, which refer to
the related pages older than the current page.
ℋBefore is defined as in equation (3) according to
the number of older related pages NB, and each
BEFORE page  i.</p>
      <p>ℋBefore =  =
(1  i  NB)
(3)
 1
 2
⋮
 i
⋮
[   ]
ℋAfter is defined similarly to
ℋBefore and
represents the related pages labeled as page
AFTER (=A) in the book, as shown in (4). Note
that NA stands for the number of related pages
coming after the current page  j.</p>
      <p>ℋAfter =  =
(1  i  NA)
(4)
 1
 3
 = [  Before ]
 element
 After
[   ]
 page
 era
|  1 −  1|
|  3 −  3|
|  1 −  1|
|  3 −  3|
 After =  Aj = [|  2 −  2|]</p>
      <p>Based on the proposed knowledge graph
model, our key idea is to let an edge  capture
differences in terms of discipline, era and page
number between two given nodes, ℎ and  .
Besides, by expressing era and page number as
time series parameters and adopting a similarity
scale for the discipline parameter, we aim to</p>
      <p>Next,  which also represents a content node
similarly to ℎ above is defined as follows. Let  page
denote the page number,  discipline denote the
discipline, and  era the era. t is expressed as in (5).
 = [ 2] = [ discipline]</p>
      <p>Finally,  consists of the association of the
following three vectors  element,  Before, and  After,
as shown in equation (6).</p>
      <p>element expresses the relation between the
main contents of node ℎ and the main content of
node  in terms of difference between discipline
and era parameters, as shown in (7).
 element = [|ℎ
|ℎ
−  
−  
|
|
]
 Before is defined as the difference between
node ℎ and  in terms of three parameters: pages
number, discipline, and era, as shown in equation
(8). Note that here</p>
      <p>= 0 if  =   (i ∈ NB).
 Before =  Bi = [|  2 −  2|]</p>
      <p>Similarly,  After is defined as the difference
between
node
ℎ
and 
in terms of three
parameters: pages number, discipline, and, and
era, as shown in equations (9). Here as well,
   =0 if  =   (j ∈ NA).
(5)
(6)
(7)
(8)
(9)
quantitatively express the degree of relevance or
divergence between two nodes (i.e., learning
contents).</p>
    </sec>
    <sec id="sec-8">
      <title>2.2.3. Learning path optimization algorithm</title>
      <p>Path optimization here refers to the generation of
new paths of interest to the user by the system. Let
N be the number of paths generated from the
knowledge graph G described in the previous
section, and</p>
      <p>pathk (k ∈ N ), a path arbitrarily
retrieved from the path database. In this study, each
pathk has a fixed length and is composed of four
nodes h1, h2, h3, h4 (h1, h2, h3, h4 ∈ ℎ) and three
edges  1,  2, and  3 ( 1,  2,  3 ∈  ).</p>
      <p>Considering that the edges  1,  2,  3 are
defined as in (6),  
ℎ

which is the vector
representing the whole path (i.e., 
expressed as the sum of  1,  2, and  3 as follows:
ℎ ) is


ℎ
 = [ 1,  2,  3]
(10)
In the</p>
      <p>
        present study, the process of path
optimization
using IGA is based the
gene
information expressed by  
ℎ . To such extent,
the
the
the learner first rates some paths presented to him
by the system in terms of relevance with their
interests. Here, it seems important to bear in mind
that learners are not prompted to evaluate each
edge or node, but the whole path with a focus on
the connection between starting nodes and ending
nodes. The intention here, is to make the system
capture how interesting the learner finds the
connection between several related events across
various scientific disciplines and eras. Based on
obtained evaluation
values, the path is
optimized by genetic algorithm processing, and
next-generation
solution
candidate
learning path) is presented to the learner. The path
is optimized by repeating this process for a certain
number of generations. Note that here, the path
optimization differs from usual implementation of
IGA as it requires an additional process that we
call Path retrieval. When generating the next
generation of solutions, in most cases, Crossover
or Mutation will cause the generation of candidate
solutions (i.e., paths) that do not exist in the path
database RDB. Therefore, for example, a
nonexistent path rpathA needs to be “replaced” by an
existing path rpathB with the constraint that both
paths are similar enough (i.e., rpathA  rpathB). To the
extent of calculating the degree of similarity
between two paths, we adopted the Dynamic Time
Warping (DTW) algorithm [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ], which is a
wellknown technique to find an optimal alignment
between two given (time-dependent) sequences
under certain restrictions. The DTW distance
ℎ , 
ℎ ) which indicates the degree of
      </p>
      <p>similarity of two</p>
      <p>different paths 
ℎ is
recursively
calculated
using
 (
 
 (
following equations:
ℎ , 
ℎ )</p>
      <p>=  ( 
+ min {  (
ℎ ,  

 (
 (
ℎ )

ℎ , 
ℎ −1, 
ℎ −1, 
ℎ

and
the
(11)
ℎ −1)</p>
      <p>ℎ )
ℎ −1)
where  ( 
ℎ ,  

ℎ ) denotes the distance

between respective edges of 
calculated as:
ℎ and 
ℎ

 ( 
ℎ ,   ℎ ) = |  ℎ</p>
      <p>− 
 ℎ | (12)</p>
    </sec>
    <sec id="sec-9">
      <title>3. Pilot Evaluation</title>
      <p>We
conducted
an
experimental
pilot
evaluation to investigate whether the proposed
system could present information of interest but
yet unexpected enough to the extent to induce
serendipity within participants. The subjects were
3 university students majoring in science-related
fields. Subjects were asked to visit and then
evaluate the paths proposed by the system in terms
of preference level on the scale of 0 to 5. Based on
their ratings, the system generated new paths and
the same operation was repeated until the ending
condition (i.e., 10 generation rounds) was met. At
the end of the interactions, we administrated a
questionnaire survey, to collect participants’
subjective opinions on the meaningfulness of their
interaction with the system.
values and evaluation scores of the most highly
rated paths by each of the three participants
(Subjects</p>
      <p>A~C) between the first and last
generation rounds.</p>
      <p>First, from these results, it can be noted that the
proposed system was able to optimize the paths
according
evaluation
to
each
user
since
the
highest
scores from
participants seem
to
stabilize around the last generations. In other
terms, the system was able to gradually present
subjects with learning contents that were highly
rated. The average evaluation score of the learning
contents
path)
presented
at the
last
generation was relatively high (M= 3.9, SD:0.92).</p>
      <p>Next, DTW values, which indicate similarity
degrees between the
generated
path by the
algorithm and the one retrieved from the database,
tend to converge to a value near 0 around the last
generation. This suggests that the proposed
system was able to generate paths that are close to
paths which exist in the database. This is a good
indication that the proposed DTW-based path
similarity calculation method performed well.</p>
      <p>However, when analyzing the transition of
DTW values for some subjects, there were cases
in which DTW values rose rapidly even near the
last generation or did not show a decreasing trend
despite the number of generations increased, such
as in the case of Subject B (Figure 4). Therefore,
we cannot rule the hypothesis that using a method
other than</p>
      <p>DTW
distance as a
method for
calculating path similarity may lead to higher
performance for path optimization.</p>
      <p>From the results of the questionnaire survey,
we note that the proposed system was able to
present
interesting
and
surprising
learning
contents to two out of three subjects. Moreover,
two subjects also declared that they were able to
experience serendipity through their interaction
with the system. Such results seem to suggest the
meaningfulness of the proposed approach.
corresponding DTW values (Top to Bottom Subject</p>
    </sec>
  </body>
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