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	<title>self-paced learning &#8211; Science</title>
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	<title>self-paced learning &#8211; Science</title>
	<link>https://scienmag.com</link>
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		<title>New Attention-Driven AI Matches People Across Cameras Without Any Labels</title>
		<link>https://scienmag.com/new-attention-driven-ai-matches-people-across-cameras-without-any-labels/</link>
		
		<dc:creator><![CDATA[Blake Davidson]]></dc:creator>
		<pubDate>Thu, 08 Oct 2026 15:14:22 +0000</pubDate>
				<category><![CDATA[Technology and Engineering]]></category>
		<category><![CDATA[attention mechanism]]></category>
		<category><![CDATA[attention-driven AI for cross-camera matching]]></category>
		<category><![CDATA[Biometrics]]></category>
		<category><![CDATA[challenges in supervised deep learning for surveillance]]></category>
		<category><![CDATA[computer vision]]></category>
		<category><![CDATA[deep clustering]]></category>
		<category><![CDATA[DELTA model for person re-ID]]></category>
		<category><![CDATA[domain adaptation]]></category>
		<category><![CDATA[domain adaptation in person re-ID]]></category>
		<category><![CDATA[grouped convolution]]></category>
		<category><![CDATA[impact of lighting and environment shifts on re-ID models]]></category>
		<category><![CDATA[label-free deep learning models]]></category>
		<category><![CDATA[Market1501]]></category>
		<category><![CDATA[MSMT17]]></category>
		<category><![CDATA[person re-identification]]></category>
		<category><![CDATA[Person re-identification in surveillance systems]]></category>
		<category><![CDATA[privacy-preserving AI in surveillance]]></category>
		<category><![CDATA[self-paced learning]]></category>
		<category><![CDATA[smart city security technology]]></category>
		<category><![CDATA[surveillance]]></category>
		<category><![CDATA[unsupervised learning]]></category>
		<category><![CDATA[unsupervised person re-ID]]></category>
		<category><![CDATA[urban camera network tracking]]></category>
		<category><![CDATA[zero-label person re-identification techniques]]></category>
		<guid isPermaLink="false">https://scienmag.com/?p=248354</guid>

					<description><![CDATA[Researchers have developed DELTA, an unsupervised domain adaptation model that combines a grouped divergence attention module with self-paced deep clustering to match people across camera views without labeled target data, achieving top results on three major re-identification benchmarks.]]></description>
										<content:encoded><![CDATA[<p>Every time a person walks past one security camera and then appears in the field of view of another, a silent computational problem unfolds: is that figure in the second frame the same individual as the one in the first? This task, known in computer vision research as person re-identification, or person re-ID, has become one of the most consequential challenges in modern surveillance and smart-city technology. It underpins applications ranging from finding missing persons to tracking suspects across sprawling urban camera networks. Yet the dominant approach to solving it has long carried an uncomfortable price tag. The most accurate systems rely on supervised deep learning, which demands enormous volumes of precisely annotated images in which every person is manually labeled. A new study published in Applied Intelligence by Qingyu Wang, Ruchun Jia, Bo Peng, and Xiaoyan Zhu challenges that dependency head-on, presenting a model called DELTA that learns to match people across camera views without a single human-provided label on the target data.</p>
<p>The core problem the researchers set out to solve is one that practitioners know well: models trained on one dataset of labeled pedestrian images tend to perform poorly when deployed in a new environment. Lighting conditions shift, camera angles change, resolutions drop, and the statistical distribution of appearances differs from the training data. This mismatch, known as domain shift, means that a re-ID system painstakingly tuned on one camera network can stumble badly on another. The standard remedy, collecting and annotating fresh labeled data for every new deployment, is expensive, slow, and in many real-world settings simply impractical. Unsupervised domain adaptation offers a way out, transferring knowledge from a labeled source domain to an unlabeled target domain, but earlier unsupervised methods have often struggled to learn the fine-grained, discriminative characteristics of individual people that supervised training captures so effectively.</p>
<p>DELTA, which stands for Deep Cluster with Attention Method, is the researchers&#8217; answer to this gap. The framework is designed to be flexible and, crucially, requires no additional annotations on the target domain. Its architecture rests on two interlocking innovations. The first is a component the authors call the Grouped Divergence Attention Module, or GDAM. Attention mechanisms have become a cornerstone of modern computer vision, allowing networks to dynamically focus computational resources on the most informative parts of an image rather than treating every pixel equally. In person re-ID, this matters enormously, because the features that distinguish one pedestrian from another often reside in small, subtle regions: the pattern of a backpack strap, the shape of a shoe, the color blocking of a jacket. A global, undifferentiated feature representation can wash out precisely those details.</p>
<p>What makes GDAM distinctive is its combination of attention with grouped convolution, a technique that partitions convolutional channels into independent groups so that each group learns its own specialized filters. By fusing these two ideas, the module captures fine-level feature information and higher-level semantic information simultaneously, while actually reducing the number of parameters the model must carry. That last point is more than an engineering nicety. Parameter-efficient architectures train faster, consume less memory, and are more realistic candidates for deployment on the edge hardware that real surveillance infrastructure often uses. In effect, GDAM lets the network look more carefully at more things while carrying a lighter computational load, a rare combination in a field where gains in accuracy are usually purchased with increases in model size.</p>
<p>The second pillar of DELTA is a self-paced deep clustering module built on agglomerative clustering. The idea of self-paced learning borrows an intuition from human pedagogy: learners absorb knowledge best when examples are presented in an order that moves from easy to hard. Applied here, the model does not treat all unlabeled target images as equally trustworthy training signals from the start. Instead, it begins with the clusters it can form with high confidence, using those reliable groupings to guide feature learning, and progressively incorporates harder, more ambiguous samples as its representations mature. Agglomerative clustering, a hierarchical method that iteratively merges the most similar data points into ever-larger groups, provides the mechanism for organizing the fine-level, discriminative features that GDAM extracts. The resulting pseudo-labels, inferred rather than annotated, then steer the training process on the unlabeled target domain.</p>
<p>This two-part design addresses a well-known failure mode in unsupervised re-ID pipelines. When a network clusters images early in training, before its features are meaningful, the clusters can be noisy and the pseudo-labels wrong, and those errors compound as training proceeds. By coupling a feature extractor that emphasizes fine-grained, person-specific detail with a clustering strategy that ramps up difficulty gradually, DELTA reduces the risk of the model entrenching its own early mistakes. The self-paced schedule acts as a form of curriculum, ensuring that the clustering signal the network learns from is as clean as possible at each stage of optimization. It is an elegant piece of systems thinking: the attention module produces better features, better features produce better clusters, and better clusters in turn sharpen the features.</p>
<p>The empirical case for the approach rests on three of the most widely used benchmarks in the field: Market1501, DukeMTMC-reID, and MSMT17. These datasets differ substantially in scale and difficulty. Market1501, introduced in 2015, contains tens of thousands of bounding-box images of pedestrians captured across six cameras, with distractor images deliberately included to test robustness. DukeMTMC-reID offers a similarly structured but distinct collection, while MSMT17 is among the largest and most challenging, with images gathered across many cameras over an extended period and exhibiting wide variation in illumination and pose. Performance on these benchmarks is typically measured with rank-1 and rank-5 accuracy, which report how often the correct match appears at the top of the ranked retrieval list, and mean average precision, or mAP, which summarizes retrieval quality across the full ranking.</p>
<p>According to the authors, DELTA achieved the best results on rank-1, rank-5, and mAP across these experiments, which they interpret as verification of the framework&#8217;s effectiveness. The consistency of the gains across all three metrics is notable, because improvements in top-ranked accuracy sometimes come at the expense of performance deeper in the retrieval list, and vice versa. Sweeping all three suggests that the attention-guided, self-paced clustering pipeline produces representations that are genuinely more discriminative rather than merely better tuned to one evaluation quirk. The researchers also frame the result as evidence that unsupervised domain adaptive methods can close the gap with approaches that depend on costly manual annotation, a claim with significant practical implications for anyone deploying re-ID technology outside the laboratory.</p>
<p>The broader significance of this work lies in what it says about the trajectory of computer vision research. Supervised learning has delivered spectacular results, but its appetite for labeled data has become a structural bottleneck, particularly in domains like surveillance where privacy concerns, logistical constraints, and sheer scale make exhaustive annotation unrealistic. Techniques that extract more value from unlabeled data, whether through self-supervised pretraining, contrastive learning, or the kind of self-paced clustering employed here, are increasingly seen as the path forward. DELTA&#8217;s contribution is a concrete demonstration that architectural innovation and learning-strategy innovation can reinforce each other: attention mechanisms sharpen the features, and a curriculum-like clustering schedule turns those features into reliable training signals without human intervention.</p>
<p>There are, of course, caveats that temper any single study. The evaluation remains confined to benchmark datasets, however demanding, and real-world deployments introduce complications, such as occlusion, extreme compression artifacts, and adversarial conditions, that laboratory collections only partially simulate. The authors note that the datasets used in the study are available from the corresponding author on reasonable request, and the work was supported by the National Natural Science Foundation of China and the Sichuan Science and Technology Program. Still, the direction of travel is clear and, for the field of biometrics and video analytics, encouraging. If systems like DELTA continue to mature, the task of recognizing the same person across a city&#8217;s worth of cameras may one day require no annotation effort at all, only well-designed algorithms that teach themselves what to look for, one easy example at a time.</p>
<p><strong>Subject of Research:</strong> Unsupervised domain adaptive person re-identification using attention mechanisms and self-paced deep clustering</p>
<p><strong>Article Title:</strong> Self-paced deep clustering: an attention model for unsupervised domain adaptive person re-identification</p>
<p><strong>Article References:</strong> Wang, Q., Jia, R., Peng, B., &amp; Zhu, X. (2026). Self-paced deep clustering: an attention model for unsupervised domain adaptive person re-identification. <em>Applied Intelligence, 56</em>(15), Article 481. <a href="https://doi.org/10.1007/s10489-026-07374-z" rel="noopener noreferrer">https://doi.org/10.1007/s10489-026-07374-z</a></p>
<p><strong>Image Credits:</strong> AI Generated</p>
<p><strong>DOI:</strong> <a href="https://doi.org/10.1007/s10489-026-07374-z" rel="noopener noreferrer">10.1007/s10489-026-07374-z</a></p>
<p><strong>Keywords:</strong> person re-identification, unsupervised learning, domain adaptation, attention mechanism, deep clustering, self-paced learning, grouped convolution, computer vision, surveillance, Market1501, MSMT17, biometrics</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">248354</post-id>	</item>
		<item>
		<title>Scavenger Hunt in a Virtual World Helps Shy Students Speak Up and Revise</title>
		<link>https://scienmag.com/scavenger-hunt-in-a-virtual-world-helps-shy-students-speak-up-and-revise/</link>
		
		<dc:creator><![CDATA[Courtney Benton]]></dc:creator>
		<pubDate>Thu, 01 Oct 2026 00:50:12 +0000</pubDate>
				<category><![CDATA[Science Education]]></category>
		<category><![CDATA[2D virtual worlds]]></category>
		<category><![CDATA[addressing rote learning culture in Sri Lankan higher education]]></category>
		<category><![CDATA[avatars]]></category>
		<category><![CDATA[collaborative learning]]></category>
		<category><![CDATA[enhancing student engagement through low-tech metaverse applications]]></category>
		<category><![CDATA[fostering peer communication in virtual classrooms]]></category>
		<category><![CDATA[game-based learning]]></category>
		<category><![CDATA[gamification of academic content for better knowledge retention]]></category>
		<category><![CDATA[higher education]]></category>
		<category><![CDATA[immersive learning in 2D virtual environments]]></category>
		<category><![CDATA[impact of virtual worlds on shy students' participation]]></category>
		<category><![CDATA[improving revision strategies for university students]]></category>
		<category><![CDATA[innovative approaches to university revision techniques]]></category>
		<category><![CDATA[psychological safety]]></category>
		<category><![CDATA[revision]]></category>
		<category><![CDATA[Second Life]]></category>
		<category><![CDATA[self-paced learning]]></category>
		<category><![CDATA[self-regulated learning]]></category>
		<category><![CDATA[Social Constructivism]]></category>
		<category><![CDATA[Sri Lanka]]></category>
		<category><![CDATA[student collaboration in digital learning spaces]]></category>
		<category><![CDATA[technology-based active learning methods]]></category>
		<category><![CDATA[use of web browser-based]]></category>
		<category><![CDATA[virtual puzzle-solving for educational purposes]]></category>
		<category><![CDATA[Virtual scavenger hunt]]></category>
		<guid isPermaLink="false">https://scienmag.com/?p=220498</guid>

					<description><![CDATA[A study of Sri Lankan IT undergraduates found that a browser-based 2D virtual world scavenger hunt boosted collaboration, motivation, and self-paced revision through anonymity and psychological safety.]]></description>
										<content:encoded><![CDATA[<p>Revision is the part of university life that almost nobody loves. Students are told to re-read lecture notes, grind through tutorial sheets, and complete take-home assignments, yet research has repeatedly shown that these passive approaches do little to make foundational knowledge stick. For first-year information technology undergraduates in Sri Lanka, the problem is compounded by an educational culture shaped by more than a decade of rote learning, in which pupils arrive at university expecting teachers to hand them every fact they need rather than having learned to retain and rebuild knowledge independently. A new study published in Discover Education suggests that a surprisingly low-tech corner of the metaverse may offer a way out: a 2D virtual world, run through an ordinary web browser, in which students hunted for hidden tokens, solved subject-specific puzzles, and, in the process, began talking to each other in ways they never did in a physical classroom.</p>
<p>The study, conducted by Punsisi Somaratne of Cardiff University, involved 49 first-year IT students at a Sri Lankan higher education institute. The participants were drawn from a single cohort using convenience sampling, which meant they all shared a common set of foundation modules: Programming, Database, Data Structures and Algorithms, Computer Systems, and Software Engineering. Rather than building an expensive 3D immersive environment, the researcher used Second Life, a long-established virtual world, but ran it in a browser so that the content was viewed in a 2D perspective. This choice was deliberate. Three-dimensional virtual worlds demand powerful hardware, fast internet connections, and specialised software, resources that remain out of reach for many students in developing countries because of the digital divide, poor infrastructure, and financial constraints. A 2D view, by contrast, requires nothing beyond a standard browser, making collaborative virtual learning feasible in a South Asian context without any specialised resources.</p>
<p>The learning activity itself was a scavenger hunt designed according to game-based learning principles and structured through a quest-based model. Thirty-four questions, each aligned with the learning outcomes of the first-year IT subjects, were embedded in a virtual port environment originally built by the University of the West of England for its own virtual worlds course. Clicking on a hidden token delivered a question to the student. Groups then discussed the answer, and once they solved it, a hint appeared in the chat window pointing them toward the next object, such as a stone labelled with a particular input. This chain of tokens, questions, hints, and objects turned revision into a sequence of quests, drawing on evidence that puzzles and challenges heighten motivation and that game-based formats promote both cognitive and social skills when students have opportunities to collaborate.</p>
<p>The study was anchored in Social Constructivism, the theory associated with Vygotsky which holds that knowledge is built through negotiation, discussion, and collaboration, and that a learner&#8217;s Zone of Proximal Development, the gap between what a student can do alone and what they can achieve with support, can be raised through interaction with more knowledgeable peers and teachers. It also drew on Self-Regulated Learning theory, which frames learners as agents who plan their own actions, seek resources and feedback, and take responsibility for their progress beyond formal teaching hours. These two lenses shaped both the design of the activity and the thematic analysis of the data, which was collected through observations, focus groups with groups of three to six students, and open-ended feedback surveys. Triangulating these three methods helped reduce bias and cross-validate the findings, and the study was approved by ethics committees in Sri Lanka and at the University of the West of England, following British Educational Research Association guidelines.</p>
<p>One of the clearest findings concerned self-paced engagement. Because virtual worlds are persistent, meaning the environment and its contents remain in place between sessions, students returned to the scavenger hunt outside scheduled hours to rehearse questions at their own speed. Observations confirmed that students logged in beyond the activity timetable to practice. One student explained the value of this flexibility in striking terms: they described being slower than their group members, who helped them, but wanting to try the questions alone because it helped them remember the theory. Another student, who described themselves as shy about asking questions, said the virtual space was not scary, that they could move freely and choose whether to talk or chat. This is learner agency in action: students setting their own goals, managing their own revision, and requesting feedback when they needed it, exactly the pattern Zimmerman&#8217;s self-regulation framework predicts when learners are given the tools to take initiative.</p>
<p>The collaborative results were, if anything, more striking. Students reported that their collaboration was higher in the virtual space than in person, and the observations backed this up: avatars approached the teacher&#8217;s avatar or their peers&#8217; avatars to request hints, clarify concepts, and correct each other&#8217;s mistakes. The mechanism behind this transformation appears to be psychological safety. Avatars carried anonymous nicknames, giving students a psychological shield, since, as one participant put it, even if they made a mistake, no one knew it was them. Others contrasted the classroom, where everyone can see you and the fear of judgement silences questions, with the virtual world, where group members asked questions without being scared because no one was staring at them. Multimodal communication, combining text chat with voice, gave quieter students additional channels through which to participate.</p>
<p>Perhaps the most compelling evidence came from students who had never spoken up before. In focus groups, participants confirmed that a classmate who was always silent in the physical classroom had taken the initiative in the virtual world, guiding the group to find tokens and solve questions when others were lost. Students who could not solve a problem asked friends to teach them, and later reported that they could now do it on their own, a textbook illustration of Vygotsky&#8217;s Zone of Proximal Development being stretched upward through peer support. For a South Asian context, where prior research has documented that cultural practices tend to make student engagement in collaborative work passive, this shift is significant. The anonymity and psychological safety of the avatar-based environment appear to have temporarily suspended the social pressures that normally suppress open interaction, creating a more inclusive learning space in which students could choose the communication style that suited them.</p>
<p>The study was not uncritical, however, and its findings on the limits of educational technology deserve attention. Some students found that elaborate, fantastical avatars, such as mythical creatures, were distracting and unsuitable for an academic atmosphere, suggesting that even in synthetic environments learners prefer a realistic experience when the purpose is education. More materially, students who could access the virtual world through university infrastructure sometimes could not use it properly at home because of poor internet connections or incompatible hardware. The author argues that simply embracing technology is not enough if inequalities in resources persist, and that adopting 2D virtual worlds in South Asia must be done in a culturally responsive way, reflecting the principles of critical digital pedagogy, which asks learners and educators to reflect on social inequalities embedded in educational technology. There were also cultural residues inside the virtual space itself: some students still preferred to work individually, and a few believed that completing assigned work separately and then combining it into a group product constituted collaboration, a reminder that thirteen years of rote schooling do not dissolve the moment students log in.</p>
<p>On the question of perception, the verdict was strongly positive. Students described the scavenger hunt as enjoyable and motivating, contrasting it explicitly with revision by reading or watching, which they found boring. The game-based format transformed the monotonous task of revising concepts and theory into something students wanted to do, consistent with wider evidence that gamification raises motivation in higher education. The study did not measure knowledge retention directly, and its qualitative, single-cohort design limits generalisability, limitations the author acknowledges openly. Yet the triangulated evidence paints a consistent picture: a persistent, low-bandwidth, 2D virtual environment can deliver a game-based revision activity that supports both self-paced and collaborative engagement, at almost no infrastructure cost.</p>
<p>The implications reach beyond Sri Lanka. As universities worldwide grapple with disengaged first-year cohorts and the well-documented second-year slump, in which motivation declines after the novelty of first year wears off and some students drop out entirely, the study proposes a concrete avenue for future research: whether virtual game-based revision activities could build students&#8217; confidence and sense of support enough to carry them through that vulnerable second year. For now, the lesson is simpler and more immediately actionable. The barrier to collaborative, self-directed revision is not always a shortage of motivation or even of knowledge; sometimes it is the fear of being seen to fail. A browser-based world of anonymous avatars, hidden tokens, and shared puzzles was enough to lower that fear, and in doing so it turned silent classrooms into chattering ones. Sometimes the most powerful educational technology is not the most immersive one, but the most forgiving.</p>
<p><strong>Subject of Research:</strong> Game-based collaborative revision using a 2D virtual world among South Asian IT undergraduates</p>
<p><strong>Article Title:</strong> Designing a game-based collaborative revision in a 2D virtual world for South Asian IT undergraduates</p>
<p><strong>Article References:</strong> Somaratne, P. (2026). Designing a game-based collaborative revision in a 2D virtual world for South Asian IT undergraduates. <em>Discover Education, 5</em>(1), Article 1069. <a href="https://doi.org/10.1007/s44217-026-02157-7" rel="noopener noreferrer">https://doi.org/10.1007/s44217-026-02157-7</a></p>
<p><strong>Image Credits:</strong> AI Generated</p>
<p><strong>DOI:</strong> <a href="https://doi.org/10.1007/s44217-026-02157-7" rel="noopener noreferrer">10.1007/s44217-026-02157-7</a></p>
<p><strong>Keywords:</strong> 2D virtual worlds, game-based learning, collaborative learning, self-paced learning, Second Life, revision, Sri Lanka, higher education, psychological safety, avatars, Social Constructivism, self-regulated learning</p>
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