1,563 research outputs found

    Reconnaissance de l'Ă©motion thermique

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    Pour améliorer les interactions homme-ordinateur dans les domaines de la santé, de l'e-learning et des jeux vidéos, de nombreux chercheurs ont étudié la reconnaissance des émotions à partir des signaux de texte, de parole, d'expression faciale, de détection d'émotion ou d'électroencéphalographie (EEG). Parmi eux, la reconnaissance d'émotion à l'aide d'EEG a permis une précision satisfaisante. Cependant, le fait d'utiliser des dispositifs d'électroencéphalographie limite la gamme des mouvements de l'utilisateur. Une méthode non envahissante est donc nécessaire pour faciliter la détection des émotions et ses applications. C'est pourquoi nous avons proposé d'utiliser une caméra thermique pour capturer les changements de température de la peau, puis appliquer des algorithmes d'apprentissage machine pour classer les changements d'émotion en conséquence. Cette thèse contient deux études sur la détection d'émotion thermique avec la comparaison de la détection d'émotion basée sur EEG. L'un était de découvrir les profils de détection émotionnelle thermique en comparaison avec la technologie de détection d'émotion basée sur EEG; L'autre était de construire une application avec des algorithmes d'apprentissage en machine profonds pour visualiser la précision et la performance de la détection d'émotion thermique et basée sur EEG. Dans la première recherche, nous avons appliqué HMM dans la reconnaissance de l'émotion thermique, et après avoir comparé à la détection de l'émotion basée sur EEG, nous avons identifié les caractéristiques liées à l'émotion de la température de la peau en termes d'intensité et de rapidité. Dans la deuxième recherche, nous avons mis en place une application de détection d'émotion qui supporte à la fois la détection d'émotion thermique et la détection d'émotion basée sur EEG en appliquant les méthodes d'apprentissage par machine profondes - Réseau Neuronal Convolutif (CNN) et Mémoire à long court-terme (LSTM). La précision de la détection d'émotion basée sur l'image thermique a atteint 52,59% et la précision de la détection basée sur l'EEG a atteint 67,05%. Dans une autre étude, nous allons faire plus de recherches sur l'ajustement des algorithmes d'apprentissage machine pour améliorer la précision de détection d'émotion thermique.To improve computer-human interactions in the areas of healthcare, e-learning and video games, many researchers have studied on recognizing emotions from text, speech, facial expressions, emotion detection, or electroencephalography (EEG) signals. Among them, emotion recognition using EEG has achieved satisfying accuracy. However, wearing electroencephalography devices limits the range of user movement, thus a noninvasive method is required to facilitate the emotion detection and its applications. That’s why we proposed using thermal camera to capture the skin temperature changes and then applying machine learning algorithms to classify emotion changes accordingly. This thesis contains two studies on thermal emotion detection with the comparison of EEG-base emotion detection. One was to find out the thermal emotional detection profiles comparing with EEG-based emotion detection technology; the other was to implement an application with deep machine learning algorithms to visually display both thermal and EEG based emotion detection accuracy and performance. In the first research, we applied HMM in thermal emotion recognition, and after comparing with EEG-base emotion detection, we identified skin temperature emotion-related features in terms of intensity and rapidity. In the second research, we implemented an emotion detection application supporting both thermal emotion detection and EEG-based emotion detection with applying the deep machine learning methods – Convolutional Neutral Network (CNN) and LSTM (Long- Short Term Memory). The accuracy of thermal image based emotion detection achieved 52.59% and the accuracy of EEG based detection achieved 67.05%. In further study, we will do more research on adjusting machine learning algorithms to improve the thermal emotion detection precision

    New measurement paradigms

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    This collection of New Measurement Paradigms papers represents a snapshot of the variety of measurement methods in use at the time of writing across several projects funded by the National Science Foundation (US) through its REESE and DR K–12 programs. All of the projects are developing and testing intelligent learning environments that seek to carefully measure and promote student learning, and the purpose of this collection of papers is to describe and illustrate the use of several measurement methods employed to achieve this. The papers are deliberately short because they are designed to introduce the methods in use and not to be a textbook chapter on each method. The New Measurement Paradigms collection is designed to serve as a reference point for researchers who are working in projects that are creating e-learning environments in which there is a need to make judgments about students’ levels of knowledge and skills, or for those interested in this but who have not yet delved into these methods

    Augmented Human Assistance (AHA)

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    Aging and sedentarism are two main challenges for social and health systems in modern societies. To face these challenges a new generation of ICT based solutions is being developed to promote active aging, prevent sedentarism and find new tools to support the large populations of patients that suffer chronic conditions as result of aging. Such solutions have the potential to transform healthcare by optimizing resource allocation, reducing costs, improving diagno ses and enabling novel therapies, thus increasing quality of life. The primary goal of the “AHA: Augmented Human Assistance” project is to de velop novel assistive technologies to promote exercise among the elderly and patients of motor disabilities. For exercise programs to be effective, it is essential that users and patients comply with the prescribed schedule and perform the ex ercises following established protocols. Until now this has been achieved by hu man monitoring in rehabilitation and therapy session, where the clinicians or therapists permanently accompany users or patient. In many cases, exercises are prescribed for home performance, in which case it is not possible to validate their execution. In this context, the AHA project is an integrative and cross-discipli nary approach of 4 Portuguese universities, the CMU, and 2 Portuguese industry partners, that combines innovation and fundamental research in the areas of hu man-computer interaction, robotics, serious games and physiological computing (see partner list in Appendix A). In the project, we capitalize on recent innova tions and aim at enriching the capabilities and range of application of assistive devices via the combination of (1) assistive robotics; (2) technologies that use well-understood motivational techniques to induce people to do their exercises in the first place, and to do them correctly and completely; (3) tailored and relevant guidance in regard to health care and social support and activities; and (4) tech nologies to self-monitoring and sharing of progress with health-care provider enabling clinicians to fine-tune the exercise regimen to suit the participant’s ac tual progress. We highlight the development of a set of exergames (serious games controlled by the movement of the user’s body limbs) specifically designed for the needs of the target population according to best practices in sports and human kinetics sciences. The games can be adapted to the limitations of the users (e.g. to play in a sitting position) so a large fraction of the population can benefit from them. The games can be executed with biofeedback provided from wearable sensors, to pro duce more controlled exercise benefits. The games can be played in multi-user settings, either in cooperative or competitive mode, to promote the social rela tions among players. The games contain regional motives to trigger memories from the past and other gamification techniques that keep the users involved in the exercise program. The games are projected in the environment through aug mented reality techniques that create a more immersive and engaging experience than conventional displays. Virtual coach techniques are able to monitor the cor rectness of the exercise and provide immediate guidance to the user, as well as providing reports for therapists. A socially assistive robot can play the role of the coach and provide an additional socio-cognitive dimension to the experience to complement the role of the therapist. A web service that records the users’ per formances and allows the authorized therapists to access and configure the exer cise program provides a valuable management tool for caregivers and clinical staff. It can also provide a social network for players, increasing adherence to the therapies. We have performed several end-user studies that validate the proposed ap proaches. Together, or in isolation, these solutions provide users, caregivers, health professionals and institutions, valuable tools for health promotion, disease monitoring and prevention.info:eu-repo/semantics/publishedVersio

    Visual Editor of Scenarios for Virtual Laboratories

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    © 2017 IEEE. The paper presents the implementation of a visual script editor that allows you to design a series of experiments for virtual educational laboratories. Having compared our approach with analogs, we identified a number of advantages that were described. It was shown that the concept of visual programming is important for organizing the right methodical work. The connection of the above approach with the possibility of explicit control over students' involvement and methods of its evaluation is described

    Use of automated coding methods to assess motivational behaviour in education

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    Teachers’ motivational behaviour is related to important student outcomes. Assessing teachers’ motivational behaviour has been helpful to improve teaching quality and enhance student outcomes. However, researchers in educational psychology have relied on self-report or observer ratings. These methods face limitations on accurately and reliably assessing teachers’ motivational behaviour; thus restricting the pace and scale of conducting research. One potential method to overcome these restrictions is automated coding methods. These methods are capable of analysing behaviour at a large scale with less time and at low costs. In this thesis, I conducted three studies to examine the applications of an automated coding method to assess teacher motivational behaviours. First, I systematically reviewed the applications of automated coding methods used to analyse helping professionals’ interpersonal interactions using their verbal behaviour. The findings showed that automated coding methods were used in psychotherapy to predict the codes of a well-developed behavioural coding measure, in medical settings to predict conversation patterns or topics, and in education to predict simple concepts, such as the number of open/closed questions or class activity type (e.g., group work or teacher lecturing). In certain circumstances, these models achieved near human level performance. However, few studies adhered to best-practice machine learning guidelines. Second, I developed a dictionary of teachers’ motivational phrases and used it to automatically assess teachers’ motivating and de-motivating behaviours. Results showed that the dictionary ratings of teacher need support achieved a strong correlation with observer ratings of need support (rfull dictionary = .73). Third, I developed a classification of teachers’ motivational behaviour that would enable more advanced automated coding of teacher behaviours at each utterance level. In this study, I created a classification that includes 57 teacher motivating and de-motivating behaviours that are consistent with self-determination theory. Automatically assessing teachers’ motivational behaviour with automatic coding methods can provide accurate, fast pace, and large scale analysis of teacher motivational behaviour. This could allow for immediate feedback and also development of theoretical frameworks. The findings in this thesis can lead to the improvement of student motivation and other consequent student outcomes

    Wearables at work:preferences from an employee’s perspective

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    This exploratory study aims to obtain a first impression of the wishes and needs of employees on the use of wearables at work for health promotion. 76 employ-ees with a mean age of 40 years old (SD ±11.7) filled in a survey after trying out a wearable. Most employees see the potential of using wearable devices for workplace health promotion. However, according to employees, some negative aspects should be overcome before wearables can effectively contribute to health promotion. The most mentioned negative aspects were poor visualization and un-pleasantness of wearing. Specifically for the workplace, employees were con-cerned about the privacy of data collection
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