3 research outputs found

    A Systematic Review of Deep Learning Approaches to Educational Data Mining

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    Educational Data Mining (EDM) is a research field that focuses on the application of data mining, machine learning, and statistical methods to detect patterns in large collections of educational data. Different machine learning techniques have been applied in this field over the years, but it has been recently that Deep Learning has gained increasing attention in the educational domain. Deep Learning is a machine learning method based on neural network architectures with multiple layers of processing units, which has been successfully applied to a broad set of problems in the areas of image recognition and natural language processing. This paper surveys the research carried out in Deep Learning techniques applied to EDM, from its origins to the present day. The main goals of this study are to identify the EDM tasks that have benefited from Deep Learning and those that are pending to be explored, to describe the main datasets used, to provide an overview of the key concepts, main architectures, and configurations of Deep Learning and its applications to EDM, and to discuss current state-of-the-art and future directions on this area of research

    Exploring the dynamic interplay of cognitive load and emotional arousal by using multimodal measurements: Correlation of pupil diameter and emotional arousal in emotionally engaging tasks

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    Multimodal data analysis and validation based on streams from state-of-the-art sensor technology such as eye-tracking or emotion recognition using the Facial Action Coding System (FACTs) with deep learning allows educational researchers to study multifaceted learning and problem-solving processes and to improve educational experiences. This study aims to investigate the correlation between two continuous sensor streams, pupil diameter as an indicator of cognitive workload and FACTs with deep learning as an indicator of emotional arousal (RQ 1a), specifically for epochs of high, medium, and low arousal (RQ 1b). Furthermore, the time lag between emotional arousal and pupil diameter data will be analyzed (RQ 2). 28 participants worked on three cognitively demanding and emotionally engaging everyday moral dilemmas while eye-tracking and emotion recognition data were collected. The data were pre-processed in Phyton (synchronization, blink control, downsampling) and analyzed using correlation analysis and Granger causality tests. The results show negative and statistically significant correlations between the data streams for emotional arousal and pupil diameter. However, the correlation is negative and significant only for epochs of high arousal, while positive but non-significant relationships were found for epochs of medium or low arousal. The average time lag for the relationship between arousal and pupil diameter was 2.8 ms. In contrast to previous findings without a multimodal approach suggesting a positive correlation between the constructs, the results contribute to the state of research by highlighting the importance of multimodal data validation and research on convergent vagility. Future research should consider emotional regulation strategies and emotional valence.Comment: The first two authors contributed equally to the manuscrip

    Environnements virtuels Ă©motionnellement intelligents

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    Les émotions ont été étudiées sous différents angles dans le domaine de l'interaction homme-machine y compris les systèmes tutoriel intelligents, les réseaux sociaux, les plateformes d’apprentissage en ligne et le e-commerce. Beaucoup d’efforts en informatique affective sont investis pour intégrer la dimension émotionnelle dans les environnements virtuels (tel que les jeux vidéo, les jeux sérieux et les environnements de réalité virtuelle ou de réalité augmenté). Toutefois, les stratégies utilisées dans les jeux sont encore empiriques et se basent sur des modèles psychologiques et sociologiques du joueur : Courbe d’apprentissage, gestion de la difficulté, degré d’efficience dans l’évaluation des performances et de la motivation du joueur. Or cette analyse peut malmener le système dans la mesure où les critères sont parfois trop vagues ou ne représentent pas les réelles compétences du joueur, ni ses vraies difficultés. Étant donné que la stratégie d’intervention est très influencée par la précision de l’analyse et l’évaluation du joueur, de nouveaux moyens sont nécessaires afin d’améliorer les processus décisionnels dans les jeux et d’organiser les stratégies d’adaptation de façon optimale. Ce travail de recherche vise à construire une nouvelle approche pour l’évaluation et le suivi du joueur. L’approche permet une modélisation du joueur plus efficace et moins intrusive par l’intégration des états mentaux et affectifs obtenus à partir de senseurs physiologiques (signaux cérébraux, Activité électrodermale, …) ou/et instruments optiques (Webcam, traceur de regard, …). Les états affectifs et mentaux tels que les émotions de base (basées sur les expressions faciales), l’état d’engagement, de motivation et d’attention sont les plus visés dans cette recherche. Afin de soutenir l’adaptation dans les jeux, des modèles des émotions et de la motivation du joueur basé sur ces indicateurs mentaux et affectifs, ont été développés. Nous avons implémenté cette approche en développant un système sous forme d’une architecture modulaire qui permet l’adaptation dans les environnements virtuels selon les paramètres affectifs du joueur détectés en temps-réel par des techniques d’intelligence artificielle.Emotions were studied from different angles in the field of human-machine interaction including intelligent tutorial systems, social networks, online learning platforms and e-commerce. Much effort in affective computing are invested to integrate the emotional dimension in virtual environments (such as video games, serious games and virtual reality environments or augmented reality). However, the strategies used in games are still empirical and are based on psychological and sociological models of the player: Learning Curve, trouble management, degree of efficiency in the evaluation of performance and motivation of the player. But this analysis can mislead the system to the extent that the criteria are sometimes too vague and do not represent the actual skills of the player, nor his real difficulties. Since the intervention strategy is influenced by the accuracy of the analysis and evaluation of the player, new ways are needed to improve decision-making in games and organizing adaptation strategies in optimal way. This research aims to build a new approach to the evaluation and monitoring of the player. The approach enables more effective and less intrusive player modeling through the integration of mental and emotional states obtained from physiological sensors (brain signals, electro-dermal activity, ...) or/and optical instruments (Webcam, eye-tracker, ...). The emotional and mental states such as basic emotions (based on facial expressions), the states of engagement, motivation and attention are the most targeted in this research. In order to support adaptation in games, models of emotions and motivation of the player based on these mental and emotional indicators, have been developed. We have implemented this approach by developing a system in the form of a modular architecture that allows adaptation in virtual environments according to the player's emotional parameters detected in real time by artificial intelligence methods
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