511 research outputs found

    Adapting Feedback to Personality to Increase Motivation

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    Peer reviewedPostprin

    The Effects of Cognitive Disequilibrium on Student Question Generation While Interacting with AutoTutor

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    AbstractThe purpose of this study was to test the effects of cognitive disequilibrium on student question generation while interacting with an intelligent tutoring system. Students were placed in a state of cognitive disequilibrium while they interacted with AutoTutor on topics of computer literacy. The students were tutored on three topics in computer literacy: hardware, operating system, and the internet. During the course of the study a confederate was present to answer any questions that the participant may have had. Additional analyses examined any potential influence the confederates had on student question asking. Lastly, the study explored the relationship between emotions and cognitive disequilibrium. More specifically, the study examined the temporal relationship between confusion and student generated questions. Based on previous cognitive disequilibrium literature, it was predicted that students who were placed in a state of cognitive disequilibrium would generate a significantly higher proportion of question than participants who were not placed in a state of cognitive disequilibrium. Additionally, it was predicted that students who were placed in a state of cognitive disequilibrium would generate “better” questions than participants who were not in a state of cognitive disequilibrium. Results revealed that participants who were not placed in a state of cognitive disequilibrium generated a significantly higher proportion of questions. Furthermore, there were no significant differences found between participants for deep or intermediate questions. Results did reveal significant main effects as a function of time for certain action units. Lastly, it was discovered that certain measures of individual differences were significant predictors of student question generation

    Agents, Believability and Embodiment in Advanced Learning Environments

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    On the World Wide Web we see a growing number of general HCI interfaces, interfaces to educational or entertainment systems, interfaces to professional environments, etc., where an animated face, a cartoon character or a human-like virtual agent has the task to assist the user, to engage the user into a conversation or to educate the user. What can be said say about the effects a human-like agent has on a student's performance? We discuss agents, their intelligence, embodiment and interaction modalities. In particular, we introduce viewpoints and questions about roles embodied agents can play in educational environment

    Robust Modeling of Epistemic Mental States

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    This work identifies and advances some research challenges in the analysis of facial features and their temporal dynamics with epistemic mental states in dyadic conversations. Epistemic states are: Agreement, Concentration, Thoughtful, Certain, and Interest. In this paper, we perform a number of statistical analyses and simulations to identify the relationship between facial features and epistemic states. Non-linear relations are found to be more prevalent, while temporal features derived from original facial features have demonstrated a strong correlation with intensity changes. Then, we propose a novel prediction framework that takes facial features and their nonlinear relation scores as input and predict different epistemic states in videos. The prediction of epistemic states is boosted when the classification of emotion changing regions such as rising, falling, or steady-state are incorporated with the temporal features. The proposed predictive models can predict the epistemic states with significantly improved accuracy: correlation coefficient (CoERR) for Agreement is 0.827, for Concentration 0.901, for Thoughtful 0.794, for Certain 0.854, and for Interest 0.913.Comment: Accepted for Publication in Multimedia Tools and Application, Special Issue: Socio-Affective Technologie

    A time series feature of variability to detect two types of boredom from motion capture of the head and shoulders

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    Boredom and disengagement metrics are crucial to the correctly timed implementation of adaptive interventions in interactive systems. psychological research suggests that boredom (which other HCI teams have been able to partially quantify with pressure-sensing chair mats) is actually a composite: lethargy and restlessness. Here we present an innovative approach to the measurement and recognition of these two kinds of boredom, based on motion capture and video analysis of changes in head and shoulder positions. Discrete, three-minute, computer-presented stimuli (games, quizzes, films and music) covering a spectrum from engaging to boring/disengaging were used to elicit changes in cognitive/emotional states in seated, healthy volunteers. Interaction with the stimuli occurred with a handheld trackball instead of a mouse, so movements were assumed to be non-instrumental. Our results include a feature (standard deviation of windowed ranges) that may be more specific to boredom than mean speed of head movement, and that could be implemented in computer vision algorithms for disengagement detection

    Supporting Children’s Metacognition with a Facial Emotion Recognition based Intelligent Tutor System

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    The present study aims to investigate the relationship between emotions experienced during learning and metacognition in typically developing (TD) children and those with autism spectrum disorder (ASD). This will assist us in using machine learning (ML) to develop a facial emotion recognition (FER) based intelligent tutor system (ITS) to support children’s metacognitive monitoring process in order to enhance their learning outcomes. In this paper, we first report the results of our preliminary research, which utilized an ML-based FER algorithm to detect four spontaneous epistemic emotions (i.e., neutral, confused, frustrated, and boredom) and six spontaneous basic emotions (i.e., anger, disgust, fear, happiness, sadness, and surprise). Subsequently, we adapted an application (‘BrainHood’) to create the ‘Meta-BrainHood’, that embedded our proposed ML-based FER algorithm to examine the relationship between facial emotion expressions and metacognitive monitoring performance in TD children and those with ASD. Finally, we outline the future steps in our research, which adopts the outcomes of the first two steps to construct an ITS to improve children’s metacognitive monitoring performance and learning outcomes.Green Open Access added to TU Delft Institutional Repository 'You share, we take care!' - Taverne project https://www.openaccess.nl/en/you-share-we-take-care Otherwise as indicated in the copyright section: the publisher is the copyright holder of this work and the author uses the Dutch legislation to make this work public.Human Information Communication Desig

    Efficiency of Automated Detectors of Learner Engagement and Affect Compared with Traditional Observation Methods

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    This report investigates the costs of developing automated detectors of student affect and engagement and applying them at scale to the log files of students using educational software. We compare these costs and the accuracy of the computer-based observations with those of more traditional observation methods for detecting student engagement and affect. We discuss the potential for automated detectors to contribute to the development of adaptive and responsive educational software

    Implementation of AutoTutor Lite

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    The Intelligent Tutoring System (ITS) is a very efficient form of e-Learning, but most of the current existing ITSs usually require advanced computational resources and specialized client software installation. Thus, there is a need for an ITS that is accessible online and is less computationally demanding. The immediate objective of this thesis is to describe the implementation of an online tutoring system that requires fewer computational resources. This system is called AutoTutor Lite, which runs in a web browser. Another objective is to use the Learner’s Characteristics Curves (LCC) as the evaluation method in AutoTutor Lite. By utilizing the semantic representation, the LCC technology is successfully integrated into AutoTutor Lite. In the final system test and evolution, AutoTutor Lite meets all the design requirements, and LCC plays an important role in the system
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