2,138 research outputs found

    An experience on the correlation analysis between academic marks and emotions

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    This article is an extended and modified version of a paper presented at the Third International Workshop on Adaptive Learning via Interactive, Collaborative and Emotional approaches (ALICE 2013), held on July 3-5, 2013, in Taichung, Taiwan, in conjunction with the 7th International Conference on Complex, Intelligent and Software Intensive Systems (CISIS 2013)Observe appropriate evidence that pointing emotions plays an important role in the learning process. However, there is no precedent of a research analyzing the relationship between emotions and academic marks using text analysis. Thus, in this article, we show the experience we have performed in order to analyze the possible existing correlations between student marks, assigned by both their classmates and by their instructors, and the emotion traces that can be found in their writings. To that end, we gathered data corresponding to text contributions of a course on Computer Systems in our University and perform the correspondent analysis. The obtained results look to indicate that some kind of correlation exists between marks and emotions in both the highest and the lowest marks.This research was partially funded by the Spanish National Plan of R+D, project numbers TIN2010-17344, TIN2011-24139 and TIN2011-29542-C02-02, and by the Autonomous Community of Madrid, e-Madrid project, number S2009/TIC-1650

    A new significant area: emotion detection in e-learning using opinion mining techniques

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    E-learning has sprung up much interest in corporations, educational institutions and individuals alike. Recently, it has been discovered that emotion can affect the elearning experience. However, understanding the emotional reaction of a student in a complicated learning environment is a mind boggling task. By detecting intense emotional experiences being exhibited by students, we intend to detect fluctuations in emotion as learning progresses. To achieve this, we present a conceptual emotion detection and analysis system for e-learning using opinion mining techniques

    Evaluating the Emotional State of a User Using a Webcam

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    In online learning is more difficult for teachers identify to see how individual students behave. Student’s emotions like self-esteem, motivation, commitment, and others that are believed to be determinant in student’s performance can not be ignored, as they are known (affective states and also learning styles) to greatly influence student’s learning. The ability of the computer to evaluate the emotional state of the user is getting bigger attention. By evaluating the emotional state, there is an attempt to overcome the barrier between man and non-emotional machine. Recognition of a real time emotion in e-learning by using webcams is research area in the last decade. Improving learning through webcams and microphones offers relevant feedback based upon learner’s facial expressions and verbalizations. The majority of current software does not work in real time – scans face and progressively evaluates its features. The designed software works by the use neural networks in real time which enable to apply the software into various fields of our lives and thus actively influence its quality. Validation of face emotion recognition software was annotated by using various experts. These expert findings were contrasted with the software results. An overall accuracy of our software based on the requested emotions and the recognized emotions is 78%. Online evaluation of emotions is an appropriate technology for enhancing the quality and efficacy of e-learning by including the learner´s emotional states

    The development of a rich multimedia training environment for crisis management: using emotional affect to enhance learning

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    PANDORA is an EU FP7-funded project developing a novel training and learning environment for Gold Commanders, individuals who carry executive responsibility for the services and facilities identified as strategically critical e.g. Police, Fire, in crisis management strategic planning situations. A key part of the work for this project is considering the emotional and behavioural state of the trainees, and the creation of more realistic, and thereby stressful, representations of multimedia information to impact on the decision-making of those trainees. Existing training models are predominantly paper-based, table-top exercises, which require an exercise of imagination on the part of the trainees to consider not only the various aspects of a crisis situation but also the impacts of interventions, and remediating actions in the event of the failure of an intervention. However, existing computing models and tools are focused on supporting tactical and operational activities in crisis management, not strategic. Therefore, the PANDORA system will provide a rich multimedia information environment, to provide trainees with the detailed information they require to develop strategic plans to deal with a crisis scenario, and will then provide information on the impacts of the implementation of those plans and provide the opportunity for the trainees to revise and remediate those plans. Since this activity is invariably multi-agency, the training environment must support group-based strategic planning activities and trainees will occupy specific roles within the crisis scenario. The system will also provide a range of non-playing characters (NPC) representing domain experts, high-level controllers (e.g. politicians, ministers), low-level controllers (tactical and operational commanders), and missing trainee roles, to ensure a fully populated scenario can be realised in each instantiation. Within the environment, the emotional and behavioural state of the trainees will be monitored, and interventions, in the form of environmental information controls and mechanisms impacting on the stress levels and decisionmaking capabilities of the trainees, will be used to personalise the training environment. This approach enables a richer and more realistic representation of the crisis scenario to be enacted, leading to better strategic plans and providing trainees with structured feedback on their performance under stress

    What does touch tell us about emotions in touchscreen-based gameplay?

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    This is the post-print version of the Article. The official published version can be accessed from the link below - Copyright @ 2012 ACM. It is posted here by permission of ACM for your personal use. Not for redistribution.Nowadays, more and more people play games on touch-screen mobile phones. This phenomenon raises a very interesting question: does touch behaviour reflect the player’s emotional state? If possible, this would not only be a valuable evaluation indicator for game designers, but also for real-time personalization of the game experience. Psychology studies on acted touch behaviour show the existence of discriminative affective profiles. In this paper, finger-stroke features during gameplay on an iPod were extracted and their discriminative power analysed. Based on touch-behaviour, machine learning algorithms were used to build systems for automatically discriminating between four emotional states (Excited, Relaxed, Frustrated, Bored), two levels of arousal and two levels of valence. The results were very interesting reaching between 69% and 77% of correct discrimination between the four emotional states. Higher results (~89%) were obtained for discriminating between two levels of arousal and two levels of valence

    O contexto da investigação em inteligência artificial e gamificação para melhorar o envolvimento e a assiduidade dos estudantes no ensino superior

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    A significant concern that is widely discussed in the field of Higher Education is declining student participation. In several institutions, attendance is optional, allowing students to attend lectures at their convenience. This study proposes the integration of Artificial Intelligence and Gamification to improve student engagement and attendance rates. The initiative combines advanced technological strategies with conventional educational methodologies to enhance the lecture experience. The initiative is significant as formal lectures often witness dwindling student interest and frequent absenteeism, undermining the educational process and student's future career prospects. This combination has the potential to revolutionise Higher Education by providing a more interactive and engaging learning experience. While gamification has positively impacted learning in various contexts, integration with Artificial Intelligence is a game-changer, paving the way for a modernised educational experience. This innovative exploration of the AI-gamification blend sets the stage for future research and the implementation of updated academic strategies, ultimately addressing student engagement and attendance. This position paper presents the bases and foundations for understanding the problem of student attendance and engagement and the role of AI and gamification in Higher Education in alleviating it.Uma inquietação relevante e extensamente discutida no domínio do Ensino Superior é a diminuição da participação dos estudantes. Em diversas instituições, a assiduidade é facultativa, permitindo aos estudantes a frequência às aulas segundo a sua disponibilidade. Este estudo propõe a integração da Inteligência Artificial e da Gamification como meios para melhorar o envolvimento e as taxas de assiduidade dos estudantes. A iniciativa em causa articula estratégias tecnologicamente avançadas com metodologias educativas convencionais no intuito de enriquecer a experiência de ensino. Tal iniciativa assume importância dada à constante diminuição do interesse dos estudantes e a assiduidade irregular nas aulas formais, fatores que afetam negativamente o processo de ensino e as perspetivas de carreira dos estudantes. Esta combinação ostenta o potencial de revolucionar o Ensino Superior, proporcionando uma experiência de aprendizagem mais interativa e envolvente. Embora a Gamification já tenha impactado positivamente o processo de aprendizagem em diversos contextos, a sua integração com a Inteligência Artificial surge como um elemento transformador, abrindo caminho para uma experiência educacional modernizada. Esta investigação inovadora que combina a IA e Gamification prepara as bases para investigações futuras e a implementação de estratégias académicas aprimoradas, concentrando-se principalmente no envolvimento e na assiduidade dos estudantes. Este artigo de posicionamento apresenta as bases e os fundamentos necessários para a compreensão do problema da frequência e envolvimento dos estudantes no Ensino Superior, assim como o papel da IA e da Gamification na sua mitigação.info:eu-repo/semantics/publishedVersio

    An Experimental Study of Learning Behaviour in an ELearning Environment

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    To reach an adaptive eLearning course, it is crucial to control and monitor the student behaviour dynamically to implicitly diagnose the student learning style. Eye tracing can serve that purpose by investigate the gaze data behaviour to the learning content. In this study, we conduct an eye tracking experiment to analyse the student pattern of behaviour to output his learning style as an aspect of personalisation in an eLearning course. We use the electroencephalography EEG Epoc that reflects users emotions to improve our result with more accurate data. Our objective is to test the hypothesis whether the verbal and visual learning Styles reflect actual preferences according to Felder and Silverman Learning Style Model in an eLearning environment. Another objective is to use the outcome presented in this experiment as the starting point for further exhaustive experiments. In this paper, we present the actual state of our experiment, conclusions, and plans for future development

    Deriving Design Knowledge for eLearning Companions to Support International Students

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    International students often have difficulties in getting connected with other students (from their host country), or in fully understanding the lectures due to barriers such as interacting in a foreign language or adjusting to a new campus. eLearning Companions (eLCs) act as virtual friends, accompany students with dialog-based support for learning and provide individual guidance. We contribute to the lack of prescriptive design knowledge for that specific use case by deriving 16 design principles for eLCs and transferring them into an expository instantiation along the Design Science Research paradigm. We build upon 14 identified literature requirements and 15 condensed user requirements resulting from an empirical study with 76 Chinese-speaking exchange students at a German university. Our objective is to extend the knowledge base and support scientists and practitioners in eLC design for non-native students to initiate further research and discussion
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