594,120 research outputs found

    Evaluating Temporal Patterns in Applied Infant Affect Recognition

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    Agents must monitor their partners' affective states continuously in order to understand and engage in social interactions. However, methods for evaluating affect recognition do not account for changes in classification performance that may occur during occlusions or transitions between affective states. This paper addresses temporal patterns in affect classification performance in the context of an infant-robot interaction, where infants' affective states contribute to their ability to participate in a therapeutic leg movement activity. To support robustness to facial occlusions in video recordings, we trained infant affect recognition classifiers using both facial and body features. Next, we conducted an in-depth analysis of our best-performing models to evaluate how performance changed over time as the models encountered missing data and changing infant affect. During time windows when features were extracted with high confidence, a unimodal model trained on facial features achieved the same optimal performance as multimodal models trained on both facial and body features. However, multimodal models outperformed unimodal models when evaluated on the entire dataset. Additionally, model performance was weakest when predicting an affective state transition and improved after multiple predictions of the same affective state. These findings emphasize the benefits of incorporating body features in continuous affect recognition for infants. Our work highlights the importance of evaluating variability in model performance both over time and in the presence of missing data when applying affect recognition to social interactions.Comment: 8 pages, 6 figures, 10th International Conference on Affective Computing and Intelligent Interaction (ACII 2022

    Evaluating an online learning community: Intellectual, social and emotional development and transformations.

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    Developing online learning communities is a promising pedagogical approach in online learning contexts for adult tertiary learners, but it is no easy task. Understanding how learning communities are formed and evaluating their efficacy in supporting teaching-learning involves a complex set of issues that have a bearing on the design and facilitation of successful online learning experiences. This paper presents findings of a case study of a semester-long online graduate course designed to facilitate a learning community at a New Zealand tertiary institution. It adopts a sociocultural analytical framework and argues for a multiple developmental analytical approach to evaluating learning that considers lecturer and student intellectual, social and emotional development and transformations. Implications are presented for online lecturers, course designers and institutional administrators

    Evaluating the Effectiveness of a Goal-Directed Intervention on the Social Interaction of Children with Neurodevelopmental Disabilities

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    This study sought to address social interaction needs of children with neurodevelopmental disabilities through an eight week intervention focusing on social skills at Spaulding Youth Center (SYC), a residential facility in Northeast United States. The study implemented a randomized control design, with a control and intervention group, totaling n=19 students. Results have implications for future practice

    Experience in Social Affective Applications: Methodologies and Case Study

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    New forms of social affective applications are emerging, bringing with them challenges in design and evaluation. We report on one such application, conveying well-being for both personal and group benefit, and consider why existing methodologies may not be suitable, before explaining and analyzing our proposed approach. We discuss our experience of using and writing about the methodology, in order to invite discussion about its suitability in particular, as well as the more general need for methodologies to examine experience and affect in social, connected situations. As these fields continue to interact, we hope that these discussions serve to aid in studying and learning from these types of application

    Putting theory oriented evaluation into practice

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    Evaluations of gaming simulations and business games as teaching devices are typically end-state driven. This emphasis fails to detect how the simulation being evaluated does or does not bring about its desired consequences. This paper advances the use of a logic model approach which possesses a holistic perspective that aims at including all elements associated with the situation created by a game. The use of the logic model approach is illustrated as applied to Simgame, a board game created for secondary school level business education in six European Union countries

    Designing and evaluating mobile multimedia user experiences in public urban places: Making sense of the field

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    The majority of the world’s population now lives in cities (United Nations, 2008) resulting in an urban densification requiring people to live in closer proximity and share urban infrastructure such as streets, public transport, and parks within cities. However, “physical closeness does not mean social closeness” (Wellman, 2001, p. 234). Whereas it is a common practice to greet and chat with people you cross paths with in smaller villages, urban life is mainly anonymous and does not automatically come with a sense of community per se. Wellman (2001, p. 228) defines community “as networks of interpersonal ties that provide sociability, support, information, a sense of belonging and social identity.” While on the move or during leisure time, urban dwellers use their interactive information communication technology (ICT) devices to connect to their spatially distributed community while in an anonymous space. Putnam (1995) argues that available technology privatises and individualises the leisure time of urban dwellers. Furthermore, ICT is sometimes used to build a “cocoon” while in public to avoid direct contact with collocated people (Mainwaring et al., 2005; Bassoli et al., 2007; Crawford, 2008). Instead of using ICT devices to seclude oneself from the surrounding urban environment and the collocated people within, such devices could also be utilised to engage urban dwellers more with the urban environment and the urban dwellers within. Urban sociologists found that “what attracts people most, it would appear, is other people” (Whyte, 1980, p. 19) and “people and human activity are the greatest object of attention and interest” (Gehl, 1987, p. 31). On the other hand, sociologist Erving Goffman describes the concept of civil inattention, acknowledging strangers’ presence while in public but not interacting with them (Goffman, 1966). With this in mind, it appears that there is a contradiction between how people are using ICT in urban public places and for what reasons and how people use public urban places and how they behave and react to other collocated people. On the other hand there is an opportunity to employ ICT to create and influence experiences of people collocated in public urban places. The widespread use of location aware mobile devices equipped with Internet access is creating networked localities, a digital layer of geo-coded information on top of the physical world (Gordon & de Souza e Silva, 2011). Foursquare.com is an example of a location based 118 Mobile Multimedia – User and Technology Perspectives social network (LBSN) that enables urban dwellers to virtually check-in into places at which they are physically present in an urban space. Users compete over ‘mayorships’ of places with Foursquare friends as well as strangers and can share recommendations about the space. The research field of Urban Informatics is interested in these kinds of digital urban multimedia augmentations and how such augmentations, mediated through technology, can create or influence the UX of public urban places. “Urban informatics is the study, design, and practice of urban experiences across different urban contexts that are created by new opportunities of real-time, ubiquitous technology and the augmentation that mediates the physical and digital layers of people networks and urban infrastructures” (Foth et al., 2011, p. 4). One possibility to augment the urban space is to enable citizens to digitally interact with spaces and urban dwellers collocated in the past, present, and future. “Adding digital layer to the existing physical and social layers could facilitate new forms of interaction that reshape urban life” (Kjeldskov & Paay, 2006, p. 60). This methodological chapter investigates how the design of UX through such digital placebased mobile multimedia augmentations can be guided and evaluated. First, we describe three different applications that aim to create and influence the urban UX through mobile mediated interactions. Based on a review of literature, we describe how our integrated framework for designing and evaluating urban informatics experiences has been constructed. We conclude the chapter with a reflective discussion on the proposed framework

    save to DISC: Documenting Innovation in Music Learning

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    The paper discusses an approach to determining the worth and value of innovation in music education and measuring it’s capacity for meaning and engagement. It also aims to identify new examples of innovation across a broad range of music learning contexts and establish a rigorous digital process for documenting, evaluating and distributing innovative cases and resources for present and future contexts. It discusses specifically a pilot project that seeks to document innovation in sound curriculum (DISC). save to DISC is an exploratory study in an Australasian CRC for Interaction Design (ACID) project that proposes to establish flexible and effective procedures for the sourcing, evaluating, refereeing, editing, producing, validating, storing, publishing, and distributing of a wide range of media and content types. It involves documenting innovative and successful practice in music education, creating and evaluating programs in difficult/challenging school contexts and commissioning and encouraging the production of resource materials for 21 st century contexts

    A study of effective evaluation models and practices for technology supported physical learning spaces (JELS)

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    The aim of the JELS project was to identify and review the tools, methods and frameworks used to evaluate technology supported or enhanced physical learning spaces. A key objective was to develop the sector knowledgebase on innovation and emerging practice in the evaluation of learning spaces, identifying innovative methods and approaches beyond traditional post-occupancy evaluations and surveys that have dominated this area to date. The intention was that the frameworks and guidelines discovered or developed from this study could inform all stages of the process of implementing a technology supported physical learning space. The study was primarily targeted at the UK HE sector and the FE sector where appropriate, and ran from September 2008 to March 2009

    Outcomes and Effectiveness of Family Support Services: a research review

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