5 research outputs found

    The Cognitive-Affective-Social Theory of Learning in digital Environments (CASTLE)

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    For a long time, research on individuals learning in digital environments was primarily based on cognitive-oriented theories. This paper aims at providing evidence that social processes affect individual learning with digital materials. Based on these theories and empirical results, a social-processes-augmented theory is suggested: the Cognitive-Affective-Social Theory of Learning in digital Environments (CASTLE). This CASTLE postulates that social cues in digital materials activate social schemata in learners leading to enhanced (para-)social, motivational, emotional, and metacognitive processes. To substantiate this theory, socio-cognitive theories are used, which predict social influences on learning with digital materials. Besides, previous empirical findings are presented assuming that with a rising number of social cues in digital materials, the influence of social processes increases. Finally, consequences regarding the design of digital learning media are discussed

    Physiological Sensing for Affective Computing

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    This thesis addresses two aspects related to enabling systems to recognize the affective state of people and respond sensibly to it. First, the issue of representing affective states and unambiguously assigning physiological measurements to those is addressed by suggesting a new approach based on the dimensional emotion model of valence and arousal. Second, the issue of sensing affect-related physiological data is addressed by suggesting a concept for physiological sensor systems that live up to the requirements of adaptive, user-centred systems.In dieser Arbeit wird ein Konzept zur eindeutigen Zuordnung physiologischer Messdaten zu EmotionszustĂ€nden erarbeitet, wobei Probleme klassischer AnsĂ€tze hierzu vermieden werden. Des Weiteren widmet sich die Arbeit der Erfassung emotionsbezogener physiologischer Parameter. Es wird ein Konzept fĂŒr Sensorsysteme vorgestellt, welches die zuverlĂ€ssige Erfassung relevanter physiologischer Parameter erlaubt, ohne jedoch den Nutzer stark zu beeintrĂ€chtigen. Der Schwerpunkt liegt hierbei auf der alltagstauglichen Gestaltung des Systems

    Multiple Paradigms in Affective Computing

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    This brief essay considers the three papers of the special issue of Interacting with Computers by Picard and colleagues, from several perspectives. First, I question two aspects of the work: the Computers Are Social Actors (CASA) approach, and the use of psychophysiological measurements of emotion without a stated theory of emotion. Despite these criticisms, the contributions of Picard and colleagues are valuable and powerfully challenging. I suggest three convergent ways of to pursue this important research program. I am grateful to Gilbert Cockton for the privilege and responsibility of commenting on the ground-breaking papers in Interacting with Computers by Rosalind Picard and associates (Klein, Moon, and Picard, 2002; Picard and Klein, 2002; Schreirer, Fernandez, Klein, and Picard, 2002). Although in many ways preliminary, their research calls us to reflect on the formal study of emotional interactions as conducted with and through computers, which until now have largely “reflect[ed] a view of the user as part of a productivity equation ” (Picard and Klein, 2001). This is an original, provocative, and important challenge. As Cockton reminds us (2002), this work requires us to reconsider many of our theoretical and practical ideas about what emotion is, how it happens, and what we may want to do about it as we continue to do research and design with computers. In a similar vein – but with a very different methodology – Gaver and Martin (2000) have challenged what they call the “simple dichotomy between work and play ” that can cause “[m]any devices [to] import values from the workplace into the home, emphasizing the requirement of ‘domestic work ’ by allowing chores to be done more efficiently or productively. ” McCarthy (2001) elaborates on some of these ideas in his argument to move from an HCI based in function to an HCI of “enchantment, ” emphasizing delight, with overtones of magic. In another related development, Monk and colleagues have proposed alternatives to what Cockton has criticized (2002) as the “usability hardcore ” approach to HCI, through a series o
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