5,956 research outputs found

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Instructional Message Design: Theory, Research, and Practice (Volume 2)

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    Message design is all around us, from the presentations we see in meetings and classes, to the instructions that come with our latest tech gadgets, to multi-million-dollar training simulations. In short, instructional message design is the real-world application of instructional and learning theories to design the tools and technologies used to communicate and effectively convey information. This field of study pulls from many applied sciences including cognitive psychology, industrial design, graphic design, instructional design, information technology, and human performance technology to name just a few. In this book we will visit several foundational theories that guide our research, look at different real-world applications, and begin to discuss directions for future best practice. For instance, cognitive load and multimedia learning theories provide best practice, virtual reality and simulations are only a few of the multitude of applications. Special needs learners and designing for online, e-learning, and web conferencing are only some of many applied areas where effective message design can improve outcomes. Studying effective instructional message design tools and techniques has and will continue to be a critical aspect of the overall instructional design process. Hopefully, this book will serve as an introduction to these topics and inspire your curiosity to explore further

    Instructional Message Design: Theory, Research, and Practice (Volume 2)

    Get PDF
    Message design is all around us, from the presentations we see in meetings and classes, to the instructions that come with our latest tech gadgets, to multi-million-dollar training simulations. In short, instructional message design is the real-world application of instructional and learning theories to design the tools and technologies used to communicate and effectively convey information. This field of study pulls from many applied sciences including cognitive psychology, industrial design, graphic design, instructional design, information technology, and human performance technology to name just a few. In this book we visit several foundational theories that guide our research, look at different real-world applications, and begin to discuss directions for future best practice. For instance, cognitive load and multimedia learning theories provide best practice, virtual reality and simulations are only a few of the multitude of applications. Special needs learners and designing for online, e-learning, and web conferencing are only some of many applied areas where effective message design can improve outcomes. Studying effective instructional message design tools and techniques has and will continue to be a critical aspect of the overall instructional design process. Hopefully, this book will serve as an introduction to these topics and inspire your curiosity to explore further!https://digitalcommons.odu.edu/distancelearning_books/1003/thumbnail.jp

    DIGITAL TECHNOLOGY AS SUPPORT OF COGNITIVE PROCESSES OF PEOPLE WITH VISUAL IMPAIRMENTS

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    At present, we increasingly encounter the concept of so-called digital literacy. Digital technologies are constantly evolving in this field and play an important role in human life. They are important not only in the labor market but also in education and human skills development. Digital technologies are thus one of the means by which we can develop the cognitive processes of visually impaired people. We can thus help them to improve a number of areas that are limited due to loss or reduction of visual perception. Especially, thinking, memory, and creating ideas are very important. This contribution was created within the solution of the project TAČR – Reduction of information deficit and development of the imagination of visually impaired people through 3D models with auditory elements in cooperation with the project PIGŽU – Support of information literacy of pupils and teachers. The first of the projects aims to reduce the information deficit caused by the loss or reduction of visual perception in visually impaired people using multisensory action. At the same time, it aims to develop their spatial imagination. The second project then focus on the creation of digital aids, which aims primarily at the development and support of computational thinking. In addition to mainstream primary school pupils, the project also focuses on pupils with special educational needs, including visually impaired individuals. The main output of the project is the creation of aids, including methodologies, using digital technologies. These are technologies such as Ozobot, Blue-Bot, or Bee-bot. The aim of the paper is to acquaint with the project, to provide at least basic information about digital technologies, and especially to describe the possibilities of personality development, skills, and abilities using these technologies in visually impaired students.

    Different Methods of Embodied Cognition in Pedagogy and its Effectiveness in Student Learning

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    The Mathematical Ideas Analysis hypothesizes that abstract mathematical reasoning is unconsciously organized and integrated with sensory-motor experience. Basic research testing movement, language, and perception during math problem solving supports this hypothesis. Applied research primarily measures students’ performance on math tests after they engage in analogous sensory-motor tasks, but findings show mixed results. Sensory-motor tasks are dependent on several moderators (e.g., instructional guidance, developmental stage) known to help students learn, and studies vary in how each moderator is implemented. There is little research on the effectiveness of sensory-motor tasks without these moderators. This study compares different approaches to working with an interactive application designed to emulate how people intrinsically solve algebraic equations. A total of 130 participants (84 females, 54 males) were drawn from a pool of Introductory Psychology students attending San Jose State University. Participants were placed in three different learning environments, and their performance was measured by comparing improvement between a pre-test and a post-test. We found no difference between participants who worked alone with the application, were instructed by the experimenter while using the application, or who instructed the experimenter on how to solve equations using the application. Further research is needed to examine how and whether analogous sensory-motor interfaces are a useful learning tool, and if so, what circumstances are ideal for sensory-motor interfaces to be used

    Multisensory interactive technologies for primary education: From science to technology

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    While technology is increasingly used in the classroom, we observe at the same time that making teachers and students accept it is more difficult than expected. In this work, we focus on multisensory technologies and we argue that the intersection between current challenges in pedagogical practices and recent scientific evidence opens novel opportunities for these technologies to bring a significant benefit to the learning process. In our view, multisensory technologies are ideal for effectively supporting an embodied and enactive pedagogical approach exploiting the best-suited sensory modality to teach a concept at school. This represents a great opportunity for designing technologies, which are both grounded on robust scientific evidence and tailored to the actual needs of teachers and students. Based on our experience in technology-enhanced learning projects, we propose six golden rules we deem important for catching this opportunity and fully exploiting it

    Impaired perceptual learning in a mouse model of Fragile X syndrome is mediated by parvalbumin neuron dysfunction and is reversible.

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    To uncover the circuit-level alterations that underlie atypical sensory processing associated with autism, we adopted a symptom-to-circuit approach in the Fmr1-knockout (Fmr1-/-) mouse model of Fragile X syndrome. Using a go/no-go task and in vivo two-photon calcium imaging, we find that impaired visual discrimination in Fmr1-/- mice correlates with marked deficits in orientation tuning of principal neurons and with a decrease in the activity of parvalbumin interneurons in primary visual cortex. Restoring visually evoked activity in parvalbumin cells in Fmr1-/- mice with a chemogenetic strategy using designer receptors exclusively activated by designer drugs was sufficient to rescue their behavioral performance. Strikingly, human subjects with Fragile X syndrome exhibit impairments in visual discrimination similar to those in Fmr1-/- mice. These results suggest that manipulating inhibition may help sensory processing in Fragile X syndrome
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