387 research outputs found

    Brain enhancement through cognitive training: A new insight from brain connectome

    Get PDF
    Owing to the recent advances in neurotechnology and the progress in understanding of brain cognitive functions, improvements of cognitive performance or acceleration of learning process with brain enhancement systems is not out of our reach anymore, on the contrary, it is a tangible target of contemporary research. Although a variety of approaches have been proposed, we will mainly focus on cognitive training interventions, in which learners repeatedly perform cognitive tasks to improve their cognitive abilities. In this review article, we propose that the learning process during the cognitive training can be facilitated by an assistive system monitoring cognitive workloads using electroencephalography (EEG) biomarkers, and the brain connectome approach can provide additional valuable biomarkers for facilitating leaners' learning processes. For the purpose, we will introduce studies on the cognitive training interventions, EEG biomarkers for cognitive workload, and human brain connectome. As cognitive overload and mental fatigue would reduce or even eliminate gains of cognitive training interventions, a real-time monitoring of cognitive workload can facilitate the learning process by flexibly adjusting difficulty levels of the training task. Moreover, cognitive training interventions should have effects on brain sub-networks, not on a single brain region, and graph theoretical network metrics quantifying topological architecture of the brain network can differentiate with respect to individual cognitive states as well as to different individuals' cognitive abilities, suggesting that the connectome is a valuable approach for tracking the learning progress. Although only a few studies have exploited the connectome approach for studying alterations of the brain network induced by cognitive training interventions so far, we believe that it would be a useful technique for capturing improvements of cognitive function

    The Effect of Augmented Reality Treatment on Learning, Cognitive Load, and Spatial Visualization Abilities

    Get PDF
    This study investigated the effects of Augmented Reality (AR) on learning, cognitive load and spatial abilities. More specifically, it measured learning gains, perceived cognitive load, and the role spatial abilities play with students engaged in an astronomy lesson about lunar phases. Research participants were 182 students from a public university in southeastern United States, and were recruited from psychology research pool. Participants were randomly assigned to two groups: (a) Augmented Reality and Text Astronomy Treatment (ARTAT); and (b) Images and Text Astronomy Treatment (ITAT). Upon entering the experimental classroom, participants were given (a) Paper Folding Test to measure their spatial abilities; (b) the Lunar Phases Concept Inventory (LPCI) pre-test; (c) lesson on Lunar Phases; (d) NASA-TLX to measure participants’ cognitive load; and (e) LPCI post-test. Statistical analysis found (a) no statistical difference for learning gains between the ARTAT and ITAT groups; (b) statistically significant difference for cognitive load; and (c) no significant difference for spatial abilities scores

    Design of Equipment Rack with TRIZ Method to Reduce Searching Time in Change Over Activity (Case Study : PT. Jans2en Indonesia)

    Get PDF
    Janssen is a manufacturing plant that works in furniture assembly. Component shortages often occurs, it will cause the increase of work in process (WIP) in assembly section. In previous studies, we analyze the root causes with FMEA and then it is resulted that router section is the constraint of the system. There are many non value added activities such as searching and transportation caused by a messy condition of work places and the devices that aren’t put in the right place. The impact is that the time allocated for every change over is higher than before. There are many components that are worked by the router section, so improvements are needed to minimize changes in over time. 5S method and the use of a new design of rack by TRIZ method are suggested for fixing the conditions of work environment. It is expected to eliminate non value added activities and changes in over time. Result shows that we can reduce non value activities in change over of regular components up to 41% and the elimination of this time is 41,6%. The non value activities in changeover of new items is 36,6% and this elimination of time is 53,3%. Key word : change over, kaizen, design, TRIZ metho

    Technology-enhanced support for children with Down Syndrome: A systematic literature review

    Get PDF
    This paper presents a systematic literature review on technology-enhanced support for children with Down Syndrome and young people who match the mental age of children considered neurotypical (NT). The main aim is threefold: to (1) explore the field of digital technologies designed to support children with Down Syndrome, (2) identify technology types, contexts of use, profiles of individuals with Down Syndrome, methodological approaches, and the effectiveness of such supports, and (3) draw out opportunities for future research in this specific area. A systematic literature review was conducted on five search engines resulting in a set of 703 articles, which were screened and filtered in a systematic way until they were narrowed to a corpus of 65 articles for further analysis. The synthesis identify several key findings: (1) there is diversity of technology supports available for children with Down Syndrome targeting individual capabilities, (2) overlapping definitions of technology makes it difficult to place technology supports in individual categories rather than subsets of a broader term, (3) the average sample size remained small for participants in the studies, making it difficult to draw solid conclusions on the effectiveness of the related interventions, (4) the distribution of papers indicates that this is an emerging area of research and is starting to build body of knowledge, and (5) there are limited studies on newer emerging technologies which requires further investigation to explore their potential

    Multisensory Perception and Learning: Linking Pedagogy, Psychophysics, and Human–Computer Interaction

    Get PDF
    In this review, we discuss how specific sensory channels can mediate the learning of properties of the environment. In recent years, schools have increasingly been using multisensory technology for teaching. However, it still needs to be sufficiently grounded in neuroscientific and pedagogical evidence. Researchers have recently renewed understanding around the role of communication between sensory modalities during development. In the current review, we outline four principles that will aid technological development based on theoretical models of multisensory development and embodiment to foster in-depth, perceptual, and conceptual learning of mathematics. We also discuss how a multidisciplinary approach offers a unique contribution to development of new practical solutions for learning in school. Scientists, engineers, and pedagogical experts offer their interdisciplinary points of view on this topic. At the end of the review, we present our results, showing that one can use multiple sensory inputs and sensorimotor associations in multisensory technology to improve the discrimination of angles, but also possibly for educational purposes. Finally, we present an application, the ‘RobotAngle’ developed for primary (i.e., elementary) school children, which uses sounds and body movements to learn about angles

    The Effectiveness of Monitor-Based Augmented Reality Paradigms for Learning Space-Related Technical Tasks

    Get PDF
    Currently today there are many types of media that can help individuals learn and excel in the on going effort to acquire knowledge for a specific trait or function in a workplace, laboratory, or learning facility. Technology has advanced in the fields of transportation, information gathering, and education. The need for better recall of information is in demand in a wide variety of areas. Augmented reality (AR) is a technology that may help meet this demand. AR is a hybrid of reality and virtual reality (VR) that uses the three-dimensional location viewed through a video or optical see-through media to capture the object\u27s coordinates and add virtual images, objects, or text superimposed on the scene (Azuma, 1997). The purpose of this research is to investigate four different modes of presentation and the effect of those modes on learning and recall of information using monitor-based Augmented Reality. The four modes of presentation are Select, Observe, Interact and Print modes. Each mode possesses different attributes that may affect learning and recall. The Select mode can be described as a mode of presentation that allows movement of the work piece in front of the tracking camera. The Observe mode involves information presentation using a pre-recorded video scene presented with no interaction with the work piece. The Interact mode allows the user to view a pre-recorded video scene that allows the user to point and click on the component of the work piece with a computer mouse on the monitor. The Print mode consists of printed material of each work piece component. It was hypothesized that the Select mode would provide the user with the richest presentation of information due to information access capabilities helping to decrease work time, reduce the amount of error likelihood during usage, enhance the user\u27s motivation for learning tasks, and increase concurrent learning and performances due to recall and retention. It was predicted that the Select mode would result in trainees that would recall the greatest amount of information even after extended periods of time had elapsed. This hypothesis was not supported. No significant differences between the four groups were found

    Gesture Recognition System Application to early childhood education

    Get PDF
    One of the most socially and culturally advantageous uses of human-computer interaction is enhancing playing and learning for children. In this study, gesture interactive game-based learning (GIGL) is tested to see if these kinds of applications are suitable to stimulate working memory (WM) and basic mathematical skills (BMS) in early childhood (5-6 years old) using a hand gesture recognition system. Hand gesture is being performed by the user and to control a computer system by that incoming information. We can conclude that the children who used GIGL technology showed a significant increase in their learning performance in WM and BMS, surpassing those who did normal school activities

    An investigation into accessible Web navigation for the blind people

    Get PDF
    Current screen-reader program used by the blind people to access the Internet inflicts navigation restrictions since the blind users can only perceive the content in serial mode.The serialized access using screen-reader program restricts the blind users from having the multi-dimensional effects required to fully understand the page layout. We believe that by accessing web pages using bi-modal interaction, a blind user would be able to perceive a two-dimensional perspective of a web page in his or her mental model.The purpose of this study is to investigate the differences in the mental models created by blind people from a two-dimensional web page using two different means: one using a screen-reader only and the other using a touch screen with audio feedback. Ten blind people and thirty sighted blindfolded participants participated in this study. This study employed within-subjects repeated measures experiments together with observations, verbal protocols and semi-structured questionnaires to achieve the objectives of the study. Besides, the influence of user’s spatial ability on the user’s performance was investigated using Tactual Performance Test (TPT). The study revealed that using touch screen with audio feedback, the blind people achieved more accurate orientation. However, the accuracy seems to be affected by page complexity.In addition, investigation of blind users’ spatial ability on users’ sense of position revealed that using touch screen with audio feedback, blind participants with lower spatial ability took longer time to locate information. Therefore, users’ spatial ability plays an important determinant for the Web navigability using touch screen with audio feedback

    “Like Popcorn”: crossmodal correspondences between scents, 3D shapes and emotions in children

    Get PDF
    There is increasing interest in multisensory experiences in HCI. However, little research considers how sensory modali- ties interact with each other and how this may impact interac- tive experiences. We investigate how children associate emo- tions with scents and 3D shapes. 14 participants (10-17yrs) completed crossmodal association tasks to attribute emo- tional characteristics to variants of the “Bouba/Kiki” stimuli, presented as 3D tangible models, in conjunction with lemon and vanilla scents. Our findings support pre-existing map- pings between shapes and scents, and confirm the associa- tions between the combination of angular shapes (“Kiki”) and lemon scent with arousing emotion, and of round shapes (“Bouba”) and vanilla scent with calming emotion. This ex- tends prior work on crossmodal correspondences in terms of stimuli (3D as opposed to 2D shapes), sample (children), and conveyed content (emotions). We outline how these find- ings can contribute to designing more inclusive interactive multisensory technologies

    Designing tabletop applications for collaboration in non-collaborative learning tasks in the classroom : learning persuasive writing

    Get PDF
    PhD ThesisLearning in a face to face collaborative setting can have many benefits, such as leveraging differing peer proficiency to obtain an outcome not reachable by the individuals involved. Including expertise provided by teachers decreases this gap between potential and current ability, while also providing opportunity for the expert to impart timely and appropriate assistance to the learners. In the fields of Human Computer Interaction and Educational Technology, digital tabletops have come to the fore as a medium for facilitating small groups of collaborative learners, and suitable applications can provide at least some of the support that the teacher’s expertise would in the learning process. Previously, most explorations in this area have concentrated on learning tasks that are already collaborative in nature, and have focused on single group deployments, and usually in controlled settings such as a research lab. This thesis focuses on two main aims: (i) investigating the design of such applications, and how learning tasks not normally considered collaborative, such as Persuasive Extended Writing, might be adapted to a digital tabletop mediated collaborative learning task; and (ii), how to expand this application from a single group to a classroom scenario, and overcoming all the challenges that an “in the wild” deployment of this kind might entail. A review of previous literature on collaborative learning and collaborative learning technology inform a learner centred design process of an application for the collaborative learning of Persuasive Extended Writing. This design process was conducted with three groups of three learners aged 13 – 15 in the lab. Based on this investigation of the literature around collaborative learning, there is a potential learning impact from allowing collaboration in a usually non-collaborative learning setting. The application incorporates factors designed to elicit collaborative behaviours, such as visuospatial representations and decision points. The work then sets about identifying and evaluating these collaborative behaviours, with a view that they are potentially in line with this ultimate learning goal. iii The Collocated Collaborative Writing application (CCW) is deployed and evaluated in an “in the wild” classroom setting. This involved two studies in real classrooms in schools, with eight digital tabletops allowing for a class-wide deployment. In the first study, participants were students of mixed ability, year 8 (aged 13-14), studying English, Geography and History. In the second study, participants were mixed ability year 8 students (aged 13-14) studying English. Studies were facilitated by teachers who had created the material for the studies based on their current teaching and curriculum. The process identified the issues and challenges involved in this kind of “in the wild” deployment. The lessons learned from this process about the differing expectations of the stakeholders involved in the first study informed the second deployment. A combination of addressing the issues directly, forming a more equal partnership with the school and teacher, and differences in culture between the schools lead to a study in which the collaborative writing application is evaluated. There are two main contributions of this work. Firstly, a set of design guidelines derived from lessons learned during the design process. Their intention is to assist in the process of making a normally non-collaborative learning task into a collaborative one, by exploiting affordances of the technology. The second contribution comes from lessons learned from two “in the wild” classroom studies. It outlines a deeper understanding of how this kind of application can be extended to the classroom by gaining insight into expectations of the parties involved, understanding the culture of the school and making the process a partnership rather than an imposition. The work also evaluated the Collaborative Writing Application in terms of the type and quality of the collaborative behaviours of the participants, and how they changed over time, as well as the adoption of the technology by the teacher, eventually being seen as a tool for their own agenda rather than an external element in the classroom
    • 

    corecore