4 research outputs found

    Intelligent Deception Detection through Machine Based Interviewing

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    In this paper an automatic deception detection system, which analyses participant deception risk scores from non-verbal behaviour captured during an interview conducted by an Avatar, is demonstrated. The system is built on a configuration of artificial neural networks, which are used to detect facial objects and extract non-verbal behaviour in the form of micro gestures over short periods of time. A set of empirical experiments was conducted based a typical airport security scenario of packing a suitcase. Data was collected through 30 participants participating in either a truthful or deceptive scenarios being interviewed by a machine based border guard Avatar. Promising results were achieved using raw unprocessed data on un-optimized classifier neural networks. These indicate that a machine based interviewing technique can elicit non-verbal interviewee behavior, which allows an automatic system to detect deception

    An interactive storytelling game for mobile devices for children's stress management

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    Around 40% of children experience subclinical anxiety and the median onset age for anxiety disorders is 6 years-old. Informal-learning, stress prevention interventions, accessible on children's mobile devices, could be one way to address this problem. Most existing mobile applications are adapted from adult-targeted approaches for anxiety treatment. There are limited game-based apps available for helping children identify and self-manage stress. To address this gap, an interactive storytelling serious game for mobile devices was designed for 5-11 year-olds, to help children identify body signs of stress and overcome stress through relaxation techniques. It was developed by Stremble Ventures LTD (www.stremble.com) and it is offered at www.kidsstressrelief.com currently on Android. The aim of this study was to evaluate the game's acceptability and usability, focusing on design characteristics with wide applicability in future prevention interventions in children. The research questions are: a) How do children between 5-11 years-old perceive stress signs and relaxation techniques presented through an interactive storytelling game? b) What are children's perceptions of the game's usability? Participants were eleven children (5-11 years old). Convenience sampling was used, reaching families with different socioeconomic background. Data sources included: a) a researcher-led usability evaluation protocol guiding children's videotaped interaction with the game, b) the System Usability Scale (SUS), and c) automatically-collected data capturing children's interaction with the app. Preliminary findings show promising results for the game's acceptability for identifying stress signs and practicing relaxation techniques, especially for children older than seven. Preliminary findings were also satisfactory with respect to the game's usability (raw average SUS scores=74.77). Instructional and design implications, of interest to developers of psychology-based apps, are drawn

    Development and usability of a gamified app to help children manage stress: an evaluation study.

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    Children generally have difficulty managing stress. As a result, stress may escalate to anxiety. Informal-learning, stress prevention interventions that are easily accessible on mobile devices could be one way for children to learn how to manage stress before it reaches the levels of anxiety. There are less than a handful of stress management apps targeting children presently available and these do not combine gamification techniques with behavior change theory. This study describes the design and development of a gamified interactive storytelling mobile app to teach young children how to manage stress through relaxation exercises. It evaluates the app’s usability using learning analytics data and the SUS usability scale. The gamified app called Kids’ Stress Relief received a satisfactory usability score (73.55) and was well accepted by a sample of 71 children (5-12 years old). It may have the potential to support children in learning how to perform stress relief techniques as a stand-alone application. Instructional and design implications, of interest to developers of psychology-based apps, are drawn

    How do parents select educational apps for young children?

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    Educational apps for mobile devices for young children have seen increasingly high rates of growth. As with other media, parents play a key role in young children's app selection and use. However, to date, we know very little about how parents select apps for their children. A survey was conducted with a sample of 51 parents with at least one child between 5-12 years old, who attended a science dissemination initiative called European Researcher's night in Cyprus and had their child interact with an educational app on emotion management. The survey documents parental perspectives on purchases of educational apps, including five factors that are important for parents to consider when purchasing educational apps. Findings offer important insight for the educational media production industry into how parents select educational apps for their children
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