14 research outputs found

    AmbiLearn: Multimodal assisted learning

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    AmbiLearn: enhancing the learning environment for Primary School education

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    NewsViz: emotional visualization of news stories

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    360-MAM-Affect: Sentiment Analysis with the Google Prediction API and EmoSenticNet

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    Online recommender systems are useful for media asset management where they select the best content from a set of media assets. We have developed an architecture for 360-MAM- Select, a recommender system for educational video content. 360-MAM-Select will utilise sentiment analysis and gamification techniques for the recommendation of media assets. 360-MAM-Select will increase user participation with digital content through improved video recommendations. Here, we discuss the architecture of 360-MAM-Select and the use of the Google Prediction API and EmoSenticNet for 360-MAM-Affect, 360-MAM-Select's sentiment analysis module. Results from testing two models for sentiment analysis, Sentiment Classifier (Google Prediction API) and EmoSenticNetClassifer (Google Prediction API + EmoSenticNet) are promising. Future work includes the implementation and testing of 360-MAM-Select on video data from YouTube EDU and Head Squeeze

    An emotional student model for game-based learning

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    Students’ performance and motivation are influenced by their emotions. Game-based learning (GBL) environments comprise elements that facilitate learning and the creation of an emotional connection with students. GBL environments include Intelligent Tutoring Systems (ITSs) to ensure personalized learning. ITSs reason about students’ needs and characteristics (student modeling) to provide suitable instruction (tutor modeling). The authors’ research is focused on the design and implementation of an emotional student model for GBL environments based on the Control-Value Theory of achievement emotions by Pekrun et al. (2007). The model reasons about answers to questions in game dialogues and contextual variables related to student behavior acquired through students’ interaction with PlayPhysics. The authors’ model is implemented using Dynamic Bayesian Networks (DBNs), which are derived using Probabilistic Relational Models (PRMs), machine learning techniques, and statistical methods. This work compares an earlier approach that uses Multinomial Logistic Regression (MLR) and cross-tabulation for learning the structure and conditional probability tables with an approach that employs Necessary Path Condition and Expectation Maximization algorithms. Results showed that the latter approach is more effective at classifying the control of outcome-prospective emotions. Future work will focus on applying this approach to classification of activity and outcome-retrospective emotions.</jats:p
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