research

Attention modeling using inputs from a Brain Computer Interface and user-generated data in Second Life

Abstract

A model of attention in computer-based assessment exercise in Second Life is presented. Attention is measured considering psychometric inputs based on Electro Encephalogram (EEG) readings using NeuroSky technology. The model of attention considers the readings and combines them with user-generated, performance data [1] (giving-up, answer correctness and time spent) to determine states of attention and trigger strategies to improve or sustain an optimal level of attention. The novelty of this approach is in using NeuroSky technology to read attention levels and in combining this input with user-generated data taken from interaction. This model of attention is based on the ARCS [2,3] model of motivation and can be later integrated into a model of motivation [4] for virtual worlds learning. The paper discusses the feasibility of using attention to complement existing models of motivation [4] and outlines work for the future

    Similar works