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While gamification has been studied, applied, and sometimes contested within a variety of contexts (especially education and business), the concept of avatarification -- the utilization of virtual self-representations within a mediated environment -- is relatively new and has great potential for enhancing learning contexts. Building on previous work which suggests that people behave consistently with...
In this paper, we propose to predict human fixations by incorporating both audio and visual cues. Traditional visual attention models generally make the utmost of stimuli's visual features, while discarding all audio information. But in the real world, we human beings not only direct our gaze according to visual saliency but also may be attracted by some salient audio. Psychological experiments show...
Student's reading attention is highly related to their reading ability and learning performance. Traditionally, it is a difficult procedure that when teachers want to observe the reading attention state of each students. In recent years, sensing technology-based applications and learning methods emerge in the increasingly mature environment. Most studies have shown the effectiveness of sensor-assisted...
Derived from ecological psychology, the term ‘affordance’ refers to the functional classification of objects. It simply means the set of actions a subject (i.e. humans and anthropomorphic agents) can possibly perform with an object. There are several paradigms in the researches regarding the approaches of affordance detection. These approaches include considering other contexts like the subject, ambient...
This Paper presents a comparison among four brain regions on the basis of cognitive load (Mental effort) imposed by the working memory during 2D multimedia animations learning. At present, 2D multimedia animations have become the popular learning style in educational field. This study will investigate which brain area require more cognitive load during multimedia animations learning. Electroencephalography...
This paper reports our latest experimental results on analyzing human's continuous learning ability with the reflection cost. To fill in the missing piece of reinforcement learning framework for the learning robot, we focus on two human mental learning processes, awareness as pre-learning process and reflection as post-learning process. To observe mental learning processes of a human, we propose a...
Education service is human activity where a coach of a service provider gives a learner of a service receiver the value of knowledge and skill. In several fields where pedagogies and educational contents are well systemized, the service productivity has been enhanced in point of view of time and cost thanks to a classroom-based teaching and an e-learning approach. On the other hand in case of a skill...
In the given article a valuable role and the main characteristics of the disciplines “International Scientific and Technical Communications” and “Psychology of Communication”, carried out for university students of technical specialties, are considered. The discipline “Psychology of Communication” is aimed at successful learning of the “International Scientific and Technical Communications” course...
This special session takes the form of a guided discussion, using a hands-on flow visualization exercise as focal point. Our goals are 1) to foster conversation and document ideas about how the aesthetic qualities of engineering topics can be used to deliberately draw the emotional engagement of students; 2) to gauge how the FIE community currently views the aesthetics of engineering, and brainstorm...
The imminent introduction of highly immersive technologies for entertainment that bring exciting possibilities for the users also raises important questions regarding the impact on their well-being. Game Transfer Phenomena (GTP), a research approach focusing on understanding the psychosocial effects of video game playing by examining non-volitional phenomena (e.g., Altered sensorial perceptions, automatic...
Aiming at the problem of low speed in 3D freehand gesture tracking in gesture-oriented 3D human-computer interactive interface, we introduce the visual attention mechanism into the human-computer interaction interface and propose hand gesture tracking algorithm based on distribution of visual attention model. First of all, the change process of the eye sight is accurately tracked using eye tracker...
The integration of body-proximal robots into the body schema of their users is a crucial aspect for the acceptance of those artificial devices. Humans integrate information about such systems from visual, tactile, and proprioceptive perception. For the design of novel, human-oriented robotics, it is important to understand how this integration can be supported by the technical design of the robot...
Machiavellianism, by definition, is the tendency to use other people as a tool to achieve one's own goals. Despite the large focus on the Big Five traits of personality, this anti-social trait is relatively unexplored in the computational realm. Automatically recognizing anti-social traits can have important uses across a variety of applications. In this paper, we use negotiation as a setting that...
How efficiently decoding affective information when computational resources and sensor systems are limited? This paper presents a framework for analysis of affective behavior starting with a reduced amount of visual information related to human upper-body movements. The main goal is to individuate a minimal representation of emotional displays based on non-verbal gesture features. The GEMEP (Geneva...
This paper presents an original research on eye tracking based personality test. To deal with the unavoidable human deception and inaccurate self-assessment during subjective psychological test, eye tracking techniques are utilized to reveal the participant's cognitive procedure during test. A non-intrusive real-time eye tracking based questionnaire system is developed for Chinese military recruitment...
We recently demonstrated that the gaze sequences produced by infants during an habituation event predict their looking times to both the habituation and (one of two) posthabituation test events [1]. Specifically, we trained a simple recurrent network (SRN) to predict infants' habituation gaze sequences. Sequences that were easier for the SRN to learn were associated with shorter looking times at the...
Higher education institutions are taking opportunities offered by the eLearning community to design and offer educational environments that accommodate various learners' educational needs. Yet it appears to have been taken for granted that ‘technology enhanced learning’ has the potential to facilitate lifelong knowledge acquisition. Considerable time and effort has been expended by courseware designers...
The purpose of this study is examining the eye movements of the understandability of cardinal direction. Specifically we give task to participants, which is to look north shown in each cardinal direction. In addition we were measuring the eye movement of until the reaction time for each cardinal direction. As a result, In the case of reaction time, the RTs increased with increasing design elements...
Compared to traditional SAR, high-resolution PolSAR not only can provide texture and geometry information, but also can provide polarimetric information, which have been used extensively for various surface features recognition. Traditional methods only based on images characteristics which don't apply to high-resolution PolSAR images interpretation, causing the algorithm redundancy and low recognition...
This study to explore the eye movement patterns with underlying cognitive process of optic reasoning between science and non-science major students that have different prior knowledge of optical concepts. There are 33 science major and 33 non-science major undergraduate students were involved in this study. The results showed the science major students and non-science major students have improved...
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