BIG-AFF: Exploring Low Cost and Low Intrusive Infrastructures for Affective Computing in Secondary Schools

J. Boticario, O. Santos, Raúl Cabestrero, Pilar Quirós, Sergio Salmeron-Majadas, Raul Uria-Rivas, Mar Saneiro, M. Arevalillo-Herráez, F. Ferri
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引用次数: 2

Abstract

Recent research has provided solid evidence that emotions strongly affect motivation and engagement, and hence play an important role in learning. In BIG-AFF project, we build on the hypothesis that ``it is possible to provide learners with a personalised support that enriches their learning process and experience by using low intrusive (and low cost) devices to capture affective multimodal data that include cognitive, behavioural and physiological information''. In order to deal with the affect management complete cycle, thus covering affect detection, modelling and feedback, there is lack of standards and consolidated methodologies. Being our goal to develop realistic affect-aware learning environments, we are exploring different approaches on how these can be supported by either by traditional non-intrusive interaction sources or low intrusive and inexpensive sensing devices. In this work we describe the main issues involved in two user studies carried out with high school learners, highlight some open problems that arose when designing the corresponding experimental settings. In particular, the studies involved varied nature of information sources and each focused on one of the approaches. Our experience reflects the need to develop an extensive knowledge about the organization of this type of experiences that consider user-centric development and evaluation methodologies.
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BIG-AFF:探索中学情感计算的低成本和低侵入性基础设施
最近的研究提供了确凿的证据,表明情绪强烈地影响动机和投入,因此在学习中起着重要作用。在BIG-AFF项目中,我们基于这样的假设:“有可能为学习者提供个性化的支持,通过使用低侵入性(和低成本)的设备来捕获包括认知、行为和生理信息在内的情感多模态数据,丰富他们的学习过程和体验。”为了处理影响管理的完整周期,从而涵盖影响检测、建模和反馈,缺乏标准和统一的方法。我们的目标是开发现实的情感感知学习环境,我们正在探索如何通过传统的非侵入性交互源或低侵入性和廉价的传感设备来支持这些学习环境。在这项工作中,我们描述了与高中学习者进行的两个用户研究中涉及的主要问题,强调了在设计相应实验设置时出现的一些开放问题。特别是,这些研究涉及各种性质的信息来源,每项研究都侧重于其中一种方法。我们的经验反映出,我们需要在考虑以用户为中心的开发和评估方法的基础上,对这类体验的组织进行广泛的了解。
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