Related papers: A neurofeedback system to promote learner engageme…
The prevalence of online learning poses a vital challenge in real-time monitoring of students' concentration. Traditional methods such as questionnaire assessments require manual intervention, and webcam-based monitoring fails to provide…
Few-shot meta-learning presents a challenge for gradient descent optimization due to the limited number of training samples per task. To address this issue, we propose an episodic memory optimization for meta-learning, we call EMO, which is…
We describe the design and implementation of a vision based interactive entertainment system that makes use of both involuntary and voluntary control paradigms. Unintentional input to the system from a potential viewer is used to drive…
We ran a study on engagement and achievement for a first year undergraduate programming module which used an online learning environment containing tasks which generate automated feedback. Students could also access human feedback from…
Objective: The Electroencephalogram (EEG) is gaining popularity as a physiological measure for neuroergonomics in human factor studies because it is objective, less prone to bias, and capable of assessing the dynamics of cognitive states.…
Humans quickly solve tasks in novel systems with complex dynamics, without requiring much interaction. While deep reinforcement learning algorithms have achieved tremendous success in many complex tasks, these algorithms need a large number…
Electroencephalography (EEG) is a method of recording brain activity that shows significant promise in applications ranging from disease classification to emotion detection and brain-computer interfaces. Recent advances in deep learning…
We introduce Teegi, a Tangible ElectroEncephaloGraphy (EEG) Interface that enables novice users to get to know more about something as complex as brain signals, in an easy, en- gaging and informative way. To this end, we have designed a new…
Emotional Support Conversation (ESC) systems are pivotal in providing empathetic interactions, aiding users through negative emotional states by understanding and addressing their unique experiences. In this paper, we tackle two key…
Cyborg in the brain-machine interface field has attracted more attention in recent years. To control a creature via a machine called cyborg method, three stages are considerable: stimulation of neurons, neural response, and the behavioral…
In Brain-Computer Interface (BCI) research, the detailed study of blinks is crucial. They can be considered as noise, affecting the efficiency and accuracy of decoding users' cognitive states and intentions, or as potential features,…
The COVID pandemic and the measures which were taken had effect over the mental health of persons. The current paper proposes a concept that supports the performance of students by analyzing three ways of distance learning, namely text,…
This thesis delves into the world of non-invasive electrophysiological brain signals like electroencephalography (EEG) and magnetoencephalography (MEG), focusing on modelling and decoding such data. The research aims to investigate what…
A teaching experiment was carried out in a university-level thermodynamics course using adaptive and interactive e-learning material, created in the new Moodle question type Stateful extending the original e-learning platform STACK. The…
Virtual reality (VR) can create compelling experiences that evoke presence, the sense of ``being there.'' However, problems in rendering can create sensorimotor disruptions that undermine presence and task performance. Presence is typically…
The need for automatic and high-quality emotion annotation is paramount in applications such as continuous emotion recognition and video highlight detection, yet achieving this through manual human annotations is challenging. Inspired by…
Neuromorphic devices represent an attempt to mimic aspects of the brain's architecture and dynamics with the aim of replicating its hallmark functional capabilities in terms of computational power, robust learning and energy efficiency. We…
Children learn though play. We introduce the analogous idea of learning programs through play. In this approach, a program induction system (the learner) is given a set of tasks and initial background knowledge. Before solving the tasks,…
Developing electroencephalogram (EEG) based brain-computer interface (BCI) systems is challenging. In this study, we analyzed natural grasp actions from EEG. Ten healthy subjects participated in this experiment. They executed and imagined…
The prevailing educational methods predominantly rely on traditional classroom instruction or online delivery, often limiting the teachers' ability to engage effectively with all the students simultaneously. A more intrinsic method of…