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The design and evaluation of assisting technologies to support behavior change processes have become an essential topic within the field of human-computer interaction research in general and the field of immersive intervention technologies…
Recent experimental observations have shown that the reactivation of hippocampal place cells (PC) during sleep or immobility depicts trajectories that can go around barriers and can flexibly adapt to a changing maze layout. Such…
Noncompliance with medication regimens poses an immense challenge in the management of chronic diseases, often resulting in exacerbated health complications and recurrent hospital admissions. Addressing this gap, our team designed an…
Debugging is a demanding aspect of programming yet guidance on how to teach it effectively remains limited. Novices often struggle to recognize impasses regulate their problem solving and manage cognitive load and stress. This study…
Nowadays, the possibility to run advanced AI on embedded systems allows natural interaction between humans and machines, especially in the automotive field. We present a custom portable EEG-based Brain-Computer Interface (BCI) that exploits…
Motivation to perform movement therapy and caregiver burnout are major challenges to post-stroke life. Serious games have been shown to support therapeutic tasks in people with stroke, but there are few activities that simultaneously…
Computer programs are not executed in isolation, but rather interact with the execution environment which drives the program behaviors. Software validation methods thus need to capture the effect of possibly complex environmental…
We provide ongoing results from the development of a personalized learning system integrated into a serious game. Given limited instructor resources, the use of computerized systems to help tutor students offers a way to provide higher…
We discuss MET, a learning-based algorithm proposed for perceiving a patient's level of engagement during telehealth sessions. We leverage latent vectors corresponding to Affective and Cognitive features frequently used in psychology…
Many children experience challenges in emotional regulation and social interaction, which can limit their participation in everyday activities and therapeutic programs. For socially assistive robots to be effective in this context, it is…
To solve a navigation task based on experiences, we need a mechanism to associate places with objects and to recall them along the course of action. In a reward-oriented task, if the route to a reward location is simulated in mind after…
Detection of engagement during a conversation is an important function of human-robot interaction. The level of user engagement can influence the dialogue strategy of the robot. Our motivation in this work is to detect several behaviors…
Learning using Computer-Assisted Instruction (CAI) demands a high level of attention given the tendency to be distracted and mind-wander. How does the online STEM instructor know when learners are having attentional problems and the extent…
Brain-Computer Interfaces (BCIs) have traditionally been studied in clinical and laboratory contexts, but the rise of consumer-grade devices now allows exploration of their use in daily activities. Virtual reality (VR) provides a…
Epilepsy is one of the most prevalent brain disorders that disrupts the lives of millions worldwide. For patients with drug-resistant seizures, there exist implantable devices capable of monitoring neural activity, promptly triggering…
In this article we present the results of our research related to the study of correlations between specific visual stimulation and the elicited brain's electro-physiological response collected by EEG sensors from a group of participants.…
We describe the experimental procedures for a dataset that we have made publicly available at https://doi.org/10.5281/zenodo.1494163 in mat and csv formats. This dataset contains electroencephalographic (EEG) recordings of 24 subjects doing…
In the virtual elements of immersive learning, the use of Google Expedition and touch-screen-based emotion are examined. The objective is to investigate possible ways to combine these technologies to enhance virtual learning environments…
EEG is a non-invasive, safe, and low-risk method to record electrophysiological signals inside the brain. Especially with recent technology developments like dry electrodes, consumer-grade EEG devices, and rapid advances in machine…
In the Massive Open Online Courses (MOOC) learning scenario, the semantic information of instructional videos has a crucial impact on learners' emotional state. Learners mainly acquire knowledge by watching instructional videos, and the…