Related papers: A Fuzzy Control System for Inductive Video Games
The rapid adoption of LLM-based conversational systems is already transforming the landscape of educational technology. However, the current state-of-the-art learning models do not take into account the student's affective states. Multiple…
Emotions and other affective states play a pivotal role in cognition and, consequently, the learning process. It is well-established that computer-based learning environments (CBLEs) that can detect and adapt to students' affective states…
Video games elicit emotions which can be influenced by color stimuli as shown by previous studies. However, little research has been conducted on whether this applies to mobile games played by adolescents. Therefore, we examined the…
In this study, we investigate the combination of indicators, including performance, behavioral engagement, and emotional engagement, to identify students experiencing difficulties. We analyzed data from two primary sources: digital traces…
Educational games are being increasingly used to support self-paced learning. However, educators and system designers often face challenges in monitoring student affect and cognitive load. Existing assessments in game-based learning…
As artificial intelligence systems become increasingly prevalent in education, a fundamental challenge emerges: how can we verify if an AI truly understands how students think and reason? Traditional evaluation methods like measuring…
Serious games are widely used for learning and training across domains such as healthcare, defense, and education. Persistent challenges remain, however, including static scenario design, authoring bottlenecks, limited learner modeling, and…
As deep reinforcement learning driven by visual perception becomes more widely used there is a growing need to better understand and probe the learned agents. Understanding the decision making process and its relationship to visual inputs…
Aging or sedentary behavior can decrease motor capabilities causing a loss of autonomy. Prevention or readaptation programs that involve practice of physical activities can be precious tools to fight against this phenomenon. ?Serious? video…
As the demand for high-quality video content continues to rise, adaptive video streaming plays a pivotal role in delivering an optimal viewing experience. However, traditional content recommendation systems face challenges in dynamically…
XBadges is a research project based on the hypothesis that commercial video games (nonserious games) can train soft skills. We measure persistence, spatial reasoning and risk taking before and after subjects participate in controlled game…
We present a method for incremental modeling and time-varying control of unknown nonlinear systems. The method combines elements of evolving intelligence, granular machine learning, and multi-variable control. We propose a State-Space…
This paper introduces an intelligent lecturing assistant (ILA) system that utilizes a knowledge graph to represent course content and optimal pedagogical strategies. The system is designed to support instructors in enhancing student…
Technology can facilitate self-learning for academic and leisure activities such as music learning. In general, learning to play an unknown musical song at sight on the electric piano or any other instrument can be quite a chore. In a…
Haptic interfaces have untapped the sense of touch to assist multimodal music learning. We have recently seen various improvements of interface design on tactile feedback and force guidance aiming to make instrument learning more effective.…
Generative AI challenges traditional assessments by allowing students to produce correct answers without demonstrating understanding or reasoning. Rather than prohibiting AI, this work argues that one way to integrate AI into education is…
Testing is an important aspect of software development, but unfortunately, it is often neglected. While test quality analyses such as code coverage or mutation analysis inform developers about the quality of their tests, such reports are…
Brain controlled vehicle refers to the vehicle that obtains control commands by analyzing the driver's EEG through Brain-Computer Interface (BCI). The research of brain controlled vehicles can not only promote the integration of brain…
The design of a serious game is presented that served as an instrument to motivate and aid to Physics education using active and ludic learning, specifically the topic of free fall of objects, with diverse educational purposes, first to…
Video games have played a crucial role in entertainment since their development in the 1970s, becoming even more prominent during the lockdown period when people were looking for ways to entertain them. However, at that time, players were…