Related papers: Research on Wearable Technologies for Learning: A …
Wearable devices and sensors have recently become a popular way to collect data, especially in the health sciences. The use of sensors allows patients to be monitored over a period of time with a high observation frequency. Due to the…
Describing and analysing learner behaviour using sequential data and analysis is becoming more and more popular in Learning Analytics. Nevertheless, we found a variety of definitions of learning sequences, as well as choices regarding data…
Health and fitness wearable technology has recently advanced, making it easier for an individual to monitor their behaviours. Previously self generated data interacts with the user to motivate positive behaviour change, but issues arise…
Wearables activity trackers are becoming widely adopted to understand individual behavior. Understanding behavior may help in self-regulation such as self-monitoring, goal-setting, self-corrective, etc.; Nevertheless, challenges exist in…
Wearable design is an interdisciplinary field that balances technological innovation, human factors, and human-computer interactions. Despite contributions from various disciplines, many projects lack stable interdisciplinary teams, which…
In Human-Computer Interaction (HCI) and Ubiquitous Computing, the objective of optimizing device interactions and personalizing user experiences has placed a new emphasis on accurately evaluating cognitive readiness using wearable devices.…
Employees face decisions every day - in the absence of supervision. The outcome of these decisions can be influenced by digital workplace design through the power of persuasive technology. This paper provides a structured literature review…
The rapid growth of immersive technologies in educational areas has increased research interest in analyzing the specific behavioral patterns of learners in immersive learning environments. Considering the fact that research on the…
This article is based on studies of the existing literature, focusing on the states-of-the-arts on virtual reality (VR) and its potential uses in learning. Different platforms have been used to improve the learning effects of VR that offers…
Over the past few years, we have seen fundamental breakthroughs in core problems in machine learning, largely driven by advances in deep neural networks. At the same time, the amount of data collected in a wide array of scientific domains…
A growing number of wearable devices is becoming increasingly non-invasive, readily available, and versatile for measuring different physiological signals. This renders them ideal for inferring the emotional states of their users. Despite…
Surveys in mobile learning developed so far have analysed in a global way the effects on the usage of mobile devices by means of general apps or apps already developed. However, more and more teachers are developing their own apps to…
The development of smart polymer materials is reviewed and illustrated. Important examples of these polymers include conducting polymers, ionic gels, stimulus-response be used polymers, liquid crystalline polymers and piezoelectric…
Automatic classification of running styles can enable runners to obtain feedback with the aim of optimizing performance in terms of minimizing energy expenditure, fatigue, and risk of injury. To develop a system capable of classifying…
AI-powered educational technologies have demonstrated measurable benefits for learners, but their design and evaluation have largely centered on K-12 contexts. As a result, many AI-supported learning systems remain poorly aligned with the…
Usability issues can hinder the effective use of software. Therefore, various techniques are deployed to diagnose and mitigate them. However, these techniques are costly and time-consuming, particularly in iterative design and development.…
The integration of technology into exercise regimens has emerged as a strategy to enhance normal human capabilities and return human motor function after injury or illness by enhancing motor learning and retention. Much research has focused…
Wearable devices are transforming computing and the human-computer interaction and they are a primary means for motion recognition of reflexive systems. We review basic wearable deployments and their open wireless communications. An…
Wearable devices are increasingly used as tools for biomedical research, as the continuous stream of behavioral and physiological data they collect can provide insights about our health in everyday contexts. Long-term tracking, defined in…
Augmented Reality (AR) learning games, on average, have been shown to have a positive impact on student learning. However, the exploration of AR learning games in special education settings, where accessibility is a concern, has not been…