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  • Toward Affect-Sensitive Virtual Human Tutors: The Influence of Facial Expressions on Learning and Emotion


    Abstract: Affective support can play a central role in adaptive learning environments. Although virtual human tutors hold significant promise for providing affective support, a key open question is how a tutor’s facial expressions can influence learners’ performance. In this paper, we report on a study to examine the influence of a human tutor agent’s facial […]

  • Game Experience and Brain Based Assessment of Motivational Goal Orientations in Video Games


    Abstract: The current study aims to measure the goal orientations motivation in different scenes of a video-game. The evaluation of player experience was done with both subjective measures through questionnaire and objective measures through brain wave activity (electroencephalography – EEG). We used GameFlow questionnaire to characterize the player’s mastery goal in playing video game (Master […]

  • Using sequence mining to reveal the efficiency in scientific reasoning during STEM learning with a game-based learning environment


    Abstract: The goal of this study was to assess how metacognitive monitoring and scientific reasoning impacted the efficiency of game completion during learning with Crystal Island, a game-based learning environment that fosters self-regulated learning and scientific reasoning by having participants solve the mystery of what illness impacted inhabitants of the island. We conducted sequential pattern mining and […]

  • Immersive Natural EEG Neurofeedback to Stimulate Creativity


    Abstract: We propose a natural, 3D immersive and real-time representation of the mental state acquired through EEG. Unlike most other neurofeedback methods currently in use, which are mostly simplistic, synthetic representations, our approach will make use of rich natural visual metaphors, presented immersivity and user-centric. This powerful approach will stimulate deep neurofeedback-based learning and opens […]

  • Thin-Slice Measurement of Wisdom


    Abstract: Objective Measurement of Wisdom within a short period of time is vital for both the public interest (e.g., understanding a presidential election) and research (e.g., testing factors that facilitate wisdom development). A measurement of emotion associated with wisdom would be especially informative; therefore, a novel Thin-Slice measurement of wisdom was developed based on the […]

  • In Harm’s Way: On Preferential Response to Threatening Stimuli


    Abstract: Given the evolutionary significance of survival, the mind might be particularly sensitive (in terms of strength and speed of reaction) to stimuli that pose an immediate threat to physical harm. To rectify limitations in past research, we pilot-tested stimuli to obtain images that are threatening, nonthreatening-negative, positive, or neutral. Three studies revealed that participants (a) […]

  • The Effects of Autonomy on Emotions and Learning in Game-Based Learning Environments


    Abstract:  The current study examined the impact of agency on college students’ emotions and learning during gameplay with CRYSTAL ISLAND, a game-based learning environment designed to foster microbiology learning. 96 undergraduate students (59% female) from a large North American university participated in the study. Participants were randomly assigned to one of three experimental conditions (i.e., […]

  • Predicting Consumer Liking and Preference Based on Emotional Responses and Sensory Perception: A Study with Basic Taste Solutions


    Abstract:  Traditional methods of sensory testing focus on capturing information about multisensory perceptions, but do not necessarily measure emotions elicited by these food and beverages. The objective of this study was to develop an optimum model of predicting overall liking (rating) and preference (choice) based on taste intensity and evoked emotions. One hundred and two […]

  • Enhancing Student Models in Game-based Learning with Facial Expression Recognition


    Abstract:  Recent years have seen a growing recognition of the role that affect plays in learning. Because game-based learning environments elicit a wide range of student affective states, affect-enhanced student modeling for game-based learning holds considerable promise. This paper introduces an affect-enhanced student modeling framework that leverages facial expression tracking for game-based learning. The affect-enhanced […]

  • Consumer Responses to Native Advertising


    Abstract: Native advertising is a type of online advertising that matches the form and function of the platform on which it appears. The U.S. Federal Trade Commission (FTC) monitors this form of advertising and has established guidelines requiring advertisers to clearly mark their native ads to assure that consumers do not confuse them with content. Our […]


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