Emerging applications using body sensor networks (BSNs) constitute a new trend in car safety. However, the integration of heterogeneous body sensors with vehicular ad hoc networks (VANETs) poses a challenge, particularly on the detection of human behavioral states that may impair driving. This paper proposes a detector of human emotions, of which tiredness and stress (tension) could be related to traffic accidents. We present an exploratory study demonstrating the feasibility of detecting one emotional state in real time using a BSN. Based on these results, we propose middleware architecture that is able to detect emotions, which can be communicated via the onboard unit of a vehicle with city emergency services, VANETs, and roadside units, aimed at improving the driver's experience and at guaranteeing better security measures for the car driver.
This article proposes an evaluation methodology for supporting the development of specified learning activities in virtual worlds, based upon inductive methods and augmented by the four dimensional framework. The study undertaken aimed to test the efficacy of the evaluation methodology and to evaluate the broader uses of Second Life for supporting lifelong learners in their educational choices and career decisions. The paper presents the findings of the study and argues that virtual worlds are reorganising how we relate to the design and delivery of learning. This is opening up a transition in learning predicated upon the notion of learning as made up of immersive experiences rather than sets of knowledge to be transferred between tutor and learner. The challenge for tutors remains in the design and delivery of these activities and experience and the approach advocated here builds upon an incremental testing and evaluation of virtual world learning experiences.
1 March 2022 in International Journal of Artificial Intelligence in Education
Many previous studies have highlighted the influence of learners’ affective states on learning with tutoring systems. However, the associations between learning and learners’ meta-affective capability are still unclear. The goal of this paper is to analyse meta-affective capability and its influence on learning outcomes as well as the dynamics of affect over time. Two criteria, awareness and self-regulation, were employed to define meta-affective capability. An exploratory study (n = 54) was conducted in which students at the secondary level were asked to interact with an intelligent tutoring system for mathematics and to self-report their affect during their interactions with the system. Pre-post learning outcomes were also measured. A post-hoc comparison of learning gains was made between more meta-affectively capable and less meta-affectively capable students. The results provide some empirical evidence to support the hypothesis that having meta-affective capability is positively associated with learning. Students not demonstrating meta-affective capability seemed to transition frequently from boredom to frustration (p = .0284) and from concentration to neutral (p = 0.0017). However, only a small percentage of the sample were classified as having meta-affective capability, indicating that it is important to scaffold students who are not meta-affectively capable.
Technology has the promise to transform educational prac-tices worldwide. In particular, cognitive tutoring systems are an example of educational technology that has been ex-tremely effective at improving mathematics learning over traditional classroom instruction. However, studies on the effectiveness of tutor software have been conducted mainly in the United States, Canada, and Western Europe, and little is known about how these systems might be used in other contexts with differing classroom practices and values. To understand this question, we studied the usage of mathematics tutoring software for middle school at sites in three Latin American countries: Brazil, Mexico, and Costa Rica. While cognitive tutors were designed for individual use, we found that students in these classrooms worked collaboratively, engaging in interdependently paced work and conducting work away from their own computer. In this paper we present design recommendations for how cognitive tutors might be incorporated into different classroom practices, and better adapted for student needs in these environments.