Autism Spectrum Disorder (ASD) is a neurodevelopmental life condition characterized by problems with social interaction, low verbal and non-verbal communication skills, and repetitive and restricted behavior. People with ASD usually have variable attention levels because they have hypersensitivity and large amounts of environmental information are a problem for them. Attention is a process that occurs at the cognitive level and allows us to orient ourselves towards relevant stimuli, ignoring those that are not, and act accordingly. This paper presents a methodology based on electroencephalographic (EEG) signals for attention measurement in a 13-year-old boy diagnosed with ASD. The EEG signals are acquired with an Epoc+ Brain–Computer Interface (BCI) via the Emotiv Pro platform while developing several learning activities and using Matlab 2019a for signal processing. For this article, we propose to use electrodes F3, F4, P7, and P8. Then, we calculate the band power spectrum density to detect the Theta Relative Power (TRP), Alpha Relative Power (ARP), Beta Relative Power (BRP), Theta–Beta Ratio (TBR), Theta–Alpha Ratio (TAR), and Theta/(Alpha+Beta), which are features related to attention detection and neurofeedback. We train and evaluate several machine learning (ML) models with these features. In this study, the multi-layer perceptron neural network model (MLP-NN) has the best performance, with an AUC of 0.9299, Cohen’s Kappa coefficient of 0.8597, Matthews correlation coefficient of 0.8602, and Hamming loss of 0.0701. These findings make it possible to develop better learning scenarios according to the person’s needs with ASD. Moreover, it makes it possible to obtain quantifiable information on their progress to reinforce the perception of the teacher or therapist.
22 June 2016 in Universal Access in the Information Society
Currently, in Scrum, there are different methods to estimate user stories in terms of effort or complexity. Most of the existing techniques consider factors in a fine grain level; these techniques are not always accurate. Although Planning Poker is the most used method in Scrum to estimate user stories, it is primarily effective in experienced teams since the estimation mostly depends on the observation of experts, but it is difficult when is used by inexperienced teams. In this paper, we present a proposal for complexity decomposition in a coarse grain level, in order to consider important factors for complexity estimation. We use a Bayesian network to represent those factors and their relations. The edges of the network are weighted with the judge of professional practitioners about the importance of the factors. The nodes of the network represent the factors. During the user estimation phase, the Scrum team members introduce the values for each factor; in this way, the network generates a value for the complexity of a User story, which is transformed in a Planning Poker card number, which represents the story points. The purpose of this research is to provide to development teams without experience or without historical data, a method to estimate the complexity of user stories through a model focused on the human aspects of developers.
The need to compete for users’ attention and provide them with the best user experience has increased the use of persuasion strategies in modern systems. Currently, Persuasive Systems (PSs) promote healthy behavior for well-being, energy consumption, and learning. Although the educational domain has limited investigation compared to other areas, PSs in education have been shown to be effective in motivating students. This paper summarizes the existing evidence on Persuasive Educational Systems (PESs), emphasizing research on the current design methods, evaluation methods, and characteristics. We follow Kitchenham’s method to perform a systematic literature review about PESs published between 2014 and 2020, with 19 relevant studies selected. We highlight some results from the analysis of selected papers such as persuasion strategies, use of a personalized persuasion technique, study of students’ susceptibility to strategies, integration of gamification mechanisms, and proposed tools to design PES. Moreover, we discuss interesting facts such as the common practice of using more than one tool to design PES, aspects of interaction, persuasion, learning, and the challenges in evaluating persuasive impact. Finally, as the main contribution of the paper we identify the seven necessary characteristics to build a persuasive educational system.
Mobile technologies have an impact in teaching and learning programming in computational sciences, leading to developing tools to support this process in introductory courses. Increased access to mobile phones allow us to promote its use in programming courses using a mobile platform, trying to improve classes with out of class support. This paper presents the structure and experience of using PAEPOO (Plataforma para el Aprendizaje y Enseñanza de Programación Orientada a Objetos; in english PLSOOP (Platform for Learning Support and Object Oriented Programming), a mobile application where students, enthusiastic about using their mobile phone, undertake an active and committed role in their learning process, taking advantage of the aiding platform with great results and acceptation.
21 December 2022 in Programming and Computer Software
People who have dementia (PwD) experience deteriorating executive functions, in particular their working memory, and therefore find it hard to complete multistep tasks or activities of daily living. There is no doubt that during the pandemic, PwD and their caregivers were particularly vulnerable, often isolated which affected their mental and physical health. Their ability to live independently was hampered, fomenting depression in the PwD and burnout on informal caregivers. Information technology can support dementia care improving the quality of life of PwD and easing the burden on caregivers. There is an increasing demand to support informal caregivers and improve their well-being by making dementia challenges less severe. This study uses qualitative techniques to design a model with technological strategies based on semi-structured interviews applied to seven informal caregivers from two different countries. Based on these interviews we developed design insights for implementing solutions to help informal caregivers take care of their PwD at home using conversational agents. We hope that the findings presented in this study will help researchers, and developers design solutions that can support PwD and informal caregivers.