This paper presents a tangible programming tool 'T-Maze' for children aged 5 to 9. Children could use T-Maze to create their own maze maps and complete some maze escaping tasks by the tangible programming blocks and sensors. T-Maze uses a camera to, in real-time, catch the programming sequence of the wooden blocks' arrangement, which will be used to analyze the semantic correctness and enable the children to receive feedbacks immediately. And children could join in the game by controlling the sensors during program's running. A user study shows that T-Maze is an interesting programming approach for children and easy to learn and use.
Game and creation are activities which have good potential for computational thinking skills. In this paper we present T-Maze, an economical tangible programming tool for children aged 5–9 to build computer programs in maze games by placing wooden blocks. Through the use of computer vision technology, T-Maze provides a live programming interface with real-time graphical and voice feedback. We conducted a user study with 7 children using T-Maze to play two levels of maze-escape games and create their own mazes. The results show that T-Maze is not only easy to use, but also has the potential to help children cultivate computational thinking like abstraction, problem decomposition, and creativity.
Visual fatigue evaluation plays an important role in applications such as virtual reality since the visual fatigue symptoms always affect the user experience seriously. Existing visual evaluation methods require hand-crafted features for classification, and conduct feature extraction and classification in a separated manner. In this paper, we conduct a designed experiment to collect electroencephalogram (EEG) signals of various visual fatigue levels, and present a multi-scale convolutional neural network (CNN) architecture named MorletInceptionNet to detect visual fatigue using EEG as input, which exploits the spatial-temporal structure of multichannel EEG signals. Our MorletInceptionNet adopts a joint space-time-frequency features extraction scheme in which Morlet wavelet-like kernels are used for time-frequency raw feature extraction and inception architecture are further used to extract multi-scale temporal features. Then, the multi-scale temporal features are concatenated and fed to the fully connected layer for visual fatigue evaluation using classification. In experiment evaluation, we compare our method with five state-of-the-art methods, and the results demonstrate that our model achieve overally the best performance better performance for two widely used evaluation metrics, i.e., classification accuracy and kappa value. Furthermore, we use input-perturbation network-prediction correlation maps to conduct in-depth analysis into the reason why the proposed method outperforms other methods. The results suggest that our model is sensitive to the perturbation of (14–30 Hz) and (30–40 Hz) bands. Furthermore, their spatial patterns are of high correlation with that of the corresponding power spectral densities which are used as evaluation features traditionally. This finding provides evidence of the hypothesis that the proposed model can learn the joint time-frequency-space features to distinguish fatigue levels automatically.
It is common for people to make bad decisions because of their emotions in life. When these decisions are important, such as aeronautical decisions and driving decisions, the mistakes of decisions can cause irreversible damage. Therefore, it is important to explore how emotions influence decision-making, so as to avoid the negative influence of emotions on decision-making as much as possible. Although existing researchers have found some mechanisms of emotion's influence on decision-making, only a few studies focused on the influence of emotions on decision-making based on electroencephalography (EEG). In addition, most of them were focused on risky and uncertain decision-making. We designed a novel experimental task to explore the influence of emotion on spatial decision-making and recorded subjective data, decision-making behavioral data, and EEG data. By analyzing these data, we came to three conclusions. Firstly, we observed three similar event-related potentials (ERP) microstates in the decision-making process under different emotions by microstate analysis. Additionally, the prefrontal, parietal and occipital lobes played key roles in decision-making. Secondly, we found that the P2 component of the prefrontal lobe presented the influence of different emotions on decision-making by ERP analysis. Among them, positive emotion evoked the largest P2 amplitude compared to negative emotions and no stimuli. Thirdly, we found some graph metrics that were significantly associated with decision accuracy by effective connectivity analysis combined with graph theoretic analysis. In consequence, the finding of our study may shed more light on the brain mechanisms underlying the influence of emotions on spatial decision-making, thereby providing a basis for avoiding decision-making accidents caused by emotions and realizing better decision-making.