In this paper we address the problem of recognizing student engagement in prosocial games by exploiting engagement cues from different input modalities. Since engagement is a multifaceted phenomenon with different dimensions, i.e., behavioral, cognitive and affective, we propose the modeling of student engagement using real-time data from both the students and the game. More specifically, we apply body motion and facial expression analysis to identify the affective state of students, while we extract features related to their cognitive and behavioral engagement based on the analysis of their interaction with the game. For the automatic recognition of engagement, we adopt a machine learning approach based on artificial neural networks, while...
Many researchers have posited different types of engagement, distinguishing between behavioral, cogn...
Educational computer games are increasingly being used in the formal schooling system; however, it i...
International audienceAnalysing learners' behaviour continuously and under ecological conditions can...
This paper discusses an approach to monitor the level of engagement of video game players based on t...
This research investigated the merits of using an established system for rating behavioral cues of i...
International audienceThis paper proposes a qualitative approach for identifying learners' engagemen...
© 2008-2011 IEEE. Learning games have great potential to become an integral part of new classrooms o...
This research investigated the merits of using an established system for rating behavioral cues of i...
International audienceThis paper proposes a qualitative approach for identifying learners’ engagemen...
Many modern applications of artificial intelligence involve, to some extent, an understanding of hum...
The introduction of motion capture in the everyday gaming has changed the way players interact with ...
Part 4: Games-Based Learning and GamificationInternational audienceClasscraft is a digital role-play...
International audienceWithin the health sector, the effectiveness is a key factor for the deployment...
The Player and Avatar attachment help to motivate a student to strengthen their engagement in gamepl...
People can understand how human interaction unfolds and can pinpoint social attitudes such as showin...
Many researchers have posited different types of engagement, distinguishing between behavioral, cogn...
Educational computer games are increasingly being used in the formal schooling system; however, it i...
International audienceAnalysing learners' behaviour continuously and under ecological conditions can...
This paper discusses an approach to monitor the level of engagement of video game players based on t...
This research investigated the merits of using an established system for rating behavioral cues of i...
International audienceThis paper proposes a qualitative approach for identifying learners' engagemen...
© 2008-2011 IEEE. Learning games have great potential to become an integral part of new classrooms o...
This research investigated the merits of using an established system for rating behavioral cues of i...
International audienceThis paper proposes a qualitative approach for identifying learners’ engagemen...
Many modern applications of artificial intelligence involve, to some extent, an understanding of hum...
The introduction of motion capture in the everyday gaming has changed the way players interact with ...
Part 4: Games-Based Learning and GamificationInternational audienceClasscraft is a digital role-play...
International audienceWithin the health sector, the effectiveness is a key factor for the deployment...
The Player and Avatar attachment help to motivate a student to strengthen their engagement in gamepl...
People can understand how human interaction unfolds and can pinpoint social attitudes such as showin...
Many researchers have posited different types of engagement, distinguishing between behavioral, cogn...
Educational computer games are increasingly being used in the formal schooling system; however, it i...
International audienceAnalysing learners' behaviour continuously and under ecological conditions can...