Multimodal Student Engagement Recognition in Prosocial Games
暂无分享,去创建一个
Petros Daras | Konstantinos C. Apostolakis | Athanasios Psaltis | Kosmas Dimitropoulos | P. Daras | K. Dimitropoulos | A. Psaltis | K. C. Apostolakis
[1] J. Reeve,et al. Enhancing Students' Engagement by Increasing Teachers' Autonomy Support , 2004 .
[2] Reed W. Larson,et al. Boredom in the Middle School Years: Blaming Schools versus Blaming Students , 1991, American Journal of Education.
[3] Petros Daras,et al. Multimodal affective state recognition in serious games applications , 2016, 2016 IEEE International Conference on Imaging Systems and Techniques (IST).
[4] Shawn Y. Holmes,et al. Assessing twenty‐first century skills through a teacher created video game for high school biology students , 2010 .
[5] Eric N. Wiebe,et al. Measuring engagement in video game-based environments: Investigation of the User Engagement Scale , 2014, Comput. Hum. Behav..
[6] James C. Lester,et al. Affect and Engagement in Game-BasedLearning Environments , 2014, IEEE Transactions on Affective Computing.
[7] Linda Leach,et al. Student Engagement: What Is It and What Influences It? , 2010 .
[8] David Zyngier,et al. How Motivation Influences Student Engagement: A Qualitative Case Study. , 2012 .
[9] Arthur C. Graesser,et al. Multimodal semi-automated affect detection from conversational cues, gross body language, and facial features , 2010, User Modeling and User-Adapted Interaction.
[10] Marc Prensky,et al. The Motivation of Gameplay or, the REAL 21 st century learning revolution , 2002 .
[11] Jennifer Culver,et al. Relationship Quality And Student Engagement , 2015 .
[12] Beverly Park Woolf,et al. Affect-aware tutors: recognising and responding to student affect , 2009, Int. J. Learn. Technol..
[13] Arthur C. Graesser,et al. Multimethod assessment of affective experience and expression during deep learning , 2009, Int. J. Learn. Technol..
[14] Magy Seif El-Nasr,et al. Visual attention in 3D video games , 2006, Advances in Computer Entertainment Technology.
[15] Petros Daras,et al. Exploring the prosociality domains of trust and cooperation, through single and cooperative digital gameplay in Path of Trust , 2016, Int. J. Serious Games.
[16] Michael Faulkner,et al. Junior Secondary Students' Perceptions of Influences on Their Engagement with Schooling , 2009 .
[17] Javier R. Movellan,et al. The Faces of Engagement: Automatic Recognition of Student Engagementfrom Facial Expressions , 2014, IEEE Transactions on Affective Computing.
[18] Rafael A. Calvo,et al. Automated Detection of Engagement Using Video-Based Estimation of Facial Expressions and Heart Rate , 2017, IEEE Transactions on Affective Computing.
[19] T. Greitemeyer,et al. Video Games Do Affect Social Outcomes , 2014, Personality & social psychology bulletin.
[20] Alex Sandro Gomes,et al. Effectiveness of gamification in the engagement of students , 2016, Comput. Hum. Behav..
[21] Sylvia D. Kreibig,et al. Autonomic nervous system activity in emotion: A review , 2010, Biological Psychology.
[22] Rafael A. Calvo,et al. Affect Detection: An Interdisciplinary Review of Models, Methods, and Their Applications , 2010, IEEE Transactions on Affective Computing.
[23] Kenneth Sundaraj,et al. Detecting Driver Drowsiness Based on Sensors: A Review , 2012, Sensors.
[24] David J. Shernoff,et al. Student engagement in high school classrooms from the perspective of flow theory. , 2003 .
[25] Georgios N. Yannakakis,et al. TOWARDS OPTIMIZING ENTERTAINMENT IN COMPUTER GAMES , 2007, Appl. Artif. Intell..
[26] Elaine Toms,et al. The development and evaluation of a survey to measure user engagement , 2010, J. Assoc. Inf. Sci. Technol..
[27] Yee Whye Teh,et al. A Fast Learning Algorithm for Deep Belief Nets , 2006, Neural Computation.
[28] Jeanne H. Brockmyer,et al. The Development of the Game Engagement Questionnaire: A Measure of Engagement in Video Game Playing: Response to Reviews , 2009, Interacting with computers.
[29] Richard Scheines,et al. Time and Attention: Students, Sessions, and Tasks , 2005 .
[30] Guillaume Chanel,et al. Emotion Assessment From Physiological Signals for Adaptation of Game Difficulty , 2011, IEEE Transactions on Systems, Man, and Cybernetics - Part A: Systems and Humans.
[31] Netta Weinstein,et al. When helping helps: autonomous motivation for prosocial behavior and its influence on well-being for the helper and recipient. , 2010, Journal of personality and social psychology.
[32] Arthur C. Graesser,et al. Affect Detection from Human-Computer Dialogue with an Intelligent Tutoring System , 2006, IVA.
[33] E. Deci,et al. The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior , 2000 .
[34] Kevin C. Almeroth,et al. Measuring Learner Engagement in Computer-Equipped College Classrooms , 2008 .
[35] Jennifer A. Fredricks,et al. School Engagement: Potential of the Concept, State of the Evidence , 2004 .
[36] Ernst Kruijff,et al. Enhancing User Engagement in Immersive Games through Multisensory Cues , 2015, 2015 7th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games).
[37] H. Wallbott. Bodily expression of emotion , 1998 .
[38] Jim Parsons,et al. Improving Student Engagement , 2011 .
[39] Arthur C. Graesser,et al. AUTOMATIC DETECTION OF LEARNER'S AFFECT FROM GROSS BODY LANGUAGE , 2009, Appl. Artif. Intell..
[40] Zhou Yu,et al. TickTock: A Non-Goal-Oriented Multimodal Dialog System with Engagement Awareness , 2015, AAAI Spring Symposia.
[41] James J. Appleton,et al. Measuring cognitive and psychological engagement: Validation of the Student Engagement Instrument , 2006 .
[42] Kostas Karpouzis,et al. Fusing Visual and Behavioral Cues for Modeling User Experience in Games , 2013, IEEE Transactions on Cybernetics.
[43] Keith Nesbitt,et al. Comparing usability and engagement between a serious game and a traditional online program , 2016, ACSW.
[44] Barbara S. Chaparro,et al. The Development and Validation of the Game User Experience Satisfaction Scale (GUESS) , 2016, Hum. Factors.
[45] Kostas Karpouzis,et al. Estimation of behavioral user state based on eye gaze and head pose—application in an e-learning environment , 2009, Multimedia Tools and Applications.
[46] L. Leach,et al. Improving student engagement: Ten proposals for action , 2010 .
[47] Mounia Lalmas,et al. Measuring User Engagement , 2014, Measuring User Engagement.
[48] Theresa M. Akey. School Context, Student Attitudes and Behavior, and Academic Achievement: An Exploratory Analysis. , 2006 .
[49] Joseph E. Beck,et al. Engagement tracing: using response times to model student disengagement , 2005, AIED.
[50] Noor Shaker,et al. Towards Understanding the Nonverbal Signatures of Engagement in Super Mario Bros , 2014, UMAP.
[51] S. Christenson,et al. Check & Connect: The importance of relationships for promoting engagement with school , 2004 .
[52] Petros Daras,et al. Body Motion Analysis for Emotion Recognition in Serious Games , 2016, HCI.
[53] Kristin E. Voelkl,et al. Disruptive and Inattentive-Withdrawn Behavior and Achievement among Fourth Graders , 1995, The Elementary School Journal.
[54] Kayvan Najarian,et al. An Automated Optimal Engagement and Attention Detection System Using Electrocardiogram , 2012, Comput. Math. Methods Medicine.