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Improving active listening behaviours of embodied conversational agents (ECA) from a UX perspective
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Comparing the Effectiveness of Speech and Physiological Features in Explaining Emotional Responses during Voice User Interface Interactions
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In: Applied Sciences; Volume 12; Issue 3; Pages: 1269 (2022)
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Crescer em Silêncio: Desenvolvimento de uma app de LGP destinada a crianças ouvintes
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Moreno, Débora Silva. - : Instituto Politécnico de Lisboa, Escola Superior de Comunicação Social, 2021
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Optimizing the existing video conferencing platforms used in academia to make them more academic-friendly.
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In: Graduate Theses and Dissertations (2021)
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Analysis of Unsatisfying User Experiences and Unmet Psychological Needs for Virtual Reality Exergames Using Deep Learning Approach
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In: Information ; Volume 12 ; Issue 11 (2021)
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Empathy Mapping: Bridging cultural and linguistic divides in international online education
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In: Teaching Culturally and Linguistically Diverse International Students in Open or Online Learning Environments: A Research Symposium (2021)
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Cross-Domain Polarity Models to Evaluate User eXperience in E-learning
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The Rhetorical Mediator: Understanding Agency In Indigenous Translation And Interpretation Through Indigenous Approaches To Ux
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In: Open Access Theses & Dissertations (2021)
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The Role of Translation in Multilingual User Experience
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In: Open Access Theses & Dissertations (2021)
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Designing and using gamification elements to improve students’ user experience in a video-based mobile language learning app
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Galle, Thor. - : KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020
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Identification of Speech Characteristics to Distinguish Human Personality of Introversive and Extroversive Male Groups
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In: International Journal of Environmental Research and Public Health ; Volume 17 ; Issue 6 (2020)
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An Exploratory Analysis of the Implementation and Use of an Intelligent Platform for Learning in Primary Education
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In: Applied Sciences ; Volume 10 ; Issue 3 (2020)
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User Experience of Alexa when controlling music - comparison of face and construct validity of four questionnaires
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In: Fraunhofer IIS (2020)
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Interactive Virtual Training: Implementation for Early Career Teachers to Practice Classroom Behavior Management
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In: FIU Electronic Theses and Dissertations (2020)
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Abstract:
Teachers that are equipped with the skills to manage and prevent disruptive behaviors increase the potential for their students to achieve academically and socially. Student success increases when prevention strategies and effective classroom behavior management (CBM) are implemented in the classroom. However, teachers with less than 5 years of experience, early career teachers (ECTs), are ill equipped to handle disruptive students. ECTs describe disruptive behaviors as a major factor for stress given their limited training in CBM. As a result, disruptive behaviors are reported by ECTs as one of the main reasons for leaving the field. Virtual training environments (VTEs) combined with advances in virtual social agents can support the training of CBM. Although VTEs for teachers already exist, requirements to guide future research and development of similar training systems have not been defined. We propose a set of six requirements for VTEs for teachers. Our requirements were established from a survey of the literature and from iterative lifecycle activities to build our own VTE for teachers. We present different evaluations of our VTE using methodologies and metrics we developed to assess whether all requirements were met. Our VTE simulates interactions with virtual animated students based on real classroom situations to help ECTs practice their CBM. We enhanced our classroom simulator to further explore two aspects of our requirements: interaction devices and emotional virtual agents. Interactions devices were explored by comparing the effect of immersive technologies on users' experience (UX) such as presence, co-presence, engagement and believability. We adapted our VTE originally built for desktop computer, to be compatible with two immersive VR platforms. Results show that our VTE generates high levels of UX across all VR platforms. Furthermore, we enhanced our virtual students to display emotions using facial expressions as current studies do not address whether emotional virtual agents provide the same level of UX across different VR platforms. We assessed the effects of VR platforms and display of emotions on UX. Our analysis shows that facial expressions have greater impact when using a desktop computer. We propose future work on immersive VTEs using emotional virtual agents.
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Keyword:
Affective Computing; Computational Engineering; Computer and Systems Architecture; Human-centered Interaction design; Immersive Virtual Environment; Other Computer Engineering; Teacher Training; Usability; User Experience; Virtual reality
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URL: https://digitalcommons.fiu.edu/cgi/viewcontent.cgi?article=5952&context=etd https://digitalcommons.fiu.edu/etd/4595
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Understanding User Experience: An Essential Component within Academic Support Resources at the University of Minnesota
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Artificial Intelligence and Interface Design for Everyday Products
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Ukko opastau lapsie aijan - Serious games as tools for teaching Viena Karelian to Finns? ...
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Ukko opastau lapsie aijan - Serious games as tools for teaching Viena Karelian to Finns? ...
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LSTM vs Random Forest for Binary Classification of Insurance Related Text ; LSTM vs Random Forest för binär klassificering av försäkringsrelaterad text
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Usability of Automatic Speech Recognition Systems for Individuals with Speech Disorders: Past, Present, Future, and A Proposed Model
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