Design, Development, and Deployment of an Augmented Reality Game for Philippine History

In order to address the general lack of digital learning materials to teach Philippine Social Studies, this project aims to build an augmented reality game that is engaging, educational, and contributes to the preservation of Philippine history. The game will be a 6D curriculum-based application, that uses augmentation using video and audio to display historical content based on learning competencies stipulated in the K-12 curriculum. The project hopes to increase the collection of digital resources available for Philippine History.

Lead Researcher: Ma. Mercedes T. Rodrigo, Ph.D.

Funded by: Commission on Higher Education

Project Period: October 2014 to September 2015

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Call for Papers: 5th International Workshop on Empathic Computing (IWEC-14)

Description of the Workshop

Technology has made strides investigating how computational models of emotions can be built. In recent years, Computer Science researchers have realized that emotion models cannot be effectively used in real-world applications by themselves. They need to be analyzed in light of human interactions, and treated with other non-verbal cues as social signals to extract meaning from the data.

Right now, there is a need for human-centered systems, i.e. systems that are seamlessly integrated into everyday life, easy to use, multimodal, and anticipatory. These systems widen the breadth of users of computing systems, from the very young to the elderly, as well as to the physically challenged. Empathic systems are human-centered systems.

Empathic computing systems are software or physical context-aware computing systems capable of building user models and provide richer, naturalistic, system-initiated empathic responses with the objective of providing intelligent assistance and support. We view empathy as a cognitive act that involves the perception of the user’s thought, affect (i.e., emotional feeling or mood), intention or goal, activity, and/or situation and a response due to this perception that is supportive of the user. An empathic computing system is ambient intelligent, i.e., it consists of seamlessly integrated ubiquitous networked sensors, microprocessors and software for it to perceive the various user behavioral patterns from multimodal inputs.

Empathic computing systems may be applied to various areas such as e-health, geriatric domestic support, empathic home/space, productivity systems, entertainment and e-learning. Lastly, this approach shall draw upon the expertise in, and theories of, ubiquitous sensor-rich computing, embedded systems, affective computing, user adaptive interfaces, image processing, digital signal processing and machine learning in artificial intelligence.

On its fourth year, IWEC-14 focuses on the role of emotion and its analysis, recognition and synthesis in human-machine interactions, including the use of Artificial Intelligence in solving issues brought about by scientists’ desire to create meaningful human-machine interactions. While primarily data-driven, the workshop this year will investigate how domain knowledge and contextual information can be used to reduce the complexity of emotion analysis and synthesis, as well as empathic response modeling.

Topics of Interest

  • Emotion and mood recognition
  • Intention Recognition
  • Behavior/Activity Recognition
  • Motion/Gesture Detection
  • Multimodal Communication
  • Sensor Networks for Human Tracking
  • Social Signal Processing
  • Wearable or Implantable Sensor Integration
  • Sensor Networks for Intelligent Interfaces
  • Data fusion in Intelligent Ambient Spaces
  • Multimodal Approaches for Improved Decision-making
  • Motivational Aids in Intelligent Education Systems
  • Advanced Home Automation Systems
  • e-Health and Geriatrics Care
  • Social Agents
  • Machine Learning and Data mining for Empathy

The workshop will be of interest to researchers working on affective computing, ambient intelligent systems, artificial intelligence and machine learning, including statistical modelling, and digital signal processing. IWEC-14 aims to serve as venue for these researchers to discuss and share ideas, raise concerns and technical issues, and form research relationships for future collaboration.

Review Process

Each submission will undergo a blind review with 3 assigned reviewers.

Important Dates

Workshop Papers due: September 22, 2014
Notification of Acceptance: October 16, 2014
Workshop Proceedings due: November 19, 2014
Workshop Dates: December 1, 2014

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ALLS Paper Accepted at ITS 2014

The paper, entitled “Understanding wheel spinning in the context of affective factors,” was written by Ma. Mercedes T. Rodrigo. The paper will be presented at the Ala Moana Hotel in Honolulu, Hawaii on June 7-9, 2014.

Abstract. The notion of wheel spinning, students getting stuck in the mastery learning cycle of an ITS without mastering the skill, is an emerging issue. Although wheel spinning has been analyzed, there has been little work in understanding what factors underlie it, and whether it occurs in cultural contexts outside that of the United States. This work analyzes data from 116 students in an urban setting in the Philippines. We found that Filipino students using the Scatterplot Tutor exhibited wheel spinning behaviors. We explore the impact of an intervention, Scooter the Tutor, on wheel spinning behavior and did not find that it had any effect. We also analyzed data from quantitative field observations, and found that wheel spinning is negatively correlated with flow, positively correlated with confusion, but not correlated with boredom. This result suggests that the problem of wheel spinning is primarily cognitive in nature, ..and not related to student motivation. However, wheel spinning is positively correlated with gaming the system, so those constructs seem to be related.

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ALLS Alumna Paper Accepted as Journal Paper at IJAIED

The paper, entitled “Carelessness and Affect in an Intelligent Tutoring System for Mathematics,” was written by Maria Ofelia Z. San Pedro, Ryan S. J. d. Baker, and Ma. Mercedes T. Rodrigo.

Abstract. We investigate the relationship between students’ affect and their frequency of careless errors while using an Intelligent Tutoring System for middle school mathematics. A student is said to have committed a careless error when the student’s answer is wrong despite knowing the skill required to provide the correct answer. We operationalize the probability that an error is careless through the use of an automated detector, developed using educational data mining, which infers the probability that an error involves carelessness rather than not knowing the relevant skill. This detector is then applied to log data produced by high-school students in the Philippines using a Cognitive Tutor for scatterplots. We study the relationship between carelessness and affect, triangulating between the detector of carelessness and field observations of affect. Surprisingly, we find that carelessness is common among students who frequently experience engaged concentration. This finding implies that a highly engaged student may paradoxically become overconfident or impulsive, leading to more careless errors. In contrast, students displaying confusion or boredom make fewer careless errors. Further analysis over time suggests that confused and bored students have lower learning overall. Thus, their mistakes appear to stem from a genuine lack of knowledge rather than carelessness.

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Two ALLS Papers Accepted at PCSC 2014

The first paper, entitled “A Mobile Authoring Tool for Augmented Reality Content Generation Using Images as Annotations,” was written by Jayzon Ty, Ma. Mercedes Rodrigo, and Marc Ericson Santos.

Abstract. Augmented Reality is a technology that allows the superimposition of virtual objects onto the real world environment. Various fields, such as education, medicine, and architecture, started adapting Augmented Reality technology in their systems. However, developing Augmented Reality applications, along with their contents, requires a specific skillset, which limits the amount of Augmented Reality based applications that are developed. Various tools were developed for the desktop systems in order to ease the development of Augmented Reality applications and content, yet only few attempts have been made to develop these kinds of tools for mobile systems. This study aims to provide users with a mobile application that allows them to author content for Augmented Reality viewing using 2D images. Furthermore, the study aims to provide the tool to users such that users will be able to produce and to edit Augmented Reality content on the spot. After the application was developed, a usability test was conducted with eight teachers in order to assess the difficulty of using the application. The user testing showed that the application developed was generally easy to use, and that further addition of features can improve the application. This paper will present an explanation of how the application was built, the results of the usability testing, and feedback gathered.

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The second paper, entitled “Confusion and Compilation Logs: A Study of Novice Programmer Experiences,” was written by Teresita Paccarangan.

Abstract. The study explored the relationship between confusion and compilation behaviour of the novice programmer.  Confusion was detected in the context of facial expressions and program writing as captured in video. Videos of student faces and their screens were synchronized, time-sliced and labelled.  Percentages of confusion were then correlated with features of the students’ compilation behaviours.  Our study showed that relationships between video confusion rate and number of errors, video confusion rate and number of compilations, video confusion rate and total time, video confusion rate and EQ, and confusion rate from the compilation logs and the confusion rate from the video observations were not significant. Increasing the affect judgment is recommended by including affect judgment from an expert or who has done affect judgment through videos, and by using smaller time slices for the complete duration of the video.

Download full paper.

Both papers were accepted for oral presentation at the University of Immaculate Conception, Davao City on March 6 to 8, 2014.

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