Program: Integrating Computer Science and the Learning Sciences, Ateneo de Manila

Integrating Computer Science and the Learning Sciences

14 January 2012, 08:00 – 12:00

Leong Hall Auditorium, Ateneo de Manila University

Time Presentation Title Speaker
07:30 Registration
08:00 Integrating Computer Science and the Learning Sciences [PPT] Ma. Mercedes T. Rodrigo
08:20 Data Collection Methods [PPT] Jessica O. Sugay
08:40 Helping the Compiler Help You [PDF] Thomas T. Dy
09:00 Identification and Classification of Errors through the Use of Manually and Automatically Generated Detection Rules [PPT] Joshua Bautista
09:30 Break
10:00 Exploring the Relationship between Novice Programmer Confusion and Achievement [PPT] Diane Marie Lee
10:30 The Affective and Learning Profiles of Students when Using Aplusix, an ITS for Algebra [PPT] Ma. Carminda V. Lagud
11:00 Design of an Affect-Sensitive Agent for Aplusix Thor Collin Andallaza, Rina Joy Jimenez
11:30 Development of an Affect-Sensitive Game [PPT] Jonathan Jason King Li
12:00 Lunch
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Exploring a System for Automatically Detecting Driver Anxiety in a Virtual Racing Game

Thesis Abstract:We describe a work-in-progress that attempts to detect anxiety in drivers while exposed to a virtual racing game. The detection system is a combination of two Nintendo Wii Balance Boards, parallel video recording of in-game events and facial expressions, and the OCZ Technology’s Neural Impulse Actuator (NIA) brain-controlled headset. We attempt to establish a relationship among the various physiological signals with occurrences of anxiety as coded by human observers when viewing video recordings of facial expressions.

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ALLS Receives Awards at the 2010 CHED BHEIRP

Dr. Ma. Mercedes Rodrigo receives the award for the Winning Entry of the 2010 CHED-NCR BHEIRP from CHED Commissioner Medrano.

On 3 October 2011, the Commission on Higher Education (CHED) announced that the Affective Computing group of the Ateneo de Manila University, now known as the Ateneo Laboratory for the Learning Sciences (ALLS) garnered the National Capital Region’s (NCR) Winning Entry for the 2010 CHED Best Higher Education Institution Research Program (BHEIRP) competition.

The CHED BHEIRP is a bi-annual research competition. It was conceptualized to recognize both the Program Implementer and the HEI for research programs that have contributed significantly to the generation of new knowledge and advancement of disciplines to support national development. The criteria in the evaluation of entries were based on development impact, contribution to the discipline and novelty or originality. Three (3) entries in the NCR qualified to participate in the regional level. The regional winning entry qualifies to compete at the national level.

On 5 December 2011, a research symposium and awarding ceremony was held at the CHED Auditorium in Diliman, Quezon City. Dr. Catherine Castañeda, CHED-NCR Director, welcomed administrators, faculty, and guests from different colleges and universities in the region. She also provided an overview of the BHERP selection process.

Dr. Ma. Mercedes Rodrigo receives the award for the Winning Entry of the 2010 CHED-NCR BHEIRP from CHED Commissioner Medrano.

Dr. Ma. Mercedes Rodrigo, ALLS Project Leader, presented an introduction to the research work in “Affective Computing and Intelligent Interaction”. The presentation was followed by an Open Forum, where guests asked questions and expressed interest in the research program.

CHED Commissioner, Dr. William Medrano, assisted by Dr. Castañeda and Dr. Winefreda Asor, presented the awards. Two other qualified research entries were awarded with plaques: “International Migration and Development in the Philippines” from the University of Santo Tomas and “Development and Institutionalization of a Community Based Monitoring System” from De La Salle University, Manila.

Dr. Ma. Mercedes Rodrigo thanks CHED for the awards and invites other higher education institutions to collaborate on research.

Dr. Rodrigo, accompanied by representatives of the Ateneo de Manila University, received the Winning Entry award. Adding to this proud moment, Dr. Castañeda provided a surprise announcement: the Affective Computing group was receiving a second award for garnering Second Place at the national level of the competition.

ALLS and Dr. Rodrigo would like to thank the Commission on Higher Education for the recognition, as well as the Ateneo de Manila University and the Department of Science and Technology (DOST) for continuously supporting their research endeavors in affective computing.

 

(Left to Right) Dr. Catherine Castañeda, Dr. Armando Guidote, Jr., Ms. Jessica Sugay, Dr. Ma. Mercedes Rodrigo, Dr. John Paul Vergara, Dr. Proceso Fernandez, Jr., Dr. Fabian Dayrit, Dr. Winefreda Asor

 

Abstract of the Winning Entry

Affective computing is a multidisciplinary field that “relates to, arises from or deliberately influences emotion” (Picard, 1997). It is concerned with the development of computer-based systems that can detect, express, and intelligently respond to human feelings, emotions, moods, and motivations. Although affective computing can be applied to all computer-based applications, the Affective Computing program of the Ateneo de Manila focuses its efforts on education. We are concerned with the automatic detection of and response to student emotion and behavior while using computer-based learning environments. With support from the Department of Science and Technology, we have conducted experiments with learners using intelligent tutors, educational games and simulations, and integrated programming environments. Using data mining and statistical methods, the group arrived at computationally tractable models of confusion, boredom, and frustration. These models provide ways of inferring student emotional states based on counts, measures, and quantities. The group studied affective dynamics (defined as the natural transitions among affective states), the incidence and persistence of student affective states, and the relationship between these states and constructs such as student achievement, carelessness, and student abuse of learning systems. We have compared these findings to findings from similar studies conducted by our collaborators at other universities and have found them to be consistent. The group has also tested designs for computer-based agents that provide both content help and emotional support for learners. In the future, we hope to refine these models, integrate them into computer-based learning environments and test them in the field. Ultimately, our goal is to increase the level of support available to students, increasing their engagement with educational systems and increasing their achievement.

 

 

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ALLS to offer Workshops in Naga and Davao

Integrating Computer Science and the Learning Sciences
Ateneo Laboratory for the Learning Sciences

21 January 2012, 8:00-5:00
Ateneo de Davao University

11 February 2012, 8:00-5:00
Ateneo de Naga University

The Ateneo Laboratory for the Learning Sciences brings together artificial intelligence, data mining and statistics, education, cognitive psychology, human factors and other disciplines to study, enhance, and develop environments that improve student achievement and the learning experience. In this workshop, we will give participants an overview of laboratory’s goals and directions. We will discuss our work in affect and behavior detection and response in programming environments and intelligent tutors, as well as the design and development of interfaces that are sensitive to biometric readings and use behaviors. The purpose of this workshop is to acquaint fellow faculty members and current or prospective graduate students with our ongoing research, and in so doing to foster collaboration and encourage participation.

8:00 Registration
8:30 Integrating Computer Science and the Learning Sciences
9:30 Building an affect-sensitive pedagogical agent
10:30 Break
11:00 Mining student help-seeking behaviors
12:00 Lunch
13:00 Mining novice programmer behaviors, affective states and errors
14:30 Break
15:00 Building an affect-sensitive game
15:30 Studying player affect
16:30 Open forum
16:45 Calls for collaboration
17:00 Closing

For registration, please contact the following

For Ateneo de Davao: Dr. Rey Alino (rey.alino@gmail.com)
For Ateneo de Naga: Dr. Allan Sioson (allan.sioson@gmail.com)

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DISCS to offer Two Workshops in January

Integrating Computer Science and the Learning Sciences

Ateneo Laboratory for the Learning Sciences

Dr. Ma. Mercedes T. Rodrigo

Ateneo Laboratory for the Learning Sciences
14 January 2012, 8:00-12:00
Venue TBA
Department of Information Systems and Computer Science
Ateneo de Manila University, Loyola Heights, Quezon City

The Ateneo Laboratory for the Learning Sciences brings together artificial intelligence, data mining and statistics, education, cognitive psychology, human factors and other disciplines to study, enhance, and develop environments that improve student achievement and the learning experience. In this workshop, we will give participants an overview of laboratory’s goals and directions. We will discuss our work in affect and behavior detection and response in programming environments and intelligent tutors, as well as the design and development of interfaces that are sensitive to biometric readings and use behaviors. The purpose of this workshop is to acquaint fellow faculty members and current or prospective graduate students with our ongoing research, and in so doing to foster collaboration and encourage participation.

About Dr. Rodrigo: Dr. Rodrigo is an Associate Professor in the Department of Information Systems and Computer Science, Ateneo de Manila University and  head of the Ateneo Laboratory for the Learning Sciences.  Under her direction, the Ateneo’s Affective Computing group was recently named the first runner up of the CHED Best Higher Education Institution Research Award for NCR. Her research interests include affective computing, artificial intelligence in education, intelligent tutoring systems, and computer science education.


Game AI: Yesterday, Today, and Tomorrow

Dr. Taesik Kim
Keimyung University, South Korea14
January 2012, 1:00 to 5:30 (NEW TIME!!!)
Venue TBADepartment of Information Systems and Computer Science
Ateneo de Manila University, Loyola Heights, Quezon City

In many movies and science fiction stories, AI is one of the most popular themes of the story. Whether the characters have evolved to hate people and start eliminating all mankind, or fall in love with real people, they all share a common concept of ‘thinking and learning like humans.’ Unfortunately, in the real world, complexities of AI algorithms have not yet evolved to that point. In this lecture Game AI: Yesterday, Today, and Tomorrow, we will discuss true definition of artificial intelligence within games. All games are divided into two categories: perfect games and imperfect games. Game developers need to apply an appropriate game AI engine to maximize the user’s game experience in both types of games. Each AI engine is deigned to respond and react in specific situations in the game environment.  Nowadays, due to the sharp increase of smart phone devices, mobile games are becoming a new popular playground for AI system engineers and game developers. However, since mobile phones contain many limitations, developers now face the difficulty of modifying previous AI engines to fit into mobile platforms. Moreover, going back to the actual concept of artificial intelligence, current concepts of AI algorithms are much further distanced from the ‘thinking and learning like human’ intelligence than AI which we see in movies and stories. We still have many steps which need to be climbed in the near future in order to create true artificial intelligence.

About Dr. Kim:  Dr. Kim received his PhD in Computer Science from North Dakota State University. Since 1992, he has been a Prfessor in the Department of Game and Mobile Contents of Keimyung University in South Korea.  He is also the Director the Cultural Contents and Technology Project Group of Keimyung University, a center dedicated to research and development in the area of game and mobile contents.  His areas of specialization are artificial intelligence in games and the development of iOS based AI games.

Workshop costs and registration

The costs of the workshops are:

  • P600.00 to attend both workshops. These fees cover  lunch, two snacks, and handouts for both workshops.
  • P400.00 to attend only one workshop.  These fees cover  lunch, one snack, and handouts for one workshop.

Payment procedures will be announced at a later date.

To register, please email the following details to Melinda Nicdao (mnicdao@ateneo.edu):

Subject line:  Workshop(s) title(s)

Name:

Institutional Affiliation:

Designation: (e.g. faculty member, student, etc.)

Contact Phone Number:

Email Address:

For more information

Please email your inquiries to Melinda Nicdao (mnicdao@ateneo.edu).

 

 

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