LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL THE UNIVERSITY OF ULSTER FACULTY OF ARTS SCHOOL OF CREATIVE ARTS & TECHNOLOGIES IS PLEASED TO ANNOUNCE A SEMINAR ENTITLED: `Modelling learner emotions in game-based learning environments' by Dr. Karla Muñoz from Computer Science Research Institute University of Ulster, Magee Northern Ireland FRIDAY, 22nd February, 2013 1.00 P.M. Foyle Arts Building, Magee Campus Room MQ-213, 1st Floor Abstract Virtual (VLE) and game-based learning (GBL) environments are frequently employed in teaching and especially with the recent upsurge in online learning. It is observed that the key to ensuring a positive learning experience is to personalise learning through e.g. the inclusion of Intelligent Tutoring Systems (ITSs) modelling learner emotions. Current approaches to modelling emotion in ITSs have the following limitations: (1) they are shown to be successful primarily in laboratory settings, (2) they frequently employ Cognitive Psychology theories arising from contexts other than education and (3) model performance is reported with percentage values which can be misleading. We report here on a computational model of learner emotions, which can be applied to GBL environments, employing the Control-Value Theory of achievement emotions (Pekrun et al. 2007) explaining the determination of emotions in education through Value and Control appraisals. Our computational model entails representation, recognition and reasoning about learner emotions. Representation of learner achievement emotions employs a dynamic sequence of Bayesian Networks where Probabilistic Relational Models (PRMs) facilitate defining these networks, and the Necessary Path Condition (NPC) algorithm in combination with Pearson correlations and the results of Binary/Multinomial Logistic Regression (BLR, MLR) are employed in defining network structure. Expectation-Maximisation (EM) learning facilitates learning network parameters. Recognition of emotions is conducted through contextual variables (e.g. mouse focus, requests for help), answers to questions in-game dialogues and Galvanic Skin Response (GSR) physiological signals. Our computational model is implemented in PlayPhysics, an emotional GBL environment for teaching Physics at undergraduate level incorporating the first computer implementation of Control-Value Theory. PlayPhysics is implemented with Java, the Unity Game Engine, JavaScript, Hugin Lite and 3D Studio Max. PlayPhysics Space Adventure task scenarios and curiosity, storytelling and usability features are discussed and we present results from evaluation of our emotional student model with cross-validation and Cohen's Kappa. Future work includes applications in sentiment analysis, i.e. the analysis of multimodal data incorporating opinions, attitudes, emotions, moods and feelings. ********************************************************************** Biography: Dr. Karla Muñoz has recently completed her Ph.D. in Computer Science at the University of Ulster (Magee) under the supervision of Dr. Tom Lunney and Prof. Paul Mc Kevitt. She is a Certified Associate in Project Management (CAPM) and an Associate Fellow of the Higher Education Academy (AFHEA). She has received a PG. Cert. (Researcher) (2012) and M.Sc. in Computing and Intelligent Systems (2008) from the University of Ulster and a B.Sc. in Electronic System Engineering from Tecnológico de Monterrey, Mexico City, Mexico (2005). In 2008 she was awarded a Vice Chancellor’s Research Scholarship (VCRS) and the 8over8 Prize for best overall performing Master's student on the M.Sc. Computing with Specialism course at the University of Ulster. In 2007 she was granted a European Union (EU) scholarship for Latin America (ALβAN) in order to pursue her M.Sc. studies at the University of Ulster. She has worked as a researcher within industry, such as 360 Production Ltd., Derry/London. Dr. Muñoz has published research papers in international journals, conferences and workshops and has represented the University of Ulster at SET for Britain, House of Commons, London (2011). Her research interests include e-learning, Problem-Based Learning, User-Modelling, Virtual & Game-Based Learning Environments, Intelligent Tutoring Systems, Serious Games, Affective Computing, Sentiment Analysis and Artificial Intelligence techniques for reasoning and making decisions under uncertainty. http://karlamunoz.net/index.html http://www.linkedin.com/in/karlamunozesquivel http://www.facebook.com/karla.c.esquivel All Welcome ! LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL