Scientific Publications

What cognitive and affective states should technology monitor to support learning?

Olugbade, Temitayo; Cuturi, Luigi; Cappagli, Giulia; Volta, Erica; Alborno, Paolo; Newbold, Joseph; Bianchi-Berthouze, Nadia; Baud-Bovy, Gabriel; Volpe, Gualtiero; Gori, Monica
This paper discusses self-efficacy, curiosity, and reflectivity as cognitive and affective states that are critical to learning but are overlooked in the context of affect-aware technology for learning. This discussion sits within the opportunities offered by the weDRAW project aiming at an embodied approach to the design of technology to support exploration and learning of mathematical concepts. We first review existing literature to clarify how the three states facilitate learning and how, if not supported, they may instead hinder learning. We then review the literature to understand how bodily expressions communicate these states and how technology could be used to monitor them. We conclude by presenting initial movement cues currently explored in the context of weDRAW.

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The Influence of Auditory Information on Visual Size Adaptation

Alessia Tonelli, Luigi F. Cuturi and Monica Gori
Size perception can be influenced by several visual cues, such as spatial (e.g., depth or vergence) and temporal contextual cues (e.g., adaptation to steady visual stimulation). Nevertheless, perception is generally multisensory and other sensory modalities, such as auditory, can contribute to the functional estimation of the size of objects. In this study, we investigate whether auditory stimuli at different sound pitches can influence visual size perception after visual adaptation. To this aim, we used an adaptation paradigm (Pooresmaeili et al., 2013) in three experimental conditions: visual-only, visual-sound at 100 Hz and visual-sound at 9,000 Hz. We asked participants to judge the size of a test stimulus in a size discrimination task. 

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Developing a pedagogical framework for designing a multisensory serious gaming environment

Sara Price, Sam Duffy, Monica Gori
The importance of multisensory interaction for learning has increased with improved understanding of children’s sensory development, and a flourishing interest in embodied cognition. The potential to foster new forms of multisensory interaction through various sensor, mobile and haptic technologies is promising in providing new ways for young children to engage with key mathematical concepts. However, designing effective learning environments for real world classrooms is challenging, and requires a pedagogically, rather than technologically, driven approach to design. This paper describes initial work underpinning the development of a pedagogical framework, intended to inform the design of a multisensory serious gaming environment. It identifies the theoretical basis of the framework, illustrates how this informs teaching strategies, and outlines key technology research driven perspectives and considerations important for informing design. An initial table mapping mathematical concepts to design, a framework of considerations for design, and a process model of how the framework will continue to be developed across the design process are provided.

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Shape Perception and Navigation in Blind Adults

Monica Gori, Giulia Cappagli, Gabriel Baud-Bovy, and Sara Finocchietti

Different sensory systems interact to generate a representation of space and to navigate. Vision plays a critical role in the representation of space development. During navigation, vision is integrated with auditory and mobility cues. In blind individuals, visual experience is not available and navigation therefore lacks this important sensory signal. In blind individuals, compensatory mechanisms can be adopted to improve spatial and navigation skills. On the other hand, the limitations of these compensatory mechanisms are not completely clear. Both enhanced and impaired reliance on auditory cues in blind individuals have been reported. Here, we develop a new paradigm to test both auditory perception and navigation skills in blind and sighted individuals and to investigate the effect that visual experience has on the ability to reproduce simple and complex paths.

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WeDraw has received funding from the European Union's Horizon 2020 Research and Innovation Programme under Grant Agreement No. 732391
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