Abstract. This paper introduces a comparison of one linear and two nonlinear one-step-ahead predictive models that were used to describe the relationship between human emotional signals (excitement, frustration, and engagement/boredom) and virtual dynamic stimulus (virtual 3D face with changing distance-between-eyes). An input-output model building method is proposed that allows building a stable model with the smallest output prediction error. Validation was performed using the recorded signals of four volunteers. Validation results of the models showed that all three models predict emotional signals in relatively high prediction accuracy.
This paper introduces identification results of human response to virtual 3D face stimuli. Observations of human reactions are done using preprocessed EEG (electroencephalogram) signals: excitement, meditation, frustration, engagement/boredom. Virtual 3D face features -distance between eyes, nose width, and chin width -are used as stimuli. Cross-correlation analysis demonstrated that dynamical relations between human reactions and stimuli exist. Input-output models describing relations between stimuli and corresponding human reactions are built. A new input-output model building method is proposed that allows building stable models with the least output prediction error. Models' validation results demonstrate relatively high prediction accuracy of human reactions.
As different means of information visualization become more popular and available both as commercial or open source products, there is an opportunity to use them in the education process by providing students with a larger variety of tools for mastering the required information and skills related to a learning object. The chapter discusses the use of various multimedia tools and edutainment (any entertaining application that has an educational role) in education and e-learning. The need and opportunities of applying 3D models, virtual and augmented reality, and certain means for controlling interactive learning environments are described in detail. Examples of 3D modeling, virtual, and augmented reality applications in history, arts, and medicine (surgery) education are provided.
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