In order for the learning process to always retain personal value for the learner, it is necessary that his or her motivation be maintained through an awareness of his or her purpose and goals. This article presents a local model (at the individual object level) of enhancing external motivation, which give to determine students’ efforts to get rewards. The concept of this model based on describing the behavior of agents (in our case students). The characteristics of the phenomenon in the motivation of learning at different stages of adolescent development are analyzed. The problem of computer modeling of educational processes with the help of agent modeling on the example of studying student motivation is considered. Internal and external factors that may strengthen or weaken the adolescent’s motivation to study have been studied. The expediency of using information technologies of agent modeling to study the dynamics of strengthening or weakening student motivation is substantiated. Using the AnyLogic Cloud computing environment the change of dynamics of strengthening of motivation of teenagers on an example of model of strengthening of external motivation is defined.
In order for the learning process to always retain personal value for the learner, it is necessary that his or her motivation be maintained through an awareness of his or her purpose and goals. This article presents a local model (at the individual object level) of enhancing external motivation, which give to determine students’ efforts to get rewards. The concept of this model based on describing the behavior of agents (in our case students). The characteristics of the phenomenon in the motivation of learning at different stages of adolescent development are analyzed. The problem of computer modeling of educational processes with the help of agent modeling on the example of studying student motivation is considered. Internal and external factors that may strengthen or weaken the adolescent’s motivation to study have been studied. The expediency of using information technologies of agent modeling to study the dynamics of strengthening or weakening student motivation is substantiated. Using the AnyLogic Cloud computing environment the change of dynamics of strengthening of motivation of teenagers on an example of model of strengthening of external motivation is defined.
A set of demonstrators of contactless haptic principles is described in this work. The technologies are based on electrostatic piloerection, chemical compounds and ultrasound. Additionally, applications related to affective touch are presented, ranging from storytelling to biosignal transfer, accompanied with a simple application to edit dynamic tactile patterns in an easy way. The demonstrators are the result of the Touchless project, which is a H2020 european collaborative project that integrates 3 universities and 3 companies. These demostrators are contactless haptic experiences and thus facilitate the come-and-interact paradigm, where users can approach the demo booth and directly experience the applications without having to wear devices, making the experience fast and hygienic.CCS Concepts: • Human-centered computing → Haptic devices.
Haptic devices have often been used to enhance a variety of audio experiences such as listening to music, meditating, wayfinding, accessibility, and communicating. In most cases, the haptic interface is wearable or handheld and therefore suffers from limitations related to ergonomics or a limited palette of haptic sensation effects. In this paper, we present a touchless audio-haptic demonstrator experience that enhances the immersive narrative of an emotional short story. To do so, we have created an audio-haptic mapping that is semantically congruent and have synchronized the presentation of audio and haptic effects to the narrative timeline. The haptic effects presented to the user's palm are both spatially and temporally modulated so that they convey a rich palette of sensations (e.g., tapping, direction, rotation, rain, electricity, etc.) that are triggered by keywords or events in the story.
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