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Toward Interest Estimation from Head Motion Using Wearable Sensors: A Case Study in Story Time for Children

机译:使用可穿戴传感器从头部运动获得兴趣估计:儿童故事时间的案例研究

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Learning activities were evaluated using questionnaire survey, video, or audio. However, these methods have the following problems. First, writing on the questionnaire paper is difficult, especially for little children. Second, because the answering questionnaires was performed after the experiments were finished. They were different temporally and spatially from the scene to be evaluated. Moreover, sometimes participants has forgot the part of the contents. Finally, by recording video or audio, we can look back at each scene and evaluate them, however, video or audio analysis takes a very long time. This research aims to solve these three problems and evaluate natural reactions; first, for children of a low age group, second, including changes in the state of participants during an activity, and third, as much as possible without wasting time and effort. In this paper, during storytelling events for children, we attempted to obtain the values of acceleration and angular velocity sensors with sensors placed on the participant's heads, and tried to estimate their motions and degree of interests. Motions were calculated using the F-value, with accuracies of 0.66 in "Sitting state", 0.26 in "Sitting again", 0.47 in "Wriggling", and 0.93 in "Playing with hands". From these results, "Playing with hands" had the highest degree of interest, with a motion recognition rate of 0.93 in F-value. Comparing the proposed method with the video evaluation later, the proposed method can obtain the evaluation result during the learning activity. Therefore, by feeding back the estimation result in real time, we can make improvements while doing activities.
机译:使用问卷调查,视频或音频评估学习活动。但是,这些方法具有以下问题。首先,在问卷纸上写是困难的,尤其是对于小孩而言。其次,因为回答问卷是在实验完成后进行的。它们在时间和空间上与要评估的场景不同。而且,有时参与者忘记了部分内容。最后,通过录制视频或音频,我们可以回顾每个场景并对其进行评估,但是视频或音频分析需要很长时间。本研究旨在解决这三个问题并评估自然反应。首先,对于低年龄组的儿童,其次,包括活动期间参与者状态的变化,其次,其三是尽可能不浪费时间和精力。在本文中,在为儿童讲故事的过程中,我们试图获得加速度和角速度传感器的值,并将传感器放在参与者的头上,并试图估计他们的动作和兴趣程度。使用F值计算运动,“坐着状态”为0.66,“再次坐着”为0.26,“蠕动”为0.47,“用手玩耍”为0.93。从这些结果中,“用手玩”具有最高的兴趣度,其F值的运动识别率为0.93。将提出的方法与稍后的视频评估进行比较,提出的方法可以获得学习活动期间的评估结果。因此,通过实时反馈估计结果,我们可以在进行活动的同时进行改进。

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