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Affective Impact in eLearning - Applying Computational Models of Emotion in Learning Situations
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, , , University of Greenwich, United Kingdom

E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, in Montréal, Quebec, Canada ISBN 978-1-880094-98-3 Publisher: Association for the Advancement of Computing in Education (AACE), San Diego, CA

Abstract

This research considers the issues of emotional affect in virtual and augmented reality training environments. It describes two different training environments, in which the use of computational models to engender affect are fundamental to the impact of the environment on the trainee. These situations are both distinct and different, one utilising avatar-based representations of emotion to create quasi-realistic scenarios supportive of trainee interaction, the other using information and environmental management, within an augmented reality environment, to create affective ambience for the trainees. The paper discusses the structure and nature of both environments, compares the approaches and computational models in use, and current standards in this area. It then concludes with a brief description of early evaluative findings from end-user evaluations of both environments, and a consideration of the value and use of affective impact in e-learning and on-line training situations.

Citation

MacKinnon, L., Bacon, L. & Flynn, R. (2012). Affective Impact in eLearning - Applying Computational Models of Emotion in Learning Situations. In T. Bastiaens & G. Marks (Eds.), Proceedings of E-Learn 2012--World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 1 (pp. 1143-1151). Montréal, Quebec, Canada: Association for the Advancement of Computing in Education (AACE). Retrieved July 15, 2019 from .

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