ANGLE Lab sponsored the ANGLE Lab Challenge one of the Research Challenges at QUANTA Research Outreach Program at ASU. This challenge was led by three of our lab mates: Nikil Selvam and Emily Berk (both undergrad students) and Dan Shapera (PhD Candidate). Participants The challenge attracted about 70 students who participate in two […]
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Project description To date, drawings still serve as the main mean for assembly guidance. However, the use of drawing guidelines is not enough for the complexity of assembling large-scale apparatus such as computer systems or other intricate components. The challenge involves: (a) defining standard formats to describe the assembly process as well as defining a […]
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Gonzalez-Sanchez J., Chavez-Echeagaray M.E., Lin, L., Baydogan, M., Christopherson R., Gibson D., Atkinson R., and Burleson W. (2013). Affect Recognition in Learning Scenarios: Matching Facial- and BCI-Based Values. Proceedings of the 13th IEEE International Conference on Advanced Learning Technologies (ICALT). Beijing, China. July 2013. In Press. – See more at: http://javiergs.com/?p=2119#sthash.mRkYqiwU.dpuf Abstract The ability […]
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The latest publication from ANGLE is now available. The article, published in Computers in Human Behavior, describes the evaluation of two algebra intelligent tutoring systems in a remedial high school context. Download the article’s final draft post-print here: Sabo et al. – 2013 – Searching for the two sigma advantage Citation Sabo, K. E., Atkinson, R. K., Barrus, […]
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The article describes the revised and expanded version of the empirical Gameplay Enjoyment Model (GEM) and has been published in the International Journal of Gaming and Computer-Mediated Simulations (IJGCMS). This article also discusses educational game design and research opportunities related to the GEM components of Challenge, Companionship, Competition, Exploration, Fantasy, and Fidelity. Abstract To date, […]
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ANGLE members Denham, Quick, and Atkinson have recently published a book chapter and article on the topic of mobile learning. The book chapter discusses the current state of mobile technology usage in the fields of education and healthcare, while offering design guidelines and future directions for mobile applications in those industries. The article offers a […]
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ANGLE members Quick, Lin, and Atkinson have produced multiple publications on the topic of gameplay enjoyment, game design, and individual characteristics. This work has lead to the development of the Gameplay Enjoyment Model (GEM), which is being further developed by John M. Quick (you can read more about GEM at www.johnmquick.com). Information on the latest publications in […]
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Utilizing a variety of non-invasive wearable sensors and skeletal recognition computer vision devices such as the Microsoft Kinect, the ANGLE lab is designing and developing novel, immersive collaborative learning systems through which learners can interact with digital media and resources using bodily movements and gestures. Working to define natural, intuitive interaction and effective learning applications, […]
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In the ANGLE lab, we are exploring educational applications of Augmented Reality that could potentially provide rich contextual learning for learning a skill, such as learning to be a mechanic, surgeon, or firefighter. Our foresight for this emerging technology is to be able to develop empirical strategies to leverage the emerging technology of AR. Furthermore, […]
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Bernays, R., Mone, J., Yau, P., Murcia, M., Gonzalez-Sanchez, J., Chavez-Echeagaray, M.E., Christopherson, R., and Atkinson, R. 2012. Lost in the dark: emotion adaption. In Adjunct proc. of the 25th annual ACM symposium on User interface software and technology. ACM, New York, NY, USA, 79-80. DOI=10.1145/2380296.2380331 Abstract Having environments that able to adjust […]
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