Abstract:
In this article we will present an interactive model linking the relationship involving the change of human behavior and learning through a specific situation, the lived ...Show MoreMetadata
Abstract:
In this article we will present an interactive model linking the relationship involving the change of human behavior and learning through a specific situation, the lived experience, the emotions felt and the reasoning. An immersive system (virtual reality) with neurofeedback information's is used to quantity the changing states. The model exposes a stimulus-servoing mechanism to produce emotions that generate a reminder of virtual-life situations, which leads to the availability of knowledge that can solve a given problem. The return emotions are detected by a neurofeedback system allowing the model to change the virtual scenario by changing the intensity or type of stimuli to reproduce other emotions or increase their intensity. This model makes it possible to adapt the scenario to the user in order to allow him to evolve into a problematic situation with his own skills and expertise acquired at the learner's pace.
Date of Conference: 25-27 September 2018
Date Added to IEEE Xplore: 09 May 2019
ISBN Information:
Print on Demand(PoD) ISSN: 1541-1672