- Intelligent Tutoring Systems and Adaptive Learning
- Online Learning and Analytics
- Open Education and E-Learning
- Virtual Reality Applications and Impacts
- Gaze Tracking and Assistive Technology
- Sleep and Work-Related Fatigue
- Mathematics, Computing, and Information Processing
- Online and Blended Learning
- Educational Research and Pedagogy
- Educational Technology and Assessment
- Mind wandering and attention
- Teaching and Learning Programming
- Tactile and Sensory Interactions
- Innovative Teaching and Learning Methods
- Education and Learning Interventions
- COVID-19 and Mental Health
- Spatial Cognition and Navigation
- Visual and Cognitive Learning Processes
- Reflective Practices in Education
- Grit, Self-Efficacy, and Motivation
- Healthcare professionals’ stress and burnout
- Ethics and Social Impacts of AI
- Health disparities and outcomes
- Educational Games and Gamification
- Explainable Artificial Intelligence (XAI)
Osaka University
2018-2024
Mukogawa Women's University
2014-2018
Abstract With growing expectations to use AI-based educational technology (AI-EdTech) improve students’ learning outcomes and enrich teaching practice, teachers play a central role in the adoption of AI-EdTech classrooms. Teachers’ willingness accept vulnerability by integrating into their everyday that is, trust AI-EdTech, will depend on how much they expect it benefit them versus many concerns raises for them. In this study, we surveyed 508 K-12 across six countries four continents...
With growing expectations to use AI-based educational technology (AI-EdTech) improve students' learning outcomes and enrich teaching practice, teachers play a central role in the adoption of AI-EdTech classrooms. Teachers' willingness accept vulnerability by integrating into their everyday that is, trust AI-EdTech, will depend on how much they expect it benefit them versus many concerns raises for them. In this study, we surveyed 508 K-12 across six countries four continents understand which...
Locomotion is an essential factor for interaction in virtual environments. Virtual reality allows users to move freely from the constraints of gravity or environment, which impossible real world. These experiences, can at all 6 degrees freedom, enable new navigation paradigms that exceed 2D ground-based movement terms enjoyment and interactivity. However, most existing VR locomotion interfaces have limitations because they are developed locomotion, constraining freedom (DoF) during as This...
Learners are expected to stay wakeful and focused while interacting with e-learning platforms. Although wakefulness of learners strongly relates educational outcomes, detecting drowsy learning behaviors only from log data is not an easy task. In this study, we describe the results our research model learners' based on multimodal generated heart rate, seat pressure, face recognition. We collected in a blended course informatics conducted two types analysis them. First, clustered features...
This study aimed to clarify the adaptation features of University students exposed fully online education during novel coronavirus disease 2019 (COVID-19) pandemic and identify accompanying mental health problems predictors school adaptation. The has forced many universities transition rapidly delivering education. However, little is known about impact this drastic change on students' cross-sectional used an questionnaire, including assessments impressions education, engagement, health,...
Drowsiness is a major factor that hinders learning. To improve learning efficiency, it important to understand students' physical status such as wakefulness during online coursework. In this study, we have proposed drowsiness estimation method based on learners' head and facial movements while viewing video lectures. examine the effectiveness of in estimation, collected learner data recorded e-learning applied deep approach under following conditions: (a) using only movement data, (b) (c)...
In 2012, we developed a new mathematical input interface with Java, named MathTOUCH. The facilitates the acceptance of expression as by interactively converting from colloquial-style text (string). This method enables users to almost any without learning language or syntax. However, user requires Java-compliant device for input. this study, reconstructed version MathTOUCH using JavaScript (HTML5) enable use across various devices. result our evaluation showed that students are able practice...
Developing approaches for early detection of possible risk clusters mental health problems among undergraduate university students is warranted to reduce the duration untreated illness (DUI). However, little known about indicators need care by others. Herein, we aimed clarify specific value study engagement and lifestyle habit variables in predicting potentially high-risk cluster students.This cross-sectional used a web-based demographic questionnaire [the Utrecht Work Engagement Scale...
Ascertaining the level of reading comprehension in a learner is often challenging task. Although written tests and self-evaluations can provide feedback as to whether an individual understands particular topic, they are not real time, do necessarily full picture reader's comprehension, be subjective.In this paper, we present initial results study determine better ways evaluate user's understanding educational comic books using pupillometry. Our system recreates experience immunology book...
In distance learning contexts, drowsiness is a major factor which disturbs learning. However, it not easy for instructors to monitor students' wakefulness. order improve efficacy, accurate estimation of wakefulness needed. this study, we propose multimodal method based on face and body movement information. We utilize web-cameras obtain facial head (face-head) movements pressure mats movements, the latter can record distribution upper while watching video lectures. To confirm effectiveness...
In on-demand e-learning environments, the lack of direct intervention can lead to a decline in learners' engagement. To address this issue, systems that estimate attitudes and provide feedback have been proposed. However, acceptability such has not sufficiently researched. study, we investigated by people an system with internal state feedback, for future personalized learning support. end, developed estimates visualizes learner's real-time. The was exhibited public space free use, users'...
This study explores significant eye-gaze features that can be used to estimate subjective difficulty while reading educational comics. Educational comics have grown rapidly as a promising way teach difficult topics using illustrations and texts. However, include variety of information on one page, so automatically detecting learners' states such is with approaches system log-based detection, which common in the Learning Analytics field. In order solve this problem, focused 28 features,...
In this study, we presented MathTOUCH, a rich-text editor, to create mathematical documents. mathematics e-learning with learning management systems, existing math input methods have heavy workloads; therefore, notations are long-standing challenge. Furthermore, when creating documents, such as writing reports and posting questions on the forum, users must enter both texts in natural language manner expressions manner. Hence, users' workload increases. To address issue, developed MathTOUCH...
Optical see-through head-mounted displays (OST-HMDs) have been increasingly used in research and industrial applications as Augmented Reality (AR) support devices. However, problems still exist that prevent their use general-purpose One of these issues is the color blending problem between content background colors. More specifically, light from overlaps with OST-HMD shifts OST-HMD's its intended display intensity color. Though compensation methods exist, order to properly compensate for...
This poster introduces a case study of redesigning an introductory CS course into fully online and its evaluation. The redesigned is computer science aiming to enhance non-CS major students' engagement. We applied flipped learning active approach the design, utilizing interactive platforms. proposed offered more immersive satisfactory experience, even in course. questionnaire results after practice 2020 term showed that students rated significantly higher than 2019 terms difficulty level,...
This paper presents new flick input interfaces to improve the usability of Japanese character in VR space. We designed three different called TouchFlick, EyeFlick, and RoundFlick, which make use various controller interactions eye gestures. To investigate effectiveness these methods, we compared them with a conventional QWERTY keyboard ray-based selection. found that TouchFlick was significantly faster RoundFlick had lower error rate for experienced users. On other hand, efficiency same as...