Let me search for relevant peer-reviewed studies on emotion analytics, affective computing, and biosensing technologies applied to children in educational or entertainment contexts.
How are emotion analytics and affective computing technologies applied to children in educational settings?
Good, I've found some relevant articles. Let me start reading some of them. I'll begin with several that seem most directly relevant to emotion analytics/affective computing with children in educational settings.
AbstractAffective computing is an emerging area of technology that could offer many benefits to the field of special education. These computing techniques involve the expression and interpretation of emotion and behavioral responses. Although researchers are still in the experimental stages with the...
2002 · DOI: 10.1080/15391523.2002.10782383
Recently psychology has begun to amalgamate with computer science approaches to big data analysis as a new field of “computational psychology” or “psycho-informatics,” as well as with new “psycho-policy” approaches associated with behaviour change science, in ways that propose new ways of measuring,...
2017 · DOI: 10.1080/09523987.2017.1407080
Affect can significantly influence education/learning. Thus, understanding a learner's affect throughout the learning process is crucial for understanding motivation. In conventional education/learning research, learner motivation can be known through postevent self-reported questionnaires. With the...
2015 · DOI: 10.1111/bjet.12324
Education Technology (EdTech) companies are deploying emotional AI to quantify social and emotional learning. Focusing on facial coding emotional AI that uses computer vision and algorithms to see,...
2019 · DOI: 10.1080/17439884.2020.1686016
Great, I've read four articles so far. Let me now search for more specific articles on biosensing technologies for children in educational/entertainment contexts.
How are wearable biosensors and emotion monitoring technologies used with children in classrooms and educational settings?
Let me read several of these more recent articles about wearable biosensors and children in education.
Measuring psychophysiological signals of adolescents using unobtrusive wearable sensors may contribute to understanding the development of emotional disorders. This study investigated the feasibility of measuring high quality physiological data and examined the validity of signal processing in a sch...
2020 · DOI: 10.3390/s20185380
Advances in wearable devices enable researchers to study various physical and physiological parameters and even behaviour of children in real-life conditions. This paper describes a study of two groups of 7-years old elementary school children, whose physical and psychological activity during teachi...
2020 · DOI: 10.1016/j.comcom.2019.12.019
Human computer interaction is a growing field in terms of helping people in their daily life to improve their living. Especially, people with some disability may need an interface which is more appropriate and compatible with their needs. Our research is focused on similar kinds of problems, such as...
2017 · DOI: 10.3390/s17020317
I've now read 7 articles. Let me search for a few more specific ones to get a broader view of the topic. Let me look for articles specifically about affective computing in entertainment platforms for children, or emotion recognition systems for children in digital environments.
What studies examine emotion recognition and affective computing for children in entertainment or gaming platforms?
Let me read a couple more articles that are highly relevant to the topic, especially regarding children and digital game-based learning / affective gaming.
Previous studies have shown that trait emotional intelligence (EI) is an important factor affecting children’s learning performance in physical instruction settings. However, there have been very f...
2018 · DOI: 10.1080/10447318.2018.1543088
Abstract Affective games are a sub-field of affective computing that tries to study how to design videogames that are able to react to the emotions expressed by the player, as well as provoking desired emotions to them. To achieve those goals it is necessary to research on how to measure and detect ...
2019 · DOI: 10.1016/j.future.2017.12.056
Let me now search for one more article that specifically looks at biosensing with children in entertainment/gaming, especially using more recent research.
How are children's emotions measured using biosensors in digital game environments and entertainment technologies?
Let me read the article on evaluating emotional experiences of children with active videogames.
In this paper we present a methodological proposal for evaluating the emotional experience of children with active videogames. This proposal aims to address some of the most frequent problems encountered when evaluating interactive products for minors. We conducted an analysis of the main drawbacks ...
2015 · DOI: 10.1145/2829875.2829883
I now have read at least 8 relevant articles. Let me compile all the articles I've read:
1. Picard et al. (2002) - "Applying Affective Computing Techniques to the Field of Special Education" - DOI: 10.1080/15391523.2002.10782383
2. Williamson (2017) - "Moulding student emotions through computational psychology: affective learning technologies and algorithmic governance" - DOI: 10.1080/09523987.2017.1407080
3. Wu et al. (2015) - "Review of affective computing in education/learning: Trends and challenges" - DOI: 10.1111/bjet.12324
4. McStay (2019) - "Emotional AI and EdTech: serving the public good?" - DOI: 10.1080/17439884.2020.1686016
5. van Lier et al. (2020) - "A Usability Study of Physiological Measurement in School Using Wearable Sensors" - DOI: 10.3390/s20185380
6. Geršak et al. (2020) - "Use of wearable devices to study activity of children in classroom; Case study — Learning geometry using movement" - DOI: 10.1016/j.comcom.2019.12.019
7. Mehmood & Lee (2017) - "Towards Building a Computer Aided Education System for Special Students Using Wearable Sensor Technologies" - DOI: 10.3390/s17020317
8. Yang et al. (2018) - "Effects of Children's Trait Emotional Intelligence on Digital Game-Based Learning" - DOI: 10.1080/10447318.2018.1543088
9. Lara-Cabrera et al. (2019) - "A taxonomy and state of the art revision on affective games" - DOI: 10.1016/j.future.2017.12.056
10. Jofre et al. (2015) - "Methods and techniques for evaluating the emotional experiences of children with active videogames" - DOI: 10.1145/2829875.2829883
That's 10 articles. Let me now cite them properly and write the comprehensive answer.
Let me now compose a comprehensive answer based on all the articles I've read.