New trends in information technology are strongly influencing and shaping the growth of e-learning, and progressively resolving a number of critical issues currently limiting its dissemination to wider populations. The main goal of this chapter is to outline the MySelf Project, which aims to expand the potential of e-learning through the implementation of Affective Computing and training in soft skills. The chapter contents are therefore divided into two main sections: firstly, implementation of affective computing in the Myself project through the design and development of a 3D virtual tutor and research on possible implementations of multimodal recognition of user emotions; secondly, the development of 3D interactive simulations for soft skills training. Each section sets out the state of the art for the areas covered, outlines the Myself project objectives and possible operative applications, describes the work carried out to date, and discusses critical issues, open questions and f...

Anolli, L., Mantovani, F., Balestra, M., Kommers, P., Robotti, O., Salamin, A., et al. (2008). Experiential Learning in the Myself Project. In T.T. Kidd, H. Song (a cura di), Handbook of research on instructional systems and technology (vol.1) (pp. 360-372). Hershey, PA : IGI Global [10.4018/978-1-59904-865-9.ch026].

Experiential Learning in the Myself Project

ANOLLI, LUIGI MARIA;MANTOVANI, FABRIZIA;AGLIATI, ALESSIA;REALDON, OLIVIA;ZURLONI, VALENTINO;
2008

Abstract

New trends in information technology are strongly influencing and shaping the growth of e-learning, and progressively resolving a number of critical issues currently limiting its dissemination to wider populations. The main goal of this chapter is to outline the MySelf Project, which aims to expand the potential of e-learning through the implementation of Affective Computing and training in soft skills. The chapter contents are therefore divided into two main sections: firstly, implementation of affective computing in the Myself project through the design and development of a 3D virtual tutor and research on possible implementations of multimodal recognition of user emotions; secondly, the development of 3D interactive simulations for soft skills training. Each section sets out the state of the art for the areas covered, outlines the Myself project objectives and possible operative applications, describes the work carried out to date, and discusses critical issues, open questions and f...
Capitolo o saggio
Affective Computing; Collaborative Learning; Craft (Co-operative Research); Experiential Learning; Interactive Simulation; Soft Skills; Virtual Agents;
English
Handbook of research on instructional systems and technology (vol.1)
Kidd, TT; Song, H
2008
9781599048659
IGI Global
360
372
Anolli, L., Mantovani, F., Balestra, M., Kommers, P., Robotti, O., Salamin, A., et al. (2008). Experiential Learning in the Myself Project. In T.T. Kidd, H. Song (a cura di), Handbook of research on instructional systems and technology (vol.1) (pp. 360-372). Hershey, PA : IGI Global [10.4018/978-1-59904-865-9.ch026].
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/10281/2805
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