Development and testing of an on-line video game to teach second languages

Copernicus Studios Inc. (CSI; Halifax, NS) is developing LANGA – disruptive LANguage GAming software to help people learn new languages. LANGA uses advanced speech recognition and high-end animation to create a unique and engaging gaming experience. However, LANGA is more than just flash – it has been developed in partnership with the NeuroCognitive Imaging Lab (NCIL) at Dalhousie University. This industrial-academic partnership was forged to ensure that the training programs are informed by research in second language learning, and that LANGA’s effectiveness has been validated in the lab.

Assessing team functional state in emergency response

The need for better measurement of emergency response teams has been recognized as one of the key challenges that characterize the field of team work studies. Ideally, when assessing team performance, one should combine information about the nature of the team (e.g., what is the team structure?) and about its members (e.g., is one of the member exhausted?). This challenge is particularly hard to address in the context of emergency response, due to the inherent complexity and dynamism of the domain. For instance, how do you assess team member’s level of fatigue when deployed in the field?

Investigating the empowerment of teachers and studentsat Northern Canadian schools throughtelecommunication technology

The proposed research project investigates how the Telepresence technology (Connected North) has an impact on Northern students’ and teachers’ educational experience. Our goal is to assess the impact of its implementation within three contexts: connecting students to students, connecting students to experts, and connecting teachers to teachers. To this end, we will administer questionnaires to teachers and students before and after the introduction of the technology, as well as compare groups who experience versus do not experience the technology for a particular curriculum unit.

Assessing the Effectiveness of Knewton's Adaptive Learning Technology Year Two

I will be involved in two different projects with Pearson Education, 1) evaluate Knewton’s adaptive learningtechnology, and 2) assess the efficacy and improve the quality of the existing assessment tools and items. My proposalwill focus on the first project.The goal of the project is to evaluate the effectiveness and pedagogical values of Knewton’s adaptive learningtechnology, a technology meant to differentially help students depending on their needs.

Understanding the cognitive processes involved in faking behavior Year Two

Personality testing is widely used for personnel selection across a range of positions and industries. The detection and prevention of faking behavior is a key issue in this context. Faking occurs when applicants intentionally alter their responses to personality assessments in an attempt to enhance their probability of being selected for the job. As a result, applicant faking can interfere with the ability to make accurate hiring decisions.

Maximizing Benefit from Hearing Technologies for Persons with Early Stage Alzheimer’s Disease Year One

There is a strong connection between hearing loss and cognitive impairment, particularly dementia, in old age. The number of Canadians with dementia is expected to reach 9% of adults over the age of 60 by 2038. With these large numbers and limited health resources, caregiving will increasingly fall upon family and friends. Caregiving for persons with Alzheimer's disease (AD), the most common form of dementia, is frequently associated with elevated levels of emotional and physical distress.

Maximizing Benefit from Hearing Technologies for Persons with Early Stage Alzheimer’s Disease Year One

There is a strong connection between hearing loss and cognitive impairment, particularly dementia, in old age. The number of Canadians with dementia is expected to reach 9% of adults over the age of 60 by 2038. With these large numbers and limited health resources, caregiving will increasingly fall upon family and friends. Caregiving for persons with Alzheimer's disease (AD), the most common form of dementia, is frequently associated with elevated levels of emotional and physical distress.

A Semi Automated Annotation System for Finding the Noteworthy in Video Year Two

Video annotation is the allocation of video shots or video segments to different, predefined semantic concepts such as person, car, sky, people walking, etc. We aim to present a  novel approach to semi-automatically annotate the videos based on visual attention, which can detect the focus of interest such as salient objects in video frames automatically. The pre-selection of regions of interest facilitates the recognition of objects of different shapes, poses, scales, and illuminations and benefits the tedious manual labeling.

Eye to brain to choice: Neurocognitive mechanisms underlying consumer behaviour

Project Objectives

• The primary objective of this project is to construct and validate an interactive eye-tracking system that can be  deployed at kiosk based automated consumer interfaces. This system will gather real-time idiosyncratic information about attention and current mental state, and use this to target messages to the consumer.

• Secondly, we will use a combination of eye tracking and magnetic resonance imaging (MRI) methods to develop eyegaze behavior algorithms that can be used as an index of true preference in consumers

Understanding the cognitive processes involved in faking behavior

For faking to occur, test takers must be both able and willing/motivated to provide false responses on a given test (Snell, Sydell, & Lueke, 1999). If ability is lacking, then the motivation to do so does not matter. Conversely one might be able to purposely alter their responses to elevate their scores, but may not be motivated to do so. Therefore it is important to understand both the ability (e.g., cognitive processes) and the motivation to fake in order to better understand how to prevent and detect faking behavior.

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