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Maher Chaouachi

dblp:79/6989 · DBLP profile ↗
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12ranked-venue papers
4as first author
0since 2021 · last 2019
0000-0001-8703-3208ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 9 · 4 first-authorApplied, interdisciplinary, general and emerging computing · 6 · 2 first-authorArtificial intelligence and machine learning · 3Graphics, computer vision, multimedia, augmented reality and games · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
1 paper
Knowledge representation and reasoning · 77% Face, body and person analysis · 23%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Knowledge, reasoning and agents › Knowledge representation and reasoning
argumentation
0.212015
Emotions in Argumentation: an Empirical Evaluation · IJCAI 2015
Computer vision › Face, body and person analysis › affective computing
emotion modeling
0.112015
Emotions in Argumentation: an Empirical Evaluation · IJCAI 2015

Methods — techniques the papers use, named apart from their topics

empirical evaluation · 0.2
YearPublicationVenuePosition
2019 Toward Real-Time System Adaptation Using Excitement Detection from Eye Tracking
Hamdi Ben Abdessalem, Maher Chaouachi, Marwa Boukadida, Claude Frasson
ITS2
2019 Assessing Students' Clinical Reasoning Using Gaze and EEG Features
Imène Jraidi, Asma Ben Khedher, Maher Chaouachi, Claude Frasson
ITS3
2015 Emotions in Argumentation: an Empirical Evaluation
M. Sahbi Benlamine, Maher Chaouachi, Serena Villata, Elena Cabrio, Claude Frasson, Fabien Gandon
IJCAI2
2015 MENTOR: A Physiologically Controlled Tutoring System
Maher Chaouachi, Imène Jraidi, Claude Frasson
UMAP1
2014 Motivational Strategies to Support Engagement of Learners in Serious Games
abstract
The use of Video Games as learning tool is becoming increasingly widespread. Indeed, these games are well known as educational games or serious games. They mainly aim at providing to the learner an interactive, motivational and educational environment at the same time. In order to better study the necessary characteristics for the development of an effective serious game (both motivational and educational), we evaluated the physiological responses of participants during their interaction with our serious game, called HeapMotiv. We essentially measured a physiological index of engagement through an EEG wifi headset and studied the evolution of this index with the different missions and motivational strategies of HeapMotiv. Focusing on the gaming aspects, the analysis of this engagement index behavior showed the significant impact of motivational strategies on skills acquisition and motivational experience.
Ramla Ghali, Maher Chaouachi, Lotfi Derbali, Claude Frasson
ICAART (1)2
2013 A dynamic multimodal approach for assessing learners' interaction experience
abstract
In this paper we seek to model the users' experience within an interactive learning environment. More precisely, we are interested in assessing three extreme trends in the interaction experience, namely flow (a perfect immersion within the task), stuck (a difficulty to maintain focused attention) and off-task (a drop out from the task). We propose a hierarchical probabilistic framework using a dynamic Bayesian network to simultaneously assess the probability of experiencing each trend, as well as the emotional responses occurring subsequently. The framework combines three-modality diagnostic variables that sense the learner's experience including physiology, behavior and performance, predictive variables that represent the current context and the learner's profile, and a dynamic structure that tracks the temporal evolution of the learner's experience. We describe the experimental study conducted to validate our approach. A protocol was established to elicit the three target trends as 44 participants interacted with three learning environments involving different cognitive tasks. Physiological activities (electroencephalography, skin conductance and blood volume pulse), patterns of the interaction, and performance during the task were recorded. We demonstrate that the proposed framework outperforms conventional non-dynamic modeling approaches such as static Bayesian networks, as well as three non-hierarchical formalisms including naive Bayes classifiers, decision trees and support vector machines.
Imène Jraidi, Maher Chaouachi, Claude Frasson
ICMI2
2012 Mental Workload, Engagement and Emotions: An Exploratory Study for Intelligent Tutoring Systems
Maher Chaouachi, Claude Frasson
ITS1
2011 Modeling Mental Workload Using EEG Features for Intelligent Systems
Maher Chaouachi, Imène Jraidi, Claude Frasson
UMAP1
2010 Self-Esteem Conditioning for Learning Conditioning
abstract
In this paper, we propose to introduce the self-esteem component within learning process. More precisely, we explore the effects of learner self-esteem conditioning in a tutoring system. Our approach is based on a subliminal priming method aiming at enhancing implicit self-esteem. An experiment was conducted while participants were outfitted with biofeedback device. Three physiological sensors were used to continuously monitor learners' affective reactions namely electroencephalogram, skin conductance and blood volume pulse sensors. The purpose of this work is to analyze the impact of self-esteem conditioning on learning performance on one hand and learners' emotional and mental states on the other hand.
Imène Jraidi, Maher Chaouachi, Claude Frasson
ICALT2
2010 Exploring the Relationship between Learner EEG Mental Engagement and Affect
Maher Chaouachi, Claude Frasson
Intelligent Tutoring Systems (2)1
2009 Predicting Stress Level Variation from Learner Characteristics and Brainwaves
abstract
It is very common that students fail their exam because of an excessive stress. However, an attitude with no stress at all can cause the same thing as stress can be beneficial in some learning cases. Studying the stress level variation can then be very useful in a learning environment. In this paper, the aim is predicting the stress level variation of the learner in relation to his electrical brain activity within an experiment over two days. To attain that goal, three personal and non-personal characteristics were used: gender, usual mode of study and dominant activity between the first and second day. 21 participants were recruited for our experiment. Results were very encouraging: an accuracy of 71% was obtained by using the ID3 machine learning algorithm.
Alicia Heraz, Imène Jraidi, Maher Chaouachi, Claude Frasson
AIED3
2007 Learning Causal Bayesian Networks from Incomplete Observational Data and Interventions
Hanen Borchani, Maher Chaouachi, Nahla Ben Amor
ECSQARU2