Winslow Burleson - US grants
Affiliations: | Computer Science | Arizona State University, Tempe, AZ, United States |
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The funding information displayed below comes from the NIH Research Portfolio Online Reporting Tools and the NSF Award Database.The grant data on this page is limited to grants awarded in the United States and is thus partial. It can nonetheless be used to understand how funding patterns influence mentorship networks and vice-versa, which has deep implications on how research is done.
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High-probability grants
According to our matching algorithm, Winslow Burleson is the likely recipient of the following grants.Years | Recipients | Code | Title / Keywords | Matching score |
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2007 — 2009 | Burleson, Winslow | N/AActivity Code Description: No activity code was retrieved: click on the grant title for more information |
@ Arizona State University Game As Life / Life As Game (GALLAG) is a research agenda exploring the boundary of physical and virtual lives. Gaming is becoming an increasing popular phenomenon that is having a profound effect on individuals and society. The GALLAG system will use sensors as the interface between digital and physical life. These sensors will detect the everyday physical activities that a person engages in. These activities will then be linked to games and game scenarios. Sensing aspects of individuals'' emotions and their interactions will be used, first, as a way to measure the impact of the GALLAG system and its scenarios on participants and, second, as an information channel to create a real-time feedback that enables the system to attend to and tailor itself to how participants'' emotional states. GALLAG will use ubiquitous computing and personally tailored game scenarios to integrate activities across the virtual and physical domains, holistically throughout everyday life, focusing on: meditation, sleep, and exercise. Influences and activities in the game scenarios will affect real life and vice versa influences and activities in life will affect the game. It is not known how people will respond to the GALLAG experience, if these synergies will be sufficiently engaging to users or if there are more fundamental barriers to the creation of long-term hybrid virtual/physical experience that must be addressed to make them compelling and beneficial. To address these unknowns, several methods of experience and behavioral assessment, and environmental, contextual and physiological sensors will be used in conjunction with participatory design approaches that include end-user-programming, and iterative design and testing. The GALLAG approach can be used to become quickly aware of other people''s lives, as well. The status of another game player (perhaps a family member) can be observed through their profile and information. For example, elderly parent''s activities - even if the parents are not involved in the gaming activities - might be represented in a readily interpretable manner so that their children can better understand their wellbeing. This elderly parent might not know how to explain tell her doctor that she has been feeling fatigued or ill. GALLAG may enable her physician to better understand her condition by reviewing with her brief game-clips of her activities. It is not known how people will respond to the GALLAG experience, if these synergies will be sufficiently engaging to participants or if there are more fundamental barriers to the creation of long-term hybrid virtual/physical experience that must be addressed to make them compelling and beneficial. As gaming becomes more of an important part of life, new opportunities arise to use emerging technologies to benefit individuals in their daily activities and life long aspirations. This agenda seeks to empower users to create their own synergies between their on-line activities and to help them achieve their personal real world aspirations. |
1 |
2007 — 2011 | Burleson, Winslow | N/AActivity Code Description: No activity code was retrieved: click on the grant title for more information |
@ Arizona State University Emotion and motivation are fundamental to learning; students with high intrinsic motivation often outperform students with low motivation. Yet affect and emotion are often ignored or marginalized with respect to classroom practice. This project will help redress the emotion versus cognition imbalance. The researchers will develop Affective Learning Companions, real-time computational agents that infer emotions and leverage this knowledge to increase student performance. The goal is to determine the affective state of a student, at any point in time, and to provide appropriate support to improve student learning in the long term. Emotion recognition methods include using hardware sensors and machine learning software to identify a student's state. Five independent affective variables are targeted (frustration, motivation, self-confidence, boredom and fatigue) within a research platform consisting of four sensors (skin conductance glove, pressure mouse, face recognition camera and posture sensing devices). Emotion feedback methods include using a variety of interventions (encouraging comments, graphics of past performance) varied according to type (explanation, hints, worked examples) and timing (immediately following an answer, after some elapsed time). The interventions will be evaluated as to which best increase performance and in which contexts. Machine learning optimization algorithms search for policies that further engage individual students who are involved in different affective and cognitive states. Animated agents are enhanced with appropriate gestures and empathetic feedback in relation to student achievement level and task complexity. Approximately 500 ethnically and economically diverse students in Massachusetts and Arizona will participate. |
1 |
2008 — 2009 | Pentland, Alex (co-PI) [⬀] Burleson, Winslow |
N/AActivity Code Description: No activity code was retrieved: click on the grant title for more information |
Sger: Creativity in It Research Organizations @ Arizona State University This project includes the development and evaluation of pilot studies of creativity in an IT research organization with three primary objectives: (1) combine IT and social science methodologies; (2) extend our understanding of individual and team creative processes; (3) develop and evaluate new types of interventions and interfaces that incorporate affect, context, and social interaction to leverage opportunities to promote creativity. The intellectual merit lies in the development of hybrid methodologies, combining social science and computer science approaches to multiple behavioral and affective elements for creativity in an IT research organization. The research will improve our understanding of organizational creativity and advance the development a new generation of integrated Creativity Support Tools that are applicable within teams and organizations. Broader Impacts: Creativity is required for advances in all areas of human endeavor. The methods and frameworks developed are broadly applicable throughout academic and industrial IT research organizations, and they are also adaptable to a broad spectrum of organizations that increasingly need guidance and support to foster creative practices and innovation. The methods and tools will also apply to people performing a wide range of personal endeavors as they engage in their own creative pursuits. The findings and systems will advance academic and industry collaborations and will be broadly disseminated throughout multiple research communities, IT organizations, and on-line communities. |
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2008 — 2010 | Burleson, Winslow | N/AActivity Code Description: No activity code was retrieved: click on the grant title for more information |
Workshop Proposal: Creativity and It as Integral Elements of Growing Creative-It Communities @ Arizona State University Going beyond in-person conference and symposium events this workshop develops and evaluates new types of Creative-IT community events that incorporate IT and IT artifacts of the Creative-IT community and leverage these in distributed online events. The events will focus on Creative IT community and knowledge development through participant engagement, generative activities, and reflective critique. Initially the distributed will be developed by curating (i.e., selecting, facilitating, and hosting the events) three events. The initial events will focus on three themes of this community, including: (1) Creativity Support Tools, (2) Multifaceted Creative Experiences with IT, (3) Creativity-IT Theories and Methodologies: An Evolving Canon. This project effectively defines a workshop that is distributed in time and space. The 2 major goals are to bring the CreativeIT community together using the technologies that are claimed to enable creativity, and to provide an opportunity to develop and evaluate the application of these technologies with a group of researchers that tend to be both creative and early adopters. The long term impact of the proposed work is to create, a series of interactive creative experiences that would become a self-motivated process of self-definition and growth that is owned by the Creative-IT community as a whole, or a rotating facilitating group of members. |
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2009 — 2013 | Vanlehn, Kurt [⬀] Burleson, Winslow |
N/AActivity Code Description: No activity code was retrieved: click on the grant title for more information |
Deeper Modeling Via Affective Meta-Tutoring @ Arizona State University The studies address through investigation of students in Arizona High School summer programs how students learn, understand and manipulate scientific models of the carbon cycle and the water cycle. The investigators of this project have identified problems that on-line tutors have with creating conditions for students to regulate their own behavior. Instead of taking advantage of the available learning opportunities, some students ask for hints until the tutor gives them the correct answer. |
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2009 — 2011 | Woolf, Beverly [⬀] Arroyo, Ivon (co-PI) [⬀] Burleson, Winslow |
N/AActivity Code Description: No activity code was retrieved: click on the grant title for more information |
@ University of Massachusetts Amherst The Preparing for College: Using Technology to Support Achievement for Students with Learning Disabilities in Mathematics project will advance knowledge about improved learning, motivation and achievement of undergraduate students with mathematics learning disabilities when using digital interventions. This demonstration research project will result in pilot-tested interventions, which will serve as the basis for more advanced studies of how students with learning disabilities learn math in a cyber-enabled environment. |
0.939 |
2011 — 2014 | Burleson, Winslow | N/AActivity Code Description: No activity code was retrieved: click on the grant title for more information |
Collaborative Research: Personalized Learning: Strategies to Respond to Distress and Promote Success @ Arizona State University The purpose of this proposal is to explore the extent to which timely emotional, cognitive, and metacognitive interventions in tutoring software will have positive effects on students' emotions, attitudes, and achievements in mathematics. The intelligent tutor, Wayang Outpost, a high school mathematics tutoring system, is being enhanced to leverage automatic detection of emotions to guide cognitive, metacognitive, and affective forms of learning support. |
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2012 — 2014 | Walker, Erin Burleson, Winslow |
N/AActivity Code Description: No activity code was retrieved: click on the grant title for more information |
Eager: a Teachable Robot For Mathematics Learning in Middle School Classrooms @ Arizona State University In robotics activities, students are theorized to benefit from "learning-by-doing" activities where they set their own goals, but in practice, these activities have failed to produce the expected effects on STEM outcomes. To improve learning from robotics, this project will leverage teachable agent technologies, where students learn about a domain by teaching a computer agent. The agent interacts with students to expose misconceptions and encourage them to persist in the face of failure. By integrating the structure of teachable agents with the exploratory and engaging features of learning from robotics, the project will enhance the benefits of both approaches. The investigators will implement a robot that students can teach about the concepts they are learning in their middle school mathematics class. They will engage in design exercises with teachers and students to identify features of the robot that might be particularly important for improving student motivation and learning. Finally, they will conduct two studies, one in the laboratory and one in the classroom, to explore how students react to the robot in a realistic setting. |
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2013 — 2017 | Burleson, Winslow Muldner, Kasia |
N/AActivity Code Description: No activity code was retrieved: click on the grant title for more information |
@ Arizona State University A major factor influencing learning is students' emotions and their general affective state. Given the pivotal role that affect plays in learning activities it is not surprising that there has been a good deal of interest in developing affect-aware technologies. The overwhelming majority of this work, however, has focused on modeling affect, i.e., designing computational models capable of inferring how students are feeling while interacting with an Intelligent Tutoring System (ITS). While modeling of affect is a critical first step in providing adaptive support tailored to students' affective needs, very little work exists on systematically exploring the impact of affective interventions on students' performance, learning, affect and attitudes, i.e., how to respond to students' emotions such as frustration, anxiety, boredom, and hopelessness as they arise. The research fills this gap by analyzing the value of tailoring different types of interventions to negative affective states for individual students and groups of students. |
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2013 — 2017 | Burleson, Winslow Mcnamara, Danielle (co-PI) [⬀] Muldner, Kasia |
N/AActivity Code Description: No activity code was retrieved: click on the grant title for more information |
Hcc: Small: Modeling and Supporting Creativity During Collaborative Stem Activities @ Arizona State University This research will advance a novel technological approach that relies on machine learning techniques in general and Natural Language Processing (NLP) in particular to develop models and support for creativity during collaborative science, technology, engineering, and mathematics (STEM) educational activities. We will extend existing educational software with NLP capabilities to automatically assess and subsequently support creativity during collaborative tasks. The research questions are: (1) Which factors influence moment-by-moment creativity during collaborative problem solving activities? (2) How can NLP be used to build student models that detect those factors? (3) How can an ITS use this information to create personalized interventions to support creativity? |
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2016 — 2021 | Perlin, Kenneth (co-PI) [⬀] Shelley, Michael (co-PI) [⬀] Plass, Jan (co-PI) [⬀] Burleson, Winslow Roginska, Agnieszka (co-PI) [⬀] |
N/AActivity Code Description: No activity code was retrieved: click on the grant title for more information |
@ New York University This project, developing a distributed instrument to physically integrate seamlessly the physical with the virtual, aims to create a unique experiential supercomputer, an immersive, collaborative, virtual/physical research environment with unparalleled tools for intellectual and creative output, a Holodeck that scientifically exceeds Star Trek science fiction. The work should advance the next-generation experiences in human interaction and deep integration of virtual and physical settings, creating rich actualizing environments to support research and discovery of new paradigms. The flexible, modular, reconfigurable infrastructure will connect researchers, research, and educational facilities across the university, the NYU Global Network University (GNU), and external researchers, communities, and industry partners worldwide. The instrument will enable exploration of a myriad of research questions involving virtual environments, telepresence, collaborative engagement, and remote interaction and create a strong foundation for extended collaborations. The project integrates qualitative and quantitative assessment of affect and motivation, with foundations of learning science, motion science, acoustics, modeling and simulation, robotics and fabrication to improve research effectiveness and scalability to address real world challenges. |
0.954 |
2017 — 2020 | Burleson, Winslow Biswas, Gautam |
N/AActivity Code Description: No activity code was retrieved: click on the grant title for more information |
Exp: Augmenting a Teachable Robot With Adaptive Cognitive and Social Support @ New York University This proposal investigates robotic teachable agents, a type of cyberlearning technology that provides cognitive and affective feedback to support students' learning. The Tangible Activities for Geometry system (TAG) is a robotic teachable agent platform for middle school mathematics and computational thinking. Students physically engage within a projected coordinate space with an interactive teachable robot named Quinn. Students teach Quinn how to solve challenges involving plotting points on a graph, translating points, rotating points, and plotting lines by giving procedural and conditional instructions to Quinn. There appear to be at least two primary advantages to using a robotic learning platform to investigate how to design teachable agents. First, a physical presence, provided by a robotic agent, strengthens users' perceptions of having a social partner that is more than a virtual agent. Second, students receive cognitive benefits from learning through embodied, physical interactions. This research investigates the unique affordances of a teachable robot for supporting students' cognitive and social interactions within a learning environment as it enhances our understanding of how cyberlearning can support STEM learning (mathematics and computational thinking). The study will be conducted in a school system having high percentages of underrepresented minorities who will learn to design features of the robots, exposing them to STEM careers and increasing the likelihood of acceptance and scalability. The investigative team will also disseminate findings and Do-It-Yourself (DIY) instructions for integrating cyberlearning environments and pedagogical approaches. |
0.988 |
2019 | Burleson, Winslow | R41Activity Code Description: To support cooperative R&D projects between small business concerns and research institutions, limited in time and amount, to establish the technical merit and feasibility of ideas that have potential for commercialization. Awards are made to small business concerns only. |
Dressing Assistant: Home Technology to Sustain Independent Dressing in Dementia @ Inventors' Workshops, Inc. Abstract: Persons living with dementia (PWD) often require assistance with routine activities and daily tasks. Workloads placed on caregivers often results in high levels of physical and emotional stress, and depression, and higher overall morbidity and mortality rates. Focus group of caregivers for individuals with mild to moderate dementia, identified dressing the PWD as the most pressing and stressful daily concern. We have developed a prototype computerized Dressing Assistant (DA), designed to reduce caregiver burden and independence. The system, employing advanced smart home technologies embedded within a set of dresser drawers, uniquely tailors assistance to the cognitive and affective states and abilities of PWD, using prompts and feedback. Our interdisciplinary team which combines human-computer interaction, gerontological nursing and dementia, will conduct translational research, bringing DA from laboratory to home settings. AIM 1: Optimize the Dressing Assistant installation procedures for PWD home settings. To understand how effectively the DA system can be installed in a home, we will consider: 1) the initial system installation, including length of installation visit, number of component adjustments, and caregiver and PWD training time required; and 2) opportunities for system optimization and durability through ongoing DA system monitoring, alert notices generated by the performance log, and caregiver feedback to the study team. AIM 2: Assess Dressing Assistant system reliability and accuracy in PWD home settings. We will use an adaptive support model, performance log, error rate, and caregiver feedback, to determine how accurately the DA system functions in a home setting. Data includes: 1) system switches and sensor logs (i.e. which drawers were opened, when, for how long, and in what sequence), and doorway motion sensor; 2) validated Pearlin?s Caregiver Mastery and Mahoney?s Caregiver Vigilance scales will determine trend effects; and 3) mobile device caregiver feedback. AIM 3: Maximize utility through identification of barriers and facilitators, usage, acceptability, effectiveness, and perceptions and refining system accordingly. We will identify barriers and facilitators that enable/impede frequent, long-term Dressing Assistant system use and compare performance log usage frequency data and accuracy measures (AIM 2) to consider how DA system accuracy affects usage. The DA system-generated data, and qualitative open-ended structured caregivers and PWD interviews will be used to determine acceptability. We will consider whether the PWD/caregiver dyad effectively uses the technology, frequency and duration of use based on the performance logs, and user interviews to identify reasons for using/not using the DA system. Interviews will identify barriers and facilitators influencing usage and obtain information about how positive and negative perceptions of the interaction experience affect use. Key Words: Alzheimer's, caregiver, dementia, smart home, assistive technology, Activities of Daily Living. |
0.901 |
2019 — 2021 | Burleson, Winslow | N/AActivity Code Description: No activity code was retrieved: click on the grant title for more information |
Eager: Cyberlearning With Co-Robotic Teachable Agents @ University of Arizona Cyberlearning technologies that incorporate robust personalized support and motivational engagement with co-robotic teachable agents present compelling high risk-high payoff opportunities for advancement and broad dissemination of collaborative-robotics STEM education. The project will create robotic teachable agent technologies that provide personalized social, affective, and cognitive support to improve students' STEM learning and motivation. The project will engage at least 10 teachers and 250 middle school students including many underrepresented minority middle school students in the study of collaborative robotics and STEM cyberlearning. The researchers will involve students and teachers in the design and integration of ChalkTalk (a Mixed Reality gesture-based storytelling and simulation tool-kit) with Robotic-Teachable Agents for middle school Geometry (R-TAG) to create an open-source tool-kit for formal and informal STEM learning. The researchers will conduct empirical studies to develop rich models of student cognitive and social interactions, and improve understanding of how to design personalized cognitive, social, and affective support using physical and virtual teachable robotic agents. The project will create a low-cost opportunity for students and teachers to engage in collaborative robotics and STEM cyberlearning. The project will contribute to development and testing of education strategies for broadening participation of students from groups underrepresented in education pathways to careers in robotics. |
0.988 |