Students who have grown up in the video game era are used to fast paced interactions, rapidly changing environments, and need based skill or exploration based knowledge learning. Traditional training programs that present information in a classroom or text book form are not an effective match to these students. Game based training can engage these students, but, when the students lose focus or interest in the path the game is trying to take - they disengage in the process and become frustrated and ineffective. This project uses real time feedback of mental engagement, physical engagement, and like/dislike to build a model using the trainees responses to the training program. This model estimates the attention span of the student in each of the primary learning styles. It models the student and determines if they learn more effectively through need based learning and exploration or by presentation of information before it is needed. The model also maintains an estimate of the level of proficiency of the student in the material. The model is then used to switch between presentation styles in the training program to keep the student focused and interested.
Keywords: Emsense, Emotion Sensing, Training, Virtual, Dynamic, Interactive, Cognitive-Aware, Learning