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lecture 26 from a college level introduction to psychology course taught Fall 2011 by Brian J. Piper, Ph.D. (psy391@gmail.com) at Willamette University, basic emotions, Walter Canon
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A complete PPT on Emotions which talks about variety of emotions, types of emotions, theories of emotions, positive and negative emotions, and Emotional intelligence. This ppt is very much useful for MBA and Psychology students as well.
lecture 26 from a college level introduction to psychology course taught Fall 2011 by Brian J. Piper, Ph.D. (psy391@gmail.com) at Willamette University, basic emotions, Walter Canon
These are my slides at ISIA Firenze where we discussed how current technology (and emerging ones) could help designers. Starting from AI and moving to Generative Design and Zero UI interfaces
Controlling Adaptation in Affective Serious Gamesbbontchev
Managing the adaptation in affective serious
games is established mainly on the basis of player emotions.
Emotions can be recognized by analyzing physiological data and
facial expressions of the individual player. While physiological
data provide information about the measurement time, electrodermal
activity, pulse, temperature, neural activity, etc., facial
expressions are a source of data about the emotion extracted
from images. The presentation outlines s a general workflow of game
adaptation control in affective games applying emotional state,
game outcomes and efficiency, and playing style. It provides
preliminary results received by using clustering algorithms for
recognizing emotions from physiological data and by applying a
convolutional neural network using images to recognize
emotions from facial expressions.
Synergizing software systems and neural inputs to overcome the behavioral bottleneck and control computer well below the subsecond timescale: control at the speed of thoughts.
201209 An Introduction to Building Affective-Driven Self-Adaptive Software Javier Gonzalez-Sanchez
One important characteristic in modern software systems is self-
adaptation, the capability of monitoring and reacting to changes into the environment. A particular case of self-adaptation is affect-driven self- adaptation. Affect-driven self-adaptation involves using sensing devices to measure physiological signals of human affectivestate’s (emotions) changes, learning about the meaning of those changes, and then reacting (self-adapting) in consequence. Affect-driven self-adaptive systems take advantage of brain-computer interfaces, eye-tracking, face-based emotion recognition, and sensors to measure physiological signals.
Systems such as learning environments, health care systems, and videogames are able to take advantage of affect-driven self-adaptive capabilities. Today these capabilities are brittle, costly to change, difficult to reuse, and limited in scope. A software factory approach has been suggested to make feasible adding affective-driven self-adaptive capabilities either into new or existing systems. Software factories capture knowledge of how to produce applications that share common characteristics and make that knowledge available in the form of assets (patterns, model, framework, and tools) and systematically apply those assets to automate development reducing cost and time while improving product quality.
This talk provides a sneak peek of affective-driven self-adaptive capabilities and explores how a software factory approach is used to build affect-driven self-adaptive software.
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The system presented in this project is a solution for monitoring air and sound pollution in a specific location and safeguarding people from dangerous diseases by informing them of pollution rates on a regular basis. The Internet of Objects (IoT), a sophisticated and efficient method for connecting things to the internet and linking the entire universe of things in a network, is the technology underpinning this. Electronic devices, sensors, and automobile electronic equipment can all be used here.
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Emotions can be recognized by analyzing physiological data and
facial expressions of the individual player. While physiological
data provide information about the measurement time, electrodermal
activity, pulse, temperature, neural activity, etc., facial
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Human Factors in the Design of Emotion-Aware Gaming
1. Human Factors in the Design of Emotion-Aware
Gaming: Examining Affective Computing in
Gaming with Brain-Computer Interfaces
NORA ALDAHASH, AREEJ AL-WABIL, MUHAMMAD HUSSAIN
COLLEGE OF COMPUTER AND INFORMATION SCIENCES
SOFTWARE AND KNOWLEDGE ENGINEERING RESEARCH GROUP [ SKERG.KSU.ED U.SA ]
KING SAUD UNIVERSITY, RIYADH SAUDI ARABIA
16. Thank you
Human Factors in the Design of Emotion-Aware Gaming:
Examining Affective Computing in Gaming with Brain-
Computer Interfaces
Nora Aldahash, Areej Al-Wabil, Muhammad Hussain
College of Computer and Information Sciences
Software and Knowledge Engineering Research group [ skerg.ksu.edu.sa ]
King Saud university, Riyadh Saudi Arabia
Editor's Notes
Affective Computing is a field that first was defined by Picard, it is the study and development of systems and devices that can
Recognize, interpret, process and stimulate human affects.
A BCI game that can detect emotion and respond a appropriately is an example of Affective Computing
-Affective Games: games that takes into account user’s emotional state
An emotion aware study is typically comprised of
1- stimuli to induce emotion within a user
2- measurement technique to acquire brain signals ( EEG,
3- machine learning algorithm to translate brain signals into emotion
Such system requires knowledge and expertise in the disciplines of machine learning, psychology and HCI
Stimuli can be either indogenous or exogenous:
Audio:
Visual:
Video (Audio + visual): film clips, music videos.
Self-induced by memory or acting
Measurement techniques :
EEG
3 electrodes: minimal setting for emotion detection
Fusion of modalities: physiological measures (GSR, HR)
BCI games gained a lot of interest in the past years,
Why ?
Human factors of the design, development and interaction of affective games is influenced by
Type of BCI control paradigm.
Categorization of BCI games
Categorization of Affective BCI systems according to:
-approach: active or passive based on user’s intentions
-Stimuli: classified as endogenous and exogenous. Exogenous stimuli are evoked stimuli (external) , such as visual evoked potential of steady state visual evoked potentials (SSVEP). Endogenous stimuli are induced by the user.
Motor imagery control: BCI spelling systems.
SSEVP: in games.
Emotion state monitoring: in intelligent tutoring systems
Audio-Visual induced affect states: when presenting stimuli such as music or videos to induce emotion
Emotion aware or affective BCI games: games that take into account player’s emotions.
Summary of Affective BCI games: minimal setting + active BCI approach + two emotional/cognitive states ( relaxing state and attention )
A game interface would include a visual element that is mapped to the BCI control.
Visually it would be different according to the BCI control whether neurofeedback or VEP.
For neurofeedback it is a visual indication of the player state, visual elements should complement
the game user interface and salient and overpowering.
For VEP it is more challenging. In SSVEP a flickering stimuli is incorporated into the game interface.
Emotion aware design factors relate to the target emotion and it’s approach whether active or passive:
Active: when a player is aware and the emotion is induced intentionally
Passive: when a player is not aware and his emotions are in response to the stimuli
If it is passive, a player might be aware when the system is responsive to his emotional state.
Active approach: users are aware and they train to control their emotion. it can be found in systems that help users relax or enhance their attention skills.
Game responses: visual, auditory, tactile elements.
BCI hardware: Kind of gaming headset determine its usability and effectiveness
BCI software: detection accuracy and feedback
Pipeline flow is typical of processing brain signals and is embedded in architecture of games.
A fusion of neuro based input and bio signals. Architecture complexity would increase and require advanced models.
A suggested architecture: agent-based for multi-modal emotion aware systems. They define specialist agents that are component based dealing with sensory devices such as eye tracking and EEG headsets. Each agent communicates separately with a center agent that is responsible for parsing incoming readings into a singular emotional state.
Participatory design: collaboration between BCI experts, game designers and gamers to ensure effective alignment of responsive game design and human emotion.
Pipeline flow is typical of processing brain signals and is embedded in architecture of games.
A fusion of neuro based input and bio signals. Architecture complexity would increase and require advanced models.
A suggested architecture: agent-based for multi-modal emotion aware systems. They define specialist agents that are component based dealing with sensory devices such as eye tracking and EEG headsets. Each agent communicates separately with a center agent that is responsible for parsing incoming readings into a singular emotional state.
Participatory design: collaboration between BCI experts, game designers and gamers to ensure effective alignment of responsive game design and human emotion.