112,328 research outputs found
Exploring the Affective Loop
Research in psychology and neurology shows that both body and mind are
involved when experiencing emotions (Damasio 1994, Davidson et al.
2003). People are also very physical when they try to communicate their
emotions. Somewhere in between beings consciously and unconsciously
aware of it ourselves, we produce both verbal and physical signs to make
other people understand how we feel. Simultaneously, this production of
signs involves us in a stronger personal experience of the emotions we
express.
Emotions are also communicated in the digital world, but there is little
focus on users' personal as well as physical experience of emotions in
the available digital media. In order to explore whether and how we can
expand existing media, we have designed, implemented and evaluated
/eMoto/, a mobile service for sending affective messages to others. With
eMoto, we explicitly aim to address both cognitive and physical
experiences of human emotions. Through combining affective gestures for
input with affective expressions that make use of colors, shapes and
animations for the background of messages, the interaction "pulls" the
user into an /affective loop/. In this thesis we define what we mean by
affective loop and present a user-centered design approach expressed
through four design principles inspired by previous work within Human
Computer Interaction (HCI) but adjusted to our purposes; /embodiment/
(Dourish 2001) as a means to address how people communicate emotions in
real life, /flow/ (Csikszentmihalyi 1990) to reach a state of
involvement that goes further than the current context, /ambiguity/ of
the designed expressions (Gaver et al. 2003) to allow for open-ended
interpretation by the end-users instead of simplistic, one-emotion
one-expression pairs and /natural but designed expressions/ to address
people's natural couplings between cognitively and physically
experienced emotions. We also present results from an end-user study of
eMoto that indicates that subjects got both physically and emotionally
involved in the interaction and that the designed "openness" and
ambiguity of the expressions, was appreciated and understood by our
subjects. Through the user study, we identified four potential design
problems that have to be tackled in order to achieve an affective loop
effect; the extent to which users' /feel in control/ of the interaction,
/harmony and coherence/ between cognitive and physical expressions/,/
/timing/ of expressions and feedback in a communicational setting, and
effects of users' /personality/ on their emotional expressions and
experiences of the interaction
Designing gestures for affective input: an analysis of shape, effort and valence
We discuss a user-centered approach to incorporating affective expressions in interactive applications, and argue for a design that addresses both body and mind. In particular, we have studied the problem of finding a set of affective gestures. Based on previous work in movement analysis and emotion theory [Davies, Laban and Lawrence, Russell], and a study of an actor expressing emotional states in body movements, we have identified three underlying dimensions of movements and emotions: shape, effort and valence. From these dimensions we have created a new affective interaction model, which we name the affective gestural plane model. We applied this model to the design of gestural affective input to a mobile service for affective messages
Two-person neuroscience and naturalistic social communication: The role of language and linguistic variables in brain-coupling research
Social cognitive neuroscience (SCN) seeks to understand the brain mechanisms through which we comprehend others? emotions and intentions in order to react accordingly. For decades, SCN has explored relevant domains by exposing individual participants to predesigned stimuli and asking them to judge their social (e.g., emotional) content. Subjects are thus reduced to detached observers of situations that they play no active role in. However, the core of our social experience is construed through real-time interactions requiring the active negotiation of information with other people. To gain more relevant insights into the workings of the social brain, the incipient field of two-person neuroscience (2PN) advocates the study of brain-to-brain coupling through multi-participant experiments. In this paper, we argue that the study of online language-based communication constitutes a cornerstone of 2PN. First, we review preliminary evidence illustrating how verbal interaction may shed light on the social brain. Second, we advance methodological recommendations to design experiments within language-based 2PN. Finally, we formulate outstanding questions for future research.Fil: García, Adolfo Martín. Universidad Nacional de Córdoba. Facultad de Lenguas; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas. Oficina de Coordinación Administrativa Houssay. Instituto de Neurociencia Cognitiva. Fundación Favaloro. Instituto de Neurociencia Cognitiva; Argentina. Universidad Diego Portales; ChileFil: Ibanez Barassi, Agustin Mariano. Consejo Nacional de Investigaciones Científicas y Técnicas. Oficina de Coordinación Administrativa Houssay. Instituto de Neurociencia Cognitiva. Fundación Favaloro. Instituto de Neurociencia Cognitiva; Argentina. Universidad Diego Portales; Chile. Universidad Autónoma del Caribe; Colombia. Australian Research Council Centre of Excellence in Cognition and its Disorders; Australi
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Brainwave-Based Human Emotion Estimation using Deep Neural Network Models for Biofeedback
This thesis was submitted for the award of Doctor of Philosophy and was awarded by Brunel University LondonEmotion is a state that comprehensively represents human feeling, thought and behavior, thus takes an important role in interpersonal human communication. Emotion estimation aims to automatically discriminate different emotional states by using physiological and nonphysiological signals acquired from human to achieve effective communication and interaction between human and machines. Brainwaves-Based Emotion Estimation is one of the most common used and efficient methods for emotion estimation research. The technology reveals a great role for human emotional disorder treatment, brain computer interface for disabilities, entertainment and many other research areas. In this thesis, various methods, schemes and frameworks are presented for Electroencephalogram (EEG) based human emotion estimation. Firstly, a hybrid dimension featurere duction scheme is presented using a total of 14 different features extracted from EEG recordings. The scheme combines these distinct features in the feature space using both supervised and unsupervised feature selection processes. Maximum Relevance Minimum Redundancy (mRMR) is applied to re-order the combined features into max-relevance with the emotion labels and min-redundancy of each feature. The generated features are further reduced with Principal Component Analysis (PCA) for extracting the principal components. Experimental results show that the proposed work outperforms the state-of-art methods using the same settings at the publicly available Database for Emotional Analysis using Physiological Signals (DEAP) data set. Secondly, a disentangled adaptive noise learning β-Variational autoencoder (VAE) combinewithlongshorttermmemory(LSTM)modelwasproposedfortheemotionrecognition based on EEG recordings. The experiment is also based on the EEG emotion public DEAPdataset. At first, the EEG time-series data are transformed into the Video-like EEG image data through the Azimuthal Equidistant Projection (AEP) to original EEG-sensor 3-D coordinates to perform 2-D projected locations of electrodes. Then Clough-Tocher scheme is applied for interpolating the scattered power measurements over the scalp and for estimating the values in-between the electrodes over a 32x32 mesh. After that, the βVAE LSTM algorithm is used to estimate the accuracy of the quadratic (arousal-valence) classification. The comparison between the β VAE-LSTM model and other classic methods is conducted at the same experimental setting that shows that the proposed model is effective. Finally, a novel real-time emotion detection system based on the EEG signals from a portable headband was presented, integrated into the interactive film ‘RIOT’. At first, the requirement of the interactive film was collected and the protocol for data collection using a portable EEG sensor (Emotiv Epoc) was designed. Then, a portable EEG emotion database (PEED) is built from 10 participants with the emotion labels using both self-reporting and video annotation tools. After that, various feature extraction, feature selection, validation scheme and classification methods are explored to build a practical system for the real-time detection. In the end, the emotion detection system is trained and integrated into the interactive film for real-time implementation and fully evaluated. The experimental results demonstrate the system with satisfied emotion detection accuracy and real-time performance
Performance of grassed swale as stormwater quantity control in lowland area
Grassed swale is a vegetated open channel designed to attenuate stormwater through infiltration and conveying runoff into nearby water bodies, thus reduces peak flows and minimizes the causes of flood. UTHM is a flood-prone area due to located in lowland area, has high groundwater level and low infiltration rates. The aim of this study is to assess the performance of grassed swale as a stormwater quantity control in UTHM. Flow depths and velocities of swales were measured according to Six-Tenths Depth Method shortly after a rainfall event. Flow discharges of swales (Qswale) were evaluated by Mean- Section Method to determine the variations of Manning’s roughness coefficients (ncalculate) that results between 0.075 – 0.122 due to tall grass and irregularity of channels. Based on the values of Qswale between sections of swales, the percentages of flow attenuation are up to 54%. As for the flow conveyance of swales, Qswale were determined by Manning’s equation that divided into Qcalculate, evaluated using ncalculate, and Qdesign, evaluated using roughness coefficient recommended by MSMA (ndesign), to compare with flow discharges of drainage areas (Qpeak), evaluated by Rational Method with 10-year ARI. Each site of study has shown Qdesign is greater than Qpeak up to 59%. However, Qcalculate is greater than Qpeak only at a certain site of study up to 14%. The values of Qdesign also greater than Qcalculate up to 52% where it shows that the roughness coefficients as considered in MSMA are providing a better performance of swale. This study also found that the characteristics of the studied swales are comparable to the design consideration by MSMA. Based on these findings, grassed swale has the potential in collecting, attenuating, and conveying stormwater, which suitable to be applied as one of the best management practices in preventing flash flood at UTHM campus
Components of cultural complexity relating to emotions: A conceptual framework
Many cultural variations in emotions have been documented in previous research, but a general theoretical framework involving cultural sources of these variations is still missing. The main goal of the present study was to determine what components of cultural complexity interact with the emotional experience and behavior of individuals. The proposed framework conceptually distinguishes five main components of cultural complexity relating to emotions: 1) emotion language, 2) conceptual knowledge about emotions, 3) emotion-related values, 4) feelings rules, i.e. norms for subjective experience, and 5) display rules, i.e. norms for emotional expression
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