424 research outputs found

    Predictive biometrics: A review and analysis of predicting personal characteristics from biometric data

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    Interest in the exploitation of soft biometrics information has continued to develop over the last decade or so. In comparison with traditional biometrics, which focuses principally on person identification, the idea of soft biometrics processing is to study the utilisation of more general information regarding a system user, which is not necessarily unique. There are increasing indications that this type of data will have great value in providing complementary information for user authentication. However, the authors have also seen a growing interest in broadening the predictive capabilities of biometric data, encompassing both easily definable characteristics such as subject age and, most recently, `higher level' characteristics such as emotional or mental states. This study will present a selective review of the predictive capabilities, in the widest sense, of biometric data processing, providing an analysis of the key issues still adequately to be addressed if this concept of predictive biometrics is to be fully exploited in the future

    An Evaluation of Mouse and Keyboard Interaction Indicators towards Non-intrusive and Low Cost Affective Modeling in an Educational Context

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    AbstractIn this paper we propose a series of indicators, which derive from user's interactions with mouse and keyboard. The goal is to evaluate their use in identifying affective states and behavior changes in an e-learning platform by means of non-intrusive and low cost methods. The approach we have followed study user's interactions regardless of the task being performed and its presentation, aiming at finding a solution applicable in any domain. In particular, mouse movements and clicks, as well as keystrokes were recorded during a math problem solving activity where users involved in the experiment had not only to score their degree of valence (i.e., pleasure versus displeasure) and arousal (i.e., high activation versus low activation) of their affective states after each problem by using the Self-Assessment-Manikin scale, but also type a description of their own feelings. By using that affective labeling, we evaluated the information provided by these different indicators processed from the original user's interactions logs. In total, we computed 42 keyboard indicators and 96 mouse indicators

    Continuous Stress Monitoring under Varied Demands Using Unobtrusive Devices

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    The file attached to this record is the author's final peer reviewed version. The Publisher's final version can be found by following the DOI link.This research aims to identify a feasible model to predict a learner’s stress in an online learning platform. It is desirable to produce a cost-effective, unobtrusive and objective method to measure a learner’s emotions. The few signals produced by mouse and keyboard could enable such solution to measure real world individual’s affective states. It is also important to ensure that the measurement can be applied regardless the type of task carried out by the user. This preliminary research proposes a stress classification method using mouse and keystroke dynamics to classify the stress levels of 190 university students when performing three different e-learning activities. The results show that the stress measurement based on mouse and keystroke dynamics is consistent with the stress measurement according to the changes of duration spent between two consecutive questions. The feedforward back-propagation neural network achieves the best performance in the classification

    A Review of Emotion Recognition Methods from Keystroke, Mouse, and Touchscreen Dynamics

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    Emotion can be defined as a subject’s organismic response to an external or internal stimulus event. The responses could be reflected in pattern changes of the subject’s facial expression, gesture, gait, eye-movement, physiological signals, speech and voice, keystroke, and mouse dynamics, etc. This suggests that on the one hand emotions can be measured/recognized from the responses, and on the other hand they can be facilitated/regulated by external stimulus events, situation changes or internal motivation changes. It is well-known that emotion has a close relationship with both physical and mental health, usually affecting an individual’s and a team’s work performance, thus emotion recognition is an important prerequisite for emotion regulation towards better emotional states and work performance. The primary problem in emotion recognition is how to recognize a subject’s emotional states easily and accurately. Currently, there are a body of good research on emotion recognition from facial expression, gesture, gait, eye-tracking, and other physiological signals such as speech and voice, but they are all intrusive and obtrusive to some extent. In contrast, keystroke, mouse and touchscreen (KMT) dynamics data can be collected non-intrusively and unobtrusively as secondary data responding to primary physical actions, thus, this paper aims to review the state-of-the-art research on emotion recognition from KMT dynamics and to identify key research challenges, opportunities and a future research roadmap for referencing. In addition, this paper answers the following six research questions (RQs): (1) what are the commonly used emotion elicitation methods and databases for emotion recognition? (2) which emotions could be recognized from KMT dynamics? (3) what key features are most appropriate for recognizing different specific emotions? (4) which classification methods are most effective for specific emotions? (5) what are the application trends of emotion recognition from KMT dynamics? (6) which application contexts are of greatest concern

    Keystroke Dynamics as Part of Lifelogging

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    In this paper we present the case for including keystroke dynamics in lifelogging. We describe how we have used a simple keystroke logging application called Loggerman, to create a dataset of longitudinal keystroke timing data spanning a period of more than 6 months for 4 participants. We perform a detailed analysis of this data by examining the timing information associated with bigrams or pairs of adjacently-typed alphabetic characters. We show how there is very little day-on-day variation of the keystroke timing among the top-200 bigrams for some participants and for others there is a lot and this correlates with the amount of typing each would do on a daily basis. We explore how daily variations could correlate with sleep score from the previous night but find no significant relation-ship between the two. Finally we describe the public release of this data as well including as a series of pointers for future work including correlating keystroke dynamics with mood and fatigue during the day.Comment: Accepted to 27th International Conference on Multimedia Modeling, Prague, Czech Republic, June 202

    Stress detection in computer users from keyboard and mouse dynamics

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    Detecting stress in computer users, while technically challenging, is of the utmost importance in the workplace, especially now that remote working scenarios are becoming ubiquitous. In this context, cost-effective, subject-independent systems are needed that can be embedded in consumer devices and classify users' stress in a reliable and unobtrusive fashion. Leveraging keyboard and mouse dynamics is particularly appealing in this context as it exploits readily available sensors. However, available studies are mostly performed in laboratory conditions, and there is a lack of on-field investigations in closer-to-real-world settings. In this study, keyboard and mouse data from 62 volunteers were experimentally collected in-the-wild using a purpose-built Web application, designed to induce stress by asking each subject to perform 8 computer tasks under different stressful conditions. The application of Multiple Instance Learning (MIL) to Random Forest (RF) classification allowed the devised system to successfully distinguish 3 stress-level classes from keyboard (76% accuracy) and mouse (63% accuracy) data. Classifiers were further evaluated via confusion matrix, precision, recall, and F1-score

    LoggerMan, a comprehensive logging and visualisation tool to capture computer usage

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    As we become increasingly dependent on our computers and spending a major part of our day interacting with these machines, it is becoming important for lifeloggers and human-computer interaction (HCI) researchers to capture this aspect of our life. In this paper, we present LoggerMan, a comprehensive logging tool to capture many aspects of our computer usage. It also comes with reporting capabilities to give insights to the data owner about his/her computer usage. By this work, we aim to fill the current lack of logging software in this domain, which would help us and other researchers as well to build data sets for HCI experiments and also to better understand computer usage patterns. Our tool is published online (loggerman.org) to be used freely by the community

    What does touch tell us about emotions in touchscreen-based gameplay?

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    This is the post-print version of the Article. The official published version can be accessed from the link below - Copyright @ 2012 ACM. It is posted here by permission of ACM for your personal use. Not for redistribution.Nowadays, more and more people play games on touch-screen mobile phones. This phenomenon raises a very interesting question: does touch behaviour reflect the player’s emotional state? If possible, this would not only be a valuable evaluation indicator for game designers, but also for real-time personalization of the game experience. Psychology studies on acted touch behaviour show the existence of discriminative affective profiles. In this paper, finger-stroke features during gameplay on an iPod were extracted and their discriminative power analysed. Based on touch-behaviour, machine learning algorithms were used to build systems for automatically discriminating between four emotional states (Excited, Relaxed, Frustrated, Bored), two levels of arousal and two levels of valence. The results were very interesting reaching between 69% and 77% of correct discrimination between the four emotional states. Higher results (~89%) were obtained for discriminating between two levels of arousal and two levels of valence

    Behavioral biometrics and ambient intelligence: New opportunities for context-aware applications

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    Ambient Intelligence has always been associated with the promise of exciting new applications, aware of the users' needs and state, and proactive towards their goals. However, the acquisition of the necessary information for supporting such high-level learning and decision-making processes is not always straightforward. In this chapter we describe a multi-faceted smart environment for the acquisition of relevant contextual information about its users. This information, acquired transparently through the technological devices in the environment, supports the building of high-level knowledge about the users, including a quantification of aspects such as performance, attention, mental fatigue and stress. The environment described is particularly suited for milieus such as workplaces and classrooms, in which this kind of information may be very important for the effective management of human resources, with advantages for organizations and individuals alike.(UID/CEC/00319/2013)info:eu-repo/semantics/publishedVersio
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