930 research outputs found

    Emotional Brain-Computer Interfaces

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    Research in Brain-computer interface (BCI) has significantly increased during the last few years. In addition to their initial role as assisting devices for the physically challenged, BCIs are now proposed for a wider range of applications. As in any HCI application, BCIs can also benefit from adapting their operation to the emotional state of the user. BCIs have the advantage of having access to brain activity which can provide signicant insight into the user's emotional state. This information can be utilized in two manners. 1) Knowledge of the inuence of the emotional state on brain activity patterns can allow the BCI to adapt its recognition algorithms, so that the intention of the user is still correctly interpreted in spite of signal deviations induced by the subject's emotional state. 2) The ability to recognize emotions can be used in BCIs to provide the user with more natural ways of controlling the BCI through affective modulation. Thus, controlling a BCI by recollecting a pleasant memory can be possible and can potentially lead to higher information transfer rates.\ud These two approaches of emotion utilization in BCI are elaborated in detail in this paper in the framework of noninvasive EEG based BCIs

    Proceedings of Abstracts Engineering and Computer Science Research Conference 2019

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    © 2019 The Author(s). This is an open-access work distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. For further details please see https://creativecommons.org/licenses/by/4.0/. Note: Keynote: Fluorescence visualisation to evaluate effectiveness of personal protective equipment for infection control is © 2019 Crown copyright and so is licensed under the Open Government Licence v3.0. Under this licence users are permitted to copy, publish, distribute and transmit the Information; adapt the Information; exploit the Information commercially and non-commercially for example, by combining it with other Information, or by including it in your own product or application. Where you do any of the above you must acknowledge the source of the Information in your product or application by including or linking to any attribution statement specified by the Information Provider(s) and, where possible, provide a link to this licence: http://www.nationalarchives.gov.uk/doc/open-government-licence/version/3/This book is the record of abstracts submitted and accepted for presentation at the Inaugural Engineering and Computer Science Research Conference held 17th April 2019 at the University of Hertfordshire, Hatfield, UK. This conference is a local event aiming at bringing together the research students, staff and eminent external guests to celebrate Engineering and Computer Science Research at the University of Hertfordshire. The ECS Research Conference aims to showcase the broad landscape of research taking place in the School of Engineering and Computer Science. The 2019 conference was articulated around three topical cross-disciplinary themes: Make and Preserve the Future; Connect the People and Cities; and Protect and Care

    A novel Big Data analytics and intelligent technique to predict driver's intent

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    Modern age offers a great potential for automatically predicting the driver's intent through the increasing miniaturization of computing technologies, rapid advancements in communication technologies and continuous connectivity of heterogeneous smart objects. Inside the cabin and engine of modern cars, dedicated computer systems need to possess the ability to exploit the wealth of information generated by heterogeneous data sources with different contextual and conceptual representations. Processing and utilizing this diverse and voluminous data, involves many challenges concerning the design of the computational technique used to perform this task. In this paper, we investigate the various data sources available in the car and the surrounding environment, which can be utilized as inputs in order to predict driver's intent and behavior. As part of investigating these potential data sources, we conducted experiments on e-calendars for a large number of employees, and have reviewed a number of available geo referencing systems. Through the results of a statistical analysis and by computing location recognition accuracy results, we explored in detail the potential utilization of calendar location data to detect the driver's intentions. In order to exploit the numerous diverse data inputs available in modern vehicles, we investigate the suitability of different Computational Intelligence (CI) techniques, and propose a novel fuzzy computational modelling methodology. Finally, we outline the impact of applying advanced CI and Big Data analytics techniques in modern vehicles on the driver and society in general, and discuss ethical and legal issues arising from the deployment of intelligent self-learning cars

    THE EFFECTS OF ANTHROPOMORPHISM AND AFFECTIVE DESIGN PRINCIPLES ON THE ADOPTION OF M-HEALTH APPLICATIONS

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    Published ThesisPrevious research has found that M-Health initiatives have not been adopted and used effectively in many cases, especially in rural communal locations. Based on this, the researcher has surmised that factors contributing to the non-use of such initiative could be the resulted of a lack of knowledge with regard to the use of technology, literacy challenges, possible fear of technology and a lack of information regarding interventions that have the potential to improve quality of life. Consequently, an initiative that has usability as its core function may play a critical role in the use and adoption of such technologies. The researcher wondered if and how anthropomorphic and affective design principles which aspire to extract an emotional or positively reinforced sub-conscious reaction from users may influence the adoption and use of M-Health initiatives when applied to said interventions. This study therefore set out to investigate the effects of anthropomorphism and affective design principles on the adoption of M-Health applications, with the Sethakeng rural community in the Northern Cape province of South Africa research population after consent was obtained from the relevant community leaders. The researcher wanted first to ascertain whether anthropomorphism and affective design could influence the adoption of Mobile-Health applications, then to identify which was the more effective method to design Mobile-Health applications and finally, to provide guidelines and recommendations about the most effective design theory, as identified in the study, when designing applications. This study predominantly employed a mixed approach research methodology which included action research cycles and quantitative data in the form of usage statistics, obtained from CloudWare, in the final report. A case study was conducted in a rural South African setting to explore and eventually understand the relation between the case community and the intervention. A qualitative research design best allowed the researcher to get a better understanding of the research problem identified and the obstacles facing the relevant rural community and quantitative data assisted with better understanding the relevant usage trends in terms of the M-Health intervention. The objectives of the case study were to observe the phenomenon and describe it with regards to the case community, document the reactions of the case community to different instances and variations of the phenomenon and, lastly, to report on the design principle that yielded the most positive reaction from the community from a usage perspective; thereby indicating the adoption of the design methodology employed. The research contributed towards the successful development, placement and scrutiny of two emotion-driven interfaces for the same M-Health intervention. A distinctive perspective was provided with regard to affective and anthropomorphic design to identify the better design model for improved application acceptance in a rural community context. At the conclusion of the study, evidence suggested that community members found the anthropomorphic interface design superior. The researcher was thus able to explore, identify, develop and list a set of guidelines that can be used in the area of emotional design. Each guideline was based on what worked in practice and was applied successfully throughout this study. The researcher would like these guidelines be implemented and utilised by other designers in the field of interaction design for future designers

    Exploring the Affective Loop

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    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
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