627 research outputs found

    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

    On driver behavior recognition for increased safety:A roadmap

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    Advanced Driver-Assistance Systems (ADASs) are used for increasing safety in the automotive domain, yet current ADASs notably operate without taking into account drivers’ states, e.g., whether she/he is emotionally apt to drive. In this paper, we first review the state-of-the-art of emotional and cognitive analysis for ADAS: we consider psychological models, the sensors needed for capturing physiological signals, and the typical algorithms used for human emotion classification. Our investigation highlights a lack of advanced Driver Monitoring Systems (DMSs) for ADASs, which could increase driving quality and security for both drivers and passengers. We then provide our view on a novel perception architecture for driver monitoring, built around the concept of Driver Complex State (DCS). DCS relies on multiple non-obtrusive sensors and Artificial Intelligence (AI) for uncovering the driver state and uses it to implement innovative Human–Machine Interface (HMI) functionalities. This concept will be implemented and validated in the recently EU-funded NextPerception project, which is briefly introduced

    Analysis and use of the emotional context with wearable devices for games and intelligent assistants

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    In this paper, we consider the use of wearable sensors for providing affect-based adaptation in Ambient Intelligence (AmI) systems. We begin with discussion of selected issues regarding the applications of affective computing techniques. We describe our experiments for affect change detection with a range of wearable devices, such as wristbands and the BITalino platform, and discuss an original software solution, which we developed for this purpose. Furthermore, as a test-bed application for our work, we selected computer games. We discuss the state-of-the-art in affect-based adaptation in games, described in terms of the so-called affective loop. We present our original proposal of a conceptual design framework for games, called the affective game design patterns. As a proof-of-concept realization of this approach, we discuss some original game prototypes, which we have developed, involving emotion-based control and adaptation. Finally, we comment on a software framework, that we have previously developed, for context-aware systems which uses human emotional contexts. This framework provides means for implementing adaptive systems using mobile devices with wearable sensors

    Collective Generativity: The Emergence of IT-Induced Mass Innovation

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    Analyzing how collective action leading to mass innovation emerges against the backdrop of an increasingly connected world, we introduce the concept of collective generativity as a new theoretical lens for understanding the ability of distributed communities to engage collectively in bottom-up processes of creation and innovation. Applying this lens allows us to understand how collective generativity emerges and evolves and how to design systems and spaces that evoke and enhance this communal generative capacity. In this paper, we explore the underpinnings of collective generativity: connectivity, distributed cognition, collective action and mass innovation. Jointly, these theoretical insights are used to derive a set of design principles for the development of co-generative systems, which are conducive to mass collective action and innovation. Finally, we demonstrate our thesis with an illustrative vignette of collective generativity and conclude with several implications for future research

    EEG Feature Variations under Stress Situations

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    The goal of this study is to identify EEG parameters and electrode positions with the highest significant values to differentiate between tasks and relax periods. Different signals were recorded as 12 subjects are doing arithmetic and memory tasks under stress condition. The test consisted of an initial and final 5-minute relax periods and three 4-minute performance phases with increased stress level. q and a bands concentrated mainly features whose variation were significant, and F3 and P4 were the best positions to distinguish between performed tasks and arousal level

    Stress and heart rate: significant parameters and their variations

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    The aim of this paper is to identify heart rate parameters with higher significant values when a set of people are performing a task under stress condition. In order to accomplish this, one computer application with arithmetic and memory activities which lets drive the subjects to different stages of activity and stress has been designed. Tests are formed by initial and final rest periods and three task phases with incremental stressful level. Electrocardiogram is measured in each state and parameters are extracted from it. A statistical study using analysis of variance (ANOVA) is done to see which ones are the most significant. It is concluded that the median of RR segments is the parameter to best determine the state of stress.Regional Government of Andalusia (p08-TIC-3631

    Player agency in interactive narrative: audience, actor & author

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    The question motivating this review paper is, how can computer-based interactive narrative be used as a constructivist learn- ing activity? The paper proposes that player agency can be used to link interactive narrative to learner agency in constructivist theory, and to classify approaches to interactive narrative. The traditional question driving research in interactive narrative is, ‘how can an in- teractive narrative deal with a high degree of player agency, while maintaining a coherent and well-formed narrative?’ This question derives from an Aristotelian approach to interactive narrative that, as the question shows, is inherently antagonistic to player agency. Within this approach, player agency must be restricted and manip- ulated to maintain the narrative. Two alternative approaches based on Brecht’s Epic Theatre and Boal’s Theatre of the Oppressed are reviewed. If a Boalian approach to interactive narrative is taken the conflict between narrative and player agency dissolves. The question that emerges from this approach is quite different from the traditional question above, and presents a more useful approach to applying in- teractive narrative as a constructivist learning activity

    A Discussion of Interactive Storytelling Techniques for Use in a Serious Game

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    This report addresses a collection of interactive storytelling systems to provide an overview of state-of-the-art methods of narrative management and of enabling social interaction between users and virtual agents. This is done to inform the construction of a social cues and training demonstrator (a serious game) that enables its users to improve their social behaviour. In this report, a distinction is made between strong story and strong autonomy approaches to narrative management. The former rely on central management of the narrative through drama managers, not giving their agents much freedom. Inversely, the latter focus on the autonomy of agents, without explicit top-down control over the narrative. The autonomy of such agents allows an unscripted narrative to emerge from the user's interaction with the system. The trade-off between a strict storyline and freedom of action in these approaches is called the narrative paradox. It is concluded that a strong autonomy approach can feature social behaviour of agents more easily than a strong story one, because it is inherent with this approach that its agents have more complex models. For the demonstrator, some control over the narrative is required to let its users reach given goals in the created scenarios. Therefore, our future work will focus on creating a hybrid approach that enables agents to direct the story autonomously

    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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