30 research outputs found

    Brain electrical activity discriminant analysis using Reproducing Kernel Hilbert spaces

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    A deep an adequate understanding of the human brain functions has been an objective for interdisciplinar teams of scientists. Different types of technological acquisition methodologies, allow to capture some particular data that is related with brain activity. Commonly, the more used strategies are related with the brain electrical activity, where reflected neuronal interactions are reflected in the scalp and obtained via electrode arrays as time series. The processing of this type of brain electrical activity (BEA) data, poses some challenges that should be addressed carefully due their intrinsic properties. BEA in known to have a nonstationaty behavior and a high degree of variability dependenig of the stimulus or responses that are being adressed..

    Modelling human emotions using immersive virtual reality, physiological signals and behavioural responses

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    Tesis por compendio[ES] El uso de la realidad virtual (RV) se ha incrementado notablemente en la comunidad científica para la investigación del comportamiento humano. En particular, la RV inmersiva ha crecido debido a la democratización de las gafas de realidad virtual o head mounted displays (HMD), que ofrecen un alto rendimiento con una inversión económica. Uno de los campos que ha emergido con fuerza en la última década es el Affective Computing, que combina psicofisiología, informática, ingeniería biomédica e inteligencia artificial, desarrollando sistemas que puedan reconocer emociones automáticamente. Su progreso es especialmente importante en el campo de la investigación del comportamiento humano, debido al papel fundamental que las emociones juegan en muchos procesos psicológicos como la percepción, la toma de decisiones, la creatividad, la memoria y la interacción social. Muchos estudios se han centrado en intentar obtener una metodología fiable para evocar y automáticamente identificar estados emocionales, usando medidas fisiológicas objetivas y métodos de aprendizaje automático. Sin embargo, la mayoría de los estudios previos utilizan imágenes, audios o vídeos para generar los estados emocionales y, hasta donde llega nuestro conocimiento, ninguno de ellos ha desarrollado un sistema de reconocimiento emocional usando RV inmersiva. Aunque algunos trabajos anteriores sí analizan las respuestas fisiológicas en RV inmersivas, estos no presentan modelos de aprendizaje automático para procesamiento y clasificación automática de bioseñales. Además, un concepto crucial cuando se usa la RV en investigación del comportamiento humano es la validez: la capacidad de evocar respuestas similares en un entorno virtual a las evocadas por el espacio físico. Aunque algunos estudios previos han usado dimensiones psicológicas y cognitivas para comparar respuestas entre entornos reales y virtuales, las investigaciones que analizan respuestas fisiológicas o comportamentales están mucho menos extendidas. Según nuestros conocimientos, este es el primer trabajo que compara entornos físicos con su réplica en RV, empleando respuestas fisiológicas y algoritmos de aprendizaje automático y analizando la capacidad de la RV de transferir y extrapolar las conclusiones obtenidas al entorno real que se está simulando. El objetivo principal de la tesis es validar el uso de la RV inmersiva como una herramienta de estimulación emocional usando respuestas psicofisiológicas y comportamentales en combinación con algoritmos de aprendizaje automático, así como realizar una comparación directa entre un entorno real y virtual. Para ello, se ha desarrollado un protocolo experimental que incluye entornos emocionales 360º, un museo real y una virtualización 3D altamente realista del mismo museo. La tesis presenta novedosas contribuciones del uso de la RV inmersiva en la investigación del comportamiento humano, en particular en lo relativo al estudio de las emociones. Esta ayudará a aplicar metodologías a estímulos más realistas para evaluar entornos y situaciones de la vida diaria, superando las actuales limitaciones de la estimulación emocional que clásicamente ha incluido imágenes, audios o vídeos. Además, en ella se analiza la validez de la RV realizando una comparación directa usando una simulación altamente realista. Creemos que la RV inmersiva va a revolucionar los métodos de estimulación emocional en entornos de laboratorio. Además, su sinergia junto a las medidas fisiológicas y las técnicas de aprendizaje automático, impactarán transversalmente en muchas áreas de investigación como la arquitectura, la salud, la evaluación psicológica, el entrenamiento, la educación, la conducción o el marketing, abriendo un nuevo horizonte de oportunidades para la comunidad científica. La presente tesis espera contribuir a caminar en esa senda.[EN] In recent years the scientific community has significantly increased its use of virtual reality (VR) technologies in human behaviour research. In particular, the use of immersive VR has grown due to the introduction of affordable, high performance head mounted displays (HMDs). Among the fields that has strongly emerged in the last decade is affective computing, which combines psychophysiology, computer science, biomedical engineering and artificial intelligence in the development of systems that can automatically recognize emotions. The progress of affective computing is especially important in human behaviour research due to the central role that emotions play in many background processes, such as perception, decision-making, creativity, memory and social interaction. Several studies have tried to develop a reliable methodology to evoke and automatically identify emotional states using objective physiological measures and machine learning methods. However, the majority of previous studies used images, audio or video to elicit emotional statements; to the best of our knowledge, no previous research has developed an emotion recognition system using immersive VR. Although some previous studies analysed physiological responses in immersive VR, they did not use machine learning techniques for biosignal processing and classification. Moreover, a crucial concept when using VR for human behaviour research is validity: the capacity to evoke a response from the user in a simulated environment similar to the response that might be evoked in a physical environment. Although some previous studies have used psychological and cognitive dimensions to compare responses in real and virtual environments, few have extended this research to analyse physiological or behavioural responses. Moreover, to our knowledge, this is the first study to compare VR scenarios with their real-world equivalents using physiological measures coupled with machine learning algorithms, and to analyse the ability of VR to transfer and extrapolate insights obtained from VR environments to real environments. The main objective of this thesis is, using psycho-physiological and behavioural responses in combination with machine learning methods, and by performing a direct comparison between a real and virtual environment, to validate immersive VR as an emotion elicitation tool. To do so we develop an experimental protocol involving emotional 360º environments, an art exhibition in a real museum, and a highly-realistic 3D virtualization of the same art exhibition. This thesis provides novel contributions to the use of immersive VR in human behaviour research, particularly in relation to emotions. VR can help in the application of methodologies designed to present more realistic stimuli in the assessment of daily-life environments and situations, thus overcoming the current limitations of affective elicitation, which classically uses images, audio and video. Moreover, it analyses the validity of VR by performing a direct comparison using highly-realistic simulation. We believe that immersive VR will revolutionize laboratory-based emotion elicitation methods. Moreover, its synergy with physiological measurement and machine learning techniques will impact transversely in many other research areas, such as architecture, health, assessment, training, education, driving and marketing, and thus open new opportunities for the scientific community. The present dissertation aims to contribute to this progress.[CA] L'ús de la realitat virtual (RV) s'ha incrementat notablement en la comunitat científica per a la recerca del comportament humà. En particular, la RV immersiva ha crescut a causa de la democratització de les ulleres de realitat virtual o head mounted displays (HMD), que ofereixen un alt rendiment amb una reduïda inversió econòmica. Un dels camps que ha emergit amb força en l'última dècada és el Affective Computing, que combina psicofisiologia, informàtica, enginyeria biomèdica i intel·ligència artificial, desenvolupant sistemes que puguen reconéixer emocions automàticament. El seu progrés és especialment important en el camp de la recerca del comportament humà, a causa del paper fonamental que les emocions juguen en molts processos psicològics com la percepció, la presa de decisions, la creativitat, la memòria i la interacció social. Molts estudis s'han centrat en intentar obtenir una metodologia fiable per a evocar i automàticament identificar estats emocionals, utilitzant mesures fisiològiques objectives i mètodes d'aprenentatge automàtic. No obstant això, la major part dels estudis previs utilitzen imatges, àudios o vídeos per a generar els estats emocionals i, fins on arriba el nostre coneixement, cap d'ells ha desenvolupat un sistema de reconeixement emocional mitjançant l'ús de la RV immersiva. Encara que alguns treballs anteriors sí que analitzen les respostes fisiològiques en RV immersives, aquests no presenten models d'aprenentatge automàtic per a processament i classificació automàtica de biosenyals. A més, un concepte crucial quan s'utilitza la RV en la recerca del comportament humà és la validesa: la capacitat d'evocar respostes similars en un entorn virtual a les evocades per l'espai físic. Encara que alguns estudis previs han utilitzat dimensions psicològiques i cognitives per a comparar respostes entre entorns reals i virtuals, les recerques que analitzen respostes fisiològiques o comportamentals estan molt menys esteses. Segons els nostres coneixements, aquest és el primer treball que compara entorns físics amb la seua rèplica en RV, emprant respostes fisiològiques i algorismes d'aprenentatge automàtic i analitzant la capacitat de la RV de transferir i extrapolar les conclusions obtingudes a l'entorn real que s'està simulant. L'objectiu principal de la tesi és validar l'ús de la RV immersiva com una eina d'estimulació emocional usant respostes psicofisiològiques i comportamentals en combinació amb algorismes d'aprenentatge automàtic, així com realitzar una comparació directa entre un entorn real i virtual. Per a això, s'ha desenvolupat un protocol experimental que inclou entorns emocionals 360º, un museu real i una virtualització 3D altament realista del mateix museu. La tesi presenta noves contribucions de l'ús de la RV immersiva en la recerca del comportament humà, en particular quant a l'estudi de les emocions. Aquesta ajudarà a aplicar metodologies a estímuls més realistes per a avaluar entorns i situacions de la vida diària, superant les actuals limitacions de l'estimulació emocional que clàssicament ha inclòs imatges, àudios o vídeos. A més, en ella s'analitza la validesa de la RV realitzant una comparació directa usant una simulació altament realista. Creiem que la RV immersiva revolucionarà els mètodes d'estimulació emocional en entorns de laboratori. A més, la seua sinergia al costat de les mesures fisiològiques i les tècniques d'aprenentatge automàtic, impactaran transversalment en moltes àrees de recerca com l'arquitectura, la salut, l'avaluació psicològica, l'entrenament, l'educació, la conducció o el màrqueting, obrint un nou horitzó d'oportunitats per a la comunitat científica. La present tesi espera contribuir a caminar en aquesta senda.Marín Morales, J. (2020). Modelling human emotions using immersive virtual reality, physiological signals and behavioural responses [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/148717TESISCompendi

    Análise do testemunho ocular utilizando sinais de eletroencefalograma

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    The application of Brain Computer Interfaces techniques to vital crime witnesses could and probably will be a key feature in the justice system. Features from the electroencephalogram signals were extracted with information detailing their domain (time or frequency), and their spacial scalp and time placement. For both domains, two different classification pipelines were applied in order to select the most relevant features: one to rank and select the top features and another to recursively eliminate the least relevant feature. The Support Vector Machine (linear and non-linear) is the classification model included in the pipeline. Further observations on the selected features by the applied techniques were performed and discussed in relation to the available knowledge about face recognition. The present work provides an experimental study on the electroencephalogram signals acquired from an experiment in which an array of subjects were asked to identify both culprit and distractor being the culprit related to a previously shown crime scene video.A aplicação de técnicas de Interfaces Cérebro-Computador a testemunhas vitais de um crime pode e provavelmente será uma funcionalidade chave no sistema de justiça. Características de sinais provenientes de eletroencefalograma foram extraídas com informações sobre o seu domínio (tempo ou frequência), e a sua localização espacial e temporal. Para ambos os domínios, dois modelos de classificação diferentes foram aplicados com vista a selecionar as características mais relevantes: um para classificar, ordenar e selecionar as características mais importantes e outro para eliminar recursivamente a característica menos relevante. O modelo utilizado para classificação foi o Support Vector Machine (linear e não linear). Outras observações sobre as características selecionadas pelas técnicas aplicadas foram realizadas e discutidas tendo em conta o conhecimento disponível sobre reconhecimento facial. O presente trabalho fornece um estudo experimental sobre os sinais de eletroencefalograma adquiridos numa experiência na qual foi pedido a um grupo de indivíduos para identificar tanto culpado como distrator, sendo que o culpado estava relacionado a um vídeo de cenário de crime mostrado anteriormente.Mestrado em Engenharia de Computadores e Telemátic

    Utilising Emotion Monitoring for Developing Music Interventions for People with Dementia:A State-of-the-Art Review

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    The demand for smart solutions to support people with dementia (PwD) is increasing. These solutions are expected to assist PwD with their emotional, physical, and social well-being. At the moment, state-of-the-art works allow for the monitoring of physical well-being; however, not much attention is delineated for monitoring the emotional and social well-being of PwD. Research on emotion monitoring can be combined with research on the effects of music on PwD given its promising effects. More specifically, knowledge of the emotional state allows for music intervention to alleviate negative emotions by eliciting positive emotions in PwD. In this direction, the paper conducts a state-of-the-art review on two aspects: (i) the effect of music on PwD and (ii) both wearable and non-wearable sensing systems for emotional state monitoring. After outlining the application of musical interventions for PwD, including emotion monitoring sensors and algorithms, multiple challenges are identified. The main findings include a need for rigorous research approaches for the development of adaptable solutions that can tackle dynamic changes caused by the diminishing cognitive abilities of PwD with a focus on privacy and adoption aspects. By addressing these requirements, advancements can be made in harnessing music and emotion monitoring for PwD, thereby facilitating the creation of more resilient and scalable solutions to aid caregivers and PwD

    Hybrid ACO and SVM algorithm for pattern classification

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    Ant Colony Optimization (ACO) is a metaheuristic algorithm that can be used to solve a variety of combinatorial optimization problems. A new direction for ACO is to optimize continuous and mixed (discrete and continuous) variables. Support Vector Machine (SVM) is a pattern classification approach originated from statistical approaches. However, SVM suffers two main problems which include feature subset selection and parameter tuning. Most approaches related to tuning SVM parameters discretize the continuous value of the parameters which will give a negative effect on the classification performance. This study presents four algorithms for tuning the SVM parameters and selecting feature subset which improved SVM classification accuracy with smaller size of feature subset. This is achieved by performing the SVM parameters’ tuning and feature subset selection processes simultaneously. Hybridization algorithms between ACO and SVM techniques were proposed. The first two algorithms, ACOR-SVM and IACOR-SVM, tune the SVM parameters while the second two algorithms, ACOMV-R-SVM and IACOMV-R-SVM, tune the SVM parameters and select the feature subset simultaneously. Ten benchmark datasets from University of California, Irvine, were used in the experiments to validate the performance of the proposed algorithms. Experimental results obtained from the proposed algorithms are better when compared with other approaches in terms of classification accuracy and size of the feature subset. The average classification accuracies for the ACOR-SVM, IACOR-SVM, ACOMV-R and IACOMV-R algorithms are 94.73%, 95.86%, 97.37% and 98.1% respectively. The average size of feature subset is eight for the ACOR-SVM and IACOR-SVM algorithms and four for the ACOMV-R and IACOMV-R algorithms. This study contributes to a new direction for ACO that can deal with continuous and mixed-variable ACO

    Recent Applications in Graph Theory

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    Graph theory, being a rigorously investigated field of combinatorial mathematics, is adopted by a wide variety of disciplines addressing a plethora of real-world applications. Advances in graph algorithms and software implementations have made graph theory accessible to a larger community of interest. Ever-increasing interest in machine learning and model deployments for network data demands a coherent selection of topics rewarding a fresh, up-to-date summary of the theory and fruitful applications to probe further. This volume is a small yet unique contribution to graph theory applications and modeling with graphs. The subjects discussed include information hiding using graphs, dynamic graph-based systems to model and control cyber-physical systems, graph reconstruction, average distance neighborhood graphs, and pure and mixed-integer linear programming formulations to cluster networks

    Brain-Computer Interface

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    Brain-computer interfacing (BCI) with the use of advanced artificial intelligence identification is a rapidly growing new technology that allows a silently commanding brain to manipulate devices ranging from smartphones to advanced articulated robotic arms when physical control is not possible. BCI can be viewed as a collaboration between the brain and a device via the direct passage of electrical signals from neurons to an external system. The book provides a comprehensive summary of conventional and novel methods for processing brain signals. The chapters cover a range of topics including noninvasive and invasive signal acquisition, signal processing methods, deep learning approaches, and implementation of BCI in experimental problems

    Affective and Implicit Tagging using Facial Expressions and Electroencephalography.

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    PhDRecent years have seen an explosion of user-generated, untagged multimedia data, generating a need for efficient search and retrieval of this data. The predominant method for content-based tagging is through manual annotation. Consequently, automatic tagging is currently the subject of intensive research. However, it is clear that the process will not be fully automated in the foreseeable future. We propose to involve the user and investigate methods for implicit tagging, wherein users' responses to the multimedia content are analysed in order to generate descriptive tags. We approach this problem through the modalities of facial expressions and EEG signals. We investigate tag validation and affective tagging using EEG signals. The former relies on the detection of event-related potentials triggered in response to the presentation of invalid tags alongside multimedia material. We demonstrate significant differences in users' EEG responses for valid versus invalid tags, and present results towards single-trial classification. For affective tagging, we propose methodologies to map EEG signals onto the valence-arousal space and perform both binary classification as well as regression into this space. We apply these methods in a real-time affective recommendation system. We also investigate the analysis of facial expressions for implicit tagging. This relies on a dynamic texture representation using non-rigid registration that we first evaluate on the problem of facial action unit recognition. We present results on well-known datasets (with both posed and spontaneous expressions) comparable to the state of the art in the field. Finally, we present a multi-modal approach that fuses both modalities for affective tagging. We perform classification in the valence-arousal space based on these modalities and present results for both feature-level and decision-level fusion. We demonstrate improvement in the results when using both modalities, suggesting the modalities contain complementary information
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