387 research outputs found

    Biosignals as an Advanced Man-Machine Interface

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    As is known for centuries, humans exhibit an electrical profile. This profile is altered through various physiological processes, which can be measured through biosignals; e.g., electromyography (EMG) and electrodermal activity (EDA). These biosignals can reveal our emotions and, as such, can serve as an advanced man-machine interface (MMI) for empathic consumer products. However, such an MMI requires the correct classification of biosignals to emotion classes. This paper explores the use of EDA and three facial EMG signals to determine neutral, positive, negative, and mixed emotions, using recordings of 24 people. A range of techniques is tested, which resulted in a generic framework for automated emotion classification with up to 61.31% correct classification of the four emotion classes, without the need of personal profiles. Among various other directives for future research, the results emphasize the need for both personalized biosignal-profiles and the recording of multiple biosignals in parallel

    Affective Man-Machine Interface: Unveiling human emotions through biosignals

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    As is known for centuries, humans exhibit an electrical profile. This profile is altered through various psychological and physiological processes, which can be measured through biosignals; e.g., electromyography (EMG) and electrodermal activity (EDA). These biosignals can reveal our emotions and, as such, can serve as an advanced man-machine interface (MMI) for empathic consumer products. However, such a MMI requires the correct classification of biosignals to emotion classes. This chapter starts with an introduction on biosignals for emotion detection. Next, a state-of-the-art review is presented on automatic emotion classification. Moreover, guidelines are presented for affective MMI. Subsequently, a research is presented that explores the use of EDA and three facial EMG signals to determine neutral, positive, negative, and mixed emotions, using recordings of 21 people. A range of techniques is tested, which resulted in a generic framework for automated emotion classification with up to 61.31% correct classification of the four emotion classes, without the need of personal profiles. Among various other directives for future research, the results emphasize the need for parallel processing of multiple biosignals

    Feel, Don\u27t Think Review of the Application of Neuroscience Methods for Conversational Agent Research

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    Conversational agents (CAs) equipped with human-like features (e.g., name, avatar) have been reported to induce the perception of humanness and social presence in users, which can also increase other aspects of users’ affection, cognition, and behavior. However, current research is primarily based on self-reported measurements, leaving the door open for errors related to the self-serving bias, socially desired responding, negativity bias and others. In this context, applying neuroscience methods (e.g., EEG or MRI) could provide a means to supplement current research. However, it is unclear to what extent such methods have already been applied and what future directions for their application might be. Against this background, we conducted a comprehensive and transdisciplinary review. Based on our sample of 37 articles, we find an increased interest in the topic after 2017, with neural signal and trust/decision-making as upcoming areas of research and five separate research clusters, describing current research trends

    Towards Cognitive Dialog Systems

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    Brownie: A Platform for Conducting NeuroIS Experiments

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    In the NeuroIS field, experimental software needs to simultaneously present experimental stimuli to participants while recording, analyzing, or displaying neurophysiological measures. For example, a researcher might record a user’s heart beat (neurophysiological measure) as the user interacts with an e-commerce website (stimulus) to track changes in user arousal or show a user’s changing arousal levels during an exciting game. In this paper, we identify requirements for a NeuroIS experimental platform that we call Brownie and present its architecture and functionality. We then evaluate Brownie via a literature review and a case study that demonstrates Brownie’s capability to meet the requirements in a complex research context. We also verify Brownie’s usability via a quantitative study with prospective experimenters who implemented a test experiment in Brownie and an alternative software. We summarize the salient features of Brownie as follows: 1) it integrates neurophysiological measurements, 2) it incorporates real-time processing of neurophysiological data, 3) it facilitates research on individual and group behavior in the lab, 4) it offers a large variety of options for presenting experimental stimuli, and 5) it is open source and easily extensible with open source libraries. In summary, we conclude that Brownie is innovative in its potential to reduce barriers for IS researchers by fostering replicability and research collaboration and to support NeuroIS and interdisciplinary research in cognate areas, such as management, economics, or human-computer interaction

    Understanding and designing avatar biosignal visualizations for social Virtual Reality entertainment

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    Visualizing biosignals can be important for social Virtual Reality (VR), where avatar non-verbal cues are missing. While several biosignal representations exist, designing effective visualizations and understanding user perceptions within social VR entertainment remains unclear. We adopt a mixed-methods approach to design biosignals for social VR entertainment. Using survey (N=54), context-mapping (N=6), and co-design (N=6) methods, we derive four visualizations. We then ran a within-subjects study (N=32) in a virtual jazz-bar to investigate how heart rate (HR) and breathing rate (BR) visualizations, and signal rate, influence perceived avatar arousal, user distraction, and preferences. Findings show that skeuomorphic visualizations for both biosignals allow differentiable arousal inference; skeuomorphic and particles were least distracting for HR, whereas all were similarly distracting for BR; biosignal perceptions often depend on avatar relations, entertainment type, and emotion inference of avatars versus spaces. We contribute HR and BR visualizations, and considerations for designing social VR entertainment biosignal visualizations

    Using non-invasive wearables for detecting emotions with intelligent agents

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    This paper proposes the use of intelligent wristbands for the automatic detection of emotional states in order to develop an application which allows to extract, analyze, represent and manage the social emotion of a group of entities. Nowadays, the detection of the joined emotion of an heterogeneous group of people is still an open issue. Most of the existing approaches are centered in the emotion detection and management of a single entity. Concretely, the application tries to detect how music can influence in a positive or negative way over individuals’ emotional states. The main goal of the proposed system is to play music that encourages the increase of happiness of the overall patrons.This work is partially supported by the MINECO/FEDER TIN2015-65515-C4-1-R and the FPI grant AP2013-01276 awarded to Jaime-Andres Rincon. This work is supported by COMPETE: POCI-01-0145-FEDER-007043 and FCT – Fundação para a Ciência e Tecnologia within the projects UID/CEC/00319/2013 and Post-Doc scholarship SFRH/BPD/102696/2014 (A. Cost

    Using Online Role-playing Games for Entrepreneurship Training

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    This edited collection of chapters explores the application, potential and challenges of game-based learning and gamification across multiple disciplines and sectors, including psychology, education, business, history, languages and the ..

    Detecting emotions through non-invasive wearables

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    Current research on computational intelligence is being conducted in order to emulate and/or detect emotional states using specific devices such as wristbands or similar wearables. In this sense, this paper proposes the use of intelligent wristbands for the automatic detection of emotional states in order to develop an application which allows us to extract, analyse, represent and manage the social emotion of a group of entities. Nowadays, most of the existing approaches are centred in the emotion detection and management of a single entity. The designed system has been developed as a multi-agent system where each agent controls a wearable device and is in charge of detecting individual emotions based on bio-signals

    Global affective computing research in the period 1997-2017: a bibliometric analysis

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    Notable fallouts in marketing and financial market prediction have raised the interest by the scientific community and the business world in Affective Computing (AfC). Automatically recognizing and responding to a user’s affective states, AfC shows a great potential to improve companies capabilities of customer relationship management. The aim of this study is to evaluate this field of research during the last twenty years, identifying for one side its evolution, by the major publications, citations, journals, authors, productive countries, productive institutions, and collaboration patterns; and for another side, identifying its trends through the analysis of research hotspots, burst keywords and areas of research done so far. This bibliometric analysis is based on the science citation index expanded (SCI-E), from the Institute of Scientific Information Web-of science, which is now firmly established as an integral part of research evaluation methodology especially within the scientific and applied fields. The results show a significant 4.19 rate of growth in AfC, doubling the number of publications in 4.02 years time. This field of interest is paving the way for creativity and innovation and provides opportunities for its greater development.info:eu-repo/semantics/acceptedVersio
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