16,705 research outputs found

    Can Touch Interaction Predict Product-Related Emotion? A Study on Mobile Augmented Reality

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    The advancement in immersive technologies provides online retailers the opportunity to integrate augmented reality (AR) experience for their customers. Using AR, the online product presentation is transformed from the pictorial representation to virtual interaction with the products. The virtual product interaction facilitates online retailers to detect product-related emotion through affective computing. For mobile AR, customers use touch gestures for virtual interaction. Using the theories related to immersive media and affective computing, we hypothesize that the touch movements and touch pressure in AR-based mobile applications are related to positive emotion during product interaction. Moreover, we describe a methodology to establish our hypotheses and to show that these variables can predict the product-related emotion. We expect our research findings to have both theoretical and practical implications. It will explain why touch behavior can predict product-related emotion, and it will also demonstrate online retailers how to implement emotion analytics in AR shopping applications

    Building ArtBots to attract students into STEM learning

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    There is an increasing worldwide demand for people educated into science and technology. Unfortunately, girls and underprivileged students are often underrepresented in Science, Technology, Engineering and Mathematics (STEM) education programs. We believe that by inclusion of art in these programs, educational activities might become more attractive to a broader audience. In this work we present an example of such an educational activity: an international robotics and art week for secondary school students. This educational activity builds up on the project-based and inquiry learning framework. This article is intended as a brief manual to help others organise such an activity. It also gives insights in how we led a highly heterogeneous group of students into learning STEM and becoming science and technology ambassadors for their peers

    Prototyping a Grip Pressure-Sensing Controller for Video Games

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    There have been few changes to the current standard game controllers since the introduction of the Dual Analog Controller for the PlayStation in 1997. Refinements have been made and some unique active control schemes (e.g., Wii Remote) have been released. However, there has been minimal development of passive biometric player inputs (i.e., not directly and consciously controlled by the player). Passive biometric inputs have the potential to enhance player experience by tailoring the game based on the player’s changing physiological state. In this paper, we report on the development and testing of a new prototype pressure sensor designed to be integrated into a game controller. The prototyping and testing undertaken as part of this report has produced a system that shows promise for inferring the activity and state of the player and for implementation into future controller designs. Such a system could be used to read and adapt to the emotional state of a player for a customised play experience

    Multimodal recognition of frustration during game-play with deep neural networks

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    Frustration, which is one aspect of the field of emotional recognition, is of particular interest to the video game industry as it provides information concerning each individual player’s level of engagement. The use of non-invasive strategies to estimate this emotion is, therefore, a relevant line of research with a direct application to real-world scenarios. While several proposals regarding the performance of non-invasive frustration recognition can be found in literature, they usually rely on hand-crafted features and rarely exploit the potential inherent to the combination of different sources of information. This work, therefore, presents a new approach that automatically extracts meaningful descriptors from individual audio and video sources of information using Deep Neural Networks (DNN) in order to then combine them, with the objective of detecting frustration in Game-Play scenarios. More precisely, two fusion modalities, namely decision-level and feature-level, are presented and compared with state-of-the-art methods, along with different DNN architectures optimized for each type of data. Experiments performed with a real-world audiovisual benchmarking corpus revealed that the multimodal proposals introduced herein are more suitable than those of a unimodal nature, and that their performance also surpasses that of other state-of-the–art approaches, with error rate improvements of between 40% and 90%.Open Access funding provided thanks to the CRUE-CSIC agreement with Springer Nature. The first author acknowledges the support from the Spanish “Ministerio de Educación y Formación Profesional” through grant 20CO1/000966. The second and third authors acknowledge support from the “Programa I+D+i de la Generalitat Valenciana” through grants ACIF/2019/042 and APOSTD/2020/256, respectively

    Atmosphere & Challenge: An Exploration of Dissonant Player Experiences

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    Dissonance means an unusual combination of any two things. Two dissonant experiences in video games which could lead to undesirable player states are thematic dissonance and difficulty dissonance. Thematic dissonance potentially annoys players by breaking the atmosphere, and difficulty dissonance by preventing players with low skill from progressing past unbalanced challenges, resulting in rage-quits. This thesis seeks to deepen the understanding of dissonant experiences in video games through two experiments measuring the player experience as affected by different audio and practice conditions respectively. Results indicate that the experience colloquially referred to as a rage-quit is directly affected by avatar death events and game-specific skill and is related to lower levels of heart rate variability (HRV) and higher levels of electrodermal activity (EDA), which implicates feelings of stress. This project successfully advances the definition of video game atmosphere as the level of subjective thematic fit or association between the audio and visual components of a game’s setting, and indicates that musical thematic dissonance may lead to higher intensity negative valence facial events

    Behavior Management in Children with Autism and Related Disorders

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    Children with autism and related disorders commonly suffer from developmental delays and physical impairments. These often require services such as physical and occupational therapy. The behavioral symptoms these children display can pose an additional challenge to therapy sessions, requiring therapists to spend time dealing with the behaviors rather than focusing on the treatment. The purpose of the study is to review the literature on autism and related disorders and to provide effective means of behavior management to achieve more effective therapy sessions. This paper will discuss physical therapy interventions such as sensory integration and deep touch proprioception, and how these can be used to help keep students with autism and related disorders more focused and cooperative during therapy sessions

    Toward the autism motor signature : gesture patterns during smart tablet gameplay identify children with autism

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    Autism is a developmental disorder evident from infancy. Yet, its clinical identification requires expert diagnostic training. New evidence indicates disruption to motor timing and integration may underpin the disorder, providing a potential new computational marker for its early identification. In this study, we employed smart tablet computers with touch-sensitive screens and embedded inertial movement sensors to record the movement kinematics and gesture forces made by 37 children 3-6 years old with autism and 45 age- and gender-matched children developing typically. Machine learning analysis of the children’s motor patterns identified autism with up to 93% accuracy. Analysis revealed these patterns consisted of greater forces at contact and with a different distribution of forces within a gesture, and gesture kinematics were faster and larger, with more distal use of space. These data support the notion disruption to movement is core feature of autism, and demonstrate autism can be computationally assessed by fun, smart device gameplay

    Emerging self-regulation: Contributing infant and maternal factors

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    abstract: The ability to self-regulate is arguably the single most important skill a child develops early in life. Self-regulation skills are consistently linked to indices of health, success, and wellbeing. The predominating perspective in self-regulation developmental research has emphasized the role of the early caregiving environment, specifically maternal characteristics and behavior, in shaping infants’ emerging regulatory skills. Using two complementary studies, this dissertation draws from a longitudinal sample of 322 low-income, Mexican American mother-infant dyads to better understand mothers’ and infants’ unique roles in contributing to emerging infant regulatory processes. The first study explores the unique contributions of intrinsic (i.e., infant gaze) and extrinsic (i.e., maternal gaze) factors in understanding infant dysregulated emotion and behavior during mother-infant interactions. Using actor partner interdependent models (APIMs), the role of infant and maternal gaze in understanding infant dysregulation were examined longitudinally across three mother-infant interaction tasks (i.e., soothing, teaching, and peekaboo), as well as within task. The expected relations among gaze and dysregulation did not emerge in the longitudinal model; however, differential patterns of associations emerged by task. Findings are discussed within the intersection of risk, culture, and the dyadic interaction context. The second study connects patterns of specific maternal behaviors (i.e., acknowledging, gaze, vocal appropriateness, appropriate range of affect, consistency of style, resourcefulness, and touch) associated with maternal sensitivity to infant cortisol reactivity and recovery. Latent profile analysis (LPA) revealed four distinct combinations of maternal sensitivity behaviors. One pattern emerged as a risk profile—differentiated by higher maternal stress—and was associated with significantly more infant cortisol recovery compared to other profiles. Both studies offer a more nuanced understanding of the respective roles of infant and maternal factors in the development of self-regulation. Further explication of developmental processes involved in early regulatory functioning has implications for advancing both scientific knowledge and improved targeting of prevention and early intervention efforts to promote optimal child outcomes, particularly in populations that at increased risk for developmental psychopathology.Dissertation/ThesisDoctoral Dissertation Family and Human Development 201

    Life beckoning. A thematic analysis of change in a deprived boy in long-term foster care, during intensive psychoanalytic psychotherapy

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    This research is based on a single case study of psychoanalytic therapy with a young adolescent boy in care. It is part of a growing movement to identify research methods for exploring the place of unconscious expectations, emotion and affect, in relationships. It experiments with methods for testing out psychoanalytic theory and contributing findings to evidence, modify or expand theory in new directions. The patient Simon, had a history of deprivation and showed many features of ADHD and oppositional conduct disorder. The research locates him in a “family” of children who share histories of early traumas and serious behavioural difficulties. Therefore findings, while grounded in clinical material from a single case, and restricted in scope, are of relevance to work with a very needy and challenging population of children, who are often a major cause of concern to their carers, teachers, social workers and to mentalhealth professionals. The research examines clinical material through the framework of Bion’s theoretical claim that identifies thinking as at bottom an emotional process, and relates symbolic capacity to early emotional experiences of communication and containment. The framework was selected because of its relevance to the particular features of the patient, which emerged through the detailed study of session records. The analysis of patient therapist interaction follows Bion in looking at thinking and learning, side by side with the sort of internal objects active in the therapeutic relationship, and the emotions connected to them. Through a detailed focus on these aspects of clinical material, the author assesses some current ideas about what interferes with a deprived child’s capacity to think and learn from experience; and what are the factors in a therapeutic relationship that can help a child’s capacity in these areas to grow
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