5 research outputs found

    Extraction of emotional impact in colour images

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    International audienceThis paper proposes a method to extract the emotional impact of images. Emotions are often associated with facial expressions, but we decided consider other features as first emotional characteristic of natural images, which, in general, does not contain faces. For a seek of generally we have built a new image database composed of a large variety of low semantic images. We used colour images because often colours and emotions are supposed to be linked. For the modelling of the emotions, we considered colours features completed with other recent and efficient descriptors. We supposed that different features used could also implicitly encode high-level information about emotions. The concept of emotion is not easy to model. The perception of emotion is not only influenced by the content and the colour of the images. It is also modified by some personal experiences like cultural aspects and personal semantic associated to some colours or objects. The complexity of emotion modelling was considered in classification process through psycho-visual tests. The twenty-five observers assessed the nature and the power of emotions they felt. These tests allowed us to distinguish three classes of emotions, which are "Negative", "Neutral" and "Positive" emotions. We used a Support Vector Machine for classification and the average success rate is 51,75%; that is really relevant regarding the equivalent results in the literature

    Gender influences on subjective evaluations in images

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    International audienceThis paper proposes to study gender influences on subjective evaluations in images. Our goal is to verify if some common conclusions in psychology experiences are confirmed during the subjective evaluations we organized. Our database and our test strategy are the main originalities of this work. We built a new low semantic images database, composed of 350 natural images. The tests were accessible via the Internet and each participant rated 24 randomly selected images. 1741 participants, including 848 men (48.71%) and 893 women (51.29%) assessed our 350 images according to the nature and the power of the emotion. We also ask them to quick evaluate each image (under10 seconds) to have really their "primary" emotions. During the analysis of the results of the tests, we observed that women tend to associate more often positive or negative emotions to images than men who consider those images as neutral. The additional neutral ones scored by men are generally classified positive or negative by women. In fact, women scored positive with the low power some images men scored neutral. These results confirm potential differences in gender emotion evaluations and also the common conclusion that women express more emotions than men

    Mental Health Perceptions from Artwork

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    The relationship between artwork and mental health has been the subject of various research endeavours. Whilst artwork has been long used as a means of emotional expression, it is also a method of raising mental health awareness. In this study, an art collection was presented to depict the challenges faced by many individuals living with a mental illness. Through a series of open-ended questions, twenty-nine participants were requested to give a title to each piece and to describe the perceived message and emotions related to each painting. The thematic analysis process of the participants’ descriptions led to the identification of three themes, namely those of Darkness, Solitude and Recovery. Whilst congruence was often observed between the participants themselves and between the viewers and the artist, discrepancies were also noted. Artwork can be an important medium in addressing stigma and in guiding reflections on mental health topics

    TOWARDS STEADY-STATE VISUALLY EVOKED POTENTIALS BRAIN-COMPUTER INTERFACES FOR VIRTUAL REALITY ENVIRONMENTS EXPLICIT AND IMPLICIT INTERACTION

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    In the last two decades, Brain-Computer Interfaces (BCIs) have been investigated mainly for the purpose of implementing assistive technologies able to provide new channels for communication and control for people with severe disabilities. Nevertheless, more recently, thanks to technical and scientific advances in the different research fields involved, BCIs are gaining greater attention also for their adoption by healthy users, as new interaction devices. This thesis is dedicated to to the latter goal and in particular will deal with BCIs based on the Steady State Visual Evoked Potential (SSVEP), which in previous works demonstrated to be one of the most flexible and reliable approaches. SSVEP based BCIs could find applications in different contexts, but one which is particularly interesting for healthy users, is their adoption as new interaction devices for Virtual Reality (VR) environments and Computer Games. Although being investigated since several years, BCIs still poses several limitations in terms of speed, reliability and usability with respect to ordinary interaction devices. Despite of this, they may provide additional, more direct and intuitive, explicit interaction modalities, as well as implicit interaction modalities otherwise impossible with ordinary devices. This thesis, after a comprehensive review of the different research fields being the basis of a BCI exploiting the SSVEP modality, present a state-of-the-art open source implementation using a mix of pre-existing and custom software tools. The proposed implementation, mainly aimed to the interaction with VR environments and Computer Games, has then been used to perform several experiments which are hereby described as well. Initially performed experiments aim to stress the validity of the provided implementation, as well as to show its usability with a commodity bio-signal acquisition device, orders of magnitude less expensive than commonly used ones, representing a step forward in the direction of practical BCIs for end users applications. The proposed implementation, thanks to its flexibility, is used also to perform novel experiments aimed to investigate the exploitation of stereoscopic displays to overcome a known limitation of ordinary displays in the context of SSVEP based BCIs. Eventually, novel experiments are presented investigating the use of the SSVEP modality to provide also implicit interaction. In this context, a first proof of concept Passive BCI based on the SSVEP response is presented and demonstrated to provide information exploitable for prospective applications
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