424 research outputs found

    A Framework for Profiling based on Music and Physiological State

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    The IoT (Internet of Things) is an emergent technological area with distinct chal-lenges, which has been addressed by the world research community. This disser-tation proposes the use of a knowledge-based framework capable of supporting the representation and handling of devices along with some autonomous inter-action with the human being, for creating added value and opportunities in IoT. With usability in mind, the objective lays in an attempt to characterize users’ physiological status mainly through music in a profiling approach. The idea is to produce a solution able to customize the environment by musical suggestions to the actual scenarios or mood that the users lie in. Such system can be trained to understand different physiological data to then infer musical suggestions to the users. One of the adopted methods in this work explores that thought, on whether the usage of a person’s physiological state can wield adequate sensorial stimulation to be usefully used thereafter. Another question considered in this work is whether it is possible to use such collected data to build user’s musical playlists and profile that tries to use the user’s physiological state to predict his or her emotional state with the objective to reach a well-being situation

    Enhancing Proprioception and Regulating Cognitive Load in Neurodiverse Populations through Biometric Monitoring with Wearable Technologies

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    This paper considers the realm of wearable technologies and their prospective applications for individuals with neurodivergent conditions, specifically Autism Spectrum Disorders (ASDs). The study undertakes a multifaceted analysis that encompasses biomarker sensing technologies, AI-driven biofeedback mechanisms, and haptic devices, focusing on their implications for enhancing proprioception and social interaction among neurodivergent populations. While wearables offer a range of opportunities for societal advancement, a discernable gap remains: a scarcity of consumer-oriented applications tailored to the unique physiological and psychological needs of these individuals. Key takeaways underscore the emergent promise of tailored auditory stimuli in workplace dynamics and the efficacy of haptic feedback in sensory substitution. The investigation concludes with an urgent call for multidisciplinary research aimed at the development of specific consumer applications, rigorous empirical validation, and an ethical framework encompassing data privacy and user consent. As the pervasiveness of technology in daily life continues to expand, the article posits that there is an imperative for future research to shift from generalized solutions to individualized applications, thereby ensuring that the spectrum of wearable technology truly accommodates the full scope of human neurodiversity

    Multimodal assessment of emotional responses by physiological monitoring: novel auditory and visual elicitation strategies in traditional and virtual reality environments

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    This doctoral thesis explores novel strategies to quantify emotions and listening effort through monitoring of physiological signals. Emotions are a complex aspect of the human experience, playing a crucial role in our survival and adaptation to the environment. The study of emotions fosters important applications, such as Human-Computer and Human-Robot interaction or clinical assessment and treatment of mental health conditions such as depression, anxiety, stress, chronic anger, and mood disorders. Listening effort is also an important area of study, as it provides insight into the listeners’ challenges that are usually not identified by traditional audiometric measures. The research is divided into three lines of work, each with a unique emphasis on the methods of emotion elicitation and the stimuli that are most effective in producing emotional responses, with a specific focus on auditory stimuli. The research fostered the creation of three experimental protocols, as well as the use of an available online protocol for studying emotional responses including monitoring of both peripheral and central physiological signals, such as skin conductance, respiration, pupil dilation, electrocardiogram, blood volume pulse, and electroencephalography. An emotional protocol was created for the study of listening effort using a speech-in-noise test designed to be short and not induce fatigue. The results revealed that the listening effort is a complex problem that cannot be studied with a univariate approach, thus necessitating the use of multiple physiological markers to study different physiological dimensions. Specifically, the findings demonstrate a strong association between the level of auditory exertion, the amount of attention and involvement directed towards stimuli that are readily comprehensible compared to those that demand greater exertion. Continuing with the auditory domain, peripheral physiological signals were studied in order to discriminate four emotions elicited in a subject who listened to music for 21 days, using a previously designed and publicly available protocol. Surprisingly, the processed physiological signals were able to clearly separate the four emotions at the physiological level, demonstrating that music, which is not typically studied extensively in the literature, can be an effective stimulus for eliciting emotions. Following these results, a flat-screen protocol was created to compare physiological responses to purely visual, purely auditory, and combined audiovisual emotional stimuli. The results show that auditory stimuli are more effective in separating emotions at the physiological level. The subjects were found to be much more attentive during the audio-only phase. In order to overcome the limitations of emotional protocols carried out in a laboratory environment, which may elicit fewer emotions due to being an unnatural setting for the subjects under study, a final emotional elicitation protocol was created using virtual reality. Scenes similar to reality were created to elicit four distinct emotions. At the physiological level, it was noted that this environment is more effective in eliciting emotions. To our knowledge, this is the first protocol specifically designed for virtual reality that elicits diverse emotions. Furthermore, even in terms of classification, the use of virtual reality has been shown to be superior to traditional flat-screen protocols, opening the doors to virtual reality for the study of conditions related to emotional control

    Brain Music : Sistema generativo para la creación de música simbólica a partir de respuestas neuronales afectivas

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    gráficas, tablasEsta tesis de maestría presenta una metodología de aprendizaje profundo multimodal innovadora que fusiona un modelo de clasificación de emociones con un generador musical, con el propósito de crear música a partir de señales de electroencefalografía, profundizando así en la interconexión entre emociones y música. Los resultados alcanzan tres objetivos específicos: Primero, ya que el rendimiento de los sistemas interfaz cerebro-computadora varía considerablemente entre diferentes sujetos, se introduce un enfoque basado en la transferencia de conocimiento entre sujetos para mejorar el rendimiento de individuos con dificultades en sistemas de interfaz cerebro-computadora basados en el paradigma de imaginación motora. Este enfoque combina datos de EEG etiquetados con datos estructurados, como cuestionarios psicológicos, mediante un método de "Kernel Matching CKA". Utilizamos una red neuronal profunda (Deep&Wide) para la clasificación de la imaginación motora. Los resultados destacan su potencial para mejorar las habilidades motoras en interfaces cerebro-computadora. Segundo, proponemos una técnica innovadora llamada "Labeled Correlation Alignment"(LCA) para sonificar respuestas neurales a estímulos representados en datos no estructurados, como música afectiva. Esto genera características musicales basadas en la actividad cerebral inducida por las emociones. LCA aborda la variabilidad entre sujetos y dentro de sujetos mediante el análisis de correlación, lo que permite la creación de envolventes acústicos y la distinción entre diferente información sonora. Esto convierte a LCA en una herramienta prometedora para interpretar la actividad neuronal y su reacción a estímulos auditivos. Finalmente, en otro capítulo, desarrollamos una metodología de aprendizaje profundo de extremo a extremo para generar contenido musical MIDI (datos simbólicos) a partir de señales de actividad cerebral inducidas por música con etiquetas afectivas. Esta metodología abarca el preprocesamiento de datos, el entrenamiento de modelos de extracción de características y un proceso de emparejamiento de características mediante Deep Centered Kernel Alignment, lo que permite la generación de música a partir de señales EEG. En conjunto, estos logros representan avances significativos en la comprensión de la relación entre emociones y música, así como en la aplicación de la inteligencia artificial en la generación musical a partir de señales cerebrales. Ofrecen nuevas perspectivas y herramientas para la creación musical y la investigación en neurociencia emocional. Para llevar a cabo nuestros experimentos, utilizamos bases de datos públicas como GigaScience, Affective Music Listening y Deap Dataset (Texto tomado de la fuente)This master’s thesis presents an innovative multimodal deep learning methodology that combines an emotion classification model with a music generator, aimed at creating music from electroencephalography (EEG) signals, thus delving into the interplay between emotions and music. The results achieve three specific objectives: First, since the performance of brain-computer interface systems varies significantly among different subjects, an approach based on knowledge transfer among subjects is introduced to enhance the performance of individuals facing challenges in motor imagery-based brain-computer interface systems. This approach combines labeled EEG data with structured information, such as psychological questionnaires, through a "Kernel Matching CKA"method. We employ a deep neural network (Deep&Wide) for motor imagery classification. The results underscore its potential to enhance motor skills in brain-computer interfaces. Second, we propose an innovative technique called "Labeled Correlation Alignment"(LCA) to sonify neural responses to stimuli represented in unstructured data, such as affective music. This generates musical features based on emotion-induced brain activity. LCA addresses variability among subjects and within subjects through correlation analysis, enabling the creation of acoustic envelopes and the distinction of different sound information. This makes LCA a promising tool for interpreting neural activity and its response to auditory stimuli. Finally, in another chapter, we develop an end-to-end deep learning methodology for generating MIDI music content (symbolic data) from EEG signals induced by affectively labeled music. This methodology encompasses data preprocessing, feature extraction model training, and a feature matching process using Deep Centered Kernel Alignment, enabling music generation from EEG signals. Together, these achievements represent significant advances in understanding the relationship between emotions and music, as well as in the application of artificial intelligence in musical generation from brain signals. They offer new perspectives and tools for musical creation and research in emotional neuroscience. To conduct our experiments, we utilized public databases such as GigaScience, Affective Music Listening and Deap DatasetMaestríaMagíster en Ingeniería - Automatización IndustrialInvestigación en Aprendizaje Profundo y señales BiológicasEléctrica, Electrónica, Automatización Y Telecomunicaciones.Sede Manizale

    Social Emotions in Multiagent Systems

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    Tesis por compendioA lo largo de los últimos años, los sistemas multi-agente (SMA) han demostrado ser un paradigma potente y versátil, con un gran potencial a la hora de resolver problemas complejos en entornos dinámicos y distribuidos. Este potencial no se debe principalmente a sus características individuales (como son su autonomía, su capacidad de percepción, reacción y de razonamiento), sino que también a la capacidad de comunicación y cooperación a la hora de conseguir un objetivo. De hecho, su capacidad social es la que más llama la atención, es este comportamiento social el que dota de potencial a los sistemas multi-agente. Estas características han hecho de los SMA, la herramienta de inteligencia artificial (IA) más utilizada para el diseño de entornos virtuales inteligentes (IVE), los cuales son herramientas de simulación compleja basadas en agentes. Sin embargo, los IVE incorporan restricciones físicas (como gravedad, fuerzas, rozamientos, etc.), así como una representación 3D de lo que se quiere simular. Así mismo, estas herramientas no son sólo utilizadas para la realización de simulaciones. Con la aparición de nuevas aplicaciones como \emph{Internet of Things (IoT)}, \emph{Ambient Intelligence (AmI)}, robot asistentes, entre otras, las cuales están en contacto directo con el ser humano. Este contacto plantea nuevos retos a la hora de interactuar con estas aplicaciones. Una nueva forma de interacción que ha despertado un especial interés, es el que se relaciona con la detección y/o simulación de estados emocionales. Esto ha permitido que estas aplicaciones no sólo puedan detectar nuestros estados emocionales, sino que puedan simular y expresar sus propias emociones mejorando así la experiencia del usuario con dichas aplicaciones. Con el fin de mejorar la experiencia humano-máquina, esta tesis plantea como objetivo principal la creación de modelos emocionales sociales, los cuales podrán ser utilizados en aplicaciones MAS permitiendo a los agentes interpretar y/o emular diferentes estados emocionales y, además, emular fenómenos de contagio emocional. Estos modelos permitirán realizar simulaciones complejas basadas en emociones y aplicaciones más realistas en dominios como IoT, AIm, SH.Over the past few years, multi-agent systems (SMA) have proven to be a powerful and versatile paradigm, with great potential for solving complex problems in dynamic and distributed environments. This potential is not primarily due to their individual characteristics (such as their autonomy, their capacity for perception, reaction and reasoning), but also the ability to communicate and cooperate in achieving a goal. In fact, its social capacity is the one that draws the most attention, it is this social behavior that gives potential to multi-agent systems. These characteristics have made the SMA, the artificial intelligence (AI) tool most used for the design of intelligent virtual environments (IVE), which are complex agent-based simulation tools. However, IVE incorporates physical constraints (such as gravity, forces, friction, etc.), as well as a 3D representation of what you want to simulate. Also, these tools are not only used for simulations. With the emergence of new applications such as \emph {Internet of Things (IoT)}, \emph {Ambient Intelligence (AmI)}, robot assistants, among others, which are in direct contact with humans. This contact poses new challenges when it comes to interacting with these applications. A new form of interaction that has aroused a special interest is that which is related to the detection and / or simulation of emotional states. This has allowed these applications not only to detect our emotional states, but also to simulate and express their own emotions, thus improving the user experience with those applications. In order to improve the human-machine experience, this thesis aims to create social emotional models, which can be used in MAS applications, allowing agents to interpret and / or emulate different emotional states, and emulate phenomena of emotional contagion. These models will allow complex simulations based on emotions and more realistic applications in domains like IoT, AIm, SH.Al llarg dels últims anys, els sistemes multi-agent (SMA) han demostrat ser un paradigma potent i versàtil, amb un gran potencial a l'hora de resoldre problemes complexos en entorns dinàmics i distribuïts. Aquest potencial no es deu principalment a les seues característiques individuals (com són la seua autonomia, la seua capacitat de percepció, reacció i de raonament), sinó que també a la capacitat de comunicació i cooperació a l'hora d'aconseguir un objectiu. De fet, la seua capacitat social és la que més crida l'atenció, és aquest comportament social el que dota de potencial als sistemes multi-agent. Aquestes característiques han fet dels SMA, l'eina d'intel·ligència artificial (IA) més utilitzada per al disseny d'entorns virtuals intel·ligents (IVE), els quals són eines de simulació complexa basades en agents. No obstant això, els IVE incorporen restriccions físiques (com gravetat, forces, fregaments, etc.), així com una representació 3D del que es vol simular. Així mateix, aquestes eines no són només utilitzades per a la realització de simulacions. Amb l'aparició de noves aplicacions com \emph{Internet of Things (IOT)}, \emph{Ambient Intelligence (AmI)}, robot assistents, entre altres, les quals estan en contacte directe amb l'ésser humà. Aquest contacte planteja nous reptes a l'hora d'interactuar amb aquestes aplicacions. Una nova forma d'interacció que ha despertat un especial interès, és el que es relaciona amb la detecció i/o simulació d'estats emocionals. Això ha permès que aquestes aplicacions no només puguen detectar els nostres estats emocionals, sinó que puguen simular i expressar les seues pròpies emocions millorant així l'experiència de l'usuari amb aquestes aplicacions. Per tal de millorar l'experiència humà-màquina, aquesta tesi planteja com a objectiu principal la creació de models emocionals socials, els quals podran ser utilitzats en aplicacions MAS permetent als agents interpretar i/o emular diferents estats emocionals i, a més, emular fenòmens de contagi emocional. Aquests models permetran realitzar simulacions complexes basades en emocions i aplicacions més realistes en dominis com IoT, AIM, SH.Rincón Arango, JA. (2018). Social Emotions in Multiagent Systems [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/98090TESISCompendi

    2023 - The Fourth Annual Fall Symposium of Student Scholars

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    The full program book from the Fall 2023 Symposium of Student Scholars, held in November 2023. Includes abstracts from the presentations and posters.https://digitalcommons.kennesaw.edu/sssprograms/1028/thumbnail.jp

    NON-VERBAL COMMUNICATION WITH PHYSIOLOGICAL SENSORS. THE AESTHETIC DOMAIN OF WEARABLES AND NEURAL NETWORKS

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    Historically, communication implies the transfer of information between bodies, yet this phenomenon is constantly adapting to new technological and cultural standards. In a digital context, it’s commonplace to envision systems that revolve around verbal modalities. However, behavioural analysis grounded in psychology research calls attention to the emotional information disclosed by non-verbal social cues, in particular, actions that are involuntary. This notion has circulated heavily into various interdisciplinary computing research fields, from which multiple studies have arisen, correlating non-verbal activity to socio-affective inferences. These are often derived from some form of motion capture and other wearable sensors, measuring the ‘invisible’ bioelectrical changes that occur from inside the body. This thesis proposes a motivation and methodology for using physiological sensory data as an expressive resource for technology-mediated interactions. Initialised from a thorough discussion on state-of-the-art technologies and established design principles regarding this topic, then applied to a novel approach alongside a selection of practice works to compliment this. We advocate for aesthetic experience, experimenting with abstract representations. Atypically from prevailing Affective Computing systems, the intention is not to infer or classify emotion but rather to create new opportunities for rich gestural exchange, unconfined to the verbal domain. Given the preliminary proposition of non-representation, we justify a correspondence with modern Machine Learning and multimedia interaction strategies, applying an iterative, human-centred approach to improve personalisation without the compromising emotional potential of bodily gesture. Where related studies in the past have successfully provoked strong design concepts through innovative fabrications, these are typically limited to simple linear, one-to-one mappings and often neglect multi-user environments; we foresee a vast potential. In our use cases, we adopt neural network architectures to generate highly granular biofeedback from low-dimensional input data. We present the following proof-of-concepts: Breathing Correspondence, a wearable biofeedback system inspired by Somaesthetic design principles; Latent Steps, a real-time auto-encoder to represent bodily experiences from sensor data, designed for dance performance; and Anti-Social Distancing Ensemble, an installation for public space interventions, analysing physical distance to generate a collective soundscape. Key findings are extracted from the individual reports to formulate an extensive technical and theoretical framework around this topic. The projects first aim to embrace some alternative perspectives already established within Affective Computing research. From here, these concepts evolve deeper, bridging theories from contemporary creative and technical practices with the advancement of biomedical technologies.Historicamente, os processos de comunicação implicam a transferência de informação entre organismos, mas este fenómeno está constantemente a adaptar-se a novos padrões tecnológicos e culturais. Num contexto digital, é comum encontrar sistemas que giram em torno de modalidades verbais. Contudo, a análise comportamental fundamentada na investigação psicológica chama a atenção para a informação emocional revelada por sinais sociais não verbais, em particular, acções que são involuntárias. Esta noção circulou fortemente em vários campos interdisciplinares de investigação na área das ciências da computação, dos quais surgiram múltiplos estudos, correlacionando a actividade nãoverbal com inferências sócio-afectivas. Estes são frequentemente derivados de alguma forma de captura de movimento e sensores “wearable”, medindo as alterações bioeléctricas “invisíveis” que ocorrem no interior do corpo. Nesta tese, propomos uma motivação e metodologia para a utilização de dados sensoriais fisiológicos como um recurso expressivo para interacções mediadas pela tecnologia. Iniciada a partir de uma discussão aprofundada sobre tecnologias de ponta e princípios de concepção estabelecidos relativamente a este tópico, depois aplicada a uma nova abordagem, juntamente com uma selecção de trabalhos práticos, para complementar esta. Defendemos a experiência estética, experimentando com representações abstractas. Contrariamente aos sistemas de Computação Afectiva predominantes, a intenção não é inferir ou classificar a emoção, mas sim criar novas oportunidades para uma rica troca gestual, não confinada ao domínio verbal. Dada a proposta preliminar de não representação, justificamos uma correspondência com estratégias modernas de Machine Learning e interacção multimédia, aplicando uma abordagem iterativa e centrada no ser humano para melhorar a personalização sem o potencial emocional comprometedor do gesto corporal. Nos casos em que estudos anteriores demonstraram com sucesso conceitos de design fortes através de fabricações inovadoras, estes limitam-se tipicamente a simples mapeamentos lineares, um-para-um, e muitas vezes negligenciam ambientes multi-utilizadores; com este trabalho, prevemos um potencial alargado. Nos nossos casos de utilização, adoptamos arquitecturas de redes neurais para gerar biofeedback altamente granular a partir de dados de entrada de baixa dimensão. Apresentamos as seguintes provas de conceitos: Breathing Correspondence, um sistema de biofeedback wearable inspirado nos princípios de design somaestético; Latent Steps, um modelo autoencoder em tempo real para representar experiências corporais a partir de dados de sensores, concebido para desempenho de dança; e Anti-Social Distancing Ensemble, uma instalação para intervenções no espaço público, analisando a distância física para gerar uma paisagem sonora colectiva. Os principais resultados são extraídos dos relatórios individuais, para formular um quadro técnico e teórico alargado para expandir sobre este tópico. Os projectos têm como primeiro objectivo abraçar algumas perspectivas alternativas às que já estão estabelecidas no âmbito da investigação da Computação Afectiva. A partir daqui, estes conceitos evoluem mais profundamente, fazendo a ponte entre as teorias das práticas criativas e técnicas contemporâneas com o avanço das tecnologias biomédicas

    Smart Clothing Framework for Health Monitoring Applications

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    Wearable technologies are making a significant impact on people’s way of living thanks to the advancements in mobile communication, internet of things (IoT), big data and artificial intelligence. Conventional wearable technologies present many challenges for the continuous monitoring of human health conditions due to their lack of flexibility and bulkiness in size. Recent development in e-textiles and the smart integration of miniature electronic devices into textiles have led to the emergence of smart clothing systems for remote health monitoring. A novel comprehensive framework of smart clothing systems for health monitoring is proposed in this paper. This framework provides design specifications, suitable sensors and textile materials for smart clothing (e.g., leggings) development. In addition, the proposed framework identifies techniques for empowering the seamless integration of sensors into textiles and suggests a development strategy for health diagnosis and prognosis through data collection, data processing and decision making. The conceptual technical specification of smart clothing is also formulated and presented. The detailed development of this framework is presented in this paper with selected examples. The key challenges in popularizing smart clothing and opportunities of future development in diverse application areas such as healthcare, sports and athletics and fashion are discussed

    More playful user interfaces:interfaces that invite social and physical interaction

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