90 research outputs found

    Prerequisites for Affective Signal Processing (ASP) - Part III

    Get PDF
    This is the third part in a series on prerequisites for affective signal processing (ASP). So far, six prerequisites were identified: validation (e.g., mapping of constructs on signals), triangulation, a physiology-driven approach, and contributions of the signal processing community (van den Broek et al., 2009) and identification of users and theoretical specification (van den Broek et al., 2010). Here, two additional prerequisites are identified: integration of biosignals, and physical characteristics

    Experience in Social Affective Applications: Methodologies and Case Study

    No full text
    New forms of social affective applications are emerging, bringing with them challenges in design and evaluation. We report on one such application, conveying well-being for both personal and group benefit, and consider why existing methodologies may not be suitable, before explaining and analyzing our proposed approach. We discuss our experience of using and writing about the methodology, in order to invite discussion about its suitability in particular, as well as the more general need for methodologies to examine experience and affect in social, connected situations. As these fields continue to interact, we hope that these discussions serve to aid in studying and learning from these types of application

    EMOTIONS THAT INFLUENCE PURCHASE DECISIONS AND THEIR ELECTRONIC PROCESSING

    Get PDF
    Recent studies have shown that most of our purchasing choices and decisions are theresult of a careful analysis of the advantages and disadvantages and of affective and emotionalaspects. Psychological literature recognizes that the emotional conditions are always present andinfluence every stage of decision-making in purchasing process. Consumers establish with companybrands an overall emotional relationship and express, also with web technologies, reviews andsuggestions on product/service. In our department we have developed an original algorithm ofsentiment analysis to extract emotions from online customer opinions. With this algorithm we haveobtained good results to polarize this opinions in order to reach strategic marketing goals.emotions, emotional marketing, emotional brand, emotions measurement, sentiment analysis.

    Tune in to your emotions: a robust personalized affective music player

    Get PDF
    The emotional power of music is exploited in a personalized affective music player (AMP) that selects music for mood enhancement. A biosignal approach is used to measure listeners’ personal emotional reactions to their own music as input for affective user models. Regression and kernel density estimation are applied to model the physiological changes the music elicits. Using these models, personalized music selections based on an affective goal state can be made. The AMP was validated in real-world trials over the course of several weeks. Results show that our models can cope with noisy situations and handle large inter-individual differences in the music domain. The AMP augments music listening where its techniques enable automated affect guidance. Our approach provides valuable insights for affective computing and user modeling, for which the AMP is a suitable carrier application

    Interrogating Biosensing in Everyday Life

    Get PDF

    Introducing Mood Swings

    Get PDF

    4 design themes for skateboarding

    Get PDF
    Interactive technology can support exertion activities, with many examples focusing on improving athletic performance. We see an opportunity for technology to also support extreme sports such as skateboarding, which often focus primarily on the experience of doing tricks rather than on athletic performance. However, there is little knowledge on how to design for such experiences. In response, we designed 12 basic skateboarding prototypes inspired by skateboarding theory. Using an autoethnographical approach, we skated with each of these and reflected on our experiences in order to derive four design themes: location of feedback in relation to the skater’s body, timing of feedback in relation to peaks in emotions after attempts, aspects of the trick emphasized by feedback, and aesthetic fittingness of feedback. We hope our work will guide designers of interactive systems for skateboarding and extreme sports in general, and will therefore further our understanding of how to design for the active human body
    • 

    corecore