10,589 research outputs found

    DigitalBeing – Using the Environment as an Expressive Medium for Dance

    Get PDF
    Dancers express their feelings and moods through gestures and body movements. We seek to extend this mode of expression by dynamically and automatically adjusting music and lighting in the dance environment to reflect the dancer’s arousal state. Our intention is to offer a space that performance artists can use as a creative tool that extends the grammar of dance. To enable the dynamic manipulation of lighting and music, the performance space will be augmented with several sensors: physiological sensors worn by a dancer to measure her arousal state, as well as pressure sensors installed in a floor mat to track the dancers’ locations and movements. Data from these sensors will be passed to a three layered architecture. Layer 1 is composed of a sensor analysis system that analyzes and synthesizes physiological and pressure sensor signals. Layer 2 is composed of intelligent systems that adapt lighting and music to portray the dancer’s arousal state. The intelligent on-stage lighting system dynamically adjusts on-stage lighting direction and color. The intelligent virtual lighting system dynamically adapts virtual lighting in the projected imagery. The intelligent music system dynamically and unobtrusively adjusts the music. Layer 3 translates the high-level adjustments made by the intelligent systems in layer 2 to appropriate lighting board, image rendering, and audio box commands. In this paper, we will describe this architecture in detail as well as the equipment and control systems used

    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

    Exploring passive user interaction for adaptive narratives

    Get PDF
    Previous Interactive Storytelling systems have been designed to allow active user intervention in an unfolding story, using established multi-modal interactive techniques to influence narrative development. In this paper we instead explore the use of a form of passive interaction where users' affective responses, measured by physiological proxies, drive a process of narrative adaptation. We introduce a system that implements a passive interaction loop as part of narrative generation, monitoring users' physiological responses to an on-going narrative visualization and using these to adapt the subsequent development of character relationships, narrative focus and pacing. Idiomatic cinematographic techniques applied to the visualization utilize existing theories of establishing characteristic emotional tone and viewer expectations to foster additional user response. Experimental results support the applicability of filmic emotional theories in a non-film visual realization, demonstrating significant appropriate user physiological response to narrative events and "emotional cues". The subsequent narrative adaptation provides a variation of viewing experience with no loss of narrative comprehension

    Multimodal Observation and Interpretation of Subjects Engaged in Problem Solving

    Get PDF
    In this paper we present the first results of a pilot experiment in the capture and interpretation of multimodal signals of human experts engaged in solving challenging chess problems. Our goal is to investigate the extent to which observations of eye-gaze, posture, emotion and other physiological signals can be used to model the cognitive state of subjects, and to explore the integration of multiple sensor modalities to improve the reliability of detection of human displays of awareness and emotion. We observed chess players engaged in problems of increasing difficulty while recording their behavior. Such recordings can be used to estimate a participant's awareness of the current situation and to predict ability to respond effectively to challenging situations. Results show that a multimodal approach is more accurate than a unimodal one. By combining body posture, visual attention and emotion, the multimodal approach can reach up to 93% of accuracy when determining player's chess expertise while unimodal approach reaches 86%. Finally this experiment validates the use of our equipment as a general and reproducible tool for the study of participants engaged in screen-based interaction and/or problem solving

    Emotions in context: examining pervasive affective sensing systems, applications, and analyses

    Get PDF
    Pervasive sensing has opened up new opportunities for measuring our feelings and understanding our behavior by monitoring our affective states while mobile. This review paper surveys pervasive affect sensing by examining and considering three major elements of affective pervasive systems, namely; “sensing”, “analysis”, and “application”. Sensing investigates the different sensing modalities that are used in existing real-time affective applications, Analysis explores different approaches to emotion recognition and visualization based on different types of collected data, and Application investigates different leading areas of affective applications. For each of the three aspects, the paper includes an extensive survey of the literature and finally outlines some of challenges and future research opportunities of affective sensing in the context of pervasive computing

    Fall Prediction and Prevention Systems: Recent Trends, Challenges, and Future Research Directions.

    Get PDF
    Fall prediction is a multifaceted problem that involves complex interactions between physiological, behavioral, and environmental factors. Existing fall detection and prediction systems mainly focus on physiological factors such as gait, vision, and cognition, and do not address the multifactorial nature of falls. In addition, these systems lack efficient user interfaces and feedback for preventing future falls. Recent advances in internet of things (IoT) and mobile technologies offer ample opportunities for integrating contextual information about patient behavior and environment along with physiological health data for predicting falls. This article reviews the state-of-the-art in fall detection and prediction systems. It also describes the challenges, limitations, and future directions in the design and implementation of effective fall prediction and prevention systems

    Machine Understanding of Human Behavior

    Get PDF
    A widely accepted prediction is that computing will move to the background, weaving itself into the fabric of our everyday living spaces and projecting the human user into the foreground. If this prediction is to come true, then next generation computing, which we will call human computing, should be about anticipatory user interfaces that should be human-centered, built for humans based on human models. They should transcend the traditional keyboard and mouse to include natural, human-like interactive functions including understanding and emulating certain human behaviors such as affective and social signaling. This article discusses a number of components of human behavior, how they might be integrated into computers, and how far we are from realizing the front end of human computing, that is, how far are we from enabling computers to understand human behavior

    A Trip to the Moon: Personalized Animated Movies for Self-reflection

    Full text link
    Self-tracking physiological and psychological data poses the challenge of presentation and interpretation. Insightful narratives for self-tracking data can motivate the user towards constructive self-reflection. One powerful form of narrative that engages audience across various culture and age groups is animated movies. We collected a week of self-reported mood and behavior data from each user and created in Unity a personalized animation based on their data. We evaluated the impact of their video in a randomized control trial with a non-personalized animated video as control. We found that personalized videos tend to be more emotionally engaging, encouraging greater and lengthier writing that indicated self-reflection about moods and behaviors, compared to non-personalized control videos

    DigitalBeing: an Ambient Intelligent Dance Space.

    Get PDF
    DigitalBeing is an ambient intelligent system that aims to use stage lighting and lighting in projected imagery within a dance performance to portray dancer’s arousal state. The dance space will be augmented with pressure sensors to track dancers’ movements; dancers will also wear physiological sensors. Sensor data will be passed to a three layered architecture. Layer 1 is composed of a system that analyzes sensor data. Layer 2 is composed of two intelligent lighting systems that use the analyzed sensor information to adapt onstage and virtual lighting to show dancer’s arousal level. Layer 3 translates lighting changes to appropriate lighting board commands as well as rendering commands to render the projected imagery
    corecore