235 research outputs found

    EMOTIONS THAT INFLUENCE PURCHASE DECISIONS AND THEIR ELECTRONIC PROCESSING

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    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.

    Prosody and Kinesics Based Co-analysis Towards Continuous Gesture Recognition

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    The aim of this study is to develop a multimodal co-analysis framework for continuous gesture recognition by exploiting prosodic and kinesics manifestation of natural communication. Using this framework, a co-analysis pattern between correlating components is obtained. The co-analysis pattern is clustered using K-means clustering to determine how well the pattern distinguishes the gestures. Features of the proposed approach that differentiate it from the other models are its less susceptibility to idiosyncrasies, its scalability, and simplicity. The experiment was performed on Multimodal Annotated Gesture Corpus (MAGEC) that we created for research on understanding non-verbal communication community, particularly the gestures

    Relationships between emoticon usage and recipient groups in students’ text messages

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    Emoticons are pictographic representations of facial expressions that are used to convey emotions in text messages and other similar methods of communication. Most research on emoticons has examined how they are used in public forums rather than in private messaging. Using a sample of undergraduate students (n=106; male 52.83%; mean age 20.26 years, SD 1.93), this study examines the use of emoticons in private text communication. Results reveal that emoticon usage is highest amongst friends, followed by siblings, then parents, other family members and more distant connections. Emoticons representing positive emotions are more commonly used than those representing strong negative emotions. Emoticons representing relief were found to be used particularly within peer group communication, whereas emoticons representing contentment were used more with family members and other, more distant, connections. The use of the “Relieved” emoticon with peers may reflect overcoming the stressors associated with shared educational challenges, whereas using the “Content” emoticon outside peers and family may represent emotional modulation and presentation

    Novel methods to evaluate blindsight and develop rehabilitation strategies for patients with cortical blindness

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    20 Ă  57 % des victimes d'un accident vasculaire cĂ©rĂ©bral (AVC) sont diagnostiquĂ©s aves des dĂ©ficits visuels qui rĂ©duisent considĂ©rablement leur qualitĂ© de vie. Parmi les cas extrĂȘmes de dĂ©ficits visuels, nous retrouvons les cĂ©citĂ©s corticales (CC) qui se manifestent lorsque la rĂ©gion visuelle primaire (V1) est atteinte. Jusqu'Ă  prĂ©sent, il n'existe aucune approche permettant d'induire la restauration visuelle des fonctions et, dans la plupart des cas, la plasticitĂ© est insuffisante pour permettre une rĂ©cupĂ©ration spontanĂ©e. Par consĂ©quent, alors que la perte de la vue est considĂ©rĂ©e comme permanente, des fonctions inconscientes mais importantes, connues sous le nom de vision aveugle (blindsight), pourraient ĂȘtre utiles pour les stratĂ©gies de rĂ©habilitation visuelle, ce qui suscite un vif intĂ©rĂȘt dans le domaine des neurosciences cognitives. La vision aveugle est un phĂ©nomĂšne rare qui dĂ©peint une dissociation entre la performance et la conscience, principalement Ă©tudiĂ©e dans des Ă©tudes de cas. Dans le premier chapitre de cette thĂšse, nous avons abordĂ© plusieurs questions concernant notre comprĂ©hension de la vision aveugle. Comme nous le soutenons, une telle comprĂ©hension pourrait avoir une influence significative sur la rĂ©habilitation clinique des patients souffrant de CC. Par consĂ©quent, nous proposons une stratĂ©gie unique pour la rĂ©habilitation visuelle qui utilise les principes du jeu vidĂ©o pour cibler et potentialiser les mĂ©canismes neuronaux dans le cadre de l'espace de travail neuronal global, qui est expliquĂ© thĂ©oriquement dans l'Ă©tude 1 et dĂ©crit mĂ©thodologiquement dans l'Ă©tude 5. En d'autres termes, nous proposons que les Ă©tudes de cas, en conjonction avec des critĂšres mĂ©thodologiques amĂ©liorĂ©s, puissent identifier les substrats neuronaux qui soutiennent la vision aveugle et inconsciente. Ainsi, le travail de cette thĂšse a fourni trois expĂ©riences empiriques (Ă©tudes 2, 3 et 4) en utilisant de nouveaux standards dans l'analyse Ă©lectrophysiologique qui dĂ©crivent les cas de patients SJ prĂ©sentant une cĂ©citĂ© pour les scĂšnes complexes naturelles affectives et ML prĂ©sentant une cĂ©citĂ© pour les stimuli de mouvement. Dans les Ă©tudes 2 et 3, nous avons donc sondĂ© les substrats neuronaux sous-corticaux et corticaux soutenant la cĂ©citĂ© affective de SJ en utilisant la MEG et nous avons comparĂ© ces corrĂ©lats Ă  sa perception consciente. L’étude 4 nous a permis de caractĂ©riser les substrats de la dĂ©tection automatique des changements en l'absence de conscience visuelle, mesurĂ©e par la nĂ©gativitĂ© de discordance (en anglais visual mismatch negativity : vMMN) chez ML et dans un groupe neurotypique. Nous concluons en proposant la vMMN comme biomarqueur neuronal du traitement inconscient dans la vision normale et altĂ©rĂ©e indĂ©pendante des Ă©valuations comportementales. GrĂące Ă  ces procĂ©dures, nous avons pu aborder certains dĂ©bats ouverts dans la littĂ©rature sur la vision aveugle et sonder l'existence de voies neurales secondaires soutenant le comportement inconscient. En conclusion, cette thĂšse propose de combiner les perspectives empiriques et cliniques en utilisant des avancĂ©es mĂ©thodologiques et de nouvelles mĂ©thodes pour comprendre et cibler les substrats neurophysiologiques sous-jacents Ă  la vision aveugle. Il est important de noter que le cadre offert par cette thĂšse de doctorat pourrait aider les Ă©tudes futures Ă  construire des outils thĂ©rapeutiques ciblĂ©s efficaces et des stratĂ©gies de rĂ©habilitation multimodale.20 to 57% of victims of a cerebrovascular accident (CVA) develop visual deficits that considerably reduce their quality of life. Among the extreme cases of visual deficits, we find cortical blindness (CC) which manifests when the primary visual region (V1) is affected. Until now, there is no approach that induces restoration of visual function and in most cases, plasticity is insufficient to allow spontaneous recovery. Therefore, while sight loss is considered permanent, unconscious yet important functions, known as blindsight, could be of use for visual rehabilitation strategies raising strong interest in cognitive neurosciences. Blindsight is a rare phenomenon that portrays a dissociation between performance and consciousness mainly investigated in case reports. In the first chapter of this thesis, we’ve addressed multiple issues about our comprehension of blindsight and conscious perception. As we argue, such understanding might have a significant influence on clinical rehabilitation patients suffering from CB. Therefore, we propose a unique strategy for visual rehabilitation that uses video game principles to target and potentiate neural mechanisms within the global neuronal workspace framework, which is theoretically explained in study 1 and methodologically described in study 5. In other words, we propose that case reports, in conjunction with improved methodological criteria, might identify the neural substrates that support blindsight and unconscious processing. Thus, the work in this Ph.D. work provided three empirical experiments (studies 2, 3, and 4) that used new standards in electrophysiological analyses as they describe the cases of patients SJ presenting blindsight for affective natural complex scenes and ML presenting blindsight for motion stimuli. In studies 2 and 3, we probed the subcortical and cortical neural substrates supporting SJ’s affective blindsight using MEG as we compared these unconscious correlates to his conscious perception. Study 4 characterizes the substrates of automatic detection of changes in the absence of visual awareness as measured by the visual mismatch negativity (vMMN) in ML and a neurotypical group. We conclude by proposing the vMMN as a neural biomarker of unconscious processing in normal and altered vision independent of behavioral assessments. As a result of these procedures, we were able to address certain open debates in the blindsight literature and probe the existence of secondary neural pathways supporting unconscious behavior. In conclusion, this thesis proposes to combine empirical and clinical perspectives by using methodological advances and novel methods to understand and target the neurophysiological substrates underlying blindsight. Importantly, the framework offered by this doctoral dissertation might help future studies build efficient targeted therapeutic tools and multimodal rehabilitation training

    Proceedings of the 5th international conference on disability, virtual reality and associated technologies (ICDVRAT 2004)

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    Affective Computing

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    This book provides an overview of state of the art research in Affective Computing. It presents new ideas, original results and practical experiences in this increasingly important research field. The book consists of 23 chapters categorized into four sections. Since one of the most important means of human communication is facial expression, the first section of this book (Chapters 1 to 7) presents a research on synthesis and recognition of facial expressions. Given that we not only use the face but also body movements to express ourselves, in the second section (Chapters 8 to 11) we present a research on perception and generation of emotional expressions by using full-body motions. The third section of the book (Chapters 12 to 16) presents computational models on emotion, as well as findings from neuroscience research. In the last section of the book (Chapters 17 to 22) we present applications related to affective computing

    Sensing with Earables: A Systematic Literature Review and Taxonomy of Phenomena

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    Earables have emerged as a unique platform for ubiquitous computing by augmenting ear-worn devices with state-of-the-art sensing. This new platform has spurred a wealth of new research exploring what can be detected on a wearable, small form factor. As a sensing platform, the ears are less susceptible to motion artifacts and are located in close proximity to a number of important anatomical structures including the brain, blood vessels, and facial muscles which reveal a wealth of information. They can be easily reached by the hands and the ear canal itself is affected by mouth, face, and head movements. We have conducted a systematic literature review of 271 earable publications from the ACM and IEEE libraries. These were synthesized into an open-ended taxonomy of 47 different phenomena that can be sensed in, on, or around the ear. Through analysis, we identify 13 fundamental phenomena from which all other phenomena can be derived, and discuss the different sensors and sensing principles used to detect them. We comprehensively review the phenomena in four main areas of (i) physiological monitoring and health, (ii) movement and activity, (iii) interaction, and (iv) authentication and identification. This breadth highlights the potential that earables have to offer as a ubiquitous, general-purpose platform

    Proceedings of the 9th international conference on disability, virtual reality and associated technologies (ICDVRAT 2012)

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