25,649 research outputs found

    Automatic Stress Detection in Working Environments from Smartphones' Accelerometer Data: A First Step

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    Increase in workload across many organisations and consequent increase in occupational stress is negatively affecting the health of the workforce. Measuring stress and other human psychological dynamics is difficult due to subjective nature of self- reporting and variability between and within individuals. With the advent of smartphones it is now possible to monitor diverse aspects of human behaviour, including objectively measured behaviour related to psychological state and consequently stress. We have used data from the smartphone's built-in accelerometer to detect behaviour that correlates with subjects stress levels. Accelerometer sensor was chosen because it raises fewer privacy concerns (in comparison to location, video or audio recording, for example) and because its low power consumption makes it suitable to be embedded in smaller wearable devices, such as fitness trackers. 30 subjects from two different organizations were provided with smartphones. The study lasted for 8 weeks and was conducted in real working environments, with no constraints whatsoever placed upon smartphone usage. The subjects reported their perceived stress levels three times during their working hours. Using combination of statistical models to classify self reported stress levels, we achieved a maximum overall accuracy of 71% for user-specific models and an accuracy of 60% for the use of similar-users models, relying solely on data from a single accelerometer.Comment: in IEEE Journal of Biomedical and Health Informatics, 201

    Daily Stress Recognition from Mobile Phone Data, Weather Conditions and Individual Traits

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    Research has proven that stress reduces quality of life and causes many diseases. For this reason, several researchers devised stress detection systems based on physiological parameters. However, these systems require that obtrusive sensors are continuously carried by the user. In our paper, we propose an alternative approach providing evidence that daily stress can be reliably recognized based on behavioral metrics, derived from the user's mobile phone activity and from additional indicators, such as the weather conditions (data pertaining to transitory properties of the environment) and the personality traits (data concerning permanent dispositions of individuals). Our multifactorial statistical model, which is person-independent, obtains the accuracy score of 72.28% for a 2-class daily stress recognition problem. The model is efficient to implement for most of multimedia applications due to highly reduced low-dimensional feature space (32d). Moreover, we identify and discuss the indicators which have strong predictive power.Comment: ACM Multimedia 2014, November 3-7, 2014, Orlando, Florida, US

    Detecting Low Rapport During Natural Interactions in Small Groups from Non-Verbal Behaviour

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    Rapport, the close and harmonious relationship in which interaction partners are "in sync" with each other, was shown to result in smoother social interactions, improved collaboration, and improved interpersonal outcomes. In this work, we are first to investigate automatic prediction of low rapport during natural interactions within small groups. This task is challenging given that rapport only manifests in subtle non-verbal signals that are, in addition, subject to influences of group dynamics as well as inter-personal idiosyncrasies. We record videos of unscripted discussions of three to four people using a multi-view camera system and microphones. We analyse a rich set of non-verbal signals for rapport detection, namely facial expressions, hand motion, gaze, speaker turns, and speech prosody. Using facial features, we can detect low rapport with an average precision of 0.7 (chance level at 0.25), while incorporating prior knowledge of participants' personalities can even achieve early prediction without a drop in performance. We further provide a detailed analysis of different feature sets and the amount of information contained in different temporal segments of the interactions.Comment: 12 pages, 6 figure

    NĂ€gemistaju automaatsete protsesside eksperimentaalne uurimine

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    VĂ€itekirja elektrooniline versioon ei sisalda publikatsiooneVĂ€itekiri keskendub nĂ€gemistaju protsesside eksperimentaalsele uurimisele, mis on suuremal vĂ”i vĂ€hemal mÀÀral automaatsed. Uurimistöös on kasutatud erinevaid eksperimentaalseid katseparadigmasid ja katsestiimuleid ning nii kĂ€itumuslikke- kui ka ajukuvamismeetodeid. Esimesed kolm empiirilist uurimust kĂ€sitlevad liikumisinformatsiooni töötlust, mis on evolutsiooni kĂ€igus kujunenud ĂŒheks olulisemaks baasprotsessiks nĂ€gemistajus. Esmalt huvitas meid, kuidas avastatakse liikuva objekti suunamuutusi, kui samal ajal toimub ka taustal liikumine (Uurimus I). NĂ€gemistaju uurijad on pikka aega arvanud, et liikumist arvutatakse alati mĂ”ne vĂ€lise objekti vĂ”i tausta suhtes. Meie uurimistulemused ei kinnitanud taolise suhtelise liikumise printsiibi paikapidavust ning toetavad pigem seisukohta, et eesmĂ€rkobjekti liikumisinformatsiooni töötlus on automaatne protsess, mis tuvastab silma pĂ”hjas toimuvaid nihkeid, ja taustal toimuv seda eriti ei mĂ”juta. Teise uurimuse tulemused (Uurimus II) nĂ€itasid, et nĂ€gemissĂŒsteem töötleb vĂ€ga edukalt ka seda liikumisinformatsiooni, millele vaatleja teadlikult tĂ€helepanu ei pööra. See tĂ€hendab, et samal ajal, kui inimene on mĂ”ne tĂ€helepanu hĂ”lmava tegevusega ametis, suudab tema aju taustal toimuvaid sĂŒndmusi automaatselt registreerida. IgapĂ€evaselt on inimese nĂ€gemisvĂ€ljas alati palju erinevaid objekte, millel on erinevad omadused, mistĂ”ttu jĂ€rgmiseks huvitas meid (Uurimus III), kuidas ĂŒhe tunnuse (antud juhul vĂ€rvimuutuse) töötlemist mĂ”jutab mĂ”ne teise tunnusega toimuv (antud juhul liikumiskiiruse) muutus. NĂ€itasime, et objekti liikumine parandas sama objekti vĂ€rvimuutuse avastamist, mis viitab, et nende kahe omaduse töötlemine ajus ei ole pĂ€ris eraldiseisev protsess. Samuti tĂ€hendab taoline tulemus, et hoolimata ĂŒhele tunnusele keskendumisest ei suuda inimene ignoreerida teist tĂ€helepanu tĂ”mbavat tunnust (liikumine), mis viitab taas kord automaatsetele töötlusprotsessidele. Neljas uurimus keskendus emotsionaalsete nĂ€ovĂ€ljenduste töötlusele, kuna need kannavad keskkonnas hakkamasaamiseks vajalikke sotsiaalseid signaale, mistĂ”ttu on alust arvata, et nende töötlus on kujunenud suuresti automaatseks protsessiks. NĂ€itasime, et emotsiooni vĂ€ljendavaid nĂ€gusid avastati kiiremini ja kergemini kui neutraalse ilmega nĂ€gusid ning et vihane nĂ€gu tĂ”mbas rohkem tĂ€helepanu kui rÔÔmus (Uurimus IV). VĂ€itekirja viimane osa puudutab visuaalset lahknevusnegatiivsust (ingl Visual Mismatch Negativity ehk vMMN), mis nĂ€itab aju vĂ”imet avastada automaatselt erinevusi enda loodud mudelist ĂŒmbritseva keskkonna kohta. Selle automaatse erinevuse avastamise mehhanismi uurimisse andsid oma panuse nii Uurimus II kui Uurimus IV, mis mĂ”lemad pakuvad vĂ€lja tĂ”endusi vMMN tekkimise kohta eri tingimustel ja katseparadigmades ning ka vajalikke metodoloogilisi tĂ€iendusi. Uurimus V on esimene kogu siiani ilmunud temaatilist teadustööd hĂ”lmav ĂŒlevaateartikkel ja metaanalĂŒĂŒs visuaalsest lahknevusnegatiivsusest psĂŒhhiaatriliste ja neuroloogiliste haiguste korral, mis panustab oluliselt visuaalse lahknevusnegatiivsuse valdkonna arengusse.The research presented and discussed in the thesis is an experimental exploration of processes in visual perception, which all display a considerable amount of automaticity. These processes are targeted from different angles using different experimental paradigms and stimuli, and by measuring both behavioural and brain responses. In the first three empirical studies, the focus is on motion detection that is regarded one of the most basic processes shaped by evolution. Study I investigated how motion information of an object is processed in the presence of background motion. Although it is widely believed that no motion can be perceived without establishing a frame of reference with other objects or motion on the background, our results found no support for relative motion principle. This finding speaks in favour of a simple and automatic process of detecting motion, which is largely insensitive to the surrounding context. Study II shows that the visual system is built to automatically process motion information that is outside of our attentional focus. This means that even if we are concentrating on some task, our brain constantly monitors the surrounding environment. Study III addressed the question of what happens when multiple stimulus qualities (motion and colour) are present and varied, which is the everyday reality of our visual input. We showed that velocity facilitated the detection of colour changes, which suggests that processing motion and colour is not entirely isolated. These results also indicate that it is hard to ignore motion information, and processing it is rather automatically initiated. The fourth empirical study focusses on another example of visual input that is processed in a rather automatic way and carries high survival value – emotional expressions. In Study IV, participants detected emotional facial expressions faster and more easily compared with neutral facial expressions, with a tendency towards more automatic attention to angry faces. In addition, we investigated the emergence of visual mismatch negativity (vMMN) that is one of the most objective and efficient methods for analysing automatic processes in the brain. Study II and Study IV proposed several methodological gains for registering this automatic change-detection mechanism. Study V is an important contribution to the vMMN research field as it is the first comprehensive review and meta-analysis of the vMMN studies in psychiatric and neurological disorders

    Affective games:a multimodal classification system

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    Affective gaming is a relatively new field of research that exploits human emotions to influence gameplay for an enhanced player experience. Changes in player’s psychology reflect on their behaviour and physiology, hence recognition of such variation is a core element in affective games. Complementary sources of affect offer more reliable recognition, especially in contexts where one modality is partial or unavailable. As a multimodal recognition system, affect-aware games are subject to the practical difficulties met by traditional trained classifiers. In addition, inherited game-related challenges in terms of data collection and performance arise while attempting to sustain an acceptable level of immersion. Most existing scenarios employ sensors that offer limited freedom of movement resulting in less realistic experiences. Recent advances now offer technology that allows players to communicate more freely and naturally with the game, and furthermore, control it without the use of input devices. However, the affective game industry is still in its infancy and definitely needs to catch up with the current life-like level of adaptation provided by graphics and animation

    Predictive biometrics: A review and analysis of predicting personal characteristics from biometric data

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    Interest in the exploitation of soft biometrics information has continued to develop over the last decade or so. In comparison with traditional biometrics, which focuses principally on person identification, the idea of soft biometrics processing is to study the utilisation of more general information regarding a system user, which is not necessarily unique. There are increasing indications that this type of data will have great value in providing complementary information for user authentication. However, the authors have also seen a growing interest in broadening the predictive capabilities of biometric data, encompassing both easily definable characteristics such as subject age and, most recently, `higher level' characteristics such as emotional or mental states. This study will present a selective review of the predictive capabilities, in the widest sense, of biometric data processing, providing an analysis of the key issues still adequately to be addressed if this concept of predictive biometrics is to be fully exploited in the future

    The development of a rich multimedia training environment for crisis management: using emotional affect to enhance learning

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    PANDORA is an EU FP7-funded project developing a novel training and learning environment for Gold Commanders, individuals who carry executive responsibility for the services and facilities identified as strategically critical e.g. Police, Fire, in crisis management strategic planning situations. A key part of the work for this project is considering the emotional and behavioural state of the trainees, and the creation of more realistic, and thereby stressful, representations of multimedia information to impact on the decision-making of those trainees. Existing training models are predominantly paper-based, table-top exercises, which require an exercise of imagination on the part of the trainees to consider not only the various aspects of a crisis situation but also the impacts of interventions, and remediating actions in the event of the failure of an intervention. However, existing computing models and tools are focused on supporting tactical and operational activities in crisis management, not strategic. Therefore, the PANDORA system will provide a rich multimedia information environment, to provide trainees with the detailed information they require to develop strategic plans to deal with a crisis scenario, and will then provide information on the impacts of the implementation of those plans and provide the opportunity for the trainees to revise and remediate those plans. Since this activity is invariably multi-agency, the training environment must support group-based strategic planning activities and trainees will occupy specific roles within the crisis scenario. The system will also provide a range of non-playing characters (NPC) representing domain experts, high-level controllers (e.g. politicians, ministers), low-level controllers (tactical and operational commanders), and missing trainee roles, to ensure a fully populated scenario can be realised in each instantiation. Within the environment, the emotional and behavioural state of the trainees will be monitored, and interventions, in the form of environmental information controls and mechanisms impacting on the stress levels and decisionmaking capabilities of the trainees, will be used to personalise the training environment. This approach enables a richer and more realistic representation of the crisis scenario to be enacted, leading to better strategic plans and providing trainees with structured feedback on their performance under stress

    Simulation and BIM in building design, commissioning and operation: a comparison with the microelectronics industry

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    Analogy between the Microelectronics and Building industries is explored with the focus on design, commissioning and operation processes. Some issues found in the realisation of low energy buildings are highlighted and techniques gleaned from microelectronics proposed as possible solutions. Opportunities identified include: adoption of a more integrated process, use of standard cells, inclusion of controls and operational code in the design, generation of building commissioning tests from simulation, generation of building operational control code (including self-test) from simulation, inclusion of variation and uncertainties in the design process, use of quality processes such as indices to represent design robustness and formal continuous improvement methods. The possible integration of these techniques within a building information model (BIM) flow is discussed and some examples of enabling technologies given
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