2 research outputs found

    RiskTrack: a new approach for risk assessment of radicalisation based on social media data

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    Proceedings of the Workshop on Affective Computing and Context Awareness in Ambient Intelligence (AfCAI 2016) Murcia, Spain, November 24-25, 2016The RiskTrack project aims to help in the prevention of terrorism through the identi cation of online radicalisation. In line with the European Union priorities in this matter, this project has been designed to identify and tackle the indicators that raise a red ag about which individuals or communities are being radicalised and recruited to commit violent acts of terrorism. Therefore, the main goals of this project will be twofold: On the one hand, it is needed to identify the main features and characteristics that can be used to evaluate a risk situation, to do that a risk assessment methodology studying how to detect signs of radicalisation (e.g., use of language, behavioural patterns in social networks...) will be designed. On the other hand, these features will be tested and analysed using advanced data mining methods, knowledge representation (semantic and ontology engineering) and multilingual technologies. The innovative aspect of this project is to not offer just a methodology on risk assessment, but also a tool that is build based on this methodology, so that the prosecutors, judges, law enforcement and other actors can obtain a short term tangible results.This work has been supported by the RiskTrack project: "Tracking tool based on social media for risk assessment on radicalisation" under the EU Justice Action Grant: JUST-2015-JCOO-AG-72318

    Analysis and use of the emotional context with wearable devices for games and intelligent assistants

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    In this paper, we consider the use of wearable sensors for providing affect-based adaptation in Ambient Intelligence (AmI) systems. We begin with discussion of selected issues regarding the applications of affective computing techniques. We describe our experiments for affect change detection with a range of wearable devices, such as wristbands and the BITalino platform, and discuss an original software solution, which we developed for this purpose. Furthermore, as a test-bed application for our work, we selected computer games. We discuss the state-of-the-art in affect-based adaptation in games, described in terms of the so-called affective loop. We present our original proposal of a conceptual design framework for games, called the affective game design patterns. As a proof-of-concept realization of this approach, we discuss some original game prototypes, which we have developed, involving emotion-based control and adaptation. Finally, we comment on a software framework, that we have previously developed, for context-aware systems which uses human emotional contexts. This framework provides means for implementing adaptive systems using mobile devices with wearable sensors
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