28,402 research outputs found
Affective games:a multimodal classification system
Affective gaming is a relatively new field of research that exploits human emotions to influence gameplay for an enhanced player experience. Changes in playerâs 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
A Mimetic Strategy to Engage Voluntary Physical Activity In Interactive Entertainment
We describe the design and implementation of a vision based interactive
entertainment system that makes use of both involuntary and voluntary control
paradigms. Unintentional input to the system from a potential viewer is used to
drive attention-getting output and encourage the transition to voluntary
interactive behaviour. The iMime system consists of a character animation
engine based on the interaction metaphor of a mime performer that simulates
non-verbal communication strategies, without spoken dialogue, to capture and
hold the attention of a viewer. The system was developed in the context of a
project studying care of dementia sufferers. Care for a dementia sufferer can
place unreasonable demands on the time and attentional resources of their
caregivers or family members. Our study contributes to the eventual development
of a system aimed at providing relief to dementia caregivers, while at the same
time serving as a source of pleasant interactive entertainment for viewers. The
work reported here is also aimed at a more general study of the design of
interactive entertainment systems involving a mixture of voluntary and
involuntary control.Comment: 6 pages, 7 figures, ECAG08 worksho
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xDelia final report: emotion-centred financial decision making and learning
xDelia is a 3-year pan-European project building on the knowledge, skills, and competences of seven partner organisations from a variety of research disciplines and from business. The principal objective of xDelia is to develop technology-enhanced learning approaches that help improve the financial decision making of investors who trade frequently using an electronic trading platform. We focus on emotions, and how they affect maladaptive decision biases and trading performance. Our earlier field work with traders has shown that the development of emotion regulation skills is a key facet of trader expertise. For that reason we consider expert traders our benchmark for adaptive behaviour rather than normative rationality. Our goal is to provide investors with the tools and techniques to develop greater self-awareness of internal states, increase their ability to reflect critically on emotion-informed choices, develop emotion management skills, and support the transfer of these skills to the real-world practice setting of financial trading.
This report provides a comprehensive overview of what xDelia is about and what we have achieved over the life of the project. In the sections that follow, we explain the decision problems investors are faced with in a fast paced environment and the limitations of traditional approaches to reduce cognitive errors; introduce an alternative, technology-enhanced learning approach of diagnosis and feedback, skill development, and transfer; describe the learning intervention comprising twelve autonomous learning elements that we have developed; and present evidence from thirty-five studies we have conducted on learning effects and stakeholder acceptance
Wearable Computing for Health and Fitness: Exploring the Relationship between Data and Human Behaviour
Health and fitness wearable technology has recently advanced, making it
easier for an individual to monitor their behaviours. Previously self generated
data interacts with the user to motivate positive behaviour change, but issues
arise when relating this to long term mention of wearable devices. Previous
studies within this area are discussed. We also consider a new approach where
data is used to support instead of motivate, through monitoring and logging to
encourage reflection. Based on issues highlighted, we then make recommendations
on the direction in which future work could be most beneficial
ĐОбДŃĐ±Đ”Đ·ĐŸĐżĐ°ŃĐœĐŸŃŃŃ ĐČ ĐŸĐ±ŃĐ°Đ·ĐŸĐČĐ°ŃДлŃĐœŃŃ ŃĐ”ŃŃŃ
The paper discusses the possible impact of digital space on a human, as well as human-related directions in cyber-security analysis in the education: levels of cyber-security, social engineering role in cyber-security of education, âcognitive vaccinationâ. âA Humanâ is considered in general meaning, mainly as a learner. The analysis is provided on the basis of experience of hybrid war in Ukraine that have demonstrated the change of the target of military operations from military personnel and critical infrastructure to a human in general. Young people are the vulnerable group that can be the main goal of cognitive operations in long-term perspective, and they are the weakest link of the System.ĐŁ ŃŃĐ°ŃŃŃ ĐŸĐ±ĐłĐŸĐČĐŸŃŃŃŃŃŃŃ ĐŒĐŸĐ¶Đ»ĐžĐČĐžĐč ĐČплОĐČ ŃĐžŃŃĐŸĐČĐŸĐłĐŸ ĐżŃĐŸŃŃĐŸŃŃ ĐœĐ° Đ»ŃĐŽĐžĐœŃ, Đ° ŃĐ°ĐșĐŸĐ¶ ĐżĐŸĐČ'ŃĐ·Đ°ĐœŃ Đ· Đ»ŃĐŽĐžĐœĐŸŃ ĐœĐ°ĐżŃŃĐŒĐșĐž ĐșŃбДŃбДзпДĐșĐž ĐČ ĐŸŃĐČŃŃŃ: ŃŃĐČĐœŃ ĐșŃбДŃбДзпДĐșĐž, ŃĐŸĐ»Ń ŃĐŸŃŃĐ°Đ»ŃĐœĐŸĐłĐŸ ŃĐœĐ¶ĐžĐœŃŃĐžĐœĐłŃ ĐČ ĐșŃбДŃбДзпДŃŃ ĐŸŃĐČŃŃĐž, «ĐșĐŸĐłĐœŃŃĐžĐČĐœĐ° ĐČĐ°ĐșŃĐžĐœĐ°ŃŃŃ». «ĐŃĐŽĐžĐœĐ°Â» ŃĐŸĐ·ĐłĐ»ŃĐŽĐ°ŃŃŃŃŃ ĐČ Đ·Đ°ĐłĐ°Đ»ŃĐœĐŸĐŒŃ Đ·ĐœĐ°ŃĐ”ĐœĐœŃ, ĐłĐŸĐ»ĐŸĐČĐœĐžĐŒ ŃĐžĐœĐŸĐŒ ŃĐș ŃĐ°, ŃĐŸ ĐœĐ°ĐČŃĐ°ŃŃŃŃŃ. ĐĐœĐ°Đ»ŃĐ· ĐœĐ°ĐŽĐ°ŃŃŃŃŃ ĐœĐ° ĐŸŃĐœĐŸĐČŃ ĐŽĐŸŃĐČŃĐŽŃ ĐłŃбŃĐžĐŽĐœĐŸŃ ĐČŃĐčĐœĐž ĐČ ĐŁĐșŃĐ°ŃĐœŃ, ŃĐșĐ° ĐżŃĐŸĐŽĐ”ĐŒĐŸĐœŃŃŃŃĐČала Đ·ĐŒŃĐœŃ ŃŃлДĐč ĐČŃĐčŃŃĐșĐŸĐČĐžŃ
ĐŸĐżĐ”ŃĐ°ŃŃĐč Đ· ĐČŃĐčŃŃĐșĐŸĐČĐŸŃĐ»ŃĐ¶Đ±ĐŸĐČŃŃĐČ ŃĐ° ĐșŃĐžŃĐžŃĐœĐŸŃ ŃĐœŃŃĐ°ŃŃŃŃĐșŃŃŃĐž ĐœĐ° Đ»ŃĐŽĐžĐœŃ Đ·Đ°ĐłĐ°Đ»ĐŸĐŒ. ĐĐŸĐ»ĐŸĐŽŃ - ŃĐ” ĐČŃазлОĐČĐ° ĐłŃŃпа, ŃĐșĐ° ĐŒĐŸĐ¶Đ” бŃŃĐž ĐŸŃĐœĐŸĐČĐœĐŸŃ ĐŒĐ”ŃĐŸŃ ŃĐ°ĐșĐžŃ
ĐŸĐżĐ”ŃĐ°ŃŃĐč ĐČ ĐŽĐŸĐČĐłĐŸŃŃŃĐŸĐșĐŸĐČŃĐč пДŃŃпДĐșŃĐžĐČŃ, Ń ĐČĐŸĐœĐž Ń ĐœĐ°ĐčŃлабŃĐŸŃ Đ»Đ°ĐœĐșĐŸŃ ŃĐžŃŃĐ”ĐŒĐž.Đ ĐŽĐŸĐșŃĐŒĐ”ĐœŃĐ” ĐŸĐ±ŃŃжЎаДŃŃŃ ĐČĐŸĐ·ĐŒĐŸĐ¶ĐœĐŸĐ” ĐČлОŃĐœĐžĐ” ŃĐžŃŃĐŸĐČĐŸĐłĐŸ ĐżŃĐŸŃŃŃĐ°ĐœŃŃĐČĐ° ĐœĐ° ŃĐ”Đ»ĐŸĐČĐ”ĐșĐ°, Đ° ŃĐ°ĐșжД ŃĐČŃĐ·Đ°ĐœĐœŃĐ” Ń ĐœĐžĐŒ ĐœĐ°ĐżŃĐ°ĐČĐ»Đ”ĐœĐžŃ ĐČ Đ°ĐœĐ°Đ»ĐžĐ·Đ” ĐșОбДŃĐ±Đ”Đ·ĐŸĐżĐ°ŃĐœĐŸŃŃĐž ĐČ ĐŸĐ±ŃĐ°Đ·ĐŸĐČĐ°ĐœĐžĐž: ŃŃĐŸĐČĐœĐž ĐșОбДŃĐ±Đ”Đ·ĐŸĐżĐ°ŃĐœĐŸŃŃĐž, ŃĐŸĐ»Ń ŃĐŸŃОалŃĐœĐŸĐč ĐžĐœĐ¶Đ”ĐœĐ”ŃОО ĐČ ĐșОбДŃĐ±Đ”Đ·ĐŸĐżĐ°ŃĐœĐŸŃŃĐž ĐŸĐ±ŃĐ°Đ·ĐŸĐČĐ°ĐœĐžŃ, «ĐșĐŸĐłĐœĐžŃĐžĐČĐœĐ°Ń ĐČĐ°ĐșŃĐžĐœĐ°ŃОѻ. Â«Đ§Đ”Đ»ĐŸĐČĐ”Đș» ŃĐ°ŃŃĐŒĐ°ŃŃĐžĐČĐ°Đ”ŃŃŃ ĐČ ĐŸĐ±ŃĐ”ĐŒ ŃĐŒŃŃлД, ĐČ ĐŸŃĐœĐŸĐČĐœĐŸĐŒ ĐșĐ°Đș ŃŃĐ”ĐœĐžĐș. ĐĐœĐ°Đ»ĐžĐ· ĐżŃДЎŃŃĐ°ĐČĐ»Đ”Đœ ĐœĐ° ĐŸŃĐœĐŸĐČĐ” ĐŸĐżŃŃĐ° гОбŃĐžĐŽĐœĐŸĐč ĐČĐŸĐčĐœŃ ĐČ ĐŁĐșŃĐ°ĐžĐœĐ”, ĐșĐŸŃĐŸŃĐ°Ń ĐżŃĐŸĐŽĐ”ĐŒĐŸĐœŃŃŃĐžŃĐŸĐČала ĐžĐ·ĐŒĐ”ĐœĐ”ĐœĐžĐ” ŃДлО ĐČĐŸĐ”ĐœĐœŃŃ
ĐŽĐ”ĐčŃŃĐČĐžĐč Ń ĐČĐŸĐ”ĐœĐœĐŸĐłĐŸ пДŃŃĐŸĐœĐ°Đ»Đ° Đž ĐșŃĐžŃĐžŃĐ”ŃĐșĐŸĐč ĐžĐœŃŃĐ°ŃŃŃŃĐșŃŃŃŃ ĐœĐ° ŃĐ”Đ»ĐŸĐČĐ”ĐșĐ° ĐČ ŃĐ”Đ»ĐŸĐŒ. ĐĐŸĐ»ĐŸĐŽŃĐ” Đ»ŃĐŽĐž ŃĐČĐ»ŃŃŃŃŃ ŃŃĐ·ĐČĐžĐŒĐŸĐč ĐłŃŃĐżĐżĐŸĐč, ĐșĐŸŃĐŸŃĐ°Ń ĐŒĐŸĐ¶Đ”Ń Đ±ŃŃŃ ĐłĐ»Đ°ĐČĐœĐŸĐč ŃДлŃŃ ĐșĐŸĐłĐœĐžŃĐžĐČĐœŃŃ
ĐŸĐżĐ”ŃĐ°ŃĐžĐč ĐČ ĐŽĐŸĐ»ĐłĐŸŃŃĐŸŃĐœĐŸĐč пДŃŃпДĐșŃĐžĐČĐ”, Đž ĐŸĐœĐž ŃĐČĐ»ŃŃŃŃŃ ŃĐ°ĐŒŃĐŒ ŃлабŃĐŒ Đ·ĐČĐ”ĐœĐŸĐŒ ĐĄĐžŃŃĐ”ĐŒ
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