5,576 research outputs found

    Using emotions in intelligent virtual environments: the EJaCalIVE framework

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    Nowadays, there is a need to provide new applications which allow the definition and implementation of safe environments that attends to the user needs and increases their wellbeing. In this sense, this paper introduces the EJaCalIVE framework which allows the creation of emotional virtual environments that incorporate agents, eHealth related devices, human actors, and emotions projecting them virtually and managing the interaction between all the elements. In this way, the proposed framework allows the design and programming of intelligent virtual environments, as well as the simulation and detection of human emotions which can be used for the improvement of the decision-making processes of the developed entities. The paper also shows a case study that enforces the need of this framework in common environments like nursing homes or assisted living facilities. Concretely, the case study proposes the simulation of a residence for the elderly. The main goal is to have an emotion-based simulation to train an assistance robot avoiding the complexity involved in working with the real elders. The main advantage of the proposed framework is to provide a safe environment, that is, an environment where users are able to interact safely with the system.This work is partially supported by the MINECO/FEDER TIN2015-65515-C4-1-R and the FPI Grant AP2013-01276 awarded to Jaime-Andres Rincon. This work is also supported by COMPETE: POCI-01-0145-FEDER-007043 and Fundacao para a Ciencia e Tecnologia (FCT) within the projects UID/CEC/00319/2013 and Post-Doc scholarship SFRH/BPD/102696/2014 (A. Costa).info:eu-repo/semantics/publishedVersio

    Manipulating, Lying, and Engineering the Future

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    Decision-making should reflect personal autonomy. Yet, it is not entirely an autonomous process. Influencing individuals’ decision-making is not new. It is and always has been the engine that drives markets, politics, and debates. However, in the digital marketplace of ideas the nature of influence is different in scale, scope, and depth. The asymmetry of information shapes a new model of surveillance capitalism. This model promises profits gained by behavioral information collected from consumers and personal targeting. The Internet of Things, Big Data and Artificial Intelligence open a new dimension for manipulation. In the age of Metaverse that would be mediated through virtual spaces and augmented reality manipulation is expected to get stronger. Such manipulation could be performed by either commercial corporations or governments, though this Article primarily focuses on the former, rather than the latter. Surveillance capitalism must depend on technology but also on marketing, as commercial entities push their goods and agendas unto their consumers. This new economic order presents benefits in the form of improved services, but it also has negative consequences: it treats individuals as instruments; it may infringe on individuals’ autonomy and future development; and it manipulates consumers to make commercial choices that could potentially harm their own welfare. Moreover, it may also hinder individuals’ free speech and erode some of the privileges enshrined in a democracy. What can be done to limit the negative consequences of hyper-manipulation in digital markets? Should the law impose limitations on digital influence? If so, how and when? This Article aims to answer these questions in the following manner: First, this Article demonstrates how companies influence decisions by collecting, analyzing, and manipulating information. Understanding the tools of the new economic order is the first step in developing legal policy that mitigates harm. Second, this Article analyzes the concept of manipulation. It explains how digital manipulation differs from traditional commercial influences in scope, scale, and depth. Since there are many forms of manipulation, an outright ban on manipulation is not possible, nor is it encouraged since it could undermine the very basis of free markets and even free speech. As a result, this Article proposes a limiting principle on entities identified in literature as “powerful commercial speakers,” focusing on regulating lies and misrepresentations of these entities. This Article outlines disclosure obligations of contextual elements of advertisements and imposes a duty of avoiding false information. In addition to administrative enforcement of commercial lies and misrepresentations, this Article advocates for a new remedy of compensation for autonomy infringement when a powerful speaker lies or disobeys mandated disclosure on products. Third, this Article proposes a complementary solution for long-term effects of manipulation. This solution does not focus on the manipulation itself, but rather offers limitations on data retention for commercial purposes. Such limitations can mitigate the depth of manipulation and may prevent commercial entities from shackling individuals to their past decisions. Fourth, this Article addresses possible objections to the proposed solutions, by demonstrating that they are not in conflict with the First Amendment, but rather promote freedom of expression

    Identification of Affective States in MOOCs: A Systematic Literature Review

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    Massive Open Online Courses (MOOCs) are a type of online coursewere students have little interaction,  no instructor, and in some cases, no deadlines to finisch assignments. For this reason, a better understanding of student affection in MOOCs is importantant could have potential to open new perspectives for this type of course. The recent popularization of tools, code libraries and algorithms for intensive data analysis made possible collect data from text and interaction with the platforms, which can be used to infer correlations between affection and learning. In this context, a bibliographical review was carried out, considering the period between 2012 and 2018, with the goal of identifying which methods are being to identify affective states. Three databases were used: ACM Digital Library, IEEE Xplore and Scopus, and 46 papers were found. The articles revealed that the most common methods are related to data intensive techinques (i.e. machine learning, sentiment analysis and, more broadly, learning analytics). Methods such as physiological signal recognition andself-report were less frequent

    Virtual environments promoting interaction

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    Virtual reality (VR) has been widely researched in the academic environment and is now breaking into the industry. Regular companies do not have access to this technology as a collaboration tool because these solutions usually require specific devices that are not at hand of the common user in offices. There are other collaboration platforms based on video, speech and text, but VR allows users to share the same 3D space. In this 3D space there can be added functionalities or information that in a real-world environment would not be possible, something intrinsic to VR. This dissertation has produced a 3D framework that promotes nonverbal communication. It plays a fundamental role on human interaction and is mostly based on emotion. In the academia, confusion is known to influence learning gains if it is properly managed. We designed a study to evaluate how lexical, syntactic and n-gram features influence perceived confusion and found results (not statistically significant) that point that it is possible to build a machine learning model that can predict the level of confusion based on these features. This model was used to manipulate the script of a given presentation, and user feedback shows a trend that by manipulating these features and theoretically lowering the level of confusion on text not only drops the reported confusion, as it also increases reported sense of presence. Another contribution of this dissertation comes from the intrinsic features of a 3D environment where one can carry actions that in a real world are not possible. We designed an automatic adaption lighting system that reacts to the perceived user’s engagement. This hypothesis was partially refused as the results go against what we hypothesized but do not have statistical significance. Three lines of research may stem from this dissertation. First, there can be more complex features to train the machine learning model such as syntax trees. Also, on an Intelligent Tutoring System this could adjust the avatar’s speech in real-time if fed by a real-time confusion detector. When going for a social scenario, the set of basic emotions is well-adjusted and can enrich them. Facial emotion recognition can extend this effect to the avatar’s body to fuel this synchronization and increase the sense of presence. Finally, we based this dissertation on the premise of using ubiquitous devices, but with the rapid evolution of technology we should consider that new devices will be present on offices. This opens new possibilities for other modalities.A Realidade Virtual (RV) tem sido alvo de investigação extensa na academia e tem vindo a entrar na indĂșstria. Empresas comuns nĂŁo tĂȘm acesso a esta tecnologia como uma ferramenta de colaboração porque estas soluçÔes necessitam de dispositivos especĂ­ficos que nĂŁo estĂŁo disponĂ­veis para o utilizador comum em escritĂłrio. Existem outras plataformas de colaboração baseadas em vĂ­deo, voz e texto, mas a RV permite partilhar o mesmo espaço 3D. Neste espaço podem existir funcionalidades ou informação adicionais que no mundo real nĂŁo seria possĂ­vel, algo intrĂ­nseco Ă  RV. Esta dissertação produziu uma framework 3D que promove a comunicação nĂŁo-verbal que tem um papel fundamental na interação humana e Ă© principalmente baseada em emoção. Na academia Ă© sabido que a confusĂŁo influencia os ganhos na aprendizagem quando gerida adequadamente. DesenhĂĄmos um estudo para avaliar como as caracterĂ­sticas lexicais, sintĂĄticas e n-gramas influenciam a confusĂŁo percecionada. ConstruĂ­mos e testĂĄmos um modelo de aprendizagem automĂĄtica que prevĂȘ o nĂ­vel de confusĂŁo baseado nestas caracterĂ­sticas, produzindo resultados nĂŁo estatisticamente significativos que suportam esta hipĂłtese. Este modelo foi usado para manipular o texto de uma apresentação e o feedback dos utilizadores demonstra uma tendĂȘncia na diminuição do nĂ­vel de confusĂŁo reportada no texto e aumento da sensação de presença. Outra contribuição vem das caracterĂ­sticas intrĂ­nsecas de um ambiente 3D onde se podem executar açÔes que no mundo real nĂŁo seriam possĂ­veis. DesenhĂĄmos um sistema automĂĄtico de iluminação adaptativa que reage ao engagement percecionado do utilizador. Os resultados nĂŁo suportam o que hipotetizĂĄmos mas nĂŁo tĂȘm significĂąncia estatĂ­stica, pelo que esta hipĂłtese foi parcialmente rejeitada. TrĂȘs linhas de investigação podem provir desta dissertação. Primeiro, criar caracterĂ­sticas mais complexas para treinar o modelo de aprendizagem, tais como ĂĄrvores de sintaxe. AlĂ©m disso, num Intelligent Tutoring System este modelo poderĂĄ ajustar o discurso do avatar em tempo real, alimentado por um detetor de confusĂŁo. As emoçÔes bĂĄsicas ajustam-se a um cenĂĄrio social e podem enriquecĂȘ-lo. A emoção expressada facialmente pode estender este efeito ao corpo do avatar para alimentar o sincronismo social e aumentar a sensação de presença. Finalmente, baseĂĄmo-nos em dispositivos ubĂ­quos, mas com a rĂĄpida evolução da tecnologia, podemos considerar que novos dispositivos irĂŁo estar presentes em escritĂłrios. Isto abre possibilidades para novas modalidades

    State of the art 2015: a literature review of social media intelligence capabilities for counter-terrorism

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    Overview This paper is a review of how information and insight can be drawn from open social media sources. It focuses on the specific research techniques that have emerged, the capabilities they provide, the possible insights they offer, and the ethical and legal questions they raise. These techniques are considered relevant and valuable in so far as they can help to maintain public safety by preventing terrorism, preparing for it, protecting the public from it and pursuing its perpetrators. The report also considers how far this can be achieved against the backdrop of radically changing technology and public attitudes towards surveillance. This is an updated version of a 2013 report paper on the same subject, State of the Art. Since 2013, there have been significant changes in social media, how it is used by terrorist groups, and the methods being developed to make sense of it.  The paper is structured as follows: Part 1 is an overview of social media use, focused on how it is used by groups of interest to those involved in counter-terrorism. This includes new sections on trends of social media platforms; and a new section on Islamic State (IS). Part 2 provides an introduction to the key approaches of social media intelligence (henceforth ‘SOCMINT’) for counter-terrorism. Part 3 sets out a series of SOCMINT techniques. For each technique a series of capabilities and insights are considered, the validity and reliability of the method is considered, and how they might be applied to counter-terrorism work explored. Part 4 outlines a number of important legal, ethical and practical considerations when undertaking SOCMINT work

    Introduction to Data Ethics

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    An Introduction to data ethics, focusing on questions of privacy and personal identity in the economic world as it is defined by big data technologies, artificial intelligence, and algorithmic capitalism. Originally published in The Business Ethics Workshop, 3rd Edition, by Boston Acacdemic Publishing / FlatWorld Knowledge

    CGAMES'2009

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    Designing Embodied Interactive Software Agents for E-Learning: Principles, Components, and Roles

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    Embodied interactive software agents are complex autonomous, adaptive, and social software systems with a digital embodiment that enables them to act on and react to other entities (users, objects, and other agents) in their environment through bodily actions, which include the use of verbal and non-verbal communicative behaviors in face-to-face interactions with the user. These agents have been developed for various roles in different application domains, in which they perform tasks that have been assigned to them by their developers or delegated to them by their users or by other agents. In computer-assisted learning, embodied interactive pedagogical software agents have the general task to promote human learning by working with students (and other agents) in computer-based learning environments, among them e-learning platforms based on Internet technologies, such as the Virtual Linguistics Campus (www.linguistics-online.com). In these environments, pedagogical agents provide contextualized, qualified, personalized, and timely assistance, cooperation, instruction, motivation, and services for both individual learners and groups of learners. This thesis develops a comprehensive, multidisciplinary, and user-oriented view of the design of embodied interactive pedagogical software agents, which integrates theoretical and practical insights from various academic and other fields. The research intends to contribute to the scientific understanding of issues, methods, theories, and technologies that are involved in the design, implementation, and evaluation of embodied interactive software agents for different roles in e-learning and other areas. For developers, the thesis provides sixteen basic principles (Added Value, Perceptible Qualities, Balanced Design, Coherence, Consistency, Completeness, Comprehensibility, Individuality, Variability, Communicative Ability, Modularity, Teamwork, Participatory Design, Role Awareness, Cultural Awareness, and Relationship Building) plus a large number of specific guidelines for the design of embodied interactive software agents and their components. Furthermore, it offers critical reviews of theories, concepts, approaches, and technologies from different areas and disciplines that are relevant to agent design. Finally, it discusses three pedagogical agent roles (virtual native speaker, coach, and peer) in the scenario of the linguistic fieldwork classes on the Virtual Linguistics Campus and presents detailed considerations for the design of an agent for one of these roles (the virtual native speaker)

    Becoming Human with Humanoid

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    Nowadays, our expectations of robots have been significantly increases. The robot, which was initially only doing simple jobs, is now expected to be smarter and more dynamic. People want a robot that resembles a human (humanoid) has and has emotional intelligence that can perform action-reaction interactions. This book consists of two sections. The first section focuses on emotional intelligence, while the second section discusses the control of robotics. The contents of the book reveal the outcomes of research conducted by scholars in robotics fields to accommodate needs of society and industry

    Being in-sync: A multimodal framework on the emotional and cognitive synchronization of collaborative learners

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    Collaborative learners share an experience when focusing on a task together and coevally influence each other’s emotions and motivations. Continuous emotional synchronization relates to how learners co-regulate their cognitive resources, especially regarding their joint attention and transactive discourse. “Being in-sync” then refers to multiple emotional and cognitive group states and processes, raising the question: to what extent and when is being in-sync beneficial and when is it not? In this article, we propose a framework of multi-modal learning analytics addressing synchronization of collaborative learners across emotional and cognitive dimensions and different modalities. To exemplify this framework and approach the question of how emotions and cognitions intertwine in collaborative learning, we present contrasting cases of learners in a tabletop environment that have or have not been instructed to coordinate their gaze. Qualitative analysis of multimodal data incorporating eye-tracking and electrodermal sensors shows that gaze instruction facilitated being emotionally, cognitively, and behaviorally “in-sync” during the peer collaboration. Identifying and analyzing moments of shared emotional shifts shows how learners are establishing shared understanding regarding both the learning task as well as the relationship among them when they are emotionally “in-sync.
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