16,083 research outputs found

    Using the affect grid to measure emotions in software requirements engineering

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    Computer systems are designed and used by humans. And human being is characterized, among other things, by emotions. Giving this fact, the process of designing and developing computer systems is, like any other facet in our lives, driven by emotions. Requirements engineering is one of the main phases in software development. In Requirements engineering, several tasks include acceptance and negotiation activities in which the emotional factor represents a key role. This paper presents a study based on the application of affect grid by Russell in requirements engineering main stakeholders: developers and users. Results show that high arousal and low pleasure levels in the process are predictors of conflictive requirements.Publicad

    Consequences of Unhappiness While Developing Software

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    The growing literature on affect among software developers mostly reports on the linkage between happiness, software quality, and developer productivity. Understanding the positive side of happiness -- positive emotions and moods -- is an attractive and important endeavor. Scholars in industrial and organizational psychology have suggested that also studying the negative side -- unhappiness -- could lead to cost-effective ways of enhancing working conditions, job performance, and to limiting the occurrence of psychological disorders. Our comprehension of the consequences of (un)happiness among developers is still too shallow, and is mainly expressed in terms of development productivity and software quality. In this paper, we attempt to uncover the experienced consequences of unhappiness among software developers. Using qualitative data analysis of the responses given by 181 questionnaire participants, we identified 49 consequences of unhappiness while doing software development. We found detrimental consequences on developers' mental well-being, the software development process, and the produced artifacts. Our classification scheme, available as open data, will spawn new happiness research opportunities of cause-effect type, and it can act as a guideline for practitioners for identifying damaging effects of unhappiness and for fostering happiness on the job.Comment: 6 pages. To be presented at the Second International Workshop on Emotion Awareness in Software Engineering, colocated with the 39th International Conference on Software Engineering (ICSE'17). Extended version of arXiv:1701.02952v2 [cs.SE

    CGAMES'2009

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    A study of emotions in requirements engineering.

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    Proceedings of: 3rd World Summit on the Knowledge Society (WKKS 2010), September 22-24, 2010, Corfu (Greece)Requirements engineering (RE) is a crucial activity in software development projects. This phase in the software development cycle is knowledge intensive, and thus, human capital intensive. From the human point of view, emotions play an important role in behavior and can even act as behavioral motivators. Thus, if we consider that RE represents a set of knowledge-intensive tasks, which include acceptance and negotiation activities, then the emotional factor represents a key element in these issues. However, the emotional factor in RE has not received the attention it deserves. This paper aims to integrate the stakeholder’s emotions into the requirement process, proposing to catalogue them like any other factor in the process such as clarity or stability. Results show that high arousal and low pleasure levels are predictors of high versioning requirements.Publicad

    Proceedings of Abstracts Engineering and Computer Science Research Conference 2019

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    © 2019 The Author(s). This is an open-access work distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. For further details please see https://creativecommons.org/licenses/by/4.0/. Note: Keynote: Fluorescence visualisation to evaluate effectiveness of personal protective equipment for infection control is © 2019 Crown copyright and so is licensed under the Open Government Licence v3.0. Under this licence users are permitted to copy, publish, distribute and transmit the Information; adapt the Information; exploit the Information commercially and non-commercially for example, by combining it with other Information, or by including it in your own product or application. Where you do any of the above you must acknowledge the source of the Information in your product or application by including or linking to any attribution statement specified by the Information Provider(s) and, where possible, provide a link to this licence: http://www.nationalarchives.gov.uk/doc/open-government-licence/version/3/This book is the record of abstracts submitted and accepted for presentation at the Inaugural Engineering and Computer Science Research Conference held 17th April 2019 at the University of Hertfordshire, Hatfield, UK. This conference is a local event aiming at bringing together the research students, staff and eminent external guests to celebrate Engineering and Computer Science Research at the University of Hertfordshire. The ECS Research Conference aims to showcase the broad landscape of research taking place in the School of Engineering and Computer Science. The 2019 conference was articulated around three topical cross-disciplinary themes: Make and Preserve the Future; Connect the People and Cities; and Protect and Care

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    On the Recognition of Emotion from Physiological Data

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    This work encompasses several objectives, but is primarily concerned with an experiment where 33 participants were shown 32 slides in order to create ‗weakly induced emotions‘. Recordings of the participants‘ physiological state were taken as well as a self report of their emotional state. We then used an assortment of classifiers to predict emotional state from the recorded physiological signals, a process known as Physiological Pattern Recognition (PPR). We investigated techniques for recording, processing and extracting features from six different physiological signals: Electrocardiogram (ECG), Blood Volume Pulse (BVP), Galvanic Skin Response (GSR), Electromyography (EMG), for the corrugator muscle, skin temperature for the finger and respiratory rate. Improvements to the state of PPR emotion detection were made by allowing for 9 different weakly induced emotional states to be detected at nearly 65% accuracy. This is an improvement in the number of states readily detectable. The work presents many investigations into numerical feature extraction from physiological signals and has a chapter dedicated to collating and trialing facial electromyography techniques. There is also a hardware device we created to collect participant self reported emotional states which showed several improvements to experimental procedure

    ECoG high gamma activity reveals distinct cortical representations of lyrics passages, harmonic and timbre-related changes in a rock song

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    Listening to music moves our minds and moods, stirring interest in its neural underpinnings. A multitude of compositional features drives the appeal of natural music. How such original music, where a composer's opus is not manipulated for experimental purposes, engages a listener's brain has not been studied until recently. Here, we report an in-depth analysis of two electrocorticographic (ECoG) data sets obtained over the left hemisphere in ten patients during presentation of either a rock song or a read-out narrative. First, the time courses of five acoustic features (intensity, presence/absence of vocals with lyrics, spectral centroid, harmonic change, and pulse clarity) were extracted from the audio tracks and found to be correlated with each other to varying degrees. In a second step, we uncovered the specific impact of each musical feature on ECoG high-gamma power (70–170 Hz) by calculating partial correlations to remove the influence of the other four features. In the music condition, the onset and offset of vocal lyrics in ongoing instrumental music was consistently identified within the group as the dominant driver for ECoG high-gamma power changes over temporal auditory areas, while concurrently subject-individual activation spots were identified for sound intensity, timbral, and harmonic features. The distinct cortical activations to vocal speech-related content embedded in instrumental music directly demonstrate that song integrated in instrumental music represents a distinct dimension in complex music. In contrast, in the speech condition, the full sound envelope was reflected in the high gamma response rather than the onset or offset of the vocal lyrics. This demonstrates how the contributions of stimulus features that modulate the brain response differ across the two examples of a full-length natural stimulus, which suggests a context-dependent feature selection in the processing of complex auditory stimuli
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