348 research outputs found
Towards Emotion Recognition: A Persistent Entropy Application
Emotion recognition and classification is a very active area of research. In
this paper, we present a first approach to emotion classification using
persistent entropy and support vector machines. A topology-based model is
applied to obtain a single real number from each raw signal. These data are
used as input of a support vector machine to classify signals into 8 different
emotions (calm, happy, sad, angry, fearful, disgust and surprised)
Darwin's Duchenne: Eye constriction during infant joy and distress
Darwin proposed that smiles with eye constriction (Duchenne smiles) index strong positive emotion in infants, while cry-faces with eye constriction index strong negative emotion. Research has supported Darwin's proposal with respect to smiling, but there has been little parallel research on cry-faces (open-mouth expressions with lateral lip stretching). To investigate the possibility that eye constriction indexes the affective intensity of positive and negative emotions, we first conducted the Face-to-Face/Still-Face (FFSF) procedure at 6 months. In the FFSF, three minutes of naturalistic infant-parent play interaction (which elicits more smiles than cry-faces) are followed by two minutes in which the parent holds an unresponsive still-face (which elicits more cry-faces than smiles). Consistent with Darwin's proposal, eye constriction was associated with stronger smiling and with stronger cry-faces. In addition, the proportion of smiles with eye constriction was higher during the positive-emotion eliciting play episode than during the still-face. In parallel, the proportion of cry-faces with eye constriction was higher during the negative-emotion eliciting still-face than during play. These results are consonant with the hypothesis that eye constriction indexes the affective intensity of both positive and negative facial configurations. A preponderance of eye constriction during cry-faces was observed in a second elicitor of intense negative emotion, vaccination injections, at both 6 and 12 months of age. The results support the existence of a Duchenne distress expression that parallels the more well-known Duchenne smile. This suggests that eye constriction-the Duchenne marker-has a systematic association with early facial expressions of intense negative and positive emotion. © 2013 Mattson et al
From Sound to Significance: Exploring the Mechanisms Underlying Emotional Reactions to Music
A common approach to studying emotional reactions to music is to attempt to obtain direct links between musical surface features such as tempo and a listenerâs responses. however, such an analysis ultimately fails to explain why emotions are aroused in the listener. in this article we explore an alternative approach, which aims to account for musical emotions in terms of a set of psychological mechanisms that are activated by different types of information in a musical event. this approach was tested in 4 experiments that manipulated 4 mechanisms (brain stem reflex, contagion, episodic memory, musical expectancy) by selecting existing musical pieces that featured information relevant for each mechanism. the excerpts were played to 60 listeners, who were asked to rate their felt emotions on 15 scales. skin conductance levels and facial expressions were measured, and listeners reported subjective impressions of relevance to specific mechanisms. results indicated that the target mechanism conditions evoked emotions largely as predicted by a multimechanism framework and that mostly similar effects occurred across the experiments that included different pieces of music. we conclude that a satisfactory account of musical emotions requires consideration of how musical features and responses are mediated by a range of underlying mechanisms
Affective processes as network hubs
The practical problems of designing and coding a web-based flight simulator for teachers has led to a âthree-tier plus environmentâ model (COVE model) for a software agentâs cognition (C), psychologicsal (O), physical (V) processes and responses to tasks and interpersonal relationships within a learning environment (E). The purpose of this article is to introduce how some of the COVE model layers represent preconscious processing hubs in an AI human-agentâs representation of learning in a serious game, and how an application of the Five Factor Model of psychology in the O layer determines the scope of dimensions for a practical computational model of affective processes. The article illustrates the model with the classroom-learning context of the simSchool application (www.simschool.org); presents details of the COVE model of an agentâs reactions to academic tasks; discusses the theoretical foundations; and outlines the research-based real world impacts from external validation studies as well as new testable hypotheses of simSchool
Conflicted Emotions Following Trust-based Interaction
We investigated whether 20 emotional states, reported by 170 participants after participating in a Trust game, were experienced in a patterned way predicted by the âRecalibrational Modelâ or Valence Models. According to the Recalibrational Model, new information about trust-based interaction outcomes triggers specific sets of emotions. Unlike Valence Models that predict reports of large sets of either positive or negative emotional states, the Recalibrational Model predicts the possibility of conflicted (concurrent positive and negative) emotional states. Consistent with the Recalibrational Model, we observed reports of conflicted emotional states activated after interactions where trust was demonstrated but trustworthiness was not. We discuss the implications of having conflicted goals and conflicted emotional states for both scientific and well-being pursuits
Investigating the influence of product perception and geometric features
Research in emotional design and Kansei Engineering has shown that aesthetics play a significant role in the appeal of a product. This paper contributes to establishing a methodology to identify the relationships between perceptions, aesthetic features, desire to own and background of consumers. Surveys were conducted with 71 participants to gather their perceptions of 11 vase concepts. Advanced statistical analyses, including mixed models, were applied to allow generalisation of the results beyond the data sample. Significant relations between the desire to own a product and how the product is perceived were found (the desire to own was found to be related to beautiful, expensive, elegant, exciting, feminine, common and dynamic vases), as well as between the perceptions and the parameters describing the form of the vases (a vase was perceived as beautiful if it had many curved lines and was simple and tall). An automated mixed model analysis was conducted and revealed that general rules can be found between aesthetic features, perceptions and ownership, which can apply across gender and culture. The findings include design rules that link aesthetic features with perceptions. These contribute to research as guidelines for design synthesis and can either be implemented via shape grammars or parametric modelling approaches. These rules are also interesting for 3D printing applications, especially important when the consumer is the designer. Some of these design rules are linked to the desire to own a product, they have implications for industry, and they offer guidelines to creating attractive products that people want to own
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