40 research outputs found

    Social Agents: Agent-Based Modelling of Integrated Internal and Social Dynamics of Cognitive and Affective Processes

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    Treur, J. [Promotor]Cuijpers, W.J.M.J. [Promotor]Bosse, T. [Copromotor

    Myndplay: Measuring Attention Regulation with Single Dry Electrode Brain Computer Interface

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    Detecting Changing Emotions in Natural Speech

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    Detecting changing emotions in human speech by machine and humans

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    The goals of this research were: (1) to develop a system that will automatically measure changes in the emotional state of a speaker by analyzing his/her voice, (2) to validate this system with a controlled experiment and (3) to visualize the results to the speaker in 2-d space. Natural (non-acted) human speech of 77 (Dutch) speakers was collected and manually divided into meaningful speech units. Three recordings per speaker were collected, in which he/she was in a positive, neutral and negative state. For each recording, the speakers rated 16 emotional states on a 10-point Likert Scale. The Random Forest algorithm was applied to 207 speech features that were extracted from recordings to qualify (classification) and quantify (regression) the changes in speaker's emotional state. Results showed that predicting the direction of change of emotions and predicting the change of intensity, measured by Mean Squared Error, can be done better than the baseline (the most frequent class label and the mean value of change, respectively). Moreover, it turned out that changes in negative emotions are more predictable than changes in positive emotions. A controlled experiment investigated the difference in human and machine performance on judging the emotional states in one's own voice and that of another. Results showed that humans performed worse than the algorithm in the detection and regression problems. Humans, just like the machine algorithm, were better in detecting changing negative emotions rather than positive ones. Finally, results of applying the Principal Component Analysis (PCA) to our data provided a validation of dimensional emotion theories and they suggest that PCA is a promising technique for visualizing user's emotional state in the envisioned application. © 2013 Springer Science+Business Media New York

    Measuring Emotion Regulation with Single Dry Electrode Brain Computer Interface

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    Inducing fear: Cardboard virtual reality and 2D video

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    Item does not contain fulltextA Virtual Reality based training can be an interesting method to teach crowd managers and emergency responders how to act in emergency situations under pressure. Compared to watching Two-Dimensional Video, Virtual Reality is assumed to induce stronger emotions and a more real-life experience of the emergency situation. To test this assumption, sixty participants were tested on whether there is a difference in inducing fear between cardboard Virtual Reality glasses and watching a 2D video. Subjective (PANAS) and objective (heart rate, blood pressure) ratings of their mood were measured before, during and after watching a horror movie. Results show that both VR and 2D induced fear significantly in all subjective and objective measures, but that there was no significant difference between these video screen conditions. Based on inducing fear alone, a video based training could be as effective as a cardboard VR training. More research is needed to investigate this further.19th International Conference on Human-Computer Interaction, HCI International 2017, Vancouver, BC, Canada, July 9-14, 201

    Inducing Fear: Difference Between Virtual Reality and 2D Video

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    A Virtual Reality based training can be an interesting method to teach crowd managers and emergency responders how to act in emergency situations under pressure. Compared to watching Two-Dimensional Video, Virtual Reality is assumed to induce stronger emotions and a more real-life experience of the emergency situation. To test this assumption, sixty participants were tested on whether there is a difference in inducing fear between cardboard Virtual Reality glasses and watching a 2D video. Subjective (PANAS) and objective (heart rate, blood pressure) ratings of their mood were measured before, during and after watching a horror movie. Results show that both VR and 2D induced fear significantly in all subjective and objective measures, but that there was no significant difference between these video screen conditions. Based on inducing fear alone, a video based training could be as effective as a cardboard VR training. More research is needed to investigate this further

    Modelling Caregiving Interactions During Stress

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    An Ambient Agent Model for Support of Informal Caregivers During Stress

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