8 research outputs found

    Ubiquitous Emotion Recognition with Multimodal Mobile Interfaces

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    In 1997 Rosalind Picard introduced fundamental concepts of affect recognition. Since this time, multimodal interfaces such as Brain-computer interfaces (BCIs), RGB and depth cameras, physiological wearables, multimodal facial data and physiological data have been used to study human emotion. Much of the work in this field focuses on a single modality to recognize emotion. However, there is a wealth of information that is available for recognizing emotions when incorporating multimodal data. Considering this, the aim of this workshop is to look at current and future research activities and trends for ubiquitous emotion recognition through the fusion of data from various multimodal, mobile devices

    Brain-Computer Interfaces for Artistic Expression

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    Artists have been using BCIs for artistic expression since the 1960s. Their interest and creativity is now increasing because of the availability of affordable BCI devices and software that does not require them to invest extensive time in getting the BCI to work or tuning it to their application. Designers of artistic BCIs are often ahead of more traditional BCI researchers in ideas on using BCIs in multimodal and multiparty contexts, where multiple users are involved, and where robustness and efficiency are not the main matters of concern. The aim of this workshop is to look at current (research) activities in BCIs for artistic expression and to identify research areas that are of interest for both BCI and HCI researchers as well as artists/designers of BCI applications

    SmartPA: An electronic solution for secure prior authorization processing

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    Electronic Prior Authorization (Electronic PA) is a fast and efficient way of ensuring that prior authorization, needed for medical drug and treatment dispensing, is accurately and promptly completed, supporting quick delivery of medications to patients. Electronic PA (ePA) solutions are the next big revolution in healthcare industry after the introduction of electronic health records. ePA is a time saver for prescribers as well as a cost-saving solution to insurance companies and Medicare services. ePA is new to the industry and due to a knowledge gap among medical professionals and their IT solution providers, ePA applications lack sophisticated components to ease the workflow. Instead of being time-saving, broken ePA processes become time consuming. A research study identified common gaps around the PA process by interviewing and gathering feedback from key stakeholders in the process. The results of the study have demonstrated how a new electronic solution that was developed working with the stakeholders has helped close some of the identified gaps. The resulting solution, SmartPA, provides a secure, reliable interface in support of medical standards, as well as enhancing the PA workflow process

    Mobile augmented games in playable cities: Humorous interaction with Pokémon Go

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    Mobile Augmented Reality (AR) games are changing the way players interact with other players and in cities in the real world. The game’s content influences players’ decision to explore the outside world (whole body movement outside the house) instead of staying inside playing stationary games (not whole body movement required). While users interact with these games in the real world, humorous experiences may occur while players attempt to accomplish a goal. In this paper, we discuss the humor interaction implications that Pokémon Go has in the player’s experience in the real world. We also describe how these games can provide humor occurrences based on the theories of humor. We aim to provide a discussion on humorous situations that players experience and contribute design guidelines on incorporating humor in mobile AR games based on what players have experienced

    Evaluating engagement physiologically and knowledge retention subjectively through two different learning techniques

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    This paper describes the findings of a replication study conducted at a different location. This study measures the engagement level of participants objectively from two learning techniques: video game and handout (traditional way of learning). This paper may help other researchers design their own Brain-Computer Interface study to measure engagement. In addition, the results of this paper shows a correlation analysis between Engagement (measured physiologically) and knowledge measurement (subjective data). Further, this paper describes briefly the limitations of the Emotiv non-invasive EEG device, which may help researchers and developers understand the device more. © 2013 Springer-Verlag

    Evaluation of user’s affective engagement while interacting with educational technologies: A pilot study

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    There are several educational technologies developed to enforce learning in computing. These tools success have generally been studied through subjective measurement. However, subjective data may be inaccurate due to users not providing exact information. Therefore, validity may be of concern. Human-Computer Interaction (HCI) researchers have recently implementing neurophysiological tools towards their user studies for subjective data support. This paper presents an exploratory user study to implement neurophysiological tools to gather objective data to evaluate the usefulness of educational technologies. A between-subject study was conducted comparing Alice and App Inventor user’s affective engagement levels. The results showed no statistical significant. Lastly, this paper can serve as a short guideline on how to adapt neurophysiological tools towards their user studies

    Artistic brain-computer interfaces: the expression and stimulation of the user's affective state

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    Science, Technology, Engineering, and Mathematics (STEM) is rapidly transitioning to STEAM, which is the integration of the arts and design into the sciences. This transition is due to the need of adapting creativity in the sciences and engineering fields. This demonstrates the growing importance of the arts contribution towards the sciences in various ways. An area, where art shows promise is in Brain-Computer Interfaces. In this paper, we propose a definition for Artistic Brain-Computer Interfaces (Artistic BCI) from a Passive BCI perspective. We defined its composition in four fields: Human-Computer Interaction, Neurophysiology, Art, and Computing. This definition is based on the user’s state stimulation and expression and how art could help us and the end user understand the user’s affective state. We also discuss its applicability towards different areas and how these areas can benefit from Artistic BCI

    Brain–Computer Interface Software: A Review and Discussion

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    Software is a critical component of brain–computer interfaces (BCIs). While BCI hardware enables the retrieval of brain signals, BCI software is required to analyze these signals, produce output, and provide feedback. Users from multiple research areas have adopted BCI software platforms to investigate various concepts. Recently, interest in web-based BCI software has also emerged. The system design and control signal techniques of state-of-the-art BCI software platforms have been previously investigated. However, there is limited literature discussing user adoption of BCI software platforms. Additionally, there is a lack of work discussing the recent emergence of web tools relevant to BCI applications. This article aims to address these gaps by presenting a bibliometric review of the state-of-the-art BCI software. Furthermore, we discuss web-based BCIs and present tools that may be used to develop future web-based BCI applications
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