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Publicações

Publicações por HumanISE

2013

Circle covering using medial axis

Autores
Rocha, P; Rodrigues, R; Toledo, FMB; Gomes, AM;

Publicação
IFAC Proceedings Volumes (IFAC-PapersOnline)

Abstract
A good representation of a simple polygon, with a desired degree of approximation and complexity, is critical in many applications. This paper presents a method to achieve a complete Circle Covering Representation of a simple polygon, through a topological skeleton, the Medial Axis. The aim is to produce an efficient circle representation of irregular pieces, while considering the approximation error and the resulting complexity, i.e. the number of circles. This will help to address limitations of current approaches to some problems, such as Irregular Placement problems, which will, in turn, provide a positive economic and environmental impact where similar problems arise. © 2013 IFAC.

2013

Real-Time Psychophysiological Emotional State Estimation in Digital Gameplay Scenarios

Autores
Nogueira, PA; Rodrigues, R; Oliveira, E;

Publicação
ENGINEERING APPLICATIONS OF NEURAL NETWORKS, EANN 2013, PT I

Abstract
Despite the rising number of emotional state detection methods motivated by the popularity increase in affective computing techniques in recent years, they are yet faced with subject and domain transferability issues. In this paper, we present an improved methodology for modelling individuals' emotional states in multimedia interactive environments. Our method relies on a two-layer classification process to classify Arousal and Valence based on four distinct physiological sensor inputs. The first classification layer uses several regression models to normalize each of the sensor inputs across participants and experimental conditions, while also correlating each input to either Arousal or Valence - effectively addressing the aforementioned transferability issues. The second classification layer then employs a residual sum of squares-based weighting scheme to merge the various regression outputs into one optimal Arousal/Valence classification in real-time, while maintaining a smooth prediction output. The presented method exhibited convincing accuracy ratings - 85% for Arousal and 78% for Valence -, which are only marginally worse than our previous non-real-time approach.

2013

Automatic Emotional Reactions Identification: A Software Tool for Offline User Experience Research

Autores
Nogueira, PA; Torres, V; Rodrigues, R;

Publicação
ENTERTAINMENT COMPUTING - ICEC 2013

Abstract
Current affective response studies lack dedicated data analysis procedures and tools for automatically annotating and triangulating emotional reactions to game-related events. The development of such a tool would potentially allow for both a deeper and more objective analysis of the emotional impact of digital media stimuli on players, as well as towards the rapid implementation of this type of studies. In this paper we describe the development of such a tool that enables researchers to conduct objective a posteriori analyses, without disturbing the gameplay experience, while also automating the annotation and emotional response identification process. The tool was designed in a data-independent fashion and allows the identified responses to be exported for further analysis in third-party statistical software applications.

2013

Guided emotional state regulation: Understanding and shaping players' affective experiences in digital games

Autores
Nogueira, PA; Rodrigues, R; Oliveira, E; Nacke, LE;

Publicação
Proceedings of the 9th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2013

Abstract
Designing adaptive games for individual emotional experiences is a tricky task, especially when detecting a player's emotional state in real time requires physiological sensing hardware and signal processing software. There is currently a lack of software that can identify and learn how emotional states in games are triggered. To address this problem, we developed a system capable of understanding the fundamental relations between emotional responses and their eliciting events. We propose time-evolving Affective Reaction Models (ARM), which learn new affective reactions and manage conflicting ones. These models are then meant to provide information on how a set of predetermined game parameters (e.g., enemy and item spawning, music and lighting effects) should be adapted, to modulate the player's emotional state. In this paper, we propose and describe a framework for modulating player emotions and the main components involved in regulating players' affective experience. We expect our technique will allow game designers to focus on defining high-level rules for generating gameplay experiences instead of having to create and test different content for each player type.

2013

A Hybrid Approach at Emotional State Detection: Merging Theoretical Models of Emotion with Data-Driven Statistical Classifiers

Autores
Nogueira, PA; Rodrigues, R; Oliveira, E; Nacke, LE;

Publicação
2013 IEEE/WIC/ACM INTERNATIONAL CONFERENCE ON INTELLIGENT AGENT TECHNOLOGY (IAT 2013)

Abstract
With the rising popularity of affective computing techniques, there have been several advances in the field of emotion recognition systems. However, despite the several advances in the field, these systems still face scenario adaptability and practical implementation issues. In light of these issues, we developed a nonspecific method for emotional state classification in interactive environments. The proposed method employs a two-layer classification process to detect Arousal and Valence (the emotion's hedonic component), based on four psychophysiological metrics: Skin Conductance, Heart Rate and Electromyography measured at the corrugator supercilii and zygomaticus major muscles. The first classification layer applies multiple regression models to correctly scale the aforementioned metrics across participants and experimental conditions, while also correlating them to the Arousal or Valence dimensions. The second layer then explores several machine learning techniques to merge the regression outputs into one final rating. The obtained results indicate we are able to classify Arousal and Valence independently from participant and experimental conditions with satisfactory accuracy (97% for Arousal and 91% for Valence).

2013

Gathering the Users' Needs in the Development of Assistive Technology: A Blind Navigation System Use Case

Autores
Paredes, Hugo; Fernandes, Hugo; Martins, Paulo; Barroso, Joao;

Publicação
Universal Access in Human-Computer Interaction. Applications and Services for Quality of Life - 7th International Conference, UAHCI 2013, Held as Part of HCI International 2013, Las Vegas, NV, USA, July 21-26, 2013, Proceedings, Part III

Abstract
Assistive technology enables people to achieve independence in the accomplishment of their daily tasks and enhance their quality of life. However, the development os assistive technology does not always follow user needs and expectations, comprising their usability and effectiveness. This paper discusses the design and evaluation strategies for assistive technologies applied to a blind navigation system case study. The research carried out focused on the gathering of user requirements for ensuring enhanced autonomy of blind people in their daily life. The picked requirements were used in an architecture that unifies the benefits of a redundant blind navigation system with a set of services that are provided by daily used information and communication technologies. The system combines guidance, navigation and information gathering, extending traditional aids with realtime knowledge of the surrounding environment to provide an enhanced assistive tool for autonomy of the blinds. Moreover, the developed solution fills the gap of existing solutions that require the users to carry a wide range of devices and, mostly, do not include mechanisms to ensure the autonomy of users in the event of system failure. © 2013 Springer-Verlag Berlin Heidelberg.

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