2015
Autores
El Baz, D; Cardoso, JMP; Rauber, T;
Publicação
Proceedings - IEEE 18th International Conference on Computational Science and Engineering, CSE 2015
Abstract
2015
Autores
Silvano, C; Agosta, G; Cardoso, JMP; Huebner, M;
Publicação
ACM International Conference Proceeding Series
Abstract
2015
Autores
Nogueira, PA; Rodrigues, R; Oliveira, E; Nacke, LE;
Publicação
WEB INTELLIGENCE
Abstract
With the rising research in emotionally believable agents, several advances in agent technology have been made, ranging from interactive virtual agents to emotional mechanism simulations and emotional agent architectures. However, creating an emotionally believable agent capable of emotional thought is still largely out of reach. It has been proposed that being able to accurately model human emotion would allow agents to mimic human behaviour while these models are studied to create more accurate theoretical models. In light of these challenges, we present a general method for human emotional state modelling in interactive environments. The proposed method employs a three-layered classification process to model the arousal and valence (i.e., hedonic) emotional components, based on four selected psychophysiological metrics. Additionally, we also developed a simplified version of our system for use in real-time systems and low-fidelity applications. The modelled emotional states by both approaches compared favourably with a manual approach following the current best practices reported in the literature while also improving on its predictive ability. The obtained results indicate we are able to accurately predict human emotional states, both in offline and online scenarios with varying levels of granularity; thus, providing a transversal method for modelling and reproducing human emotional profiles.
2015
Autores
Rocha, P; Rodrigues, R; Miguel Gomes, AM; Toledo, FMB; Andretta, M;
Publicação
IFAC PAPERSONLINE
Abstract
This paper presents an approaches. that assists in producing highly compacted Nesting layouts with irregular pieces using free rotations. This approach consists in the selection and compaction of big pieces in a first phase, while in a second phase, places the remaining small pieces between the big pieces, compacting all of them. The effect of several parameters are analyzed, such as minimum length to be achieved in the first phase, attraction of the pieces to the edges of the container, attraction between each pair of pieces, among others. This approach can provide good compaction results, while improving computational cost in some cases, which cart allow to tackle real world problems more effectively mkt efficiently.
2015
Autores
Rocha, P; Rodrigues, R; Miguel Gomes, A; Alves, C;
Publicação
Operations Research and Big Data: IO2015-XVII Congress of Portuguese Association of Operational Research (APDIO)
Abstract
In this paper, we address the irregular strip packing problem (or nesting problem) where irregular shapes have to be placed on strips representing a piece of material whose width is constant and length is virtually unlimited. We explore a constructive heuristic that relies on the use of graphical processing units to accelerate the computation of different geometrical operations. The heuristic relies on static selection processes, which assume that a sequence of pieces to be placed is defined a priori. Here, the emphasis is put on the analysis of the impact of these sequences on the global performance of the solution algorithm. Computational results on benchmark datasets are provided to support this analysis, and guide the selection of the most promising methods to generate these sequences.
2015
Autores
Nogueira, PA; Torres, V; Rodrigues, R; Oliveira, E;
Publicação
ENTERTAINMENT COMPUTING
Abstract
Current affective user experience studies require both laborious and time-consuming data analysis, as well as dedicated affective classification algorithms. Moreover, the high technical complexity and lack of general guidelines for developing these affective classification algorithms further limits the comparability of the obtained results. In this paper we target this issue by presenting a tool capable of automatically annotating and triangulating players' physiologically interpreted emotional reactions to in-game events. This tool was initially motivated by an experimental psychology study regarding the emotional habituation effects of audio-visual stimuli in digital games and we expect it to contribute in future similar studies by providing both a deeper and more objective analysis on the affective aspects of user experience. We also hope it will contribute towards the rapid implementation and accessibility of this type of studies by open-sourcing it. Throughout this paper we describe the development and benefits presented by our tool, which include: enabling researchers to conduct objective a posteriori analyses without disturbing the gameplay experience, automating the annotation and emotional response identification process, and formatted data exporting for further analysis in third-party statistical software applications.
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